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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 22:10:36 +00:00
fix assimp import
Assimp importer now sets the collada options to fix up axis transformation bounds are now created by tsmesh top level nodes are now added to the processNodes stack so bounds and other root nodes can be found correctly
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aa9a8154e1
commit
a5ed09fa57
5 changed files with 100 additions and 207 deletions
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@ -47,106 +47,6 @@ S32 AssimpAppMesh::fixedSize = 2;
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//------------------------------------------------------------------------------
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void AssimpAppMesh::computeBounds(Box3F& bounds)
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{
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bounds = Box3F::Invalid;
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if (isSkin())
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{
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// Compute bounds for skinned mesh
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Vector<MatrixF> boneTransforms;
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boneTransforms.setSize(nodeIndex.size());
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// Calculate bone transformations
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for (S32 iBone = 0; iBone < boneTransforms.size(); iBone++) {
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MatrixF nodeMat = bones[iBone]->getNodeTransform(TSShapeLoader::DefaultTime);
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TSShapeLoader::zapScale(nodeMat); // Remove scaling to ensure uniform transformation
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boneTransforms[iBone].mul(nodeMat, initialTransforms[iBone]);
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}
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// Transform vertices using weighted bone transformations
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Vector<Point3F> transformedVerts;
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transformedVerts.setSize(initialVerts.size());
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transformedVerts.fill(Point3F::Zero);
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for (S32 iWeight = 0; iWeight < vertexIndex.size(); iWeight++) {
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const S32 vertIndex = vertexIndex[iWeight];
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const MatrixF& deltaTransform = boneTransforms[boneIndex[iWeight]];
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Point3F weightedVert;
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deltaTransform.mulP(initialVerts[vertIndex], &weightedVert);
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weightedVert *= weight[iWeight];
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transformedVerts[vertIndex] += weightedVert;
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}
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// Extend bounds using the transformed vertices
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for (const auto& vert : transformedVerts) {
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bounds.extend(vert);
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}
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}
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else
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{
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MatrixF transform = getMeshTransform(TSShapeLoader::DefaultTime);
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TSShapeLoader::zapScale(transform);
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for (S32 iVert = 0; iVert < points.size(); iVert++)
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{
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Point3F p;
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transform.mulP(points[iVert], &p);
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bounds.extend(p);
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}
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}
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}
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TSMesh* AssimpAppMesh::constructTSMesh()
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{
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if (points.empty() || normals.empty() || primitives.empty() || indices.empty())
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return NULL;
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TSMesh* tsmesh;
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if (isSkin())
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{
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TSSkinMesh* tsskin = new TSSkinMesh();
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tsmesh = tsskin;
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// Copy skin elements
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tsskin->weight = weight;
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tsskin->boneIndex = boneIndex;
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tsskin->vertexIndex = vertexIndex;
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tsskin->batchData.nodeIndex = nodeIndex;
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tsskin->batchData.initialTransforms = initialTransforms;
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tsskin->batchData.initialVerts = initialVerts;
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tsskin->batchData.initialNorms = initialNorms;
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}
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else
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{
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tsmesh = new TSMesh();
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}
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// Copy mesh elements
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tsmesh->mVerts = points;
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tsmesh->mNorms = normals;
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tsmesh->mTverts = uvs;
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tsmesh->mPrimitives = primitives;
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tsmesh->mIndices = indices;
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tsmesh->mColors = colors;
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tsmesh->mTverts2 = uv2s;
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// Finish initializing the shape
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computeBounds(tsmesh->mBounds);
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tsmesh->setFlags(flags);
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tsmesh->updateMeshFlags();
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//tsmesh->computeBounds();
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tsmesh->numFrames = numFrames;
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tsmesh->numMatFrames = numMatFrames;
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tsmesh->vertsPerFrame = vertsPerFrame;
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tsmesh->createTangents(tsmesh->mVerts, tsmesh->mNorms);
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tsmesh->mEncodedNorms.set(NULL, 0);
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return tsmesh;
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}
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AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
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: mMeshData(mesh), appNode(node)
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{
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