1 | // Copyright (C) 2014 ChaosForge Ltd
|
---|
2 | // http://chaosforge.org/
|
---|
3 | //
|
---|
4 | // This file is part of NV Libraries.
|
---|
5 | // For conditions of distribution and use, see copyright notice in nv.hh
|
---|
6 |
|
---|
7 | #include "nv/formats/assimp_loader.hh"
|
---|
8 | #include <unordered_map>
|
---|
9 | #include <glm/gtx/transform.hpp>
|
---|
10 | #include "nv/io/std_stream.hh"
|
---|
11 | #include "nv/lib/assimp.hh"
|
---|
12 |
|
---|
13 | using namespace nv;
|
---|
14 |
|
---|
15 |
|
---|
16 | nv::assimp_loader::assimp_loader( const string& a_ext, const mat4& a_rotate_transform, float a_scale, uint32 a_assimp_flags /*= 0 */ ) : m_ext( a_ext ), m_rotate_transform( a_rotate_transform ), m_scale( a_scale ), m_assimp_flags( a_assimp_flags ), m_mesh_count(0), m_scene( nullptr )
|
---|
17 | {
|
---|
18 | if ( m_assimp_flags == 0 )
|
---|
19 | {
|
---|
20 | m_assimp_flags = (
|
---|
21 | aiProcess_CalcTangentSpace |
|
---|
22 | aiProcess_GenSmoothNormals |
|
---|
23 | aiProcess_JoinIdenticalVertices |
|
---|
24 | aiProcess_ImproveCacheLocality |
|
---|
25 | aiProcess_LimitBoneWeights |
|
---|
26 | aiProcess_RemoveRedundantMaterials |
|
---|
27 | aiProcess_SplitLargeMeshes |
|
---|
28 | aiProcess_Triangulate |
|
---|
29 | aiProcess_GenUVCoords |
|
---|
30 | aiProcess_SortByPType |
|
---|
31 | aiProcess_FindDegenerates |
|
---|
32 | aiProcess_FindInvalidData |
|
---|
33 | 0 );
|
---|
34 | }
|
---|
35 | }
|
---|
36 |
|
---|
37 |
|
---|
38 | bool nv::assimp_loader::load( stream& source )
|
---|
39 | {
|
---|
40 | if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene );
|
---|
41 | m_scene = nullptr;
|
---|
42 | m_mesh_count = 0;
|
---|
43 | load_assimp_library();
|
---|
44 | NV_LOG( nv::LOG_NOTICE, "AssImp loading file..." );
|
---|
45 | int size = (int)source.size();
|
---|
46 | char* data = new char[ size ];
|
---|
47 | source.read( data, size, 1 );
|
---|
48 | const aiScene* scene = aiImportFileFromMemory( data, size, m_assimp_flags, m_ext.c_str() );
|
---|
49 |
|
---|
50 | if( !scene)
|
---|
51 | {
|
---|
52 | NV_LOG( nv::LOG_ERROR, aiGetErrorString() );
|
---|
53 | return false;
|
---|
54 | }
|
---|
55 | m_scene = scene;
|
---|
56 | m_mesh_count = scene->mNumMeshes;
|
---|
57 | NV_LOG( nv::LOG_NOTICE, "Loading successfull" );
|
---|
58 | return true;
|
---|
59 | }
|
---|
60 |
|
---|
61 | mesh_data* nv::assimp_loader::release_mesh_data( size_t index /*= 0 */ )
|
---|
62 | {
|
---|
63 | if ( index >= m_mesh_count ) return nullptr;
|
---|
64 | mesh_data* result = new mesh_data();
|
---|
65 | const aiScene* scene = (const aiScene*)m_scene;
|
---|
66 | const aiMesh* mesh = scene->mMeshes[ index ];
|
---|
67 |
|
---|
68 | mat3 scaled_rotatation = glm::mat3( glm::scale( m_scale, m_scale, m_scale ) * m_rotate_transform );
|
---|
69 | vec3 vertex_offset = glm::vec3();
|
---|
70 | mat3 vertex_transform = glm::mat3( glm::transpose( scaled_rotatation ) );
|
---|
71 | mat3 normal_transform = glm::mat3( glm::transpose( glm::inverse( scaled_rotatation ) ) );
|
---|
72 | mat4 bone_transform = glm::scale( 1.0f/m_scale, 1.0f/m_scale, 1.0f/m_scale ) * m_rotate_transform;
|
---|
73 |
|
---|
74 | bool skinned = mesh->mNumBones > 0;
|
---|
75 | mesh_raw_channel* channel = nullptr;
|
---|
76 | if ( skinned )
|
---|
77 | channel = mesh_raw_channel::create< assimp_skinned_vtx >( mesh->mNumVertices );
|
---|
78 | else
|
---|
79 | channel = mesh_raw_channel::create< assimp_plain_vtx >( mesh->mNumVertices );
|
---|
80 |
|
---|
81 | result->add_channel( channel );
|
---|
82 | for (unsigned int i=0; i<mesh->mNumVertices; i++)
|
---|
83 | {
|
---|
84 | vec3 v = vertex_transform * assimp_vec3_cast( mesh->mVertices[ i ] ) + vertex_offset;
|
---|
85 | vec3 n = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mNormals[ i ] ) );
|
---|
86 | vec3 t = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mTangents[ i ] ) );
|
---|
87 | vec3 b = glm::normalize( normal_transform * assimp_vec3_cast( mesh->mBitangents[ i ] ) );
|
---|
88 | vec2 s = assimp_st_cast( mesh->mTextureCoords[ 0 ][ i ] );
|
---|
89 |
|
---|
90 | glm::vec3 t_i = glm::normalize (t - n * glm::dot (n, t));
|
---|
91 | float det = (glm::dot (glm::cross (n, t), b));
|
---|
92 | det = (det < 0.0f ? -1.0f : 1.0f );
|
---|
93 | nv::vec4 vt ( t_i[0], t_i[1], t_i[2], det );
|
---|
94 | if ( skinned )
|
---|
95 | ((assimp_skinned_vtx*)channel->data)[i] = assimp_skinned_vtx( v, s, n, vt );
|
---|
96 | else
|
---|
97 | ((assimp_plain_vtx*)channel->data)[i] = assimp_plain_vtx( v, s, n, vt );
|
---|
98 | }
|
---|
99 |
|
---|
100 | if ( skinned )
|
---|
101 | {
|
---|
102 | assimp_skinned_vtx* vtx = (assimp_skinned_vtx*)channel->data;
|
---|
103 | for (unsigned int m=0; m<mesh->mNumBones; m++)
|
---|
104 | {
|
---|
105 | aiBone* bone = mesh->mBones[m];
|
---|
106 | nv::mat4 offset = nv::assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform;
|
---|
107 | for (unsigned int w=0; w<bone->mNumWeights; w++)
|
---|
108 | {
|
---|
109 | assimp_skinned_vtx& v = vtx[ bone->mWeights[w].mVertexId ];
|
---|
110 | bool found = false;
|
---|
111 | for (nv::uint32 i = 0 ; i < 4; ++i)
|
---|
112 | {
|
---|
113 | if ( v.boneweight[i] <= 0.0f )
|
---|
114 | {
|
---|
115 | v.boneindex[i] = m;
|
---|
116 | v.boneweight[i] = bone->mWeights[w].mWeight;
|
---|
117 | found = true;
|
---|
118 | break;
|
---|
119 | }
|
---|
120 | }
|
---|
121 | NV_ASSERT( found, "Too many weights!" );
|
---|
122 | }
|
---|
123 | }
|
---|
124 | }
|
---|
125 |
|
---|
126 | mesh_raw_index_channel* ichannel = mesh_raw_index_channel::create( USHORT, mesh->mNumFaces * 3 );
|
---|
127 | result->set_index_channel( ichannel );
|
---|
128 | uint16* indices = (uint16*)ichannel->data;
|
---|
129 | for (unsigned int i=0; i<mesh->mNumFaces; i++)
|
---|
130 | {
|
---|
131 | const aiFace* face = &mesh->mFaces[i];
|
---|
132 | for (unsigned int j=0; j<face->mNumIndices; j++)
|
---|
133 | {
|
---|
134 | indices[ i*3 + j ] = (uint16)face->mIndices[j];
|
---|
135 | }
|
---|
136 | }
|
---|
137 |
|
---|
138 | return result;
|
---|
139 | }
|
---|
140 |
|
---|
141 | nv::assimp_loader::~assimp_loader()
|
---|
142 | {
|
---|
143 | if ( m_scene != nullptr ) aiReleaseImport( (const aiScene*)m_scene );
|
---|
144 | }
|
---|
145 |
|
---|
146 | bool nv::assimp_loader::load_bones( size_t index, std::vector< assimp_bone >& bones )
