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Assimp: Support skeletons with unconnected bones
We needed to detect islands of bones and create anims and parts for them.
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ad238ad995
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1df9be6fc0
@ -421,8 +421,7 @@ load_material(size_t index) {
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// Description: Creates a CharacterJoint from an aiNode
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node)
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{
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create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node) {
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const aiMatrix4x4 &t = node.mTransformation;
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LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
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t.a2, t.b2, t.c2, t.d2,
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@ -430,6 +429,9 @@ create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *pare
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t.a4, t.b4, t.c4, t.d4);
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PT(CharacterJoint) joint = new CharacterJoint(character, bundle, parent, node.mName.C_Str(), mat);
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assimp_cat.debug()
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<< "Creating joint for: " << node.mName.C_Str() << "\n";
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for (size_t i = 0; i < node.mNumChildren; ++i) {
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if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
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create_joint(character, bundle, joint, *node.mChildren[i]);
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@ -443,8 +445,7 @@ create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *pare
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// Description: Creates a AnimChannelMatrixXfmTable from an aiNodeAnim
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *parent, const aiNode &node)
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{
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create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *parent, const aiNode &node) {
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PT(AnimChannelMatrixXfmTable) group = new AnimChannelMatrixXfmTable(parent, node.mName.C_Str());
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// See if there is a channel for this node
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@ -514,7 +515,7 @@ create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *pare
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for (size_t i = 0; i < node.mNumChildren; ++i) {
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if (_bonemap.find(node.mChildren[i]->mName.C_Str()) != _bonemap.end()) {
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create_anim_channel(anim, bundle, group, *node.mChildren[i]);
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create_anim_channel(anim, bundle, group, *node.mChildren[i]);
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}
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}
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}
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@ -541,17 +542,27 @@ load_mesh(size_t index) {
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_bonemap[bone.mName.C_Str()] = node;
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}
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// Find the root bone node
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const aiNode *root = _bonemap[mesh.mBones[0]->mName.C_Str()];
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while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
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root = root->mParent;
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}
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// Now create a character from the bones
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character = new Character(mesh.mName.C_Str());
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PT(CharacterJointBundle) bundle = character->get_bundle(0);
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PT(PartGroup) skeleton = new PartGroup(bundle, "<skeleton>");
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create_joint(character, bundle, skeleton, *root);
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for (size_t i = 0; i < mesh.mNumBones; ++i) {
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const aiBone &bone = *mesh.mBones[i];
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// Find the root bone node
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const aiNode *root = _bonemap[bone.mName.C_Str()];
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while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
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root = root->mParent;
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}
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// Don't process this root if we already have a joint for it
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if (character->find_joint(root->mName.C_Str())) {
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continue;
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}
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create_joint(character, bundle, skeleton, *root);
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}
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}
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// Create transform blend table
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@ -561,7 +572,11 @@ load_mesh(size_t index) {
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for (size_t i = 0; i < mesh.mNumBones; ++i) {
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const aiBone &bone = *mesh.mBones[i];
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CharacterJoint *joint = character->find_joint(bone.mName.C_Str());
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nassertd(joint != NULL) continue;
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if (joint == NULL) {
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assimp_cat.debug()
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<< "Could not find joint for bone: " << bone.mName.C_Str() << "\n";
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continue;
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}
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CPT(JointVertexTransform) jvt = new JointVertexTransform(joint);
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@ -615,11 +630,6 @@ load_mesh(size_t index) {
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if (convert_anim) {
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assimp_cat.debug()
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<< "Found animation (" << ai_anim.mName.C_Str() << ") for character (" << mesh.mName.C_Str() << ")\n";
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// Find the root bone node
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const aiNode *root = _bonemap[mesh.mBones[0]->mName.C_Str()];
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while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
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root = root->mParent;
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}
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// Now create the animation
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unsigned int frames = 0;
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@ -642,11 +652,25 @@ load_mesh(size_t index) {
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PT(AnimBundle) bundle = new AnimBundle(mesh.mName.C_Str(), fps, frames);
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PT(AnimGroup) skeleton = new AnimGroup(bundle, "<skeleton>");
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create_anim_channel(ai_anim, bundle, skeleton, *root);
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// Attach the animation to the character node
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PT(AnimBundleNode) bundle_node = new AnimBundleNode("anim", bundle);
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character->add_child(bundle_node);
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for (size_t i = 0; i < mesh.mNumBones; ++i) {
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const aiBone &bone = *mesh.mBones[i];
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// Find the root bone node
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const aiNode *root = _bonemap[bone.mName.C_Str()];
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while (root->mParent && _bonemap.find(root->mParent->mName.C_Str()) != _bonemap.end()) {
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root = root->mParent;
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}
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// Only convert root nodes
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if (root->mName == bone.mName) {
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create_anim_channel(ai_anim, bundle, skeleton, *root);
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// Attach the animation to the character node
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PT(AnimBundleNode) bundle_node = new AnimBundleNode(bone.mName.C_Str(), bundle);
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character->add_child(bundle_node);
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}
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}
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}
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}
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