WIP checkpoint: Implement avatar loader and customization UI in Godot
This commit is contained in:
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## AvatarLoader - glTF/GLB import, skeleton merge, and skin re-targeting.
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##
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## Loads base body and attachment GLB assets, extracts skeletons and meshes,
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## and re-targets attachment skins to the canonical skeleton by bone name.
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##
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## Per the avatar architecture spec (§6.2, §6.3):
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## - The base body carries the canonical skeleton.
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## - Attachments are skinned to the same skeleton by name-based re-targeting.
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## - Static accessories are parented to their mount bone.
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## - Body-part slots hide the corresponding base mesh.
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class_name AvatarLoader
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extends Node
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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## Maximum number of attachments allowed in the accessory slot.
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const MAX_ACCESSORY_COUNT := 8
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## Skeleton bone names that form the canonical rig (§3.1).
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const CANONICAL_BONES := [
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"Root",
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"Hips",
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"Spine",
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"Chest",
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"Neck",
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"Head",
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"HeadTop",
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"Jaw",
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"LeftEye",
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"RightEye",
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"LeftShoulder",
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"LeftUpperArm",
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"LeftLowerArm",
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"LeftHand",
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"RightShoulder",
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"RightUpperArm",
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"RightLowerArm",
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"RightHand",
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"LeftUpperLeg",
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"LeftLowerLeg",
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"LeftFoot",
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"RightUpperLeg",
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"RightLowerLeg",
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"RightFoot",
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]
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when a base body has been loaded successfully.
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signal base_body_loaded(avatar_node: Node3D)
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## Emitted when an attachment has been loaded and merged.
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signal attachment_loaded(slot_id: String, attachment_node: Node3D)
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## Emitted on error during loading.
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signal load_error(error_msg: String)
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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## The fully assembled avatar node (Skeleton3D + meshes + attachments).
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var avatar_node: Node3D = null
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## The Skeleton3D belonging to the avatar.
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var skeleton: Skeleton3D = null
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## Mapping of bone name -> bone index in the skeleton.
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var _bone_index_map: Dictionary = {}
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## Loaded base body meshes, keyed by slot id.
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var _base_meshes: Dictionary = {}
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## Loaded attachment nodes, keyed by slot id.
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var _attachments: Dictionary = {}
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## Whether the base body has been loaded.
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var is_base_loaded: bool = false
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## The avatar catalog reference (set by AvatarSystem).
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var catalog: AvatarCatalog = null
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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## Initialize the loader with a reference to the avatar catalog.
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func init_loader(cat: AvatarCatalog) -> void:
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catalog = cat
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## Load the base body asset identified by [param base_body_id].
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## Returns the AvatarNode3D on success, or null on failure.
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func load_base_body(base_body_id: String) -> Node3D:
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if catalog == null:
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load_error.emit("AvatarCatalog not set on AvatarLoader")
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return null
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var asset_meta = catalog.resolve(base_body_id)
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if asset_meta == null:
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load_error.emit("Unknown base_body asset: %s" % base_body_id)
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return null
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if asset_meta.type != "base_body":
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load_error.emit("Asset '%s' is not a base_body, got '%s'" % [
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base_body_id, asset_meta.type])
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return null
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var path: String = asset_meta.path
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var glb_data: PackedByteArray = _load_file(path)
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if glb_data.is_empty():
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load_error.emit("Failed to read GLB file: %s" % path)
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return null
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avatar_node = _parse_glb_as_avatar(glb_data, path)
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if avatar_node == null:
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load_error.emit("Failed to parse GLB: %s" % path)
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return null
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skeleton = avatar_node.get_node_or_null("Skeleton3D") as Skeleton3D
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if skeleton == null:
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load_error.emit("No Skeleton3D found in base body: %s" % path)
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avatar_node.queue_free()
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return null
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# Build bone index map for fast lookups.
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_bone_index_map.clear()
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for i in skeleton.get_bone_count():
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var bone_name: String = skeleton.get_bone_name(i)
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if not bone_name.is_empty():
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_bone_index_map[bone_name] = i
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# Extract base body meshes and store them.
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_extract_base_meshes(avatar_node)
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is_base_loaded = true
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base_body_loaded.emit(avatar_node)
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return avatar_node
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## Load and merge an attachment into the avatar.
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## [param slot_id] is the slot to equip into.
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## [param asset_id] is the catalog id of the attachment.
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## Returns the attachment Node3D on success, or null on failure.
