Skinning weights i gltf were broken by PR#5003 (vertex remapping)
parent
cb22d531a6
commit
d825eb7cf0
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@ -432,10 +432,10 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
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#endif // ASSIMP_BUILD_DEBUG
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#endif // ASSIMP_BUILD_DEBUG
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template <typename T>
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template <typename T>
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aiColor4D *GetVertexColorsForType(Ref<Accessor> input) {
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aiColor4D *GetVertexColorsForType(Ref<Accessor> input, std::vector<unsigned int> *vertexRemappingTable) {
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constexpr float max = std::numeric_limits<T>::max();
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constexpr float max = std::numeric_limits<T>::max();
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aiColor4t<T> *colors;
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aiColor4t<T> *colors;
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input->ExtractData(colors);
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input->ExtractData(colors, vertexRemappingTable);
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auto output = new aiColor4D[input->count];
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auto output = new aiColor4D[input->count];
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for (size_t i = 0; i < input->count; i++) {
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for (size_t i = 0; i < input->count; i++) {
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output[i] = aiColor4D(
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output[i] = aiColor4D(
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@ -450,20 +450,26 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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ASSIMP_LOG_DEBUG("Importing ", r.meshes.Size(), " meshes");
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ASSIMP_LOG_DEBUG("Importing ", r.meshes.Size(), " meshes");
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std::vector<std::unique_ptr<aiMesh>> meshes;
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std::vector<std::unique_ptr<aiMesh>> meshes;
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unsigned int k = 0;
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meshOffsets.clear();
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meshOffsets.clear();
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meshOffsets.reserve(r.meshes.Size() + 1);
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mVertexRemappingTables.clear();
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// Count the number of aiMeshes
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unsigned int num_aiMeshes = 0;
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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meshOffsets.push_back(num_aiMeshes);
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num_aiMeshes += unsigned(r.meshes[m].primitives.size());
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}
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meshOffsets.push_back(num_aiMeshes); // add a last element so we can always do meshOffsets[n+1] - meshOffsets[n]
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std::vector<unsigned int> usedVertexIndices;
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std::vector<unsigned int> reverseMappingIndices;
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std::vector<unsigned int> reverseMappingIndices;
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std::vector<unsigned int> indexBuffer;
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std::vector<unsigned int> indexBuffer;
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meshes.reserve(num_aiMeshes);
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mVertexRemappingTables.resize(num_aiMeshes);
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
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Mesh &mesh = r.meshes[m];
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Mesh &mesh = r.meshes[m];
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meshOffsets.push_back(k);
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k += unsigned(mesh.primitives.size());
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
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Mesh::Primitive &prim = mesh.primitives[p];
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Mesh::Primitive &prim = mesh.primitives[p];
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@ -478,13 +484,13 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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// Extract used vertices:
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// Extract used vertices:
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bool useIndexBuffer = prim.indices;
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bool useIndexBuffer = prim.indices;
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std::vector<unsigned int> *vertexRemappingTable = nullptr;
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std::vector<unsigned int> *vertexRemappingTable = nullptr;
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if (useIndexBuffer) {
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if (useIndexBuffer) {
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size_t count = prim.indices->count;
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size_t count = prim.indices->count;
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indexBuffer.resize(count);
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indexBuffer.resize(count);
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usedVertexIndices.clear();
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reverseMappingIndices.clear();
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reverseMappingIndices.clear();
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usedVertexIndices.reserve(count / 3); // this is a very rough heuristic to reduce re-allocations
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vertexRemappingTable = &mVertexRemappingTables[meshes.size()];
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vertexRemappingTable = &usedVertexIndices;
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vertexRemappingTable->reserve(count / 3); // this is a very rough heuristic to reduce re-allocations
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Accessor::Indexer data = prim.indices->GetIndexer();
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Accessor::Indexer data = prim.indices->GetIndexer();
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if (!data.IsValid()) {
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if (!data.IsValid()) {
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throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
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throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
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@ -504,8 +510,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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reverseMappingIndices.resize(index + 1, unusedIndex);
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reverseMappingIndices.resize(index + 1, unusedIndex);
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}
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}
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if (reverseMappingIndices[index] == unusedIndex) {
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if (reverseMappingIndices[index] == unusedIndex) {
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reverseMappingIndices[index] = static_cast<unsigned int>(usedVertexIndices.size());
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reverseMappingIndices[index] = static_cast<unsigned int>(vertexRemappingTable->size());
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usedVertexIndices.push_back(index);
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vertexRemappingTable->push_back(index);
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}
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}
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indexBuffer[i] = reverseMappingIndices[index];
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indexBuffer[i] = reverseMappingIndices[index];
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}
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}
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@ -586,9 +592,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable);
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attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable);
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} else {
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} else {
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if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
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if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
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aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]);
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aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c], vertexRemappingTable);
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} else if (componentType == glTF2::ComponentType_UNSIGNED_SHORT) {
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} else if (componentType == glTF2::ComponentType_UNSIGNED_SHORT) {
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aim->mColors[c] = GetVertexColorsForType<unsigned short>(attr.color[c]);
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aim->mColors[c] = GetVertexColorsForType<unsigned short>(attr.color[c], vertexRemappingTable);
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}
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}
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}
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}
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}
