mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 06:04:37 +00:00
Assimp fixes
Should now apply the same corrective fix to modelled bounds
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parent
0b73e701ac
commit
887f239a20
4 changed files with 63 additions and 15 deletions
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@ -69,7 +69,7 @@ const char* AssimpAppMesh::getName(bool allowFixed)
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// actual object node. Detect this and return the object node name instead
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// of the pivot node.
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const char* nodeName = appNode->getName();
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if ( dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT") )
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if (dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT"))
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nodeName = appNode->getParentName();
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// If all geometry is being fixed to the same size, append the size
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@ -79,7 +79,37 @@ const char* AssimpAppMesh::getName(bool allowFixed)
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MatrixF AssimpAppMesh::getMeshTransform(F32 time)
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{
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return appNode->getNodeTransform(time);
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MatrixF transform = appNode->getNodeTransform(time);
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// AssimpAppNode::getTransform() deliberately skips axis correction for the
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// bounds node itself, since its (uncorrected) transform is used elsewhere
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// as the reference frame the rest of the shape gets normalized against
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// (see TSShapeLoader::getLocalNodeMatrix). But if this mesh's geometry was
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// hand-modeled as part of the source scene (as opposed to the empty,
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// auto-generated bounds node added when none exists), it lives in the same
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// source up-axis space as every other mesh and needs the same correction
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// baked into its locked vertex data - otherwise it ends up sitting in the
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// model's original, unrotated space instead of Torque's Z-up space.
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if (appNode->isBounds())
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{
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MatrixF axisFix = ColladaUtils::getOptions().axisCorrectionMat;
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transform.mulL(axisFix);
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}
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return transform;
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}
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void AssimpAppMesh::computeBounds(Box3F& bounds)
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{
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if (appNode->isBounds())
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{
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bounds = Box3F::Invalid;
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for (S32 iVert = 0; iVert < points.size(); iVert++)
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bounds.extend(points[iVert]);
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return;
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}
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Parent::computeBounds(bounds);
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}
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void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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@ -94,7 +124,7 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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bool flipNormals = ColladaUtils::getOptions().invertNormals;
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bool noUVFound = false;
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for (U32 i = 0; i<mMeshData->mNumVertices; i++)
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for (U32 i = 0; i < mMeshData->mNumVertices; i++)
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{
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// Points and Normals
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aiVector3D pt = mMeshData->mVertices[i];
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@ -169,10 +199,10 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | mappedMat;
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primitive.numElements = indicesCount;
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for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
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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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if (face->mNumIndices == 3)
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{
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U32 indexCount = face->mNumIndices;
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for (U32 ind = 0; ind < indexCount; ind++)
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@ -180,8 +210,8 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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U32 index = face->mIndices[ind];
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indices.push_back(index);
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}
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}
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else
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}
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else
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{
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Con::printf("[ASSIMP] Non-Triangle Face Found. Indices: %d", face->mNumIndices);
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}
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@ -281,7 +311,7 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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}
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if ( noUVFound )
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if (noUVFound)
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Con::warnf("[ASSIMP] No UV Data for mesh.");
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}
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