Fix node chain bug.
parent
5b81899302
commit
181d3dd84f
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@ -684,30 +684,37 @@ namespace Assimp {
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bool ok;
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aiMatrix4x4 chain[TransformationComp_MAXIMUM];
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ai_assert(TransformationComp_MAXIMUM < 32);
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std::uint32_t chainBits = 0;
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// A node won't need a node chain if it only has these.
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const std::uint32_t chainMaskSimple = (1 << TransformationComp_Translation) + (1 << TransformationComp_Scaling) + (1 << TransformationComp_Rotation);
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// A node will need a node chain if it has any of these.
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const std::uint32_t chainMaskComplex = ((1 << (TransformationComp_MAXIMUM)) - 1) - chainMaskSimple;
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std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
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// generate transformation matrices for all the different transformation components
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const float zero_epsilon = 1e-6f;
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const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
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bool is_complex = false;
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const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
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if (ok && PreRotation.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_PreRotation);
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GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PreRotation, chain[TransformationComp_PreRotation]);
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}
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const aiVector3D& PostRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok);
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if (ok && PostRotation.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_PostRotation);
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GetRotationMatrix(Model::RotOrder::RotOrder_EulerXYZ, PostRotation, chain[TransformationComp_PostRotation]);
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}
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const aiVector3D& RotationPivot = PropertyGet<aiVector3D>(props, "RotationPivot", ok);
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if (ok && RotationPivot.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_RotationPivot) | (1 << TransformationComp_RotationPivotInverse);
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aiMatrix4x4::Translation(RotationPivot, chain[TransformationComp_RotationPivot]);
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aiMatrix4x4::Translation(-RotationPivot, chain[TransformationComp_RotationPivotInverse]);
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@ -715,21 +722,21 @@ namespace Assimp {
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const aiVector3D& RotationOffset = PropertyGet<aiVector3D>(props, "RotationOffset", ok);
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if (ok && RotationOffset.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_RotationOffset);
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aiMatrix4x4::Translation(RotationOffset, chain[TransformationComp_RotationOffset]);
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}
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const aiVector3D& ScalingOffset = PropertyGet<aiVector3D>(props, "ScalingOffset", ok);
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if (ok && ScalingOffset.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_ScalingOffset);
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aiMatrix4x4::Translation(ScalingOffset, chain[TransformationComp_ScalingOffset]);
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}
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const aiVector3D& ScalingPivot = PropertyGet<aiVector3D>(props, "ScalingPivot", ok);
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if (ok && ScalingPivot.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_ScalingPivot) | (1 << TransformationComp_ScalingPivotInverse);
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aiMatrix4x4::Translation(ScalingPivot, chain[TransformationComp_ScalingPivot]);
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aiMatrix4x4::Translation(-ScalingPivot, chain[TransformationComp_ScalingPivotInverse]);
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@ -737,22 +744,28 @@ namespace Assimp {
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const aiVector3D& Translation = PropertyGet<aiVector3D>(props, "Lcl Translation", ok);
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if (ok && Translation.SquareLength() > zero_epsilon) {
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chainBits = chainBits | (1 << TransformationComp_Translation);
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aiMatrix4x4::Translation(Translation, chain[TransformationComp_Translation]);
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}
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const aiVector3D& Scaling = PropertyGet<aiVector3D>(props, "Lcl Scaling", ok);
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if (ok && (Scaling - all_ones).SquareLength() > zero_epsilon) {
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chainBits = chainBits | (1 << TransformationComp_Scaling);
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aiMatrix4x4::Scaling(Scaling, chain[TransformationComp_Scaling]);
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}
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const aiVector3D& Rotation = PropertyGet<aiVector3D>(props, "Lcl Rotation", ok);
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if (ok && Rotation.SquareLength() > zero_epsilon) {
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chainBits = chainBits | (1 << TransformationComp_Rotation);
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GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]);
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}
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const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>(props, "GeometricScaling", ok);
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if (ok && (GeometricScaling - all_ones).SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_GeometricScaling);
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aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]);
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aiVector3D GeometricScalingInverse = GeometricScaling;
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bool canscale = true;
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@ -767,13 +780,14 @@ namespace Assimp {
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}
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}
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if (canscale) {
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chainBits = chainBits | (1 << TransformationComp_GeometricScalingInverse);
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aiMatrix4x4::Scaling(GeometricScalingInverse, chain[TransformationComp_GeometricScalingInverse]);
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}
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}
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const aiVector3D& GeometricRotation = PropertyGet<aiVector3D>(props, "GeometricRotation", ok);
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if (ok && GeometricRotation.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_GeometricRotation) | (1 << TransformationComp_GeometricRotationInverse);
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GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotation]);
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GetRotationMatrix(rot, GeometricRotation, chain[TransformationComp_GeometricRotationInverse]);
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chain[TransformationComp_GeometricRotationInverse].Inverse();
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@ -781,7 +795,7 @@ namespace Assimp {
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const aiVector3D& GeometricTranslation = PropertyGet<aiVector3D>(props, "GeometricTranslation", ok);
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if (ok && GeometricTranslation.SquareLength() > zero_epsilon) {
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is_complex = true;
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chainBits = chainBits | (1 << TransformationComp_GeometricTranslation) | (1 << TransformationComp_GeometricTranslationInverse);
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aiMatrix4x4::Translation(GeometricTranslation, chain[TransformationComp_GeometricTranslation]);
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aiMatrix4x4::Translation(-GeometricTranslation, chain[TransformationComp_GeometricTranslationInverse]);
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}
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@ -789,12 +803,12 @@ namespace Assimp {
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// is_complex needs to be consistent with NeedsComplexTransformationChain()
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// or the interplay between this code and the animation converter would
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// not be guaranteed.
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ai_assert(NeedsComplexTransformationChain(model) == is_complex);
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ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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// now, if we have more than just Translation, Scaling and Rotation,
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// we need to generate a full node chain to accommodate for assimp's
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// lack to express pivots and offsets.
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if (is_complex && doc.Settings().preservePivots) {
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if ((chainBits & chainMaskComplex) && doc.Settings().preservePivots) {
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FBXImporter::LogInfo("generating full transformation chain for node: " + name);
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// query the anim_chain_bits dictionary to find out which chain elements
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@ -807,7 +821,7 @@ namespace Assimp {
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for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i, bit <<= 1) {
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const TransformationComp comp = static_cast<TransformationComp>(i);
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if (chain[i].IsIdentity() && (anim_chain_bitmask & bit) == 0) {
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if ((chainBits & bit) == 0 && (anim_chain_bitmask & bit) == 0) {
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continue;
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}
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