Fix glTF2 skinning bone weight exporting issue
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6e6807ee6c
commit
b9937994ca
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@ -174,6 +174,22 @@ static void IdentityMatrix4(mat4 &o) {
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o[15] = 1;
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o[15] = 1;
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}
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}
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static bool IsBoneWeightFitted(vec4 &weight) {
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return weight[0] + weight[1] + weight[2] + weight[3] >= 1.f;
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}
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static int FitBoneWeight(vec4 &weight, float value) {
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int i = 0;
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for (; i < 4; ++i) {
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if (weight[i] < value) {
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weight[i] = value;
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return i;
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}
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}
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return -1;
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}
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template <typename T>
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template <typename T>
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void SetAccessorRange(Ref<Accessor> acc, void *data, size_t count,
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void SetAccessorRange(Ref<Accessor> acc, void *data, size_t count,
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unsigned int numCompsIn, unsigned int numCompsOut) {
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unsigned int numCompsIn, unsigned int numCompsOut) {
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@ -950,15 +966,21 @@ void ExportSkin(Asset &mAsset, const aiMesh *aimesh, Ref<Mesh> &meshRef, Ref<Buf
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unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
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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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float vertWeight = aib->mWeights[idx_weights].mWeight;
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// A vertex can only have at most four joint weights. Ignore all others.
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// A vertex can only have at most four joint weights, which ideally sum up to 1
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if (jointsPerVertex[vertexId] > 3) {
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if (IsBoneWeightFitted(vertexWeightData[vertexId])) {
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continue;
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continue;
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}
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}
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if (jointsPerVertex[vertexId] > 3) {
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int boneIndexFitted = FitBoneWeight(vertexWeightData[vertexId], vertWeight);
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if (boneIndexFitted) {
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vertexJointData[vertexId][boneIndexFitted] = static_cast<float>(jointNamesIndex);
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}
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}else {
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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vertexJointData[vertexId][jointsPerVertex[vertexId]] = static_cast<float>(jointNamesIndex);
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jointsPerVertex[vertexId] += 1;
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vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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}
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jointsPerVertex[vertexId] += 1;
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}
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}
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} // End: for-loop mNumMeshes
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} // End: for-loop mNumMeshes
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