Merge branch 'master' into kimkulling/fbx_use_correct_ftime_scaling_issue-4698
commit
2b41986dc9
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@ -55,9 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/MathFunctions.h>
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#include <assimp/StringComparison.h>
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#include <assimp/scene.h>
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#include <assimp/CreateAnimMesh.h>
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#include <assimp/StringUtils.h>
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#include <assimp/commonMetaData.h>
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@ -1604,7 +1602,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const ai
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void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
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std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
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aiNode *) {
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ai_assert(cluster != nullptr); // make sure cluster valid
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@ -1621,16 +1619,16 @@ void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const
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bone = new aiBone();
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bone->mName = bone_name;
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bone->mOffsetMatrix = cluster->Transform();
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//bone->mOffsetMatrix = cluster->Transform();
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// store local transform link for post processing
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/*
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bone->mOffsetMatrix = cluster->TransformLink();
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bone->mOffsetMatrix.Inverse();
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aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
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const aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
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bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
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*/
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//
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// Now calculate the aiVertexWeights
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//
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