- Bugfix: XFileLoader does not generate dummy bone arrays anymore. Had screwed HasBones()-Test in the viewer, making bone-less objects vanish from view
- made HasFooBar()-checks more precise on the way - cleared up everyone's destructors to also delete arrays if the corresponding mNumFoo member was zero. This hopefully does not break all too much - Bugfix: meshes without bones now properly show up with DisableMaterials enabled git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@230 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
562050cf6d
commit
195d9a9cb1
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@ -371,9 +371,11 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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// store the bones in the mesh
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mesh->mNumBones = (unsigned int)newBones.size();
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mesh->mBones = new aiBone*[mesh->mNumBones];
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for( unsigned int c = 0; c < newBones.size(); c++)
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mesh->mBones[c] = newBones[c];
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if( newBones.size() > 0)
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{
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mesh->mBones = new aiBone*[mesh->mNumBones];
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std::copy( newBones.begin(), newBones.end(), mesh->mBones);
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}
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}
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}
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@ -184,12 +184,9 @@ struct aiNodeAnim
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~aiNodeAnim()
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{
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if (mNumPositionKeys)
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delete [] mPositionKeys;
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if (mNumRotationKeys)
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delete [] mRotationKeys;
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if (mNumScalingKeys)
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delete [] mScalingKeys;
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delete [] mPositionKeys;
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delete [] mRotationKeys;
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delete [] mScalingKeys;
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}
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#endif // __cplusplus
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};
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@ -234,11 +231,10 @@ struct aiAnimation
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~aiAnimation()
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{
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if (mNumChannels)
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{
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for( unsigned int a = 0; a < mNumChannels; a++)
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delete mChannels[a];
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delete [] mChannels;
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}
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delete [] mChannels;
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}
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#endif // __cplusplus
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};
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@ -77,8 +77,7 @@ struct aiFace
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//! Default destructor. Delete the index array
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~aiFace()
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{
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if (mNumIndices)
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delete [] mIndices;
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delete [] mIndices;
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}
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//! Copy constructor. Copy the index array
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@ -198,7 +197,7 @@ struct aiBone
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//! Destructor - deletes the array of vertex weights
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~aiBone()
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{
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if (mNumWeights)delete [] mWeights;
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delete [] mWeights;
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}
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#endif // __cplusplus
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};
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@ -439,50 +438,41 @@ struct aiMesh
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//! Deletes all storage allocated for the mesh
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~aiMesh()
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{
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if ( mNumVertices ) // fix to make this work for invalid scenes, too
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{
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delete [] mVertices;
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delete [] mNormals;
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delete [] mTangents;
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delete [] mBitangents;
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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delete [] mTextureCoords[a];
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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delete [] mColors[a];
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}
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if ( mNumBones && mBones) // fix to make this work for invalid scenes, too
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{
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for( unsigned int a = 0; a < mNumBones; a++)
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delete mBones[a];
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delete [] mBones;
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}
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if ( mNumFaces) // fix to make this work for invalid scenes, too
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{
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delete [] mFaces;
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}
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delete [] mVertices;
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delete [] mNormals;
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delete [] mTangents;
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delete [] mBitangents;
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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delete [] mTextureCoords[a];
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for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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delete [] mColors[a];
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for( unsigned int a = 0; a < mNumBones; a++)
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delete mBones[a];
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delete [] mBones;
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delete [] mFaces;
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}
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//! Check whether the mesh contains positions. If no special scene flags
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//! (such as AI_SCENE_FLAGS_ANIM_SKELETON_ONLY) are set this MUST
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//! always return true
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inline bool HasPositions() const
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{ return mVertices != NULL; }
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{ return mVertices != NULL && mNumVertices > 0; }
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//! Check whether the mesh contains faces. If no special scene flags
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//! are set this should always return true
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inline bool HasFaces() const
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{ return mFaces != NULL; }
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{ return mFaces != NULL && mNumFaces > 0; }
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//! Check whether the mesh contains normal vectors
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inline bool HasNormals() const
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{ return mNormals != NULL; }
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{ return mNormals != NULL && mNumVertices > 0; }
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//! Check whether the mesh contains tangent and bitangent vectors
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//! It is not possible that it contains tangents and no bitangents
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//! (or the other way round). The existence of one of them
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//! implies that the second is there, too.
