Merge pull request #5007 from malortie/fix_hl1_mdl_importer_bone_hierarchy

Fix Half-Life 1 MDL importer bone hierarchy.
pull/5006/head
Kim Kulling 2023-03-16 14:20:49 +01:00 committed by GitHub
commit 5a4f7c0a37
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4 changed files with 188 additions and 36 deletions

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@ -470,14 +470,16 @@ void HL1MDLLoader::read_bones() {
temp_bones_.resize(header_->numbones);
// Create the main 'bones' node that will contain all MDL root bones.
aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
rootnode_children_.push_back(bones_node);
bones_node->mNumChildren = static_cast<unsigned int>(header_->numbones);
bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
// Store roots bones IDs temporarily.
std::vector<int> roots;
// Create bone matrices in local space.
for (int i = 0; i < header_->numbones; ++i) {
aiNode *bone_node = temp_bones_[i].node = bones_node->mChildren[i] = new aiNode(unique_bones_names[i]);
aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]);
aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]);
temp_bones_[i].absolute_transform = bone_node->mTransformation =
@ -485,9 +487,11 @@ void HL1MDLLoader::read_bones() {
aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2]));
if (pbone[i].parent == -1) {
bone_node->mParent = scene_->mRootNode;
bone_node->mParent = bones_node;
roots.push_back(i); // This bone has no parent. Add it to the roots list.
} else {
bone_node->mParent = bones_node->mChildren[pbone[i].parent];
bone_node->mParent = temp_bones_[pbone[i].parent].node;
temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list.
temp_bones_[i].absolute_transform =
temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation;
@ -496,6 +500,36 @@ void HL1MDLLoader::read_bones() {
temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform;
temp_bones_[i].offset_matrix.Inverse();
}
// Allocate memory for each MDL root bone.
bones_node->mNumChildren = static_cast<unsigned int>(roots.size());
bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
// Build all bones children hierarchy starting from each MDL root bone.
for (size_t i = 0; i < roots.size(); ++i)
{
const TempBone &root_bone = temp_bones_[roots[i]];
bones_node->mChildren[i] = root_bone.node;
build_bone_children_hierarchy(root_bone);
}
}
void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone)
{
if (bone.children.empty())
return;
aiNode* bone_node = bone.node;
bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size());
bone_node->mChildren = new aiNode *[bone_node->mNumChildren];
// Build each child bone's hierarchy recursively.
for (size_t i = 0; i < bone.children.size(); ++i)
{
const TempBone &child_bone = temp_bones_[bone.children[i]];
bone_node->mChildren[i] = child_bone.node;
build_bone_children_hierarchy(child_bone);
}
}
// ------------------------------------------------------------------------------------------------

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@ -143,6 +143,14 @@ private:
*/
static bool get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers);
/**
* \brief Build a bone's node children hierarchy.
*
* \param[in] bone The bone for which we must build all children hierarchy.
*/
struct TempBone;
void build_bone_children_hierarchy(const TempBone& bone);
/** Output scene to be filled */
aiScene *scene_;
@ -198,11 +206,13 @@ private:
TempBone() :
node(nullptr),
absolute_transform(),
offset_matrix() {}
offset_matrix(),
children() {}
aiNode *node;
aiMatrix4x4 absolute_transform;
aiMatrix4x4 offset_matrix;
std::vector<int> children; // Bone children
};
std::vector<TempBone> temp_bones_;

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@ -55,6 +55,17 @@ using namespace Assimp;
class utMDLImporter_HL1_Nodes : public ::testing::Test {
/**
* @note Represents a flattened node hierarchy where each item is a pair
* containing the node level and it's name.
*/
using Hierarchy = std::vector<std::pair<unsigned int, std::string>>;
/**
* @note A vector of strings. Used for symplifying syntax.
*/
using StringVector = std::vector<std::string>;
public:
/**
* @note The following tests require a basic understanding
@ -63,6 +74,51 @@ public:
* (Valve Developer Community).
