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Merge pull request #3524 from inhosens/master

FBXConverter : Fix timescales of FBX animations
Kim Kulling 4 vuotta sitten
vanhempi
commit
b3e1ee3ca0

+ 8 - 8
code/AssetLib/FBX/FBXConverter.cpp

@@ -79,7 +79,7 @@ using namespace Util;
 
 
 #define MAGIC_NODE_TAG "_$AssimpFbx$"
 #define MAGIC_NODE_TAG "_$AssimpFbx$"
 
 
-#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
+#define CONVERT_FBX_TIME(time) (static_cast<double>(time) * 1000.0 / 46186158000LL)
 
 
 FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
 FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
         defaultMaterialIndex(),
         defaultMaterialIndex(),
@@ -2560,7 +2560,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
                     meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
                     meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
                     meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
                     meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
                     meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
                     meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
-                    meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
+                    meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first);
                     for (unsigned int k = 0; k < numValuesAndWeights; k++) {
                     for (unsigned int k = 0; k < numValuesAndWeights; k++) {
                         meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
                         meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
                         meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
                         meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
@@ -2578,8 +2578,8 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
         return;
         return;
     }
     }
 
 
-    double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
-    double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
+    double start_time_fps = has_local_startstop ? CONVERT_FBX_TIME(start_time) : min_time;
+    double stop_time_fps = has_local_startstop ? CONVERT_FBX_TIME(stop_time) : max_time;
 
 
     // adjust relative timing for animation
     // adjust relative timing for animation
     for (unsigned int c = 0; c < anim->mNumChannels; c++) {
     for (unsigned int c = 0; c < anim->mNumChannels; c++) {
@@ -3099,7 +3099,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
         InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
         InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
     } else {
     } else {
         for (size_t i = 0; i < keyCount; ++i) {
         for (size_t i = 0; i < keyCount; ++i) {
-            outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+            outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
             outTranslations[i].mValue = defTranslate;
             outTranslations[i].mValue = defTranslate;
         }
         }
     }
     }
@@ -3108,7 +3108,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
         InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
         InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
     } else {
     } else {
         for (size_t i = 0; i < keyCount; ++i) {
         for (size_t i = 0; i < keyCount; ++i) {
-            outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+            outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
             outRotations[i].mValue = defQuat;
             outRotations[i].mValue = defQuat;
         }
         }
     }
     }
@@ -3117,7 +3117,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
         InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
         InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
     } else {
     } else {
         for (size_t i = 0; i < keyCount; ++i) {
         for (size_t i = 0; i < keyCount; ++i) {
-            outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
+            outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
             outScales[i].mValue = defScale;
             outScales[i].mValue = defScale;
         }
         }
     }
     }
@@ -3306,7 +3306,7 @@ void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys,
         }
         }
 
 
         // magic value to convert fbx times to seconds
         // magic value to convert fbx times to seconds
-        valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
+        valOut->mTime = CONVERT_FBX_TIME(time);
 
 
         min_time = std::min(min_time, valOut->mTime);
         min_time = std::min(min_time, valOut->mTime);
         max_time = std::max(max_time, valOut->mTime);
         max_time = std::max(max_time, valOut->mTime);

+ 64 - 0
code/PostProcessing/SortByPTypeProcess.cpp

@@ -243,6 +243,45 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
                 }
                 }
             }
             }
 
 
+            if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
+                out->mNumAnimMeshes = mesh->mNumAnimMeshes;
+                out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
+            }
+
+            for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
+                aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
+                aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
+                outAnimMesh->mNumVertices = out->mNumVertices;
+                if (animMesh->mVertices)
+                    outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mVertices = nullptr;
+                if (animMesh->mNormals)
+                    outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mNormals = nullptr;
+                if (animMesh->mTangents)
+                    outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mTangents = nullptr;
+                if (animMesh->mBitangents)
+                    outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
+                else
+                    outAnimMesh->mBitangents = nullptr;
+                for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
+                    if (animMesh->mColors[jj])
+                        outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
+                    else
+                        outAnimMesh->mColors[jj] = nullptr;
+                }
+                for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
+                    if (animMesh->mTextureCoords[jj])
+                        outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
+                    else
+                        outAnimMesh->mTextureCoords[jj] = nullptr;
+                }
+            }
+
             typedef std::vector<aiVertexWeight> TempBoneInfo;
             typedef std::vector<aiVertexWeight> TempBoneInfo;
             std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
             std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
 
 
@@ -252,6 +291,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
             }
             }
 
 
             unsigned int outIdx = 0;
             unsigned int outIdx = 0;
+            unsigned int amIdx = 0; // AnimMesh index
             for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
             for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
                 aiFace &in = mesh->mFaces[m];
                 aiFace &in = mesh->mFaces[m];
                 if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
                 if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
@@ -293,6 +333,30 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
                         *cols[pp]++ = mesh->mColors[pp][idx];
                         *cols[pp]++ = mesh->mColors[pp][idx];
                     }
                     }
 
 
+                    unsigned int pp = 0;
+                    for (; pp < mesh->mNumAnimMeshes; ++pp) {
+                        aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
+                        aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
+                        if (animMesh->mVertices)
+                            outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
+                        if (animMesh->mNormals)
+                            outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
+                        if (animMesh->mTangents)
+                            outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
+                        if (animMesh->mBitangents)
+                            outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
+                        for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
+                            if (animMesh->mColors[jj])
+                                outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
+                        }
+                        for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
+                            if (animMesh->mTextureCoords[jj])
+                                outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
+                        }
+                    }
+                    if (pp == mesh->mNumAnimMeshes)
+                        amIdx++;
+
                     in.mIndices[q] = outIdx++;
                     in.mIndices[q] = outIdx++;
                 }
                 }