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Bugfix at matrix calculation at FBX import #19093

Merged
merged 4 commits into from
Apr 11, 2020
Merged

Bugfix at matrix calculation at FBX import #19093

merged 4 commits into from
Apr 11, 2020

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crest01
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@crest01 crest01 commented Apr 9, 2020

During FBX import the transformation matrix calculation uses the Matrix4.multiply() - function wrong, which causes objects to have a wrong local rotation.

New Pull request, since #19092 was created from the wrong branch.

@Mugen87
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Mugen87 commented Apr 9, 2020

Is it somehow possible to demonstrate the issue with an asset? I mean is it actually visible when loading a FBX file or is it more an internal thing?

@mrdoob mrdoob added this to the r116 milestone Apr 10, 2020
@mrdoob
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mrdoob commented Apr 10, 2020

@looeee any chance you could test this?

@looeee
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looeee commented Apr 10, 2020

@looeee any chance you could test this?

Sure, but I need more info.

@crest01 can you explain in detail why this fix is needed? And can you share any FBX files you are using to test it?

@crest01
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crest01 commented Apr 10, 2020

matrix1.multiply( matrix2 ) modifies matrix1 in place, which i guess works as intended. In the FBXLoader this is now used as matrix3 = matrix1.multiply( matrix2 ), which becomes a problem, since matrix1 is used in a later calculation during the quite complicated fbx pose calculation process.

However, this only becomes apparent if the objects in a fbx have a local rotation.

Issues #15745 and #15097 might be related.

I have a simple test file of two goats staring at a tree:
goats_test.zip

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@crest01
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crest01 commented Apr 10, 2020

Also i only dabble as a js developer, and my solution feels somewhat inelegant. I wouldn't mind some hints on how to refactor that...

@WestLangley
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matrix3 = matrix1.multiply( matrix2 )

Yikes. I would avoid using that pattern. It is very confusing.

One alternative is:

matrix3.copy( matrix1 ).multiply( matrix2 );

The matrix methods return this to support chaining.

var lParentGSM = new Matrix4();
var lParentGRSM = new Matrix4();

var lParentTM_inv = new Matrix4().getInverse( lParentTM );
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Just new Matrix4() is probably OK here since getInverse is called on the identity matrix.

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Oh, I've just noticed this comment. Well, we can do further clean up PRs 🙂


var lLocalTWithAllPivotAndOffsetInfo = new THREE.Matrix4().copyPosition( lTransform );

var lGlobalTranslation = lParentGX.multiply( lLocalTWithAllPivotAndOffsetInfo );
var lGlobalTranslation = new Matrix4().multiply(lParentGX).multiply( lLocalTWithAllPivotAndOffsetInfo );
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Formatting: needs spaces in parens multiply( lParentGX )

lGlobalT.copyPosition( lGlobalTranslation );

lTransform = lGlobalT.multiply( lGlobalRS );
lTransform = new Matrix4().multiply(lGlobalT).multiply( lGlobalRS );
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Spaces in parens.

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looeee commented Apr 11, 2020

Works great, good job!

Issues #15745 and #15097 might be related.

This does fix #15745. Unfortunately, files on #15097 were shared on some site that doesn't work now, but I think we can assume this fixes that too.

matrix3 = matrix1.multiply( matrix2 )

Yikes. I would avoid using that pattern. It is very confusing.

Yeah, I think I did it that way to avoid an extra copy. That was definitely premature optimization though. I've done some timing and this code is only adding a couple of ms to the total load time.

@WestLangley do you think the PR is OK as is, or would you prefer to use the matrix3.copy( matrix1 ).multiply( matrix2 ); pattern?

@mrdoob
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mrdoob commented Apr 11, 2020

I'll clean up the formatting post merge.

@mrdoob mrdoob merged commit 6cd829f into mrdoob:dev Apr 11, 2020
@WestLangley
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@looeee I prefer what I suggested, but I think you should do whatever you prefer. :-)

@mrdoob
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mrdoob commented Apr 11, 2020

@WestLangley I think the code you're talking about is the previous code and not the new code.

@looeee
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looeee commented Apr 11, 2020

OK, then I think this PR is fine. We can look at improving the readability of this function another time.

Thanks @crest01!

@mrdoob
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mrdoob commented Apr 12, 2020

@crest01 while you're at it, do you have any ideas about #15287?

@pikilipita
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Just wanted to say, this bugfix works great: no more issues with fbx generated from Cinema 4D, and no regression on other models.
That was a long standing issue, thanks a lot!

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7 participants