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Bake reset animation to special VRM-like bone rest.
Point bone parent to children. Leaf bones point to parent. Co-authored-by: MMMaellon <[email protected]> Co-authored-by: Eron <[email protected]>
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/*************************************************************************/ | ||
/* editor_importer_bake_reset.cpp */ | ||
/*************************************************************************/ | ||
/* This file is part of: */ | ||
/* GODOT ENGINE */ | ||
/* https://godotengine.org */ | ||
/*************************************************************************/ | ||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ | ||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ | ||
/* */ | ||
/* Permission is hereby granted, free of charge, to any person obtaining */ | ||
/* a copy of this software and associated documentation files (the */ | ||
/* "Software"), to deal in the Software without restriction, including */ | ||
/* without limitation the rights to use, copy, modify, merge, publish, */ | ||
/* distribute, sublicense, and/or sell copies of the Software, and to */ | ||
/* permit persons to whom the Software is furnished to do so, subject to */ | ||
/* the following conditions: */ | ||
/* */ | ||
/* The above copyright notice and this permission notice shall be */ | ||
/* included in all copies or substantial portions of the Software. */ | ||
/* */ | ||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ | ||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ | ||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | ||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ | ||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ | ||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ | ||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ | ||
/*************************************************************************/ | ||
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#include "editor/import/editor_importer_bake_reset.h" | ||
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#include "core/error/error_list.h" | ||
#include "core/error/error_macros.h" | ||
#include "core/math/transform_3d.h" | ||
#include "core/string/ustring.h" | ||
#include "resource_importer_scene.h" | ||
#include "scene/3d/importer_mesh_instance_3d.h" | ||
#include "scene/3d/mesh_instance_3d.h" | ||
#include "scene/3d/node_3d.h" | ||
#include "scene/3d/skeleton_3d.h" | ||
#include "scene/animation/animation_player.h" | ||
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void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) { | ||
Map<StringName, BakeResetRestBone> r_rest_bones; | ||
Vector<Node3D *> r_meshes; | ||
List<Node *> queue; | ||
queue.push_back(scene); | ||
while (!queue.is_empty()) { | ||
List<Node *>::Element *E = queue.front(); | ||
Node *node = E->get(); | ||
ImporterMeshInstance3D *editor_mesh_3d = scene->cast_to<ImporterMeshInstance3D>(node); | ||
MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node); | ||
if (scene->cast_to<Skeleton3D>(node)) { | ||
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node); | ||
_transform_bone(skeleton, "hips", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "spine", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "chest", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "spine", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "upperChest", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "neck", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "head", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "spine", Basis(), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftUpperLeg", Basis(Vector3(-1.0, 0.0, 0.0), Vector3(0.0, -1.0, 0.0), Vector3(0.0, 0.0, 1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftLowerLeg", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0), Vector3(0.0, 0.0, -1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftFoot", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0), Vector3(0.0, 0.0, -1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftLowerLeg", Basis(Vector3(-1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0), Vector3(0, 1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftToes", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightUpperLeg", Basis(Vector3(-1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0), Vector3(0.0, 0.0, 1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightLowerLeg", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0), Vector3(0.0, 0.0, -1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightFoot", Basis(Vector3(-1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0), Vector3(0, 1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightToes", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftShoulder", Basis(Vector3(0.0, 0.0, 1.0), Vector3(1.0, 0.0, 0.0), Vector3(0, 1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftUpperArm", Basis(Vector3(0.0, 0.0, -1.0), Vector3(1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftLowerArm", Basis(Vector3(0.0, -1.0, 0.0), Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftHand", Basis(Vector3(0.0, 0.0, -1.0), Vector3(1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightShoulder", Basis(Vector3(0.0, 0.0, -1.0), Vector3(-1.0, 0.0, 0.0), Vector3(0, 1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightUpperArm", Basis(Vector3(0.0, 0.0, 1.0), Vector3(-1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightLowerArm", Basis(Vector3(0.0, 1.0, 0.0), Vector3(-1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightHand", Basis(Vector3(0.0, 0.0, 1.0), Vector3(-1.0, 0.0, 0.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftEye", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightEye", Basis(Vector3(1.0, 0.0, 0.0), Vector3(0.0, 0.0, 1.0), Vector3(0, -1.0, 0.0)), Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "jaw", Basis(Vector3(-1.0, 0.0, 0.0), Vector3(0, -0.383, 0.924), Vector3(0, 0.924, 0.383)), Basis(), Vector3(), r_rest_bones); | ||
