export vertex joint and weight information

pull/1024/head
Angelo Scandaliato 2016-10-06 18:59:53 -07:00
parent ae36ca0e44
commit d128837a3a
1 changed files with 36 additions and 6 deletions

View File

@ -365,10 +365,8 @@ void glTFExporter::ExportMaterials()
} }
} }
void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef) void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
{ {
if(!aim->HasBones()) { return; } // skip to next mesh if no bones exist.
std::string skinName = aim->mName.C_Str(); std::string skinName = aim->mName.C_Str();
skinName = mAsset.FindUniqueID(skinName, "skin"); skinName = mAsset.FindUniqueID(skinName, "skin");
Ref<Skin> skinRef = mAsset.skins.Create(skinName); Ref<Skin> skinRef = mAsset.skins.Create(skinName);
@ -376,6 +374,19 @@ void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffe
mat4* inverseBindMatricesData = new mat4[aim->mNumBones]; mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
//-------------------------------------------------------
// 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];
for (size_t i = 0; i < aim->mNumVertices; ++i) {
jointsPerVertex[i] = 0;
for (size_t j = 0; j < 4; ++j) {
vertexJointData[i][j] = 0;
vertexWeightData[i][j] = 0;
}
}
for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) {
const aiBone* aib = aim->mBones[idx_bone]; const aiBone* aib = aim->mBones[idx_bone];
@ -394,16 +405,33 @@ void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffe
// aib->mOffsetMatrix =====> skinRef->inverseBindMatrices // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
// aib->mNumWeights; // aib->mWeights =====> vertexWeightData
// aib->mWeights; 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;
jointsPerVertex[tmpVertWeight.mVertexId] += 1;
}
} // End: for-loop mNumMeshes } // End: for-loop mNumMeshes
// Create the Accessor for skinRef->inverseBindMatrices // Create the Accessor for skinRef->inverseBindMatrices
Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; 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);
if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
// Create the skinned mesh instance node. // Create the skinned mesh instance node.
Ref<Node> node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node")); Ref<Node> node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node"));
// Ref<Node> node = mAsset.nodes.Get(aim->mBones[0]->mName.C_Str());
node->meshes.push_back(meshRef); node->meshes.push_back(meshRef);
node->name = node->id; node->name = node->id;
node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str())); node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()));
@ -532,7 +560,9 @@ void glTFExporter::ExportMeshes()
} }
/*************** Skins ****************/ /*************** Skins ****************/
ExportSkins(*mAsset, aim, m, b); if(aim->HasBones()) {
ExportSkin(*mAsset, aim, m, b);
}
/****************** Compression ******************/ /****************** Compression ******************/
///TODO: animation: weights, joints. ///TODO: animation: weights, joints.