Fixed rotation order bug in BVH Loader

This bug has been present since after the 4.10 release.
It fixes the issue "play the bvh error" #2187
Almost all bvh files are affected, such as any of the CMU library.
The bug is caused by the introduction of channelMap in the BVHLoader.cpp - function void BVHLoader::CreateAnimation(aiScene *pScene).  The channelMap loses the rotation order present oin the BVH file, and always applies the rotations in X,Y,Z order.
pull/3233/head
Kevin Shepherd 2020-05-18 16:07:46 +01:00 committed by GitHub
parent 3b15eca099
commit e9a3cc2c8a
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 22 additions and 29 deletions

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@ -493,37 +493,30 @@ void BVHLoader::CreateAnimation(aiScene *pScene) {
for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) { for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) {
aiMatrix4x4 temp; aiMatrix4x4 temp;
aiMatrix3x3 rotMatrix; aiMatrix3x3 rotMatrix;
for (BVHLoader::ChannelType channel = Channel_RotationX; channel <= Channel_RotationZ; channel = (BVHLoader::ChannelType)(channel + 1)) { for (unsigned int channelIdx = 0; channelIdx < node.mChannels.size(); ++ channelIdx) {
//Find channel in node switch (node.mChannels[channelIdx]) {
std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
if (mapIter == channelMap.end())
throw DeadlyImportError("Missing rotation channel in node " + nodeName);
else {
int channelIdx = mapIter->second;
// translate ZXY euler angels into a quaternion
const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
// Compute rotation transformations in the right order
switch (channel) {
case Channel_RotationX: case Channel_RotationX:
aiMatrix4x4::RotationX(angle, temp); {
rotMatrix *= aiMatrix3x3(temp); const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp);
}
break; break;
case Channel_RotationY: case Channel_RotationY:
aiMatrix4x4::RotationY(angle, temp); {
rotMatrix *= aiMatrix3x3(temp); const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp);
}
break; break;
case Channel_RotationZ: case Channel_RotationZ:
aiMatrix4x4::RotationZ(angle, temp); {
rotMatrix *= aiMatrix3x3(temp); const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp);
}
break; break;
default: default:
break; break;
} }
} }
}
rotkey->mTime = double(fr); rotkey->mTime = double(fr);
rotkey->mValue = aiQuaternion(rotMatrix); rotkey->mValue = aiQuaternion(rotMatrix);
++rotkey; ++rotkey;