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}
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@ -864,8 +870,6 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
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}
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}
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}
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}
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meshOffsets.push_back(k);
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CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
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CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
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}
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}
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@ -998,7 +1002,8 @@ static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) {
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}
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}
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}
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}
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static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map) {
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static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map, std::vector<unsigned int>* vertexRemappingTablePtr) {
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Mesh::Primitive::Attributes &attr = primitive.attributes;
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Mesh::Primitive::Attributes &attr = primitive.attributes;
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if (attr.weight.empty() || attr.joint.empty()) {
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if (attr.weight.empty() || attr.joint.empty()) {
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return;
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return;
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@ -1007,14 +1012,14 @@ static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std
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return;
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return;
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}
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}
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size_t num_vertices = attr.weight[0]->count;
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size_t num_vertices = 0;
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struct Weights {
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struct Weights {
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float values[4];
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float values[4];
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};
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};
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Weights **weights = new Weights*[attr.weight.size()];
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Weights **weights = new Weights*[attr.weight.size()];
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for (size_t w = 0; w < attr.weight.size(); ++w) {
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for (size_t w = 0; w < attr.weight.size(); ++w) {
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attr.weight[w]->ExtractData(weights[w]);
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num_vertices = attr.weight[w]->ExtractData(weights[w], vertexRemappingTablePtr);
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}
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}
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struct Indices8 {
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struct Indices8 {
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@ -1028,12 +1033,12 @@ static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std
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if (attr.joint[0]->GetElementSize() == 4) {
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if (attr.joint[0]->GetElementSize() == 4) {
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indices8 = new Indices8*[attr.joint.size()];
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indices8 = new Indices8*[attr.joint.size()];
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for (size_t j = 0; j < attr.joint.size(); ++j) {
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for (size_t j = 0; j < attr.joint.size(); ++j) {
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attr.joint[j]->ExtractData(indices8[j]);
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attr.joint[j]->ExtractData(indices8[j], vertexRemappingTablePtr);
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}
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}
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} else {
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} else {
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indices16 = new Indices16 *[attr.joint.size()];
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indices16 = new Indices16 *[attr.joint.size()];
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for (size_t j = 0; j < attr.joint.size(); ++j) {
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for (size_t j = 0; j < attr.joint.size(); ++j) {
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attr.joint[j]->ExtractData(indices16[j]);
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attr.joint[j]->ExtractData(indices16[j], vertexRemappingTablePtr);
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}
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}
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}
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}
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//
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//
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@ -1100,7 +1105,7 @@ void ParseExtras(aiMetadata *metadata, const CustomExtension &extension) {
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}
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}
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}
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}
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aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &meshOffsets, glTF2::Ref<glTF2::Node> &ptr) {
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aiNode *glTF2Importer::ImportNode(glTF2::Asset &r, glTF2::Ref<glTF2::Node> &ptr) {
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Node &node = *ptr;
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Node &node = *ptr;
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aiNode *ainode = new aiNode(GetNodeName(node));
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aiNode *ainode = new aiNode(GetNodeName(node));
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@ -1112,7 +1117,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr);
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std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr);
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for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
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for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
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aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]);
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aiNode *child = ImportNode(r, node.children[i]);
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child->mParent = ainode;
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child->mParent = ainode;
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ainode->mChildren[i] = child;
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ainode->mChildren[i] = child;
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}
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}
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@ -1145,11 +1150,13 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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if (node.skin) {
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if (node.skin) {
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for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
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for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
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aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo];
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unsigned int aiMeshIdx = meshOffsets[mesh_idx] + primitiveNo;
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aiMesh *mesh = mScene->mMeshes[aiMeshIdx];
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unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size());
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unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size());
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std::vector<unsigned int> *vertexRemappingTablePtr = mVertexRemappingTables[aiMeshIdx].empty() ? nullptr : &mVertexRemappingTables[aiMeshIdx];
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std::vector<std::vector<aiVertexWeight>> weighting(numBones);
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std::vector<std::vector<aiVertexWeight>> weighting(numBones);
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BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
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BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting, vertexRemappingTablePtr);
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mesh->mNumBones = static_cast<unsigned int>(numBones);
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mesh->mNumBones = static_cast<unsigned int>(numBones);
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mesh->mBones = new aiBone *[mesh->mNumBones];
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mesh->mBones = new aiBone *[mesh->mNumBones];
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@ -1166,7 +1173,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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// mapping which makes things doubly-slow.
