Merge pull request #4585 from onurtore/otore19/sandbox

Utilizies AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES flag for Collada meshes.
pull/4581/head^2
Kim Kulling 2022-06-23 16:03:02 +02:00 committed by GitHub
commit 038ae8c028
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2 changed files with 7 additions and 3 deletions

View File

@ -102,6 +102,7 @@ ColladaLoader::ColladaLoader() :
mTextures(),
mAnims(),
noSkeletonMesh(false),
removeEmptyBones(false),
ignoreUpDirection(false),
useColladaName(false),
mNodeNameCounter(0) {
@ -130,6 +131,7 @@ bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool
// ------------------------------------------------------------------------------------------------
void ColladaLoader::SetupProperties(const Importer *pImp) {
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
}
@ -798,9 +800,10 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
// count the number of bones which influence vertices of the current submesh
size_t numRemainingBones = 0;
for (const auto & dstBone : dstBones) {
if (!dstBone.empty()) {
++numRemainingBones;
if (dstBone.empty() && removeEmptyBones) {
continue;
}
++numRemainingBones;
}
// create bone array and copy bone weights one by one
@ -809,7 +812,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
size_t boneCount = 0;
for (size_t a = 0; a < numBones; ++a) {
// omit bones without weights
if (dstBones[a].empty()) {
if (dstBones[a].empty() && removeEmptyBones) {
continue;
}

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@ -237,6 +237,7 @@ protected:
std::vector<aiAnimation *> mAnims;
bool noSkeletonMesh;
bool removeEmptyBones;
bool ignoreUpDirection;
bool useColladaName;