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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>
This commit is contained in:
Gordon MacPherson
2019-08-30 02:21:40 +01:00
parent a5e0aa32d9
commit ad214c0356
22 changed files with 3267 additions and 1504 deletions

View File

@@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
#include "ScaleProcess.h"
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/BaseImporter.h>
namespace Assimp {
ScaleProcess::ScaleProcess()
: BaseProcess()
, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
// empty
}
ScaleProcess::~ScaleProcess() {
@@ -71,10 +69,26 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const {
}
void ScaleProcess::SetupProperties( const Importer* pImp ) {
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 );
// User scaling
mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
// File scaling * Application Scaling
float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
// apply scale to the scale
// helps prevent bugs with backward compatibility for anyone using normal scaling.
mScale *= importerScale;
}
void ScaleProcess::Execute( aiScene* pScene ) {
if(mScale == 1.0f) {
return; // nothing to scale
}
ai_assert( mScale != 0 );
ai_assert( nullptr != pScene );
ai_assert( nullptr != pScene->mRootNode );
if ( nullptr == pScene ) {
return;
}
@@ -82,22 +96,113 @@ void ScaleProcess::Execute( aiScene* pScene ) {
if ( nullptr == pScene->mRootNode ) {
return;
}
// Process animations and update position transform to new unit system
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
{
aiAnimation* animation = pScene->mAnimations[animationID];
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
{
aiNodeAnim* anim = animation->mChannels[animationChannel];
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
{
aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
vectorKey.mValue *= mScale;
}
}
}
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
{
aiMesh *mesh = pScene->mMeshes[meshID];
// Reconstruct mesh vertexes to the new unit system
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = mesh->mVertices[vertexID];
vertex *= mScale;
}
// bone placement / scaling
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
{
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// like when you want the modeller to see 1:1 compatibility.
aiBone* bone = mesh->mBones[boneID];
aiVector3D pos, scale;
aiQuaternion rotation;
bone->mOffsetMatrix.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
bone->mOffsetMatrix = translation * RotMatrix * scaling;
}
// animation mesh processing
// convert by position rather than scale.
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
{
aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = animMesh->mVertices[vertexID];
vertex *= mScale;
}
}
}
traverseNodes( pScene->mRootNode );
}
void ScaleProcess::traverseNodes( aiNode *node ) {
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
applyScaling( node );
for( size_t i = 0; i < node->mNumChildren; i++)
{
// recurse into the tree until we are done!
traverseNodes( node->mChildren[i], nested_node_id+1 );
}
}
void ScaleProcess::applyScaling( aiNode *currentNode ) {
if ( nullptr != currentNode ) {
currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale;
currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale;
currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale;
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// like when you want the modeller to
// see 1:1 compatibility.
aiVector3D pos, scale;
aiQuaternion rotation;
currentNode->mTransformation.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
// note: we do not use mScale here, this is on purpose.
aiMatrix4x4::Scaling( scale, scaling );
aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
currentNode->mTransformation = translation * RotMatrix * scaling;
}
}
} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS