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ad214c0356
Issues fixed: - Updated assimp to latest and backported fixes into godot. - Fixed file scale being ignored from FBX file. - Fixed bone removal - Implemented proper armature binding - Fixed recursion not always going through the entire path - Implemented assimp global scaling system - Fixed assimp global scale process to support unit conversion - Implemented proper fbx scaling - Fixed asserts caused by missing faces in some models which could crash - Fixed valid bone removal - Fixed root node being overwriten by assimp which caused data loss - Fixed armature construction so that it works with multiple roots - Implemented basic support for FBX standard materials - Refactoring to improve code quality and improve function reuse. - Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone. - Creating meshes is now done after hierarchy is created so that the skeleton is always available. - Added support to assimp to support file scale in all formats which call SetFileScale. - Many other fixes provided into assimp. Known issues: - FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks) - Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node. - When an animated mesh has not executed any animation the rest pose is wrong. Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
209 lines
6.7 KiB
C++
209 lines
6.7 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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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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* 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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* 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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* 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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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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#include "ScaleProcess.h"
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/BaseImporter.h>
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namespace Assimp {
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ScaleProcess::ScaleProcess()
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: BaseProcess()
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, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
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}
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ScaleProcess::~ScaleProcess() {
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// empty
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}
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void ScaleProcess::setScale( ai_real scale ) {
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mScale = scale;
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}
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ai_real ScaleProcess::getScale() const {
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return mScale;
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}
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bool ScaleProcess::IsActive( unsigned int pFlags ) const {
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return ( pFlags & aiProcess_GlobalScale ) != 0;
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}
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void ScaleProcess::SetupProperties( const Importer* pImp ) {
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// User scaling
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mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
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// File scaling * Application Scaling
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float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
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// apply scale to the scale
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// helps prevent bugs with backward compatibility for anyone using normal scaling.
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mScale *= importerScale;
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}
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void ScaleProcess::Execute( aiScene* pScene ) {
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if(mScale == 1.0f) {
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return; // nothing to scale
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}
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ai_assert( mScale != 0 );
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ai_assert( nullptr != pScene );
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ai_assert( nullptr != pScene->mRootNode );
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if ( nullptr == pScene ) {
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return;
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}
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if ( nullptr == pScene->mRootNode ) {
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return;
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}
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// Process animations and update position transform to new unit system
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for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
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{
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aiAnimation* animation = pScene->mAnimations[animationID];
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for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
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{
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aiNodeAnim* anim = animation->mChannels[animationChannel];
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for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
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{
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aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
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vectorKey.mValue *= mScale;
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}
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}
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}
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for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
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{
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aiMesh *mesh = pScene->mMeshes[meshID];
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// Reconstruct mesh vertexes to the new unit system
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for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
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{
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aiVector3D& vertex = mesh->mVertices[vertexID];
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vertex *= mScale;
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}
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// bone placement / scaling
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for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
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{
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// Reconstruct matrix by transform rather than by scale
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// This prevent scale values being changed which can
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// be meaningful in some cases
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// like when you want the modeller to see 1:1 compatibility.
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aiBone* bone = mesh->mBones[boneID];
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aiVector3D pos, scale;
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aiQuaternion rotation;
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bone->mOffsetMatrix.Decompose( scale, rotation, pos);
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aiMatrix4x4 translation;
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aiMatrix4x4::Translation( pos * mScale, translation );
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aiMatrix4x4 scaling;
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aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
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aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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bone->mOffsetMatrix = translation * RotMatrix * scaling;
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}
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// animation mesh processing
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// convert by position rather than scale.
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for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
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{
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aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
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for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
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{
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aiVector3D& vertex = animMesh->mVertices[vertexID];
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vertex *= mScale;
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}
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}
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}
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traverseNodes( pScene->mRootNode );
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}
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void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
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applyScaling( node );
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for( size_t i = 0; i < node->mNumChildren; i++)
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{
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// recurse into the tree until we are done!
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traverseNodes( node->mChildren[i], nested_node_id+1 );
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}
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}
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void ScaleProcess::applyScaling( aiNode *currentNode ) {
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if ( nullptr != currentNode ) {
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// Reconstruct matrix by transform rather than by scale
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// This prevent scale values being changed which can
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// be meaningful in some cases
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// like when you want the modeller to
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// see 1:1 compatibility.
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aiVector3D pos, scale;
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aiQuaternion rotation;
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currentNode->mTransformation.Decompose( scale, rotation, pos);
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aiMatrix4x4 translation;
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aiMatrix4x4::Translation( pos * mScale, translation );
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aiMatrix4x4 scaling;
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// note: we do not use mScale here, this is on purpose.
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aiMatrix4x4::Scaling( scale, scaling );
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aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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currentNode->mTransformation = translation * RotMatrix * scaling;
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}
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}
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} // Namespace Assimp
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