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@@ -68,7 +68,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream>
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#include <iomanip>
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#include <cstdint>
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-
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+#include <iostream>
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+#include <stdlib.h>
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namespace Assimp {
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namespace FBX {
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@@ -120,6 +121,46 @@ namespace Assimp {
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ConvertGlobalSettings();
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TransferDataToScene();
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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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+
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+
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+ BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
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+
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+ std::cout << "Bone stack size: " << bone_stack.size() << std::endl;
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+
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+ for( std::pair<aiBone*, aiNode*> kvp : bone_stack )
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+ {
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+ aiBone *bone = kvp.first;
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+ aiNode *bone_node = kvp.second;
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+ std::cout << "active node lookup: " << bone->mName.C_Str() << std::endl;
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+ // lcl transform grab - done in generate_nodes :)
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+
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+ //bone->mOffsetMatrix = bone_node->mTransformation;
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+ aiNode * armature = GetArmatureRoot(bone_node, bones);
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+
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+ ai_assert(armature);
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+
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+ // set up bone armature id
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+ bone->mArmature = armature;
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+
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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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+
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+ // apply full hierarchy to transform for basic offset
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+ while( bone_node->mParent )
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+ {
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+ bone->mRestMatrix = bone_node->mTransformation * bone->mRestMatrix;
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+ bone_node = bone_node->mParent;
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+ }
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+ }
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+
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+
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// if we didn't read any meshes set the AI_SCENE_FLAGS_INCOMPLETE
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// to make sure the scene passes assimp's validation. FBX files
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// need not contain geometry (i.e. camera animations, raw armatures).
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@@ -138,6 +179,167 @@ namespace Assimp {
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std::for_each(textures.begin(), textures.end(), Util::delete_fun<aiTexture>());
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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 until it cannot find another
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+ * bone and return the node
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+ * No known failure points. (yet)
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+ */
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+ aiNode * FBXConverter::GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list)
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+ {
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+ while(bone_node)
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+ {
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+ if(!IsBoneNode(bone_node->mName, bone_list))
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+ {
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+ std::cout << "Found valid armature: " << bone_node->mName.C_Str() << std::endl;
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+ return bone_node;
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+ }
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+
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+ bone_node = bone_node->mParent;
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+ }
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+
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+ std::cout << "can't find armature! node: " << bone_node << std::endl;
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+
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+ return NULL;
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+ }
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+
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+ /* Simple IsBoneNode check if this could be a bone */
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+ bool FBXConverter::IsBoneNode(const aiString &bone_name, std::vector<aiBone*>& bones )
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+ {
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+ for( aiBone *bone : bones)
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+ {
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+ if(bone->mName == bone_name)
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+ {
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+ return true;
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+ }
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+ }
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+
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+ return false;
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+ }
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+
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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 be prematurely dropped from stack */
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+ aiNode* FBXConverter::GetNodeFromStack(const aiString &node_name, std::vector<aiNode*> &nodes)
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+ {
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+ std::vector<aiNode*>::iterator iter;
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+ aiNode *found = NULL;
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+ for( iter = nodes.begin(); iter < nodes.end(); ++iter )
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+ {
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+ aiNode *element = *iter;
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+ ai_assert(element);
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+ // node valid and node name matches
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+ if(element->mName == node_name)
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+ {
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+ found = element;
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+ break;
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+ }
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+ }
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+
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+ if(found != NULL) {
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+ // now pop the element from the node list
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+ nodes.erase(iter);
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+
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+ return found;
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+ }
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+ return NULL;
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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 FBXConverter::BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes)
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+ {
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+ assert(current_node);
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+
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+ for( unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId)
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+ {
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+ aiNode *child = current_node->mChildren[nodeId];
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+ assert(child);
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+
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+ nodes.push_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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+
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+ /* Reprocess all nodes to calculate bone transforms properly based on the REAL 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 with multiple origins */
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+ /* Source: sketch fab log cutter fbx */
