mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Merge pull request #42 from OTHGMars/Assimp_WIP
Node transform and vertex weight fixes.
This commit is contained in:
commit
5a93bfd39b
6 changed files with 225 additions and 135 deletions
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@ -37,6 +37,15 @@ AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
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: mMeshData(mesh), appNode(node)
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{
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Con::printf("[ASSIMP] Mesh Created: %s", getName());
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// See if it's a skinned mesh
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mIsSkinMesh = false;
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for (U32 b = 0; b < mesh->mNumBones; b++)
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if (mMeshData->mBones[b]->mNumWeights > 0)
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{
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mIsSkinMesh = true;
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break;
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}
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}
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const char* AssimpAppMesh::getName(bool allowFixed)
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@ -59,12 +68,11 @@ MatrixF AssimpAppMesh::getMeshTransform(F32 time)
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return appNode->getNodeTransform(time);
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}
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void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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{
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// After this function, the following are expected to be populated:
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// points, normals, uvs, primitives, indices
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// There is also colors and uv2s but those don't seem to be required.
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points.reserve(mMeshData->mNumVertices);
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uvs.reserve(mMeshData->mNumVertices);
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normals.reserve(mMeshData->mNumVertices);
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@ -74,23 +82,19 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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{
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// Points and Normals
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aiVector3D pt = mMeshData->mVertices[i];
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aiVector3D nrm = mMeshData->mNormals[i];
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aiVector3D nrm;
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if (mMeshData->HasNormals())
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nrm = mMeshData->mNormals[i];
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else
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nrm.Set(0, 0, 0);
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Point3F tmpVert;
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Point3F tmpNormal;
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if (Con::getBoolVariable("$Assimp::SwapYZ", false))
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{
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tmpVert = Point3F(pt.x, pt.z, pt.y);
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tmpNormal = Point3F(nrm.x, nrm.z, nrm.y);
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}
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else
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{
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tmpVert = Point3F(pt.x, pt.y, pt.z);
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tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
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}
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tmpVert = Point3F(pt.x, pt.y, pt.z);
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tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
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//objectOffset.mulP(tmpVert);
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objOffset.mulP(tmpVert);
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points.push_back(tmpVert);
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@ -128,8 +132,7 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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}
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U32 numFaces = mMeshData->mNumFaces;
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U32 primCount = 0;
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primitives.reserve(numFaces);
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//primitives.reserve(numFaces);
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//Fetch the number of indices
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U32 indicesCount = 0;
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@ -140,41 +143,18 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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indices.reserve(indicesCount);
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/*U32 idxCount = 0;
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for (U32 j = 0; j<mModel->mMaterials.size(); j++)
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{
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MikuModel::Material &mat = mModel->mMaterials[j];
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U32 nextIdxCount = idxCount + mat.numIndices;
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primitives.increment();
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TSDrawPrimitive& primitive = primitives.last();
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primitive.start = indices.size();
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primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | j;
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primitive.numElements = mat.numIndices;
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for (U32 i = idxCount; i<nextIdxCount; i++)
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{
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indices.push_back(mModel->mIndices[i]);
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}
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idxCount = nextIdxCount;
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}*/
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// Create TSMesh primitive
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primitives.increment();
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TSDrawPrimitive& primitive = primitives.last();
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primitive.start = 0;
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primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | (S32)mMeshData->mMaterialIndex;
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primitive.numElements = indicesCount;
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for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
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{
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const struct aiFace* face = &mMeshData->mFaces[n];
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if ( face->mNumIndices == 3 )
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{
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// Create TSMesh primitive
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primitives.increment();
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TSDrawPrimitive& primitive = primitives.last();
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primitive.start = indices.size();
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primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | (S32)mMeshData->mMaterialIndex;
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//primitive.numElements = face->mNumIndices;//3;
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primitive.numElements = 3;
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if (Con::getBoolVariable("$Assimp::FlipNormals", true))
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{
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U32 indexCount = face->mNumIndices;
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@ -193,11 +173,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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indices.push_back(index);
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}
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}
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// Load the indices in.
