Merge branch 'master' into kimkulling-patch-8
commit
1f8c75c871
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@ -185,6 +185,17 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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return unique_name;
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return unique_name;
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}
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}
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/// This struct manages nodes which may or may not end up in the node hierarchy.
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/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
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struct FBXConverter::PotentialNode
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{
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PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
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PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
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aiNode* operator->() { return mNode; }
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std::unique_ptr<aiNode> mOwnership;
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aiNode* mNode;
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};
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/// todo: pre-build node hierarchy
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/// todo: pre-build node hierarchy
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/// todo: get bone from stack
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/// todo: get bone from stack
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/// todo: make map of aiBone* to aiNode*
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/// todo: make map of aiBone* to aiNode*
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@ -192,137 +203,129 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<aiNode *> nodes;
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std::vector<PotentialNode> nodes;
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nodes.reserve(conns.size());
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nodes.reserve(conns.size());
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std::vector<aiNode *> nodes_chain;
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std::vector<PotentialNode> nodes_chain;
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std::vector<aiNode *> post_nodes_chain;
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std::vector<PotentialNode> post_nodes_chain;
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try {
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for (const Connection *con : conns) {
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for (const Connection *con : conns) {
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// ignore object-property links
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// ignore object-property links
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if (con->PropertyName().length()) {
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if (con->PropertyName().length()) {
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// really important we document why this is ignored.
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// really important we document why this is ignored.
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FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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continue; //?
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continue; //?
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}
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// convert connection source object into Object base class
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const Object *const object = con->SourceObject();
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if (nullptr == object) {
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FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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// FBX Model::Cube, Model::Bone001, etc elements
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// This detects if we can cast the object into this model structure.
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const Model *const model = dynamic_cast<const Model *>(object);
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if (nullptr != model) {
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nodes_chain.clear();
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post_nodes_chain.clear();
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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// generate node transforms - this includes pivot data
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// if need_additional_node is true then you t
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const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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// assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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nodes_chain.emplace_back(PotentialNode(node_name));
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}
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}
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// convert connection source object into Object base class
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//setup metadata on newest node
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const Object *const object = con->SourceObject();
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SetupNodeMetadata(*model, *nodes_chain.back().mNode);
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if (nullptr == object) {
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FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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// FBX Model::Cube, Model::Bone001, etc elements
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// link all nodes in a row
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// This detects if we can cast the object into this model structure.
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aiNode *last_parent = parent;
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const Model *const model = dynamic_cast<const Model *>(object);
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for (PotentialNode& child : nodes_chain) {
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ai_assert(child.mNode);
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if (nullptr != model) {
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if (last_parent != parent) {
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nodes_chain.clear();
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last_parent->mNumChildren = 1;
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post_nodes_chain.clear();
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren[0] = child.mOwnership.release();
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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// generate node transforms - this includes pivot data
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// if need_additional_node is true then you t
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const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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// assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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nodes_chain.push_back(new aiNode(node_name));
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}
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}
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//setup metadata on newest node
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child->mParent = last_parent;
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SetupNodeMetadata(*model, *nodes_chain.back());
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last_parent = child.mNode;
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// link all nodes in a row
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new_abs_transform *= child->mTransformation;
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aiNode *last_parent = parent;
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}
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for (aiNode *child : nodes_chain) {
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ai_assert(child);
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// attach geometry
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ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
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// check if there will be any child nodes
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const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
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// if so, link the geometric transform inverse nodes
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// before we attach any child nodes
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if (child_conns.size()) {
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for (PotentialNode& postnode : post_nodes_chain) {
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ai_assert(postnode.mNode);
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if (last_parent != parent) {
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if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren[0] = child;
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last_parent->mChildren[0] = postnode.mOwnership.release();
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}
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}
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child->mParent = last_parent;
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postnode->mParent = last_parent;
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last_parent = child;
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last_parent = postnode.mNode;
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new_abs_transform *= child->mTransformation;
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new_abs_transform *= postnode->mTransformation;
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}
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}
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} else {
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// attach geometry
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// free the nodes we allocated as we don't need them
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ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
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post_nodes_chain.clear();
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// check if there will be any child nodes
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const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
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// if so, link the geometric transform inverse nodes
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// before we attach any child nodes
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if (child_conns.size()) {
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for (aiNode *postnode : post_nodes_chain) {
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ai_assert(postnode);
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if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode *[1];
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last_parent->mChildren[0] = postnode;
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}
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postnode->mParent = last_parent;
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last_parent = postnode;
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new_abs_transform *= postnode->mTransformation;
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}
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} else {
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// free the nodes we allocated as we don't need them
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Util::delete_fun<aiNode> deleter;
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std::for_each(
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post_nodes_chain.begin(),
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post_nodes_chain.end(),
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deleter);
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}
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// recursion call - child nodes
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ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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ConvertCameras(*model, node_name);
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}
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nodes.push_back(nodes_chain.front());
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nodes_chain.clear();
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}
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}
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// recursion call - child nodes
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ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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ConvertCameras(*model, node_name);
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}
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nodes.push_back(std::move(nodes_chain.front()));
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nodes_chain.clear();
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}
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}
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}
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if (nodes.size()) {
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if (nodes.size()) {
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parent->mChildren = new aiNode *[nodes.size()]();
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parent->mChildren = new aiNode *[nodes.size()]();
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parent->mNumChildren = static_cast<unsigned int>(nodes.size());
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parent->mNumChildren = static_cast<unsigned int>(nodes.size());
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std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
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for (unsigned int i = 0; i < nodes.size(); ++i)
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} else {
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{
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parent->mNumChildren = 0;
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parent->mChildren[i] = nodes[i].mOwnership.release();
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parent->mChildren = nullptr;
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}
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}
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nodes.clear();
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} catch (std::exception &) {
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} else {
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Util::delete_fun<aiNode> deleter;
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parent->mNumChildren = 0;
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std::for_each(nodes.begin(), nodes.end(), deleter);
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parent->mChildren = nullptr;
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std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
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std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
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}
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}
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}
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}
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@ -681,8 +684,8 @@ std::string FBXConverter::NameTransformationChainNode(const std::string &name, T
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return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
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return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
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}
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}
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bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<aiNode *> &output_nodes,
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bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
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std::vector<aiNode *> &post_output_nodes) {
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std::vector<PotentialNode> &post_output_nodes) {
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const PropertyTable &props = model.Props();
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const PropertyTable &props = model.Props();
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const Model::RotOrder rot = model.RotationOrder();
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const Model::RotOrder rot = model.RotationOrder();
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@ -828,7 +831,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
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chain[i] = chain[i].Inverse();
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chain[i] = chain[i].Inverse();
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}
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}
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aiNode *nd = new aiNode();
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PotentialNode nd;
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nd->mName.Set(NameTransformationChainNode(name, comp));
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nd->mName.Set(NameTransformationChainNode(name, comp));
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nd->mTransformation = chain[i];
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nd->mTransformation = chain[i];
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@ -836,9 +839,9 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
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if (comp == TransformationComp_GeometricScalingInverse ||
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if (comp == TransformationComp_GeometricScalingInverse ||
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comp == TransformationComp_GeometricRotationInverse ||
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comp == TransformationComp_GeometricRotationInverse ||
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comp == TransformationComp_GeometricTranslationInverse) {
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comp == TransformationComp_GeometricTranslationInverse) {
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post_output_nodes.push_back(nd);
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post_output_nodes.emplace_back(std::move(nd));
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} else {
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} else {
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output_nodes.push_back(nd);
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output_nodes.emplace_back(std::move(nd));
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}
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}
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}
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}
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@ -847,8 +850,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
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}
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}
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// else, we can just multiply the matrices together
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// else, we can just multiply the matrices together
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aiNode *nd = new aiNode();
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PotentialNode nd;
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output_nodes.push_back(nd);
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|
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// name passed to the method is already unique
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// name passed to the method is already unique
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nd->mName.Set(name);
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nd->mName.Set(name);
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@ -857,6 +859,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
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for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
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for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
|
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nd->mTransformation = nd->mTransformation * chain[i];
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nd->mTransformation = nd->mTransformation * chain[i];
|
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}
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}
|
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output_nodes.push_back(std::move(nd));
|
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return false;
|
return false;
|
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}
|
}
|
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|
||||||
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|
|
@ -171,9 +171,10 @@ private:
|
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|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
/**
|
/**
|
||||||
* note: memory for output_nodes will be managed by the caller
|
* note: memory for output_nodes is managed by the caller, via the PotentialNode struct.
