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A buffer points to binary geometry, animation, or skins. struct Buffer : public Object { @@ -934,6 +915,38 @@ namespace glTF void SetDefaults(); }; + + struct AnimSampler { + std::string input; //!< The ID of a parameter in this animation to use as key-frame input. + std::string interpolation; //!< Type of interpolation algorithm to use between key-frames. + std::string output; //!< The ID of a parameter in this animation to use as key-frame output. + }; + + struct AnimTarget { + Ref id; //!< The ID of the node to animate. + std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale"). + }; + + struct AnimChannel { + Ref sampler; //!< The ID of one of the samplers present in the containing animation's samplers property. + AnimTarget target; + }; + + struct AnimParameters { + Ref TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values. + Ref rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors. + Ref scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. + Ref translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. + }; + + struct Animation : public Object + { + AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy. + AnimParameters Parameters; //!< The samplers that interpolate between the key-frames. + AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data. + }; + + //! Base class for LazyDict that acts as an interface class LazyDictBase { @@ -986,7 +999,7 @@ namespace glTF Ref Get(const char* id); Ref Get(unsigned int i); - Ref Get(const std::string& pID) { return Get(pID.c_str()); } + Ref Get(const std::string& pID) { return Get(pID.c_str()); } Ref Create(const char* id); Ref Create(const std::string& id) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index ca170576b..56f54881d 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -623,6 +623,57 @@ void glTFExporter::ExportMetadata() } +void glTFExporter::ExportAnimations() +{ + // aiString aiName; + for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { + const aiAnimation* anim = mScene->mAnimations[i]; + + std::string name; + if (anim->mName.length > 0) { + name = anim->mName.C_Str(); + } + name = mAsset->FindUniqueID(name, "animation"); + + Ref animRef = mAsset->animations.Create(name); + + animRef->Parameters.TIME; + animRef->Parameters.rotation; + animRef->Parameters.scale; + animRef->Parameters.translation; + + for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { + const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; + + for (unsigned int j = 0; j < 3; ++j) { + switch (j) { + case 0: + animRef->Channels[j].target.path = "rotation"; + animRef->Samplers[j].output = "rotation"; + break; + case 1: + animRef->Channels[j].target.path = "scale"; + animRef->Samplers[j].output = "scale"; + break; + case 2: + animRef->Channels[j].target.path = "translation"; + animRef->Samplers[j].output = "translation"; + break; + } + + animRef->Channels[j].sampler; + animRef->Channels[j].target.id = mAsset->FindUniqueID(nodeChannel->mNodeName.C_Str(), "node"); + + animRef->Samplers[j].input = "TIME"; + animRef->Samplers[j].interpolation = "LINEAR"; + } + + for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { + const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; + } + } + } // End: for-loop mNumAnimations +} diff --git a/code/glTFExporter.h b/code/glTFExporter.h index 554bb17aa..6e9523050 100644 --- a/code/glTFExporter.h +++ b/code/glTFExporter.h @@ -101,6 +101,7 @@ namespace Assimp void ExportMeshes(); unsigned int ExportNode(const aiNode* node); void ExportScene(); + void ExportAnimations(); }; } diff --git a/test/Makefile b/test/Makefile new file mode 100644 index 000000000..6a64a118b --- /dev/null +++ b/test/Makefile @@ -0,0 +1,1428 @@ +# CMAKE generated file: DO NOT EDIT! +# Generated by "Unix Makefiles" Generator, CMake Version 3.6 + +# Default target executed when no arguments are given to make. +default_target: all + +.PHONY : default_target + +# Allow only one "make -f Makefile2" at a time, but pass parallelism. +.NOTPARALLEL: + + +#============================================================================= +# Special targets provided by cmake. + +# Disable implicit rules so canonical targets will 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CompareDump.o" + @echo "... CompareDump.i" + @echo "... CompareDump.s" + @echo "... Export.o" + @echo "... Export.i" + @echo "... Export.s" + @echo "... ImageExtractor.o" + @echo "... ImageExtractor.i" + @echo "... ImageExtractor.s" + @echo "... Info.o" + @echo "... Info.i" + @echo "... Info.s" + @echo "... Main.o" + @echo "... Main.i" + @echo "... Main.s" + @echo "... WriteDumb.o" + @echo "... WriteDumb.i" + @echo "... WriteDumb.s" +.PHONY : help + + + +#============================================================================= +# Special targets to cleanup operation of make. + +# Special rule to run CMake to check the build system integrity. +# No rule that depends on this can have commands that come from listfiles +# because they might be regenerated. +cmake_check_build_system: + cd /Users/angelo/coding/assimp && $(CMAKE_COMMAND) -H$(CMAKE_SOURCE_DIR) -B$(CMAKE_BINARY_DIR) --check-build-system CMakeFiles/Makefile.cmake 0 +.PHONY : cmake_check_build_system + From d249cca0117d4a9e02ab305952215b87d4d6f55a Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Tue, 4 Oct 2016 07:09:01 -0700 Subject: [PATCH 02/14] created the asset writer function for animations export gltf --- code/glTFAsset.h | 52 ++++++++++++++++++---------------- code/glTFAssetWriter.inl | 50 ++++++++++++++++++++++++++++++++ code/glTFExporter.cpp | 61 +++++++++++++++++++++++++++++++--------- 3 files changed, 124 insertions(+), 39 deletions(-) diff --git a/code/glTFAsset.h b/code/glTFAsset.h index 6afd6bba4..dd94f2ba7 100644 --- a/code/glTFAsset.h +++ b/code/glTFAsset.h @@ -915,35 +915,37 @@ namespace glTF void SetDefaults(); }; - - struct AnimSampler { - std::string input; //!< The ID of a parameter in this animation to use as key-frame input. - std::string interpolation; //!< Type of interpolation algorithm to use between key-frames. - std::string output; //!< The ID of a parameter in this animation to use as key-frame output. - }; - - struct AnimTarget { - Ref id; //!< The ID of the node to animate. - std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale"). - }; - - struct AnimChannel { - Ref sampler; //!< The ID of one of the samplers present in the containing animation's samplers property. - AnimTarget target; - }; - - struct AnimParameters { - Ref TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values. - Ref rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors. - Ref scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. - Ref translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. - }; - struct Animation : public Object { + struct AnimSampler { + std::string id; //!< The ID of this sampler. + std::string input; //!< The ID of a parameter in this animation to use as key-frame input. + std::string interpolation; //!< Type of interpolation algorithm to use between key-frames. + std::string output; //!< The ID of a parameter in this animation to use as key-frame output. + }; + + struct AnimChannel { + std::string sampler; //!< The ID of one sampler present in the containing animation's samplers property. + + struct AnimTarget { + Ref id; //!< The ID of the node to animate. + std::string path; //!< The name of property of the node to animate ("translation", "rotation", or "scale"). + } target; + }; + + struct AnimParameters { + Ref TIME; //!< Accessor reference to a buffer storing a array of floating point scalar values. + Ref rotation; //!< Accessor reference to a buffer storing a array of four-component floating-point vectors. + Ref scale; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. + Ref translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. + }; + AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy. AnimParameters Parameters; //!