Merge pull request #2543 from thomasbiang/fix_export_custom_bindpose_error
Fix export custom bindpose errorpull/2558/head
commit
46a8164af4
|
@ -1617,6 +1617,17 @@ void FBXExporter::WriteObjects ()
|
|||
// at the same time we can build a list of all the skeleton nodes,
|
||||
// which will be used later to mark them as type "limbNode".
|
||||
std::unordered_set<const aiNode*> limbnodes;
|
||||
|
||||
//actual bone nodes in fbx, without parenting-up
|
||||
std::unordered_set<std::string> setAllBoneNamesInScene;
|
||||
for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m)
|
||||
{
|
||||
aiMesh* pMesh = mScene->mMeshes[m];
|
||||
for(unsigned int b = 0; b < pMesh->mNumBones; ++ b)
|
||||
setAllBoneNamesInScene.insert(pMesh->mBones[b]->mName.data);
|
||||
}
|
||||
aiMatrix4x4 mxTransIdentity;
|
||||
|
||||
// and a map of nodes by bone name, as finding them is annoying.
|
||||
std::map<std::string,aiNode*> node_by_bone;
|
||||
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
|
||||
|
@ -1660,6 +1671,11 @@ void FBXExporter::WriteObjects ()
|
|||
if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
|
||||
continue;
|
||||
}
|
||||
//not a bone in scene && no effect in transform
|
||||
if(setAllBoneNamesInScene.find(node_name)==setAllBoneNamesInScene.end()
|
||||
&& parent->mTransformation == mxTransIdentity) {
|
||||
continue;
|
||||
}
|
||||
// otherwise check if this is the root of the skeleton
|
||||
bool end = false;
|
||||
// is the mesh part of this node?
|
||||
|
@ -1824,7 +1840,10 @@ void FBXExporter::WriteObjects ()
|
|||
|
||||
// this should be the same as the bone's mOffsetMatrix.
|
||||
// if it's not the same, the skeleton isn't in the bind pose.
|
||||
const float epsilon = 1e-4f; // some error is to be expected
|
||||
float epsilon = 1e-4f; // some error is to be expected
|
||||
float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1);
|
||||
if(epsilon_custom > 0)
|
||||
epsilon = epsilon_custom;
|
||||
bool bone_xform_okay = true;
|
||||
if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
|
||||
not_in_bind_pose.insert(b);
|
||||
|
|
|
@ -74,7 +74,7 @@ TEST_F( utIssues, OpacityBugWhenExporting_727 ) {
|
|||
if ( newScene->mNumMaterials > 0 ) {
|
||||
std::cout << "Desc = " << desc->description << "\n";
|
||||
EXPECT_EQ( AI_SUCCESS, newScene->mMaterials[ 0 ]->Get( AI_MATKEY_OPACITY, newOpacity ) );
|
||||
EXPECT_EQ( opacity, newOpacity );
|
||||
EXPECT_FLOAT_EQ( opacity, newOpacity );
|
||||
}
|
||||
delete scene;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue