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Assimp FBX Import support
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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@@ -212,7 +212,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// project tangent and bitangent into the plane formed by the vertex' normal
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aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
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aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
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localTangent.Normalize(); localBitangent.Normalize();
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localTangent.NormalizeSafe(); localBitangent.NormalizeSafe();
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// reconstruct tangent/bitangent according to normal and bitangent/tangent when it's infinite or NaN.
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bool invalid_tangent = is_special_float(localTangent.x) || is_special_float(localTangent.y) || is_special_float(localTangent.z);
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@@ -220,10 +220,10 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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if (invalid_tangent != invalid_bitangent) {
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if (invalid_tangent) {
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localTangent = meshNorm[p] ^ localBitangent;
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localTangent.Normalize();
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localTangent.NormalizeSafe();
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} else {
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localBitangent = localTangent ^ meshNorm[p];
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localBitangent.Normalize();
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localBitangent.NormalizeSafe();
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}
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}
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