Merge pull request #3086 from napina/fbx_rotation_fix
Fixed FBX simple anim pre/post rotation handlingpull/3096/head
commit
4796ad3d5e
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@ -655,7 +655,8 @@ bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
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for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
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const TransformationComp comp = static_cast<TransformationComp>(i);
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if (comp == TransformationComp_Rotation || comp == TransformationComp_Scaling || comp == TransformationComp_Translation) {
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if (comp == TransformationComp_Rotation || comp == TransformationComp_Scaling || comp == TransformationComp_Translation ||
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comp == TransformationComp_PreRotation || comp == TransformationComp_PostRotation) {
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continue;
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}
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@ -2739,15 +2740,12 @@ void FBXConverter::GenerateNodeAnimations(std::vector<aiNodeAnim *> &node_anims,
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// be invoked _later_ (animations come first). If this node has only rotation,
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// scaling and translation _and_ there are no animated other components either,
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// we can use a single node and also a single node animation channel.
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if (!has_complex && !NeedsComplexTransformationChain(target)) {
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aiNodeAnim *const nd = GenerateSimpleNodeAnim(fixed_name, target, chain,
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if( !has_complex && !NeedsComplexTransformationChain(target)) {
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aiNodeAnim* const nd = GenerateSimpleNodeAnim(fixed_name, target, chain,
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node_property_map.end(),
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layer_map,
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start, stop,
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max_time,
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min_time,
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true // input is TRS order, assimp is SRT
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min_time
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);
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ai_assert(nd);
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@ -3021,133 +3019,121 @@ aiNodeAnim *FBXConverter::GenerateTranslationNodeAnim(const std::string &name,
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return na.release();
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}
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aiNodeAnim *FBXConverter::GenerateSimpleNodeAnim(const std::string &name,
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const Model &target,
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aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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const Model& target,
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NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
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NodeMap::const_iterator iter_end,
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const LayerMap &layer_map,
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NodeMap::const_iterator iterEnd,
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int64_t start, int64_t stop,
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double &max_time,
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double &min_time,
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bool reverse_order)
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double& maxTime,
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double& minTime)
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{
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std::unique_ptr<aiNodeAnim> na(new aiNodeAnim());
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na->mNodeName.Set(name);
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const PropertyTable &props = target.Props();
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// need to convert from TRS order to SRT?
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if (reverse_order) {
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// collect unique times and keyframe lists
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KeyFrameListList keyframeLists[TransformationComp_MAXIMUM];
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KeyTimeList keytimes;
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aiVector3D def_scale = PropertyGet(props, "Lcl Scaling", aiVector3D(1.f, 1.f, 1.f));
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aiVector3D def_translate = PropertyGet(props, "Lcl Translation", aiVector3D(0.f, 0.f, 0.f));
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aiVector3D def_rot = PropertyGet(props, "Lcl Rotation", aiVector3D(0.f, 0.f, 0.f));
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for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
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if (chain[i] == iterEnd)
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continue;
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KeyFrameListList scaling;
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KeyFrameListList translation;
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KeyFrameListList rotation;
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keyframeLists[i] = GetKeyframeList((*chain[i]).second, start, stop);
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if (chain[TransformationComp_Scaling] != iter_end) {
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scaling = GetKeyframeList((*chain[TransformationComp_Scaling]).second, start, stop);
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for (KeyFrameListList::const_iterator it = keyframeLists[i].begin(); it != keyframeLists[i].end(); ++it) {
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const KeyTimeList& times = *std::get<0>(*it);
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keytimes.insert(keytimes.end(), times.begin(), times.end());
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}
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if (chain[TransformationComp_Translation] != iter_end) {
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translation = GetKeyframeList((*chain[TransformationComp_Translation]).second, start, stop);
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}
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// remove duplicates
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std::sort(keytimes.begin(), keytimes.end());
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if (chain[TransformationComp_Rotation] != iter_end) {
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rotation = GetKeyframeList((*chain[TransformationComp_Rotation]).second, start, stop);
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}
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auto last = std::unique(keytimes.begin(), keytimes.end());
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keytimes.erase(last, keytimes.end());
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}
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KeyFrameListList joined;
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joined.insert(joined.end(), scaling.begin(), scaling.end());
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joined.insert(joined.end(), translation.begin(), translation.end());
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joined.insert(joined.end(), rotation.begin(), rotation.end());
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const Model::RotOrder rotOrder = target.RotationOrder();
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const size_t keyCount = keytimes.size();
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const KeyTimeList × = GetKeyTimeList(joined);
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aiVector3D defTranslate = PropertyGet(props, "Lcl Translation", aiVector3D(0.f, 0.f, 0.f));
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aiVector3D defRotation = PropertyGet(props, "Lcl Rotation", aiVector3D(0.f, 0.f, 0.f));
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aiVector3D defScale = PropertyGet(props, "Lcl Scaling", aiVector3D(1.f, 1.f, 1.f));
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aiQuaternion defQuat = EulerToQuaternion(defRotation, rotOrder);
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aiQuatKey *out_quat = new aiQuatKey[times.size()];
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aiVectorKey *out_scale = new aiVectorKey[times.size()];
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aiVectorKey *out_translation = new aiVectorKey[times.size()];
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aiVectorKey* outTranslations = new aiVectorKey[keyCount];
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aiQuatKey* outRotations = new aiQuatKey[keyCount];
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aiVectorKey* outScales = new aiVectorKey[keyCount];
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if (times.size()) {
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ConvertTransformOrder_TRStoSRT(out_quat, out_scale, out_translation,
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scaling,
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translation,
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rotation,
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times,
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max_time,
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min_time,
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target.RotationOrder(),
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def_scale,
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def_translate,
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def_rot);
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}
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// XXX remove duplicates / redundant keys which this operation did
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// likely produce if not all three channels were equally dense.
