Skeleton scan

--HG--
branch : feature-export-assimp
hg/feature/material-editor
kaetemi 9 years ago
parent fec41ebda9
commit 33dd77d516

@ -64,7 +64,7 @@ struct CMeshUtilsContext
const aiScene *AssimpScene;
CSceneMeta SceneMeta;
TNodeContextMap Nodes;
TNodeContextMap Nodes; // Impl note: Should never end up containing the scene root node.
// std::map<const aiMesh *, NLMISC::CSString> MeshNames; // Maps meshes to a node name ********************* todo ***************
};
@ -139,15 +139,23 @@ void flagAssimpBones(CMeshUtilsContext &context)
}
}
}
// Find out which nodes are bones by checking the animation info
// TODO
}
void flagRecursiveBones(CMeshUtilsContext &context, CNodeContext &nodeContext)
void flagRecursiveBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
{
nodeContext.IsBone = true;
const aiNode *node = nodeContext.AssimpNode;
nlassert(node);
for (unsigned int i = 0; i < node->mNumChildren; ++i)
flagRecursiveBones(context, context.Nodes[node->mName.C_Str()]);
{
CNodeContext &ctx = context.Nodes[node->mName.C_Str()];
if (autoStop && ctx.IsBone)
continue;
flagRecursiveBones(context, ctx);
}
}
void flagMetaBones(CMeshUtilsContext &context)
@ -168,11 +176,24 @@ void flagLocalParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext)
const aiNode *node = nodeContext.AssimpNode;
}
void flagAllParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext)
void flagAllParentBones(CMeshUtilsContext &context, CNodeContext &nodeContext, bool autoStop = false)
{
const aiNode *parent = nodeContext.AssimpNode;
while (parent = parent->mParent) if (parent->mName.length)
context.Nodes[parent->mName.C_Str()].IsBone = true;
while (parent = parent->mParent) if (parent->mName.length && parent != context.AssimpScene->mRootNode)
{
CNodeContext &ctx = context.Nodes[parent->mName.C_Str()];
if (autoStop && ctx.IsBone)
break;
ctx.IsBone = true;
}
}
bool hasIndirectParentBone(CMeshUtilsContext &context, CNodeContext &nodeContext)
{
const aiNode *parent = nodeContext.AssimpNode;
while (parent = parent->mParent) if (parent->mName.length && parent != context.AssimpScene->mRootNode)
if (context.Nodes[parent->mName.C_Str()].IsBone) return true;
return false;
}
void flagExpandedBones(CMeshUtilsContext &context)
@ -183,10 +204,8 @@ void flagExpandedBones(CMeshUtilsContext &context)
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
{
}
if (nodeContext.IsBone && hasIndirectParentBone(context, nodeContext))
flagAllParentBones(context, nodeContext, true);
}
break;
case TSkelRoot:
@ -194,9 +213,7 @@ void flagExpandedBones(CMeshUtilsContext &context)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
{
}
flagAllParentBones(context, nodeContext, true);
}
break;
case TSkelFull:
@ -204,9 +221,13 @@ void flagExpandedBones(CMeshUtilsContext &context)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
{
}
flagAllParentBones(context, nodeContext, true);
}
for (TNodeContextMap::iterator it(context.Nodes.begin()), end(context.Nodes.end()); it != end; ++it)
{
CNodeContext &nodeContext = it->second;
if (nodeContext.IsBone)
flagRecursiveBones(context, nodeContext, true);
}
break;
}
@ -248,9 +269,19 @@ int exportScene(const CMeshUtilsSettings &settings)
context.ToolLogger.writeDepend(NLMISC::BUILD, "*", context.SceneMeta.metaFilePath().c_str()); // Meta input file
validateAssimpNodeNames(context, context.AssimpScene->mRootNode);
// -- SKEL FLAG --
flagAssimpBones(context);
flagMetaBones(context);
flagExpandedBones(context);
// TODO
// [
// Only necessary in TSkelLocal
// For each shape test if all the bones have the same root bones for their skeleton
// 1) Iterate each until a different is found
// 2) When a different root is found, connect the two to the nearest common bone
// ]
// -- SKEL FLAG --
importNode(context, scene->mRootNode);

@ -46,7 +46,7 @@ void CNodeMeta::serial(NLMISC::IStream &s)
CSceneMeta::CSceneMeta() :
DefaultInstanceGroup(false),
SkeletonMode(TSkelLocal)
SkeletonMode(TSkelRoot)
{
}

@ -57,7 +57,7 @@ struct CNodeMeta
enum TSkel
{
TSkelLocal = 0, // Export smallest skeleton possible from connected bones
TSkelRoot = 1, // Export skeleton from direct child node in the scene root node
TSkelRoot = 1, // Export skeleton from a direct child node in the scene root node
TSkelFull = 2, // Include all connected child nodes in the skeleton
};

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