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//indices.push_back(face->mIndices[0]);
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//indices.push_back(face->mIndices[1]);
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//indices.push_back(face->mIndices[2]);
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}
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else
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{
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@ -206,39 +181,67 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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}
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U32 boneCount = mMeshData->mNumBones;
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bones.setSize(boneCount);
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// Count the total number of weights for all of the bones.
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U32 totalWeights = 0;
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U32 nonZeroWeights = 0;
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for (U32 b = 0; b < boneCount; b++)
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totalWeights += mMeshData->mBones[b]->mNumWeights;
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// Assimp gives weights sorted by bone index. We need them in vertex order.
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Vector<F32> tmpWeight;
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Vector<S32> tmpBoneIndex;
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Vector<S32> tmpVertexIndex;
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tmpWeight.setSize(totalWeights);
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tmpBoneIndex.setSize(totalWeights);
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tmpVertexIndex.setSize(totalWeights);
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for (U32 b = 0; b < boneCount; b++)
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{
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String name = mMeshData->mBones[b]->mName.C_Str();
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aiNode* nodePtr = AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
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bones[b] = new AssimpAppNode(appNode->mScene, nodePtr);
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MatrixF boneTransform;
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for (U32 m = 0; m < 16; ++m)
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{
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boneTransform[m] = *mMeshData->mBones[b]->mOffsetMatrix[m];
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}
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//initialTransforms.push_back(boneTransform);
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initialTransforms.push_back(MatrixF::Identity);
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AssimpAppNode::assimpToTorqueMat(mMeshData->mBones[b]->mOffsetMatrix, boneTransform);
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initialTransforms.push_back(boneTransform);
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//Weights
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U32 numWeights = mMeshData->mBones[b]->mNumWeights;
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weight.setSize(numWeights);
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vertexIndex.setSize(numWeights);
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for (U32 w = 0; w < numWeights; ++w)
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{
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aiVertexWeight* aiWeight = mMeshData->mBones[b]->mWeights;
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aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
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weight[w] = aiWeight->mWeight;
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vertexIndex[w] = aiWeight->mVertexId;
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boneIndex[w] = b;
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//vertWeight. = aiWeight->
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if (aiWeight->mWeight > 0.0f)
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{
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tmpWeight[nonZeroWeights] = aiWeight->mWeight;
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tmpVertexIndex[nonZeroWeights] = aiWeight->mVertexId;
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tmpBoneIndex[nonZeroWeights] = b;
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nonZeroWeights++;
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}
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}
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}
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weight.setSize(nonZeroWeights);
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vertexIndex.setSize(nonZeroWeights);
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boneIndex.setSize(nonZeroWeights);
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// Copy the weights to our vectors in vertex order
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U32 nextWeight = 0;
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for (U32 i = 0; i < mMeshData->mNumVertices; i++)
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{
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for (U32 ind = 0; ind < nonZeroWeights; ind++)
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{
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if (tmpVertexIndex[ind] == i)
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{
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weight[nextWeight] = tmpWeight[ind];
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vertexIndex[nextWeight] = tmpVertexIndex[ind];
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boneIndex[nextWeight] = tmpBoneIndex[ind];
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nextWeight++;
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}
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}
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//= mNumWeights
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}
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if ( noUVFound )
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@ -246,8 +249,8 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objectOffset)
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}
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void AssimpAppMesh::lookupSkinData()
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{
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{ // This function is intentionally left blank. The skin data - bones, weights and indexes are
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// processed in lockMesh() with the rest of the mesh data.
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}
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F32 AssimpAppMesh::getVisValue(F32 t)
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@ -40,6 +40,7 @@ class AssimpAppMesh : public AppMesh
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protected:
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class AssimpAppNode* appNode; ///< Pointer to the node that owns this mesh
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const struct aiMesh* mMeshData;
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bool mIsSkinMesh;
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public:
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@ -100,14 +101,14 @@ public:
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/// Return true if this mesh is a skin
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bool isSkin()
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{
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return false;
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return mIsSkinMesh;
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}
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/// Generate the vertex, normal and triangle data for the mesh.
