@@ -5802,7 +5802,16 @@ void GLTFDocument::_assign_node_names(Ref<GLTFState> p_state) {
58025802 }
58035803}
58045804
5805- BoneAttachment3D *GLTFDocument::_generate_bone_attachment (Ref<GLTFState> p_state, Skeleton3D *p_skeleton, const GLTFNodeIndex p_node_index, const GLTFNodeIndex p_bone_index) {
5805+ BoneAttachment3D *GLTFDocument::_generate_bone_attachment (Skeleton3D *p_godot_skeleton, const Ref<GLTFNode> &p_bone_node) {
5806+ BoneAttachment3D *bone_attachment = memnew (BoneAttachment3D);
5807+ print_verbose (" glTF: Creating bone attachment for: " + p_bone_node->get_name ());
5808+ bone_attachment->set_name (p_bone_node->get_name ());
5809+ p_godot_skeleton->add_child (bone_attachment, true );
5810+ bone_attachment->set_bone_name (p_bone_node->get_name ());
5811+ return bone_attachment;
5812+ }
5813+
5814+ BoneAttachment3D *GLTFDocument::_generate_bone_attachment_compat_4pt4 (Ref<GLTFState> p_state, Skeleton3D *p_skeleton, const GLTFNodeIndex p_node_index, const GLTFNodeIndex p_bone_index) {
58065815 Ref<GLTFNode> gltf_node = p_state->nodes [p_node_index];
58075816 Ref<GLTFNode> bone_node = p_state->nodes [p_bone_index];
58085817 BoneAttachment3D *bone_attachment = memnew (BoneAttachment3D);
@@ -6275,11 +6284,210 @@ void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent
62756284 }
62766285}
62776286
6287+ void _set_node_tree_owner (Node *p_current_node, Node *&p_scene_root) {
6288+ // Note: p_scene_parent and p_scene_root must either both be null or both be valid.
6289+ if (p_scene_root == nullptr ) {
6290+ // If the root node argument is null, this is the root node.
6291+ p_scene_root = p_current_node;
6292+ // If multiple nodes were generated under the root node, ensure they have the owner set.
6293+ if (unlikely (p_current_node->get_child_count () > 0 )) {
6294+ Array args;
6295+ args.append (p_scene_root);
6296+ for (int i = 0 ; i < p_current_node->get_child_count (); i++) {
6297+ Node *child = p_current_node->get_child (i);
6298+ child->propagate_call (StringName (" set_owner" ), args);
6299+ }
6300+ }
6301+ } else {
6302+ // Add the node we generated and set the owner to the scene root.
6303+ Array args;
6304+ args.append (p_scene_root);
6305+ p_current_node->propagate_call (StringName (" set_owner" ), args);
6306+ }
6307+ }
6308+
6309+ bool GLTFDocument::_does_skinned_mesh_require_placeholder_node (Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
6310+ if (p_gltf_node->skin < 0 ) {
6311+ return false ; // Not a skinned mesh.
6312+ }
6313+ // Check for child nodes that aren't joints/bones.
6314+ for (int i = 0 ; i < p_gltf_node->children .size (); ++i) {
6315+ Ref<GLTFNode> child = p_state->nodes [p_gltf_node->children [i]];
6316+ if (!child->joint ) {
6317+ return true ;
6318+ }
6319+ // Edge case: If a child's skeleton is not yet in the tree, then we must add it as a child of this node.
6320+ // While the Skeleton3D node isn't a glTF node, it's still a case where we need a placeholder.
6321+ // This is required to handle this issue: https://github.com/godotengine/godot/issues/67773
6322+ const GLTFSkeletonIndex skel_index = child->skeleton ;
6323+ ERR_FAIL_INDEX_V (skel_index, p_state->skeletons .size (), false );
6324+ if (p_state->skeletons [skel_index]->godot_skeleton ->get_parent () == nullptr ) {
6325+ return true ;
6326+ }
6327+ }
6328+ return false ;
6329+ }
6330+
62786331void GLTFDocument::_generate_scene_node (Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) {
62796332 Ref<GLTFNode> gltf_node = p_state->nodes [p_node_index];
6333+ Node3D *current_node = nullptr ;
6334+ // Check if any GLTFDocumentExtension classes want to generate a node for us.
