Merge pull request #11301 from Menithal/21484-Fix

WL21484 _- Hotfix - Solve Joint array issues with Similar, but not same Skeletons
This commit is contained in:
Andrew Meadows 2017-09-13 08:05:53 -07:00 committed by GitHub
commit 5741699bab

View file

@ -909,9 +909,6 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
QVector<JointData> jointsData;
const QVector<FBXAnimationFrame>& frames = _animation->getFramesReference(); // NOTE: getFrames() is too heavy
auto& fbxJoints = _animation->getGeometry().joints;
auto& originalFbxJoints = _model->getFBXGeometry().joints;
bool allowTranslation = entity->getAnimationAllowTranslation();
int frameCount = frames.size();
if (frameCount <= 0) {
return;
@ -946,19 +943,37 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
return;
}
QStringList animationJointNames = _animation->getGeometry().getJointNames();
auto& fbxJoints = _animation->getGeometry().joints;
auto& originalFbxJoints = _model->getFBXGeometry().joints;
auto& originalFbxIndices = _model->getFBXGeometry().jointIndices;
bool allowTranslation = entity->getAnimationAllowTranslation();
const QVector<glm::quat>& rotations = frames[_lastKnownCurrentFrame].rotations;
const QVector<glm::vec3>& translations = frames[_lastKnownCurrentFrame].translations;
jointsData.resize(_jointMapping.size());
for (int j = 0; j < _jointMapping.size(); j++) {
int index = _jointMapping[j];
if (index >= 0) {
glm::mat4 translationMat;
if (!allowTranslation){
translationMat = glm::translate(originalFbxJoints[index].translation);
} else if (index < translations.size()) {
translationMat = glm::translate(translations[index]);
}
if (allowTranslation) {
if(index < translations.size()){
translationMat = glm::translate(translations[index]);
}
} else if (index < animationJointNames.size()){
QString jointName = fbxJoints[index].name; // Pushing this here so its not done on every entity, with the exceptions of those allowing for translation
if (originalFbxIndices.contains(jointName)) {
// Making sure the joint names exist in the original model the animation is trying to apply onto. If they do, then remap and get it's translation.
int remappedIndex = originalFbxIndices[jointName] - 1; // JointIndeces seem to always start from 1 and the found index is always 1 higher than actual.
translationMat = glm::translate(originalFbxJoints[remappedIndex].translation);
}
}
glm::mat4 rotationMat;
if (index < rotations.size()) {
rotationMat = glm::mat4_cast(fbxJoints[index].preRotation * rotations[index] * fbxJoints[index].postRotation);
@ -975,7 +990,6 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
jointData.rotationSet = true;
}
}
// Set the data in the entity
entity->setAnimationJointsData(jointsData);