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inline bool HasTangentsAndBitangents() const
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{ return mTangents != NULL && mBitangents != NULL; }
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{ return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
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//! Check whether the mesh contains a vertex color set
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//! \param pIndex Index of the vertex color set
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@ -491,7 +481,7 @@ struct aiMesh
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if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
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return false;
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else
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return mColors[pIndex] != NULL;
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return mColors[pIndex] != NULL && mNumVertices > 0;
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}
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//! Check whether the mesh contains a texture coordinate set
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@ -501,11 +491,11 @@ struct aiMesh
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if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
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return false;
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else
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return mTextureCoords[pIndex] != NULL;
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return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
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}
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//! Check whether the mesh contains bones
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inline bool HasBones() const
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{ return mBones != NULL; }
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{ return mBones != NULL && mNumBones > 0; }
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#endif // __cplusplus
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};
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@ -121,8 +121,8 @@ struct aiNode
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{
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for( unsigned int a = 0; a < mNumChildren; a++)
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delete mChildren[a];
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delete [] mChildren;
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}
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delete [] mChildren;
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delete [] mMeshes;
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}
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@ -317,68 +317,61 @@ struct aiScene
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// mich better to check whether both mNumXXX and mXXX are
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// valid instead of relying on just one of them.
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if (mNumMeshes && mMeshes)
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{
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for( unsigned int a = 0; a < mNumMeshes; a++)
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delete mMeshes[a];
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delete [] mMeshes;
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}
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delete [] mMeshes;
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if (mNumMaterials && mMaterials)
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{
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for( unsigned int a = 0; a < mNumMaterials; a++)
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delete mMaterials[a];
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delete [] mMaterials;
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}
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delete [] mMaterials;
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if (mNumAnimations && mAnimations)
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{
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for( unsigned int a = 0; a < mNumAnimations; a++)
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delete mAnimations[a];
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delete [] mAnimations;
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}
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delete [] mAnimations;
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if (mNumTextures && mTextures)
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{
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for( unsigned int a = 0; a < mNumTextures; a++)
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delete mTextures[a];
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delete [] mTextures;
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}
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delete [] mTextures;
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if (mNumLights && mLights)
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{
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for( unsigned int a = 0; a < mNumLights; a++)
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delete mLights[a];
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delete [] mLights;
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}
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delete [] mLights;
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if (mNumCameras && mCameras)
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{
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for( unsigned int a = 0; a < mNumCameras; a++)
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delete mCameras[a];
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delete [] mCameras;
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}
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delete [] mCameras;
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}
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//! Check whether the scene contains meshes
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//! Unless no special scene flags are set this will always be true.
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inline bool HasMeshes() const
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{ return mMeshes != NULL; }
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{ return mMeshes != NULL && mNumMeshes > 0; }
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//! Check whether the scene contains materials
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//! Unless no special scene flags are set this will always be true.
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inline bool HasMaterials() const
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{ return mMaterials != NULL; }
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{ return mMaterials != NULL && mNumMaterials > 0; }
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//! Check whether the scene contains lights
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inline bool HasLights() const
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{ return mLights != NULL; }
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{ return mLights != NULL && mNumLights > 0; }
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//! Check whether the scene contains textures
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inline bool HasTextures() const
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{ return mTextures != NULL; }
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{ return mTextures != NULL && mNumTextures > 0; }
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//! Check whether the scene contains cameras
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inline bool HasCameras() const
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{ return mCameras != NULL; }
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{ return mCameras != NULL && mNumCameras > 0; }
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//! Check whether the scene contains animations
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inline bool HasAnimations() const
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{ return mAnimations != NULL; }
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{ return mAnimations != NULL && mNumAnimations > 0; }
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#endif // __cplusplus
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};
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@ -1972,29 +1972,41 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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else if (bAlpha)continue;
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// Upload bone matrices. This maybe is the wrong place to do it, but for the heck of it I don't understand this code flow
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if( mesh->HasBones() && helper->piEffect)
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if( mesh->HasBones())
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{
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static float matrices[4*4*60];
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float* tempmat = matrices;
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const std::vector<aiMatrix4x4>& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i);
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ai_assert( boneMats.size() == mesh->mNumBones);
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for( unsigned int a = 0; a < mesh->mNumBones; a++)
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if( helper->piEffect)
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{
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const aiMatrix4x4& mat = boneMats[a];
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*tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3; *tempmat++ = mat.a4;
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*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
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*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
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*tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4;
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//tempmat += 4;
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static float matrices[4*4*60];
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float* tempmat = matrices;
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const std::vector<aiMatrix4x4>& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i);
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ai_assert( boneMats.size() == mesh->mNumBones);
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for( unsigned int a = 0; a < mesh->mNumBones; a++)
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{
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const aiMatrix4x4& mat = boneMats[a];
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*tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3; *tempmat++ = mat.a4;
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*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
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*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
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*tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4;
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//tempmat += 4;
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}
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if( g_sOptions.bRenderMats)
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{
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helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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} else
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{
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g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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g_piDefaultEffect->CommitChanges();
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}
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}
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if( g_sOptions.bRenderMats)
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} else
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{
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// upload identity matrices instead. Only the first is ever going to be used in meshes without bones
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if( !g_sOptions.bRenderMats)
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{
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helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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} else
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{
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g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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D3DXMATRIX identity( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", &identity, 1);
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g_piDefaultEffect->CommitChanges();
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}
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}
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Reference in New Issue