< The samplers that interpolate between the key-frames. AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data. + + Animation() {} + void Read(Value& obj, Asset& r); }; @@ -979,7 +981,7 @@ namespace glTF typedef typename std::gltf_unordered_map< std::string, unsigned int > Dict; std::vector mObjs; //! The read objects - Dict mObjsById; //! The read objects accesible by id + Dict mObjsById; //! The read objects accessible by id const char* mDictId; //! ID of the dictionary object const char* mExtId; //! ID of the extension defining the dictionary Value* mDict; //! JSON dictionary object diff --git a/code/glTFAssetWriter.inl b/code/glTFAssetWriter.inl index 2022305db..d79a64dad 100644 --- a/code/glTFAssetWriter.inl +++ b/code/glTFAssetWriter.inl @@ -102,7 +102,57 @@ namespace glTF { inline void Write(Value& obj, Animation& a, AssetWriter& w) { + /****************** Channels *******************/ + Value channels; + channels.SetArray(); + channels.Reserve(3/*unsigned(a.Channels.size())*/, w.mAl); + for (size_t i = 0; i < 3/*a.Channels.size()*/; ++i) { + Animation::AnimChannel& c = a.Channels[i]; + Value valChannel; + valChannel.SetObject(); + { + valChannel.AddMember("sampler", c.sampler, w.mAl); + + Value valTarget; + valTarget.SetObject(); + { + valTarget.AddMember("id", StringRef(c.target.id->id), w.mAl); + valTarget.AddMember("path", c.target.path, w.mAl); + } + valChannel.AddMember("target", valTarget, w.mAl); + } + channels.PushBack(valChannel, w.mAl); + } + obj.AddMember("Channels", channels, w.mAl); + + /****************** Parameters *******************/ + Value valParameters; + valParameters.SetObject(); + { + valParameters.AddMember("TIME", StringRef(a.Parameters.TIME->id), w.mAl); + valParameters.AddMember("rotation", StringRef(a.Parameters.rotation->id), w.mAl); + valParameters.AddMember("scale", StringRef(a.Parameters.scale->id), w.mAl); + valParameters.AddMember("translation", StringRef(a.Parameters.translation->id), w.mAl); + } + obj.AddMember("Parameters", valParameters, w.mAl); + + /****************** Samplers *******************/ + Value valSamplers; + valSamplers.SetObject(); + + for (size_t i = 0; i < 3/*a.Samplers.size()*/; ++i) { + Animation::AnimSampler& s = a.Samplers[i]; + Value valSampler; + valSampler.SetObject(); + { + valSampler.AddMember("input", s.input, w.mAl); + valSampler.AddMember("interpolation", s.interpolation, w.mAl); + valSampler.AddMember("output", s.output, w.mAl); + } + valSamplers.AddMember(StringRef(s.id), valSampler, w.mAl); + } + obj.AddMember("Samplers", valSamplers, w.mAl); } inline void Write(Value& obj, Buffer& b, AssetWriter& w) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 56f54881d..5cf4f8494 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -80,7 +80,6 @@ namespace Assimp { // Worker function for exporting a scene to GLTF. Prototyped and registered in Exporter.cpp void ExportSceneGLTF(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) { - // invoke the exporter glTFExporter exporter(pFile, pIOSystem, pScene, pProperties, false); } @@ -146,6 +145,8 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc ExportScene(); + ExportAnimations(); + glTF::AssetWriter writer(*mAsset); if (isBinary) { @@ -369,7 +370,7 @@ void glTFExporter::ExportMeshes() typedef unsigned short IndicesType; // Variables needed for compression. BEGIN. - // Indices, not pointers - because pointer to buffer is changin while writing to it. + // Indices, not pointers - because pointer to buffer is changing while writing to it. size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer. size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals. std::vector idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer. @@ -625,6 +626,32 @@ void glTFExporter::ExportMetadata() void glTFExporter::ExportAnimations() { + // //-------------------------- + // // Setup to output buffer data + // // Not for + // // using IndicesType = decltype(aiFace::mNumIndices); + // // But yes for + // // using IndicesType = unsigned short; + // // because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification. + // typedef unsigned short IndicesType; + + // // Variables needed for compression. BEGIN. + // // Indices, not pointers - because pointer to buffer is changing while writing to it. + // size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer. + // size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals. + // std::vector idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer. + // size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer. + // bool comp_allow;// Point that data of current mesh can be compressed. + // // Variables needed for compression. END. + + // std::string fname = std::string(mFilename); + // std::string bufferIdPrefix = fname.substr(0, fname.find(".")); + // std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str()); + + // Ref b = mAsset->GetBodyBuffer(); + // // Setup to output buffer data + // //-------------------------- + // aiString aiName; for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { const aiAnimation* anim = mScene->mAnimations[i]; @@ -637,32 +664,38 @@ void glTFExporter::ExportAnimations() Ref animRef = mAsset->animations.Create(name); - animRef->Parameters.TIME; - animRef->Parameters.rotation; - animRef->Parameters.scale; - animRef->Parameters.translation; + // These are accessors to bufferviews to buffer data. + + Ref acc = mAsset->accessors.Get(unsigned (0)); + + animRef->Parameters.TIME = acc; + animRef->Parameters.rotation = acc; + animRef->Parameters.scale = acc; + animRef->Parameters.translation = acc; for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; for (unsigned int j = 0; j < 3; ++j) { + std::string channelType; switch (j) { case 0: - animRef->Channels[j].target.path = "rotation"; - animRef->Samplers[j].output = "rotation"; + channelType = "rotation"; break; case 1: - animRef->Channels[j].target.path = "scale"; - animRef->Samplers[j].output = "scale"; + channelType = "scale"; break; case 2: - animRef->Channels[j].target.path = "translation"; - animRef->Samplers[j].output = "translation"; + channelType = "translation"; break; } - animRef->Channels[j].sampler; - animRef->Channels[j].target.id = mAsset->FindUniqueID(nodeChannel->mNodeName.C_Str(), "node"); + animRef->Channels[j].sampler = name + "_" + channelType; + animRef->Channels[j].target.path = channelType; + animRef->Samplers[j].output = channelType; + animRef->Samplers[j].id = name + "_" + channelType; + + animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); animRef->Samplers[j].input = "TIME"; animRef->Samplers[j].interpolation = "LINEAR"; From cfa0ea31891fcf4f508dccdb358b395562ec82f1 Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Wed, 5 Oct 2016 13:32:06 -0700 Subject: [PATCH 03/14] finished first version of extport animation data --- code/glTFExporter.cpp | 170 ++++++++++++++++++++++++++++++++++++++---- 1 file changed, 154 insertions(+), 16 deletions(-) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 5cf4f8494..686846b64 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -61,6 +61,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // Header files, standart library. #include #include +#include #include "glTFAssetWriter.h" @@ -624,6 +625,124 @@ void glTFExporter::ExportMetadata() } +inline Ref ExportAnimationData(Asset& a, std::string& animId, Ref& buffer, + unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType) +{ + if (!count || !data) return Ref(); + + unsigned int numCompsIn = AttribType::GetNumComponents(typeIn); + unsigned int numCompsOut = AttribType::GetNumComponents(typeOut); + unsigned int bytesPerComp = ComponentTypeSize(compType); + + size_t offset = buffer->byteLength; + size_t length = count * numCompsOut * bytesPerComp; + buffer->Grow(length); + + // bufferView + Ref bv = a.bufferViews.Create(a.FindUniqueID(animId, "view")); + bv->buffer = buffer; + bv->byteOffset = unsigned(offset); + bv->byteLength = length; //! The target that the WebGL buffer should be bound to. + // bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER; + bv->target = BufferViewTarget_ARRAY_BUFFER; + + // accessor + Ref acc = a.accessors.Create(a.FindUniqueID(animId, "accessor")); + acc->bufferView = bv; + acc->byteOffset = 0; + acc->byteStride = 0; + acc->componentType = compType; + acc->count = count; + acc->type = typeOut; + + // calculate min and max values + { + // Allocate and initialize with large values. + float float_MAX = 10000000000000; + for (int i = 0 ; i < numCompsOut ; i++) { + acc->min.push_back( float_MAX); + acc->max.push_back(-float_MAX); + } + + // Search and set extreme values. + float valueTmp; + for (int i = 0 ; i < count ; i++) { + for (int j = 0 ; j < numCompsOut ; j++) { + + if (numCompsOut == 1) { + valueTmp = static_cast(data)[i]; + } else { + valueTmp = static_cast(data)[i][j]; + } + + if (valueTmp < acc->min[j]) { + acc->min[j] = valueTmp; + } + if (valueTmp > acc->max[j]) { + acc->max[j] = valueTmp; + } + } + } + } + + // copy the data + acc->WriteData(count, data, numCompsIn*bytesPerComp); + + return acc; +} + + +inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref& animRef, Ref& buffer, const aiNodeAnim* nodeChannel) +{ + //------------------------------------------------------- + // Extract TIME parameter data. + // Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys. + typedef float TimeType; + std::vector timeData; + timeData.resize(nodeChannel->mNumPositionKeys); + for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { + // timeData[i] = uint16_t(nodeChannel->mPositionKeys[i].mTime); + timeData[i] = nodeChannel->mPositionKeys[i].mTime; + } + + Ref timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); + if (timeAccessor) animRef->Parameters.TIME = timeAccessor; + + //------------------------------------------------------- + // Extract translation parameter data + C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys]; + for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { + translationData[i] = nodeChannel->mPositionKeys[i].mValue; + } + + Ref tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); + if (tranAccessor) animRef->Parameters.translation = tranAccessor; + + //------------------------------------------------------- + // Extract scale parameter data + C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys]; + for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) { + scaleData[i] = nodeChannel->mScalingKeys[i].mValue; + } + + Ref scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); + if (scaleAccessor) animRef->Parameters.scale = scaleAccessor; + + //------------------------------------------------------- + // Extract rotation parameter data + C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys]; + for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) { + rotationData[i] = nodeChannel->mRotationKeys[i].mValue; + } + + Ref rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); + if (rotAccessor) animRef->Parameters.rotation = rotAccessor; + +} + + + + void glTFExporter::ExportAnimations() { // //-------------------------- @@ -649,33 +768,50 @@ void glTFExporter::ExportAnimations() // std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str()); // Ref b = mAsset->GetBodyBuffer(); + Ref bufferRef = mAsset->buffers.Get(unsigned (0)); + std::cout<<"GetBodyBuffer " << bufferRef << "\n"; // // Setup to output buffer data // //-------------------------- // aiString aiName; + std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n"; for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { const aiAnimation* anim = mScene->mAnimations[i]; - std::string name; + std::string nameAnim; if (anim->mName.length > 0) { - name = anim->mName.C_Str(); + nameAnim = anim->mName.C_Str(); } - name = mAsset->FindUniqueID(name, "animation"); - - Ref animRef = mAsset->animations.Create(name); - - // These are accessors to bufferviews to buffer data. - - Ref acc = mAsset->accessors.Get(unsigned (0)); - - animRef->Parameters.TIME = acc; - animRef->Parameters.rotation = acc; - animRef->Parameters.scale = acc; - animRef->Parameters.translation = acc; + std::cout<<"mNumChannels " << anim->mNumChannels << "\n"; for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; + // It appears that assimp stores this type of animation as multiple animations. + // where each aiNodeAnim in mChannels animates a specific node. + std::string name = nameAnim + "_" + std::to_string(channelIndex); + name = mAsset->FindUniqueID(name, "animation"); + Ref animRef = mAsset->animations.Create(name); + + // Loop over the data and check to see if it exactly matches an existing buffer. + // If yes, then reference the existing corresponding accessor. + // Otherwise, add to the buffer and create a new accessor. + + /******************* Parameters ********************/ + // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored. + // if(comp_allow) idx_srcdata_begin = bufferRef->byteLength; + + ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel); + + // FAKE DATA FOR NOW!!!!! + // These are accessors to bufferviews to buffer data. + // Ref acc = mAsset->accessors.Get(unsigned (0)); + // animRef->Parameters.TIME = acc; + // animRef->Parameters.rotation = acc; + // animRef->Parameters.scale = acc; + // animRef->Parameters.translation = acc; + + for (unsigned int j = 0; j < 3; ++j) { std::string channelType; switch (j) { @@ -700,12 +836,14 @@ void glTFExporter::ExportAnimations() animRef->Samplers[j].input = "TIME"; animRef->Samplers[j].interpolation = "LINEAR"; } + } + std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n"; for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; } - } - } // End: for-loop mNumAnimations + + } // End: for-loop mNumAnimations } From 79852de5ae0d11f974d28248712b90bdb47c1c76 Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Wed, 5 Oct 2016 17:30:02 -0700 Subject: [PATCH 04/14] added skins and jointNames --- code/glTFAsset.h | 14 ++++++++-- code/glTFAssetWriter.inl | 12 ++++++++ code/glTFExporter.cpp | 59 ++++++++++++++++++++++++++++------------ code/glTFExporter.h | 1 + 4 files changed, 66 insertions(+), 20 deletions(-) diff --git a/code/glTFAsset.h b/code/glTFAsset.h index dd94f2ba7..b7ea8fbba 100644 --- a/code/glTFAsset.h +++ b/code/glTFAsset.h @@ -128,6 +128,7 @@ namespace glTF struct BufferView; // here due to cross-reference struct Texture; struct Light; + struct Skin; // Vec/matrix types, as raw float arrays @@ -806,6 +807,10 @@ namespace glTF Ref camera; Ref light; + std::vector< Ref > skeletons; //!< The ID of skeleton nodes. + Ref skin; //!< The ID of the skin referenced by this node. + std::string jointName; //!< Name used when this node is a joint in a skin. + Node() {} void Read(Value& obj, Asset& r); }; @@ -845,6 +850,11 @@ namespace glTF struct Skin : public Object { + Nullable bindShapeMatrix; //!< Floating-point 4x4 transformation matrix stored in column-major order. + Ref inverseBindMatrices; //!< The ID of the accessor containing the floating-point 4x4 inverse-bind matrices. + std::vector*/> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin. + std::string name; //!< The user-defined name of this object. + Skin() {} void Read(Value& obj, Asset& r); }; @@ -1099,7 +1109,7 @@ namespace glTF LazyDict samplers; LazyDict scenes; //LazyDict shaders; - //LazyDict skins; + LazyDict skins; //LazyDict techniques; LazyDict textures; @@ -1124,7 +1134,7 @@ namespace glTF , samplers (*this, "samplers") , scenes (*this, "scenes") //, shaders (*this, "shaders") - //, skins (*this, "skins") + , skins (*this, "skins") //, techniques (*this, "techniques") , textures (*this, "textures") , lights (*this, "lights", "KHR_materials_common") diff --git a/code/glTFAssetWriter.inl b/code/glTFAssetWriter.inl index d79a64dad..7aff77ad0 100644 --- a/code/glTFAssetWriter.inl +++ b/code/glTFAssetWriter.inl @@ -377,6 +377,10 @@ namespace glTF { AddRefsVector(obj, "children", n.children, w.mAl); AddRefsVector(obj, "meshes", n.meshes, w.mAl); + + if (!n.jointName.empty()) { + obj.AddMember("jointName", n.jointName, w.mAl); + } } inline void Write(Value& obj, Program& b, AssetWriter& w) @@ -412,7 +416,15 @@ namespace glTF { inline void Write(Value& obj, Skin& b, AssetWriter& w) { + /****************** jointNames *******************/ + Value vJointNames; + vJointNames.SetArray(); + vJointNames.Reserve(unsigned(b.jointNames.size()), w.mAl); + for (size_t i = 0; i < unsigned(b.jointNames.size()); ++i) { + vJointNames.PushBack(StringRef(b.jointNames[i]), w.mAl); + } + obj.AddMember("jointNames", vJointNames, w.mAl); } inline void Write(Value& obj, Technique& b, AssetWriter& w) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 686846b64..3d1aa9901 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -126,8 +126,6 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc ExportMetadata(); - //for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {} - //for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {} //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {} @@ -148,6 +146,8 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc ExportAnimations(); + ExportSkins(); + glTF::AssetWriter writer(*mAsset); if (isBinary) { @@ -701,8 +701,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref timeData; timeData.resize(nodeChannel->mNumPositionKeys); for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { - // timeData[i] = uint16_t(nodeChannel->mPositionKeys[i].mTime); - timeData[i] = nodeChannel->mPositionKeys[i].mTime; + timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t() } Ref timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); @@ -773,7 +772,6 @@ void glTFExporter::ExportAnimations() // // Setup to output buffer data // //-------------------------- - // aiString aiName; std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n"; for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { const aiAnimation* anim = mScene->mAnimations[i]; @@ -793,25 +791,15 @@ void glTFExporter::ExportAnimations() name = mAsset->FindUniqueID(name, "animation"); Ref animRef = mAsset->animations.Create(name); - // Loop over the data and check to see if it exactly matches an existing buffer. - // If yes, then reference the existing corresponding accessor. - // Otherwise, add to the buffer and create a new accessor. - /******************* Parameters ********************/ // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored. // if(comp_allow) idx_srcdata_begin = bufferRef->byteLength; + // Loop over the data and check to see if it exactly matches an existing buffer. + // If yes, then reference the existing corresponding accessor. + // Otherwise, add to the buffer and create a new accessor. ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel); - // FAKE DATA FOR NOW!!!!! - // These are accessors to bufferviews to buffer data. - // Ref acc = mAsset->accessors.Get(unsigned (0)); - // animRef->Parameters.TIME = acc; - // animRef->Parameters.rotation = acc; - // animRef->Parameters.scale = acc; - // animRef->Parameters.translation = acc; - - for (unsigned int j = 0; j < 3; ++j) { std::string channelType; switch (j) { @@ -848,6 +836,41 @@ void glTFExporter::ExportAnimations() +void glTFExporter::ExportSkins() +{ + for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { + const aiMesh* aim = mScene->mMeshes[idx_mesh]; + + if(!aim->HasBones()) { continue; } // skip to next mesh if no bones. + + std::string skinName = aim->mName.C_Str(); + skinName = mAsset->FindUniqueID(skinName, "skin"); + Ref skinRef = mAsset->skins.Create(skinName); + skinRef->name = skinName; + + for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { + const aiBone* aib = aim->mBones[idx_bone]; + + Ref nodeRef = mAsset->nodes.Get(aib->mName.C_Str()); + nodeRef->jointName = "joint_" + std::to_string(idx_bone); + + skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); + + std::cout << "Node->id " << nodeRef->id << "\n"; + + // skinRef->bindShapeMatrix; + // skinRef->inverseBindMatrices; + + // aib->mNumWeights; + // aib->mOffsetMatrix; + // aib->mWeights; + + } // End: for-loop mNumMeshes + + } // End: for-loop mNumMeshes +} + + #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER diff --git a/code/glTFExporter.h b/code/glTFExporter.h index 6e9523050..a6611830a 100644 --- a/code/glTFExporter.h +++ b/code/glTFExporter.h @@ -102,6 +102,7 @@ namespace Assimp unsigned int ExportNode(const aiNode* node); void ExportScene(); void ExportAnimations(); + void ExportSkins(); }; } From 0313328a92f431934768447fd52080e80714e3b6 Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Wed, 5 Oct 2016 18:16:32 -0700 Subject: [PATCH 05/14] set bindShapeMatrix to identity --- code/glTFAssetWriter.inl | 6 ++++++ code/glTFExporter.cpp | 14 ++++++++++++++ 2 files changed, 20 insertions(+) diff --git a/code/glTFAssetWriter.inl b/code/glTFAssetWriter.inl index 7aff77ad0..a5603a3ca 100644 --- a/code/glTFAssetWriter.inl +++ b/code/glTFAssetWriter.inl @@ -425,6 +425,12 @@ namespace glTF { vJointNames.PushBack(StringRef(b.jointNames[i]), w.mAl); } obj.AddMember("jointNames", vJointNames, w.mAl); + + if (b.bindShapeMatrix.isPresent) { + Value val; + obj.AddMember("bindShapeMatrix", MakeValue(val, b.bindShapeMatrix.value, w.mAl).Move(), w.mAl); + } + } inline void Write(Value& obj, Technique& b, AssetWriter& w) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 3d1aa9901..86592d245 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -166,6 +166,14 @@ 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 IdentityMatrix4(glTF::mat4& o) +{ + o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0; + o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0; + o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0; + o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1; +} + inline Ref ExportData(Asset& a, std::string& meshName, Ref& buffer, unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false) { @@ -858,6 +866,12 @@ void glTFExporter::ExportSkins() std::cout << "Node->id " << nodeRef->id << "\n"; + + skinRef->bindShapeMatrix.isPresent = true; + // CopyValue(n->mTransformation, skinRef->bindShapeMatrix.value); + // aiIdentityMatrix4(skinRef->bindShapeMatrix.value); + IdentityMatrix4(skinRef->bindShapeMatrix.value); + // skinRef->bindShapeMatrix; // skinRef->inverseBindMatrices; From 4ac57f1fabf65df9f9b89ed672dbdef7c4483f20 Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 02:34:11 -0700 Subject: [PATCH 06/14] fixed issues to get node animations working --- code/glTFAsset.h | 10 +++- code/glTFAssetWriter.inl | 28 +++++---- code/glTFExporter.cpp | 126 ++++++++++++++++++++++++++++----------- 3 files changed, 115 insertions(+), 49 deletions(-) diff --git a/code/glTFAsset.h b/code/glTFAsset.h index b7ea8fbba..4b5fb6737 100644 --- a/code/glTFAsset.h +++ b/code/glTFAsset.h @@ -950,9 +950,13 @@ namespace glTF Ref translation; //!< Accessor reference to a buffer storing a array of three-component floating-point vectors. }; - AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy. - AnimParameters Parameters; //!< The samplers that interpolate between the key-frames. - AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data. + // AnimChannel Channels[3]; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy. + // AnimParameters Parameters; //!< The samplers that interpolate between the key-frames. + // AnimSampler Samplers[3]; //!< The parameterized inputs representing the key-frame data. + + std::vector Channels; //!< Connect the output values of the key-frame animation to a specific node in the hierarchy. + AnimParameters Parameters; //!< The samplers that interpolate between the key-frames. + std::vector Samplers; //!< The parameterized inputs representing the key-frame data. Animation() {} void Read(Value& obj, Asset& r); diff --git a/code/glTFAssetWriter.inl b/code/glTFAssetWriter.inl index a5603a3ca..3589ceee7 100644 --- a/code/glTFAssetWriter.inl +++ b/code/glTFAssetWriter.inl @@ -105,9 +105,9 @@ namespace glTF { /****************** Channels *******************/ Value channels; channels.SetArray(); - channels.Reserve(3/*unsigned(a.Channels.size())*/, w.mAl); + channels.Reserve(unsigned(a.Channels.size()), w.mAl); - for (size_t i = 0; i < 3/*a.Channels.size()*/; ++i) { + for (size_t i = 0; i < unsigned(a.Channels.size()); ++i) { Animation::AnimChannel& c = a.Channels[i]; Value valChannel; valChannel.SetObject(); @@ -124,24 +124,32 @@ namespace glTF { } channels.PushBack(valChannel, w.mAl); } - obj.AddMember("Channels", channels, w.mAl); + obj.AddMember("channels", channels, w.mAl); /****************** Parameters *******************/ Value valParameters; valParameters.SetObject(); { - valParameters.AddMember("TIME", StringRef(a.Parameters.TIME->id), w.mAl); - valParameters.AddMember("rotation", StringRef(a.Parameters.rotation->id), w.mAl); - valParameters.AddMember("scale", StringRef(a.Parameters.scale->id), w.mAl); - valParameters.AddMember("translation", StringRef(a.Parameters.translation->id), w.mAl); + if (a.Parameters.TIME) { + valParameters.AddMember("TIME", StringRef(a.Parameters.TIME->id), w.mAl); + } + if (a.Parameters.rotation) { + valParameters.AddMember("rotation", StringRef(a.Parameters.rotation->id), w.mAl); + } + if (a.Parameters.scale) { + valParameters.AddMember("scale", StringRef(a.Parameters.scale->id), w.mAl); + } + if (a.Parameters.translation) { + valParameters.AddMember("translation", StringRef(a.Parameters.translation->id), w.mAl); + } } - obj.AddMember("Parameters", valParameters, w.mAl); + obj.AddMember("parameters", valParameters, w.mAl); /****************** Samplers *******************/ Value valSamplers; valSamplers.SetObject(); - for (size_t i = 0; i < 3/*a.Samplers.size()*/; ++i) { + for (size_t i = 0; i < unsigned(a.Samplers.size()); ++i) { Animation::AnimSampler& s = a.Samplers[i]; Value valSampler; valSampler.SetObject(); @@ -152,7 +160,7 @@ namespace glTF { } valSamplers.AddMember(StringRef(s.id), valSampler, w.mAl); } - obj.AddMember("Samplers", valSamplers, w.mAl); + obj.AddMember("samplers", valSamplers, w.mAl); } inline void Write(Value& obj, Buffer& b, AssetWriter& w) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 86592d245..7a0a9a8a3 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -146,7 +146,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc ExportAnimations(); - ExportSkins(); + // ExportSkins(); glTF::AssetWriter writer(*mAsset); @@ -586,7 +586,9 @@ void glTFExporter::ExportMeshes() unsigned int glTFExporter::ExportNode(const aiNode* n) { + std::cout<< "n->mName.C_Str() " << n->mName.C_Str() << "\n"; Ref node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node")); + std::cout<< "node->id " << node->id << "\n"; if (!n->mTransformation.IsIdentity()) { node->matrix.isPresent = true; @@ -705,46 +707,54 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref timeData; - timeData.resize(nodeChannel->mNumPositionKeys); - for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { - timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t() - } + if(nodeChannel->mNumPositionKeys > 0) { + std::cout<< "Parameters.TIME\n"; + typedef float TimeType; + std::vector timeData; + timeData.resize(nodeChannel->mNumPositionKeys); + for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { + timeData[i] = nodeChannel->mPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t() + } - Ref timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); - if (timeAccessor) animRef->Parameters.TIME = timeAccessor; + Ref timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); + if (timeAccessor) animRef->Parameters.TIME = timeAccessor; + } //------------------------------------------------------- // Extract translation parameter data - C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys]; - for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { - translationData[i] = nodeChannel->mPositionKeys[i].mValue; - } + if(nodeChannel->mNumPositionKeys > 0) { + C_STRUCT aiVector3D* translationData = new aiVector3D[nodeChannel->mNumPositionKeys]; + for (size_t i = 0; i < nodeChannel->mNumPositionKeys; ++i) { + translationData[i] = nodeChannel->mPositionKeys[i].mValue; + } - Ref tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); - if (tranAccessor) animRef->Parameters.translation = tranAccessor; + Ref tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); + if (tranAccessor) animRef->Parameters.translation = tranAccessor; + } //------------------------------------------------------- // Extract scale parameter data - C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys]; - for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) { - scaleData[i] = nodeChannel->mScalingKeys[i].mValue; - } + if(nodeChannel->mNumScalingKeys > 0) { + C_STRUCT aiVector3D* scaleData = new aiVector3D[nodeChannel->mNumScalingKeys]; + for (size_t i = 0; i < nodeChannel->mNumScalingKeys; ++i) { + scaleData[i] = nodeChannel->mScalingKeys[i].mValue; + } - Ref scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); - if (scaleAccessor) animRef->Parameters.scale = scaleAccessor; + Ref scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); + if (scaleAccessor) animRef->Parameters.scale = scaleAccessor; + } //------------------------------------------------------- // Extract rotation parameter data - C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys]; - for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) { - rotationData[i] = nodeChannel->mRotationKeys[i].mValue; + if(nodeChannel->mNumRotationKeys > 0) { + C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys]; + for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) { + rotationData[i] = nodeChannel->mRotationKeys[i].mValue; + } + + Ref rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); + if (rotAccessor) animRef->Parameters.rotation = rotAccessor; } - - Ref rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); - if (rotAccessor) animRef->Parameters.rotation = rotAccessor; - } @@ -784,7 +794,7 @@ void glTFExporter::ExportAnimations() for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { const aiAnimation* anim = mScene->mAnimations[i]; - std::string nameAnim; + std::string nameAnim = "anim"; if (anim->mName.length > 0) { nameAnim = anim->mName.C_Str(); } @@ -798,6 +808,7 @@ void glTFExporter::ExportAnimations() std::string name = nameAnim + "_" + std::to_string(channelIndex); name = mAsset->FindUniqueID(name, "animation"); Ref animRef = mAsset->animations.Create(name); + std::cout<<"channelName " << name << "\n"; /******************* Parameters ********************/ // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored. @@ -808,30 +819,73 @@ void glTFExporter::ExportAnimations() // Otherwise, add to the buffer and create a new accessor. ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel); + // for (unsigned int j = 0; j < 3; ++j) { + // std::string channelType; + // switch (j) { + // case 0: + // channelType = "rotation"; + // break; + // case 1: + // channelType = "scale"; + // break; + // case 2: + // channelType = "translation"; + // break; + // } + + // animRef->Channels[j].sampler = name + "_" + channelType; + // animRef->Channels[j].target.path = channelType; + // animRef->Samplers[j].output = channelType; + // animRef->Samplers[j].id = name + "_" + channelType; + + // animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); + + // animRef->Samplers[j].input = "TIME"; + // animRef->Samplers[j].interpolation = "LINEAR"; + // } + + for (unsigned int j = 0; j < 3; ++j) { std::string channelType; + int channelSize; switch (j) { case 0: channelType = "rotation"; + channelSize = nodeChannel->mNumRotationKeys; break; case 1: channelType = "scale"; + channelSize = nodeChannel->mNumScalingKeys; break; case 2: channelType = "translation"; + channelSize = nodeChannel->mNumPositionKeys; break; } - animRef->Channels[j].sampler = name + "_" + channelType; - animRef->Channels[j].target.path = channelType; - animRef->Samplers[j].output = channelType; - animRef->Samplers[j].id = name + "_" + channelType; + if (channelSize < 1) { continue; } - animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); + std::cout<<"channelType " << channelType << "\n"; - animRef->Samplers[j].input = "TIME"; - animRef->Samplers[j].interpolation = "LINEAR"; + Animation::AnimChannel tmpAnimChannel; + Animation::AnimSampler tmpAnimSampler; + + tmpAnimChannel.sampler = name + "_" + channelType; + tmpAnimChannel.target.path = channelType; + tmpAnimSampler.output = channelType; + tmpAnimSampler.id = name + "_" + channelType; + + std::cout<<"nodeChannel->mNodeName.C_Str() " << nodeChannel->mNodeName.C_Str() << "\n"; + tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); + std::cout<<"tmpAnimChannel.target.id " << tmpAnimChannel.target.id << "\n"; + + tmpAnimSampler.input = "TIME"; + tmpAnimSampler.interpolation = "LINEAR"; + + animRef->Channels.push_back(tmpAnimChannel); + animRef->Samplers.push_back(tmpAnimSampler); } + } std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n"; From 0d26fd00b7bb85ef13ab5e80d9be92c8eb3de129 Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 02:54:49 -0700 Subject: [PATCH 07/14] removed Makefiles and added them to .gitignore --- .gitignore | 6 + Makefile | 238 ------- test/Makefile | 1428 ------------------------------------- test/headercheck/Makefile | 182 ----- tools/assimp_cmd/Makefile | 378 ---------- 5 files changed, 6 insertions(+), 2226 deletions(-) delete mode 100644 Makefile delete mode 100644 test/Makefile delete mode 100644 test/headercheck/Makefile delete mode 100644 tools/assimp_cmd/Makefile diff --git a/.gitignore b/.gitignore index d0d5e9631..fcdff6df1 100644 --- a/.gitignore +++ b/.gitignore @@ -29,6 +29,12 @@ cmake_uninstall.cmake assimp-config.cmake assimp-config-version.cmake +# MakeFile +Makefile +test/Makefile +test/headercheck/Makefile +tools/assimp_cmd/Makefile + # Tests test/results diff --git a/Makefile b/Makefile deleted file mode 100644 index b9e43d1bd..000000000 --- a/Makefile +++ /dev/null @@ -1,238 +0,0 @@ -# CMAKE generated file: DO NOT EDIT! -# Generated by "Unix Makefiles" Generator, CMake Version 3.6 - 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WriteDumb.s" -.PHONY : help - - - -#============================================================================= -# Special targets to cleanup operation of make. - -# Special rule to run CMake to check the build system integrity. -# No rule that depends on this can have commands that come from listfiles -# because they might be regenerated. -cmake_check_build_system: - cd /Users/angelo/coding/assimp && $(CMAKE_COMMAND) -H$(CMAKE_SOURCE_DIR) -B$(CMAKE_BINARY_DIR) --check-build-system CMakeFiles/Makefile.cmake 0 -.PHONY : cmake_check_build_system - From 42a8d58f45af0227c1c509dd08576745f757fbf3 Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 11:29:09 -0700 Subject: [PATCH 08/14] Export Nodes before meshes to avoid issue if node id's are changed --- code/glTFExporter.cpp | 75 ++++++------------------------------------- 1 file changed, 9 insertions(+), 66 deletions(-) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 7a0a9a8a3..d3179e56a 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -130,18 +130,16 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc //for (unsigned int i = 0; i < pScene->mNumLights; ++i) {} - ExportMaterials(); - ExportMeshes(); - - //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {} - - if (mScene->mRootNode) { ExportNode(mScene->mRootNode); } + ExportMeshes(); + + //for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {} + ExportScene(); ExportAnimations(); @@ -581,14 +579,12 @@ void glTFExporter::ExportMeshes() m->Extension.push_back(ext); #endif }// if(comp_allow) - }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) { + }// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) } unsigned int glTFExporter::ExportNode(const aiNode* n) { - std::cout<< "n->mName.C_Str() " << n->mName.C_Str() << "\n"; Ref node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node")); - std::cout<< "node->id " << node->id << "\n"; if (!n->mTransformation.IsIdentity()) { node->matrix.isPresent = true; @@ -704,6 +700,10 @@ inline Ref ExportAnimationData(Asset& a, std::string& animId, Ref& animRef, Ref& buffer, const aiNodeAnim* nodeChannel) { + // Loop over the data and check to see if it exactly matches an existing buffer. + // If yes, then reference the existing corresponding accessor. + // Otherwise, add to the buffer and create a new accessor. + //------------------------------------------------------- // Extract TIME parameter data. // Check if the timeStamps are the same for mPositionKeys, mRotationKeys, and mScalingKeys. @@ -762,33 +762,8 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer. - // size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer. - // bool comp_allow;// Point that data of current mesh can be compressed. - // // Variables needed for compression. END. - - // std::string fname = std::string(mFilename); - // std::string bufferIdPrefix = fname.substr(0, fname.find(".")); - // std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str()); - - // Ref b = mAsset->GetBodyBuffer(); Ref bufferRef = mAsset->buffers.Get(unsigned (0)); std::cout<<"GetBodyBuffer " << bufferRef << "\n"; - // // Setup to output buffer data - // //-------------------------- std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n"; for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { @@ -811,40 +786,8 @@ void glTFExporter::ExportAnimations() std::cout<<"channelName " << name << "\n"; /******************* Parameters ********************/ - // If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored. - // if(comp_allow) idx_srcdata_begin = bufferRef->byteLength; - - // Loop over the data and check to see if it exactly matches an existing buffer. - // If yes, then reference the existing corresponding accessor. - // Otherwise, add to the buffer and create a new accessor. ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel); - // for (unsigned int j = 0; j < 3; ++j) { - // std::string channelType; - // switch (j) { - // case 0: - // channelType = "rotation"; - // break; - // case 1: - // channelType = "scale"; - // break; - // case 2: - // channelType = "translation"; - // break; - // } - - // animRef->Channels[j].sampler = name + "_" + channelType; - // animRef->Channels[j].target.path = channelType; - // animRef->Samplers[j].output = channelType; - // animRef->Samplers[j].id = name + "_" + channelType; - - // animRef->Channels[j].target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); - - // animRef->Samplers[j].input = "TIME"; - // animRef->Samplers[j].interpolation = "LINEAR"; - // } - - for (unsigned int j = 0; j < 3; ++j) { std::string channelType; int channelSize; From f59b8b3a5990360d1d7437abec6761eabf67ac8a Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 12:56:34 -0700 Subject: [PATCH 09/14] export inverseBindMatrix Data for skins --- code/glTFAssetWriter.inl | 4 ++++ code/glTFExporter.cpp | 26 ++++++++++++++++---------- 2 files changed, 20 insertions(+), 10 deletions(-) diff --git a/code/glTFAssetWriter.inl b/code/glTFAssetWriter.inl index 3589ceee7..1b119870d 100644 --- a/code/glTFAssetWriter.inl +++ b/code/glTFAssetWriter.inl @@ -439,6 +439,10 @@ namespace glTF { obj.AddMember("bindShapeMatrix", MakeValue(val, b.bindShapeMatrix.value, w.mAl).Move(), w.mAl); } + if (b.inverseBindMatrices) { + obj.AddMember("inverseBindMatrices", Value(b.inverseBindMatrices->id, w.mAl).Move(), w.mAl); + } + } inline void Write(Value& obj, Technique& b, AssetWriter& w) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index d3179e56a..e41747381 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -144,7 +144,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc ExportAnimations(); - // ExportSkins(); + ExportSkins(); glTF::AssetWriter writer(*mAsset); @@ -843,41 +843,47 @@ void glTFExporter::ExportAnimations() void glTFExporter::ExportSkins() { + Ref bufferRef = mAsset->buffers.Get(unsigned (0)); + for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { const aiMesh* aim = mScene->mMeshes[idx_mesh]; - if(!aim->HasBones()) { continue; } // skip to next mesh if no bones. + if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist. std::string skinName = aim->mName.C_Str(); skinName = mAsset->FindUniqueID(skinName, "skin"); Ref skinRef = mAsset->skins.Create(skinName); skinRef->name = skinName; + mat4* inverseBindMatricesData = new mat4[aim->mNumBones]; + for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { const aiBone* aib = aim->mBones[idx_bone]; + // aib->mName =====> skinRef->jointNames + // Find the node with id = mName. Ref nodeRef = mAsset->nodes.Get(aib->mName.C_Str()); nodeRef->jointName = "joint_" + std::to_string(idx_bone); - skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); - std::cout << "Node->id " << nodeRef->id << "\n"; - + // Identity Matrix =====> skinRef->bindShapeMatrix + // Temporary. Hard-coded identity matrix here skinRef->bindShapeMatrix.isPresent = true; - // CopyValue(n->mTransformation, skinRef->bindShapeMatrix.value); - // aiIdentityMatrix4(skinRef->bindShapeMatrix.value); IdentityMatrix4(skinRef->bindShapeMatrix.value); - // skinRef->bindShapeMatrix; - // skinRef->inverseBindMatrices; + + // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices + CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); // aib->mNumWeights; - // aib->mOffsetMatrix; // aib->mWeights; } // End: for-loop mNumMeshes + Ref invBindMatrixAccessor = ExportAnimationData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); + if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; + } // End: for-loop mNumMeshes } From 83c9addbc98129267a4abf2ae3191e415dad51ff Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 13:01:03 -0700 Subject: [PATCH 10/14] removed duplicate function for ExportData --- code/glTFExporter.cpp | 78 +++---------------------------------------- 1 file changed, 5 insertions(+), 73 deletions(-) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index e41747381..8892db0ba 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -630,74 +630,6 @@ void glTFExporter::ExportMetadata() asset.generator = buffer; } - -inline Ref ExportAnimationData(Asset& a, std::string& animId, Ref& buffer, - unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType) -{ - if (!count || !data) return Ref(); - - unsigned int numCompsIn = AttribType::GetNumComponents(typeIn); - unsigned int numCompsOut = AttribType::GetNumComponents(typeOut); - unsigned int bytesPerComp = ComponentTypeSize(compType); - - size_t offset = buffer->byteLength; - size_t length = count * numCompsOut * bytesPerComp; - buffer->Grow(length); - - // bufferView - Ref bv = a.bufferViews.Create(a.FindUniqueID(animId, "view")); - bv->buffer = buffer; - bv->byteOffset = unsigned(offset); - bv->byteLength = length; //! The target that the WebGL buffer should be bound to. - // bv->target = isIndices ? BufferViewTarget_ELEMENT_ARRAY_BUFFER : BufferViewTarget_ARRAY_BUFFER; - bv->target = BufferViewTarget_ARRAY_BUFFER; - - // accessor - Ref acc = a.accessors.Create(a.FindUniqueID(animId, "accessor")); - acc->bufferView = bv; - acc->byteOffset = 0; - acc->byteStride = 0; - acc->componentType = compType; - acc->count = count; - acc->type = typeOut; - - // calculate min and max values - { - // Allocate and initialize with large values. - float float_MAX = 10000000000000; - for (int i = 0 ; i < numCompsOut ; i++) { - acc->min.push_back( float_MAX); - acc->max.push_back(-float_MAX); - } - - // Search and set extreme values. - float valueTmp; - for (int i = 0 ; i < count ; i++) { - for (int j = 0 ; j < numCompsOut ; j++) { - - if (numCompsOut == 1) { - valueTmp = static_cast(data)[i]; - } else { - valueTmp = static_cast(data)[i][j]; - } - - if (valueTmp < acc->min[j]) { - acc->min[j] = valueTmp; - } - if (valueTmp > acc->max[j]) { - acc->max[j] = valueTmp; - } - } - } - } - - // copy the data - acc->WriteData(count, data, numCompsIn*bytesPerComp); - - return acc; -} - - inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref& animRef, Ref& buffer, const aiNodeAnim* nodeChannel) { // Loop over the data and check to see if it exactly matches an existing buffer. @@ -716,7 +648,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, RefmPositionKeys[i].mTime; // Check if we have to cast type here. e.g. uint16_t() } - Ref timeAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); + Ref timeAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, &timeData[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT); if (timeAccessor) animRef->Parameters.TIME = timeAccessor; } @@ -728,7 +660,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, RefmPositionKeys[i].mValue; } - Ref tranAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); + Ref tranAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumPositionKeys, translationData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); if (tranAccessor) animRef->Parameters.translation = tranAccessor; } @@ -740,7 +672,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, RefmScalingKeys[i].mValue; } - Ref scaleAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); + Ref scaleAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumScalingKeys, scaleData, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT); if (scaleAccessor) animRef->Parameters.scale = scaleAccessor; } @@ -752,7 +684,7 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, RefmRotationKeys[i].mValue; } - Ref rotAccessor = ExportAnimationData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); + Ref rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); if (rotAccessor) animRef->Parameters.rotation = rotAccessor; } } @@ -881,7 +813,7 @@ void glTFExporter::ExportSkins() } // End: for-loop mNumMeshes - Ref invBindMatrixAccessor = ExportAnimationData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); + Ref invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; } // End: for-loop mNumMeshes From ae36ca0e44674eb6e40e8a3a123f1cb5c064612e Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 15:18:33 -0700 Subject: [PATCH 11/14] moved ExportSkins function into ExportMeshes function --- code/glTFAsset.h | 2 +- code/glTFAssetWriter.inl | 6 ++ code/glTFExporter.cpp | 144 +++++++++++++++++++++++++-------------- code/glTFExporter.h | 7 +- 4 files changed, 104 insertions(+), 55 deletions(-) diff --git a/code/glTFAsset.h b/code/glTFAsset.h index 4b5fb6737..4d9593814 100644 --- a/code/glTFAsset.h +++ b/code/glTFAsset.h @@ -807,7 +807,7 @@ namespace glTF Ref camera; Ref light; - std::vector< Ref > skeletons; //!