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-rw-r--r--modules/fbx/fbx_document.cpp97
1 files changed, 81 insertions, 16 deletions
diff --git a/modules/fbx/fbx_document.cpp b/modules/fbx/fbx_document.cpp
index e92609f42f..5f94a80566 100644
--- a/modules/fbx/fbx_document.cpp
+++ b/modules/fbx/fbx_document.cpp
@@ -86,6 +86,17 @@ static Quaternion _as_quaternion(const ufbx_quat &p_quat) {
return Quaternion(real_t(p_quat.x), real_t(p_quat.y), real_t(p_quat.z), real_t(p_quat.w));
}
+static Transform3D _as_transform(const ufbx_transform &p_xform) {
+ Transform3D result;
+ result.origin = FBXDocument::_as_vec3(p_xform.translation);
+ result.basis.set_quaternion_scale(_as_quaternion(p_xform.rotation), FBXDocument::_as_vec3(p_xform.scale));
+ return result;
+}
+
+static real_t _relative_error(const Vector3 &p_a, const Vector3 &p_b) {
+ return p_a.distance_to(p_b) / MAX(p_a.length(), p_b.length());
+}
+
static Color _material_color(const ufbx_material_map &p_map) {
if (p_map.value_components == 1) {
float r = float(p_map.value_real);
@@ -196,6 +207,16 @@ static uint32_t _decode_vertex_index(const Vector3 &p_vertex) {
return uint32_t(p_vertex.x) | uint32_t(p_vertex.y) << 16;
}
+static ufbx_skin_deformer *_find_skin_deformer(ufbx_skin_cluster *p_cluster) {
+ for (const ufbx_connection &conn : p_cluster->element.connections_src) {
+ ufbx_skin_deformer *deformer = ufbx_as_skin_deformer(conn.dst);
+ if (deformer) {
+ return deformer;
+ }
+ }
+ return nullptr;
+}
+
struct ThreadPoolFBX {
struct Group {
ufbx_thread_pool_context ctx = {};
@@ -333,23 +354,67 @@ Error FBXDocument::_parse_nodes(Ref<FBXState> p_state) {
}
{
- node->transform.origin = _as_vec3(fbx_node->local_transform.translation);
- node->transform.basis.set_quaternion_scale(_as_quaternion(fbx_node->local_transform.rotation), _as_vec3(fbx_node->local_transform.scale));
-
- if (fbx_node->bind_pose) {
- ufbx_bone_pose *pose = ufbx_get_bone_pose(fbx_node->bind_pose, fbx_node);
- ufbx_transform rest_transform = ufbx_matrix_to_transform(&pose->bone_to_parent);
-
- Vector3 rest_position = _as_vec3(rest_transform.translation);
- Quaternion rest_rotation = _as_quaternion(rest_transform.rotation);
- Vector3 rest_scale = _as_vec3(rest_transform.scale);
- Transform3D godot_rest_xform;
- godot_rest_xform.basis.set_quaternion_scale(rest_rotation, rest_scale);
- godot_rest_xform.origin = rest_position;
- node->set_additional_data("GODOT_rest_transform", godot_rest_xform);
- } else {
- node->set_additional_data("GODOT_rest_transform", node->transform);
+ node->transform = _as_transform(fbx_node->local_transform);
+
+ bool found_rest_xform = false;
+ bool bad_rest_xform = false;
+ Transform3D candidate_rest_xform;
+
+ if (fbx_node->parent) {
+ // Attempt to resolve a rest pose for bones: This uses internal FBX connections to find
+ // all skin clusters connected to the bone.
+ for (const ufbx_connection &child_conn : fbx_node->element.connections_src) {
+ ufbx_skin_cluster *child_cluster = ufbx_as_skin_cluster(child_conn.dst);
+ if (!child_cluster)
+ continue;
+ ufbx_skin_deformer *child_deformer = _find_skin_deformer(child_cluster);
+ if (!child_deformer)
+ continue;
+
+ // Found a skin cluster: Now iterate through all the skin clusters of the parent and
+ // try to find one that used by the same deformer.
+ for (const ufbx_connection &parent_conn : fbx_node->parent->element.connections_src) {
+ ufbx_skin_cluster *parent_cluster = ufbx_as_skin_cluster(parent_conn.dst);
+ if (!parent_cluster)
+ continue;
+ ufbx_skin_deformer *parent_deformer = _find_skin_deformer(parent_cluster);
+ if (parent_deformer != child_deformer)
+ continue;
+
+ // Success: Found two skin clusters from the same deformer, now we can resolve the
+ // local bind pose from the difference between the two world-space bind poses.
+ ufbx_matrix child_to_world = child_cluster->bind_to_world;
+ ufbx_matrix world_to_parent = ufbx_matrix_invert(&parent_cluster->bind_to_world);
+ ufbx_matrix child_to_parent = ufbx_matrix_mul(&world_to_parent, &child_to_world);
+ Transform3D xform = _as_transform(ufbx_matrix_to_transform(&child_to_parent));
+
+ if (!found_rest_xform) {
+ // Found the first bind pose for the node, assume that this one is good
+ found_rest_xform = true;
+ candidate_rest_xform = xform;
+ } else if (!bad_rest_xform) {
+ // Found another: Let's hope it's similar to the previous one, if not warn and
+ // use the initial pose, which is used by default if rest pose is not found.
+ real_t error = 0.0f;
+ error += _relative_error(candidate_rest_xform.origin, xform.origin);
+ for (int i = 0; i < 3; i++) {
+ error += _relative_error(candidate_rest_xform.basis.rows[i], xform.basis.rows[i]);
+ }
+ const real_t max_error = 0.01f;
+ if (error >= max_error) {
+ WARN_PRINT(vformat("FBX: Node '%s' has multiple bind poses, using initial pose as rest pose.", node->get_name()));
+ bad_rest_xform = true;
+ }
+ }
+ }
+ }
+ }
+
+ Transform3D godot_rest_xform = node->transform;
+ if (found_rest_xform && !bad_rest_xform) {
+ godot_rest_xform = candidate_rest_xform;
}
+ node->set_additional_data("GODOT_rest_transform", godot_rest_xform);
}
for (const ufbx_node *child : fbx_node->children) {