mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 16:25:42 +00:00
Fixes vertex weight assignments.
Adds upaxis override option to match collada importer.
This commit is contained in:
parent
2d795b2493
commit
bc722a353d
4 changed files with 100 additions and 65 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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: mMeshData(mesh), appNode(node)
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{
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{
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Con::printf("[ASSIMP] Mesh Created: %s", getName());
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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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}
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const char* AssimpAppMesh::getName(bool allowFixed)
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const char* AssimpAppMesh::getName(bool allowFixed)
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@ -64,7 +73,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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// After this function, the following are expected to be populated:
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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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// 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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// 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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points.reserve(mMeshData->mNumVertices);
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uvs.reserve(mMeshData->mNumVertices);
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uvs.reserve(mMeshData->mNumVertices);
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normals.reserve(mMeshData->mNumVertices);
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normals.reserve(mMeshData->mNumVertices);
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@ -85,10 +93,8 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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tmpVert = Point3F(pt.x, pt.y, pt.z);
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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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tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
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//AssimpAppNode::convertPoint(tmpVert);
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//AssimpAppNode::convertPoint(tmpNormal);
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//objOffset.mulP(tmpVert);
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objOffset.mulP(tmpVert);
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points.push_back(tmpVert);
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points.push_back(tmpVert);
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@ -126,7 +132,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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}
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U32 numFaces = mMeshData->mNumFaces;
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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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//Fetch the number of indices
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@ -138,28 +143,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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indices.reserve(indicesCount);
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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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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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{
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const struct aiFace* face = &mMeshData->mFaces[n];
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const struct aiFace* face = &mMeshData->mFaces[n];
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@ -191,11 +174,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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indices.push_back(index);
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indices.push_back(index);
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}
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}
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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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}
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else
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else
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{
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{
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@ -204,41 +182,67 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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}
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U32 boneCount = mMeshData->mNumBones;
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U32 boneCount = mMeshData->mNumBones;
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bones.setSize(boneCount);
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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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for (U32 b = 0; b < boneCount; b++)
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{
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{
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String name = mMeshData->mBones[b]->mName.C_Str();
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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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MatrixF boneTransform;
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boneTransform.setRow(0, Point4F(mMeshData->mBones[b]->mOffsetMatrix.a1, mMeshData->mBones[b]->mOffsetMatrix.a2, mMeshData->mBones[b]->mOffsetMatrix.a3, mMeshData->mBones[b]->mOffsetMatrix.a4));
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AssimpAppNode::assimpToTorqueMat(mMeshData->mBones[b]->mOffsetMatrix, boneTransform);
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boneTransform.setRow(1, Point4F(mMeshData->mBones[b]->mOffsetMatrix.b1, mMeshData->mBones[b]->mOffsetMatrix.b2, mMeshData->mBones[b]->mOffsetMatrix.b3, mMeshData->mBones[b]->mOffsetMatrix.b4));
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boneTransform.setRow(2, Point4F(mMeshData->mBones[b]->mOffsetMatrix.c1, mMeshData->mBones[b]->mOffsetMatrix.c2, mMeshData->mBones[b]->mOffsetMatrix.c3, mMeshData->mBones[b]->mOffsetMatrix.c4));
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boneTransform.setRow(3, Point4F(mMeshData->mBones[b]->mOffsetMatrix.d1, mMeshData->mBones[b]->mOffsetMatrix.d2, mMeshData->mBones[b]->mOffsetMatrix.d3, mMeshData->mBones[b]->mOffsetMatrix.d4));
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//boneTransform.inverse();
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//AssimpAppNode::convertMat(boneTransform);
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//boneTransform.inverse();
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initialTransforms.push_back(boneTransform);
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initialTransforms.push_back(boneTransform);
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//Weights
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//Weights
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U32 numWeights = mMeshData->mBones[b]->mNumWeights;
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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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boneIndex.setSize(numWeights);
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for (U32 w = 0; w < numWeights; ++w)
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for (U32 w = 0; w < numWeights; ++w)
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{
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{
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aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
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aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
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weight[w] = aiWeight->mWeight;
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if (aiWeight->mWeight > 0.0f)
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vertexIndex[w] = aiWeight->mVertexId;
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{
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boneIndex[w] = b;
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tmpWeight[nonZeroWeights] = aiWeight->mWeight;
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//vertWeight. = aiWeight->
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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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}
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//= mNumWeights
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}
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}
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if ( noUVFound )
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if ( noUVFound )
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@ -246,8 +250,8 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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}
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void AssimpAppMesh::lookupSkinData()
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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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}
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F32 AssimpAppMesh::getVisValue(F32 t)
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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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protected:
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class AssimpAppNode* appNode; ///< Pointer to the node that owns this mesh
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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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const struct aiMesh* mMeshData;
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bool mIsSkinMesh;
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public:
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public:
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@ -100,7 +101,7 @@ public:
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/// Return true if this mesh is a skin
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/// Return true if this mesh is a skin
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bool isSkin()
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bool isSkin()
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{
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{
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return false;
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return mIsSkinMesh;
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}
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}
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/// Generate the vertex, normal and triangle data for the mesh.
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/// Generate the vertex, normal and triangle data for the mesh.
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@ -156,21 +156,51 @@ void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& o
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void AssimpAppNode::convertMat(MatrixF& outMat)
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void AssimpAppNode::convertMat(MatrixF& outMat)
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{
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{
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if (Con::getBoolVariable("$Assimp::SwapYZ", false))
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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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{
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MatrixF rotMat(EulerF(-M_HALFPI_F, 0, 0));
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case 0: //UPAXISTYPE_X_UP:
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Point3F pos = outMat.getPosition();
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// rotate 90 around Y-axis, then 90 around Z-axis
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outMat.mulL(rotMat);
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rot(0, 0) = 0.0f; rot(1, 0) = 1.0f;
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rotMat.mulP(pos);
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rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
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outMat.setPosition(pos);
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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;
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}
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}
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}
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}
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void AssimpAppNode::convertPoint(Point3F& outPoint)
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aiNode* AssimpAppNode::findChildNodeByName(const char* nodeName, aiNode* rootNode)
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{
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{
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if (Con::getBoolVariable("$Assimp::SwapYZ", false))
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aiNode* retNode = NULL;
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if (strcmp(nodeName, rootNode->mName.C_Str()) == 0)
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return rootNode;
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for (U32 i = 0; i < rootNode->mNumChildren; ++i)
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{
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{
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MatrixF rotMat(EulerF(-M_HALFPI_F, 0, 0));
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retNode = findChildNodeByName(nodeName, rootNode->mChildren[i]);
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rotMat.mulP(outPoint);
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if (retNode)
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return retNode;
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}
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}
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}
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return nullptr;
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}
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@ -107,7 +107,7 @@ public:
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static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
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static void assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& outMat);
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static void convertMat(MatrixF& outMat);
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static void convertMat(MatrixF& outMat);
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static void convertPoint(Point3F& outPoint);
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static aiNode* findChildNodeByName(const char* nodeName, aiNode* rootNode);
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};
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};
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#endif // _ASSIMP_APPNODE_H_
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#endif // _ASSIMP_APPNODE_H_
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