< The ID of skeleton nodes. + std::vector< Ref > skeletons; //!< The ID of skeleton nodes. Each of which is the root of a node hierarchy. Ref skin; //!< The ID of the skin referenced by this node. std::string jointName; //!< Name used when this node is a joint in a skin. diff --git a/code/glTFAssetWriter.inl b/code/glTFAssetWriter.inl index 1b119870d..544345587 100644 --- a/code/glTFAssetWriter.inl +++ b/code/glTFAssetWriter.inl @@ -386,6 +386,12 @@ namespace glTF { AddRefsVector(obj, "meshes", n.meshes, w.mAl); + AddRefsVector(obj, "skeletons", n.skeletons, w.mAl); + + if (n.skin) { + obj.AddMember("skin", Value(n.skin->id, w.mAl).Move(), w.mAl); + } + if (!n.jointName.empty()) { obj.AddMember("jointName", n.jointName, w.mAl); } diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 8892db0ba..8947b5f77 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -144,8 +144,6 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc ExportAnimations(); - ExportSkins(); - glTF::AssetWriter writer(*mAsset); if (isBinary) { @@ -367,6 +365,51 @@ void glTFExporter::ExportMaterials() } } +void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref& meshRef, Ref& bufferRef) +{ + if(!aim->HasBones()) { return; } // skip to next mesh if no bones exist. + + std::string skinName = aim->mName.C_Str(); + skinName = mAsset.FindUniqueID(skinName, "skin"); + Ref skinRef = mAsset.skins.Create(skinName); + skinRef->name = skinName; + + mat4* inverseBindMatricesData = new mat4[aim->mNumBones]; + + for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { + const aiBone* aib = aim->mBones[idx_bone]; + + // aib->mName =====> skinRef->jointNames + // Find the node with id = mName. + Ref nodeRef = mAsset.nodes.Get(aib->mName.C_Str()); + nodeRef->jointName = "joint_" + std::to_string(idx_bone); + skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); + // std::cout << "Node->id " << nodeRef->id << "\n"; + + // Identity Matrix =====> skinRef->bindShapeMatrix + // Temporary. Hard-coded identity matrix here + skinRef->bindShapeMatrix.isPresent = true; + IdentityMatrix4(skinRef->bindShapeMatrix.value); + + // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices + CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); + + // aib->mNumWeights; + // aib->mWeights; + } // End: for-loop mNumMeshes + + // Create the Accessor for skinRef->inverseBindMatrices + Ref invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); + if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; + + // Create the skinned mesh instance node. + Ref node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node")); + node->meshes.push_back(meshRef); + node->name = node->id; + node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str())); + node->skin = skinRef; +} + void glTFExporter::ExportMeshes() { // Not for @@ -488,6 +531,9 @@ void glTFExporter::ExportMeshes() p.mode = PrimitiveMode_TRIANGLES; } + /*************** Skins ****************/ + ExportSkins(*mAsset, aim, m, b); + /****************** Compression ******************/ ///TODO: animation: weights, joints. if(comp_allow) @@ -640,7 +686,6 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, RefmNumPositionKeys > 0) { - std::cout<< "Parameters.TIME\n"; typedef float TimeType; std::vector timeData; timeData.resize(nodeChannel->mNumPositionKeys); @@ -689,13 +734,9 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref bufferRef = mAsset->buffers.Get(unsigned (0)); - std::cout<<"GetBodyBuffer " << bufferRef << "\n"; std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n"; for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { @@ -715,7 +756,6 @@ void glTFExporter::ExportAnimations() std::string name = nameAnim + "_" + std::to_string(channelIndex); name = mAsset->FindUniqueID(name, "animation"); Ref animRef = mAsset->animations.Create(name); - std::cout<<"channelName " << name << "\n"; /******************* Parameters ********************/ ExtractAnimationData(*mAsset, name, animRef, bufferRef, nodeChannel); @@ -740,8 +780,6 @@ void glTFExporter::ExportAnimations() if (channelSize < 1) { continue; } - std::cout<<"channelType " << channelType << "\n"; - Animation::AnimChannel tmpAnimChannel; Animation::AnimSampler tmpAnimSampler; @@ -750,9 +788,7 @@ void glTFExporter::ExportAnimations() tmpAnimSampler.output = channelType; tmpAnimSampler.id = name + "_" + channelType; - std::cout<<"nodeChannel->mNodeName.C_Str() " << nodeChannel->mNodeName.C_Str() << "\n"; tmpAnimChannel.target.id = mAsset->nodes.Get(nodeChannel->mNodeName.C_Str()); - std::cout<<"tmpAnimChannel.target.id " << tmpAnimChannel.target.id << "\n"; tmpAnimSampler.input = "TIME"; tmpAnimSampler.interpolation = "LINEAR"; @@ -763,62 +799,64 @@ void glTFExporter::ExportAnimations() } - std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n"; - for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { - const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; - } + // std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n"; + // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { + // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; + // } } // End: for-loop mNumAnimations } +// void glTFExporter::ExportSkins() +// { +// Ref bufferRef = mAsset->buffers.Get(unsigned (0)); +// for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { +// const aiMesh* aim = mScene->mMeshes[idx_mesh]; -void glTFExporter::ExportSkins() -{ - Ref bufferRef = mAsset->buffers.Get(unsigned (0)); +// if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist. - for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { - const aiMesh* aim = mScene->mMeshes[idx_mesh]; +// std::string skinName = aim->mName.C_Str(); +// skinName = mAsset->FindUniqueID(skinName, "skin"); +// Ref skinRef = mAsset->skins.Create(skinName); +// skinRef->name = skinName; - if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist. +// mat4* inverseBindMatricesData = new mat4[aim->mNumBones]; - std::string skinName = aim->mName.C_Str(); - skinName = mAsset->FindUniqueID(skinName, "skin"); - Ref skinRef = mAsset->skins.Create(skinName); - skinRef->name = skinName; +// for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { +// const aiBone* aib = aim->mBones[idx_bone]; - mat4* inverseBindMatricesData = new mat4[aim->mNumBones]; +// // aib->mName =====> skinRef->jointNames +// // Find the node with id = mName. +// Ref nodeRef = mAsset->nodes.Get(aib->mName.C_Str()); +// nodeRef->jointName = "joint_" + std::to_string(idx_bone); +// skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); +// // std::cout << "Node->id " << nodeRef->id << "\n"; - for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { - const aiBone* aib = aim->mBones[idx_bone]; +// // Identity Matrix =====> skinRef->bindShapeMatrix +// // Temporary. Hard-coded identity matrix here +// skinRef->bindShapeMatrix.isPresent = true; +// IdentityMatrix4(skinRef->bindShapeMatrix.value); - // aib->mName =====> skinRef->jointNames - // Find the node with id = mName. - Ref nodeRef = mAsset->nodes.Get(aib->mName.C_Str()); - nodeRef->jointName = "joint_" + std::to_string(idx_bone); - skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); - std::cout << "Node->id " << nodeRef->id << "\n"; +// // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices +// CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); - // Identity Matrix =====> skinRef->bindShapeMatrix - // Temporary. Hard-coded identity matrix here - skinRef->bindShapeMatrix.isPresent = true; - IdentityMatrix4(skinRef->bindShapeMatrix.value); +// // aib->mNumWeights; +// // aib->mWeights; +// } // End: for-loop mNumMeshes +// // Create the Accessor for skinRef->inverseBindMatrices +// Ref invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); +// if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; - // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices - CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); - - // aib->mNumWeights; - // aib->mWeights; - - } // End: for-loop mNumMeshes - - Ref invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); - if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; - - } // End: for-loop mNumMeshes -} - +// // Create the skinned mesh instance node. +// Ref node = mAsset->nodes.Create(mAsset->FindUniqueID(skinName, "node")); +// node->meshes.push_back(mAsset->meshes.Get(aim->mName.C_Str())); +// node->name = node->id; +// node->skeletons.push_back(mAsset->nodes.Get(aim->mBones[0]->mName.C_Str())); +// node->skin = skinRef; +// } // End: for-loop mNumMeshes +// } diff --git a/code/glTFExporter.h b/code/glTFExporter.h index a6611830a..838711e25 100644 --- a/code/glTFExporter.h +++ b/code/glTFExporter.h @@ -55,12 +55,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. struct aiScene; struct aiNode; struct aiMaterial; +// struct aiMesh; namespace glTF { class Asset; struct TexProperty; + + // class Ref; + + // struct Mesh; } namespace Assimp @@ -102,7 +107,7 @@ namespace Assimp unsigned int ExportNode(const aiNode* node); void ExportScene(); void ExportAnimations(); - void ExportSkins(); + // void ExportSkins(const aiMesh* aim, glTF::Ref& m); }; } From d128837a3ae5d9a36f14f68ebdf3a2c2c0f2c46b Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 18:59:53 -0700 Subject: [PATCH 12/14] export vertex joint and weight information --- code/glTFExporter.cpp | 42 ++++++++++++++++++++++++++++++++++++------ 1 file changed, 36 insertions(+), 6 deletions(-) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 8947b5f77..853fc3e1a 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -365,10 +365,8 @@ void glTFExporter::ExportMaterials() } } -void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref& meshRef, Ref& bufferRef) +void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref& meshRef, Ref& bufferRef) { - if(!aim->HasBones()) { return; } // skip to next mesh if no bones exist. - std::string skinName = aim->mName.C_Str(); skinName = mAsset.FindUniqueID(skinName, "skin"); Ref skinRef = mAsset.skins.Create(skinName); @@ -376,6 +374,19 @@ void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref& meshRef, RefmNumBones]; + //------------------------------------------------------- + // 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) { const aiBone* aib = aim->mBones[idx_bone]; @@ -394,16 +405,33 @@ void ExportSkins(Asset& mAsset, const aiMesh* aim, Ref& meshRef, RefmOffsetMatrix =====> skinRef->inverseBindMatrices CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); - // aib->mNumWeights; - // aib->mWeights; + // 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; + + jointsPerVertex[tmpVertWeight.mVertexId] += 1; + } + } // End: for-loop mNumMeshes // Create the Accessor for skinRef->inverseBindMatrices Ref 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 vertexJointAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT); + if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor); + + Ref 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. Ref node = mAsset.nodes.Create(mAsset.FindUniqueID(skinName, "node")); + // Ref node = mAsset.nodes.Get(aim->mBones[0]->mName.C_Str()); node->meshes.push_back(meshRef); node->name = node->id; node->skeletons.push_back(mAsset.nodes.Get(aim->mBones[0]->mName.C_Str())); @@ -532,7 +560,9 @@ void glTFExporter::ExportMeshes() } /*************** Skins ****************/ - ExportSkins(*mAsset, aim, m, b); + if(aim->HasBones()) { + ExportSkin(*mAsset, aim, m, b); + } /****************** Compression ******************/ ///TODO: animation: weights, joints. From 84803bd51ab613acfe7e0dbd2bf409060ebf902c Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Thu, 6 Oct 2016 23:57:16 -0700 Subject: [PATCH 13/14] removed cout debugging statements and older ExportSkins function --- code/glTFExporter.cpp | 65 ++++--------------------------------------- 1 file changed, 5 insertions(+), 60 deletions(-) diff --git a/code/glTFExporter.cpp b/code/glTFExporter.cpp index 853fc3e1a..749dca527 100644 --- a/code/glTFExporter.cpp +++ b/code/glTFExporter.cpp @@ -61,7 +61,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // Header files, standart library. #include #include -#include #include "glTFAssetWriter.h" @@ -395,7 +394,6 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref& meshRef, Ref nodeRef = mAsset.nodes.Get(aib->mName.C_Str()); nodeRef->jointName = "joint_" + std::to_string(idx_bone); skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); - // std::cout << "Node->id " << nodeRef->id << "\n"; // Identity Matrix =====> skinRef->bindShapeMatrix // Temporary. Hard-coded identity matrix here @@ -560,9 +558,10 @@ void glTFExporter::ExportMeshes() } /*************** Skins ****************/ - if(aim->HasBones()) { - ExportSkin(*mAsset, aim, m, b); - } + ///TODO: Fix skinning animation + // if(aim->HasBones()) { + // ExportSkin(*mAsset, aim, m, b); + // } /****************** Compression ******************/ ///TODO: animation: weights, joints. @@ -768,7 +767,6 @@ void glTFExporter::ExportAnimations() { Ref bufferRef = mAsset->buffers.Get(unsigned (0)); - std::cout<<"mNumAnimations " << mScene->mNumAnimations << "\n"; for (unsigned int i = 0; i < mScene->mNumAnimations; ++i) { const aiAnimation* anim = mScene->mAnimations[i]; @@ -777,7 +775,6 @@ void glTFExporter::ExportAnimations() nameAnim = anim->mName.C_Str(); } - std::cout<<"mNumChannels " << anim->mNumChannels << "\n"; for (unsigned int channelIndex = 0; channelIndex < anim->mNumChannels; ++channelIndex) { const aiNodeAnim* nodeChannel = anim->mChannels[channelIndex]; @@ -829,7 +826,7 @@ void glTFExporter::ExportAnimations() } - // std::cout<<"mNumMeshChannels " << anim->mNumMeshChannels << "\n"; + // Assimp documentation staes this is not used (not implemented) // for (unsigned int channelIndex = 0; channelIndex < anim->mNumMeshChannels; ++channelIndex) { // const aiMeshAnim* meshChannel = anim->mMeshChannels[channelIndex]; // } @@ -837,58 +834,6 @@ void glTFExporter::ExportAnimations() } // End: for-loop mNumAnimations } -// void glTFExporter::ExportSkins() -// { -// Ref bufferRef = mAsset->buffers.Get(unsigned (0)); - -// for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) { -// const aiMesh* aim = mScene->mMeshes[idx_mesh]; - -// if(!aim->HasBones()) { continue; } // skip to next mesh if no bones exist. - -// std::string skinName = aim->mName.C_Str(); -// skinName = mAsset->FindUniqueID(skinName, "skin"); -// Ref skinRef = mAsset->skins.Create(skinName); -// skinRef->name = skinName; - -// mat4* inverseBindMatricesData = new mat4[aim->mNumBones]; - -// for (unsigned int idx_bone = 0; idx_bone < aim->mNumBones; ++idx_bone) { -// const aiBone* aib = aim->mBones[idx_bone]; - -// // aib->mName =====> skinRef->jointNames -// // Find the node with id = mName. -// Ref nodeRef = mAsset->nodes.Get(aib->mName.C_Str()); -// nodeRef->jointName = "joint_" + std::to_string(idx_bone); -// skinRef->jointNames.push_back("joint_" + std::to_string(idx_bone)); -// // std::cout << "Node->id " << nodeRef->id << "\n"; - -// // Identity Matrix =====> skinRef->bindShapeMatrix -// // Temporary. Hard-coded identity matrix here -// skinRef->bindShapeMatrix.isPresent = true; -// IdentityMatrix4(skinRef->bindShapeMatrix.value); - -// // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices -// CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]); - -// // aib->mNumWeights; -// // aib->mWeights; -// } // End: for-loop mNumMeshes - -// // Create the Accessor for skinRef->inverseBindMatrices -// Ref invBindMatrixAccessor = ExportData(*mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT); -// if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor; - -// // Create the skinned mesh instance node. -// Ref node = mAsset->nodes.Create(mAsset->FindUniqueID(skinName, "node")); -// node->meshes.push_back(mAsset->meshes.Get(aim->mName.C_Str())); -// node->name = node->id; -// node->skeletons.push_back(mAsset->nodes.Get(aim->mBones[0]->mName.C_Str())); -// node->skin = skinRef; -// } // End: for-loop mNumMeshes -// } - - #endif // ASSIMP_BUILD_NO_GLTF_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT From 574abd3c0184ef5d2b511dae9f7d6ccf02e7888b Mon Sep 17 00:00:00 2001 From: Angelo Scandaliato Date: Fri, 7 Oct 2016 00:26:08 -0700 Subject: [PATCH 14/14] removed obsolete commented out code --- code/glTFExporter.h | 7 ------- 1 file changed, 7 deletions(-) diff --git a/code/glTFExporter.h b/code/glTFExporter.h index 838711e25..0f9c169e5 100644 --- a/code/glTFExporter.h +++ b/code/glTFExporter.h @@ -55,17 +55,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. struct aiScene; struct aiNode; struct aiMaterial; -// struct aiMesh; namespace glTF { class Asset; - struct TexProperty; - - // class Ref; - - // struct Mesh; } namespace Assimp @@ -107,7 +101,6 @@ namespace Assimp unsigned int ExportNode(const aiNode* node); void ExportScene(); void ExportAnimations(); - // void ExportSkins(const aiMesh* aim, glTF::Ref& m); }; }