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+ void FBXConverter::BuildBoneList(aiNode *current_node, const aiNode * root_node, const aiScene *scene, std::vector<aiBone*> &bones )
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+ {
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+ assert(scene);
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+ for( unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId)
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+ {
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+ aiNode *child = current_node->mChildren[nodeId];
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+ assert(child);
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+
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+ // check for bones
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+ for( unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId)
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+ {
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+ 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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+ assert(mesh);
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+
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+ for( unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId)
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+ {
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+ aiBone *bone = mesh->mBones[boneId];
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+ ai_assert(bone);
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+
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+ // duplicate meshes 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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+ {
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+ // add the element once
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+ bones.push_back(bone);
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+ }
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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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+
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+ BuildBoneList(child, root_node, scene, bones);
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+ }
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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 duplicate names :)
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+ */
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+ void FBXConverter::BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
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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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+ {
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+ ai_assert(scene);
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+ ai_assert(root_node);
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+ ai_assert(!node_stack.empty());
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+
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+ for( aiBone * bone : bones)
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+ {
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+ ai_assert(bone);
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+ aiNode* node = GetNodeFromStack(bone->mName, node_stack);
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+ if(node == NULL)
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+ {
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+ node_stack.clear();
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+ BuildNodeList(out->mRootNode, node_stack );
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+ std::cout << "Resetting bone stack: null element " << bone->mName.C_Str() << std::endl;
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+
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+ node = GetNodeFromStack(bone->mName, node_stack);
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+
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+ if(!node) {
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+ std::cout << "serious import issue armature failed to be detected?" << std::endl;
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+ continue;
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+ }
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+ }
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+
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+ std::cout << "Successfully added bone to stack and have valid armature: " << bone->mName.C_Str() << std::endl;
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+
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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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+
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void FBXConverter::ConvertRootNode() {
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out->mRootNode = new aiNode();
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std::string unique_name;
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@@ -145,7 +347,7 @@ namespace Assimp {
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out->mRootNode->mName.Set(unique_name);
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// root has ID 0
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- ConvertNodes(0L, *out->mRootNode);
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+ ConvertNodes(0L, out->mRootNode, out->mRootNode);
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}
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static std::string getAncestorBaseName(const aiNode* node)
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@@ -179,8 +381,11 @@ namespace Assimp {
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GetUniqueName(original_name, unique_name);
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return unique_name;
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}
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-
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- void FBXConverter::ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform) {
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+ /// todo: pre-build node hierarchy
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+ /// todo: get bone from stack
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+ /// todo: make map of aiBone* to aiNode*
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+ /// then update convert clusters to the new format
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+ void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<aiNode*> nodes;
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@@ -191,62 +396,69 @@ namespace Assimp {
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try {
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for (const Connection* con : conns) {
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-
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// ignore object-property links
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if (con->PropertyName().length()) {
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- continue;
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+ // really important we document why this is ignored.
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+ FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
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+ continue; //?
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}
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+ // convert connection source object into Object base class
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const Object* const object = con->SourceObject();
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if (nullptr == object) {
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- FBXImporter::LogWarn("failed to convert source object for Model link");
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+ FBXImporter::LogError("failed to convert source object for Model link");
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continue;
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}
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+ // FBX Model::Cube, Model::Bone001, etc elements
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+ // This detects if we can cast the object into this model structure.
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const Model* const model = dynamic_cast<const Model*>(object);
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if (nullptr != model) {
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nodes_chain.clear();
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post_nodes_chain.clear();
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- aiMatrix4x4 new_abs_transform = parent_transform;
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-
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- std::string unique_name = MakeUniqueNodeName(model, parent);
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-
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+ aiMatrix4x4 new_abs_transform = parent->mTransformation;
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+ std::string node_name = FixNodeName(model->Name());
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// even though there is only a single input node, the design of
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// assimp (or rather: the complicated transformation chain that
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// is employed by fbx) means that we may need multiple aiNode's
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// to represent a fbx node's transformation.
