Merge pull request #1812 from mydidimo/fbx_export_skeleton_improvements
Fbx export skeleton improvementspull/1814/head
commit
66e200d735
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@ -1463,21 +1463,28 @@ void FBXExporter::WriteObjects ()
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// one sticky point is that the number of vertices may not match,
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// because assimp splits vertices by normal, uv, etc.
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// first we should mark all the skeleton nodes,
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// so that they can be treated as LimbNode in stead of Mesh or Null.
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// at the same time we can build up a map of bone nodes.
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// first we should mark the skeleton for each mesh.
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// the skeleton must include not only the aiBones,
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// but also all their parent nodes.
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// anything that affects the position of any bone node must be included.
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std::vector<std::set<const aiNode*>> skeleton_by_mesh(mScene->mNumMeshes);
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// at the same time we can build a list of all the skeleton nodes,
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// which will be used later to mark them as type "limbNode".
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std::unordered_set<const aiNode*> limbnodes;
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// and a map of nodes by bone name, as finding them is annoying.
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std::map<std::string,aiNode*> node_by_bone;
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for (size_t mi = 0; mi < mScene->mNumMeshes; ++mi) {
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const aiMesh* m = mScene->mMeshes[mi];
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std::set<const aiNode*> skeleton;
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for (size_t bi =0; bi < m->mNumBones; ++bi) {
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const aiBone* b = m->mBones[bi];
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const std::string name(b->mName.C_Str());
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if (node_by_bone.count(name) > 0) {
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// already processed, skip
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continue;
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}
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aiNode* n = mScene->mRootNode->FindNode(b->mName);
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auto elem = node_by_bone.find(name);
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aiNode* n;
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if (elem != node_by_bone.end()) {
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n = elem->second;
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} else {
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n = mScene->mRootNode->FindNode(b->mName);
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if (!n) {
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// this should never happen
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std::stringstream err;
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@ -1486,23 +1493,37 @@ void FBXExporter::WriteObjects ()
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}
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node_by_bone[name] = n;
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limbnodes.insert(n);
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if (n == mScene->mRootNode) { continue; }
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}
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skeleton.insert(n);
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// mark all parent nodes as skeleton as well,
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// up until we find the root node,
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// or else the node containing the mesh,
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// or else the parent of a node containig the mesh.
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for (
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const aiNode* parent = n->mParent;
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parent != mScene->mRootNode;
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parent && parent != mScene->mRootNode;
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parent = parent->mParent
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) {
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// if we've already done this node we can skip it all
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if (skeleton.count(parent)) {
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break;
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}
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// ignore fbx transform nodes as these will be collapsed later
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// TODO: cache this by aiNode*
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const std::string node_name(parent->mName.C_Str());
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if (node_name.find(MAGIC_NODE_TAG) != std::string::npos) {
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continue;
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}
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// otherwise check if this is the root of the skeleton
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bool end = false;
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// is the mesh part of this node?
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for (size_t i = 0; i < parent->mNumMeshes; ++i) {
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if (parent->mMeshes[i] == mi) {
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end = true;
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break;
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}
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}
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// is the mesh in one of the children of this node?
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for (size_t j = 0; j < parent->mNumChildren; ++j) {
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aiNode* child = parent->mChildren[j];
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for (size_t i = 0; i < child->mNumMeshes; ++i) {
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@ -1513,27 +1534,23 @@ void FBXExporter::WriteObjects ()
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}
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if (end) { break; }
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}
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if (end) { break; }
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limbnodes.insert(parent);
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skeleton.insert(parent);
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// if it was the skeleton root we can finish here
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if (end) { break; }
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}
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}
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skeleton_by_mesh[mi] = skeleton;
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}
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// we'll need the uids for the bone nodes, so generate them now
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std::map<std::string,int64_t> bone_uids;
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for (auto &bone : limbnodes) {
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std::string bone_name(bone->mName.C_Str());
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aiNode* bone_node = mScene->mRootNode->FindNode(bone->mName);
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if (!bone_node) {
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throw DeadlyExportError("Couldn't find node for bone" + bone_name);
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}
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auto elem = node_uids.find(bone_node);
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for (size_t i = 0; i < mScene->mNumMeshes; ++i) {
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auto &s = skeleton_by_mesh[i];
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for (const aiNode* n : s) {
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auto elem = node_uids.find(n);
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if (elem == node_uids.end()) {
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int64_t uid = generate_uid();
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node_uids[bone_node] = uid;
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bone_uids[bone_name] = uid;
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} else {
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bone_uids[bone_name] = elem->second;
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node_uids[n] = generate_uid();
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}
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}
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}
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@ -1585,6 +1602,11 @@ void FBXExporter::WriteObjects ()
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}
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}
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// TODO, FIXME: this won't work if anything is not in the bind pose.
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// for now if such a situation is detected, we throw an exception.
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std::set<const aiBone*> not_in_bind_pose;
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std::set<const aiNode*> no_offset_matrix;
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// first get this mesh's position in world space,
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// as we'll need it for each subdeformer.
