Fix merge conflicts
parent
39a4627519
commit
aaa19903c6
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@ -227,7 +227,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
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if (nullptr != model) {
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nodes_chain.clear();
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post_nodes_chain.clear();
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aiMatrix4x4 new_abs_transform = parent->mTransformation;
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std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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@ -264,7 +264,7 @@ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node)
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}
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// attach geometry
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ConvertModel(*model, nodes_chain.back().mNode, root_node);
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ConvertModel(*model, nodes_chain.back().mNode, root_node, new_abs_transform);
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// check if there will be any child nodes
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const std::vector<const Connection *> &child_conns = doc.GetConnectionsByDestinationSequenced(model->ID(), "Model");
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@ -890,7 +890,7 @@ void FBXConverter::SetupNodeMetadata(const Model &model, aiNode &nd) {
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}
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}
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void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node) {
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void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
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const std::vector<const Geometry *> &geos = model.GetGeometry();
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std::vector<unsigned int> meshes;
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@ -900,7 +900,7 @@ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root
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const MeshGeometry *const mesh = dynamic_cast<const MeshGeometry *>(geo);
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const LineGeometry *const line = dynamic_cast<const LineGeometry *>(geo);
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if (mesh) {
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const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node);
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const std::vector<unsigned int> &indices = ConvertMesh(*mesh, model, parent, root_node, absolute_transform);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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} else if (line) {
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const std::vector<unsigned int> &indices = ConvertLine(*line, root_node);
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@ -921,7 +921,7 @@ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root
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}
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std::vector<unsigned int>
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FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node) {
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FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform) {
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std::vector<unsigned int> temp;
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MeshMap::const_iterator it = meshes_converted.find(&mesh);
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@ -944,13 +944,13 @@ FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *
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const MatIndexArray::value_type base = mindices[0];
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for (MatIndexArray::value_type index : mindices) {
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if (index != base) {
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return ConvertMeshMultiMaterial(mesh, model, parent, root_node);
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return ConvertMeshMultiMaterial(mesh, model, absolute_transform, parent, root_node);
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}
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}
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}
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// faster code-path, just copy the data
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temp.push_back(ConvertMeshSingleMaterial(mesh, model, parent, root_node));
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temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
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return temp;
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}
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@ -1046,7 +1046,7 @@ static aiSkeleton *createAiSkeleton(SkeletonBoneContainer &sbc) {
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return skeleton;
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}
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unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
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unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
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aiNode *parent, aiNode *) {
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const MatIndexArray &mindices = mesh.GetMaterialIndices();
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aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
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@ -1220,7 +1220,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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}
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std::vector<unsigned int>
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FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
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FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent,
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aiNode *root_node) {
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const MatIndexArray &mindices = mesh.GetMaterialIndices();
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ai_assert(mindices.size());
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@ -1231,7 +1231,7 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
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for (MatIndexArray::value_type index : mindices) {
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if (had.find(index) == had.end()) {
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indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node));
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indices.push_back(ConvertMeshMultiMaterial(mesh, model, absolute_transform, index, parent, root_node));
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had.insert(index);
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}
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}
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@ -1239,9 +1239,8 @@ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &mo
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return indices;
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}
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unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
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MatIndexArray::value_type index,
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aiNode *parent, aiNode *) {
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unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
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MatIndexArray::value_type index, aiNode *parent, aiNode *) {
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aiMesh *const out_mesh = SetupEmptyMesh(mesh, parent);
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const MatIndexArray &mindices = mesh.GetMaterialIndices();
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@ -1404,7 +1403,7 @@ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, co
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ConvertMaterialForMesh(out_mesh, model, mesh, index);
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if (process_weights) {
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ConvertWeights(out_mesh, mesh, parent, index, &reverseMapping);
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ConvertWeights(out_mesh, mesh, absolute_transform, parent, index, &reverseMapping);
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}
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std::vector<aiAnimMesh *> animMeshes;
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@ -1485,7 +1484,7 @@ void FBXConverter::ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo
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skeletonContainer.SkeletonBoneToMeshLookup[out] = ba;
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}
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void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
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void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
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aiNode *parent, unsigned int materialIndex,
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std::vector<unsigned int> *outputVertStartIndices) {
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ai_assert(geo.DeformerSkin());
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@ -1554,7 +1553,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
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// XXX this could be heavily simplified by collecting the bone
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// data in a single step.
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ConvertCluster(bones, cluster, out_indices, index_out_indices,
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count_out_indices, parent);
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count_out_indices, absolute_transform, parent);
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}
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bone_map.clear();
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@ -1576,7 +1575,7 @@ void FBXConverter::ConvertWeights(aiMesh *out, const MeshGeometry &geo,
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void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const Cluster *cluster,
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std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 & /* absolute_transform*/,
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aiNode *) {
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ai_assert(cluster != nullptr); // make sure cluster valid
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@ -1593,7 +1592,7 @@ void FBXConverter::ConvertCluster(std::vector<aiBone*> &local_mesh_bones, const
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bone = new aiBone();
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bone->mName = bone_name;
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bone->mOffsetMatrix = cl->Transform();
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bone->mOffsetMatrix = cluster->Transform();
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// store local transform link for post processing
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/*
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bone->mOffsetMatrix = cluster->TransformLink();
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@ -2658,7 +2657,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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meshMorphAnim->mNumKeys = numKeys;
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meshMorphAnim->mKeys = new aiMeshMorphKey[numKeys];
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unsigned int j = 0;
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for (auto animIt : *animData) {
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for (auto &animIt : *animData) {
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morphKeyData *keyData = animIt.second;
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unsigned int numValuesAndWeights = static_cast<unsigned int>(keyData->values.size());
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meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
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@ -191,12 +191,12 @@ private:
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void SetupNodeMetadata(const Model& model, aiNode& nd);
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// ------------------------------------------------------------------------------------------------
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void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node);
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void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
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std::vector<unsigned int>
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ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node);
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ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
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@ -205,15 +205,15 @@ private:
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aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
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unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
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aiNode *parent, aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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std::vector<unsigned int>
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ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node);
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ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent, aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
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unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, MatIndexArray::value_type index,
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aiNode *parent, aiNode *root_node);
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// ------------------------------------------------------------------------------------------------
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@ -227,7 +227,7 @@ private:
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* - outputVertStartIndices is only used when a material index is specified, it gives for
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* each output vertex the DOM index it maps to.
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*/
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void ConvertWeights(aiMesh *out, const MeshGeometry &geo, aiNode *parent = nullptr,
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void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent = nullptr,
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unsigned int materialIndex = NO_MATERIAL_SEPARATION,
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std::vector<unsigned int> *outputVertStartIndices = nullptr);
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@ -239,7 +239,7 @@ private:
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// ------------------------------------------------------------------------------------------------
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void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
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std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
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std::vector<size_t> &count_out_indices, aiNode *parent );
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std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform, aiNode *parent);
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// ------------------------------------------------------------------------------------------------
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void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
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