*/
// Given a model, verify that the bones nodes hierarchy is correctly formed.
void checkBoneHierarchy() {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "multiple_roots.mdl", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, scene);
ASSERT_NE(nullptr, scene->mRootNode);
// First, check that "<MDL_root>" and "<MDL_bones>" are linked.
const aiNode* node_MDL_root = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_ROOT);
ASSERT_NE(nullptr, node_MDL_root);
const aiNode *node_MDL_bones = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES);
ASSERT_NE(nullptr, node_MDL_bones);
ASSERT_NE(nullptr, node_MDL_bones->mParent);
ASSERT_EQ(node_MDL_root, node_MDL_bones->mParent);
// Second, verify "<MDL_bones>" hierarchy.
const Hierarchy expected_hierarchy = {
{ 0, AI_MDL_HL1_NODE_BONES },
{ 1, "root1_bone1" },
{ 2, "root1_bone2" },
{ 3, "root1_bone4" },
{ 3, "root1_bone5" },
{ 2, "root1_bone3" },
{ 3, "root1_bone6" },
{ 1, "root2_bone1" },
{ 2, "root2_bone2" },
{ 2, "root2_bone3" },
{ 3, "root2_bone5" },
{ 2, "root2_bone4" },
{ 3, "root2_bone6" },
{ 1, "root3_bone1" },
{ 2, "root3_bone2" },
{ 2, "root3_bone3" },
{ 2, "root3_bone4" },
{ 3, "root3_bone5" },
{ 4, "root3_bone6" },
{ 4, "root3_bone7" },
};
Hierarchy actual_hierarchy;
flatten_hierarchy(node_MDL_bones, actual_hierarchy);
ASSERT_EQ(expected_hierarchy, actual_hierarchy);
}
/* Given a model with bones that have empty names,
verify that all the bones of the imported model
have unique and no empty names.
@ -82,7 +138,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bones.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_bones_names = {
const StringVector expected_bones_names = {
"Bone",
"Bone_0",
"Bone_1",
@ -94,7 +150,9 @@ public:
"Bone_7"
};
expect_named_children(scene, AI_MDL_HL1_NODE_BONES, expected_bones_names);
StringVector actual_bones_names;
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES), actual_bones_names);
ASSERT_EQ(expected_bones_names, actual_bones_names);
}
/* Given a model with bodyparts that have empty names,
@ -116,7 +174,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bodyparts.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_bodyparts_names = {
const StringVector expected_bodyparts_names = {
"Bodypart",
"Bodypart_1",
"Bodypart_5",
@ -128,7 +186,10 @@ public:
"Bodypart_7"
};
expect_named_children(scene, AI_MDL_HL1_NODE_BODYPARTS, expected_bodyparts_names);
StringVector actual_bodyparts_names;
// Get the bodyparts names "without" the submodels.
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS), actual_bodyparts_names, 0);
ASSERT_EQ(expected_bodyparts_names, actual_bodyparts_names);
}
/* Given a model with bodyparts that have duplicate names,
@ -150,7 +211,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_bodyparts.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_bodyparts_names = {
const StringVector expected_bodyparts_names = {
"Bodypart",
"Bodypart_1",
"Bodypart_2",
@ -162,7 +223,10 @@ public:
"Bodypart_4"
};
expect_named_children(scene, AI_MDL_HL1_NODE_BODYPARTS, expected_bodyparts_names);
StringVector actual_bodyparts_names;
// Get the bodyparts names "without" the submodels.
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS), actual_bodyparts_names, 0);
ASSERT_EQ(expected_bodyparts_names, actual_bodyparts_names);
}
/* Given a model with several bodyparts that contains multiple
@ -192,7 +256,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_submodels.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::vector<std::string>> expected_bodypart_sub_models_names = {
const std::vector<StringVector> expected_bodypart_sub_models_names = {
{
"triangle",
"triangle_0",
@ -210,9 +274,13 @@ public:
const aiNode *bodyparts_node = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS);
EXPECT_NE(nullptr, bodyparts_node);
EXPECT_EQ(3u, bodyparts_node->mNumChildren);
for (unsigned int i = 0; i < bodyparts_node->mNumChildren; ++i) {
expect_named_children(bodyparts_node->mChildren[i],
expected_bodypart_sub_models_names[i]);
StringVector actual_submodels_names;
for (unsigned int i = 0; i < bodyparts_node->mNumChildren; ++i)
{
actual_submodels_names.clear();
get_node_children_names(bodyparts_node->mChildren[i], actual_submodels_names);
ASSERT_EQ(expected_bodypart_sub_models_names[i], actual_submodels_names);
}
}
@ -235,7 +303,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequences.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
const StringVector expected_sequence_names = {
"idle_1",
"idle",
"idle_2",
@ -247,7 +315,9 @@ public:
"idle_7"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_INFOS, expected_sequence_names);
StringVector actual_sequence_names;
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS), actual_sequence_names);
ASSERT_EQ(expected_sequence_names, actual_sequence_names);
}
/* Given a model with sequences that have empty names, verify
@ -269,7 +339,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequences.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
const StringVector expected_sequence_names = {
"Sequence",
"Sequence_1",
"Sequence_0",
@ -281,7 +351,9 @@ public:
"Sequence_6"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_INFOS, expected_sequence_names);
StringVector actual_sequence_names;
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS), actual_sequence_names);
ASSERT_EQ(expected_sequence_names, actual_sequence_names);
}
/* Given a model with sequence groups that have duplicate names,
@ -304,7 +376,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequence_groups/duplicate_sequence_groups.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
const StringVector expected_sequence_names = {
"default",
"SequenceGroup",
"SequenceGroup_1",
@ -317,7 +389,9 @@ public:
"SequenceGroup_2"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_GROUPS, expected_sequence_names);
StringVector actual_sequence_names;
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS), actual_sequence_names);
ASSERT_EQ(expected_sequence_names, actual_sequence_names);
}
/* Given a model with sequence groups that have empty names,
@ -340,7 +414,7 @@ public:
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequence_groups/unnamed_sequence_groups.mdl", aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
const std::vector<std::string> expected_sequence_names = {
const StringVector expected_sequence_names = {
"default",
"SequenceGroup",
"SequenceGroup_2",
@ -353,7 +427,9 @@ public:
"SequenceGroup_4"
};
expect_named_children(scene, AI_MDL_HL1_NODE_SEQUENCE_GROUPS, expected_sequence_names);
StringVector actual_sequence_names;
get_node_children_names(scene->mRootNode->FindNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS), actual_sequence_names);
ASSERT_EQ(expected_sequence_names, actual_sequence_names);
}
/* Verify that mOffsetMatrix applies the correct
@ -398,26 +474,58 @@ public:
}
private:
void expect_named_children(const aiNode *parent_node, const std::vector<std::string> &expected_names) {
EXPECT_NE(nullptr, parent_node);
EXPECT_EQ(expected_names.size(), parent_node->mNumChildren);
for (unsigned int i = 0; i < parent_node->mNumChildren; ++i)
EXPECT_EQ(expected_names[i], parent_node->mChildren[i]->mName.C_Str());
}
void expect_named_children(const aiScene *scene, const char *node_name, const std::vector<std::string> &expected_names) {
expect_named_children(scene->mRootNode->FindNode(node_name), expected_names);
}
void expect_equal_matrices(const aiMatrix4x4 &expected, const aiMatrix4x4 &actual, float abs_error) {
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
EXPECT_NEAR(expected[i][j], actual[i][j], abs_error);
}
}
/** Get a flattened representation of a node's hierarchy.
* \param[in] node The node.
* \param[out] hierarchy The flattened node's hierarchy.
*/
void flatten_hierarchy(const aiNode *node, Hierarchy &hierarchy)
{
flatten_hierarchy_impl(node, hierarchy, 0);
}
void flatten_hierarchy_impl(const aiNode *node, Hierarchy &hierarchy, unsigned int level)
{
hierarchy.push_back({ level, node->mName.C_Str() });
for (size_t i = 0; i < node->mNumChildren; ++i)
{
flatten_hierarchy_impl(node->mChildren[i], hierarchy, level + 1);
}
}
/** Get all node's children names beneath max_level.
* \param[in] node The parent node from which to get all children names.
* \param[out] names The list of children names.
* \param[in] max_level If set to -1, all children names will be collected.
*/
void get_node_children_names(const aiNode *node, StringVector &names, const int max_level = -1)
{
get_node_children_names_impl(node, names, 0, max_level);
}
void get_node_children_names_impl(const aiNode *node, StringVector &names, int level, const int max_level = -1)
{
for (size_t i = 0; i < node->mNumChildren; ++i)
{
names.push_back(node->mChildren[i]->mName.C_Str());
if (max_level == -1 || level < max_level)
{
get_node_children_names_impl(node->mChildren[i], names, level + 1, max_level);
}
}
}
};
TEST_F(utMDLImporter_HL1_Nodes, checkBoneHierarchy) {
checkBoneHierarchy();
}
TEST_F(utMDLImporter_HL1_Nodes, emptyBonesNames) {
emptyBonesNames();
}