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- const bool need_additional_node = GenerateTransformationNodeChain(*model, unique_name, nodes_chain, post_nodes_chain);
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+
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+ // generate node transforms - this includes pivot data
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+ // if need_additional_node is true then you t
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+ const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
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+
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+ // assert that for the current node we must have at least a single transform
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ai_assert(nodes_chain.size());
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if (need_additional_node) {
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- nodes_chain.push_back(new aiNode(unique_name));
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+ nodes_chain.push_back(new aiNode(node_name));
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}
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//setup metadata on newest node
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SetupNodeMetadata(*model, *nodes_chain.back());
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// link all nodes in a row
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- aiNode* last_parent = &parent;
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- for (aiNode* prenode : nodes_chain) {
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- ai_assert(prenode);
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+ aiNode* last_parent = parent;
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+ for (aiNode* child : nodes_chain) {
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+ ai_assert(child);
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- if (last_parent != &parent) {
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+ if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[1];
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- last_parent->mChildren[0] = prenode;
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+ last_parent->mChildren[0] = child;
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}
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- prenode->mParent = last_parent;
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- last_parent = prenode;
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+ child->mParent = last_parent;
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+ last_parent = child;
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- new_abs_transform *= prenode->mTransformation;
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+ new_abs_transform *= child->mTransformation;
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}
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// attach geometry
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- ConvertModel(*model, *nodes_chain.back(), new_abs_transform);
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+ ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
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// check if there will be any child nodes
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const std::vector<const Connection*>& child_conns
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@@ -258,7 +470,7 @@ namespace Assimp {
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for (aiNode* postnode : post_nodes_chain) {
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ai_assert(postnode);
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- if (last_parent != &parent) {
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+ if (last_parent != parent) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[1];
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last_parent->mChildren[0] = postnode;
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@@ -280,15 +492,15 @@ namespace Assimp {
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);
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}
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- // attach sub-nodes (if any)
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- ConvertNodes(model->ID(), *last_parent, new_abs_transform);
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+ // recursion call - child nodes
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+ ConvertNodes(model->ID(), last_parent, root_node);
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if (doc.Settings().readLights) {
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- ConvertLights(*model, unique_name);
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+ ConvertLights(*model, node_name);
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}
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if (doc.Settings().readCameras) {
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- ConvertCameras(*model, unique_name);
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+ ConvertCameras(*model, node_name);
