Merge pull request #1034 from ascandal/feature/gltf-compact-skins

glTF compact skins
pull/1040/head
Kim Kulling 2016-10-17 21:45:50 +02:00 committed by GitHub
commit 5cd16a0aa6
3 changed files with 146 additions and 65 deletions

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@ -811,6 +811,8 @@ namespace glTF
Ref<Skin> skin; //!< The ID of the skin referenced by this node.
std::string jointName; //!< Name used when this node is a joint in a skin.
Ref<Node> parent; //!< This is not part of the glTF specification. Used as a helper.
Node() {}
void Read(Value& obj, Asset& r);
};

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@ -132,7 +132,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
ExportMaterials();
if (mScene->mRootNode) {
ExportNode(mScene->mRootNode);
ExportNodeHierarchy(mScene->mRootNode);
}
ExportMeshes();
@ -164,6 +164,14 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
}
static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
{
o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
}
static void IdentityMatrix4(glTF::mat4& o)
{
o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
@ -390,50 +398,37 @@ bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
/*
* Find the root joint of the skeleton.
* Starts will any joint node and traces up the tree,
* until a parent is found that does not have a jointName.
* Returns the first parent Ref<Node> found that does not have a jointName.
*/
Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
{
Ref<Node> candidateNodeRef;
Ref<Node> testNodeRef;
Ref<Node> startNodeRef;
Ref<Node> parentNodeRef;
for (unsigned int i = 0; i < skinRef->jointNames.size(); ++i) {
candidateNodeRef = skinRef->jointNames[i];
bool candidateIsRoot = true;
// Arbitrarily use the first joint to start the search.
startNodeRef = skinRef->jointNames[0];
parentNodeRef = skinRef->jointNames[0];
for (unsigned int j = 0; j < skinRef->jointNames.size(); ++j) {
if (i == j) continue;
do {
startNodeRef = parentNodeRef;
parentNodeRef = startNodeRef->parent;
} while (!parentNodeRef->jointName.empty());
testNodeRef = skinRef->jointNames[j];
for (unsigned int k = 0; k < testNodeRef->children.size(); ++k) {
std::string childNodeRefID = testNodeRef->children[k]->id;
if (childNodeRefID.compare(candidateNodeRef->id) == 0) {
candidateIsRoot = false;
}
}
}
if(candidateIsRoot == true) {
return candidateNodeRef;
}
}
return candidateNodeRef;
return parentNodeRef;
}
void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
{
std::string skinName = aim->mName.C_Str();
skinName = mAsset.FindUniqueID(skinName, "skin");
Ref<Skin> skinRef = mAsset.skins.Create(skinName);
skinRef->name = skinName;
mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
if (aim->mNumBones < 1) {
return;
}
// Store the vertex joint and weight data.
vec4* vertexJointData = new vec4[aim->mNumVertices];
vec4* vertexWeightData = new vec4[aim->mNumVertices];
unsigned int* jointsPerVertex = new unsigned int[aim->mNumVertices];
int* jointsPerVertex = new int[aim->mNumVertices];
for (size_t i = 0; i < aim->mNumVertices; ++i) {
jointsPerVertex[i] = 0;
for (size_t j = 0; j < 4; ++j) {
@ -448,49 +443,49 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
// aib->mName =====> skinRef->jointNames
// Find the node with id = mName.
Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
nodeRef->jointName = "joint_" + to_string(idx_bone);
skinRef->jointNames.push_back(nodeRef);
nodeRef->jointName = nodeRef->id;
// Identity Matrix =====> skinRef->bindShapeMatrix
// Temporary. Hard-coded identity matrix here
skinRef->bindShapeMatrix.isPresent = true;
IdentityMatrix4(skinRef->bindShapeMatrix.value);
unsigned int jointNamesIndex;
bool addJointToJointNames = true;
for (int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
addJointToJointNames = false;
jointNamesIndex = idx_joint;
}
}
// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
if (addJointToJointNames) {
skinRef->jointNames.push_back(nodeRef);
// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
aiMatrix4x4 tmpMatrix4;
CopyValue(aib->mOffsetMatrix, tmpMatrix4);
inverseBindMatricesData.push_back(tmpMatrix4);
jointNamesIndex = inverseBindMatricesData.size() - 1;
}
// aib->mWeights =====> vertexWeightData
for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
aiVertexWeight tmpVertWeight = aib->mWeights[idx_weights];
vertexJointData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = idx_bone;
vertexWeightData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = tmpVertWeight.mWeight;
unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
float vertWeight = aib->mWeights[idx_weights].mWeight;
jointsPerVertex[tmpVertWeight.mVertexId] += 1;
// A vertex can only have at most four joint weights. Ignore all others.
if (jointsPerVertex[vertexId] > 3) { continue; }
vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
jointsPerVertex[vertexId] += 1;
}
} // End: for-loop mNumMeshes
// Create the Accessor for skinRef->inverseBindMatrices
Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
Mesh::Primitive& p = meshRef->primitives.back();
Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
Ref<Node> rootNode = mAsset.nodes.Get(unsigned(0));
Ref<Node> meshNode;
FindMeshNode(rootNode, meshNode, meshRef->id);
Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
meshNode->skeletons.push_back(rootJoint);
meshNode->skin = skinRef;
}
void glTFExporter::ExportMeshes()
@ -520,6 +515,26 @@ void glTFExporter::ExportMeshes()
b = mAsset->buffers.Create(bufferId);
}
//----------------------------------------
// Initialize variables for the skin
bool createSkin = false;
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
const aiMesh* aim = mScene->mMeshes[idx_mesh];
if(aim->HasBones()) {
createSkin = true;
break;
}
}
Ref<Skin> skinRef;
std::string skinName = mAsset->FindUniqueID("skin", "skin");
std::vector<aiMatrix4x4> inverseBindMatricesData;
if(createSkin) {
skinRef = mAsset->skins.Create(skinName);
skinRef->name = skinName;
}
//----------------------------------------
for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
const aiMesh* aim = mScene->mMeshes[idx_mesh];
@ -616,7 +631,7 @@ void glTFExporter::ExportMeshes()
/*************** Skins ****************/
if(aim->HasBones()) {
ExportSkin(*mAsset, aim, m, b);
ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
}
/****************** Compression ******************/
@ -711,9 +726,41 @@ void glTFExporter::ExportMeshes()
#endif
}// if(comp_allow)
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
//----------------------------------------
// Finish the skin
// Create the Accessor for skinRef->inverseBindMatrices
if (createSkin) {
mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
}
Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
// Identity Matrix =====> skinRef->bindShapeMatrix
// Temporary. Hard-coded identity matrix here
skinRef->bindShapeMatrix.isPresent = true;
IdentityMatrix4(skinRef->bindShapeMatrix.value);
// Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
Ref<Node> meshNode;
std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
FindMeshNode(rootNode, meshNode, meshID);
Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
meshNode->skeletons.push_back(rootJoint);
meshNode->skin = skinRef;
}
}
unsigned int glTFExporter::ExportNode(const aiNode* n)
/*
* Export the root node of the node hierarchy.
* Calls ExportNode for all children.
*/
unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
{
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
@ -727,7 +774,34 @@ unsigned int glTFExporter::ExportNode(const aiNode* n)
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
unsigned int idx = ExportNode(n->mChildren[i]);
unsigned int idx = ExportNode(n->mChildren[i], node);
node->children.push_back(mAsset->nodes.Get(idx));
}
return node.GetIndex();
}
/*
* Export node and recursively calls ExportNode for all children.
* Since these nodes are not the root node, we also export the parent Ref<Node>
*/
unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
{
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
node->parent = parent;
if (!n->mTransformation.IsIdentity()) {
node->matrix.isPresent = true;
CopyValue(n->mTransformation, node->matrix.value);
}
for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
}
for (unsigned int i = 0; i < n->mNumChildren; ++i) {
unsigned int idx = ExportNode(n->mChildren[i], node);
node->children.push_back(mAsset->nodes.Get(idx));
}

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@ -58,8 +58,12 @@ struct aiMaterial;
namespace glTF
{
template<class T>
class Ref;
class Asset;
struct TexProperty;
struct Node;
}
namespace Assimp
@ -98,7 +102,8 @@ namespace Assimp
void ExportMetadata();
void ExportMaterials();
void ExportMeshes();
unsigned int ExportNode(const aiNode* node);
unsigned int ExportNodeHierarchy(const aiNode* n);
unsigned int ExportNode(const aiNode* node, glTF::Ref<glTF::Node>& parent);
void ExportScene();
void ExportAnimations();
};