|
---|
147 | {
|
---|
148 | if ( m_scene == nullptr ) return false;
|
---|
149 | const aiScene* scene = (const aiScene*)m_scene;
|
---|
150 | const aiMesh* mesh = scene->mMeshes[ index ];
|
---|
151 | if ( mesh->mNumBones == 0 ) return false;
|
---|
152 |
|
---|
153 | mat4 bone_transform = glm::scale( 1.0f/m_scale, 1.0f/m_scale, 1.0f/m_scale ) * m_rotate_transform;
|
---|
154 |
|
---|
155 | for (unsigned int m=0; m<mesh->mNumBones; m++)
|
---|
156 | {
|
---|
157 | aiBone* bone = mesh->mBones[m];
|
---|
158 | mat4 offset = assimp_mat4_cast( bone->mOffsetMatrix ) * bone_transform;
|
---|
159 | bones.emplace_back( bone->mName.data, offset );
|
---|
160 | }
|
---|
161 | return true;
|
---|
162 | }
|
---|
163 |
|
---|
164 | void nv::assimp_loader::scene_report() const
|
---|
165 | {
|
---|
166 | const aiScene* scene = (const aiScene*)m_scene;
|
---|
167 | if ( scene == nullptr ) return;
|
---|
168 |
|
---|
169 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
|
---|
170 | NV_LOG( nv::LOG_NOTICE, "Texture count - " << scene->mNumTextures );
|
---|
171 | NV_LOG( nv::LOG_NOTICE, "Animation count - " << scene->mNumAnimations );
|
---|
172 | NV_LOG( nv::LOG_NOTICE, "Material count - " << scene->mNumMaterials );
|
---|
173 | NV_LOG( nv::LOG_NOTICE, "Meshes count - " << scene->mNumMeshes );
|
---|
174 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
|
---|
175 |
|
---|
176 | aiNode* root = scene->mRootNode;
|
---|
177 | if (root)
|
---|
178 | {
|
---|
179 | NV_LOG( nv::LOG_NOTICE, "Root node - " << root->mName.data );
|
---|
180 | NV_LOG( nv::LOG_NOTICE, " meshes - " << root->mNumMeshes );
|
---|
181 | NV_LOG( nv::LOG_NOTICE, " children - " << root->mNumChildren );
|
---|
182 | }
|
---|
183 | else
|
---|
184 | {
|
---|
185 | NV_LOG( nv::LOG_NOTICE, "No root node!" );
|
---|
186 | }
|
---|
187 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
|
---|
188 |
|
---|
189 | if ( scene->mNumMeshes > 0 )
|
---|
190 | {
|
---|
191 | for ( nv::uint32 mc = 0; mc < scene->mNumMeshes; mc++ )
|
---|
192 | {
|
---|
193 | aiMesh* mesh = scene->mMeshes[mc];
|
---|
194 |
|
---|
195 | NV_LOG( nv::LOG_NOTICE, "Mesh #"<<mc<<" - " << mesh->mName.data );
|
---|
196 | NV_LOG( nv::LOG_NOTICE, " bones - " << mesh->mNumBones );
|
---|
197 | NV_LOG( nv::LOG_NOTICE, " uvs - " << mesh->mNumUVComponents[0] );
|
---|
198 | NV_LOG( nv::LOG_NOTICE, " verts - " << mesh->mNumVertices );
|
---|
199 | NV_LOG( nv::LOG_NOTICE, " faces - " << mesh->mNumFaces );
|
---|
200 |
|
---|
201 | // NV_LOG( nv::LOG_NOTICE, "Bones:" );
|
---|
202 | // for (unsigned int m=0; m<mesh->mNumBones; m++)
|
---|
203 | // {
|
---|
204 | // aiBone* bone = mesh->mBones[m];
|
---|
205 | // NV_LOG( nv::LOG_DEBUG, bone->mName.C_Str() );
|
---|
206 | // }
|
---|
207 | }
|
---|
208 | }
|
---|
209 | else
|
---|
210 | {
|
---|
211 | NV_LOG( nv::LOG_NOTICE, "No meshes!" );
|
---|
212 | }
|
---|
213 | NV_LOG( nv::LOG_NOTICE, "------------------------" );
|
---|
214 |
|
---|
215 |
|
---|
216 | // if ( scene->mNumMaterials > 0 )
|
---|
217 | // {
|
---|
218 | // for (unsigned int m=0; m < scene->mNumMaterials; m++)
|
---|
219 | // {
|
---|
220 | // int texIndex = 0;
|
---|
221 | // aiReturn texFound = aiReturn_SUCCESS;
|
---|
222 | // aiString path; // filename
|
---|
223 | // while (texFound == aiReturn_SUCCESS)
|
---|
224 | // {
|
---|
225 | // texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
|
---|
226 | // NV_LOG( nv::LOG_NOTICE, " material - " << path.data );
|
---|
227 | // texIndex++;
|
---|
228 | // }
|
---|
229 | // }
|
---|
230 | // }
|
---|
231 | // else
|
---|
232 | // {
|
---|
233 | // NV_LOG( nv::LOG_NOTICE, "No materials" );
|
---|
234 | // }
|
---|
235 | // NV_LOG( nv::LOG_NOTICE, "------------------------" );
|
---|
236 |
|
---|
237 | }
|
---|
238 |
|
---|
239 | assimp_model* nv::assimp_loader::release_merged_model()
|
---|
240 | {
|
---|
241 | if ( m_scene == nullptr || m_mesh_count == 0 ) return nullptr;
|
---|
242 | assimp_model* model = new assimp_model;
|
---|
243 |
|
---|
244 | for ( size_t m = 0; m < m_mesh_count; ++m )
|
---|
245 | {
|
---|
246 | model->meshes.push_back( release_mesh_data(m) );
|
---|
247 | }
|
---|
248 |
|
---|
249 | std::unordered_map< std::string, uint16 > names;
|
---|
250 | for ( unsigned int m = 0; m < model->meshes.size(); ++m )
|
---|
251 | {
|
---|
252 | nv::sint16 translate[64];
|
---|
253 | std::vector< assimp_bone > bones;
|
---|
254 | load_bones( m, bones );
|
---|
255 | for ( unsigned int b = 0; b < bones.size(); ++b )
|
---|
256 | {
|
---|
257 |
|
---|
258 | nv::assimp_bone& bone = bones[b];
|
---|
259 | auto iname = names.find( bone.name );
|
---|
260 | if ( iname == names.end() )
|
---|
261 | {
|
---|
262 | NV_ASSERT( model->bones.size() < 64, "Too many bones to merge!" );
|
---|
263 | nv::sint16 index = (nv::sint16)model->bones.size();
|
---|
264 | model->bones.push_back( bone );
|
---|
265 | names[ bone.name ] = index;
|
---|
266 | translate[b] = index;
|
---|
267 | }
|
---|
268 | else
|
---|
269 | {
|
---|
270 | translate[b] = (nv::sint16)iname->second;
|
---|
271 | }
|
---|
272 | }
|
---|
273 | if ( m > 0 )
|
---|
274 | {
|
---|
275 | mesh_data* mesh = model->meshes[m];
|
---|
276 | nv::mesh_raw_channel* channel = mesh->get_channel_data()[0];
|
---|
277 | nv::assimp_skinned_vtx* va = (nv::assimp_skinned_vtx*)channel->data;
|
---|
278 | for ( unsigned v = 0; v < channel->count; ++v )
|
---|
279 | {
|
---|
280 | nv::assimp_skinned_vtx& vertex = va[v];
|
---|
281 |
|
---|
282 | for (nv::uint32 i = 0 ; i < 4; ++i)
|
---|
283 | {
|
---|
284 | if ( vertex.boneweight[i] > 0.0f )
|
---|
285 | {
|
---|
286 | vertex.boneindex[i] = translate[vertex.boneindex[i]];
|
---|
287 | }
|
---|
288 | }
|
---|
289 | }
|
---|
290 | }
|
---|
291 | }
|
---|
292 | return model;
|
---|
293 | }
|
---|
294 |
|
---|
295 | assimp_animation* nv::assimp_loader::release_animation( size_t, bool pre_transform, const std::vector< assimp_bone >* bone_data )
|
---|
296 | {
|
---|
297 | if ( m_scene == nullptr ) return nullptr;
|
---|
298 | const aiScene* scene = (const aiScene*)m_scene;
|
---|
299 | if ( scene->mRootNode == nullptr || scene->mAnimations[0] == nullptr ) return nullptr;
|
---|
300 | assimp_animation* result = new assimp_animation;
|
---|
301 |
|
---|
302 | // need resize not to copy!
