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.
This commit is contained in:
reduz 2021-10-15 19:04:35 -03:00
parent 96410f55b2
commit ae1c016547
18 changed files with 734 additions and 101 deletions

View file

@ -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;