Merge pull request #2585 from RevoluPowered/feature/fix-armature-and-root-node
FBX importer armature fixes and root bone fixes - animations should now work for more models.pull/2574/head^2
commit
1097f47ff5
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@ -90,7 +90,6 @@ namespace Assimp {
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, anim_fps()
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, anim_fps()
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, out(out)
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, out(out)
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, doc(doc)
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, doc(doc)
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, mRemoveEmptyBones( removeEmptyBones )
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, mCurrentUnit(FbxUnit::cm) {
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, mCurrentUnit(FbxUnit::cm) {
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// animations need to be converted first since this will
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// animations need to be converted first since this will
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// populate the node_anim_chain_bits map, which is needed
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// populate the node_anim_chain_bits map, which is needed
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@ -1462,14 +1461,8 @@ namespace Assimp {
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const WeightIndexArray& indices = cluster->GetIndices();
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const WeightIndexArray& indices = cluster->GetIndices();
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if (indices.empty() && mRemoveEmptyBones ) {
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continue;
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}
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const MatIndexArray& mats = geo.GetMaterialIndices();
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const MatIndexArray& mats = geo.GetMaterialIndices();
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bool ok = false;
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const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
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const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
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count_out_indices.clear();
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count_out_indices.clear();
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@ -1510,7 +1503,6 @@ namespace Assimp {
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}
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}
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++count_out_indices.back();
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++count_out_indices.back();
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ok = true;
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}
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}
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}
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}
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}
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}
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@ -1518,10 +1510,8 @@ namespace Assimp {
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// if we found at least one, generate the output bones
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// if we found at least one, generate the output bones
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// XXX this could be heavily simplified by collecting the bone
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// XXX this could be heavily simplified by collecting the bone
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// data in a single step.
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// data in a single step.
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if (ok && mRemoveEmptyBones) {
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ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
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ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
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count_out_indices, node_global_transform);
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count_out_indices, node_global_transform);
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}
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}
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}
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}
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}
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catch (std::exception&) {
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catch (std::exception&) {
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@ -470,9 +470,6 @@ private:
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aiScene* const out;
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aiScene* const out;
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const FBX::Document& doc;
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const FBX::Document& doc;
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bool mRemoveEmptyBones;
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FbxUnit mCurrentUnit;
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FbxUnit mCurrentUnit;
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};
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};
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@ -90,14 +90,6 @@ const Object* LazyObject::Get(bool dieOnError)
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return object.get();
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return object.get();
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}
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}
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// if this is the root object, we return a dummy since there
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// is no root object int he fbx file - it is just referenced
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// with id 0.
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if(id == 0L) {
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object.reset(new Object(id, element, "Model::RootNode"));
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return object.get();
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}
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const Token& key = element.KeyToken();
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const Token& key = element.KeyToken();
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const TokenList& tokens = element.Tokens();
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const TokenList& tokens = element.Tokens();
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@ -1706,8 +1706,7 @@ void FBXExporter::WriteObjects ()
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}
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}
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if (end) { break; }
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if (end) { break; }
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}
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}
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limbnodes.insert(parent);
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skeleton.insert(parent);
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// if it was the skeleton root we can finish here
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// if it was the skeleton root we can finish here
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if (end) { break; }
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if (end) { break; }
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}
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}
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@ -1848,46 +1847,10 @@ void FBXExporter::WriteObjects ()
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inverse_bone_xform.Inverse();
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inverse_bone_xform.Inverse();
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aiMatrix4x4 tr = inverse_bone_xform * mesh_xform;
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aiMatrix4x4 tr = inverse_bone_xform * mesh_xform;
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// this should be the same as the bone's mOffsetMatrix.
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sdnode.AddChild("Transform", tr);
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// if it's not the same, the skeleton isn't in the bind pose.
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float epsilon = 1e-4f; // some error is to be expected
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float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1);
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if(epsilon_custom > 0) {
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epsilon = epsilon_custom;
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}
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bool bone_xform_okay = true;
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if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
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not_in_bind_pose.insert(b);
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bone_xform_okay = false;
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}
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// if we have a bone we should use the mOffsetMatrix,
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sdnode.AddChild("TransformLink", bone_xform);
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// otherwise try to just use the calculated transform.
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if (b) {
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sdnode.AddChild("Transform", b->mOffsetMatrix);
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} else {
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sdnode.AddChild("Transform", tr);
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}
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// note: it doesn't matter if we mix these,
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// because if they disagree we'll throw an exception later.
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// it could be that the skeleton is not in the bone pose
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// but all bones are still defined,
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// in which case this would use the mOffsetMatrix for everything
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// and a correct skeleton would still be output.
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// transformlink should be the position of the bone in world space.
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// if the bone is in the bind pose (or nonexistent),
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// we can just use the matrix we already calculated
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if (bone_xform_okay) {
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sdnode.AddChild("TransformLink", bone_xform);
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// otherwise we can only work it out using the mesh position.
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} else {
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aiMatrix4x4 trl = b->mOffsetMatrix;
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trl.Inverse();
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trl *= mesh_xform;
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sdnode.AddChild("TransformLink", trl);
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}
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// note: this means we ALWAYS rely on the mesh node transform
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// note: this means we ALWAYS rely on the mesh node transform
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// being unchanged from the time the skeleton was bound.
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// being unchanged from the time the skeleton was bound.
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// there's not really any way around this at the moment.
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// there's not really any way around this at the moment.
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@ -115,7 +115,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
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if(tempVerts.empty()) {
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if(tempVerts.empty()) {
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FBXImporter::LogWarn("encountered mesh with no vertices");
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FBXImporter::LogWarn("encountered mesh with no vertices");
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return;
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}
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}
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std::vector<int> tempFaces;
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std::vector<int> tempFaces;
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@ -123,7 +122,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
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if(tempFaces.empty()) {
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if(tempFaces.empty()) {
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FBXImporter::LogWarn("encountered mesh with no faces");
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FBXImporter::LogWarn("encountered mesh with no faces");
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return;
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}
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}
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m_vertices.reserve(tempFaces.size());
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m_vertices.reserve(tempFaces.size());
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