|
---|
303 | result->nodes.resize( count_nodes( scene->mRootNode ) );
|
---|
304 |
|
---|
305 | const aiNode* root = scene->mRootNode;
|
---|
306 | const aiAnimation* anim = scene->mAnimations[0]; // if implemented, change in load_node also
|
---|
307 |
|
---|
308 | result->fps = (float)anim->mTicksPerSecond;
|
---|
309 | result->duration = (float)anim->mDuration;
|
---|
310 | result->pretransformed = pre_transform;
|
---|
311 |
|
---|
312 | load_node( result, root, 0, -1 );
|
---|
313 | result->nodes[0].transform = glm::scale( m_scale, m_scale, m_scale ) * result->nodes[0].transform;
|
---|
314 |
|
---|
315 | if ( bone_data )
|
---|
316 | {
|
---|
317 | std::unordered_map< std::string, uint16 > names;
|
---|
318 | for ( uint16 bi = 0; bi < bone_data->size(); ++bi )
|
---|
319 | {
|
---|
320 | names[ (*bone_data)[bi].name ] = bi;
|
---|
321 | }
|
---|
322 |
|
---|
323 | for ( unsigned i = 0; i < result->nodes.size(); ++i )
|
---|
324 | {
|
---|
325 | assimp_animated_node_data& node = result->nodes[i];
|
---|
326 | node.bone_id = -1;
|
---|
327 | auto bi = names.find( node.name );
|
---|
328 | if ( bi != names.end() )
|
---|
329 | {
|
---|
330 | node.bone_id = bi->second;
|
---|
331 | }
|
---|
332 | if ( node.parent_id != -1 )
|
---|
333 | {
|
---|
334 | result->nodes[ node.parent_id ].children.push_back( &node );
|
---|
335 | }
|
---|
336 | }
|
---|
337 | }
|
---|
338 |
|
---|
339 | return result;
|
---|
340 | }
|
---|
341 |
|
---|
342 | nv::uint32 nv::assimp_loader::count_nodes( const void* node ) const
|
---|
343 | {
|
---|
344 | const aiNode* ainode = (const aiNode*)node;
|
---|
345 | nv::uint32 count = 1;
|
---|
346 | for ( unsigned i = 0; i < ainode->mNumChildren; ++i )
|
---|
347 | {
|
---|
348 | count += count_nodes( ainode->mChildren[i] );
|
---|
349 | }
|
---|
350 | return count;
|
---|
351 | }
|
---|
352 |
|
---|
353 | nv::uint32 nv::assimp_loader::load_node( assimp_animation* data, const void* vnode, sint32 this_id, sint32 parent_id )
|
---|
354 | {
|
---|
355 | const aiScene* scene = (const aiScene*)m_scene;
|
---|
356 | const aiNode* node = (const aiNode*)vnode;
|
---|
357 | string name( node->mName.data );
|
---|
358 | const aiAnimation* anim = scene->mAnimations[0];
|
---|
359 | const aiNodeAnim* anode = nullptr;
|
---|
360 |
|
---|
361 | for ( unsigned i = 0 ; i < anim->mNumChannels ; i++ )
|
---|
362 | {
|
---|
363 | anode = anim->mChannels[i];
|
---|
364 | if ( std::string( anode->mNodeName.data ) == name ) break;
|
---|
365 | anode = nullptr;
|
---|
366 | }
|
---|
367 |
|
---|
368 | assimp_animated_node_data& a_data = data->nodes[ this_id ];
|
---|
369 |
|
---|
370 | a_data.name = name;
|
---|
371 | a_data.parent_id = parent_id;
|
---|
372 | a_data.bone_id = -1;
|
---|
373 | a_data.transform = nv::assimp_mat4_cast( node->mTransformation );
|
---|
374 |
|
---|
375 | if (anode)
|
---|
376 | {
|
---|
377 | if ( data->pretransformed )
|
---|
378 | {
|
---|
379 | a_data.keys = create_transformed_keys( anode, parent_id >= 0 ? data->nodes[ parent_id ].keys : nullptr );
|
---|
380 | }
|
---|
381 | else
|
---|
382 | {
|
---|
383 | a_data.keys = create_direct_keys( anode );
|
---|
384 | }
|
---|
385 | }
|
---|
386 |
|
---|
387 | nv::uint32 next = this_id + 1;
|
---|
388 | for ( unsigned i = 0; i < node->mNumChildren; ++i )
|
---|
389 | {
|
---|
390 | next = load_node( data, node->mChildren[i], next, this_id );
|
---|
391 | }
|
---|
392 | return next;
|
---|
393 | }
|
---|
394 |
|
---|
395 | key_animation_data* nv::assimp_loader::create_transformed_keys( const void* vnode, const key_animation_data* parent_keys )
|
---|
396 | {
|
---|
397 | const aiNodeAnim* node = (const aiNodeAnim*)vnode;
|
---|
398 | size_t max_keys = glm::max( node->mNumPositionKeys, node->mNumRotationKeys );
|
---|
399 | nv::transform_vector* keys = new nv::transform_vector;
|
---|
400 | for ( unsigned n = 0; n < max_keys; ++n )
|
---|
401 | {
|
---|
402 | size_t pn = glm::min( node->mNumPositionKeys - 1, n );
|
---|
403 | size_t rn = glm::min( node->mNumRotationKeys - 1, n );
|
---|
404 | nv::vec3 pos = nv::assimp_vec3_cast(node->mPositionKeys[pn].mValue);
|
---|
405 | nv::quat rot = nv::assimp_quat_cast(node->mRotationKeys[rn].mValue);
|
---|
406 | nv::transform ptr;
|
---|
407 | if ( parent_keys )
|
---|
408 | {
|
---|
409 | const nv::transform_vector* pv = (const nv::transform_vector*)parent_keys;
|
---|
410 | if ( pv && pv->size() > 0 ) ptr = pv->get( glm::min( n, pv->size()-1 ) );
|
---|
411 | }
|
---|
412 |
|
---|
413 | nv::vec3 rot_pos = ptr.get_orientation() * pos;
|
---|
414 | pos = ptr.get_position() + rot_pos;
|
---|
415 | rot = glm::normalize( ptr.get_orientation() * rot );
|
---|
416 | keys->insert( nv::transform( pos, rot ) );
|
---|
417 | }
|
---|
418 | return keys;
|
---|
419 | }
|
---|
420 |
|
---|
421 | key_animation_data* nv::assimp_loader::create_direct_keys( const void* vnode )
|
---|
422 | {
|
---|
423 | const aiNodeAnim* node = (const aiNodeAnim*)vnode;
|
---|
424 | if ( node->mNumPositionKeys == 0 && node->mNumRotationKeys == 0 && node->mNumScalingKeys == 0 ) return nullptr;
|
---|
425 | key_vectors_prs* keys = new key_vectors_prs;
|
---|
426 |
|
---|
427 | for ( unsigned np = 0; np < node->mNumPositionKeys; ++np )
|
---|
428 | {
|
---|
429 | keys->insert_position( (float)node->mPositionKeys[np].mTime, assimp_vec3_cast(node->mPositionKeys[np].mValue) );
|
---|
430 | }
|
---|
431 | for ( unsigned np = 0; np < node->mNumRotationKeys; ++np )
|
---|
432 | {
|
---|
433 | keys->insert_rotation( (float)node->mRotationKeys[np].mTime, assimp_quat_cast(node->mRotationKeys[np].mValue) );
|
---|
434 | }
|
---|
435 | if ( node->mNumScalingKeys > 0 )
|
---|
436 | {
|
---|
437 | nv::vec3 scale_vec0 = assimp_vec3_cast( node->mScalingKeys[0].mValue );
|
---|
438 | float scale_value = glm::length( glm::abs( scale_vec0 - nv::vec3(1,1,1) ) );
|
---|
439 | if ( node->mNumScalingKeys > 1 || scale_value > 0.001 )
|
---|
440 | {
|
---|
441 | NV_LOG( nv::LOG_WARNING, "scale key significant!" );
|
---|
442 | for ( unsigned np = 0; np < node->mNumRotationKeys; ++np )
|
---|
443 | {
|
---|
444 | keys->insert_scale( (float)node->mScalingKeys[np].mTime, assimp_vec3_cast(node->mScalingKeys[np].mValue) );
|
---|
445 | }
|
---|
446 | }
|
---|
447 | }
|
---|
448 | return keys;
|
---|
449 | }
|
---|
450 |
|
---|