Commit Graph

73 Commits

Author SHA1 Message Date
Jared Duke
20506ead3c Update code/FBXConverter.cpp
Fixing VC10 build.
2013-01-24 19:44:08 -08:00
Alexander Gessler
c1cd88e9de - fbx: take shortest quaternion path when interpolating. 2012-08-26 20:10:01 +02:00
Alexander Gessler
5bc573edb8 - fbx: pre-filter animated property we don't support as early as possible. 2012-08-26 18:40:04 +02:00
Alexander Gessler
9ea7fc2856 - fbx: don't die if a file contains no GlobalSettings. 2012-08-26 17:45:09 +02:00
Alexander Gessler
cdb7caffbd - fbx: add special output node name tag to mark fbx null nodes. 2012-08-25 22:24:08 +02:00
Alexander Gessler
c9facf16fa - fbx: support reading of scenes containing no geometry. 2012-08-25 18:17:11 +02:00
Alexander Gessler
375c4b4242 - fbx: read framerate and output it in aiAnimation::mTicksPerSecond. 2012-08-25 17:31:15 +02:00
Alexander Gessler
5ea9de5d3e - fbx: return time in seconds. 2012-08-25 16:13:19 +02:00
Alexander Gessler
3f2a796b9d - fbx: fix time scaling in my previous patch. 2012-08-20 19:23:54 +02:00
Alexander Gessler
99aab0d9a7 - fbx: also handle cases where some of the SRT channels are empty/constant. 2012-08-20 19:15:59 +02:00
Alexander Gessler
6bbbbfde4c - fbx: collapse animation nodes whenever possible to avoid overly busted output scenes. 2012-08-20 18:33:54 +02:00
Alexander Gessler
3e86e1b857 - fbx: add import settings to public assimp config interface. 2012-08-11 16:41:44 +02:00
Alexander Gessler
1cd04a2671 - fbx: formatting. 2012-08-11 02:24:59 +02:00
Alexander Gessler
826b97a4fa - fbx: handle arbitrary rotation orders (all combinations of euler angles etc). 2012-08-11 02:17:22 +02:00
Alexander Gessler
1a5bf26e91 - fbx: light & camera conversion was missing in assimp, somehow. 2012-08-11 01:51:04 +02:00
Alexander Gessler
8d5b78c035 - fbx: 32 bit build fixes. 2012-08-10 23:26:49 +02:00
Alexander Gessler
c126cfa1ff - fbx: rework material reading to support negative indices (these will be assigned a default material).
- fbx: fix uninitialized variable.
2012-08-10 22:33:57 +02:00
Alexander Gessler
5250240ed6 - fbx: format fixes. 2012-08-09 02:10:13 +02:00
Alexander Gessler
3899fc5257 - fbx: bone bind matrix now includes mesh world transformation. 2012-07-27 22:36:40 +02:00
Alexander Gessler
d5d6df36e3 - fbx: fix rotation order and a whole bunch of related problems. 2012-07-27 21:09:45 +02:00
Alexander Gessler
4c58328c98 - fbx: switch to always generating a full transformation chain (temporary solution to get the transformation order right for now!). 2012-07-27 19:41:14 +02:00
Alexander Gessler
6efe9517f0 - fbx: forgot child links in transformation chains. 2012-07-27 19:29:57 +02:00
Alexander Gessler
4aac334358 - fbx: bugfix node chain generation, was omitting some nodes. 2012-07-27 19:20:05 +02:00
Alexander Gessler
54be52ea28 - fbx: add option to detect dummy animation tracks and to remove them. Actually, this is mostly a debugging aid (and it cuts down memory usage). 2012-07-27 18:45:02 +02:00
Alexander Gessler
0d2cb96092 - fbx: re-enable FixNodeName(), forgot that a commit ago. 2012-07-27 17:58:34 +02:00
Alexander Gessler
44259f0c23 - fbx: fix small typo with big effect. 2012-07-27 17:57:19 +02:00
Alexander Gessler
bead86a830 - fbx: take care not to drop transformation chain nodes that have node animations assigned, even if they specify identity transform in bind pose. 2012-07-27 16:18:47 +02:00
Alexander Gessler
80e7e18e28 - fbx: refactor animation code. 2012-07-27 15:53:17 +02:00
Alexander Gessler
ffd084a7a7 - fbx: generate inverse nodeanim channels for pivots. 2012-07-27 15:42:06 +02:00
Alexander Gessler
3c37c8e7da - fbx: generate node anims for complex transformation chains with pivots and offsets. 2012-07-27 15:31:02 +02:00
Alexander Gessler
94e1e78c55 - fbx: work on converting animations for complex transformation chains (i.e. chains that contain pivots and offsets). (WIP) 2012-07-27 04:55:56 +02:00
Alexander Gessler
7f082e0aae - fbx: revamp transformation code to support rotation/scaling pivots and offsets. The information is encoded in additional nodes in the scene hierarchy, which are tagged with a special naming scheme to make them easy for users to identify and map to their systems. 2012-07-27 03:00:16 +02:00
Alexander Gessler
23c62f07f7 - fbx: fix memleak in exception cases. 2012-07-27 01:49:02 +02:00
Alexander Gessler
916947327f - fbx: fix weight conversion for multi-mesh geometry. 2012-07-27 00:50:58 +02:00
Alexander Gessler
f230ac2f60 - fbx: further work and bugfixes on deformer conversion. 2012-07-26 23:45:07 +02:00
Alexander Gessler
3e3eb6fb7c - fbx: permit empty deformers. 2012-07-26 22:57:52 +02:00
Alexander Gessler
666f2776d7 - fbx: convert fbx deformers to assimp bones. 2012-07-26 22:53:31 +02:00
Alexander Gessler
8d1db6229c - fbx: drop empty animation stacks to pass assimp validation. 2012-07-26 04:13:16 +02:00
Alexander Gessler
44606a1e53 - fbx: fix 64 bit compile warning. 2012-07-26 04:04:29 +02:00
Alexander Gessler
c882ef841f - fbx: fix boost compile error. 2012-07-26 04:03:55 +02:00
Alexander Gessler
d5c05c7d84 - fbx: NodeAttribute can now be target for AnimCurveNode.
- fbx: rename Camera -> CameraSwitcher.
2012-07-26 03:58:42 +02:00
Alexander Gessler
38be981151 - set aiNodeAnim.mNodeName 2012-07-26 03:11:14 +02:00
Alexander Gessler
8747614e89 - fbx: ensure node names are converted consistently and with no ambiguity. 2012-07-22 02:12:38 +02:00
Alexander Gessler
29057096fd - add extra check whether the keyframes are well-ordered. 2012-07-22 01:23:23 +02:00
Alexander Gessler
5ff8c90a35 - fbx: set animation duration. 2012-07-21 23:48:52 +02:00
Alexander Gessler
fd828a1b44 - fbx: always set all tracks in aiNodeAnim to pass validation. 2012-07-21 22:29:42 +02:00
Alexander Gessler
e4305149be - fbx: bugfix animation interpolation code, fix various quirks. 2012-07-21 21:28:02 +02:00
Alexander Gessler
09aaaba7b8 - fbx: improved DOM object construction and dependency resolution. 2012-07-21 20:02:00 +02:00
Alexander Gessler
ae3007b42b - fbx: better size estimate for keyframe buffer. 2012-07-21 16:19:46 +02:00
Alexander Gessler
382f4619ad - fbx: animation conversion from fbx's representation to assimp's. This involves evaluating animation layers etc. 2012-07-21 04:15:10 +02:00