Skinning weights i gltf were broken by PR#5003 (vertex remapping)

pull/5090/head
Florian Born 2023-05-08 20:04:38 +02:00
parent cb22d531a6
commit d825eb7cf0
2 changed files with 44 additions and 32 deletions

View File

@ -432,10 +432,10 @@ static inline bool CheckValidFacesIndices(aiFace *faces, unsigned nFaces, unsign
#endif // ASSIMP_BUILD_DEBUG #endif // ASSIMP_BUILD_DEBUG
template <typename T> template <typename T>
aiColor4D *GetVertexColorsForType(Ref<Accessor> input) { aiColor4D *GetVertexColorsForType(Ref<Accessor> input, std::vector<unsigned int> *vertexRemappingTable) {
constexpr float max = std::numeric_limits<T>::max(); constexpr float max = std::numeric_limits<T>::max();
aiColor4t<T> *colors; aiColor4t<T> *colors;
input->ExtractData(colors); input->ExtractData(colors, vertexRemappingTable);
auto output = new aiColor4D[input->count]; auto output = new aiColor4D[input->count];
for (size_t i = 0; i < input->count; i++) { for (size_t i = 0; i < input->count; i++) {
output[i] = aiColor4D( output[i] = aiColor4D(
@ -450,20 +450,26 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
ASSIMP_LOG_DEBUG("Importing ", r.meshes.Size(), " meshes"); ASSIMP_LOG_DEBUG("Importing ", r.meshes.Size(), " meshes");
std::vector<std::unique_ptr<aiMesh>> meshes; std::vector<std::unique_ptr<aiMesh>> meshes;
unsigned int k = 0;
meshOffsets.clear(); meshOffsets.clear();
meshOffsets.reserve(r.meshes.Size() + 1);
mVertexRemappingTables.clear();
// Count the number of aiMeshes
unsigned int num_aiMeshes = 0;
for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
meshOffsets.push_back(num_aiMeshes);
num_aiMeshes += unsigned(r.meshes[m].primitives.size());
}
meshOffsets.push_back(num_aiMeshes); // add a last element so we can always do meshOffsets[n+1] - meshOffsets[n]
std::vector<unsigned int> usedVertexIndices;
std::vector<unsigned int> reverseMappingIndices; std::vector<unsigned int> reverseMappingIndices;
std::vector<unsigned int> indexBuffer; std::vector<unsigned int> indexBuffer;
meshes.reserve(num_aiMeshes);
mVertexRemappingTables.resize(num_aiMeshes);
for (unsigned int m = 0; m < r.meshes.Size(); ++m) { for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
Mesh &mesh = r.meshes[m]; Mesh &mesh = r.meshes[m];
meshOffsets.push_back(k);
k += unsigned(mesh.primitives.size());
for (unsigned int p = 0; p < mesh.primitives.size(); ++p) { for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
Mesh::Primitive &prim = mesh.primitives[p]; Mesh::Primitive &prim = mesh.primitives[p];
@ -477,14 +483,14 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
// Extract used vertices: // Extract used vertices:
bool useIndexBuffer = prim.indices; bool useIndexBuffer = prim.indices;
std::vector<unsigned int>* vertexRemappingTable = nullptr; std::vector<unsigned int> *vertexRemappingTable = nullptr;
if (useIndexBuffer) { if (useIndexBuffer) {
size_t count = prim.indices->count; size_t count = prim.indices->count;
indexBuffer.resize(count); indexBuffer.resize(count);
usedVertexIndices.clear();
reverseMappingIndices.clear(); reverseMappingIndices.clear();
usedVertexIndices.reserve(count / 3); // this is a very rough heuristic to reduce re-allocations vertexRemappingTable = &mVertexRemappingTables[meshes.size()];
vertexRemappingTable = &usedVertexIndices; vertexRemappingTable->reserve(count / 3); // this is a very rough heuristic to reduce re-allocations
Accessor::Indexer data = prim.indices->GetIndexer(); Accessor::Indexer data = prim.indices->GetIndexer();
if (!data.IsValid()) { if (!data.IsValid()) {
throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name)); throw DeadlyImportError("GLTF: Invalid accessor without data in mesh ", getContextForErrorMessages(mesh.id, mesh.name));
@ -504,8 +510,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
reverseMappingIndices.resize(index + 1, unusedIndex); reverseMappingIndices.resize(index + 1, unusedIndex);
} }
if (reverseMappingIndices[index] == unusedIndex) { if (reverseMappingIndices[index] == unusedIndex) {
reverseMappingIndices[index] = static_cast<unsigned int>(usedVertexIndices.size()); reverseMappingIndices[index] = static_cast<unsigned int>(vertexRemappingTable->size());
usedVertexIndices.push_back(index); vertexRemappingTable->push_back(index);
} }
indexBuffer[i] = reverseMappingIndices[index]; indexBuffer[i] = reverseMappingIndices[index];
} }
@ -586,9 +592,9 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable); attr.color[c]->ExtractData(aim->mColors[c], vertexRemappingTable);
} else { } else {
if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) { if (componentType == glTF2::ComponentType_UNSIGNED_BYTE) {
aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c]); aim->mColors[c] = GetVertexColorsForType<unsigned char>(attr.color[c], vertexRemappingTable);
