- further changes to add dummy animation support to the viewer. Still under heavy construction, bone meshes are not rendered correctly with this version at the moment. I'm sorry. Will be fixed soon.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@202 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
ulfjorensen
2008-10-29 17:08:03 +00:00
parent ef3cd69ae6
commit 7101c33401
11 changed files with 738 additions and 153 deletions

View File

@@ -90,8 +90,8 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
float distanceToChild = childpos.Length();
if( distanceToChild < 0.0001f)
continue;
if( distanceToChild < 0.0001f)
continue;
aiVector3D up = aiVector3D( childpos).Normalize();
aiVector3D orth( 1.0f, 0.0f, 0.0f);
@@ -163,34 +163,34 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
}
unsigned int numVertices = mVertices.size() - vertexStartIndex;
if( numVertices > 0)
{
// create a bone affecting all the newly created vertices
aiBone* bone = new aiBone;
mBones.push_back( bone);
bone->mName = pNode->mName;
if( numVertices > 0)
{
// create a bone affecting all the newly created vertices
aiBone* bone = new aiBone;
mBones.push_back( bone);
bone->mName = pNode->mName;
// calculate the bone offset matrix by concatenating the inverse transformations of all parents
bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
// calculate the bone offset matrix by concatenating the inverse transformations of all parents
bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
// add all the vertices to the bone's influences
bone->mNumWeights = numVertices;
bone->mWeights = new aiVertexWeight[numVertices];
for( unsigned int a = 0; a < numVertices; a++)
bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
// add all the vertices to the bone's influences
bone->mNumWeights = numVertices;
bone->mWeights = new aiVertexWeight[numVertices];
for( unsigned int a = 0; a < numVertices; a++)
bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
// HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
// them to the array, but I'm tired now and I'm annoyed.
aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
mVertices[a] = boneToMeshTransform * mVertices[a];
}
// HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
// them to the array, but I'm tired now and I'm annoyed.
aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
mVertices[a] = boneToMeshTransform * mVertices[a];
}
// and finally recurse into the children list
for( unsigned int a = 0; a < pNode->mNumChildren; a++)
CreateGeometry( pNode->mChildren[a]);
// and finally recurse into the children list
for( unsigned int a = 0; a < pNode->mNumChildren; a++)
CreateGeometry( pNode->mChildren[a]);
}
// ------------------------------------------------------------------------------------------------