Merge branch 'master' into kimkulling-patch-8

pull/3516/head
Kim Kulling 2020-12-07 16:55:07 +01:00 committed by GitHub
commit 1f8c75c871
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4 changed files with 186 additions and 131 deletions

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@ -185,6 +185,17 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
return unique_name;
}
/// This struct manages nodes which may or may not end up in the node hierarchy.
/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
struct FBXConverter::PotentialNode
{
PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
aiNode* operator->() { return mNode; }
std::unique_ptr<aiNode> mOwnership;
aiNode* mNode;
};
/// todo: pre-build node hierarchy
/// todo: get bone from stack
/// todo: make map of aiBone* to aiNode*
@ -192,13 +203,12 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<aiNode *> nodes;
std::vector<PotentialNode> nodes;
nodes.reserve(conns.size());
std::vector<aiNode *> nodes_chain;
std::vector<aiNode *> post_nodes_chain;
std::vector<PotentialNode> nodes_chain;
std::vector<PotentialNode> post_nodes_chain;
try {
for (const Connection *con : conns) {
// ignore object-property links
if (con->PropertyName().length()) {
@ -237,31 +247,31 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
ai_assert(nodes_chain.size());
if (need_additional_node) {
nodes_chain.push_back(new aiNode(node_name));
nodes_chain.emplace_back(PotentialNode(node_name));
}
//setup metadata on newest node
SetupNodeMetadata(*model, *nodes_chain.back());
SetupNodeMetadata(*model, *nodes_chain.back().mNode);
// link all nodes in a row
aiNode *last_parent = parent;
for (aiNode *child : nodes_chain) {
ai_assert(child);
for (PotentialNode& child : nodes_chain) {
ai_assert(child.mNode);
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode *[1];
last_parent->mChildren[0] = child;
last_parent->mChildren[0] = child.mOwnership.release();
}
child->mParent = last_parent;
last_parent = child;
last_parent = child.mNode;
new_abs_transform *= child->mTransformation;
}
// attach geometry
ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
// check if there will be any child nodes
const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
@ -269,27 +279,23 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
// if so, link the geometric transform inverse nodes
// before we attach any child nodes
if (child_conns.size()) {
for (aiNode *postnode : post_nodes_chain) {
ai_assert(postnode);
for (PotentialNode& postnode : post_nodes_chain) {
ai_assert(postnode.mNode);
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode *[1];
last_parent->mChildren[0] = postnode;
last_parent->mChildren[0] = postnode.mOwnership.release();
}
postnode->mParent = last_parent;
last_parent = postnode;
last_parent = postnode.mNode;
new_abs_transform *= postnode->mTransformation;
}
} else {
// free the nodes we allocated as we don't need them
Util::delete_fun<aiNode> deleter;
std::for_each(
post_nodes_chain.begin(),
post_nodes_chain.end(),
deleter);
post_nodes_chain.clear();
}
// recursion call - child nodes
@ -303,7 +309,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
ConvertCameras(*model, node_name);
}
nodes.push_back(nodes_chain.front());
nodes.push_back(std::move(nodes_chain.front()));
nodes_chain.clear();
}
}
@ -312,18 +318,15 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
parent->mChildren = new aiNode *[nodes.size()]();
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
for (unsigned int i = 0; i < nodes.size(); ++i)
{
parent->mChildren[i] = nodes[i].mOwnership.release();
}
nodes.clear();
} else {
parent->mNumChildren = 0;
parent->mChildren = nullptr;
}
} catch (std::exception &) {
Util::delete_fun<aiNode> deleter;
std::for_each(nodes.begin(), nodes.end(), deleter);
std::for_each(nodes_chain.begin(), nodes_chain.end(), deleter);
std::for_each(post_nodes_chain.begin(), post_nodes_chain.end(), deleter);
}
}
void FBXConverter::ConvertLights(const Model &model, const std::string &orig_name) {
@ -681,8 +684,8 @@ std::string FBXConverter::NameTransformationChainNode(const std::string &name, T
return name + std::string(MAGIC_NODE_TAG) + "_" + NameTransformationComp(comp);
}
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<aiNode *> &output_nodes,
std::vector<aiNode *> &post_output_nodes) {
bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std::string &name, std::vector<PotentialNode> &output_nodes,
std::vector<PotentialNode> &post_output_nodes) {
const PropertyTable &props = model.Props();
const Model::RotOrder rot = model.RotationOrder();
@ -828,7 +831,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
chain[i] = chain[i].Inverse();
}
aiNode *nd = new aiNode();
PotentialNode nd;
nd->mName.Set(NameTransformationChainNode(name, comp));
nd->mTransformation = chain[i];
@ -836,9 +839,9 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
if (comp == TransformationComp_GeometricScalingInverse ||
comp == TransformationComp_GeometricRotationInverse ||
comp == TransformationComp_GeometricTranslationInverse) {
post_output_nodes.push_back(nd);
post_output_nodes.emplace_back(std::move(nd));
} else {
output_nodes.push_back(nd);
output_nodes.emplace_back(std::move(nd));
}
}
@ -847,8 +850,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
}
// else, we can just multiply the matrices together
aiNode *nd = new aiNode();
output_nodes.push_back(nd);
PotentialNode nd;
// name passed to the method is already unique
nd->mName.Set(name);
@ -857,6 +859,7 @@ bool FBXConverter::GenerateTransformationNodeChain(const Model &model, const std
for (unsigned int i = TransformationComp_Translation; i < TransformationComp_MAXIMUM; i++) {
nd->mTransformation = nd->mTransformation * chain[i];
}
output_nodes.push_back(std::move(nd));
return false;
}

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@ -171,9 +171,10 @@ private:
// ------------------------------------------------------------------------------------------------
/**
* 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.
*/
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);
// ------------------------------------------------------------------------------------------------
void SetupNodeMetadata(const Model& model, aiNode& nd);

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@ -96,8 +96,9 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
if (!mesh->mTextureCoords[i]) {
mesh->mNumUVComponents[i] = 0;
} else {
if (!mesh->mNumUVComponents[i])
if (!mesh->mNumUVComponents[i]) {
mesh->mNumUVComponents[i] = 2;
}
aiVector3D *p = mesh->mTextureCoords[i], *end = p + mesh->mNumVertices;
@ -105,17 +106,20 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p)
for (; p != end; ++p) {
p->z = 0.f;
}
} else if (1 == mesh->mNumUVComponents[i]) {
for (; p != end; ++p)
for (; p != end; ++p) {
p->z = p->y = 0.f;
}
} else if (3 == mesh->mNumUVComponents[i]) {
// Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
for (; p != end; ++p) {
if (p->z != 0)
if (p->z != 0) {
break;
}
}
if (p == end) {
ASSIMP_LOG_WARN("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
mesh->mNumUVComponents[i] = 2;
@ -151,7 +155,6 @@ void ScenePreprocessor::ProcessMesh(aiMesh *mesh) {
// If tangents and normals are given but no bitangents compute them
if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices; ++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) {
aiNodeAnim *channel = anim->mChannels[i];
/* If the exact duration of the animation is not given
* compute it now.
*/
// If the exact duration of the animation is not given
// compute it now.
if (anim->mDuration == -1.) {
// Position keys
for (unsigned int j = 0; j < channel->mNumPositionKeys; ++j) {
aiVectorKey &key = channel->mPositionKeys[j];
@ -192,11 +193,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
}
}
/* Check whether the animation channel has no rotation
* or position tracks. In this case we generate a dummy
* track from the information we have in the transformation
* matrix of the corresponding node.
*/
// Check whether the animation channel has no rotation
// or position tracks. In this case we generate a dummy
// track from the information we have in the transformation
// matrix of the corresponding node.
if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
// Find the node that belongs to this animation
aiNode *node = scene->mRootNode->FindNode(channel->mNodeName);
@ -210,6 +210,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
// No rotation keys? Generate a dummy track
if (!channel->mNumRotationKeys) {
if (channel->mRotationKeys) {
delete[] channel->mRotationKeys;
channel->mRotationKeys = nullptr;
}
ai_assert(!channel->mRotationKeys);
channel->mNumRotationKeys = 1;
channel->mRotationKeys = new aiQuatKey[1];
@ -225,6 +229,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
// No scaling keys? Generate a dummy track
if (!channel->mNumScalingKeys) {
if (channel->mScalingKeys) {
delete[] channel->mScalingKeys;
channel->mScalingKeys = nullptr;
}
ai_assert(!channel->mScalingKeys);
channel->mNumScalingKeys = 1;
channel->mScalingKeys = new aiVectorKey[1];
@ -240,6 +248,10 @@ void ScenePreprocessor::ProcessAnimation(aiAnimation *anim) {
// No position keys? Generate a dummy track
if (!channel->mNumPositionKeys) {
if (channel->mPositionKeys) {
delete[] channel->mPositionKeys;
channel->mPositionKeys = nullptr;
}
ai_assert(!channel->mPositionKeys);
channel->mNumPositionKeys = 1;
channel->mPositionKeys = new aiVectorKey[1];

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@ -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...
}
}