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func load_attachment(slot_id: String, asset_id: String) -> Node3D:
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if not is_base_loaded:
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load_error.emit("Cannot load attachment: base body not loaded")
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return null
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if catalog == null:
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load_error.emit("AvatarCatalog not set on AvatarLoader")
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return null
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var asset_meta = catalog.resolve(asset_id)
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if asset_meta == null:
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load_error.emit("Unknown attachment asset: %s" % asset_id)
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return null
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if asset_meta.type != "attachment":
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load_error.emit("Asset '%s' is not an attachment, got '%s'" % [
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asset_id, asset_meta.type])
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return null
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# Check slot exclusivity for accessory slot.
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if slot_id == "accessory":
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var current_accessories: Array[String] = _attachments.get("accessory", [])
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if current_accessories.size() >= MAX_ACCESSORY_COUNT:
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load_error.emit("Accessory slot full (%d/%d)" % [
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MAX_ACCESSORY_COUNT, MAX_ACCESSORY_COUNT])
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return null
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var path: String = asset_meta.path
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var glb_data: PackedByteArray = _load_file(path)
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if glb_data.is_empty():
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load_error.emit("Failed to read GLB file: %s" % path)
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return null
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var attachment_node = _parse_glb_as_attachment(glb_data, path, slot_id)
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if attachment_node == null:
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load_error.emit("Failed to parse attachment GLB: %s" % path)
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return null
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# Retarget skin to the canonical skeleton.
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_retarget_skin(attachment_node)
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# Parent static accessories to their mount bone.
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_parent_attachment(attachment_node, slot_id, asset_meta)
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# Store reference.
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if slot_id == "accessory":
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var list: Array[String] = _attachments.get("accessory", [])
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list.append(asset_id)
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_attachments["accessory"] = list
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else:
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_attachments[slot_id] = attachment_node
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attachment_loaded.emit(slot_id, attachment_node)
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return attachment_node
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## Remove an attachment from the given slot.
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func unload_attachment(slot_id: String) -> void:
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if slot_id == "accessory":
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var list: Array[String] = _attachments.get("accessory", [])
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for asset_id in list:
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var node = _attachments.get(asset_id)
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if node and node is Node:
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node.queue_free()
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_attachments.erase("accessory")
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else:
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var node = _attachments.get(slot_id)
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if node and node is Node:
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node.queue_free()
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_attachments.erase(slot_id)
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## Hide or show the base mesh for a given body-part slot.
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func set_base_mesh_visible(slot_id: String, visible: bool) -> void:
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var mesh = _base_meshes.get(slot_id)
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if mesh and mesh is Node3D:
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mesh.visible = visible
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## Get the current loadout as a dictionary (for serialization).
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func get_current_loadout() -> Dictionary:
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var loadout: Dictionary = {
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"base_body": "",
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"slots": {},
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}
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# Determine base body id from catalog.
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if is_base_loaded and catalog != null:
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# Walk through catalog to find which base_body loaded.
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for id in catalog.get_all_ids():
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var meta = catalog.resolve(id)
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if meta and meta.type == "base_body":
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loadout.base_body = id
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break
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# Collect equipped attachments.
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for slot_id in _attachments:
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if slot_id == "accessory":
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loadout.slots[slot_id] = _attachments[slot_id] as Array
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else:
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var node = _attachments[slot_id]
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if node is Node3D:
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# Find the asset id by matching the node's name.
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var aid: String = node.name
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loadout.slots[slot_id] = aid
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return loadout
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## Reset the avatar to an unloaded state.
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func reset() -> void:
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if avatar_node and avatar_node is Node:
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avatar_node.queue_free()
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avatar_node = null
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skeleton = null
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_bone_index_map.clear()
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_base_meshes.clear()
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_attachments.clear()
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is_base_loaded = false
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# ---------------------------------------------------------------------------
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# Internal: GLB Parsing
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# ---------------------------------------------------------------------------
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## Parse a GLB byte array into an avatar Node3D structure.
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## Creates: Avatar (Node3D) -> Skeleton3D + BodyMeshes + AttachmentPoints
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func _parse_glb_as_avatar(glb_data: PackedByteArray, path: String) -> Node3D:
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var avatar := Node3D.new()
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avatar.name = "Avatar"
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# Create the skeleton container.
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var skeleton_node := Skeleton3D.new()
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skeleton_node.name = "Skeleton3D"
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skeleton_node.position = Vector3(0, 0, 0)
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avatar.add_child(skeleton_node)
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# Create attachment points container.
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var attach_points := Node3D.new()
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attach_points.name = "AttachmentPoints"
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avatar.add_child(attach_points)
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# Create body meshes container.
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var body_meshes := Node3D.new()
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body_meshes.name = "BodyMeshes"
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avatar.add_child(body_meshes)
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# Create attachments container.
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var attachments_container := Node3D.new()
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attachments_container.name = "Attachments"
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avatar.add_child(attachments_container)
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# Parse the GLB and extract skeleton + meshes.
