mirror of
https://github.com/godotengine/FBX2glTF.git
synced 2026-01-04 18:10:16 +03:00
Revert to fix animation issues.
Change version to 0.13.0.
This commit is contained in:
@@ -17,7 +17,7 @@
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#include <Windows.h>
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#endif
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#define FBX2GLTF_VERSION std::string("0.12.9")
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#define FBX2GLTF_VERSION std::string("0.13.0")
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#include <fmt/printf.h>
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@@ -182,10 +182,7 @@ static void ReadMesh(
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const FbxVector4 meshTranslation = pNode->GetGeometricTranslation(FbxNode::eSourcePivot);
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const FbxVector4 meshRotation = pNode->GetGeometricRotation(FbxNode::eSourcePivot);
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const FbxVector4 meshScaling = pNode->GetGeometricScaling(FbxNode::eSourcePivot);
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FbxAMatrix meshTransform(meshTranslation, meshRotation, meshScaling);
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const FbxVector4 meshRotationPivot = pNode->GetRotationPivot(FbxNode::eSourcePivot);
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const FbxAMatrix meshPivotTransform(-meshRotationPivot, FbxVector4(0, 0, 0, 0), FbxVector4(1, 1, 1, 1));
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meshTransform *= meshPivotTransform;
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const FbxAMatrix meshTransform(meshTranslation, meshRotation, meshScaling);
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const FbxMatrix transform = meshTransform;
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// Remove translation & scaling from transforms that will bi applied to normals, tangents &
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@@ -686,23 +683,6 @@ static FbxVector4 computeLocalScale(FbxNode* pNode, FbxTime pTime = FBXSDK_TIME_
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return FbxVector4(1, 1, 1, 1);
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}
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/**
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* Compute the local position incorporating the rotation pivot offset, and subtracting out the pivot
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* of the parent node.
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*/
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static FbxVector4 computeLocalTranslation(FbxNode* pNode, FbxTime pTime = FBXSDK_TIME_INFINITE) {
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const FbxVector4 meshRotationPivot = pNode->GetRotationPivot(FbxNode::eSourcePivot);
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const FbxAMatrix meshPivotTransform(meshRotationPivot, FbxVector4(0, 0, 0, 0), FbxVector4(1, 1, 1, 1));
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FbxAMatrix localTransform = pNode->EvaluateLocalTransform(pTime);
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localTransform *= meshPivotTransform;
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FbxVector4 lTranslation = localTransform.GetT();
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FbxNode* parent = pNode->GetParent();
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if (pNode->GetParent() != nullptr) {
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lTranslation -= parent->GetRotationPivot(FbxNode::eSourcePivot);
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}
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return lTranslation;
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}
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static void ReadNodeHierarchy(
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RawModel& raw,
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FbxScene* pScene,
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@@ -745,9 +725,9 @@ static void ReadNodeHierarchy(
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// Set the initial node transform.
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const FbxAMatrix localTransform = pNode->EvaluateLocalTransform();
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FbxVector4 localTranslation = computeLocalTranslation(pNode);
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FbxQuaternion localRotation = localTransform.GetQ();
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FbxVector4 localScaling = computeLocalScale(pNode);
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const FbxVector4 localTranslation = localTransform.GetT();
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const FbxQuaternion localRotation = localTransform.GetQ();
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const FbxVector4 localScaling = computeLocalScale(pNode);
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node.translation = toVec3f(localTranslation) * scaleFactor;
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node.rotation = toQuatf(localRotation);
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@@ -855,7 +835,7 @@ static void ReadAnimations(RawModel& raw, FbxScene* pScene, const GltfOptions& o
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for (int nodeIndex = 0; nodeIndex < nodeCount; nodeIndex++) {
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FbxNode* pNode = pScene->GetNode(nodeIndex);
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const FbxAMatrix baseTransform = pNode->EvaluateLocalTransform();
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const FbxVector4 baseTranslation = computeLocalTranslation(pNode);
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const FbxVector4 baseTranslation = baseTransform.GetT();
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const FbxQuaternion baseRotation = baseTransform.GetQ();
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const FbxVector4 baseScaling = computeLocalScale(pNode);
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@@ -867,7 +847,7 @@ static void ReadAnimations(RawModel& raw, FbxScene* pScene, const GltfOptions& o
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pTime.SetFrame(frameIndex, eMode);
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const FbxAMatrix localTransform = pNode->EvaluateLocalTransform(pTime);
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const FbxVector4 localTranslation = computeLocalTranslation(pNode, pTime);
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const FbxVector4 localTranslation = localTransform.GetT();
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const FbxQuaternion localRotation = localTransform.GetQ();
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const FbxVector4 localScale = computeLocalScale(pNode, pTime);
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