Fix exporting incorrect bone order

pull/5435/head
julianknodt 2024-01-23 16:59:57 -08:00
parent ac29847d56
commit 1b82a5c7f6
1 changed files with 13 additions and 20 deletions

View File

@ -1857,33 +1857,26 @@ void FBXExporter::WriteObjects ()
// one sticky point is that the number of vertices may not match,
// because assimp splits vertices by normal, uv, etc.
// functor for aiNode sorting
struct SortNodeByName
{
bool operator()(const aiNode *lhs, const aiNode *rhs) const
{
return strcmp(lhs->mName.C_Str(), rhs->mName.C_Str()) < 0;
}
};
// first we should mark the skeleton for each mesh.
// the skeleton must include not only the aiBones,
// but also all their parent nodes.
// anything that affects the position of any bone node must be included.
// Use SorNodeByName to make sure the exported result will be the same across all systems
// Otherwise the aiNodes of the skeleton would be sorted based on the pointer address, which isn't consistent
std::vector<std::set<const aiNode*, SortNodeByName>> skeleton_by_mesh(mScene->mNumMeshes);
// note that we want to preserve input order as much as possible here.
// previously, sorting by name lead to consistent output across systems, but was not
// suitable for downstream consumption by some applications.
std::vector<std::vector<const aiNode*>> skeleton_by_mesh(mScene->mNumMeshes);
// at the same time we can build a list of all the skeleton nodes,
// which will be used later to mark them as type "limbNode".
std::unordered_set<const aiNode*> limbnodes;
//actual bone nodes in fbx, without parenting-up
std::unordered_set<std::string> setAllBoneNamesInScene;
for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m)
{
std::vector<std::string> allBoneNames;
for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m) {
aiMesh* pMesh = mScene->mMeshes[m];
for(unsigned int b = 0; b < pMesh->mNumBones; ++ b)
setAllBoneNamesInScene.insert(pMesh->mBones[b]->mName.data);
allBoneNames.push_back(pMesh->mBones[b]->mName.data);
}
aiMatrix4x4 mxTransIdentity;
@ -1891,7 +1884,7 @@ void FBXExporter::WriteObjects ()
std::map<std::string,aiNode*> node_by_bone;
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
const aiMesh* m = mScene->mMeshes[mi];
std::set<const aiNode*, SortNodeByName> skeleton;
std::vector<const aiNode*> skeleton;
for (size_t bi =0; bi < m->mNumBones; ++bi) {
const aiBone* b = m->mBones[bi];
const std::string name(b->mName.C_Str());
@ -1910,7 +1903,7 @@ void FBXExporter::WriteObjects ()
node_by_bone[name] = n;
limbnodes.insert(n);
}
skeleton.insert(n);
skeleton.push_back(n);
// mark all parent nodes as skeleton as well,
// up until we find the root node,
// or else the node containing the mesh,
@ -1921,7 +1914,7 @@ void FBXExporter::WriteObjects ()
parent = parent->mParent
) {
// if we've already done this node we can skip it all
if (skeleton.count(parent)) {
if (std::find(skeleton.begin(), skeleton.end(), parent) != skeleton.end()) {
break;
}
// ignore fbx transform nodes as these will be collapsed later
@ -1931,7 +1924,7 @@ void FBXExporter::WriteObjects ()
continue;
}
//not a bone in scene && no effect in transform
if(setAllBoneNamesInScene.find(node_name)==setAllBoneNamesInScene.end()
if (std::find(allBoneNames.begin(), allBoneNames.end(), node_name) == allBoneNames.end()
&& parent->mTransformation == mxTransIdentity) {
continue;
}
@ -2016,7 +2009,7 @@ void FBXExporter::WriteObjects ()
aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
// now make a subdeformer for each bone in the skeleton
const std::set<const aiNode*, SortNodeByName> skeleton= skeleton_by_mesh[mi];
const auto & skeleton= skeleton_by_mesh[mi];
for (const aiNode* bone_node : skeleton) {
// if there's a bone for this node, find it
const aiBone* b = nullptr;