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///
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/// @param time Time at which to generate the mesh data
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/// @param objectOffset Transform to apply to the generated data (bounds transform)
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void lockMesh(F32 time, const MatrixF& objectOffset);
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void lockMesh(F32 time, const MatrixF& objOffset);
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/// Get the transform of this mesh at a certain time
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///
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@ -32,6 +32,9 @@
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#include <assimp/types.h>
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AssimpAppNode::AssimpAppNode(const struct aiScene* scene, const struct aiNode* node, AssimpAppNode* parent)
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: mInvertMeshes(false),
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mLastTransformTime(TSShapeLoader::DefaultTime - 1),
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mDefaultTransformValid(false)
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{
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mScene = scene;
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mNode = node;
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@ -45,7 +48,8 @@ AssimpAppNode::AssimpAppNode(const struct aiScene* scene, const struct aiNode* n
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}
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mParentName = dStrdup(parent ? parent->getName() : "ROOT");
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Con::printf("[ASSIMP] Node Created: %s", mName);
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assimpToTorqueMat(node->mTransformation, mNodeTransform);
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Con::printf("[ASSIMP] Node Created: %s, Parent: %s", mName, mParentName);
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}
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// Get all child nodes
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@ -73,66 +77,27 @@ void AssimpAppNode::buildMeshList()
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MatrixF AssimpAppNode::getTransform(F32 time)
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{
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// Translate from assimp matrix to torque matrix.
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// They're both row major, I wish I could just cast
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// but that doesn't seem to be an option.
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// Check if we can use the last computed transform
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if (time == mLastTransformTime)
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return mLastTransform;
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// Note: this should be cached, it doesn't change
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// at this level. This is base transform.
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if (appParent) {
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// Get parent node's transform
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mLastTransform = appParent->getTransform(time);
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}
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else {
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// no parent (ie. root level) => scale by global shape <unit>
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mLastTransform.identity();
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if (!isBounds())
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convertMat(mLastTransform);
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// Y and Z and optionally swapped.
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MatrixF mat(false);
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mat.setRow(0, Point4F((F32)mNode->mTransformation.a1,
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(F32)mNode->mTransformation.a3,
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(F32)mNode->mTransformation.a2,
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(F32)mNode->mTransformation.a4)
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);
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// Check for Y Z Swap
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if ( Con::getBoolVariable("$Assimp::SwapYZ", false) )
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{
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mat.setRow(1, Point4F((F32)mNode->mTransformation.c1,
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(F32)mNode->mTransformation.c3,
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(F32)mNode->mTransformation.c2,
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(F32)mNode->mTransformation.c4)
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);
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mat.setRow(2, Point4F((F32)mNode->mTransformation.b1,
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(F32)mNode->mTransformation.b3,
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(F32)mNode->mTransformation.b2,
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(F32)mNode->mTransformation.b4)
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);
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}
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else
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{
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mat.setRow(1, Point4F((F32)mNode->mTransformation.b1,
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(F32)mNode->mTransformation.b3,
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(F32)mNode->mTransformation.b2,
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(F32)mNode->mTransformation.b4)
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);
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mat.setRow(2, Point4F((F32)mNode->mTransformation.c1,
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(F32)mNode->mTransformation.c3,
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(F32)mNode->mTransformation.c2,
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(F32)mNode->mTransformation.c4)
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);
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//mLastTransform.scale(ColladaUtils::getOptions().unit);
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}
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mat.setRow(3, Point4F((F32)mNode->mTransformation.d1,
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(F32)mNode->mTransformation.d3,
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(F32)mNode->mTransformation.d2,
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(F32)mNode->mTransformation.d4)
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);
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mLastTransform.mul(mNodeTransform);
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mLastTransformTime = time;
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// Node transformations are carried down the hiearchy
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// so we need all of our parents transforms to make
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// this work.
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/*if ( appParent != 0 )
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{
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MatrixF parentMat = appParent->getNodeTransform(time);
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mat.mul(parentMat);
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}*/
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return mat;
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return mLastTransform;
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}
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bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
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@ -143,5 +108,99 @@ bool AssimpAppNode::animatesTransform(const AppSequence* appSeq)
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/// Get the world transform of the node at the specified time
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MatrixF AssimpAppNode::getNodeTransform(F32 time)
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{
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return getTransform(time);
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// Avoid re-computing the default transform if possible
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if (mDefaultTransformValid && time == TSShapeLoader::DefaultTime)
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{
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return mDefaultNodeTransform;
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}
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else
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{
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MatrixF nodeTransform = getTransform(time);
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// Check for inverted node coordinate spaces => can happen when modelers
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// use the 'mirror' tool in their 3d app. Shows up as negative <scale>
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// transforms in the collada model.
