|
|
@@ -421,8 +421,7 @@ load_material(size_t index) {
|
|
|
// Description: Creates a CharacterJoint from an aiNode
|
|
|
////////////////////////////////////////////////////////////////////
|
|
|
void AssimpLoader::
|
|
|
-create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node)
|
|
|
-{
|
|
|
+create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node) {
|
|
|
const aiMatrix4x4 &t = node.mTransformation;
|
|
|
LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
|
|
|
t.a2, t.b2, t.c2, t.d2,
|
|
|
@@ -430,6 +429,9 @@ create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *pare
|
|
|
t.a4, t.b4, t.c4, t.d4);
|
|
|
PT(CharacterJoint) joint = new CharacterJoint(character, bundle, parent, node.mName.C_Str(), mat);
|
|
|
|
|
|
+ assimp_cat.debug()
|
|
|
+ << "Creating joint for: " << node.mName.C_Str() << "\n";
|
|
|
+
|
|
|
for (size_t i = 0; i < node.mNumChildren; ++i) {
|
|
|
if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
|
|
|
create_joint(character, bundle, joint, *node.mChildren[i]);
|
|
|
@@ -443,8 +445,7 @@ create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *pare
|
|
|
// Description: Creates a AnimChannelMatrixXfmTable from an aiNodeAnim
|
|
|
////////////////////////////////////////////////////////////////////
|
|
|
void AssimpLoader::
|
|
|
-create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *parent, const aiNode &node)
|
|
|
-{
|
|
|
+create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *parent, const aiNode &node) {
|
|
|
PT(AnimChannelMatrixXfmTable) group = new AnimChannelMatrixXfmTable(parent, node.mName.C_Str());
|
|
|
|
|
|
// See if there is a channel for this node
|
|
|
@@ -514,7 +515,7 @@ create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *pare
|
|
|
|
|
|
for (size_t i = 0; i < node.mNumChildren; ++i) {
|
|
|
if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
|
|
|
- create_anim_channel(anim, bundle, group, *node.mChildren[i]);
|
|
|
+ create_anim_channel(anim, bundle, group, *node.mChildren[i]);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
@@ -541,17 +542,27 @@ load_mesh(size_t index) {
|
|
|
_bonemap[bone.mName.C_Str()] = node;
|
|
|
}
|
|
|
|
|
|
- // Find the root bone node
|
|
|
- const aiNode *root = _bonemap[mesh.mBones[0]->mName.C_Str()];
|
|
|
- while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
|
|
|
- root = root->mParent;
|
|
|
- }
|
|
|
-
|
|
|
// Now create a character from the bones
|
|
|
character = new Character(mesh.mName.C_Str());
|
|
|
PT(CharacterJointBundle) bundle = character->get_bundle(0);
|
|
|
PT(PartGroup) skeleton = new PartGroup(bundle, "<skeleton>");
|
|
|
- create_joint(character, bundle, skeleton, *root);
|
|
|
+
|
|
|
+ for (size_t i = 0; i < mesh.mNumBones; ++i) {
|
|
|
+ const aiBone &bone = *mesh.mBones[i];
|
|
|
+
|
|
|
+ // Find the root bone node
|
|
|
+ const aiNode *root = _bonemap[bone.mName.C_Str()];
|
|
|
+ while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
|
|
|
+ root = root->mParent;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Don't process this root if we already have a joint for it
|
|
|
+ if (character->find_joint(root->mName.C_Str())) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ create_joint(character, bundle, skeleton, *root);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
// Create transform blend table
|
|
|
@@ -561,7 +572,11 @@ load_mesh(size_t index) {
|
|
|
for (size_t i = 0; i < mesh.mNumBones; ++i) {
|
|
|
const aiBone &bone = *mesh.mBones[i];
|
|
|
CharacterJoint *joint = character->find_joint(bone.mName.C_Str());
|
|
|
- nassertd(joint != NULL) continue;
|
|
|
+ if (joint == NULL) {
|
|
|
+ assimp_cat.debug()
|
|
|
+ << "Could not find joint for bone: " << bone.mName.C_Str() << "\n";
|
|
|
+ continue;
|
|
|
+ }
|
|
|
|
|
|
CPT(JointVertexTransform) jvt = new JointVertexTransform(joint);
|
|
|
|
|
|
@@ -615,11 +630,6 @@ load_mesh(size_t index) {
|
|
|
if (convert_anim) {
|
|
|
assimp_cat.debug()
|
|
|
<< "Found animation (" << ai_anim.mName.C_Str() << ") for character (" << mesh.mName.C_Str() << ")\n";
|
|
|
- // Find the root bone node
|
|
|
- const aiNode *root = _bonemap[mesh.mBones[0]->mName.C_Str()];
|
|
|
- while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
|
|
|
- root = root->mParent;
|
|
|
- }
|
|
|
|
|
|
// Now create the animation
|
|
|
unsigned int frames = 0;
|
|
|
@@ -642,11 +652,25 @@ load_mesh(size_t index) {
|
|
|
|
|
|
PT(AnimBundle) bundle = new AnimBundle(mesh.mName.C_Str(), fps, frames);
|
|
|
PT(AnimGroup) skeleton = new AnimGroup(bundle, "<skeleton>");
|
|
|
- create_anim_channel(ai_anim, bundle, skeleton, *root);
|
|
|
|
|
|
- // Attach the animation to the character node
|
|
|
- PT(AnimBundleNode) bundle_node = new AnimBundleNode("anim", bundle);
|
|
|
- character->add_child(bundle_node);
|
|
|
+ for (size_t i = 0; i < mesh.mNumBones; ++i) {
|
|
|
+ const aiBone &bone = *mesh.mBones[i];
|
|
|
+
|
|
|
+ // Find the root bone node
|
|
|
+ const aiNode *root = _bonemap[bone.mName.C_Str()];
|
|
|
+ while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
|
|
|
+ root = root->mParent;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Only convert root nodes
|
|
|
+ if (root->mName == bone.mName) {
|
|
|
+ create_anim_channel(ai_anim, bundle, skeleton, *root);
|
|
|
+
|
|
|
+ // Attach the animation to the character node
|
|
|
+ PT(AnimBundleNode) bundle_node = new AnimBundleNode(bone.mName.C_Str(), bundle);
|
|
|
+ character->add_child(bundle_node);
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
|