find skeleton root joint and only allow four joint weights per vertex
parent
1f377bc99d
commit
57a00d5faa
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@ -811,6 +811,8 @@ namespace glTF
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Ref<Skin> skin; //!< The ID of the skin referenced by this node.
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std::string jointName; //!< Name used when this node is a joint in a skin.
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Ref<Node> parent; //!< This is not part of the glTF specification. Used as a helper.
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Node() {}
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void Read(Value& obj, Asset& r);
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};
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@ -132,7 +132,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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ExportMaterials();
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if (mScene->mRootNode) {
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ExportNode(mScene->mRootNode);
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ExportNodeHierarchy(mScene->mRootNode);
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}
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ExportMeshes();
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@ -391,39 +391,33 @@ bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
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/*
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* Find the root joint of the skeleton.
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* Starts will any joint node and traces up the tree,
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* until a parent is found that does not have a jointName.
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* Returns the first parent Ref<Node> found that does not have a jointName.
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*/
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Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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{
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Ref<Node> candidateNodeRef;
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Ref<Node> testNodeRef;
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Ref<Node> startNodeRef;
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Ref<Node> parentNodeRef;
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for (unsigned int i = 0; i < skinRef->jointNames.size(); ++i) {
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candidateNodeRef = skinRef->jointNames[i];
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bool candidateIsRoot = true;
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// Arbitrarily use the first joint to start the search.
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startNodeRef = skinRef->jointNames[0];
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parentNodeRef = skinRef->jointNames[0];
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for (unsigned int j = 0; j < skinRef->jointNames.size(); ++j) {
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if (i == j) continue;
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do {
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startNodeRef = parentNodeRef;
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parentNodeRef = startNodeRef->parent;
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} while (!parentNodeRef->jointName.empty());
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testNodeRef = skinRef->jointNames[j];
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for (unsigned int k = 0; k < testNodeRef->children.size(); ++k) {
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std::string childNodeRefID = testNodeRef->children[k]->id;
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if (childNodeRefID.compare(candidateNodeRef->id) == 0) {
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candidateIsRoot = false;
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}
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}
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}
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if(candidateIsRoot == true) {
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return candidateNodeRef;
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}
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}
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return candidateNodeRef;
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return parentNodeRef;
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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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{
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if (aim->mNumBones < 1) {
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return;
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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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@ -434,7 +428,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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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* vertexWeightData = new vec4[aim->mNumVertices];
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unsigned int* jointsPerVertex = new unsigned int[aim->mNumVertices];
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int* jointsPerVertex = new int[aim->mNumVertices];
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for (size_t i = 0; i < aim->mNumVertices; ++i) {
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jointsPerVertex[i] = 0;
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for (size_t j = 0; j < 4; ++j) {
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@ -462,11 +456,16 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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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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aiVertexWeight tmpVertWeight = aib->mWeights[idx_weights];
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vertexJointData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = idx_bone;
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vertexWeightData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = tmpVertWeight.mWeight;
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unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
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float vertWeight = aib->mWeights[idx_weights].mWeight;
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jointsPerVertex[tmpVertWeight.mVertexId] += 1;
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// A vertex can only have at most four joint weights. Ignore all others.
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if (jointsPerVertex[vertexId] > 3) { continue; }
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = idx_bone;
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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jointsPerVertex[vertexId] += 1;
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}
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} // End: for-loop mNumMeshes
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@ -714,7 +713,8 @@ void glTFExporter::ExportMeshes()
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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}
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unsigned int glTFExporter::ExportNode(const aiNode* n)
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unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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@ -728,7 +728,31 @@ unsigned int glTFExporter::ExportNode(const aiNode* n)
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}
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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unsigned int idx = ExportNode(n->mChildren[i]);
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unsigned int idx = ExportNode(n->mChildren[i], node);
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node->children.push_back(mAsset->nodes.Get(idx));
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}
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return node.GetIndex();
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}
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unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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node->parent = parent;
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if (!n->mTransformation.IsIdentity()) {
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node->matrix.isPresent = true;
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CopyValue(n->mTransformation, node->matrix.value);
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}
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for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
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node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
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}
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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unsigned int idx = ExportNode(n->mChildren[i], node);
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node->children.push_back(mAsset->nodes.Get(idx));
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}
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@ -58,8 +58,12 @@ struct aiMaterial;
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namespace glTF
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{
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template<class T>
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class Ref;
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class Asset;
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struct TexProperty;
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struct Node;
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}
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namespace Assimp
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@ -98,7 +102,8 @@ namespace Assimp
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void ExportMetadata();
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void ExportMaterials();
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void ExportMeshes();
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unsigned int ExportNode(const aiNode* node);
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unsigned int ExportNodeHierarchy(const aiNode* n);
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unsigned int ExportNode(const aiNode* node, glTF::Ref<glTF::Node>& parent);
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void ExportScene();
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void ExportAnimations();
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};
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