} else if (componentType == glTF2::ComponentType_UNSIGNED_SHORT) { } else if (componentType == glTF2::ComponentType_UNSIGNED_SHORT) {
aim->mColors[c] = GetVertexColorsForType<unsigned short>(attr.color[c]); aim->mColors[c] = GetVertexColorsForType<unsigned short>(attr.color[c], vertexRemappingTable);
} }
} }
} }
@ -864,8 +870,6 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) {
} }
} }
meshOffsets.push_back(k);
CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes); CopyVector(meshes, mScene->mMeshes, mScene->mNumMeshes);
} }
@ -998,7 +1002,8 @@ static void GetNodeTransform(aiMatrix4x4 &matrix, const glTF2::Node &node) {
} }
} }
static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map) { static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std::vector<aiVertexWeight>> &map, std::vector<unsigned int>* vertexRemappingTablePtr) {
Mesh::Primitive::Attributes &attr = primitive.attributes; Mesh::Primitive::Attributes &attr = primitive.attributes;
if (attr.weight.empty() || attr.joint.empty()) { if (attr.weight.empty() || attr.joint.empty()) {
return; return;
@ -1007,14 +1012,14 @@ static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std
return; return;
} }
size_t num_vertices = attr.weight[0]->count; size_t num_vertices = 0;
struct Weights { struct Weights {
float values[4]; float values[4];
}; };
Weights **weights = new Weights*[attr.weight.size()]; Weights **weights = new Weights*[attr.weight.size()];
for (size_t w = 0; w < attr.weight.size(); ++w) { for (size_t w = 0; w < attr.weight.size(); ++w) {
attr.weight[w]->ExtractData(weights[w]); num_vertices = attr.weight[w]->ExtractData(weights[w], vertexRemappingTablePtr);
} }
struct Indices8 { struct Indices8 {
@ -1028,12 +1033,12 @@ static void BuildVertexWeightMapping(Mesh::Primitive &primitive, std::vector<std
if (attr.joint[0]->GetElementSize() == 4) { if (attr.joint[0]->GetElementSize() == 4) {
indices8 = new Indices8*[attr.joint.size()]; indices8 = new Indices8*[attr.joint.size()];
for (size_t j = 0; j < attr.joint.size(); ++j) { for (size_t j = 0; j < attr.joint.size(); ++j) {
attr.joint[j]->ExtractData(indices8[j]); attr.joint[j]->ExtractData(indices8[j], vertexRemappingTablePtr);
} }
} else { } else {
indices16 = new Indices16 *[attr.joint.size()]; indices16 = new Indices16 *[attr.joint.size()];
for (size_t j = 0; j < attr.joint.size(); ++j) { for (size_t j = 0; j < attr.joint.size(); ++j) {
attr.joint[j]->ExtractData(indices16[j]); attr.joint[j]->ExtractData(indices16[j], vertexRemappingTablePtr);
} }
} }
// //
@ -1100,7 +1105,7 @@ void ParseExtras(aiMetadata *metadata, const CustomExtension &extension) {
} }
} }
aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &meshOffsets, glTF2::Ref<glTF2::Node> &ptr) { aiNode *glTF2Importer::ImportNode(glTF2::Asset &r, glTF2::Ref<glTF2::Node> &ptr) {
Node &node = *ptr; Node &node = *ptr;
aiNode *ainode = new aiNode(GetNodeName(node)); aiNode *ainode = new aiNode(GetNodeName(node));
@ -1112,7 +1117,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr); std::fill(ainode->mChildren, ainode->mChildren + ainode->mNumChildren, nullptr);
for (unsigned int i = 0; i < ainode->mNumChildren; ++i) { for (unsigned int i = 0; i < ainode->mNumChildren; ++i) {
aiNode *child = ImportNode(pScene, r, meshOffsets, node.children[i]); aiNode *child = ImportNode(r, node.children[i]);
child->mParent = ainode; child->mParent = ainode;
ainode->mChildren[i] = child; ainode->mChildren[i] = child;
} }
@ -1145,11 +1150,13 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
if (node.skin) { if (node.skin) {
for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) { for (int primitiveNo = 0; primitiveNo < count; ++primitiveNo) {
aiMesh *mesh = pScene->mMeshes[meshOffsets[mesh_idx] + primitiveNo]; unsigned int aiMeshIdx = meshOffsets[mesh_idx] + primitiveNo;
aiMesh *mesh = mScene->mMeshes[aiMeshIdx];
unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size()); unsigned int numBones = static_cast<unsigned int>(node.skin->jointNames.size());
std::vector<unsigned int> *vertexRemappingTablePtr = mVertexRemappingTables[aiMeshIdx].empty() ? nullptr : &mVertexRemappingTables[aiMeshIdx];
std::vector<std::vector<aiVertexWeight>> weighting(numBones); std::vector<std::vector<aiVertexWeight>> weighting(numBones);
BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting); BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting, vertexRemappingTablePtr);
mesh->mNumBones = static_cast<unsigned int>(numBones); mesh->mNumBones = static_cast<unsigned int>(numBones);
mesh->mBones = new aiBone *[mesh->mNumBones]; mesh->mBones = new aiBone *[mesh->mNumBones];
@ -1166,7 +1173,7 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
// mapping which makes things doubly-slow. // mapping which makes things doubly-slow.