6335+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
6336+ ERR_CONTINUE (ext.is_null ());
6337+ current_node = ext->generate_scene_node (p_state, gltf_node, p_scene_parent);
6338+ if (current_node) {
6339+ break ;
6340+ }
6341+ }
6342+ // If none of our GLTFDocumentExtension classes generated us a node, try using built-in glTF types.
6343+ if (!current_node) {
6344+ if (gltf_node->mesh >= 0 ) {
6345+ current_node = _generate_mesh_instance (p_state, p_node_index);
6346+ // glTF specifies that skinned meshes should ignore their node transforms,
6347+ // only being controlled by the skeleton, so Godot will reparent a skinned
6348+ // mesh to its skeleton. However, we still need to ensure any child nodes
6349+ // keep their place in the tree, so if there are any child nodes, the skinned
6350+ // mesh must not be the base node, so generate an empty spatial base.
6351+ if (_does_skinned_mesh_require_placeholder_node (p_state, gltf_node)) {
6352+ Node3D *placeholder;
6353+ // We need a placeholder, but maybe the Skeleton3D *is* the placeholder?
6354+ const GLTFSkeletonIndex skel_index = gltf_node->skeleton ;
6355+ if (skel_index >= 0 && skel_index < p_state->skeletons .size () && p_state->skeletons [skel_index]->godot_skeleton ->get_parent () == nullptr ) {
6356+ placeholder = p_state->skeletons [skel_index]->godot_skeleton ;
6357+ } else {
6358+ placeholder = _generate_spatial (p_state, p_node_index);
6359+ }
6360+ current_node->set_name (gltf_node->get_name ());
6361+ placeholder->add_child (current_node, true );
6362+ current_node = placeholder;
6363+ }
6364+ } else if (gltf_node->camera >= 0 ) {
6365+ current_node = _generate_camera (p_state, p_node_index);
6366+ } else if (gltf_node->light >= 0 ) {
6367+ current_node = _generate_light (p_state, p_node_index);
6368+ }
6369+ }
6370+ // The only case where current_node is a Skeleton3D is when it is the placeholder for a skinned mesh.
6371+ // In that case, we don't set the name or possibly generate a bone attachment. But usually, we do.
6372+ // It is also possible that user code generates a Skeleton3D node, and this code also works for that case.
6373+ if (likely (!Object::cast_to<Skeleton3D>(current_node))) {
6374+ if (current_node) {
6375+ // Set the name of the Godot node to the name of the glTF node.
6376+ String gltf_node_name = gltf_node->get_name ();
6377+ if (!gltf_node_name.is_empty ()) {
6378+ current_node->set_name (gltf_node_name);
6379+ }
6380+ }
6381+ // Skeleton stuff: If this node is in a skeleton, we need to attach it to a bone attachment pointing to its bone.
6382+ if (gltf_node->skeleton >= 0 ) {
6383+ _generate_skeleton_bone_node (p_state, p_node_index, current_node, p_scene_parent, p_scene_root);
6384+ return ;
6385+ }
6386+ }
6387+ // Skeleton stuff: If the parent node is in a skeleton, we need to attach this node to a bone attachment pointing to the parent's bone.
6388+ if (Object::cast_to<Skeleton3D>(p_scene_parent)) {
6389+ Skeleton3D *parent_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
6390+ _attach_node_to_skeleton (p_state, p_node_index, current_node, parent_skeleton, p_scene_root);
6391+ return ;
6392+ }
6393+ // Not a skeleton bone, so definitely some kind of node that goes in the Godot scene tree.
6394+ if (current_node == nullptr ) {
6395+ current_node = _generate_spatial (p_state, p_node_index);
6396+ // Set the name of the Godot node to the name of the glTF node.
6397+ String gltf_node_name = gltf_node->get_name ();
6398+ if (!gltf_node_name.is_empty ()) {
6399+ current_node->set_name (gltf_node_name);
6400+ }
6401+ }
6402+ if (p_scene_parent) {
6403+ p_scene_parent->add_child (current_node, true );
6404+ }
6405+ // Set the owner of the nodes to the scene root.
6406+ // Note: p_scene_parent and p_scene_root must either both be null or both be valid.
6407+ _set_node_tree_owner (current_node, p_scene_root);
6408+ current_node->set_transform (gltf_node->transform );
6409+ current_node->merge_meta_from (*gltf_node);
6410+ p_state->scene_nodes .insert (p_node_index, current_node);
6411+ for (int i = 0 ; i < gltf_node->children .size (); ++i) {
6412+ _generate_scene_node (p_state, gltf_node->children [i], current_node, p_scene_root);
6413+ }
6414+ }
6415+
6416+ void GLTFDocument::_generate_skeleton_bone_node (Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node3D *p_current_node, Node *p_scene_parent, Node *p_scene_root) {
6417+ Ref<GLTFNode> gltf_node = p_state->nodes [p_node_index];
6418+ // Grab the current skeleton, and ensure it's added to the tree.
6419+ Skeleton3D *godot_skeleton = p_state->skeletons [gltf_node->skeleton ]->godot_skeleton ;
6420+ if (godot_skeleton->get_parent () == nullptr ) {
6421+ if (p_scene_root) {
6422+ if (Object::cast_to<Skeleton3D>(p_scene_parent)) {
6423+ Skeleton3D *parent_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
6424+ // Explicitly specifying the bone of the parent glTF node is required to
6425+ // handle the edge case where a skeleton is a child of another skeleton.
6426+ _attach_node_to_skeleton (p_state, p_node_index, godot_skeleton, parent_skeleton, p_scene_root, gltf_node->parent );
6427+ } else {
6428+ p_scene_parent->add_child (godot_skeleton, true );
6429+ godot_skeleton->set_owner (p_scene_root);
6430+ }
6431+ } else {
6432+ p_scene_root = godot_skeleton;
6433+ }
6434+ }
6435+ _attach_node_to_skeleton (p_state, p_node_index, p_current_node, godot_skeleton, p_scene_root);
6436+ }
6437+
6438+ void GLTFDocument::_attach_node_to_skeleton (Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node3D *p_current_node, Skeleton3D *p_godot_skeleton, Node *p_scene_root, GLTFNodeIndex p_bone_node_index) {
6439+ ERR_FAIL_NULL (p_godot_skeleton->get_parent ());
6440+ Ref<GLTFNode> gltf_node = p_state->nodes [p_node_index];
6441+ if (Object::cast_to<ImporterMeshInstance3D>(p_current_node) && gltf_node->skin >= 0 ) {
6442+ // Skinned meshes should be attached directly to the skeleton without a BoneAttachment3D.
6443+ ERR_FAIL_COND_MSG (p_current_node->get_child_count () > 0 , " Skinned mesh nodes passed to this function should not have children (a placeholder should be inserted by `_generate_scene_node`)." );
6444+ p_godot_skeleton->add_child (p_current_node, true );
6445+ } else if (p_current_node || !gltf_node->joint ) {
6446+ // If we have a node in need of attaching, we need a BoneAttachment3D.
6447+ // This happens when a node in Blender has Relations -> Parent set to a bone.
6448+ GLTFNodeIndex attachment_node_index = likely (p_bone_node_index == -1 ) ? (gltf_node->joint ? p_node_index : gltf_node->parent ) : p_bone_node_index;
6449+ ERR_FAIL_COND (!p_state->scene_nodes .has (attachment_node_index));
6450+ Node *attachment_godot_node = p_state->scene_nodes [attachment_node_index];
6451+ // If the parent is a Skeleton3D, we need to make a BoneAttachment3D.
6452+ if (Object::cast_to<Skeleton3D>(attachment_godot_node)) {
6453+ Ref<GLTFNode> attachment_gltf_node = p_state->nodes [attachment_node_index];
6454+ BoneAttachment3D *bone_attachment = _generate_bone_attachment (p_godot_skeleton, attachment_gltf_node);
6455+ bone_attachment->set_owner (p_scene_root);
6456+ bone_attachment->merge_meta_from (*p_state->nodes [attachment_node_index]);
6457+ p_state->scene_nodes .insert (attachment_node_index, bone_attachment);
6458+ attachment_godot_node = bone_attachment;
6459+ }
6460+ // By this point, `attachment_godot_node` is either a BoneAttachment3D or part of a BoneAttachment3D subtree.
6461+ // If the node is a plain non-joint, we should generate a Godot node for it.