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na->mNumScalingKeys = static_cast<unsigned int>(times.size());
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na->mNumRotationKeys = na->mNumScalingKeys;
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na->mNumPositionKeys = na->mNumScalingKeys;
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na->mScalingKeys = out_scale;
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na->mRotationKeys = out_quat;
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na->mPositionKeys = out_translation;
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if (keyframeLists[TransformationComp_Translation].size() > 0) {
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InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
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} else {
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// if a particular transformation is not given, grab it from
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// the corresponding node to meet the semantics of aiNodeAnim,
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// which requires all of rotation, scaling and translation
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// to be set.
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if (chain[TransformationComp_Scaling] != iter_end) {
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ConvertScaleKeys(na.get(), (*chain[TransformationComp_Scaling]).second,
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layer_map,
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start, stop,
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max_time,
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min_time);
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} else {
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na->mScalingKeys = new aiVectorKey[1];
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na->mNumScalingKeys = 1;
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na->mScalingKeys[0].mTime = 0.;
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na->mScalingKeys[0].mValue = PropertyGet(props, "Lcl Scaling",
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aiVector3D(1.f, 1.f, 1.f));
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}
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if (chain[TransformationComp_Rotation] != iter_end) {
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ConvertRotationKeys(na.get(), (*chain[TransformationComp_Rotation]).second,
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layer_map,
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start, stop,
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max_time,
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min_time,
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target.RotationOrder());
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} else {
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na->mRotationKeys = new aiQuatKey[1];
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na->mNumRotationKeys = 1;
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na->mRotationKeys[0].mTime = 0.;
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na->mRotationKeys[0].mValue = EulerToQuaternion(
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PropertyGet(props, "Lcl Rotation", aiVector3D(0.f, 0.f, 0.f)),
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target.RotationOrder());
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}
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if (chain[TransformationComp_Translation] != iter_end) {
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ConvertTranslationKeys(na.get(), (*chain[TransformationComp_Translation]).second,
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layer_map,
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start, stop,
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max_time,
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min_time);
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} else {
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na->mPositionKeys = new aiVectorKey[1];
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na->mNumPositionKeys = 1;
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na->mPositionKeys[0].mTime = 0.;
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na->mPositionKeys[0].mValue = PropertyGet(props, "Lcl Translation",
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aiVector3D(0.f, 0.f, 0.f));
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for (size_t i = 0; i < keyCount; ++i) {
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outTranslations[i].mValue = defTranslate;
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}
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}
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if (keyframeLists[TransformationComp_Rotation].size() > 0) {
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outRotations[i].mValue = defQuat;
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}
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}
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if (keyframeLists[TransformationComp_Scaling].size() > 0) {
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InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outScales[i].mValue = defScale;
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}
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}
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bool ok = false;
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const float zero_epsilon = 1e-6f;
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const aiVector3D& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
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if (ok && preRotation.SquareLength() > zero_epsilon) {
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const aiQuaternion preQuat = EulerToQuaternion(preRotation, Model::RotOrder_EulerXYZ);
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mValue = preQuat * outRotations[i].mValue;
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}
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}
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const aiVector3D& postRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok);
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if (ok && postRotation.SquareLength() > zero_epsilon) {
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const aiQuaternion postQuat = EulerToQuaternion(postRotation, Model::RotOrder_EulerXYZ);
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mValue = outRotations[i].mValue * postQuat;
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}
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}
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// convert TRS to SRT
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for (size_t i = 0; i < keyCount; ++i) {
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aiQuaternion& r = outRotations[i].mValue;
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aiVector3D& s = outScales[i].mValue;
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aiVector3D& t = outTranslations[i].mValue;
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aiMatrix4x4 mat, temp;
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aiMatrix4x4::Translation(t, mat);
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mat *= aiMatrix4x4(r.GetMatrix());
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mat *= aiMatrix4x4::Scaling(s, temp);
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mat.Decompose(s, r, t);
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}
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na->mNumScalingKeys = static_cast<unsigned int>(keyCount);
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na->mNumRotationKeys = na->mNumScalingKeys;
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na->mNumPositionKeys = na->mNumScalingKeys;
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na->mScalingKeys = outScales;
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na->mRotationKeys = outRotations;
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na->mPositionKeys = outTranslations;
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return na.release();
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}
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@ -3328,10 +3314,7 @@ void FBXConverter::InterpolateKeys(aiQuatKey *valOut, const KeyTimeList &keys, c
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// take shortest path by checking the inner product
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// http://www.3dkingdoms.com/weekly/weekly.php?a=36
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if (quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0) {
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quat.x = -quat.x;
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quat.y = -quat.y;
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quat.z = -quat.z;
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quat.w = -quat.w;
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quat.Conjugate();
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}
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lastq = quat;
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@ -3339,60 +3322,6 @@ void FBXConverter::InterpolateKeys(aiQuatKey *valOut, const KeyTimeList &keys, c
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}
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}
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void FBXConverter::ConvertTransformOrder_TRStoSRT(aiQuatKey *out_quat, aiVectorKey *out_scale,
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aiVectorKey *out_translation,
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const KeyFrameListList &scaling,
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const KeyFrameListList &translation,
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const KeyFrameListList &rotation,
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const KeyTimeList ×,
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double &maxTime,
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double &minTime,
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Model::RotOrder order,
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const aiVector3D &def_scale,
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const aiVector3D &def_translate,
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const aiVector3D &def_rotation) {
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if (rotation.size()) {
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InterpolateKeys(out_quat, times, rotation, def_rotation, maxTime, minTime, order);
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} else {
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for (size_t i = 0; i < times.size(); ++i) {
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out_quat[i].mTime = CONVERT_FBX_TIME(times[i]) * anim_fps;
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out_quat[i].mValue = EulerToQuaternion(def_rotation, order);
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}
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}
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if (scaling.size()) {
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InterpolateKeys(out_scale, times, scaling, def_scale, maxTime, minTime);
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} else {
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for (size_t i = 0; i < times.size(); ++i) {
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out_scale[i].mTime = CONVERT_FBX_TIME(times[i]) * anim_fps;
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out_scale[i].mValue = def_scale;
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}
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}
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if (translation.size()) {
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InterpolateKeys(out_translation, times, translation, def_translate, maxTime, minTime);
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} else {
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for (size_t i = 0; i < times.size(); ++i) {
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out_translation[i].mTime = CONVERT_FBX_TIME(times[i]) * anim_fps;
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out_translation[i].mValue = def_translate;
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}
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}
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const size_t count = times.size();
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for (size_t i = 0; i < count; ++i) {
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aiQuaternion &r = out_quat[i].mValue;
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aiVector3D &s = out_scale[i].mValue;
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aiVector3D &t = out_translation[i].mValue;
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aiMatrix4x4 mat, temp;
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aiMatrix4x4::Translation(t, mat);
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mat *= aiMatrix4x4(r.GetMatrix());
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mat *= aiMatrix4x4::Scaling(s, temp);
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mat.Decompose(s, r, t);
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}
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}
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aiQuaternion FBXConverter::EulerToQuaternion(const aiVector3D &rot, Model::RotOrder order) {
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aiMatrix4x4 m;
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GetRotationMatrix(order, rot, m);
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@ -349,12 +349,10 @@ private:
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aiNodeAnim* GenerateSimpleNodeAnim(const std::string& name,
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const Model& target,
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NodeMap::const_iterator chain[TransformationComp_MAXIMUM],
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NodeMap::const_iterator iter_end,
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const LayerMap& layer_map,
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NodeMap::const_iterator iterEnd,
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int64_t start, int64_t stop,
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double& max_time,
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double& min_time,
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bool reverse_order = false);
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double& maxTime,
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double& minTime);
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// key (time), value, mapto (component index)
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typedef std::tuple<std::shared_ptr<KeyTimeList>, std::shared_ptr<KeyValueList>, unsigned int > KeyFrameList;
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@ -379,20 +377,6 @@ private:
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double& minTime,
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Model::RotOrder order);
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// ------------------------------------------------------------------------------------------------
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void ConvertTransformOrder_TRStoSRT(aiQuatKey* out_quat, aiVectorKey* out_scale,
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aiVectorKey* out_translation,
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const KeyFrameListList& scaling,
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const KeyFrameListList& translation,
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const KeyFrameListList& rotation,
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const KeyTimeList& times,
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double& maxTime,
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double& minTime,
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Model::RotOrder order,
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const aiVector3D& def_scale,
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const aiVector3D& def_translate,
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const aiVector3D& def_rotation);
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// ------------------------------------------------------------------------------------------------
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// euler xyz -> quat
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aiQuaternion EulerToQuaternion(const aiVector3D& rot, Model::RotOrder order);
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