Update ArmaturePopulate.cpp

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Kim Kulling 2020-02-09 11:14:42 +01:00 committed by GitHub
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
#include "ArmaturePopulate.h" #include "ArmaturePopulate.h"
@ -50,220 +48,215 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp { namespace Assimp {
/// The default class constructor. /// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess() ArmaturePopulate::ArmaturePopulate() :
{} BaseProcess() {
// do nothing
}
/// The class destructor. /// The class destructor.
ArmaturePopulate::~ArmaturePopulate() ArmaturePopulate::~ArmaturePopulate() {
{} // do nothing
}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const { bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0; return (pFlags & aiProcess_PopulateArmatureData) != 0;
} }
void ArmaturePopulate::SetupProperties(const Importer *pImp) { void ArmaturePopulate::SetupProperties(const Importer *pImp) {
// do nothing // do nothing
} }
void ArmaturePopulate::Execute(aiScene *out) { void ArmaturePopulate::Execute(aiScene *out) {
// Now convert all bone positions to the correct mOffsetMatrix // Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones; std::vector<aiBone *> bones;
std::vector<aiNode *> nodes; std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack; std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones); BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes); BuildNodeList(out->mRootNode, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes); BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size()); ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) { for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first; aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second; aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str()); ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :) // lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation; // bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones); aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature); ai_assert(armature);
// set up bone armature id // set up bone armature id
bone->mArmature = armature; bone->mArmature = armature;
// set this bone node to be referenced properly // set this bone node to be referenced properly
ai_assert(bone_node); ai_assert(bone_node);
bone->mNode = bone_node; bone->mNode = bone_node;
} }
} }
/* Reprocess all nodes to calculate bone transforms properly based on the REAL // Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */ // mOffsetMatrix not the local.
/* Before this would use mesh transforms which is wrong for bone transforms */ // Before this would use mesh transforms which is wrong for bone transforms
/* Before this would work for simple character skeletons but not complex meshes // Before this would work for simple character skeletons but not complex meshes
* with multiple origins */ // with multiple origins
/* Source: sketch fab log cutter fbx */ // Source: sketch fab log cutter fbx
void ArmaturePopulate::BuildBoneList(aiNode *current_node, void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node, const aiNode *root_node,
const aiScene *scene, const aiScene *scene,
std::vector<aiBone *> &bones) { std::vector<aiBone *> &bones) {
ai_assert(scene); ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) { for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId]; aiNode *child = current_node->mChildren[nodeId];
ai_assert(child); ai_assert(child);
// check for bones // check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) { for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes); ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId]; unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index]; aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh); ai_assert(mesh);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) { for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId]; aiBone *bone = mesh->mBones[boneId];
ai_assert(bone); ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :) // duplicate mehes exist with the same bones sometimes :)
// so this must be detected // so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) { if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once // add the element once
bones.push_back(bone); bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
} }
}
// find mesh and get bones BuildBoneList(child, root_node, scene, bones);
// then do recursive lookup for bones in root node hierarchy
} }
BuildBoneList(child, root_node, scene, bones);
}
} }
/* Prepare flat node list which can be used for non recursive lookups later */ // Prepare flat node list which can be used for non recursive lookups later
void ArmaturePopulate::BuildNodeList(const aiNode *current_node, void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) { std::vector<aiNode *> &nodes) {
ai_assert(current_node); ai_assert(current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) { for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId]; aiNode *child = current_node->mChildren[nodeId];
ai_assert(child); ai_assert(child);
if (child->mNumMeshes == 0) if (child->mNumMeshes == 0) {
nodes.push_back(child); nodes.push_back(child);
}
BuildNodeList(child, nodes); BuildNodeList(child, nodes);
} }
} }
/* A bone stack allows us to have multiple armatures, with the same bone names // 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 // A bone stack allows us also to retrieve bones true transform even with
* duplicate names :) // duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node, void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node, const aiNode *root_node,
const aiScene *scene, const aiScene *scene,
const std::vector<aiBone *> &bones, const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack, std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) { std::vector<aiNode *> &node_stack) {
ai_assert(scene); ai_assert(scene);
ai_assert(root_node); ai_assert(root_node);
ai_assert(!node_stack.empty()); ai_assert(!node_stack.empty());
for (aiBone *bone : bones) { for (aiBone *bone : bones) {
ai_assert(bone); ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack); aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == nullptr) { if (node == nullptr) {
node_stack.clear(); node_stack.clear();
BuildNodeList(root_node, node_stack); BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str()); ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack); node = GetNodeFromStack(bone->mName, node_stack);
if (!node) { if (!node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected"); ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue; continue;
} }
}
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
} }
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
} }
// Returns the armature root node
/* Returns the armature root node */ // This is required to be detected for a bone initially, it will recurse up
/* 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
* until it cannot find another bone and return the node No known failure // points. (yet)
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) { std::vector<aiBone *> &bone_list) {
while (bone_node) { while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) { if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str()); ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node; return bone_node;
}
bone_node = bone_node->mParent;
} }
bone_node = bone_node->mParent; ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
}
return nullptr;
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
return nullptr;
} }
// Simple IsBoneNode check if this could be a bone
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name, bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) { std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) { for (aiBone *bone : bones) {
if (bone->mName == bone_name) { if (bone->mName == bone_name) {
return true; return true;
}
} }
}
return false; return false;
} }
/* Pop this node by name from the stack if found */ // Pop this node by name from the stack if found
/* Used in multiple armature situations with duplicate node / bone names */ // Used in multiple armature situations with duplicate node / bone names
/* Known flaw: cannot have nodes with bone names, will be fixed in later release // 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
/* (serious to be fixed) Known flaw: nodes which have more than one bone could // be prematurely dropped from stack
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name, aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) { std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter; std::vector<aiNode *>::iterator iter;
aiNode *found = nullptr; aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) { for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter; aiNode *element = *iter;
ai_assert(element); ai_assert(element);
// node valid and node name matches // node valid and node name matches
if (element->mName == node_name) { if (element->mName == node_name) {
found = element; found = element;
break; break;
}
} }
}
if (found != nullptr) { if (found != nullptr) {
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str()); ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
// now pop the element from the node list // now pop the element from the node list
nodes.erase(iter); nodes.erase(iter);
return found; return found;
} }
// unique names can cause this problem // unique names can cause this problem
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!"); ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
return nullptr; return nullptr;
} }
} // Namespace Assimp } // Namespace Assimp