Merge pull request #2249 from wxyu247/dev

Update SMDImporter
pull/2219/head^2
Kim Kulling 2018-12-01 09:42:41 +01:00 committed by GitHub
commit 9cc277607d
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5 changed files with 388 additions and 453 deletions

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@ -181,8 +181,7 @@ void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
ch->mParent = nd;
ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
// XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation);
const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
@ -639,11 +638,8 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
q.mTime = (*rot).time*animfps;
// XXX it seems our matrix&quaternion code has faults in its conversion routines --
// aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)*
aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)));
}
}

File diff suppressed because it is too large Load Diff

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@ -219,6 +219,7 @@ protected:
/** Parse the SMD file and create the output scene
*/
void ParseFile();
void ReadSmd(const std::string &pFile, IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Parse the triangles section of the SMD file
@ -289,13 +290,6 @@ protected:
*/
unsigned int GetTextureIndex(const std::string& filename);
// -------------------------------------------------------------------
/** Computes absolute bone transformations
* All output transformations are in worldspace.
*/
void ComputeAbsoluteBoneTransformations();
// -------------------------------------------------------------------
/** Parse a line in the skeleton section
*/
@ -344,7 +338,9 @@ protected:
*/
void CreateOutputMeshes();
void CreateOutputNodes();
void CreateOutputAnimations();
void CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler);
void CreateOutputAnimation(int index, const std::string &name);
void GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList);
void CreateOutputMaterials();
@ -413,6 +409,8 @@ private:
*/
unsigned int iLineNumber;
bool bLoadAnimationList = true;
bool noSkeletonMesh = false;
};
} // end of namespace Assimp

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@ -673,6 +673,12 @@ enum aiComponent
#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
// ---------------------------------------------------------------------------
/** Smd load multiple animations
*
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST "IMPORT_SMD_LOAD_ANIMATION_LIST"
// ---------------------------------------------------------------------------
/** @brief Configures the AC loader to collect all surfaces which have the

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@ -527,27 +527,25 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TRe
{
aiMatrix4x4t<TReal>& _this = *this;
TReal cr = std::cos( x );
TReal sr = std::sin( x );
TReal cp = std::cos( y );
TReal sp = std::sin( y );
TReal cy = std::cos( z );
TReal sy = std::sin( z );
TReal cx = std::cos(x);
TReal sx = std::sin(x);
TReal cy = std::cos(y);
TReal sy = std::sin(y);
TReal cz = std::cos(z);
TReal sz = std::sin(z);
_this.a1 = cp*cy ;
_this.a2 = cp*sy;
_this.a3 = -sp ;
// mz*my*mx
_this.a1 = cz * cy;
_this.a2 = cz * sy * sx - sz * cx;
_this.a3 = sz * sx + cz * sy * cx;
TReal srsp = sr*sp;
TReal crsp = cr*sp;
_this.b1 = sz * cy;
_this.b2 = cz * cx + sz * sy * sx;
_this.b3 = sz * sy * cx - cz * sx;
_this.b1 = srsp*cy-cr*sy ;
_this.b2 = srsp*sy+cr*cy ;
_this.b3 = sr*cp ;
_this.c1 = crsp*cy+sr*sy ;
_this.c2 = crsp*sy-sr*cy ;
_this.c3 = cr*cp ;
_this.c1 = -sy;
_this.c2 = cy * sx;
_this.c3 = cy * cx;
return *this;
}