Basis rightThumbProximal = Basis(Vector3(0.707, -0.5, 0.5), Vector3(-0.707, -0.5, 0.5), Vector3(0, -0.707, -0.707)); | ||
_transform_bone(skeleton, "rightThumbProximal", rightThumbProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightThumbIntermediate", rightThumbProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightThumbDistal", rightThumbProximal, Basis(), Vector3(), r_rest_bones); | ||
Basis rightIndexProximal = Basis(Vector3(0.0, 0.0, 1.0), Vector3(-1.0, 0.0, 0.0), Vector3(0.0, -1.0, 0.0)); | ||
_transform_bone(skeleton, "rightIndexProximal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightIndexIntermediate", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightIndexDistal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightMiddleProximal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightMiddleIntermediate", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightMiddleDistal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightRingProximal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightRingIntermediate", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightRingDistal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightLittleProximal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightLittleIntermediate", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "rightLittleDistal", rightIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
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Basis leftThumbProximal = Basis(Vector3(0.707, 0.5, -0.5), Vector3(0.707, -0.5, 0.5), Vector3(0, -0.707, -0.707)); | ||
_transform_bone(skeleton, "leftThumbProximal", leftThumbProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftThumbIntermediate", leftThumbProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftThumbDistal", leftThumbProximal, Basis(), Vector3(), r_rest_bones); | ||
Basis leftIndexProximal = Basis(Vector3(0.0, 0.0, -1.0), Vector3(1.0, 0.0, 0.0), Vector3(0.0, -1.0, 0.0)); | ||
_transform_bone(skeleton, "leftIndexProximal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftIndexIntermediate", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftIndexDistal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftMiddleProximal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftMiddleIntermediate", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftMiddleDistal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftRingProximal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftRingIntermediate", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftRingDistal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftLittleProximal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftLittleIntermediate", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
_transform_bone(skeleton, "leftLittleDistal", leftIndexProximal, Basis(), Vector3(), r_rest_bones); | ||
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// Step 2: Bake the RESET animation from the RestBone to the skeleton. | ||
_fix_skeleton(skeleton, r_rest_bones); | ||
} | ||
if (editor_mesh_3d) { | ||
NodePath path = editor_mesh_3d->get_skeleton_path(); | ||
if (!path.is_empty() && editor_mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(editor_mesh_3d->get_node_or_null(path))) { | ||
r_meshes.push_back(editor_mesh_3d); | ||
} | ||
} else if (mesh_3d) { | ||
NodePath path = mesh_3d->get_skeleton_path(); | ||
if (!path.is_empty() && mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(mesh_3d->get_node_or_null(path))) { | ||
r_meshes.push_back(mesh_3d); | ||
} | ||
} | ||
int child_count = node->get_child_count(); | ||
for (int i = 0; i < child_count; i++) { | ||
queue.push_back(node->get_child(i)); | ||
} | ||
queue.pop_front(); | ||
} | ||
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queue.push_back(scene); | ||
while (!queue.is_empty()) { | ||
List<Node *>::Element *E = queue.front(); | ||
Node *node = E->get(); | ||
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node); | ||
if (ap) { | ||
// Step 3: Key all RESET animation frames to identity. | ||
_align_animations(ap, r_rest_bones); | ||
} | ||
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int child_count = node->get_child_count(); | ||
for (int i = 0; i < child_count; i++) { | ||
queue.push_back(node->get_child(i)); | ||
} | ||
queue.pop_front(); | ||
} | ||
} | ||
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void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones) { | ||
ERR_FAIL_NULL(p_ap); | ||
List<StringName> anim_names; | ||
p_ap->get_animation_list(&anim_names); | ||
for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) { | ||
Ref<Animation> a = p_ap->get_animation(anim_i->get()); | ||