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# Godot's GLTFState allows custom parsing.
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var gltf_document := GLTFDocument.new()
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var gltf_state := GLTFState.new()
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var parse_result := gltf_document.parse(glb_data, gltf_state, "", "")
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if parse_result != OK:
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push_error("GLB parse error: %s" % Error.parse_error(parse_result))
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avatar.queue_free()
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return null
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# Export the scene from GLTFState.
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var root_nodes := gltf_state.get_nodes_as_resources()
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if root_nodes.is_empty():
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push_error("No root nodes in GLB: %s" % path)
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avatar.queue_free()
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return null
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# Merge GLB nodes into our avatar structure.
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for node_resource in root_nodes:
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if node_resource is Node3D:
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_merge_node_into_avatar(node_resource, avatar, body_meshes,
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attach_points, attachments_container)
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return avatar
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## Parse a GLB byte array into an attachment Node3D.
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func _parse_glb_as_attachment(glb_data: PackedByteArray, path: String,
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slot_id: String) -> Node3D:
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var gltf_document := GLTFDocument.new()
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var gltf_state := GLTFState.new()
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var parse_result := gltf_document.parse(glb_data, gltf_state, "", "")
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if parse_result != OK:
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push_error("GLB parse error: %s" % Error.parse_error(parse_result))
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return null
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var root_nodes := gltf_state.get_nodes_as_resources()
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if root_nodes.is_empty():
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push_error("No root nodes in attachment GLB: %s" % path)
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return null
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var attachment := Node3D.new()
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attachment.name = "%s_%s" % [slot_id, path.get_file().get_basename()]
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for node_resource in root_nodes:
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if node_resource is Node3D:
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attachment.add_child(node_resource.duplicate())
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return attachment
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## Merge a GLB node tree into the avatar's container structure.
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func _merge_node_into_avatar(node: Node3D, avatar: Node3D,
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body_meshes: Node3D, attach_points: Node3D,
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attachments_container: Node3D) -> void:
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var node_name := node.name
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# Identify skeleton nodes.
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if node is Skeleton3D:
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var src_skel := node as Skeleton3D
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var dst_skel := avatar.get_node_or_null("Skeleton3D") as Skeleton3D
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if dst_skel:
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# Copy bones from source skeleton to destination.
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for i in src_skel.get_bone_count():
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var bone_name := src_skel.get_bone_name(i)
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var bone_pose := src_skel.get_bone_pose(i)
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var parent_idx := src_skel.get_bone_parent(i)
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if dst_skel.has_bone(bone_name):
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# Bone already exists (canonical).
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dst_skel.set_bone_pose(i, bone_pose)
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if parent_idx >= 0:
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var parent_name := src_skel.get_bone_name(parent_idx)
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var dst_parent_idx := dst_skel.find_bone(parent_name)
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if dst_parent_idx >= 0:
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dst_skel.set_bone_parent(i, dst_parent_idx)
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else:
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# Add new bone.
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var new_idx := dst_skel.add_bone(bone_name)
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dst_skel.set_bone_pose(new_idx, bone_pose)
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if parent_idx >= 0:
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var parent_name := src_skel.get_bone_name(parent_idx)
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var dst_parent_idx := dst_skel.find_bone(parent_name)
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if dst_parent_idx >= 0:
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dst_skel.set_bone_parent(new_idx, dst_parent_idx)
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return
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# Identify attachment point nodes (empty nodes named attach_*).
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if node_name.begins_with("attach_"):
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var cloned := node.duplicate()
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cloned.name = node_name
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attach_points.add_child(cloned)
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return
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# Identify mesh nodes.
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if node is MeshInstance3D:
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var mesh_inst := node as MeshInstance3D
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var cloned := mesh_inst.duplicate() as MeshInstance3D
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# Determine which container to place it in.
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if node_name == "Body" or node_name.ends_with("_Mesh"):
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body_meshes.add_child(cloned)
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else:
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attachments_container.add_child(cloned)
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return
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# For other nodes, recurse into children.
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for child in node.get_children():
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if child is Node3D:
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_merge_node_into_avatar(child, avatar, body_meshes,
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attach_points, attachments_container)
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## Extract base body meshes from the avatar and store them by slot.
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func _extract_base_meshes(avatar: Node3D) -> void:
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var body_meshes := avatar.get_node_or_null("BodyMeshes") as Node3D
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if body_meshes == null:
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return
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for child in body_meshes.get_children():
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if child is MeshInstance3D:
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var mesh_name := child.name
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var slot_id := _mesh_name_to_slot(mesh_name)
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if slot_id != "":
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_base_meshes[slot_id] = child
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## Map a mesh name to a slot id based on naming conventions (§4.3).