6462+ if (p_current_node == nullptr ) {
6463+ DEV_ASSERT (!gltf_node->joint );
6464+ p_current_node = _generate_spatial (p_state, p_node_index);
6465+ }
6466+ if (!gltf_node->joint ) {
6467+ p_current_node->set_transform (gltf_node->transform );
6468+ }
6469+ p_current_node->set_name (gltf_node->get_name ());
6470+ attachment_godot_node->add_child (p_current_node, true );
6471+ } else {
6472+ // If this glTF is a plain joint, this glTF node only becomes a Godot bone.
6473+ // We refer to the skeleton itself as this glTF node's corresponding Godot node.
6474+ // This may be overridden later if the joint has a non-joint as a child in need of an attachment.
6475+ p_current_node = p_godot_skeleton;
6476+ }
6477+ _set_node_tree_owner (p_current_node, p_scene_root);
6478+ p_current_node->merge_meta_from (*gltf_node);
6479+ p_state->scene_nodes .insert (p_node_index, p_current_node);
6480+ for (int i = 0 ; i < gltf_node->children .size (); ++i) {
6481+ _generate_scene_node (p_state, gltf_node->children [i], p_current_node, p_scene_root);
6482+ }
6483+ }
6484+
6485+ // Deprecated code used when naming_version is 0 or 1 (Godot 4.0 to 4.4).
6486+ void GLTFDocument::_generate_scene_node_compat_4pt4 (Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) {
6487+ Ref<GLTFNode> gltf_node = p_state->nodes [p_node_index];
62806488
62816489 if (gltf_node->skeleton >= 0 ) {
6282- _generate_skeleton_bone_node (p_state, p_node_index, p_scene_parent, p_scene_root);
6490+ _generate_skeleton_bone_node_compat_4pt4 (p_state, p_node_index, p_scene_parent, p_scene_root);
62836491 return ;
62846492 }
62856493
@@ -6293,7 +6501,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIn
62936501 // skinned meshes must not be placed in a bone attachment.
62946502 if (non_bone_parented_to_skeleton && gltf_node->skin < 0 ) {
62956503 // Bone Attachment - Parent Case
6296- BoneAttachment3D *bone_attachment = _generate_bone_attachment (p_state, active_skeleton, p_node_index, gltf_node->parent );
6504+ BoneAttachment3D *bone_attachment = _generate_bone_attachment_compat_4pt4 (p_state, active_skeleton, p_node_index, gltf_node->parent );
62976505
62986506 p_scene_parent->add_child (bone_attachment, true );
62996507
@@ -6370,11 +6578,12 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIn
63706578
63716579 p_state->scene_nodes .insert (p_node_index, current_node);
63726580 for (int i = 0 ; i < gltf_node->children .size (); ++i) {
6373- _generate_scene_node (p_state, gltf_node->children [i], current_node, p_scene_root);
6581+ _generate_scene_node_compat_4pt4 (p_state, gltf_node->children [i], current_node, p_scene_root);
63746582 }
63756583}
63766584
6377- void GLTFDocument::_generate_skeleton_bone_node (Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) {
6585+ // Deprecated code used when naming_version is 0 or 1 (Godot 4.0 to 4.4).
6586+ void GLTFDocument::_generate_skeleton_bone_node_compat_4pt4 (Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) {
63786587 Ref<GLTFNode> gltf_node = p_state->nodes [p_node_index];
63796588
63806589 Node3D *current_node = nullptr ;
@@ -6389,7 +6598,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GL
63896598 if (active_skeleton) {
63906599 // Should no longer be possible.
63916600 ERR_PRINT (vformat (" glTF: Generating scene detected direct parented Skeletons at node %d" , p_node_index));
6392- BoneAttachment3D *bone_attachment = _generate_bone_attachment (p_state, active_skeleton, p_node_index, gltf_node->parent );
6601+ BoneAttachment3D *bone_attachment = _generate_bone_attachment_compat_4pt4 (p_state, active_skeleton, p_node_index, gltf_node->parent );
63936602 p_scene_parent->add_child (bone_attachment, true );
63946603 bone_attachment->set_owner (p_scene_root);
63956604 // There is no gltf_node that represent this, so just directly create a unique name
@@ -6420,7 +6629,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GL
64206629 // skinned meshes must not be placed in a bone attachment.
