|
@@ -111,8 +111,9 @@ const aiImporterDesc *glTF2Importer::GetInfo() const {
|
|
|
bool glTF2Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const {
|
|
|
const std::string &extension = GetExtension(pFile);
|
|
|
|
|
|
- if (extension != "gltf" && extension != "glb")
|
|
|
+ if (extension != "gltf" && extension != "glb") {
|
|
|
return false;
|
|
|
+ }
|
|
|
|
|
|
if (pIOHandler) {
|
|
|
glTF2::Asset asset(pIOHandler);
|
|
@@ -323,8 +324,9 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
|
|
|
for (unsigned i = 0; i < nFaces; ++i) {
|
|
|
for (unsigned j = 0; j < faces[i].mNumIndices; ++j) {
|
|
|
unsigned idx = faces[i].mIndices[j];
|
|
|
- if (idx >= nVerts)
|
|
|
+ if (idx >= nVerts) {
|
|
|
return false;
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
return true;
|
|
@@ -861,7 +863,19 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
|
|
if (node.skin) {
|
|
|
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
|
|
|
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
|
|
|
- mesh->mNumBones = static_cast<unsigned int>(node.skin->jointNames.size());
|
|
|
+ unsigned int numBones =static_cast<unsigned int>(node.skin->jointNames.size());
|
|
|
+
|
|
|
+ std::vector<std::vector<aiVertexWeight>> weighting(numBones);
|
|
|
+ BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
|
|
+
|
|
|
+ unsigned int realNumBones = 0;
|
|
|
+ for (uint32_t i = 0; i < numBones; ++i) {
|
|
|
+ if (weighting[i].size() > 0) {
|
|
|
+ realNumBones++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ mesh->mNumBones = static_cast<unsigned int>(realNumBones);
|
|
|
mesh->mBones = new aiBone *[mesh->mNumBones];
|
|
|
|
|
|
// GLTF and Assimp choose to store bone weights differently.
|
|
@@ -873,43 +887,33 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
|
|
|
// both because it's somewhat slow and because, for many applications,
|
|
|
// we then need to reconvert the data back into the vertex-to-bone
|
|
|
// mapping which makes things doubly-slow.
|
|
|
- std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
|
|
|
- BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
|
|
|
|
|
|
mat4 *pbindMatrices = nullptr;
|
|
|
node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
|
|
|
|
|
|
- for (uint32_t i = 0; i < mesh->mNumBones; ++i) {
|
|
|
- aiBone *bone = new aiBone();
|
|
|
-
|
|
|
- Ref<Node> joint = node.skin->jointNames[i];
|
|
|
- if (!joint->name.empty()) {
|
|
|
- bone->mName = joint->name;
|
|
|
- } else {
|
|
|
- // Assimp expects each bone to have a unique name.
|
|
|
- static const std::string kDefaultName = "bone_";
|
|
|
- char postfix[10] = { 0 };
|
|
|
- ASSIMP_itoa10(postfix, i);
|
|
|
- bone->mName = (kDefaultName + postfix);
|
|
|
- }
|
|
|
- GetNodeTransform(bone->mOffsetMatrix, *joint);
|
|
|
-
|
|
|
- CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
|
|
|
-
|
|
|
- std::vector<aiVertexWeight> &weights = weighting[i];
|
|
|
-
|
|
|
- bone->mNumWeights = static_cast<uint32_t>(weights.size());
|
|
|
- if (bone->mNumWeights > 0) {
|
|
|
+ int cb = 0;
|
|
|
+ for (uint32_t i = 0; i < numBones; ++i) {
|
|
|
+ const std::vector<aiVertexWeight> &weights = weighting[i];
|
|
|
+ if (weights.size() > 0) {
|
|
|
+ aiBone *bone = new aiBone();
|
|
|
+
|
|
|
+ Ref<Node> joint = node.skin->jointNames[i];
|
|
|
+ if (!joint->name.empty()) {
|
|
|
+ bone->mName = joint->name;
|
|
|
+ } else {
|
|
|
+ // Assimp expects each bone to have a unique name.
|
|
|
+ static const std::string kDefaultName = "bone_";
|
|
|
+ char postfix[10] = { 0 };
|
|
|
+ ASSIMP_itoa10(postfix, i);
|
|
|
+ bone->mName = (kDefaultName + postfix);
|
|
|
+ }
|
|
|
+ GetNodeTransform(bone->mOffsetMatrix, *joint);
|
|
|
+ CopyValue(pbindMatrices[i], bone->mOffsetMatrix);
|
|
|
+ bone->mNumWeights = static_cast<uint32_t>(weights.size());
|
|
|
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
|
|
memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
|
|
|
- } else {
|
|
|
- // Assimp expects all bones to have at least 1 weight.
|
|
|
- bone->mWeights = new aiVertexWeight[1];
|
|
|
- bone->mNumWeights = 1;
|
|
|
- bone->mWeights->mVertexId = 0;
|
|
|
- bone->mWeights->mWeight = 0.f;
|
|
|
+ mesh->mBones[cb++] = bone;
|
|
|
}
|
|
|
- mesh->mBones[i] = bone;
|
|
|
}
|
|
|
|
|
|
if (pbindMatrices) {
|
|
@@ -1232,8 +1236,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
|
|
|
|
|
|
int numEmbeddedTexs = 0;
|
|
|
for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
|
- if (r.images[i].HasData())
|
|
|
+ if (r.images[i].HasData()) {
|
|
|
numEmbeddedTexs += 1;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
if (numEmbeddedTexs == 0)
|
|
@@ -1244,7 +1249,9 @@ void glTF2Importer::ImportEmbeddedTextures(glTF2::Asset &r) {
|
|
|
// Add the embedded textures
|
|
|
for (size_t i = 0; i < r.images.Size(); ++i) {
|
|
|
Image &img = r.images[i];
|
|
|
- if (!img.HasData()) continue;
|
|
|
+ if (!img.HasData()) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
|
|
|
int idx = mScene->mNumTextures++;
|
|
|
embeddedTexIdxs[i] = idx;
|