glTF: Fixes models orientations issues
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@ -83,6 +83,7 @@ public class GltfLoader implements AssetLoader {
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try {
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dataCache.clear();
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info = assetInfo;
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skinnedSpatials.clear();
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rootNode = new Node();
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if (defaultMat == null) {
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@ -127,6 +128,8 @@ public class GltfLoader implements AssetLoader {
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rootNode = customContentManager.readExtensionAndExtras("root", docRoot, rootNode);
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setupControls();
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//Loading animations
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if (animations != null) {
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for (int i = 0; i < animations.size(); i++) {
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@ -134,8 +137,6 @@ public class GltfLoader implements AssetLoader {
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}
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}
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setupControls();
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//only one scene let's not return the root.
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if (rootNode.getChildren().size() == 1) {
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rootNode = (Node) rootNode.getChild(0);
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@ -865,16 +866,10 @@ public class GltfLoader implements AssetLoader {
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if (skinIndex != -1) {
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//we have a bone animation.
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SkinData skin = fetchFromCache("skins", skinIndex, SkinData.class);
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if (skin.animControl == null) {
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skin.animControl = new AnimControl(skin.skeletonControl.getSkeleton());
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}
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skin.animControl.addAnim(anim);
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//the controls will be added to the right spatial in setupControls()
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}
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if (!spatials.isEmpty()) {
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//Note that it's pretty unlikely to have an animation that is both a spatial animation and a bone animation...But you never know. The specs doesn't forbids it
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if (skinIndex != -1) {
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//there are some spatial tracks in this bone animation... or the other way around. Let's add the spatials in the skinnedSpatials.
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SkinData skin = fetchFromCache("skins", skinIndex, SkinData.class);
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@ -882,6 +877,7 @@ public class GltfLoader implements AssetLoader {
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spat.addAll(spatials);
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//the animControl will be added in the setupControls();
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} else {
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//Spatial animation
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Spatial spatial = null;
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if (spatials.size() == 1) {
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spatial = spatials.get(0);
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@ -971,6 +967,14 @@ public class GltfLoader implements AssetLoader {
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computeBindTransforms(bw, skeleton);
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}
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skeleton = customContentManager.readExtensionAndExtras("skin", skin, skeleton);
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SkinData skinData = new SkinData();
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skinData.bones = bones;
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skinData.skeletonControl = new SkeletonControl(skeleton);
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skinData.animControl = new AnimControl(skinData.skeletonControl.getSkeleton());
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addToCache("skins", index, skinData, nodes.size());
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skinnedSpatials.put(skinData, new ArrayList<Spatial>());
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// Set local transforms.
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// The skeleton may come in a given pose, that is not the rest pose, so let 's apply it.
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// We will need it later for animation
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@ -985,14 +989,6 @@ public class GltfLoader implements AssetLoader {
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bone.setUserControl(false);
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}
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}
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skeleton = customContentManager.readExtensionAndExtras("skin", skin, skeleton);
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SkinData skinData = new SkinData();
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skinData.bones = bones;
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skinData.skeletonControl = new SkeletonControl(skeleton);
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addToCache("skins", index, skinData, nodes.size());
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skinnedSpatials.put(skinData, new ArrayList<Spatial>());
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}
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}
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@ -1089,26 +1085,18 @@ public class GltfLoader implements AssetLoader {
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private void setupControls() {
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for (SkinData skinData : skinnedSpatials.keySet()) {
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List<Spatial> spatials = skinnedSpatials.get(skinData);
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if (spatials.isEmpty()) {
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//can happen when a file contains a skin that is not used by any mesh...
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continue;
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}
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Spatial spatial = skinData.parent;
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if (spatials.size() >= 1) {
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spatial = findCommonAncestor(spatials);
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}
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AnimControl animControl = spatial.getControl(AnimControl.class);
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if (animControl != null) {
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//The spatial already has an anim control, we need to merge it with the one in skinData. Then remove it.
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for (String name : animControl.getAnimationNames()) {
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Animation anim = animControl.getAnim(name);
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skinData.animControl.addAnim(anim);
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}
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spatial.removeControl(animControl);
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if (spatial != skinData.parent) {
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skinData.rootBoneTransformOffset = spatial.getWorldTransform().invert();
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skinData.rootBoneTransformOffset.combineWithParent(skinData.parent.getWorldTransform());
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}
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if (skinData.animControl != null) {
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if (skinData.animControl != null && skinData.animControl.getSpatial() == null) {
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spatial.addControl(skinData.animControl);
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}
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spatial.addControl(skinData.skeletonControl);
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@ -1219,9 +1207,9 @@ public class GltfLoader implements AssetLoader {
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Vector3f scale = getScale(data, i);
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Transform t = new Transform(translation, rotation, scale);
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if (isRoot) {
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if (isRoot && skinData.rootBoneTransformOffset != null) {
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//Apply the armature transforms to the root bone anim track.
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t.combineWithParent(skinData.parent.getLocalTransform());
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t.combineWithParent(skinData.rootBoneTransformOffset);
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}
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reverseBlendAnimTransforms(t, bindTransforms);
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@ -1287,6 +1275,7 @@ public class GltfLoader implements AssetLoader {
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SkeletonControl skeletonControl;
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AnimControl animControl;
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Spatial parent;
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Transform rootBoneTransformOffset;
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Bone[] bones;
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boolean used = false;
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}
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