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func _mesh_name_to_slot(mesh_name: String) -> String:
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if mesh_name == "Body":
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# Generic body mesh - covers torso, legs, arms.
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return "torso"
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if mesh_name == "head_Mesh":
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return "head"
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if mesh_name == "torso_Mesh":
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return "torso"
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if mesh_name == "legs_Mesh":
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return "legs"
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if mesh_name == "left_arm_Mesh":
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return "left_arm"
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if mesh_name == "right_arm_Mesh":
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return "right_arm"
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return ""
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# ---------------------------------------------------------------------------
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# Internal: Skin Retargeting
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# ---------------------------------------------------------------------------
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## Retarget the skin weights of an attachment node to the canonical skeleton.
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## Walks all MeshInstance3D children and remaps joint indices by bone name.
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func _retarget_skin(attachment_node: Node3D) -> void:
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if skeleton == null:
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return
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for child in attachment_node.get_children():
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if child is MeshInstance3D:
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var mesh_inst := child as MeshInstance3D
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var mesh := mesh_inst.mesh
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if mesh == null:
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continue
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# Handle MultiMeshInstance3D.
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if mesh is MultiMesh:
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# MultiMesh doesn't have skin weights per-vertex in the same way.
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continue
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if mesh is ArrayMesh:
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var arr_mesh := mesh as ArrayMesh
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var surface_count := arr_mesh.get_surface_count()
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for surface_idx in surface_count:
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var arrays := arr_mesh.surface_get_arrays(surface_idx)
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var joints_array := arrays[Mesh.ARRAY_JOINTS] as PackedInt32Array
|
||||
var weights_array := arrays[Mesh.ARRAY_WEIGHTS] as PackedFloat32Array
|
||||
|
||||
if joints_array.is_empty():
|
||||
continue
|
||||
|
||||
# Remap joint indices by bone name.
|
||||
var new_joints := PackedInt32Array()
|
||||
for i in range(0, joints_array.size(), 4):
|
||||
for j in 4:
|
||||
var old_joint := joints_array[i + j]
|
||||
if old_joint < 0:
|
||||
new_joints.append(0)
|
||||
else:
|
||||
var bone_name := skeleton.get_bone_name(old_joint)
|
||||
var new_idx := _bone_index_map.get(bone_name, 0)
|
||||
new_joints.append(new_idx)
|
||||
|
||||
arrays[Mesh.ARRAY_JOINTS] = new_joints
|
||||
arr_mesh.surface_set_arrays(surface_idx, arrays)
|
||||
|
||||
|
||||
## Parent an attachment node to its mount bone in the skeleton.
|
||||
func _parent_attachment(attachment_node: Node3D, slot_id: String,
|
||||
asset_meta: Dictionary) -> void:
|
||||
|
||||
if skeleton == null:
|
||||
return
|
||||
|
||||
var mount_bone: String = asset_meta.get("mount_bone", "")
|
||||
if mount_bone.is_empty():
|
||||
# Try to infer from slot.
|
||||
mount_bone = _slot_to_mount_bone(slot_id)
|
||||
|
||||
if mount_bone.is_empty():
|
||||
return
|
||||
|
||||
var bone_idx := skeleton.find_bone(mount_bone)
|
||||
if bone_idx < 0:
|
||||
return
|
||||
|
||||
# Get the world transform of the bone at the time of attachment.
|
||||
var bone_pose := skeleton.get_bone_pose(bone_idx)
|
||||
var bone_transform := skeleton.global_transform * bone_pose
|
||||
|
||||
# Position the attachment at the bone's location.
|
||||
attachment_node.global_transform = bone_transform
|
||||
|
||||
|
||||
## Convert a slot id to its canonical mount bone name (§3.2).
|
||||
func _slot_to_mount_bone(slot_id: String) -> String:
|
||||
match slot_id:
|
||||
"head": return "Head"
|
||||
"hair": return "HeadTop"
|
||||
"face": return "Jaw"
|
||||
"torso", "chest", "back": return "Chest"
|
||||
"left_arm": return "LeftUpperArm"
|
||||
"right_arm": return "RightUpperArm"
|
||||
"left_hand": return "LeftHand"
|
||||
"right_hand": return "RightHand"
|
||||
"legs": return "Hips"
|
||||
"pants": return "Hips"
|
||||
"left_foot": return "LeftFoot"
|
||||
"right_foot": return "RightFoot"
|
||||
"accessory": return "Root"
|
||||
_: return ""
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internal: File Loading
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Load a file from the given path as a PackedByteArray.
|
||||
func _load_file(path: String) -> PackedByteArray:
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
return PackedByteArray()
|
||||
var data := file.get_buffer(file.get_length())
|
||||
file.close()
|
||||
return data
|
||||
Reference in New Issue
Block a user