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//
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@ -1592,17 +1614,27 @@ void FBXExporter::WriteObjects ()
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// as it can be instanced to many nodes.
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// All we can do is assume no instancing,
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// and take the first node we find that contains the mesh.
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//
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// We could in stead take the transform from the bone's node,
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// but there's no guarantee that the bone is in the bindpose,
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// so this would be even less reliable.
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aiNode* mesh_node = get_node_for_mesh(mi, mScene->mRootNode);
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aiMatrix4x4 mesh_node_xform = get_world_transform(mesh_node, mScene);
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aiMatrix4x4 mesh_xform = get_world_transform(mesh_node, mScene);
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// now make a subdeformer for each bone
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for (size_t bi =0; bi < m->mNumBones; ++bi) {
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const aiBone* b = m->mBones[bi];
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const std::string name(b->mName.C_Str());
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// now make a subdeformer for each bone in the skeleton
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const std::set<const aiNode*> &skeleton = skeleton_by_mesh[mi];
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for (const aiNode* bone_node : skeleton) {
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// if there's a bone for this node, find it
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const aiBone* b = nullptr;
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for (size_t bi = 0; bi < m->mNumBones; ++bi) {
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// TODO: this probably should index by something else
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const std::string name(m->mBones[bi]->mName.C_Str());
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if (node_by_bone[name] == bone_node) {
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b = m->mBones[bi];
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break;
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}
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}
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if (!b) {
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no_offset_matrix.insert(bone_node);
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}
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// start the subdeformer node
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const int64_t subdeformer_uid = generate_uid();
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FBX::Node sdnode("Deformer");
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sdnode.AddProperties(
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@ -1611,7 +1643,8 @@ void FBXExporter::WriteObjects ()
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sdnode.AddChild("Version", int32_t(100));
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sdnode.AddChild("UserData", "", "");
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// get indices and weights
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// add indices and weights, if any
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if (b) {
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std::vector<int32_t> subdef_indices;
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std::vector<double> subdef_weights;
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int32_t last_index = -1;
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@ -1634,20 +1667,55 @@ void FBXExporter::WriteObjects ()
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// yes, "indexes"
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sdnode.AddChild("Indexes", subdef_indices);
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sdnode.AddChild("Weights", subdef_weights);
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// transform is the transform of the mesh, but in bone space...
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// which is exactly what assimp's mOffsetMatrix is,
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// no matter what the assimp docs may say.
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aiMatrix4x4 tr = b->mOffsetMatrix;
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}
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// transform is the transform of the mesh, but in bone space.
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// if the skeleton is in the bind pose,
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// we can take the inverse of the world-space bone transform
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// and multiply by the world-space transform of the mesh.
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aiMatrix4x4 bone_xform = get_world_transform(bone_node, mScene);
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aiMatrix4x4 inverse_bone_xform = bone_xform;
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inverse_bone_xform.Inverse();
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aiMatrix4x4 tr = inverse_bone_xform * mesh_xform;
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// this should be the same as the bone's mOffsetMatrix.
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// if it's not the same, the skeleton isn't in the bind pose.
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const float epsilon = 1e-5; // some error is to be expected
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bool bone_xform_okay = true;
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if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
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not_in_bind_pose.insert(b);
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bone_xform_okay = false;
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}
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// if we have a bone we should use the mOffsetMatrix,
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// otherwise try to just use the calculated transform.
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if (b) {
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sdnode.AddChild("Transform", b->mOffsetMatrix);
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} else {
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sdnode.AddChild("Transform", tr);
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// transformlink should be the position of the bone in world space,
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// in the bind pose.
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// For now let's use the inverse of mOffsetMatrix,
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// and the (assumedly static) mesh position in world space.
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// TODO: find a better way of doing this? there aren't many options
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tr = b->mOffsetMatrix;
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tr.Inverse();
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tr *= mesh_node_xform;
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sdnode.AddChild("TransformLink", tr);
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}
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// note: it doesn't matter if we mix these,
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// because if they disagree we'll throw an exception later.
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// it could be that the skeleton is not in the bone pose
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// but all bones are still defined,
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// in which case this would use the mOffsetMatrix for everything
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// and a correct skeleton would still be output.
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// transformlink should be the position of the bone in world space.
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// if the bone is in the bind pose (or nonexistant),
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// we can just use the matrix we already calculated
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if (bone_xform_okay) {
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sdnode.AddChild("TransformLink", bone_xform);
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// otherwise we can only work it out using the mesh position.
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} else {
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aiMatrix4x4 trl = b->mOffsetMatrix;
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trl.Inverse();
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trl *= mesh_xform;
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sdnode.AddChild("TransformLink", trl);
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}
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// note: this means we ALWAYS rely on the mesh node transform
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// being unchanged from the time the skeleton was bound.
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// there's not really any way around this at the moment.
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// done
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sdnode.Dump(outstream);
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@ -1659,10 +1727,33 @@ void FBXExporter::WriteObjects ()
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// we also need to connect the limb node to the subdeformer.
