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@@ -832,15 +832,29 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
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aiBone* bone = new aiBone();
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Ref<Node> joint = node.skin->jointNames[i];
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- bone->mName = joint->name;
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+ if (!joint->name.empty()) {
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+ bone->mName = joint->name;
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+ } else {
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+ // Assimp expects each bone to have a unique name.
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+ static const std::string kDefaultName = "bone_";
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+ char postfix[10] = {0};
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+ ASSIMP_itoa10(postfix, i);
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+ bone->mName = (kDefaultName + postfix);
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+ }
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GetNodeTransform(bone->mOffsetMatrix, *joint);
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std::vector<aiVertexWeight>& weights = weighting[i];
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bone->mNumWeights = weights.size();
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if (bone->mNumWeights > 0) {
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- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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- memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
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+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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+ memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
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+ } else {
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+ // Assimp expects all bones to have at least 1 weight.
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+ bone->mWeights = new aiVertexWeight[1];
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+ bone->mNumWeights = 1;
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+ bone->mWeights->mVertexId = 0;
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+ bone->mWeights->mWeight = 0.f;
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}
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mesh->mBones[i] = bone;
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}
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@@ -1028,7 +1042,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
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++j;
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}
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}
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-
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+
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// Use the latest keyframe for the duration of the animation
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double maxDuration = 0;
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for (unsigned int j = 0; j < ai_anim->mNumChannels; ++j) {
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@@ -1053,7 +1067,7 @@ void glTF2Importer::ImportAnimations(glTF2::Asset& r)
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}
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}
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ai_anim->mDuration = maxDuration;
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-
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+
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mScene->mAnimations[i] = ai_anim;
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}
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}
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