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+/*
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+Open Asset Import Library (assimp)
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+----------------------------------------------------------------------
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+
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+Copyright (c) 2006-2019, assimp team
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+
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+
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the
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+following conditions are met:
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+
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+* Redistributions of source code must retain the above
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+copyright notice, this list of conditions and the
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+following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+copyright notice, this list of conditions and the
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+following disclaimer in the documentation and/or other
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+materials provided with the distribution.
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+
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+* Neither the name of the assimp team, nor the names of its
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+contributors may be used to endorse or promote products
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+derived from this software without specific prior
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+written permission of the assimp team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+
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+----------------------------------------------------------------------
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+*/
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+#include "ArmaturePopulate.h"
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+
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+#include <assimp/BaseImporter.h>
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+#include <assimp/DefaultLogger.hpp>
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+#include <assimp/postprocess.h>
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+#include <assimp/scene.h>
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+
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+namespace Assimp {
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+
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+bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
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+ return (pFlags & aiProcess_PopulateArmatureData) != 0;
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+}
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+
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+void ArmaturePopulate::SetupProperties(const Importer *pImp) {
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+ // do nothing
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+}
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+
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+void ArmaturePopulate::Execute(aiScene *out) {
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+
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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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+ BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
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+
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+ ASSIMP_LOG_DEBUG_F("Bone stack size: %ld\n", bone_stack.size());
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+
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+ for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
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+ aiBone *bone = kvp.first;
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+ aiNode *bone_node = kvp.second;
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+ ASSIMP_LOG_DEBUG_F("active node lookup: %s\n", bone->mName.C_Str());
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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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+}
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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
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+ * until it cannot find another bone and return the node No known failure
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+ * points. (yet)
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+ */
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+aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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+ std::vector<aiBone *> &bone_list) {
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+ while (bone_node) {
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+ if (!IsBoneNode(bone_node->mName, bone_list)) {
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+ ASSIMP_LOG_DEBUG_F("Found valid armature: %s\n", bone_node->mName.C_Str());
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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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+ ASSIMP_LOG_WARN_F("can't find armature! node: %s\n", bone_node->mName.C_Str());
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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 ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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+ std::vector<aiBone *> &bones) {
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+ for (aiBone *bone : bones) {
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+ if (bone->mName == bone_name) {
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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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+/* 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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+ */
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+/* (serious to be fixed) Known flaw: nodes which have more than one bone could
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+ * be prematurely dropped from stack */
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+aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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+ std::vector<aiNode *> &nodes) {
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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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+ 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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+ 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 ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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+ std::vector<aiNode *> &nodes) {
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+ ai_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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+ aiNode *child = current_node->mChildren[nodeId];
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+ ai_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
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+ * 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
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+ * with multiple origins */
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+/* Source: sketch fab log cutter fbx */
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+void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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+ const aiNode *root_node,
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+ const aiScene *scene,
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+ std::vector<aiBone *> &bones) {
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+ ai_assert(scene);
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+ for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
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+ aiNode *child = current_node->mChildren[nodeId];
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+ ai_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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+ ai_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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+ ai_assert(mesh);
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+
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+ for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
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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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+ // 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
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+ * duplicate names :)
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+ */
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+void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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+ const aiNode *root_node,
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+ 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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+ 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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+ 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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+ node_stack.clear();
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+ BuildNodeList(root_node, node_stack);
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+ ASSIMP_LOG_DEBUG_F("Resetting bone stack: null element %s\n", bone->mName.C_Str());
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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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+ ASSIMP_LOG_ERROR("serious import issue armature failed to be detected");
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+ continue;
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+ }
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+ }
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+
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+ ASSIMP_LOG_DEBUG_F("Successfully added bone to stack and have valid armature: %s\n", bone->mName.C_Str());
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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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+} // Namespace Assimp
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