|
||||||
*/
|
*/
|
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bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<aiNode*>& output_nodes, std::vector<aiNode*>& post_output_nodes);
|
struct PotentialNode;
|
||||||
|
bool GenerateTransformationNodeChain(const Model& model, const std::string& name, std::vector<PotentialNode>& output_nodes, std::vector<PotentialNode>& post_output_nodes);
|
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|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
void SetupNodeMetadata(const Model& model, aiNode& nd);
|
||||||
|
|
|
@ -96,8 +96,9 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
||||||
if (!mesh->mTextureCoords[i]) {
|
if (!mesh->mTextureCoords[i]) {
|
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mesh->mNumUVComponents[i] = 0;
|
mesh->mNumUVComponents[i] = 0;
|
||||||
} else {
|
} else {
|
||||||
if (!mesh->mNumUVComponents[i])
|
if (!mesh->mNumUVComponents[i]) {
|
||||||
mesh->mNumUVComponents[i] = 2;
|
mesh->mNumUVComponents[i] = 2;
|
||||||
|
}
|
||||||
|
|
||||||
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
|
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
|
||||||
|
|
||||||
|
@ -105,16 +106,19 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
||||||
// as if they were 2D channels .. just in case an application doesn't handle
|
// as if they were 2D channels .. just in case an application doesn't handle
|
||||||
// this case
|
// this case
|
||||||
if (2 == mesh->mNumUVComponents[i]) {
|
if (2 == mesh->mNumUVComponents[i]) {
|
||||||
for (; p != end; ++p)
|
for (; p != end; ++p) {
|
||||||
p->z = 0.f;
|
p->z = 0.f;
|
||||||
|
}
|
||||||
} else if (1 == mesh->mNumUVComponents[i]) {
|
} else if (1 == mesh->mNumUVComponents[i]) {
|
||||||
for (; p != end; ++p)
|
for (; p != end; ++p) {
|
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p->z = p->y = 0.f;
|
p->z = p->y = 0.f;
|
||||||
|
}
|
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} else if (3 == mesh->mNumUVComponents[i]) {
|
} else if (3 == mesh->mNumUVComponents[i]) {
|
||||||
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
|
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
|
||||||
for (; p != end; ++p) {
|
for (; p != end; ++p) {
|
||||||
if (p->z != 0)
|
if (p->z != 0) {
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (p == end) {
|
if (p == end) {
|
||||||
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
|
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
|
||||||
|
@ -151,7 +155,6 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
|
||||||
|
|
||||||
// If tangents and normals are given but no bitangents compute them
|
// If tangents and normals are given but no bitangents compute them
|
||||||
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
|
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
|
||||||
|
|
||||||
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
|
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
|
||||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||||
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
|
mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
|
||||||
|
@ -165,11 +168,9 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
|
for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
|
||||||
aiNodeAnim *channel = anim->mChannels[i];
|
aiNodeAnim *channel = anim->mChannels[i];
|
||||||
|
|
||||||
/* If the exact duration of the animation is not given
|
// If the exact duration of the animation is not given
|
||||||
* compute it now.
|
// compute it now.
|
||||||
*/
|
|
||||||
if (anim->mDuration == -1.) {
|
if (anim->mDuration == -1.) {
|
||||||
|
|
||||||
// Position keys
|
// Position keys
|
||||||
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
|
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
|
||||||
aiVectorKey &key = channel->mPositionKeys[j];
|
aiVectorKey &key = channel->mPositionKeys[j];
|
||||||
|
@ -192,11 +193,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Check whether the animation channel has no rotation
|
// Check whether the animation channel has no rotation
|
||||||
* or position tracks. In this case we generate a dummy
|
// or position tracks. In this case we generate a dummy
|
||||||
* track from the information we have in the transformation
|
// track from the information we have in the transformation
|
||||||
* matrix of the corresponding node.
|
// matrix of the corresponding node.
