Merge pull request #1026 from ascandal/feature/gltf-skins-animation
glTF skinning animationpull/1042/head
commit
6a0d4bac35
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@ -31,6 +31,7 @@ assimp-config-version.cmake
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# MakeFile
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Makefile
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code/Makefile
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test/Makefile
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test/headercheck/Makefile
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tools/assimp_cmd/Makefile
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5658
code/Makefile
5658
code/Makefile
File diff suppressed because it is too large
Load Diff
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@ -852,7 +852,7 @@ namespace glTF
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{
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Nullable<mat4> bindShapeMatrix; //!< Floating-point 4x4 transformation matrix stored in column-major order.
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Ref<Accessor> inverseBindMatrices; //!< The ID of the accessor containing the floating-point 4x4 inverse-bind matrices.
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std::vector<std::string/*Ref<Node>*/> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
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std::vector<Ref<Node>> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
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std::string name; //!< The user-defined name of this object.
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Skin() {}
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@ -436,7 +436,7 @@ namespace glTF {
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vJointNames.Reserve(unsigned(b.jointNames.size()), w.mAl);
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for (size_t i = 0; i < unsigned(b.jointNames.size()); ++i) {
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vJointNames.PushBack(StringRef(b.jointNames[i]), w.mAl);
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vJointNames.PushBack(StringRef(b.jointNames[i]->jointName), w.mAl);
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}
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obj.AddMember("jointNames", vJointNames, w.mAl);
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@ -152,7 +152,10 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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}
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}
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/*
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* Copy a 4x4 matrix from struct aiMatrix to typedef mat4.
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* Also converts from row-major to column-major storage.
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*/
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static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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{
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o[ 0] = v.a1; o[ 1] = v.b1; o[ 2] = v.c1; o[ 3] = v.d1;
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@ -364,6 +367,61 @@ void glTFExporter::ExportMaterials()
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}
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}
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/*
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* Search through node hierarchy and find the node containing the given meshID.
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* Returns true on success, and false otherwise.
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*/
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bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
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{
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for (unsigned int i = 0; i < nodeIn->meshes.size(); ++i) {
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if (meshID.compare(nodeIn->meshes[i]->id) == 0) {
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meshNode = nodeIn;
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return true;
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}
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}
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for (unsigned int i = 0; i < nodeIn->children.size(); ++i) {
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if(FindMeshNode(nodeIn->children[i], meshNode, meshID)) {
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return true;
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}
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}
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return false;
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}
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/*
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* Find the root joint of the skeleton.
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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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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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for (unsigned int j = 0; j < skinRef->jointNames.size(); ++j) {
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if (i == j) continue;
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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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}
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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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std::string skinName = aim->mName.C_Str();
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@ -373,7 +431,6 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
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//-------------------------------------------------------
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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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@ -393,7 +450,7 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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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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nodeRef->jointName = "joint_" + std::to_string(idx_bone);
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skinRef->jointNames.push_back("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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// Temporary. Hard-coded identity matrix here
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@ -427,13 +484,14 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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// Create the skinned mesh instance node.
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Ref<Node> node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node"));
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// Ref<Node> node = mAsset.nodes.Get(aim->mBones[0]->mName.C_Str());
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node->meshes.push_back(meshRef);
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node->name = node->id;
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node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
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node->skin = skinRef;
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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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void glTFExporter::ExportMeshes()
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@ -558,10 +616,9 @@ void glTFExporter::ExportMeshes()
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}
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/*************** Skins ****************/
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///TODO: Fix skinning animation
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// if(aim->HasBones()) {
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// ExportSkin(*mAsset, aim, m, b);
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// }
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if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b);
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}
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/****************** Compression ******************/
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///TODO: animation: weights, joints.
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@ -753,9 +810,12 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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//-------------------------------------------------------
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// Extract rotation parameter data
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if(nodeChannel->mNumRotationKeys > 0) {
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C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys];
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vec4* rotationData = new vec4[nodeChannel->mNumRotationKeys];
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for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
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rotationData[i] = nodeChannel->mRotationKeys[i].mValue;
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rotationData[i][0] = nodeChannel->mRotationKeys[i].mValue.x;
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rotationData[i][1] = nodeChannel->mRotationKeys[i].mValue.y;
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rotationData[i][2] = nodeChannel->mRotationKeys[i].mValue.z;
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rotationData[i][3] = nodeChannel->mRotationKeys[i].mValue.w;
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}
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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