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if (m_matF_determinant(nodeTransform) < 0.0f)
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{
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// Mark this node as inverted so we can mirror mesh geometry, then
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// de-invert the transform matrix
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mInvertMeshes = true;
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nodeTransform.scale(Point3F(1, 1, -1));
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}
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// Cache the default transform
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if (time == TSShapeLoader::DefaultTime)
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{
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mDefaultTransformValid = true;
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mDefaultNodeTransform = nodeTransform;
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}
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return nodeTransform;
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}
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}
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void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat)
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{
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outMat.setRow(0, Point4F((F32)inAssimpMat.a1, (F32)inAssimpMat.a2,
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(F32)inAssimpMat.a3, (F32)inAssimpMat.a4));
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outMat.setRow(1, Point4F((F32)inAssimpMat.b1, (F32)inAssimpMat.b2,
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(F32)inAssimpMat.b3, (F32)inAssimpMat.b4));
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outMat.setRow(2, Point4F((F32)inAssimpMat.c1, (F32)inAssimpMat.c2,
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(F32)inAssimpMat.c3, (F32)inAssimpMat.c4));
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outMat.setRow(3, Point4F((F32)inAssimpMat.d1, (F32)inAssimpMat.d2,
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(F32)inAssimpMat.d3, (F32)inAssimpMat.d4));
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}
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void AssimpAppNode::convertMat(MatrixF& outMat)
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{
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MatrixF rot(true);
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// This is copied directly from ColladaUtils::convertTransform()
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// ColladaUtils::getOptions().upAxis has been temporarily replaced with $Assimp::OverrideUpAxis for testing
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// We need a plan for how the full set of assimp import options and settings is going to be managed.
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switch (Con::getIntVariable("$Assimp::OverrideUpAxis", 2))
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{
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case 0: //UPAXISTYPE_X_UP:
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// rotate 90 around Y-axis, then 90 around Z-axis
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rot(0, 0) = 0.0f; rot(1, 0) = 1.0f;
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rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
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rot(0, 2) = 1.0f; rot(2, 2) = 0.0f;
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// pre-multiply the transform by the rotation matrix
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outMat.mulL(rot);
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break;
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case 1: //UPAXISTYPE_Y_UP:
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// rotate 180 around Y-axis, then 90 around X-axis
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rot(0, 0) = -1.0f;
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rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
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rot(1, 2) = 1.0f; rot(2, 2) = 0.0f;
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// pre-multiply the transform by the rotation matrix
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outMat.mulL(rot);
