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author | Gordon MacPherson <gordon@gordonite.tech> | 2019-08-30 02:21:40 +0100 |
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committer | Gordon MacPherson <gordon@gordonite.tech> | 2019-09-01 19:08:34 +0100 |
commit | ad214c03560d721d9b8bbff03835fc7fa4884943 (patch) | |
tree | 71a4bfab6f73746ded5fc9560c6dd969d195edca /thirdparty/assimp/code/PostProcessing/ScaleProcess.h | |
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/PostProcessing/ScaleProcess.h')
-rw-r--r-- | thirdparty/assimp/code/PostProcessing/ScaleProcess.h | 13 |
1 files changed, 11 insertions, 2 deletions
diff --git a/thirdparty/assimp/code/PostProcessing/ScaleProcess.h b/thirdparty/assimp/code/PostProcessing/ScaleProcess.h index 2567378759..468a216736 100644 --- a/thirdparty/assimp/code/PostProcessing/ScaleProcess.h +++ b/thirdparty/assimp/code/PostProcessing/ScaleProcess.h @@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ -#pragma once +#ifndef SCALE_PROCESS_H_ +#define SCALE_PROCESS_H_ #include "Common/BaseProcess.h" @@ -53,6 +54,11 @@ namespace Assimp { // --------------------------------------------------------------------------- /** ScaleProcess: Class to rescale the whole model. + * Now rescales animations, bones, and blend shapes properly. + * Please note this will not write to 'scale' transform it will rewrite mesh + * and matrixes so that your scale values + * from your model package are preserved, so this is completely intentional + * bugs should be reported as soon as they are found. */ class ASSIMP_API ScaleProcess : public BaseProcess { public: @@ -78,7 +84,7 @@ public: virtual void Execute( aiScene* pScene ); private: - void traverseNodes( aiNode *currentNode ); + void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 ); void applyScaling( aiNode *currentNode ); private: @@ -86,3 +92,6 @@ private: }; } // Namespace Assimp + + +#endif // SCALE_PROCESS_H_
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