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c = FBX::Node("C");
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c.AddProperties("OO", bone_uids[name], subdeformer_uid);
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c.AddProperties("OO", node_uids[bone_node], subdeformer_uid);
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connections.push_back(c); // TODO: emplace_back
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}
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// if we cannot create a valid FBX file, simply die.
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// this will both prevent unnecessary bug reports,
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// and tell the user what they can do to fix the situation
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// (i.e. export their model in the bind pose).
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if (no_offset_matrix.size() && not_in_bind_pose.size()) {
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std::stringstream err;
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err << "Not enough information to construct bind pose";
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err << " for mesh " << mi << "!";
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err << " Transform matrix for bone \"";
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err << (*not_in_bind_pose.begin())->mName.C_Str() << "\"";
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if (not_in_bind_pose.size() > 1) {
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err << " (and " << not_in_bind_pose.size() - 1 << " more)";
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}
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err << " does not match mOffsetMatrix,";
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err << " and node \"";
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err << (*no_offset_matrix.begin())->mName.C_Str() << "\"";
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if (no_offset_matrix.size() > 1) {
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err << " (and " << no_offset_matrix.size() - 1 << " more)";
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}
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err << " has no offset matrix to rely on.";
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err << " Please ensure bones are in the bind pose to export.";
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throw DeadlyExportError(err.str());
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}
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}
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@ -1753,7 +1844,7 @@ void FBXExporter::WriteObjects ()
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// write nodes (i.e. model heirarchy)
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// start at root node
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WriteModelNodes(
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outstream, mScene->mRootNode, 0, bone_uids
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outstream, mScene->mRootNode, 0, limbnodes
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);
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object_node.End(outstream, true);
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@ -1864,17 +1955,17 @@ void FBXExporter::WriteModelNodes(
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StreamWriterLE& s,
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const aiNode* node,
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int64_t parent_uid,
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const std::map<std::string,int64_t>& bone_uids
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const std::unordered_set<const aiNode*>& limbnodes
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) {
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std::vector<std::pair<std::string,aiVector3D>> chain;
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WriteModelNodes(s, node, parent_uid, bone_uids, chain);
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WriteModelNodes(s, node, parent_uid, limbnodes, chain);
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}
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void FBXExporter::WriteModelNodes(
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StreamWriterLE& outstream,
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const aiNode* node,
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int64_t parent_uid,
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const std::map<std::string,int64_t>& bone_uids,
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const std::unordered_set<const aiNode*>& limbnodes,
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std::vector<std::pair<std::string,aiVector3D>>& transform_chain
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) {
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// first collapse any expanded transformation chains created by FBX import.
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@ -1924,7 +2015,7 @@ void FBXExporter::WriteModelNodes(
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}
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// now just continue to the next node
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WriteModelNodes(
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outstream, next_node, parent_uid, bone_uids, transform_chain
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outstream, next_node, parent_uid, limbnodes, transform_chain
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);
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return;
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}
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@ -1962,7 +2053,7 @@ void FBXExporter::WriteModelNodes(
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connections.push_back(c);
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// write model node
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WriteModelNode(outstream, node, node_uid, "Mesh", transform_chain);
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} else if (bone_uids.count(node_name)) {
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} else if (limbnodes.count(node)) {
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WriteModelNode(outstream, node, node_uid, "LimbNode", transform_chain);
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// we also need to write a nodeattribute to mark it as a skeleton
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int64_t node_attribute_uid = generate_uid();
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@ -2021,7 +2112,7 @@ void FBXExporter::WriteModelNodes(
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// now recurse into children
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for (size_t i = 0; i < node->mNumChildren; ++i) {
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WriteModelNodes(
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outstream, node->mChildren[i], node_uid, bone_uids
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outstream, node->mChildren[i], node_uid, limbnodes
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);
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}
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}
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@ -56,6 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <map>
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#include <unordered_set>
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#include <memory> // shared_ptr
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#include <sstream> // stringstream
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@ -129,13 +130,13 @@ namespace Assimp
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Assimp::StreamWriterLE& s,
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const aiNode* node,
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int64_t parent_uid,
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const std::map<std::string,int64_t>& bone_uids
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const std::unordered_set<const aiNode*>& limbnodes
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);
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void WriteModelNodes( // usually don't call this directly
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StreamWriterLE& s,
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const aiNode* node,
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int64_t parent_uid,
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const std::map<std::string,int64_t>& bone_uids,
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const std::unordered_set<const aiNode*>& limbnodes,
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std::vector<std::pair<std::string,aiVector3D>>& transform_chain
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);
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};
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@ -334,7 +334,8 @@ bool ExportModel(const aiScene* pOut,
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PrintHorBar();
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}
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if (res != AI_SUCCESS) {
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printf("ERROR: Failed to write file\n");
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printf("Failed to write file\n");
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printf("ERROR: %s\n", globalExporter->GetErrorString());
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return false;
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}
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