64216630 if (!is_skinned_mesh) {
64226631 // Bone Attachment - Same Node Case
6423- BoneAttachment3D *bone_attachment = _generate_bone_attachment (p_state, active_skeleton, p_node_index, p_node_index);
6632+ BoneAttachment3D *bone_attachment = _generate_bone_attachment_compat_4pt4 (p_state, active_skeleton, p_node_index, p_node_index);
64246633
64256634 p_scene_parent->add_child (bone_attachment, true );
64266635
@@ -6470,7 +6679,7 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GL
64706679 p_state->scene_nodes .insert (p_node_index, current_node);
64716680
64726681 for (int i = 0 ; i < gltf_node->children .size (); ++i) {
6473- _generate_scene_node (p_state, gltf_node->children [i], active_skeleton, p_scene_root);
6682+ _generate_scene_node_compat_4pt4 (p_state, gltf_node->children [i], active_skeleton, p_scene_root);
64746683 }
64756684}
64766685
@@ -7499,6 +7708,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene
74997708 mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value );
75007709 ERR_CONTINUE_MSG (mi == nullptr , vformat (" Unable to cast node %d of type %s to ImporterMeshInstance3D" , node_i, si_element->value ->get_class_name ()));
75017710 }
7711+ ERR_CONTINUE_MSG (mi->get_child_count () > 0 , " The glTF importer must generate skinned mesh instances as leaf nodes without any children to allow them to be repositioned in the tree without affecting other nodes." );
75027712
75037713 const GLTFSkeletonIndex skel_i = p_state->skins .write [node->skin ]->skeleton ;
75047714 Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons .write [skel_i];
@@ -8412,15 +8622,23 @@ Node *GLTFDocument::_generate_scene_node_tree(Ref<GLTFState> p_state) {
84128622 // Generate the node tree.
84138623 Node *single_root;
84148624 if (p_state->extensions_used .has (" GODOT_single_root" )) {
8415- _generate_scene_node (p_state, 0 , nullptr , nullptr );
8625+ if (_naming_version < 2 ) {
8626+ _generate_scene_node_compat_4pt4 (p_state, 0 , nullptr , nullptr );
8627+ } else {
8628+ _generate_scene_node (p_state, 0 , nullptr , nullptr );
8629+ }
84168630 single_root = p_state->scene_nodes [0 ];
84178631 if (single_root && single_root->get_owner () && single_root->get_owner () != single_root) {
84188632 single_root = single_root->get_owner ();
84198633 }
84208634 } else {
84218635 single_root = memnew (Node3D);
84228636 for (int32_t root_i = 0 ; root_i < p_state->root_nodes .size (); root_i++) {
8423- _generate_scene_node (p_state, p_state->root_nodes [root_i], single_root, single_root);
8637+ if (_naming_version < 2 ) {
8638+ _generate_scene_node_compat_4pt4 (p_state, p_state->root_nodes [root_i], single_root, single_root);
8639+ } else {
8640+ _generate_scene_node (p_state, p_state->root_nodes [root_i], single_root, single_root);
8641+ }
84248642 }
84258643 }
84268644 // Assign the scene name and single root name to each other
@@ -8512,7 +8730,11 @@ Error GLTFDocument::_parse_gltf_state(Ref<GLTFState> p_state, const String &p_se
85128730 ERR_FAIL_COND_V (err != OK, ERR_PARSE_ERROR);
85138731
85148732 /* DETERMINE SKELETONS */
8515- err = SkinTool::_determine_skeletons (p_state->skins , p_state->nodes , p_state->skeletons , p_state->get_import_as_skeleton_bones () ? p_state->root_nodes : Vector<GLTFNodeIndex>());
8733+ if (p_state->get_import_as_skeleton_bones ()) {
8734+ err = SkinTool::_determine_skeletons (p_state->skins , p_state->nodes , p_state->skeletons , p_state->root_nodes , true );
8735+ } else {
8736+ err = SkinTool::_determine_skeletons (p_state->skins , p_state->nodes , p_state->skeletons , Vector<GLTFNodeIndex>(), _naming_version < 2 );
8737+ }
85168738 ERR_FAIL_COND_V (err != OK, ERR_PARSE_ERROR);
85178739
85188740 /* ASSIGN SCENE NODE NAMES */
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