Merge pull request #2987 from Frooxius/master
Fixed population of bone armature and node fields for some meshespull/2994/head^2
commit
91633dc437
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -36,7 +35,6 @@ DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "ArmaturePopulate.h"
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@ -50,12 +48,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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namespace Assimp {
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/// The default class constructor.
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ArmaturePopulate::ArmaturePopulate() : BaseProcess()
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{}
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ArmaturePopulate::ArmaturePopulate() :
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BaseProcess() {
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// do nothing
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}
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/// The class destructor.
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ArmaturePopulate::~ArmaturePopulate()
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{}
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ArmaturePopulate::~ArmaturePopulate() {
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// do nothing
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}
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bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_PopulateArmatureData) != 0;
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@ -99,12 +100,12 @@ void ArmaturePopulate::Execute(aiScene *out) {
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}
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/* Reprocess all nodes to calculate bone transforms properly based on the REAL
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* mOffsetMatrix not the local. */
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/* Before this would use mesh transforms which is wrong for bone transforms */
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/* Before this would work for simple character skeletons but not complex meshes
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* with multiple origins */
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/* Source: sketch fab log cutter fbx */
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// Reprocess all nodes to calculate bone transforms properly based on the REAL
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// mOffsetMatrix not the local.
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// Before this would use mesh transforms which is wrong for bone transforms
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// Before this would work for simple character skeletons but not complex meshes
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// with multiple origins
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// Source: sketch fab log cutter fbx
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void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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const aiNode *root_node,
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const aiScene *scene,
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@ -125,7 +126,7 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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aiBone *bone = mesh->mBones[boneId];
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ai_assert(bone);
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// duplicate meshes exist with the same bones sometimes :)
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// duplicate mehes exist with the same bones sometimes :)
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// so this must be detected
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if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
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// add the element once
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@ -141,7 +142,7 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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}
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}
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/* Prepare flat node list which can be used for non recursive lookups later */
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// Prepare flat node list which can be used for non recursive lookups later
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void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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std::vector<aiNode *> &nodes) {
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ai_assert(current_node);
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@ -150,16 +151,17 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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aiNode *child = current_node->mChildren[nodeId];
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ai_assert(child);
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if (child->mNumMeshes == 0) {
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nodes.push_back(child);
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}
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BuildNodeList(child, nodes);
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}
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}
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/* A bone stack allows us to have multiple armatures, with the same bone names
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* A bone stack allows us also to retrieve bones true transform even with
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* duplicate names :)
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*/
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// A bone stack allows us to have multiple armatures, with the same bone names
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// A bone stack allows us also to retrieve bones true transform even with
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// duplicate names :)
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void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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const aiNode *root_node,
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const aiScene *scene,
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@ -192,12 +194,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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}
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}
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/* Returns the armature root node */
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/* This is required to be detected for a bone initially, it will recurse up
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* until it cannot find another bone and return the node No known failure
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* points. (yet)
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*/
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// Returns the armature root node
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// This is required to be detected for a bone initially, it will recurse up
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// until it cannot find another bone and return the node No known failure
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// points. (yet)
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list) {
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while (bone_node) {
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@ -214,9 +214,7 @@ aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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return nullptr;
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}
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/* Simple IsBoneNode check if this could be a bone */
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// Simple IsBoneNode check if this could be a bone
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bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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@ -228,12 +226,11 @@ bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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return false;
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}
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/* Pop this node by name from the stack if found */
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/* Used in multiple armature situations with duplicate node / bone names */
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/* Known flaw: cannot have nodes with bone names, will be fixed in later release
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*/
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/* (serious to be fixed) Known flaw: nodes which have more than one bone could
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* be prematurely dropped from stack */
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// Pop this node by name from the stack if found
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// Used in multiple armature situations with duplicate node / bone names
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// Known flaw: cannot have nodes with bone names, will be fixed in later release
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// (serious to be fixed) Known flaw: nodes which have more than one bone could
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// be prematurely dropped from stack
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aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes) {
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std::vector<aiNode *>::iterator iter;
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@ -262,7 +259,4 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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return nullptr;
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}
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} // Namespace Assimp
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