ad214c0356
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>
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3.2 KiB
C++
97 lines
No EOL
3.2 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef SCALE_PROCESS_H_
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#define SCALE_PROCESS_H_
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#include "Common/BaseProcess.h"
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struct aiNode;
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#if (!defined AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT)
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# define AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT 1.0f
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#endif // !! AI_DEBONE_THRESHOLD
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** ScaleProcess: Class to rescale the whole model.
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* Now rescales animations, bones, and blend shapes properly.
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* Please note this will not write to 'scale' transform it will rewrite mesh
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* and matrixes so that your scale values
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* from your model package are preserved, so this is completely intentional
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* bugs should be reported as soon as they are found.
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*/
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class ASSIMP_API ScaleProcess : public BaseProcess {
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public:
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/// The default class constructor.
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ScaleProcess();
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/// The class destructor.
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virtual ~ScaleProcess();
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/// Will set the scale manually.
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void setScale( ai_real scale );
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/// Returns the current scaling value.
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ai_real getScale() const;
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/// Overwritten, @see BaseProcess
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virtual bool IsActive( unsigned int pFlags ) const;
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/// Overwritten, @see BaseProcess
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virtual void SetupProperties( const Importer* pImp );
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/// Overwritten, @see BaseProcess
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virtual void Execute( aiScene* pScene );
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private:
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void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
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void applyScaling( aiNode *currentNode );
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private:
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ai_real mScale;
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};
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} // Namespace Assimp
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#endif // SCALE_PROCESS_H_
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