From 955104385cf4d870bb4be454d80c995d7f06d1cb Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Fri, 21 Jul 2023 22:06:50 -0500 Subject: [PATCH] Cosmetic changes in GLTF node generation code --- modules/gltf/gltf_document.cpp | 68 +++++++++++++++++----------------- modules/gltf/gltf_document.h | 8 ++-- 2 files changed, 37 insertions(+), 39 deletions(-) diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index d828363e03a..9fb823c8f4f 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -5254,26 +5254,26 @@ Error GLTFDocument::_parse_animations(Ref p_state) { return OK; } -void GLTFDocument::_assign_scene_names(Ref p_state) { +void GLTFDocument::_assign_node_names(Ref p_state) { for (int i = 0; i < p_state->nodes.size(); i++) { - Ref n = p_state->nodes[i]; + Ref gltf_node = p_state->nodes[i]; // Any joints get unique names generated when the skeleton is made, unique to the skeleton - if (n->skeleton >= 0) { + if (gltf_node->skeleton >= 0) { continue; } - if (n->get_name().is_empty()) { - if (n->mesh >= 0) { - n->set_name(_gen_unique_name(p_state, "Mesh")); - } else if (n->camera >= 0) { - n->set_name(_gen_unique_name(p_state, "Camera3D")); + if (gltf_node->get_name().is_empty()) { + if (gltf_node->mesh >= 0) { + gltf_node->set_name(_gen_unique_name(p_state, "Mesh")); + } else if (gltf_node->camera >= 0) { + gltf_node->set_name(_gen_unique_name(p_state, "Camera3D")); } else { - n->set_name(_gen_unique_name(p_state, "Node")); + gltf_node->set_name(_gen_unique_name(p_state, "Node")); } } - n->set_name(_gen_unique_name(p_state, n->get_name())); + gltf_node->set_name(_gen_unique_name(p_state, gltf_node->get_name())); } } @@ -5751,40 +5751,40 @@ void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent } } -void GLTFDocument::_generate_scene_node(Ref p_state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) { - Ref gltf_node = p_state->nodes[node_index]; +void GLTFDocument::_generate_scene_node(Ref p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) { + Ref gltf_node = p_state->nodes[p_node_index]; if (gltf_node->skeleton >= 0) { - _generate_skeleton_bone_node(p_state, scene_parent, scene_root, node_index); + _generate_skeleton_bone_node(p_state, p_node_index, p_scene_parent, p_scene_root); return; } Node3D *current_node = nullptr; // Is our parent a skeleton - Skeleton3D *active_skeleton = Object::cast_to(scene_parent); + Skeleton3D *active_skeleton = Object::cast_to(p_scene_parent); const bool non_bone_parented_to_skeleton = active_skeleton; // skinned meshes must not be placed in a bone attachment. if (non_bone_parented_to_skeleton && gltf_node->skin < 0) { // Bone Attachment - Parent Case - BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, node_index, gltf_node->parent); + BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent); - scene_parent->add_child(bone_attachment, true); - bone_attachment->set_owner(scene_root); + p_scene_parent->add_child(bone_attachment, true); + bone_attachment->set_owner(p_scene_root); // There is no gltf_node that represent this, so just directly create a unique name bone_attachment->set_name(gltf_node->get_name()); // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node // and attach it to the bone_attachment - scene_parent = bone_attachment; + p_scene_parent = bone_attachment; } // Check if any GLTFDocumentExtension classes want to generate a node for us. for (Ref ext : document_extensions) { ERR_CONTINUE(ext.is_null()); - current_node = ext->generate_scene_node(p_state, gltf_node, scene_parent); + current_node = ext->generate_scene_node(p_state, gltf_node, p_scene_parent); if (current_node) { break; } @@ -5792,38 +5792,38 @@ void GLTFDocument::_generate_scene_node(Ref p_state, Node *scene_pare // If none of our GLTFDocumentExtension classes generated us a node, we generate one. if (!current_node) { if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) { - current_node = _generate_spatial(p_state, node_index); - Node3D *mesh_inst = _generate_mesh_instance(p_state, node_index); + current_node = _generate_spatial(p_state, p_node_index); + Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index); mesh_inst->set_name(gltf_node->get_name()); current_node->add_child(mesh_inst, true); } else if (gltf_node->mesh >= 0) { - current_node = _generate_mesh_instance(p_state, node_index); + current_node = _generate_mesh_instance(p_state, p_node_index); } else if (gltf_node->camera >= 0) { - current_node = _generate_camera(p_state, node_index); + current_node = _generate_camera(p_state, p_node_index); } else if (gltf_node->light >= 0) { - current_node = _generate_light(p_state, node_index); + current_node = _generate_light(p_state, p_node_index); } else { - current_node = _generate_spatial(p_state, node_index); + current_node = _generate_spatial(p_state, p_node_index); } } // Add the node we generated and set the owner to the scene root. - scene_parent->add_child(current_node, true); - if (current_node != scene_root) { + p_scene_parent->add_child(current_node, true); + if (current_node != p_scene_root) { Array args; - args.append(scene_root); + args.append(p_scene_root); current_node->propagate_call(StringName("set_owner"), args); } current_node->set_transform(gltf_node->xform); current_node->set_name(gltf_node->get_name()); - p_state->scene_nodes.insert(node_index, current_node); + p_state->scene_nodes.insert(p_node_index, current_node); for (int i = 0; i < gltf_node->children.size(); ++i) { - _generate_scene_node(p_state, current_node, scene_root, gltf_node->children[i]); + _generate_scene_node(p_state, gltf_node->children[i], current_node, p_scene_root); } } -void GLTFDocument::_generate_skeleton_bone_node(Ref p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index) { +void GLTFDocument::_generate_skeleton_bone_node(Ref p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) { Ref gltf_node = p_state->nodes[p_node_index]; Node3D *current_node = nullptr; @@ -5907,7 +5907,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref p_state, Node *p_ p_state->scene_nodes.insert(p_node_index, current_node); for (int i = 0; i < gltf_node->children.size(); ++i) { - _generate_scene_node(p_state, active_skeleton, p_scene_root, gltf_node->children[i]); + _generate_scene_node(p_state, gltf_node->children[i], active_skeleton, p_scene_root); } } @@ -7424,11 +7424,11 @@ Error GLTFDocument::_parse_gltf_state(Ref p_state, const String &p_se ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); /* ASSIGN SCENE NAMES */ - _assign_scene_names(p_state); + _assign_node_names(p_state); Node3D *root = memnew(Node3D); for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) { - _generate_scene_node(p_state, root, root, p_state->root_nodes[root_i]); + _generate_scene_node(p_state, p_state->root_nodes[root_i], root, root); } return OK; diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h index 718b05b959e..1e4b7e90e57 100644 --- a/modules/gltf/gltf_document.h +++ b/modules/gltf/gltf_document.h @@ -199,7 +199,7 @@ private: Camera3D *_generate_camera(Ref p_state, const GLTFNodeIndex p_node_index); Light3D *_generate_light(Ref p_state, const GLTFNodeIndex p_node_index); Node3D *_generate_spatial(Ref p_state, const GLTFNodeIndex p_node_index); - void _assign_scene_names(Ref p_state); + void _assign_node_names(Ref p_state); template T _interpolate_track(const Vector &p_times, const Vector &p_values, const float p_time, @@ -306,10 +306,8 @@ public: Error _parse_gltf_state(Ref p_state, const String &p_search_path); Error _parse_gltf_extensions(Ref p_state); void _process_mesh_instances(Ref p_state, Node *p_scene_root); - void _generate_scene_node(Ref p_state, Node *p_scene_parent, - Node3D *p_scene_root, - const GLTFNodeIndex p_node_index); - void _generate_skeleton_bone_node(Ref p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index); + void _generate_scene_node(Ref p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root); + void _generate_skeleton_bone_node(Ref p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root); void _import_animation(Ref p_state, AnimationPlayer *p_animation_player, const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks); void _convert_mesh_instances(Ref p_state);