From d3706488d9c70bab05ab97264314101255936ba9 Mon Sep 17 00:00:00 2001 From: Lyuma Date: Wed, 17 Apr 2024 04:11:16 -0700 Subject: [PATCH] Fix FBX and glTF when root nodes are skeleton bones Set p_scene_parent to the skeleton to guarantee BoneAttachment3D nodes are added as a child of the active skeleton. Use get_owner() to go all the way up when calculating the root node in generate_scene --- modules/fbx/fbx_document.cpp | 7 +++++-- modules/gltf/gltf_document.cpp | 6 ++++++ 2 files changed, 11 insertions(+), 2 deletions(-) diff --git a/modules/fbx/fbx_document.cpp b/modules/fbx/fbx_document.cpp index bde23289f474..44a929d285d3 100644 --- a/modules/fbx/fbx_document.cpp +++ b/modules/fbx/fbx_document.cpp @@ -1629,6 +1629,9 @@ void FBXDocument::_generate_skeleton_bone_node(Ref p_state, const GLTF active_skeleton = skeleton; current_node = active_skeleton; + if (active_skeleton) { + p_scene_parent = active_skeleton; + } if (requires_extra_node) { current_node = nullptr; @@ -2019,8 +2022,8 @@ Node *FBXDocument::generate_scene(Ref p_state, float p_bake_fps, bool GLTFNodeIndex fbx_root = state->root_nodes.write[0]; Node *fbx_root_node = state->get_scene_node(fbx_root); Node *root = fbx_root_node; - if (fbx_root_node && fbx_root_node->get_parent()) { - root = fbx_root_node->get_parent(); + if (root && root->get_owner() && root->get_owner() != root) { + root = root->get_owner(); } ERR_FAIL_NULL_V(root, nullptr); _process_mesh_instances(state, root); diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index f8c35ab6d1f7..8f0f0d219efb 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -5685,6 +5685,9 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref p_state, const GL active_skeleton = skeleton; current_node = active_skeleton; + if (active_skeleton) { + p_scene_parent = active_skeleton; + } if (requires_extra_node) { current_node = nullptr; @@ -7104,6 +7107,9 @@ Node *GLTFDocument::_generate_scene_node_tree(Ref p_state) { if (p_state->extensions_used.has("GODOT_single_root")) { _generate_scene_node(p_state, 0, nullptr, nullptr); single_root = p_state->scene_nodes[0]; + if (single_root && single_root->get_owner() && single_root->get_owner() != single_root) { + single_root = single_root->get_owner(); + } } else { single_root = memnew(Node3D); for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) {