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author | reduz <reduzio@gmail.com> | 2021-10-15 19:04:35 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-10-16 08:36:05 -0300 |
commit | ae1c0165472181967b01ee7bc0087456611d26bf (patch) | |
tree | 5ba9e3cf3d28977737693b0f0a39506ff12c5c19 /modules/gltf/gltf_document.cpp | |
parent | 96410f55b24e47af045e3ad31545331ce124d999 (diff) | |
download | redot-engine-ae1c0165472181967b01ee7bc0087456611d26bf.tar.gz |
Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance
Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
Diffstat (limited to 'modules/gltf/gltf_document.cpp')
-rw-r--r-- | modules/gltf/gltf_document.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 70df62de6a..7d4bd998f5 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -5991,12 +5991,11 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, ERR_CONTINUE(mesh.is_null()); ERR_CONTINUE(mesh->get_mesh().is_null()); ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null()); - const String prop = "blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i); - const String blend_path = String(node_path) + ":" + prop; + const String blend_path = String(node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i)); const int track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_VALUE); + animation->add_track(Animation::TYPE_BLEND_SHAPE); animation->track_set_path(track_idx, blend_path); // Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation, @@ -6007,7 +6006,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, for (int j = 0; j < track.weight_tracks[i].times.size(); j++) { const float t = track.weight_tracks[i].times[j]; const float attribs = track.weight_tracks[i].values[j]; - animation->track_insert_key(track_idx, t, attribs); + animation->blend_shape_track_insert_key(track_idx, t, attribs); } } else { // CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies. @@ -6015,7 +6014,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, double time = 0.0; bool last = false; while (true) { - _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp); + float blend = _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp); + animation->blend_shape_track_insert_key(track_idx, time, blend); if (last) { break; } @@ -6459,7 +6459,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, if (!tracks.has(mesh_index)) { for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) { String shape_name = mesh->get_blend_shape_name(shape_i); - NodePath shape_path = String(path) + ":blend_shapes/" + shape_name; + NodePath shape_path = String(path) + ":" + shape_name; int32_t shape_track_i = animation->find_track(shape_path); if (shape_track_i == -1) { GLTFAnimation::Channel<float> weight; |