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Revert to fix animation issues.

Change version to 0.13.0.
K. S. Ernest (iFire) Lee 2 years ago
parent
commit
79154b9a4a
2 changed files with 7 additions and 27 deletions
  1. 1 1
      src/FBX2glTF.h
  2. 6 26
      src/fbx/Fbx2Raw.cpp

+ 1 - 1
src/FBX2glTF.h

@@ -17,7 +17,7 @@
 #include <Windows.h>
 #endif
 
-#define FBX2GLTF_VERSION std::string("0.12.9")
+#define FBX2GLTF_VERSION std::string("0.13.0")
 
 #include <fmt/printf.h>
 

+ 6 - 26
src/fbx/Fbx2Raw.cpp

@@ -182,10 +182,7 @@ static void ReadMesh(
   const FbxVector4 meshTranslation = pNode->GetGeometricTranslation(FbxNode::eSourcePivot);
   const FbxVector4 meshRotation = pNode->GetGeometricRotation(FbxNode::eSourcePivot);
   const FbxVector4 meshScaling = pNode->GetGeometricScaling(FbxNode::eSourcePivot);
-  FbxAMatrix meshTransform(meshTranslation, meshRotation, meshScaling);
-  const FbxVector4 meshRotationPivot = pNode->GetRotationPivot(FbxNode::eSourcePivot);
-  const FbxAMatrix meshPivotTransform(-meshRotationPivot, FbxVector4(0, 0, 0, 0), FbxVector4(1, 1, 1, 1));
-  meshTransform *= meshPivotTransform;
+  const FbxAMatrix meshTransform(meshTranslation, meshRotation, meshScaling);
   const FbxMatrix transform = meshTransform;
 
   // Remove translation & scaling from transforms that will bi applied to normals, tangents &
@@ -686,23 +683,6 @@ static FbxVector4 computeLocalScale(FbxNode* pNode, FbxTime pTime = FBXSDK_TIME_
   return FbxVector4(1, 1, 1, 1);
 }
 
-/**
- * Compute the local position incorporating the rotation pivot offset, and subtracting out the pivot
- * of the parent node.
- */
-static FbxVector4 computeLocalTranslation(FbxNode* pNode, FbxTime pTime = FBXSDK_TIME_INFINITE) {
-  const FbxVector4 meshRotationPivot = pNode->GetRotationPivot(FbxNode::eSourcePivot);
-  const FbxAMatrix meshPivotTransform(meshRotationPivot, FbxVector4(0, 0, 0, 0), FbxVector4(1, 1, 1, 1));
-  FbxAMatrix localTransform = pNode->EvaluateLocalTransform(pTime);
-  localTransform *= meshPivotTransform;
-  FbxVector4 lTranslation = localTransform.GetT();
-  FbxNode* parent = pNode->GetParent();
-  if (pNode->GetParent() != nullptr) {
-    lTranslation -= parent->GetRotationPivot(FbxNode::eSourcePivot);
-  }
-  return lTranslation;
-}
-
 static void ReadNodeHierarchy(
     RawModel& raw,
     FbxScene* pScene,
@@ -745,9 +725,9 @@ static void ReadNodeHierarchy(
 
   // Set the initial node transform.
   const FbxAMatrix localTransform = pNode->EvaluateLocalTransform();
-  FbxVector4 localTranslation = computeLocalTranslation(pNode);
-  FbxQuaternion localRotation = localTransform.GetQ();
-  FbxVector4 localScaling = computeLocalScale(pNode);
+  const FbxVector4 localTranslation = localTransform.GetT();
+  const FbxQuaternion localRotation = localTransform.GetQ();
+  const FbxVector4 localScaling = computeLocalScale(pNode);
 
   node.translation = toVec3f(localTranslation) * scaleFactor;
   node.rotation = toQuatf(localRotation);
@@ -855,7 +835,7 @@ static void ReadAnimations(RawModel& raw, FbxScene* pScene, const GltfOptions& o
     for (int nodeIndex = 0; nodeIndex < nodeCount; nodeIndex++) {
       FbxNode* pNode = pScene->GetNode(nodeIndex);
       const FbxAMatrix baseTransform = pNode->EvaluateLocalTransform();
-      const FbxVector4 baseTranslation = computeLocalTranslation(pNode);
+      const FbxVector4 baseTranslation = baseTransform.GetT();
       const FbxQuaternion baseRotation = baseTransform.GetQ();
       const FbxVector4 baseScaling = computeLocalScale(pNode);
 
@@ -867,7 +847,7 @@ static void ReadAnimations(RawModel& raw, FbxScene* pScene, const GltfOptions& o
         pTime.SetFrame(frameIndex, eMode);
 
         const FbxAMatrix localTransform = pNode->EvaluateLocalTransform(pTime);
-        const FbxVector4 localTranslation = computeLocalTranslation(pNode, pTime);
+        const FbxVector4 localTranslation = localTransform.GetT();
         const FbxQuaternion localRotation = localTransform.GetQ();
         const FbxVector4 localScale = computeLocalScale(pNode, pTime);