Fix exporting incorrect bone order (#5435)

Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
pull/5645/head
Julian Knodt 2024-06-28 03:58:09 -07:00 committed by GitHub
parent cdf8394ccc
commit d0703a5a3a
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1 changed files with 13 additions and 20 deletions

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@ -1868,33 +1868,26 @@ void FBXExporter::WriteObjects ()
// one sticky point is that the number of vertices may not match, // one sticky point is that the number of vertices may not match,
// because assimp splits vertices by normal, uv, etc. // because assimp splits vertices by normal, uv, etc.
// functor for aiNode sorting
struct SortNodeByName
{
bool operator()(const aiNode *lhs, const aiNode *rhs) const
{
return strcmp(lhs->mName.C_Str(), rhs->mName.C_Str()) < 0;
}
};
// first we should mark the skeleton for each mesh. // first we should mark the skeleton for each mesh.
// the skeleton must include not only the aiBones, // the skeleton must include not only the aiBones,
// but also all their parent nodes. // but also all their parent nodes.
// anything that affects the position of any bone node must be included. // anything that affects the position of any bone node must be included.
// Use SorNodeByName to make sure the exported result will be the same across all systems
// Otherwise the aiNodes of the skeleton would be sorted based on the pointer address, which isn't consistent // note that we want to preserve input order as much as possible here.
std::vector<std::set<const aiNode*, SortNodeByName>> skeleton_by_mesh(mScene->mNumMeshes); // previously, sorting by name lead to consistent output across systems, but was not
// suitable for downstream consumption by some applications.
std::vector<std::vector<const aiNode*>> skeleton_by_mesh(mScene->mNumMeshes);
// at the same time we can build a list of all the skeleton nodes, // at the same time we can build a list of all the skeleton nodes,
// which will be used later to mark them as type "limbNode". // which will be used later to mark them as type "limbNode".
std::unordered_set<const aiNode*> limbnodes; std::unordered_set<const aiNode*> limbnodes;
//actual bone nodes in fbx, without parenting-up //actual bone nodes in fbx, without parenting-up
std::unordered_set<std::string> setAllBoneNamesInScene; std::vector<std::string> allBoneNames;
for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m) for(unsigned int m = 0; m < mScene->mNumMeshes; ++ m) {
{
aiMesh* pMesh = mScene->mMeshes[m]; aiMesh* pMesh = mScene->mMeshes[m];
for(unsigned int b = 0; b < pMesh->mNumBones; ++ b) for(unsigned int b = 0; b < pMesh->mNumBones; ++ b)
setAllBoneNamesInScene.insert(pMesh->mBones[b]->mName.data); allBoneNames.push_back(pMesh->mBones[b]->mName.data);
} }
aiMatrix4x4 mxTransIdentity; aiMatrix4x4 mxTransIdentity;
@ -1902,7 +1895,7 @@ void FBXExporter::WriteObjects ()
std::map<std::string,aiNode*> node_by_bone; std::map<std::string,aiNode*> node_by_bone;
for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) { for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
const aiMesh* m = mScene->mMeshes[mi]; const aiMesh* m = mScene->mMeshes[mi];
std::set<const aiNode*, SortNodeByName> skeleton; std::vector<const aiNode*> skeleton;
for (size_t bi =0; bi < m->mNumBones; ++bi) { for (size_t bi =0; bi < m->mNumBones; ++bi) {
const aiBone* b = m->mBones[bi]; const aiBone* b = m->mBones[bi];
const std::string name(b->mName.C_Str()); const std::string name(b->mName.C_Str());
@ -1921,7 +1914,7 @@ void FBXExporter::WriteObjects ()
node_by_bone[name] = n; node_by_bone[name] = n;
limbnodes.insert(n); limbnodes.insert(n);
} }
skeleton.insert(n); skeleton.push_back(n);
// mark all parent nodes as skeleton as well, // mark all parent nodes as skeleton as well,
// up until we find the root node, // up until we find the root node,
// or else the node containing the mesh, // or else the node containing the mesh,
@ -1932,7 +1925,7 @@ void FBXExporter::WriteObjects ()
parent = parent->mParent parent = parent->mParent
) { ) {
// if we've already done this node we can skip it all // if we've already done this node we can skip it all
if (skeleton.count(parent)) { if (std::find(skeleton.begin(), skeleton.end(), parent) != skeleton.end()) {
break; break;
} }
// ignore fbx transform nodes as these will be collapsed later // ignore fbx transform nodes as these will be collapsed later
@ -1942,7 +1935,7 @@ void FBXExporter::WriteObjects ()
continue; continue;
} }
//not a bone in scene && no effect in transform //not a bone in scene && no effect in transform
if(setAllBoneNamesInScene.find(node_name)==setAllBoneNamesInScene.end() if (std::find(allBoneNames.begin(), allBoneNames.end(), node_name) == allBoneNames.end()
&& parent->mTransformation == mxTransIdentity) { && parent->mTransformation == mxTransIdentity) {
continue; continue;
} }
@ -2027,7 +2020,7 @@ void FBXExporter::WriteObjects ()
aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene); aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
// now make a subdeformer for each bone in the skeleton // now make a subdeformer for each bone in the skeleton
const std::set<const aiNode*, SortNodeByName> skeleton= skeleton_by_mesh[mi]; const auto & skeleton= skeleton_by_mesh[mi];
for (const aiNode* bone_node : skeleton) { for (const aiNode* bone_node : skeleton) {
// if there's a bone for this node, find it // if there's a bone for this node, find it
const aiBone* b = nullptr; const aiBone* b = nullptr;