Merge pull request #43294 from RevoluPowered/fbx-bugfix-skinning-unused-deformers-polyfiller

FBX polyfill the skin information for deformers which were optimised out of the FBX
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Rémi Verschelde 2020-11-03 21:59:57 +01:00 committed by GitHub
commit 75afe4ed78
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2 changed files with 18 additions and 12 deletions

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@ -35,7 +35,12 @@
Ref<FBXNode> FBXBone::get_link(const ImportState &state) const {
print_verbose("bone name: " + bone_name);
ERR_FAIL_COND_V_MSG(cluster == nullptr, nullptr, "bone has invalid cluster");
// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
if (!cluster) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
Ref<FBXNode> link_node;
@ -59,6 +64,14 @@ Ref<FBXNode> FBXBone::get_link(const ImportState &state) const {
Transform FBXBone::get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &r_valid_pose) {
r_valid_pose = false;
print_verbose("get_vertex_skin_xform: " + bone_name);
// safe to do, this means we have 'remove unused deformer' checked.
if (!cluster) {
print_verbose("bone [" + itos(bone_id) + "] " + bone_name + ": has no skin offset poly-filling the skin to make rasterizer happy with unused deformers not being skinned");
r_valid_pose = true;
return Transform();
}
ERR_FAIL_COND_V_MSG(cluster == nullptr, Transform(), "[serious] unable to resolve the fbx cluster for this bone " + bone_name);
// these methods will ONLY work for Maya.
if (cluster->TransformAssociateModelValid()) {

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@ -694,17 +694,10 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
Ref<FBXBone> bone = elem->value();
Transform ignore_t;
Ref<FBXSkeleton> skeleton = bone->fbx_skeleton;
if (!bone->cluster) {
continue; // some bones have no skin this is OK.
}
Ref<FBXNode> bone_link = bone->get_link(state);
ERR_CONTINUE_MSG(bone_link.is_null(), "invalid skin pose bone link");
// grab the skin bind
bool valid_bind = false;
Transform bind = bone->get_vertex_skin_xform(state, fbx_node->pivot_transform->GlobalTransform, valid_bind);
ERR_CONTINUE_MSG(!valid_bind, "invalid bind");
if (bind.basis.determinant() == 0) {
@ -918,7 +911,7 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
// note: do not use C++17 syntax here for dicts.
// this is banned in Godot.
for (std::pair<const std::string, const FBXDocParser::AnimationCurve *> &kvp : curves) {
String curve_element = ImportUtils::FBXNodeToName(kvp.first);
const String curve_element = ImportUtils::FBXNodeToName(kvp.first);
const FBXDocParser::AnimationCurve *curve = kvp.second;
String curve_name = ImportUtils::FBXNodeToName(curve->Name());
uint64_t curve_id = curve->ID();
@ -930,7 +923,7 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
}
// FBX has no name for AnimCurveNode::, most of the time, not seen any with valid name here.
const std::map<int64_t, float> track_time = curve->GetValueTimeTrack();
const std::map<int64_t, float> &track_time = curve->GetValueTimeTrack();
if (track_time.size() > 0) {
for (std::pair<int64_t, float> keyframe : track_time) {