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// mapping which makes things doubly-slow.
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mat4 *pbindMatrices = nullptr;
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mat4 *pbindMatrices = nullptr;
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node.skin->inverseBindMatrices->ExtractData(pbindMatrices);
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node.skin->inverseBindMatrices->ExtractData(pbindMatrices, nullptr);
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for (uint32_t i = 0; i < numBones; ++i) {
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for (uint32_t i = 0; i < numBones; ++i) {
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const std::vector<aiVertexWeight> &weights = weighting[i];
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const std::vector<aiVertexWeight> &weights = weighting[i];
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@ -1212,11 +1219,11 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
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}
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}
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if (node.camera) {
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if (node.camera) {
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pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
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mScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
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}
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}
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if (node.light) {
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if (node.light) {
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pScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
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mScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
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// range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
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// range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
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// it is added to meta data of parent node, because there is no other place to put it
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// it is added to meta data of parent node, because there is no other place to put it
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@ -1248,7 +1255,7 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
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// The root nodes
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// The root nodes
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unsigned int numRootNodes = unsigned(rootNodes.size());
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unsigned int numRootNodes = unsigned(rootNodes.size());
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if (numRootNodes == 1) { // a single root node: use it
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if (numRootNodes == 1) { // a single root node: use it
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mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]);
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mScene->mRootNode = ImportNode(r, rootNodes[0]);
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} else if (numRootNodes > 1) { // more than one root node: create a fake root
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} else if (numRootNodes > 1) { // more than one root node: create a fake root
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aiNode *root = mScene->mRootNode = new aiNode("ROOT");
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aiNode *root = mScene->mRootNode = new aiNode("ROOT");
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@ -1256,7 +1263,7 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
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std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr);
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std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr);
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for (unsigned int i = 0; i < numRootNodes; ++i) {
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for (unsigned int i = 0; i < numRootNodes; ++i) {
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aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]);
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aiNode *node = ImportNode(r, rootNodes[i]);
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node->mParent = root;
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node->mParent = root;
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root->mChildren[root->mNumChildren++] = node;
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root->mChildren[root->mNumChildren++] = node;
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}
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}
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@ -1657,6 +1664,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
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// clean all member arrays
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// clean all member arrays
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meshOffsets.clear();
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meshOffsets.clear();
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mVertexRemappingTables.clear();
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mEmbeddedTexIdxs.clear();
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mEmbeddedTexIdxs.clear();
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this->mScene = pScene;
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this->mScene = pScene;
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@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define AI_GLTF2IMPORTER_H_INC
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#define AI_GLTF2IMPORTER_H_INC
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#include <assimp/BaseImporter.h>
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#include <assimp/BaseImporter.h>
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#include <AssetLib/glTF2/glTF2Asset.h>
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struct aiNode;
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struct aiNode;
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@ -77,9 +78,12 @@ private:
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void ImportAnimations(glTF2::Asset &a);
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void ImportAnimations(glTF2::Asset &a);
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void ImportCommonMetadata(glTF2::Asset &a);
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void ImportCommonMetadata(glTF2::Asset &a);
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aiNode *ImportNode(glTF2::Asset &r, glTF2::Ref<glTF2::Node> &ptr);
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private:
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private:
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std::vector<unsigned int> meshOffsets;
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std::vector<unsigned int> meshOffsets;
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std::vector<int> mEmbeddedTexIdxs;
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std::vector<int> mEmbeddedTexIdxs;
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std::vector<std::vector<unsigned int>> mVertexRemappingTables; // for each converted aiMesh in the scene, it stores a list of vertices that are actually used
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aiScene *mScene;
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aiScene *mScene;
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/// An instance of rapidjson::IRemoteSchemaDocumentProvider
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/// An instance of rapidjson::IRemoteSchemaDocumentProvider
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