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| author | Gordon MacPherson <gordon@gordonite.tech> | 2019-08-30 02:21:40 +0100 |
|---|---|---|
| committer | Gordon MacPherson <gordon@gordonite.tech> | 2019-09-01 19:08:34 +0100 |
| commit | ad214c03560d721d9b8bbff03835fc7fa4884943 (patch) | |
| tree | 71a4bfab6f73746ded5fc9560c6dd969d195edca /thirdparty/assimp/code/FBX/FBXExporter.cpp | |
| parent | a5e0aa32d9143b115b81788f504fb5bf1a27892a (diff) | |
| download | redot-engine-ad214c03560d721d9b8bbff03835fc7fa4884943.tar.gz | |
Assimp FBX Import support
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>
Diffstat (limited to 'thirdparty/assimp/code/FBX/FBXExporter.cpp')
| -rw-r--r-- | thirdparty/assimp/code/FBX/FBXExporter.cpp | 43 |
1 files changed, 4 insertions, 39 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXExporter.cpp b/thirdparty/assimp/code/FBX/FBXExporter.cpp index 153e676506..8ebc8555a2 100644 --- a/thirdparty/assimp/code/FBX/FBXExporter.cpp +++ b/thirdparty/assimp/code/FBX/FBXExporter.cpp @@ -1706,8 +1706,7 @@ void FBXExporter::WriteObjects () } if (end) { break; } } - limbnodes.insert(parent); - skeleton.insert(parent); + // if it was the skeleton root we can finish here if (end) { break; } } @@ -1848,44 +1847,10 @@ void FBXExporter::WriteObjects () inverse_bone_xform.Inverse(); aiMatrix4x4 tr = inverse_bone_xform * mesh_xform; - // this should be the same as the bone's mOffsetMatrix. - // if it's not the same, the skeleton isn't in the bind pose. - float epsilon = 1e-4f; // some error is to be expected - float epsilon_custom = mProperties->GetPropertyFloat("BINDPOSE_EPSILON", -1); - if(epsilon_custom > 0) - epsilon = epsilon_custom; - bool bone_xform_okay = true; - if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) { - not_in_bind_pose.insert(b); - bone_xform_okay = false; - } + sdnode.AddChild("Transform", tr); - // if we have a bone we should use the mOffsetMatrix, - // otherwise try to just use the calculated transform. - if (b) { - sdnode.AddChild("Transform", b->mOffsetMatrix); - } else { - sdnode.AddChild("Transform", tr); - } - // note: it doesn't matter if we mix these, - // because if they disagree we'll throw an exception later. - // it could be that the skeleton is not in the bone pose - // but all bones are still defined, - // in which case this would use the mOffsetMatrix for everything - // and a correct skeleton would still be output. - - // transformlink should be the position of the bone in world space. - // if the bone is in the bind pose (or nonexistent), - // we can just use the matrix we already calculated - if (bone_xform_okay) { - sdnode.AddChild("TransformLink", bone_xform); - // otherwise we can only work it out using the mesh position. - } else { - aiMatrix4x4 trl = b->mOffsetMatrix; - trl.Inverse(); - trl *= mesh_xform; - sdnode.AddChild("TransformLink", trl); - } + + sdnode.AddChild("TransformLink", bone_xform); // note: this means we ALWAYS rely on the mesh node transform // being unchanged from the time the skeleton was bound. // there's not really any way around this at the moment. |
