try to find root joint node for skeleton

pull/1026/head
Angelo Scandaliato 2016-10-08 19:18:13 -07:00
parent c49971e120
commit 1f377bc99d
3 changed files with 38 additions and 4 deletions

View File

@ -852,7 +852,7 @@ namespace glTF
{
Nullable<mat4> bindShapeMatrix; //!< Floating-point 4x4 transformation matrix stored in column-major order.
Ref<Accessor> inverseBindMatrices; //!< The ID of the accessor containing the floating-point 4x4 inverse-bind matrices.
std::vector<std::string/*Ref<Node>*/> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
std::vector<Ref<Node>> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
std::string name; //!< The user-defined name of this object.
Skin() {}

View File

@ -436,7 +436,7 @@ namespace glTF {
vJointNames.Reserve(unsigned(b.jointNames.size()), w.mAl);
for (size_t i = 0; i < unsigned(b.jointNames.size()); ++i) {
vJointNames.PushBack(StringRef(b.jointNames[i]), w.mAl);
vJointNames.PushBack(StringRef(b.jointNames[i]->jointName), w.mAl);
}
obj.AddMember("jointNames", vJointNames, w.mAl);

View File

@ -389,6 +389,39 @@ bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
return false;
}
/*
* Find the root joint of the skeleton.
*/
Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
{
Ref<Node> candidateNodeRef;
Ref<Node> testNodeRef;
for (unsigned int i = 0; i < skinRef->jointNames.size(); ++i) {
candidateNodeRef = skinRef->jointNames[i];
bool candidateIsRoot = true;
for (unsigned int j = 0; j < skinRef->jointNames.size(); ++j) {
if (i == j) continue;
testNodeRef = skinRef->jointNames[j];
for (unsigned int k = 0; k < testNodeRef->children.size(); ++k) {
std::string childNodeRefID = testNodeRef->children[k]->id;
if (childNodeRefID.compare(candidateNodeRef->id) == 0) {
candidateIsRoot = false;
}
}
}
if(candidateIsRoot == true) {
return candidateNodeRef;
}
}
return candidateNodeRef;
}
void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
{
std::string skinName = aim->mName.C_Str();
@ -417,7 +450,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
// Find the node with id = mName.
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
nodeRef->jointName = "joint_" + std::to_string(idx_bone);
skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone));
skinRef->jointNames.push_back(nodeRef);
// Identity Matrix =====> skinRef->bindShapeMatrix
// Temporary. Hard-coded identity matrix here
@ -456,7 +489,8 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
Ref<Node> meshNode;
FindMeshNode(rootNode, meshNode, meshRef->id);
meshNode->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
meshNode->skeletons.push_back(rootJoint);
meshNode->skin = skinRef;
}