FBX Export: fix logic for determining if scale transformation is identity.

Previously it was comparing scale.SquareLength() to 1.0.
pull/1806/head
Tommy 2018-02-21 15:29:57 +01:00
parent c1f353f6c7
commit f847d4817d
1 changed files with 14 additions and 4 deletions

View File

@ -579,6 +579,7 @@ bool Converter::NeedsComplexTransformationChain( const Model& model )
bool ok;
const float zero_epsilon = 1e-6f;
const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
for ( size_t i = 0; i < TransformationComp_MAXIMUM; ++i ) {
const TransformationComp comp = static_cast< TransformationComp >( i );
@ -586,10 +587,18 @@ bool Converter::NeedsComplexTransformationChain( const Model& model )
continue;
}
bool scale_compare = ( comp == TransformationComp_GeometricScaling || comp == TransformationComp_Scaling );
const aiVector3D& v = PropertyGet<aiVector3D>( props, NameTransformationCompProperty( comp ), ok );
if ( ok && v.SquareLength() > zero_epsilon ) {
if ( ok && scale_compare ) {
if ( (v - all_ones).SquareLength() > zero_epsilon ) {
return true;
}
} else if ( ok ) {
if ( v.SquareLength() > zero_epsilon ) {
return true;
}
}
}
return false;
@ -612,6 +621,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
// generate transformation matrices for all the different transformation components
const float zero_epsilon = 1e-6f;
const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
bool is_complex = false;
const aiVector3D& PreRotation = PropertyGet<aiVector3D>( props, "PreRotation", ok );
@ -664,7 +674,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
}
const aiVector3D& Scaling = PropertyGet<aiVector3D>( props, "Lcl Scaling", ok );
if ( ok && std::fabs( Scaling.SquareLength() - 1.0f ) > zero_epsilon ) {
if ( ok && (Scaling - all_ones).SquareLength() > zero_epsilon ) {
aiMatrix4x4::Scaling( Scaling, chain[ TransformationComp_Scaling ] );
}
@ -674,7 +684,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
}
const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>( props, "GeometricScaling", ok );
if ( ok && std::fabs( GeometricScaling.SquareLength() - 1.0f ) > zero_epsilon ) {
if ( ok && (GeometricScaling - all_ones).SquareLength() > zero_epsilon ) {
is_complex = true;
aiMatrix4x4::Scaling( GeometricScaling, chain[ TransformationComp_GeometricScaling ] );
aiVector3D GeometricScalingInverse = GeometricScaling;