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}
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nodes.push_back(nodes_chain.front());
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@@ -297,10 +509,10 @@ namespace Assimp {
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}
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if (nodes.size()) {
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- parent.mChildren = new aiNode*[nodes.size()]();
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- parent.mNumChildren = static_cast<unsigned int>(nodes.size());
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+ parent->mChildren = new aiNode*[nodes.size()]();
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+ parent->mNumChildren = static_cast<unsigned int>(nodes.size());
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- std::swap_ranges(nodes.begin(), nodes.end(), parent.mChildren);
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+ std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
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}
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}
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catch (std::exception&) {
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@@ -803,7 +1015,7 @@ namespace Assimp {
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// is_complex needs to be consistent with NeedsComplexTransformationChain()
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// or the interplay between this code and the animation converter would
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// not be guaranteed.
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- ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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+ //ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
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// now, if we have more than just Translation, Scaling and Rotation,
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// we need to generate a full node chain to accommodate for assimp's
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@@ -905,7 +1117,8 @@ namespace Assimp {
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}
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}
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- void FBXConverter::ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)
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+ void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
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+ const aiMatrix4x4 &absolute_transform)
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{
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const std::vector<const Geometry*>& geos = model.GetGeometry();
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@@ -917,11 +1130,12 @@ namespace Assimp {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
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const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
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if (mesh) {
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- const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
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+ const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, parent, root_node,
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+ absolute_transform);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
|
|
|
}
|
|
|
else if (line) {
|
|
|
- const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
|
|
|
+ const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
|
|
|
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
|
|
|
}
|
|
|
else {
|
|
@@ -930,15 +1144,16 @@ namespace Assimp {
|
|
|
}
|
|
|
|
|
|
if (meshes.size()) {
|
|
|
- nd.mMeshes = new unsigned int[meshes.size()]();
|
|
|
- nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
|
|
|
+ parent->mMeshes = new unsigned int[meshes.size()]();
|
|
|
+ parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
|
|
|
|
|
|
- std::swap_ranges(meshes.begin(), meshes.end(), nd.mMeshes);
|
|
|
+ std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- std::vector<unsigned int> FBXConverter::ConvertMesh(const MeshGeometry& mesh, const Model& model,
|
|
|
- const aiMatrix4x4& node_global_transform, aiNode& nd)
|
|
|
+ std::vector<unsigned int>
|
|
|
+ FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
|
|
|
+ const aiMatrix4x4 &absolute_transform)
|
|
|
{
|
|
|
std::vector<unsigned int> temp;
|
|
|
|
|
@@ -962,18 +1177,18 @@ namespace Assimp {
|
|
|
const MatIndexArray::value_type base = mindices[0];
|
|
|
for (MatIndexArray::value_type index : mindices) {
|
|
|
if (index != base) {
|
|
|
- return ConvertMeshMultiMaterial(mesh, model, node_global_transform, nd);
|
|
|
+ return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// faster code-path, just copy the data
|
|
|
- temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform, nd));
|
|
|
+ temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
|
|
|
return temp;
|
|
|
}
|
|
|
|
|
|
std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
|
|
|