mat4 *pbindMatrices = nullptr; mat4 *pbindMatrices = nullptr;
node.skin->inverseBindMatrices->ExtractData(pbindMatrices); node.skin->inverseBindMatrices->ExtractData(pbindMatrices, nullptr);
for (uint32_t i = 0; i < numBones; ++i) { for (uint32_t i = 0; i < numBones; ++i) {
const std::vector<aiVertexWeight> &weights = weighting[i]; const std::vector<aiVertexWeight> &weights = weighting[i];
@ -1212,11 +1219,11 @@ aiNode *ImportNode(aiScene *pScene, glTF2::Asset &r, std::vector<unsigned int> &
} }
if (node.camera) { if (node.camera) {
pScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName; mScene->mCameras[node.camera.GetIndex()]->mName = ainode->mName;
} }
if (node.light) { if (node.light) {
pScene->mLights[node.light.GetIndex()]->mName = ainode->mName; mScene->mLights[node.light.GetIndex()]->mName = ainode->mName;
// range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual // range is optional - see https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
// it is added to meta data of parent node, because there is no other place to put it // it is added to meta data of parent node, because there is no other place to put it
@ -1248,7 +1255,7 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
// The root nodes // The root nodes
unsigned int numRootNodes = unsigned(rootNodes.size()); unsigned int numRootNodes = unsigned(rootNodes.size());
if (numRootNodes == 1) { // a single root node: use it if (numRootNodes == 1) { // a single root node: use it
mScene->mRootNode = ImportNode(mScene, r, meshOffsets, rootNodes[0]); mScene->mRootNode = ImportNode(r, rootNodes[0]);
} else if (numRootNodes > 1) { // more than one root node: create a fake root } else if (numRootNodes > 1) { // more than one root node: create a fake root
aiNode *root = mScene->mRootNode = new aiNode("ROOT"); aiNode *root = mScene->mRootNode = new aiNode("ROOT");
@ -1256,7 +1263,7 @@ void glTF2Importer::ImportNodes(glTF2::Asset &r) {
std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr); std::fill(root->mChildren, root->mChildren + numRootNodes, nullptr);
for (unsigned int i = 0; i < numRootNodes; ++i) { for (unsigned int i = 0; i < numRootNodes; ++i) {
aiNode *node = ImportNode(mScene, r, meshOffsets, rootNodes[i]); aiNode *node = ImportNode(r, rootNodes[i]);
node->mParent = root; node->mParent = root;
root->mChildren[root->mNumChildren++] = node; root->mChildren[root->mNumChildren++] = node;
} }
@ -1657,6 +1664,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO
// clean all member arrays // clean all member arrays
meshOffsets.clear(); meshOffsets.clear();
mVertexRemappingTables.clear();
mEmbeddedTexIdxs.clear(); mEmbeddedTexIdxs.clear();
this->mScene = pScene; this->mScene = pScene;

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@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_GLTF2IMPORTER_H_INC #define AI_GLTF2IMPORTER_H_INC
#include <assimp/BaseImporter.h> #include <assimp/BaseImporter.h>
#include <AssetLib/glTF2/glTF2Asset.h>
struct aiNode; struct aiNode;
@ -77,9 +78,12 @@ private:
void ImportAnimations(glTF2::Asset &a); void ImportAnimations(glTF2::Asset &a);
void ImportCommonMetadata(glTF2::Asset &a); void ImportCommonMetadata(glTF2::Asset &a);
private: aiNode *ImportNode(glTF2::Asset &r, glTF2::Ref<glTF2::Node> &ptr);
private:
std::vector<unsigned int> meshOffsets; std::vector<unsigned int> meshOffsets;
std::vector<int> mEmbeddedTexIdxs; std::vector<int> mEmbeddedTexIdxs;
std::vector<std::vector<unsigned int>> mVertexRemappingTables; // for each converted aiMesh in the scene, it stores a list of vertices that are actually used
aiScene *mScene; aiScene *mScene;
/// An instance of rapidjson::IRemoteSchemaDocumentProvider /// An instance of rapidjson::IRemoteSchemaDocumentProvider