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break;
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case 2: //UPAXISTYPE_Z_UP:
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default:
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// nothing to do
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break;
|
||||
}
|
||||
}
|
||||
|
||||
aiNode* AssimpAppNode::findChildNodeByName(const char* nodeName, aiNode* rootNode)
|
||||
{
|
||||
aiNode* retNode = NULL;
|
||||
if (strcmp(nodeName, rootNode->mName.C_Str()) == 0)
|
||||
return rootNode;
|
||||
|
||||
for (U32 i = 0; i < rootNode->mNumChildren; ++i)
|
||||
{
|
||||
retNode = findChildNodeByName(nodeName, rootNode->mChildren[i]);
|
||||
if (retNode)
|
||||
return retNode;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
|
@ -33,6 +33,10 @@
|
|||
#include "ts/collada/colladaExtensions.h"
|
||||
#endif
|
||||
|
||||
#ifndef AI_TYPES_H_INC
|
||||
#include <assimp/types.h>
|
||||
#endif
|
||||
|
||||
class AssimpAppNode : public AppNode
|
||||
{
|
||||
typedef AppNode Parent;
|
||||
|
|
@ -44,9 +48,16 @@ class AssimpAppNode : public AppNode
|
|||
|
||||
protected:
|
||||
|
||||
const struct aiScene* mScene;
|
||||
const struct aiNode* mNode; ///< Pointer to the node in the Collada DOM
|
||||
AssimpAppNode* appParent; ///< Parent node in Collada-space
|
||||
const struct aiScene* mScene;
|
||||
const struct aiNode* mNode; ///< Pointer to the assimp scene node
|
||||
AssimpAppNode* appParent; ///< Parent node
|
||||
MatrixF mNodeTransform; ///< Scene node transform converted to TorqueSpace (filled for ALL nodes)
|
||||
|
||||
bool mInvertMeshes; ///< True if this node's coordinate space is inverted (left handed)
|
||||
F32 mLastTransformTime; ///< Time of the last transform lookup (getTransform)
|
||||
MatrixF mLastTransform; ///< Last transform lookup (getTransform) (Only Non-Dummy Nodes)
|
||||
bool mDefaultTransformValid; ///< Flag indicating whether the defaultNodeTransform is valid
|
||||
MatrixF mDefaultNodeTransform; ///< Transform at DefaultTime (Only Non-Dummy Nodes)
|
||||
|
||||
public:
|
||||
|
||||
|
|
@ -93,6 +104,10 @@ public:
|
|||
MatrixF getNodeTransform(F32 time);
|
||||
bool animatesTransform(const AppSequence* appSeq);
|
||||
bool isParentRoot() { return (appParent == NULL); }
|
||||
|
||||
static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
|
||||
static void convertMat(MatrixF& outMat);
|
||||
static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
|
||||
};
|
||||
|
||||
#endif // _ASSIMP_APPNODE_H_
|
||||
|
|
|
|||
|
|
@ -103,7 +103,8 @@ MODULE_BEGIN( AssimpShapeLoader )
|
|||
TSShapeLoader::addFormat("3D GameStudio (3DGS)", "mdl");
|
||||
TSShapeLoader::addFormat("3D GameStudio (3DGS) Terrain", "hmp");
|
||||
TSShapeLoader::addFormat("Izware Nendo", "ndo");
|
||||
TSShapeLoader::addFormat("gltf", "gltf");
|
||||
TSShapeLoader::addFormat("gltf", "gltf");
|
||||
TSShapeLoader::addFormat("gltf binary", "glb");
|
||||
}
|
||||
MODULE_END;
|
||||
|
||||
|
|
@ -146,7 +147,7 @@ void AssimpShapeLoader::enumerateScene()
|
|||
Con::getBoolVariable("$Assimp::OptimizeMeshes", false) ? aiProcess_OptimizeMeshes | aiProcess_OptimizeGraph : 0 |
|
||||
0;
|
||||
|
||||
if(Con::getBoolVariable("$Assimp::Triangulate", false))
|
||||
if(Con::getBoolVariable("$Assimp::Triangulate", true))
|
||||
ppsteps |= aiProcess_Triangulate;
|
||||
|
||||
if (Con::getBoolVariable("$Assimp::OptimizeMeshes", false))
|
||||
|
|
@ -276,6 +277,15 @@ bool AssimpShapeLoader::canLoadCachedDTS(const Torque::Path& path)
|
|||
return false;
|
||||
}
|
||||
|
||||
bool AssimpShapeLoader::ignoreNode(const String& name)
|
||||
{
|
||||
// Do not add AssimpFbx dummy nodes to the TSShape. See: Assimp::FBX::ImportSettings::preservePivots
|
||||
// https://github.com/assimp/assimp/blob/master/code/FBXImportSettings.h#L116-L135
|
||||
if (name.find("_$AssimpFbx$_") != String::NPos)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
/// This function is invoked by the resource manager based on file extension.
|
||||
TSShape* assimpLoadShape(const Torque::Path &path)
|
||||
|
|
|
|||
|
|
@ -34,7 +34,9 @@ class AssimpShapeLoader : public TSShapeLoader
|
|||
|
||||
protected:
|
||||
const struct aiScene* mScene;
|
||||
|
||||
|
||||
virtual bool ignoreNode(const String& name);
|
||||
|
||||
public:
|
||||
AssimpShapeLoader();
|
||||
~AssimpShapeLoader();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue