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fix group node being exported as bone node

thomasbiang 6 jaren geleden
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6b5e0a9914
1 gewijzigde bestanden met toevoegingen van 16 en 0 verwijderingen
  1. 16 0
      code/FBX/FBXExporter.cpp

+ 16 - 0
code/FBX/FBXExporter.cpp

@@ -1617,6 +1617,17 @@ void FBXExporter::WriteObjects ()
     // at the same time we can build a list of all the skeleton nodes,
     // which will be used later to mark them as type "limbNode".
     std::unordered_set<const aiNode*> limbnodes;
+    
+    //actual bone nodes in fbx, without parenting-up
+    std::set<std::string> setAllBoneNamesInScene;
+    for(int m = 0; m < mScene->mNumMeshes; ++ m)
+    {
+        aiMesh* pMesh = mScene->mMeshes[m];
+        for(int b = 0; b < pMesh->mNumBones; ++ b)
+            setAllBoneNamesInScene.insert(pMesh->mBones[b]->mName.data);
+    }
+    aiMatrix4x4 mxTransIdentity;
+    
     // and a map of nodes by bone name, as finding them is annoying.
     std::map<std::string,aiNode*> node_by_bone;
     for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
@@ -1660,6 +1671,11 @@ void FBXExporter::WriteObjects ()
                 if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
                     continue;
                 }
+                //not a bone in scene && no effect in transform
+                if(setAllBoneNamesInScene.find(node_name)==setAllBoneNamesInScene.end()
+                   && parent->mTransformation == mxTransIdentity) {
+                        continue;
+                }
                 // otherwise check if this is the root of the skeleton
                 bool end = false;
                 // is the mesh part of this node?