249 lines
8.8 KiB
C++
249 lines
8.8 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#include "ArmaturePopulate.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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namespace Assimp {
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static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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return false;
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}
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bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_PopulateArmatureData) != 0;
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}
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void ArmaturePopulate::SetupProperties(const Importer *) {
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// do nothing
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}
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void ArmaturePopulate::Execute(aiScene *out) {
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// Now convert all bone positions to the correct mOffsetMatrix
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std::vector<aiBone *> bones;
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std::vector<aiNode *> nodes;
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std::map<aiBone *, aiNode *> bone_stack;
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BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
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BuildNodeList(out->mRootNode, nodes);
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BuildBoneStack(out->mRootNode, out, bones, bone_stack, nodes);
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ASSIMP_LOG_DEBUG("Bone stack size: ", bone_stack.size());
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for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
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aiBone *bone = kvp.first;
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aiNode *bone_node = kvp.second;
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ASSIMP_LOG_VERBOSE_DEBUG("active node lookup: ", bone->mName.C_Str());
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// lcl transform grab - done in generate_nodes :)
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aiNode *armature = GetArmatureRoot(bone_node, bones);
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ai_assert(armature);
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#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
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// set up bone armature id
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bone->mArmature = armature;
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// set this bone node to be referenced properly
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ai_assert(bone_node);
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bone->mNode = bone_node;
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#endif
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}
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}
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// Reprocess all nodes to calculate bone transforms properly based on the REAL
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// mOffsetMatrix not the local.
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// Before this would use mesh transforms which is wrong for bone transforms
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// Before this would work for simple character skeletons but not complex meshes
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// with multiple origins
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// Source: sketch fab log cutter fbx
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void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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const aiNode *root_node,
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const aiScene *scene,
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std::vector<aiBone *> &bones) {
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ai_assert(scene);
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for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
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aiNode *child = current_node->mChildren[nodeId];
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ai_assert(child);
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// check for bones
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for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
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ai_assert(child->mMeshes);
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unsigned int mesh_index = child->mMeshes[meshId];
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aiMesh *mesh = scene->mMeshes[mesh_index];
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ai_assert(mesh);
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for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
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aiBone *bone = mesh->mBones[boneId];
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ai_assert(nullptr != bone);
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// duplicate mehes exist with the same bones sometimes :)
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// so this must be detected
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if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
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// add the element once
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bones.emplace_back(bone);
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}
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}
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// find mesh and get bones
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// then do recursive lookup for bones in root node hierarchy
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}
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BuildBoneList(child, root_node, scene, bones);
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}
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}
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// Prepare flat node list which can be used for non recursive lookups later
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void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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std::vector<aiNode *> &nodes) {
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ai_assert(nullptr != current_node);
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for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
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aiNode *child = current_node->mChildren[nodeId];
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ai_assert(child);
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if (child->mNumMeshes == 0) {
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nodes.emplace_back(child);
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}
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BuildNodeList(child, nodes);
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}
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}
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// A bone stack allows us to have multiple armatures, with the same bone names
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// A bone stack allows us also to retrieve bones true transform even with
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// duplicate names :)
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void ArmaturePopulate::BuildBoneStack(const aiNode *root_node,
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const aiScene*,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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std::vector<aiNode *> &node_stack) {
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if (node_stack.empty()) {
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return;
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}
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ai_assert(nullptr != root_node);
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for (aiBone *bone : bones) {
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ai_assert(bone);
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aiNode *node = GetNodeFromStack(bone->mName, node_stack);
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if (node == nullptr) {
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node_stack.clear();
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BuildNodeList(root_node, node_stack);
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ASSIMP_LOG_VERBOSE_DEBUG("Resetting bone stack: nullptr element ", bone->mName.C_Str());
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node = GetNodeFromStack(bone->mName, node_stack);
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if (nullptr == node) {
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ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
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continue;
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}
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}
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ASSIMP_LOG_VERBOSE_DEBUG("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
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bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
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}
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}
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// Returns the armature root node
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// This is required to be detected for a bone initially, it will recurse up
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// until it cannot find another bone and return the node No known failure
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// points. (yet)
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, std::vector<aiBone *> &bone_list) {
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while (nullptr != bone_node) {
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if (!IsBoneNode(bone_node->mName, bone_list)) {
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ASSIMP_LOG_VERBOSE_DEBUG("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
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return bone_node;
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}
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bone_node = bone_node->mParent;
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}
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ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
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return nullptr;
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}
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// Pop this node by name from the stack if found
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// Used in multiple armature situations with duplicate node / bone names
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// Known flaw: cannot have nodes with bone names, will be fixed in later release
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// (serious to be fixed) Known flaw: nodes which have more than one bone could
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// be prematurely dropped from stack
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aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes) {
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std::vector<aiNode *>::iterator iter;
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aiNode *found = nullptr;
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for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
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aiNode *element = *iter;
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ai_assert(nullptr != element);
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// node valid and node name matches
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if (element->mName == node_name) {
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found = element;
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break;
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}
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}
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if (found != nullptr) {
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ASSIMP_LOG_INFO("Removed node from stack: ", found->mName.C_Str());
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// now pop the element from the node list
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nodes.erase(iter);
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return found;
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}
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// unique names can cause this problem
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ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
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return nullptr;
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}
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} // Namespace Assimp
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