closes https://github.com/assimp/assimp/issues/2368: add missign anim mesh for multimaterial meshes in fbx,.
parent
6b3d6c3b8f
commit
418c07a9bb
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@ -47,10 +47,10 @@ namespace Assimp {
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aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh)
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{
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aiAnimMesh *animesh = new aiAnimMesh;
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animesh->mVertices = NULL;
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/*animesh->mVertices = NULL;
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animesh->mNormals = NULL;
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animesh->mTangents = NULL;
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animesh->mBitangents = NULL;
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animesh->mBitangents = NULL;*/
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animesh->mNumVertices = mesh->mNumVertices;
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if (mesh->mVertices) {
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animesh->mVertices = new aiVector3D[animesh->mNumVertices];
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@ -1385,6 +1385,50 @@ namespace Assimp {
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ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
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}
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std::vector<aiAnimMesh*> animMeshes;
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size_t bsIdx(0), bsChannelIdx(0);
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for (const BlendShape* blendShape : mesh.GetBlendShapes()) {
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for (const BlendShapeChannel* blendShapeChannel : blendShape->BlendShapeChannels()) {
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const std::vector<const ShapeGeometry*>& shapeGeometries = blendShapeChannel->GetShapeGeometries();
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for (size_t i = 0; i < shapeGeometries.size(); i++) {
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aiAnimMesh* animMesh = aiCreateAnimMesh(out_mesh);
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const ShapeGeometry* shapeGeometry = shapeGeometries.at(i);
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const std::vector<aiVector3D>& vertices = shapeGeometry->GetVertices();
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const std::vector<aiVector3D>& normals = shapeGeometry->GetNormals();
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const std::vector<unsigned int>& indices = shapeGeometry->GetIndices();
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animMesh->mName.Set(FixAnimMeshName(shapeGeometry->Name()));
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for (size_t j = 0; j < indices.size(); j++) {
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unsigned int index = indices.at(j);
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aiVector3D vertex = vertices.at(j);
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aiVector3D normal = normals.at(j);
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unsigned int count = 0;
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const unsigned int* outIndices = mesh.ToOutputVertexIndex(index, count);
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for (unsigned int k = 0; k < count; k++) {
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unsigned int index = outIndices[k];
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animMesh->mVertices[index] += vertex;
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if (animMesh->mNormals != nullptr) {
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animMesh->mNormals[index] += normal;
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animMesh->mNormals[index].NormalizeSafe();
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}
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}
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}
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animMesh->mWeight = shapeGeometries.size() > 1 ? blendShapeChannel->DeformPercent() / 100.0f : 1.0f;
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animMeshes.push_back(animMesh);
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}
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bsChannelIdx++;
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}
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bsIdx++;
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}
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const size_t numAnimMeshes = animMeshes.size();
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if (numAnimMeshes > 0) {
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out_mesh->mNumAnimMeshes = static_cast<unsigned int>(numAnimMeshes);
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out_mesh->mAnimMeshes = new aiAnimMesh * [numAnimMeshes];
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for (size_t i = 0; i < numAnimMeshes; i++) {
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out_mesh->mAnimMeshes[i] = animMeshes.at(i);
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}
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}
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return static_cast<unsigned int>(meshes.size() - 1);
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}
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@ -963,7 +963,6 @@ void ParseVectorDataArray(std::vector<float>& out, const Element& el)
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read an array of uints
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void ParseVectorDataArray(std::vector<unsigned int>& out, const Element& el)
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@ -1280,7 +1279,6 @@ float ParseTokenAsFloat(const Token& t)
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return i;
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}
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// ------------------------------------------------------------------------------------------------
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// wrapper around ParseTokenAsInt() with ParseError handling
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int ParseTokenAsInt(const Token& t)
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@ -1293,8 +1291,6 @@ int ParseTokenAsInt(const Token& t)
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return i;
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}
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// ------------------------------------------------------------------------------------------------
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// wrapper around ParseTokenAsInt64() with ParseError handling
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int64_t ParseTokenAsInt64(const Token& t)
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