- const aiMatrix4x4& node_global_transform, aiNode& nd)
|
|
|
+ aiNode *parent, aiNode *root_node)
|
|
|
{
|
|
|
std::vector<unsigned int> temp;
|
|
|
|
|
@@ -984,7 +1199,7 @@ namespace Assimp {
|
|
|
return temp;
|
|
|
}
|
|
|
|
|
|
- aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
|
|
|
+ aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
|
|
|
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
|
|
|
|
|
// copy vertices
|
|
@@ -1019,7 +1234,7 @@ namespace Assimp {
|
|
|
return temp;
|
|
|
}
|
|
|
|
|
|
- aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
|
|
|
+ aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
|
|
|
{
|
|
|
aiMesh* const out_mesh = new aiMesh();
|
|
|
meshes.push_back(out_mesh);
|
|
@@ -1036,17 +1251,18 @@ namespace Assimp {
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- out_mesh->mName = nd.mName;
|
|
|
+ out_mesh->mName = parent->mName;
|
|
|
}
|
|
|
|
|
|
return out_mesh;
|
|
|
}
|
|
|
|
|
|
- unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
|
|
|
- const aiMatrix4x4& node_global_transform, aiNode& nd)
|
|
|
+ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
|
|
|
+ const aiMatrix4x4 &absolute_transform, aiNode *parent,
|
|
|
+ aiNode *root_node)
|
|
|
{
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
|
- aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
|
|
|
+ aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
|
|
|
|
|
|
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
|
|
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
|
|
@@ -1164,7 +1380,8 @@ namespace Assimp {
|
|
|
}
|
|
|
|
|
|
if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) {
|
|
|
- ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION);
|
|
|
+ ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
|
|
|
+ nullptr);
|
|
|
}
|
|
|
|
|
|
std::vector<aiAnimMesh*> animMeshes;
|
|
@@ -1209,8 +1426,10 @@ namespace Assimp {
|
|
|
return static_cast<unsigned int>(meshes.size() - 1);
|
|
|
}
|
|
|
|
|
|
- std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
|
|
- const aiMatrix4x4& node_global_transform, aiNode& nd)
|
|
|
+ std::vector<unsigned int>
|
|
|
+ FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
|
|
|
+ aiNode *root_node,
|
|
|
+ const aiMatrix4x4 &absolute_transform)
|
|
|
{
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
|
ai_assert(mindices.size());
|
|
@@ -1221,7 +1440,7 @@ namespace Assimp {
|
|
|
for (MatIndexArray::value_type index : mindices) {
|
|
|
if (had.find(index) == had.end()) {
|
|
|
|
|
|
- indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform, nd));
|
|
|
+ indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
|
|
|
had.insert(index);
|
|
|
}
|
|
|
}
|
|
@@ -1229,12 +1448,12 @@ namespace Assimp {
|
|
|
return indices;
|
|
|
}
|
|
|
|
|
|
- unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
|
|
|
- MatIndexArray::value_type index,
|
|
|
- const aiMatrix4x4& node_global_transform,
|
|
|
- aiNode& nd)
|
|
|
+ unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
|
|
|
+ MatIndexArray::value_type index,
|
|
|
+ aiNode *parent, aiNode *root_node,
|
|
|
+ const aiMatrix4x4 &absolute_transform)
|
|
|
{
|
|
|
- aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
|
|
|
+ aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
|
|
|
|
|
|
const MatIndexArray& mindices = mesh.GetMaterialIndices();
|
|
|
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
|
|
@@ -1399,7 +1618,7 @@ namespace Assimp {
|
|
|
ConvertMaterialForMesh(out_mesh, model, mesh, index);
|
|
|
|
|
|
if (process_weights) {
|
|
|
- ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
|
|
|
+ ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
|
|
|
}
|
|
|
|
|
|
std::vector<aiAnimMesh*> animMeshes;
|
|
@@ -1449,10 +1668,10 @@ namespace Assimp {
|
|
|
return static_cast<unsigned int>(meshes.size() - 1);
|
|
|
}
|
|
|
|
|
|
- void FBXConverter::ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
|
|
|
- const aiMatrix4x4& node_global_transform,
|
|
|
- unsigned int materialIndex,
|
|
|
- std::vector<unsigned int>* outputVertStartIndices)
|
|
|
+ void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
|
|
|
+ const aiMatrix4x4 &absolute_transform,
|
|
|
+ aiNode *parent, aiNode *root_node, unsigned int materialIndex,
|
|
|
+ std::vector<unsigned int> *outputVertStartIndices)
|
|
|
{
|
|
|
ai_assert(geo.DeformerSkin());
|
|
|
|
|
@@ -1463,13 +1682,12 @@ namespace Assimp {
|
|
|
const Skin& sk = *geo.DeformerSkin();
|
|
|
|
|
|
std::vector<aiBone*> bones;
|
|
|
- bones.reserve(sk.Clusters().size());
|
|
|
|
|
|
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
|
|
|
ai_assert(no_mat_check || outputVertStartIndices);
|
|
|
|
|
|
try {
|
|
|
-
|
|
|
+ // iterate over the sub deformers
|
|
|
for (const Cluster* cluster : sk.Clusters()) {
|
|
|
ai_assert(cluster);
|
|
|
|
|
@@ -1483,6 +1701,7 @@ namespace Assimp {
|
|
|
index_out_indices.clear();
|
|
|
out_indices.clear();
|
|
|
|
|
|
+
|
|
|
// now check if *any* of these weights is contained in the output mesh,
|
|
|
// taking notes so we don't need to do it twice.
|
|
|
for (WeightIndexArray::value_type index : indices) {
|
|
@@ -1520,68 +1739,107 @@ namespace Assimp {
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
