Fix HL1MDLLoader flattened bone hierarchy.
parent
fdcc45d010
commit
4b4cb55f22
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@ -472,12 +472,13 @@ void HL1MDLLoader::read_bones() {
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aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
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rootnode_children_.push_back(bones_node);
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bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
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bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
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// Store roots bones IDs temporarily.
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std::vector<int> roots;
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// Create bone matrices in local space.
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for (int i = 0; i < header_->numbones; ++i) {
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aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
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aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]);
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aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
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temp_bones_[i].absolute_transform = bone_node->mTransformation =
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@ -485,9 +486,11 @@ void HL1MDLLoader::read_bones() {
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aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
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if (pbone[i].parent == -1) {
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bone_node->mParent = scene_->mRootNode;
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bone_node->mParent = bones_node;
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roots.push_back(i); // This bone has no parent. Add it to the roots list.
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} else {
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bone_node->mParent = bones_node->mChildren[pbone[i].parent];
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bone_node->mParent = temp_bones_[pbone[i].parent].node;
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temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list.
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temp_bones_[i].absolute_transform =
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temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
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@ -496,6 +499,36 @@ void HL1MDLLoader::read_bones() {
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temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
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temp_bones_[i].offset_matrix.Inverse();
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}
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// Create the 'bones' root node that will contain all bone nodes.
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bones_node->mNumChildren = static_cast<unsigned int>(roots.size());
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bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
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// Build all bones children hierarchy starting from each root bone.
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for (size_t i = 0; i < roots.size(); ++i)
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{
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const TempBone &root_bone = temp_bones_[roots[i]];
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bones_node->mChildren[i] = root_bone.node;
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build_bone_children_hierarchy(root_bone);
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}
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}
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void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone)
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{
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if (bone.children.size() > 0)
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{
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aiNode* bone_node = bone.node;
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bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size());
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bone_node->mChildren = new aiNode *[bone_node->mNumChildren];
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// Build each child bone's hierarchy recursively.
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for (size_t i = 0; i < bone.children.size(); ++i)
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{
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const TempBone &child_bone = temp_bones_[bone.children[i]];
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bone_node->mChildren[i] = child_bone.node;
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build_bone_children_hierarchy(child_bone);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -143,6 +143,14 @@ private:
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*/
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static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
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/**
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* \brief Build a bone's node children hierarchy.
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*
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* \param[in] bone The bone for which we must build all children hierarchy.
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*/
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struct TempBone;
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void build_bone_children_hierarchy(const TempBone& bone);
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/** Output scene to be filled */
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aiScene *scene_;
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@ -203,6 +211,7 @@ private:
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aiNode *node;
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aiMatrix4x4 absolute_transform;
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aiMatrix4x4 offset_matrix;
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std::vector<int> children; // Bone children
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};
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std::vector<TempBone> temp_bones_;
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