test combining skins
parent
dc1e11c8be
commit
1c03aebfb8
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@ -164,6 +164,14 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
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o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
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}
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}
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static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
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{
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o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
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o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
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o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
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o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
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}
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static void IdentityMatrix4(glTF::mat4& o)
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static void IdentityMatrix4(glTF::mat4& o)
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{
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{
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o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
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o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
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@ -412,19 +420,12 @@ Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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return parentNodeRef;
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return parentNodeRef;
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}
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}
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void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
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void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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{
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{
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if (aim->mNumBones < 1) {
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if (aim->mNumBones < 1) {
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return;
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return;
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}
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}
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std::string skinName = aim->mName.C_Str();
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skinName = mAsset.FindUniqueID(skinName, "skin");
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Ref<Skin> skinRef = mAsset.skins.Create(skinName);
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skinRef->name = skinName;
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mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
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// Store the vertex joint and weight data.
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// Store the vertex joint and weight data.
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vec4* vertexJointData = new vec4[aim->mNumVertices];
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vec4* vertexJointData = new vec4[aim->mNumVertices];
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vec4* vertexWeightData = new vec4[aim->mNumVertices];
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vec4* vertexWeightData = new vec4[aim->mNumVertices];
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@ -443,16 +444,23 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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// aib->mName =====> skinRef->jointNames
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// aib->mName =====> skinRef->jointNames
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// Find the node with id = mName.
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// Find the node with id = mName.
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Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
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Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
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nodeRef->jointName = "joint_" + std::to_string(idx_bone);
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nodeRef->jointName = nodeRef->id; //"joint_" + std::to_string(idx_bone);
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skinRef->jointNames.push_back(nodeRef);
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// Identity Matrix =====> skinRef->bindShapeMatrix
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bool addJointToJointNames = true;
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// Temporary. Hard-coded identity matrix here
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for (int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
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skinRef->bindShapeMatrix.isPresent = true;
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if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
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IdentityMatrix4(skinRef->bindShapeMatrix.value);
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addJointToJointNames = false;
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}
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}
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// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
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if (addJointToJointNames) {
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CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
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skinRef->jointNames.push_back(nodeRef);
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// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
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aiMatrix4x4 tmpMatrix4;
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CopyValue(aib->mOffsetMatrix, tmpMatrix4);
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inverseBindMatricesData.push_back(tmpMatrix4);
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}
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// aib->mWeights =====> vertexWeightData
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// aib->mWeights =====> vertexWeightData
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for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
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for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
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@ -470,27 +478,12 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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} // End: for-loop mNumMeshes
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} // End: for-loop mNumMeshes
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// Create the Accessor for skinRef->inverseBindMatrices
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Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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Mesh::Primitive& p = meshRef->primitives.back();
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Mesh::Primitive& p = meshRef->primitives.back();
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Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
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if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
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Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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Ref<Node> rootNode = mAsset.nodes.Get(unsigned(0));
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Ref<Node> meshNode;
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FindMeshNode(rootNode, meshNode, meshRef->id);
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Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
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meshNode->skeletons.push_back(rootJoint);
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meshNode->skin = skinRef;
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}
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}
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void glTFExporter::ExportMeshes()
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void glTFExporter::ExportMeshes()
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@ -520,6 +513,20 @@ void glTFExporter::ExportMeshes()
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b = mAsset->buffers.Create(bufferId);
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b = mAsset->buffers.Create(bufferId);
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}
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}
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//----------------------------------------
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// For the skin
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std::string skinName = mAsset->FindUniqueID("skin", "skin");
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Ref<Skin> skinRef = mAsset->skins.Create(skinName);
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skinRef->name = skinName;
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// std::vector<glTF::mat4> inverseBindMatricesData;
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std::vector<aiMatrix4x4> inverseBindMatricesData;
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// Identity Matrix =====> skinRef->bindShapeMatrix
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// Temporary. Hard-coded identity matrix here
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skinRef->bindShapeMatrix.isPresent = true;
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IdentityMatrix4(skinRef->bindShapeMatrix.value);
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//----------------------------------------
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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const aiMesh* aim = mScene->mMeshes[idx_mesh];
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const aiMesh* aim = mScene->mMeshes[idx_mesh];
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@ -616,7 +623,7 @@ void glTFExporter::ExportMeshes()
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/*************** Skins ****************/
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/*************** Skins ****************/
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if(aim->HasBones()) {
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if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b);
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ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
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}
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}
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/****************** Compression ******************/
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/****************** Compression ******************/
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@ -711,6 +718,29 @@ void glTFExporter::ExportMeshes()
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#endif
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#endif
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}// if(comp_allow)
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}// if(comp_allow)
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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//----------------------------------------
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// Finish the skin
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// Create the Accessor for skinRef->inverseBindMatrices
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mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
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for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
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CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
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}
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Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
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Ref<Node> meshNode;
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std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
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FindMeshNode(rootNode, meshNode, meshID);
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Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
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meshNode->skeletons.push_back(rootJoint);
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meshNode->skin = skinRef;
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//----------------------------------------
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}
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}
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/*
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/*
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