ERR_CONTINUE(a.is_null()); | ||
for (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) { | ||
int track = a->find_track(NodePath(rest_bone_i->key()), Animation::TYPE_POSITION_3D); | ||
if (track != -1) { | ||
int new_track = a->add_track(Animation::TYPE_POSITION_3D); | ||
NodePath new_path = NodePath(rest_bone_i->key()); | ||
BakeResetRestBone rest_bone = rest_bone_i->get(); | ||
a->track_set_path(new_track, new_path); | ||
for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) { | ||
Vector3 loc; | ||
Error err = a->position_track_get_key(track, key_i, &loc); | ||
ERR_CONTINUE(err); | ||
real_t time = a->track_get_key_time(track, key_i); | ||
loc = loc + rest_bone.loc; | ||
// Apply the reverse of the rest changes to make the key be close to identity transform. | ||
a->position_track_insert_key(new_track, time, loc); | ||
} | ||
a->remove_track(track); | ||
} | ||
track = a->find_track(NodePath(rest_bone_i->key()), Animation::TYPE_ROTATION_3D); | ||
if (track != -1) { | ||
int new_track = a->add_track(Animation::TYPE_ROTATION_3D); | ||
NodePath new_path = NodePath(rest_bone_i->key()); | ||
BakeResetRestBone rest_bone = rest_bone_i->get(); | ||
a->track_set_path(new_track, new_path); | ||
for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) { | ||
Quaternion rot; | ||
Error err = a->rotation_track_get_key(track, key_i, &rot); | ||
ERR_CONTINUE(err); | ||
real_t time = a->track_get_key_time(track, key_i); | ||
rot.normalize(); | ||
rot = rot * rest_bone.rest_delta.get_rotation_quaternion(); | ||
rot.normalize(); | ||
// Apply the reverse of the rest changes to make the key be close to identity transform. | ||
a->rotation_track_insert_key(new_track, time, rot); | ||
} | ||
a->remove_track(track); | ||
} | ||
track = a->find_track(NodePath(rest_bone_i->key()), Animation::TYPE_SCALE_3D); | ||
if (track != -1) { | ||
int new_track = a->add_track(Animation::TYPE_SCALE_3D); | ||
NodePath new_path = NodePath(rest_bone_i->key()); | ||
BakeResetRestBone rest_bone = rest_bone_i->get(); | ||
a->track_set_path(new_track, new_path); | ||
for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) { | ||
Vector3 scale; | ||
Error err = a->scale_track_get_key(track, key_i, &scale); | ||
ERR_CONTINUE(err); | ||
real_t time = a->track_get_key_time(track, key_i); | ||
scale = Vector3(1, 1, 1) + (rest_bone.rest_delta.get_scale() - scale); | ||
// Apply the reverse of the rest changes to make the key be close to identity transform. | ||
a->scale_track_insert_key(new_track, time, scale); | ||
} | ||
a->remove_track(track); | ||
} | ||
} | ||
} | ||
} | ||
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void BakeReset::_fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones) { | ||
int bone_count = p_skeleton->get_bone_count(); | ||
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// First iterate through all the bones and update the RestBone. | ||
for (int j = 0; j < bone_count; j++) { | ||
StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(j); | ||
BakeResetRestBone &rest_bone = r_rest_bones[final_path]; | ||
rest_bone.rest_local = p_skeleton->get_bone_rest(j).affine_inverse() * p_skeleton->get_bone_rest(j); | ||
} | ||
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for (int i = 0; i < bone_count; i++) { | ||
int parent_bone = p_skeleton->get_bone_parent(i); | ||
String path = p_skeleton->get_owner()->get_path_to(p_skeleton); | ||
StringName final_path = String(path) + String(":") + p_skeleton->get_bone_name(parent_bone); | ||
if (parent_bone >= 0) { | ||
r_rest_bones[final_path].children.push_back(i); | ||
} | ||
} | ||
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//When we rotate a bone, we also have to move all of its children in the opposite direction | ||
for (int i = 0; i < bone_count; i++) { | ||
StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i); | ||
r_rest_bones[final_path].rest_local = r_rest_bones[final_path].rest_local * Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc); | ||
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//Iterate through the children and rotate them in the opposite direction. | ||
for (int j = 0; j < r_rest_bones[final_path].children.size(); j++) { | ||
int child_index = r_rest_bones[final_path].children[j]; | ||
StringName child_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(child_index); | ||
r_rest_bones[child_path].rest_local = Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc).affine_inverse() * r_rest_bones[child_path].rest_local; | ||
} | ||
} | ||
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for (int i = 0; i < bone_count; i++) { | ||
StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i); | ||
ERR_CONTINUE(!r_rest_bones.has(final_path)); | ||
Transform3D rest_transform = r_rest_bones[final_path].rest_local; | ||
p_skeleton->set_bone_rest(i, p_skeleton->get_bone_rest(i) * rest_transform); | ||
} | ||
} | ||
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void BakeReset::_transform_bone(Skeleton3D *p_skeleton, String bone_name, Basis vrm_rest_rot, Basis rot, Vector3 loc, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones) { | ||
BakeResetRestBone rest_bone; | ||
String new_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + ":" + bone_name; | ||
rest_bone.rest_delta = vrm_rest_rot; | ||
rest_bone.loc = loc; | ||
r_rest_bones[new_path] = rest_bone; | ||
} |
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