Merge branch 'master' into 1-3193
This commit is contained in:
@@ -569,7 +569,7 @@ void Structure ::Convert<MVert>(
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const FileDatabase &db) const {
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ReadFieldArray<ErrorPolicy_Fail>(dest.co, "co", db);
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ReadFieldArray<ErrorPolicy_Fail>(dest.no, "no", db);
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ReadFieldArray<ErrorPolicy_Warn>(dest.no, "no", db);
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ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
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//ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
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ReadField<ErrorPolicy_Igno>(dest.bweight, "bweight", db);
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@@ -873,8 +873,12 @@ void FBXConverter::SetupNodeMetadata(const Model &model, aiNode &nd) {
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data->Set(index++, prop.first, interpretedBool->Value());
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} else if (const TypedProperty<int> *interpretedInt = prop.second->As<TypedProperty<int>>()) {
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data->Set(index++, prop.first, interpretedInt->Value());
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} else if (const TypedProperty<uint32_t> *interpretedUInt = prop.second->As<TypedProperty<uint32_t>>()) {
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data->Set(index++, prop.first, interpretedUInt->Value());
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} else if (const TypedProperty<uint64_t> *interpretedUint64 = prop.second->As<TypedProperty<uint64_t>>()) {
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data->Set(index++, prop.first, interpretedUint64->Value());
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} else if (const TypedProperty<int64_t> *interpretedint64 = prop.second->As<TypedProperty<int64_t>>()) {
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data->Set(index++, prop.first, interpretedint64->Value());
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} else if (const TypedProperty<float> *interpretedFloat = prop.second->As<TypedProperty<float>>()) {
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data->Set(index++, prop.first, interpretedFloat->Value());
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} else if (const TypedProperty<std::string> *interpretedString = prop.second->As<TypedProperty<std::string>>()) {
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@@ -470,14 +470,16 @@ void HL1MDLLoader::read_bones() {
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temp_bones_.resize(header_->numbones);
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// Create the main 'bones' node that will contain all MDL root bones.
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aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
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rootnode_children_.push_back(bones_node);
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bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
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bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
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// Store roots bones IDs temporarily.
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std::vector<int> roots;
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// Create bone matrices in local space.
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for (int i = 0; i < header_->numbones; ++i) {
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aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
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aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]);
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aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
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temp_bones_[i].absolute_transform = bone_node->mTransformation =
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@@ -485,9 +487,11 @@ void HL1MDLLoader::read_bones() {
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aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
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if (pbone[i].parent == -1) {
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bone_node->mParent = scene_->mRootNode;
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bone_node->mParent = bones_node;
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roots.push_back(i); // This bone has no parent. Add it to the roots list.
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} else {
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bone_node->mParent = bones_node->mChildren[pbone[i].parent];
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bone_node->mParent = temp_bones_[pbone[i].parent].node;
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temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list.
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temp_bones_[i].absolute_transform =
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temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
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@@ -496,6 +500,36 @@ void HL1MDLLoader::read_bones() {
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temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
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temp_bones_[i].offset_matrix.Inverse();
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}
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// Allocate memory for each MDL root bone.
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bones_node->mNumChildren = static_cast<unsigned int>(roots.size());
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bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
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// Build all bones children hierarchy starting from each MDL root bone.
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for (size_t i = 0; i < roots.size(); ++i)
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{
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const TempBone &root_bone = temp_bones_[roots[i]];
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bones_node->mChildren[i] = root_bone.node;
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build_bone_children_hierarchy(root_bone);
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}
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}
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void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone)
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{
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if (bone.children.empty())
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return;
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aiNode* bone_node = bone.node;
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bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size());
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bone_node->mChildren = new aiNode *[bone_node->mNumChildren];
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// Build each child bone's hierarchy recursively.
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for (size_t i = 0; i < bone.children.size(); ++i)
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{
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const TempBone &child_bone = temp_bones_[bone.children[i]];
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bone_node->mChildren[i] = child_bone.node;
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build_bone_children_hierarchy(child_bone);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@@ -143,6 +143,14 @@ private:
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*/
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static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
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/**
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* \brief Build a bone's node children hierarchy.
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*
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* \param[in] bone The bone for which we must build all children hierarchy.
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*/
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struct TempBone;
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void build_bone_children_hierarchy(const TempBone& bone);
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/** Output scene to be filled */
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aiScene *scene_;
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@@ -198,11 +206,13 @@ private:
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TempBone() :
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node(nullptr),
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absolute_transform(),
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offset_matrix() {}
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offset_matrix(),
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children() {}
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aiNode *node;
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aiMatrix4x4 absolute_transform;
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aiMatrix4x4 offset_matrix;
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std::vector<int> children; // Bone children
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};
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std::vector<TempBone> temp_bones_;
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@@ -490,7 +490,7 @@ bool OgreXmlSerializer::ImportSkeleton(Assimp::IOSystem *pIOHandler, MeshXml *me
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OgreXmlSerializer serializer(xmlParser.get());
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XmlNode root = xmlParser->getRootNode();
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if (std::string(root.name()) != nnSkeleton) {
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printf("\nSkeleton is not a valid root: %s\n", root.name());
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ASSIMP_LOG_VERBOSE_DEBUG("nSkeleton is not a valid root: ", root.name(), ".");
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for (auto &a : root.children()) {
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if (std::string(a.name()) == nnSkeleton) {
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root = a;
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