Added ArmaturePopulate scale process for all formats

pull/2731/head
RevoluPowered 2019-10-26 18:47:48 +01:00
parent 93efe4197a
commit 46cdd81d75
5 changed files with 372 additions and 194 deletions

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@ -670,6 +670,8 @@ SET( PostProcessing_SRCS
PostProcessing/MakeVerboseFormat.h PostProcessing/MakeVerboseFormat.h
PostProcessing/ScaleProcess.cpp PostProcessing/ScaleProcess.cpp
PostProcessing/ScaleProcess.h PostProcessing/ScaleProcess.h
PostProcessing/ArmaturePopulate.cpp
PostProcessing/ArmaturePopulate.h
PostProcessing/GenBoundingBoxesProcess.cpp PostProcessing/GenBoundingBoxesProcess.cpp
PostProcessing/GenBoundingBoxesProcess.h PostProcessing/GenBoundingBoxesProcess.h
) )

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@ -121,39 +121,6 @@ namespace Assimp {
ConvertGlobalSettings(); ConvertGlobalSettings();
TransferDataToScene(); TransferDataToScene();
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone*> bones;
std::vector<aiNode*> nodes;
std::map<aiBone*, aiNode*> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes );
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
std::cout << "Bone stack size: " << bone_stack.size() << std::endl;
for( std::pair<aiBone*, aiNode*> kvp : bone_stack )
{
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
std::cout << "active node lookup: " << bone->mName.C_Str() << std::endl;
// lcl transform grab - done in generate_nodes :)
//bone->mOffsetMatrix = bone_node->mTransformation;
aiNode * armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE // if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
// to make sure the scene passes assimp's validation. FBX files // to make sure the scene passes assimp's validation. FBX files
// need not contain geometry (i.e. camera animations, raw armatures). // need not contain geometry (i.e. camera animations, raw armatures).
@ -172,167 +139,6 @@ namespace Assimp {
std::for_each(textures.begin(), textures.end(), Util::delete_fun<aiTexture>()); std::for_each(textures.begin(), textures.end(), Util::delete_fun<aiTexture>());
} }
/* Returns the armature root node */
/* This is required to be detected for a bone initially, it will recurse up until it cannot find another
* bone and return the node
* No known failure points. (yet)
*/
aiNode * FBXConverter::GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list)
{
while(bone_node)
{
if(!IsBoneNode(bone_node->mName, bone_list))
{
std::cout << "Found valid armature: " << bone_node->mName.C_Str() << std::endl;
return bone_node;
}
bone_node = bone_node->mParent;
}
std::cout << "can't find armature! node: " << bone_node << std::endl;
return NULL;
}
/* Simple IsBoneNode check if this could be a bone */
bool FBXConverter::IsBoneNode(const aiString &bone_name, std::vector<aiBone*>& bones )
{
for( aiBone *bone : bones)
{
if(bone->mName == bone_name)
{
return true;
}
}
return false;
}
/* Pop this node by name from the stack if found */
/* Used in multiple armature situations with duplicate node / bone names */
/* Known flaw: cannot have nodes with bone names, will be fixed in later release */
/* (serious to be fixed) Known flaw: nodes which have more than one bone could be prematurely dropped from stack */
aiNode* FBXConverter::GetNodeFromStack(const aiString &node_name, std::vector<aiNode*> &nodes)
{
std::vector<aiNode*>::iterator iter;
aiNode *found = NULL;
for( iter = nodes.begin(); iter < nodes.end(); ++iter )
{
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if(element->mName == node_name)
{
found = element;
break;
}
}
if(found != NULL) {
// now pop the element from the node list
nodes.erase(iter);
return found;
}
return NULL;
}
/* Prepare flat node list which can be used for non recursive lookups later */
void FBXConverter::BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes)
{
ai_assert(current_node);
for( unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId)
{
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
nodes.push_back(child);
BuildNodeList(child, nodes);
}
}
/* Reprocess all nodes to calculate bone transforms properly based on the REAL mOffsetMatrix not the local. */
/* Before this would use mesh transforms which is wrong for bone transforms */
/* Before this would work for simple character skeletons but not complex meshes with multiple origins */
/* Source: sketch fab log cutter fbx */
void FBXConverter::BuildBoneList(aiNode *current_node, const aiNode * root_node, const aiScene *scene, std::vector<aiBone*> &bones )
{
ai_assert(scene);
for( unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId)
{
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
// check for bones
for( unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId)
{
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[ mesh_index ];
ai_assert(mesh);
for( unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId)
{
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :)
// so this must be detected
if( std::find(bones.begin(), bones.end(), bone) == bones.end() )
{
// add the element once
bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
}
BuildBoneList(child, root_node, scene, bones);
}
}
/* A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with duplicate names :)
*/
void FBXConverter::BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode*> &node_stack )
{
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
for( aiBone * bone : bones)
{
ai_assert(bone);
aiNode* node = GetNodeFromStack(bone->mName, node_stack);
if(node == NULL)
{
node_stack.clear();
BuildNodeList(out->mRootNode, node_stack );
std::cout << "Resetting bone stack: null element " << bone->mName.C_Str() << std::endl;
node = GetNodeFromStack(bone->mName, node_stack);
if(!node) {
std::cout << "serious import issue armature failed to be detected?" << std::endl;
continue;
}
}
std::cout << "Successfully added bone to stack and have valid armature: " << bone->mName.C_Str() << std::endl;
bone_stack.insert(std::pair<aiBone*, aiNode*>(bone, node));
}
}
void FBXConverter::ConvertRootNode() { void FBXConverter::ConvertRootNode() {
out->mRootNode = new aiNode(); out->mRootNode = new aiNode();
std::string unique_name; std::string unique_name;

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@ -0,0 +1,247 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "ArmaturePopulate.h"
#include <assimp/BaseImporter.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
namespace Assimp {
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0;
}
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
// do nothing
}
void ArmaturePopulate::Execute(aiScene *out) {
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones;
std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
ASSIMP_LOG_DEBUG_F("Bone stack size: %ld\n", bone_stack.size());
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: %s\n", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
}
/* Returns the armature root node */
/* This is required to be detected for a bone initially, it will recurse up
* until it cannot find another bone and return the node No known failure
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("Found valid armature: %s\n", bone_node->mName.C_Str());
return bone_node;
}
bone_node = bone_node->mParent;
}
ASSIMP_LOG_WARN_F("can't find armature! node: %s\n", bone_node->mName.C_Str());
return NULL;
}
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
return false;
}
/* Pop this node by name from the stack if found */
/* Used in multiple armature situations with duplicate node / bone names */
/* Known flaw: cannot have nodes with bone names, will be fixed in later release
*/
/* (serious to be fixed) Known flaw: nodes which have more than one bone could
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter;
aiNode *found = NULL;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;
break;
}
}
if (found != NULL) {
// now pop the element from the node list
nodes.erase(iter);
return found;
}
return NULL;
}
/* Prepare flat node list which can be used for non recursive lookups later */
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
nodes.push_back(child);
BuildNodeList(child, nodes);
}
}
/* Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */
/* Before this would use mesh transforms which is wrong for bone transforms */
/* Before this would work for simple character skeletons but not complex meshes
* with multiple origins */
/* Source: sketch fab log cutter fbx */
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones) {
ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
// check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
}
BuildBoneList(child, root_node, scene, bones);
}
}
/* A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with
* duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == NULL) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: null element %s\n", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
ASSIMP_LOG_ERROR("serious import issue armature failed to be detected");
continue;
}
}
ASSIMP_LOG_DEBUG_F("Successfully added bone to stack and have valid armature: %s\n", bone->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
}
} // Namespace Assimp

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@ -0,0 +1,111 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef SCALE_PROCESS_H_
#define SCALE_PROCESS_H_
#include "Common/BaseProcess.h"
#include <vector>
#include <map>
struct aiNode;
struct aiBone;
#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
#endif // !! AI_DEBONE_THRESHOLD
namespace Assimp {
// ---------------------------------------------------------------------------
/** ScaleProcess: Class to rescale the whole model.
* Now rescales animations, bones, and blend shapes properly.
* Please note this will not write to 'scale' transform it will rewrite mesh
* and matrixes so that your scale values
* from your model package are preserved, so this is completely intentional
* bugs should be reported as soon as they are found.
*/
class ASSIMP_API ArmaturePopulate : public BaseProcess {
public:
/// The default class constructor.
ArmaturePopulate() : BaseProcess()
{}
/// The class destructor.
virtual ~ArmaturePopulate()
{}
/// Overwritten, @see BaseProcess
virtual bool IsActive( unsigned int pFlags ) const;
/// Overwritten, @see BaseProcess
virtual void SetupProperties( const Importer* pImp );
/// Overwritten, @see BaseProcess
virtual void Execute( aiScene* pScene );
static aiNode *GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list);
static bool IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones);
static aiNode *GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes);
static void BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes);
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones);
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack);
};
} // Namespace Assimp
#endif // SCALE_PROCESS_H_

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@ -537,6 +537,18 @@ enum aiPostProcessSteps
*/ */
aiProcess_Debone = 0x4000000, aiProcess_Debone = 0x4000000,
// -------------------------------------------------------------------------
/**
* This step generically populates aiBone->mArmature and aiBone->mNode generically
* The point of these is it saves you later having to calculate these elements
* This is useful when handling rest information or skin information
* If you have multiple armatures on your models we strongly recommend enabling this
* Instead of writing your own multi-root, multi-armature lookups we have done the
* hard work for you :)
*/
aiProcess_PopulateArmatureData = 0x5000000,
// ------------------------------------------------------------------------- // -------------------------------------------------------------------------
/** <hr>This step will perform a global scale of the model. /** <hr>This step will perform a global scale of the model.
* *