Merge branch 'master' into master
commit
067677595c
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@ -111,8 +111,9 @@ const aiImporterDesc *glTF2Importer::GetInfo() const {
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bool glTF2Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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if (extension != "gltf" && extension != "glb") {
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return false;
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}
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if (pIOHandler) {
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glTF2::Asset asset(pIOHandler);
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@ -323,8 +324,9 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
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for (unsigned i = 0; i < nFaces; ++i) {
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for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
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unsigned idx = faces[i].mIndices[j];
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if (idx >= nVerts)
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if (idx >= nVerts) {
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return false;
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}
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}
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}
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return true;
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@ -861,7 +863,19 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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if (node.skin) {
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for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
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aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
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mesh->mNumBones = static_cast<unsigned int>(node.skin->jointNames.size());
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unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size());
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std::vector<std::vector<aiVertexWeight>> weighting(numBones);
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BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
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unsigned int realNumBones = 0;
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for (uint32_t i = 0; i < numBones; ++i) {
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if (weighting[i].size() > 0) {
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realNumBones++;
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}
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}
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mesh->mNumBones = static_cast<unsigned int>(realNumBones);
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mesh->mBones = new aiBone *[mesh->mNumBones];
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// GLTF and Assimp choose to store bone weights differently.
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@ -873,43 +887,33 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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// both because it's somewhat slow and because, for many applications,
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// we then need to reconvert the data back into the vertex-to-bone
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// mapping which makes things doubly-slow.
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std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
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BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
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mat4 *pbindMatrices = nullptr;
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node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
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for (uint32_t i = 0; i < mesh->mNumBones; ++i) {
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aiBone *bone = new aiBone();
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int cb = 0;
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for (uint32_t i = 0; i < numBones; ++i) {
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const std::vector<aiVertexWeight> &weights = weighting[i];
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if (weights.size() > 0) {
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aiBone *bone = new aiBone();
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Ref<Node> joint = node.skin->jointNames[i];
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if (!joint->name.empty()) {
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bone->mName = joint->name;
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} else {
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// Assimp expects each bone to have a unique name.
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static const std::string kDefaultName = "bone_";
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char postfix[10] = { 0 };
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ASSIMP_itoa10(postfix, i);
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bone->mName = (kDefaultName + postfix);
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}
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GetNodeTransform(bone->mOffsetMatrix, *joint);
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CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
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std::vector<aiVertexWeight> &weights = weighting[i];
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bone->mNumWeights = static_cast<uint32_t>(weights.size());
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if (bone->mNumWeights > 0) {
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Ref<Node> joint = node.skin->jointNames[i];
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if (!joint->name.empty()) {
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bone->mName = joint->name;
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} else {
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// Assimp expects each bone to have a unique name.
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static const std::string kDefaultName = "bone_";
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char postfix[10] = { 0 };
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ASSIMP_itoa10(postfix, i);
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bone->mName = (kDefaultName + postfix);
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}
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GetNodeTransform(bone->mOffsetMatrix, *joint);
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CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
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bone->mNumWeights = static_cast<uint32_t>(weights.size());
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
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} else {
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// Assimp expects all bones to have at least 1 weight.
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bone->mWeights = new aiVertexWeight[1];
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bone->mNumWeights = 1;
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bone->mWeights->mVertexId = 0;
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bone->mWeights->mWeight = 0.f;
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mesh->mBones[cb++] = bone;
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}
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mesh->mBones[i] = bone;
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}
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if (pbindMatrices) {
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@ -1232,8 +1236,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
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int numEmbeddedTexs = 0;
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for (size_t i = 0; i < r.images.Size(); ++i) {
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if (r.images[i].HasData())
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if (r.images[i].HasData()) {
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numEmbeddedTexs += 1;
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}
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}
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if (numEmbeddedTexs == 0)
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@ -1244,7 +1249,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
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// Add the embedded textures
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for (size_t i = 0; i < r.images.Size(); ++i) {
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Image &img = r.images[i];
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if (!img.HasData()) continue;
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if (!img.HasData()) {
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continue;
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}
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int idx = mScene->mNumTextures++;
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embeddedTexIdxs[i] = idx;
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