// if we found at least one, generate the output bones
|
|
|
// XXX this could be heavily simplified by collecting the bone
|
|
|
// data in a single step.
|
|
|
- ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
|
|
|
- count_out_indices, node_global_transform);
|
|
|
+ ConvertCluster(bones, cluster, out_indices, index_out_indices,
|
|
|
+ count_out_indices, absolute_transform, parent, root_node);
|
|
|
}
|
|
|
+
|
|
|
+ bone_map.clear();
|
|
|
}
|
|
|
- catch (std::exception&) {
|
|
|
+ catch (std::exception&e) {
|
|
|
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
|
|
|
throw;
|
|
|
}
|
|
|
|
|
|
if (bones.empty()) {
|
|
|
+ out->mBones = nullptr;
|
|
|
+ out->mNumBones = 0;
|
|
|
return;
|
|
|
- }
|
|
|
-
|
|
|
- out->mBones = new aiBone*[bones.size()]();
|
|
|
- out->mNumBones = static_cast<unsigned int>(bones.size());
|
|
|
+ } else {
|
|
|
+ out->mBones = new aiBone *[bones.size()]();
|
|
|
+ out->mNumBones = static_cast<unsigned int>(bones.size());
|
|
|
|
|
|
- std::swap_ranges(bones.begin(), bones.end(), out->mBones);
|
|
|
+ std::swap_ranges(bones.begin(), bones.end(), out->mBones);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
- void FBXConverter::ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
|
|
|
- std::vector<size_t>& out_indices,
|
|
|
- std::vector<size_t>& index_out_indices,
|
|
|
- std::vector<size_t>& count_out_indices,
|
|
|
- const aiMatrix4x4& node_global_transform)
|
|
|
+ const aiNode* FBXConverter::GetNodeByName( const aiString& name, aiNode *current_node )
|
|
|
{
|
|
|
+ aiNode * iter = current_node;
|
|
|
+ //printf("Child count: %d", iter->mNumChildren);
|
|
|
+ return iter;
|
|
|
+ }
|
|
|
|
|
|
- aiBone* const bone = new aiBone();
|
|
|
- bones.push_back(bone);
|
|
|
+ void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
|
|
|
+ std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
|
|
|
+ std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
|
|
|
+ aiNode *parent, aiNode *root_node) {
|
|
|
+ assert(cl); // make sure cluster valid
|
|
|
+ std::string deformer_name = cl->TargetNode()->Name();
|
|
|
+ aiString bone_name = aiString(FixNodeName(deformer_name));
|
|
|
|
|
|
- bone->mName = FixNodeName(cl.TargetNode()->Name());
|
|
|
+ aiBone *bone = NULL;
|
|
|
|
|
|
- bone->mOffsetMatrix = cl.TransformLink();
|
|
|
- bone->mOffsetMatrix.Inverse();
|
|
|
+ if (bone_map.count(deformer_name)) {
|
|
|
+ std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
|
|
|
+ << std::endl;
|
|
|
+ bone = bone_map[deformer_name];
|
|
|
+ } else {
|
|
|
+ std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl;
|
|
|
+ bone = new aiBone();
|
|
|
+ bone->mName = bone_name;
|
|
|
|
|
|
- bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
|
|
|
+ // store local transform link for post processing
|
|
|
+ bone->mOffsetMatrix = cl->TransformLink();
|
|
|
+ bone->mOffsetMatrix.Inverse();
|
|
|
|
|
|
- bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
|
|
|
- aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
|
|
|
+ aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
|
|
|
|
|
|
- const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
|
|
- const WeightArray& weights = cl.GetWeights();
|
|
|
+ bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
|
|
|
|
|
|
- const size_t c = index_out_indices.size();
|
|
|
- for (size_t i = 0; i < c; ++i) {
|
|
|
- const size_t index_index = index_out_indices[i];
|
|
|
|
|
|
- if (index_index == no_index_sentinel) {
|
|
|
- continue;
|
|
|
- }
|
|
|
+ //
|
|
|
+ // Now calculate the aiVertexWeights
|
|
|
+ //
|
|
|
+
|
|
|
+ aiVertexWeight *cursor = nullptr;
|
|
|
+
|
|
|
+ bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
|
|
|
+ cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
|
|
|
+
|
|
|
+ const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
|
|
|
+ const WeightArray& weights = cl->GetWeights();
|
|
|
+
|
|
|
+ const size_t c = index_out_indices.size();
|
|
|
+ for (size_t i = 0; i < c; ++i) {
|
|
|
+ const size_t index_index = index_out_indices[i];
|
|
|
|
|
|
- const size_t cc = count_out_indices[i];
|
|
|
- for (size_t j = 0; j < cc; ++j) {
|
|
|
- aiVertexWeight& out_weight = *cursor++;
|
|
|
+ if (index_index == no_index_sentinel) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
|
|
|
- out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
|
|
|
- out_weight.mWeight = weights[i];
|
|
|
+ const size_t cc = count_out_indices[i];
|
|
|
+ for (size_t j = 0; j < cc; ++j) {
|
|
|
+ // cursor runs from first element relative to the start
|
|
|
+ // or relative to the start of the next indexes.
|
|
|
+ aiVertexWeight& out_weight = *cursor++;
|
|
|
+
|
|
|
+ out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
|
|
|
+ out_weight.mWeight = weights[i];
|
|
|
+ }
|
|
|
}
|
|
|
+
|
|
|
+ bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
|
|
|
}
|
|
|
+
|
|
|
+ std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl;
|
|
|
+
|
|
|
+ // lookup must be populated in case something goes wrong
|
|
|
+ // this also allocates bones to mesh instance outside
|
|
|
+ local_mesh_bones.push_back(bone);
|
|
|
}
|
|
|
|
|
|
void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
|