|
||||||
*/
|
|
||||||
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
|
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
|
||||||
// Find the node that belongs to this animation
|
// Find the node that belongs to this animation
|
||||||
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
|
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
|
||||||
|
@ -210,6 +210,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
|
|
||||||
// No rotation keys? Generate a dummy track
|
// No rotation keys? Generate a dummy track
|
||||||
if (!channel->mNumRotationKeys) {
|
if (!channel->mNumRotationKeys) {
|
||||||
|
if (channel->mRotationKeys) {
|
||||||
|
delete[] channel->mRotationKeys;
|
||||||
|
channel->mRotationKeys = nullptr;
|
||||||
|
}
|
||||||
ai_assert(!channel->mRotationKeys);
|
ai_assert(!channel->mRotationKeys);
|
||||||
channel->mNumRotationKeys = 1;
|
channel->mNumRotationKeys = 1;
|
||||||
channel->mRotationKeys = new aiQuatKey[1];
|
channel->mRotationKeys = new aiQuatKey[1];
|
||||||
|
@ -225,6 +229,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
|
|
||||||
// No scaling keys? Generate a dummy track
|
// No scaling keys? Generate a dummy track
|
||||||
if (!channel->mNumScalingKeys) {
|
if (!channel->mNumScalingKeys) {
|
||||||
|
if (channel->mScalingKeys) {
|
||||||
|
delete[] channel->mScalingKeys;
|
||||||
|
channel->mScalingKeys = nullptr;
|
||||||
|
}
|
||||||
ai_assert(!channel->mScalingKeys);
|
ai_assert(!channel->mScalingKeys);
|
||||||
channel->mNumScalingKeys = 1;
|
channel->mNumScalingKeys = 1;
|
||||||
channel->mScalingKeys = new aiVectorKey[1];
|
channel->mScalingKeys = new aiVectorKey[1];
|
||||||
|
@ -240,6 +248,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
|
||||||
|
|
||||||
// No position keys? Generate a dummy track
|
// No position keys? Generate a dummy track
|
||||||
if (!channel->mNumPositionKeys) {
|
if (!channel->mNumPositionKeys) {
|
||||||
|
if (channel->mPositionKeys) {
|
||||||
|
delete[] channel->mPositionKeys;
|
||||||
|
channel->mPositionKeys = nullptr;
|
||||||
|
}
|
||||||
ai_assert(!channel->mPositionKeys);
|
ai_assert(!channel->mPositionKeys);
|
||||||
channel->mNumPositionKeys = 1;
|
channel->mNumPositionKeys = 1;
|
||||||
channel->mPositionKeys = new aiVectorKey[1];
|
channel->mPositionKeys = new aiVectorKey[1];
|
||||||
|
|
|
@ -408,6 +408,45 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ... and copy all the morph targets for all the vertices which made it into the new submesh
|
||||||
|
if (pMesh->mNumAnimMeshes > 0) {
|
||||||
|
newMesh->mNumAnimMeshes = pMesh->mNumAnimMeshes;
|
||||||
|
newMesh->mAnimMeshes = new aiAnimMesh*[newMesh->mNumAnimMeshes];
|
||||||
|
|
||||||
|
for (unsigned int morphIdx = 0; morphIdx < newMesh->mNumAnimMeshes; ++morphIdx) {
|
||||||
|
aiAnimMesh* origTarget = pMesh->mAnimMeshes[morphIdx];
|
||||||
|
aiAnimMesh* newTarget = new aiAnimMesh;
|
||||||
|
newTarget->mName = origTarget->mName;
|
||||||
|
newTarget->mWeight = origTarget->mWeight;
|
||||||
|
newTarget->mNumVertices = numSubMeshVertices;
|
||||||
|
newTarget->mVertices = new aiVector3D[numSubMeshVertices];
|
||||||
|
newMesh->mAnimMeshes[morphIdx] = newTarget;
|
||||||
|
|
||||||
|
if (origTarget->HasNormals()) {
|
||||||
|
newTarget->mNormals = new aiVector3D[numSubMeshVertices];
|
||||||
|
}
|
||||||
|
|
||||||
|
if (origTarget->HasTangentsAndBitangents()) {
|
||||||
|
newTarget->mTangents = new aiVector3D[numSubMeshVertices];
|
||||||
|
newTarget->mBitangents = new aiVector3D[numSubMeshVertices];
|
||||||
|
}
|
||||||
|
|
||||||
|
for( unsigned int vi = 0; vi < numSubMeshVertices; ++vi) {
|
||||||
|
// find the source vertex for it in the source mesh
|
||||||
|
unsigned int previousIndex = previousVertexIndices[vi];
|
||||||
|
newTarget->mVertices[vi] = origTarget->mVertices[previousIndex];
|
||||||
|
|
||||||
|
if (newTarget->HasNormals()) {
|
||||||
|
newTarget->mNormals[vi] = origTarget->mNormals[previousIndex];
|
||||||
|
}
|
||||||
|
if (newTarget->HasTangentsAndBitangents()) {
|
||||||
|
newTarget->mTangents[vi] = origTarget->mTangents[previousIndex];
|
||||||
|
newTarget->mBitangents[vi] = origTarget->mBitangents[previousIndex];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// I have the strange feeling that this will break apart at some point in time...
|
// I have the strange feeling that this will break apart at some point in time...
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue