use ExportProperties to customize bind pose epsilon
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6e0810d3c1
commit
6299c58fae
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@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <vector>
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#include <array>
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#include <array>
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#include <unordered_set>
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#include <unordered_set>
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#include <iostream>
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// RESOURCES:
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// RESOURCES:
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// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
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// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
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@ -1841,9 +1842,9 @@ void FBXExporter::WriteObjects ()
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// this should be the same as the bone's mOffsetMatrix.
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// this should be the same as the bone's mOffsetMatrix.
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// if it's not the same, the skeleton isn't in the bind pose.
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// if it's not the same, the skeleton isn't in the bind pose.
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float epsilon = 1e-4f; // some error is to be expected
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float epsilon = 1e-4f; // some error is to be expected
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#ifdef ASSIMP_CUSTOM_BINDPOSE_ERR
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float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1);
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epsilon = ASSIMP_CUSTOM_BINDPOSE_ERR;
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if(epsilon_custom > 0)
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#endif
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epsilon = epsilon_custom;
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bool bone_xform_okay = true;
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bool bone_xform_okay = true;
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if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
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if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
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not_in_bind_pose.insert(b);
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not_in_bind_pose.insert(b);
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