Bugfix: fixed rather stupid typo in Collada anim keyframe interpolation

Bugfix: Collada Loader now respects skin controller bind shape matrix

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@549 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
ulfjorensen 2010-02-22 18:06:50 +00:00
parent 4f6acc817e
commit 993ca25cdb
3 changed files with 37 additions and 4 deletions

View File

@ -371,6 +371,9 @@ struct Controller
// accessor URL of the joint names
std::string mJointNameSource;
///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
float mBindShapeMatrix[16];
// accessor URL of the joint inverse bind matrices
std::string mJointOffsetMatrixSource;

View File

@ -676,6 +676,26 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
// apply bind shape matrix to offset matrix
aiMatrix4x4 bindShapeMatrix;
bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
bone->mOffsetMatrix *= bindShapeMatrix;
// HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
// Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
// and replace the bone's name by the node's name so that the user can use the standard
@ -939,7 +959,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
for( size_t c = 0; c < e.mValueAccessor->mParams.size(); ++c)
{
float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
temp[c] += (v - temp[6]) * factor;
temp[c] += (v - temp[c]) * factor;
}
}

View File

@ -479,9 +479,19 @@ void ColladaParser::ReadController( Collada::Controller& pController)
}
else if( IsElement( "bind_shape_matrix"))
{
// content is 16 floats to define some sort of matrix... I'm going to ignore this
// as long as I don't have a clue how to interpret it
SkipElement();
// content is 16 floats to define a matrix... it seems to be important for some models
const char* content = GetTextContent();
// read the 16 floats
for( unsigned int a = 0; a < 16; a++)
{
// read a number
content = fast_atof_move( content, pController.mBindShapeMatrix[a]);
// skip whitespace after it
SkipSpacesAndLineEnd( &content);
}
TestClosing( "bind_shape_matrix");
}
else if( IsElement( "source"))
{