Merge pull request #2215 from ruyo/gltf_skinmesh
glTF2 importer multiple primitives and 16-bit index buffer skinmesh support.pull/2223/head
commit
e6905b6a5b
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@ -732,9 +732,9 @@ static void GetNodeTransform(aiMatrix4x4& matrix, const glTF2::Node& node) {
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}
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}
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static void BuildVertexWeightMapping(Ref<Mesh>& mesh, std::vector<std::vector<aiVertexWeight>>& map)
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static void BuildVertexWeightMapping(Mesh::Primitive& primitive, std::vector<std::vector<aiVertexWeight>>& map)
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{
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Mesh::Primitive::Attributes& attr = mesh->primitives[0].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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return;
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}
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@ -745,15 +745,22 @@ static void BuildVertexWeightMapping(Ref<Mesh>& mesh, std::vector<std::vector<ai
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const int num_vertices = attr.weight[0]->count;
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struct Weights { float values[4]; };
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struct Indices { uint8_t values[4]; };
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Weights* weights = nullptr;
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Indices* indices = nullptr;
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attr.weight[0]->ExtractData(weights);
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attr.joint[0]->ExtractData(indices);
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struct Indices8 { uint8_t values[4]; };
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struct Indices16 { uint16_t values[4]; };
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Indices8* indices8 = nullptr;
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Indices16* indices16 = nullptr;
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if (attr.joint[0]->GetElementSize() == 4) {
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attr.joint[0]->ExtractData(indices8);
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}else {
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attr.joint[0]->ExtractData(indices16);
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}
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for (int i = 0; i < num_vertices; ++i) {
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for (int j = 0; j < 4; ++j) {
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const unsigned int bone = indices[i].values[j];
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const unsigned int bone = (indices8!=nullptr) ? indices8[i].values[j] : indices16[i].values[j];
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const float weight = weights[i].values[j];
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if (weight > 0 && bone < map.size()) {
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map[bone].reserve(8);
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@ -763,7 +770,8 @@ static void BuildVertexWeightMapping(Ref<Mesh>& mesh, std::vector<std::vector<ai
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}
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delete[] weights;
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delete[] indices;
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delete[] indices8;
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delete[] indices16;
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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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@ -797,37 +805,39 @@ aiNode* ImportNode(aiScene* pScene, glTF2::Asset& r, std::vector<unsigned int>&
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ainode->mMeshes = new unsigned int[count];
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if (node.skin) {
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aiMesh* mesh = pScene->mMeshes[meshOffsets[mesh_idx]];
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mesh->mNumBones = node.skin->jointNames.size();
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mesh->mBones = new aiBone*[mesh->mNumBones];
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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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mesh->mNumBones = node.skin->jointNames.size();
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mesh->mBones = new aiBone*[mesh->mNumBones];
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// GLTF and Assimp choose to store bone weights differently.
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// GLTF has each vertex specify which bones influence the vertex.
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// Assimp has each bone specify which vertices it has influence over.
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// To convert this data, we first read over the vertex data and pull
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// out the bone-to-vertex mapping. Then, when creating the aiBones,
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// we copy the bone-to-vertex mapping into the bone. This is unfortunate
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// both because it's somewhat slow and because, for many applications,
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// we then need to reconvert the data back into the vertex-to-bone
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// mapping which makes things doubly-slow.
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std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
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BuildVertexWeightMapping(node.meshes[0], weighting);
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// GLTF and Assimp choose to store bone weights differently.
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// GLTF has each vertex specify which bones influence the vertex.
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// Assimp has each bone specify which vertices it has influence over.
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// To convert this data, we first read over the vertex data and pull
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// out the bone-to-vertex mapping. Then, when creating the aiBones,
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// we copy the bone-to-vertex mapping into the bone. This is unfortunate
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// both because it's somewhat slow and because, for many applications,
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// we then need to reconvert the data back into the vertex-to-bone
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// mapping which makes things doubly-slow.
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std::vector<std::vector<aiVertexWeight>> weighting(mesh->mNumBones);
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BuildVertexWeightMapping(node.meshes[0]->primitives[primitiveNo], weighting);
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for (size_t i = 0; i < mesh->mNumBones; ++i) {
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aiBone* bone = new aiBone();
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for (size_t i = 0; i < mesh->mNumBones; ++i) {
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aiBone* bone = new aiBone();
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Ref<Node> joint = node.skin->jointNames[i];
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bone->mName = joint->name;
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GetNodeTransform(bone->mOffsetMatrix, *joint);
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Ref<Node> joint = node.skin->jointNames[i];
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bone->mName = joint->name;
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GetNodeTransform(bone->mOffsetMatrix, *joint);
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std::vector<aiVertexWeight>& weights = weighting[i];
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std::vector<aiVertexWeight>& weights = weighting[i];
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bone->mNumWeights = weights.size();
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if (bone->mNumWeights > 0) {
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
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bone->mNumWeights = weights.size();
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if (bone->mNumWeights > 0) {
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bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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memcpy(bone->mWeights, weights.data(), bone->mNumWeights * sizeof(aiVertexWeight));
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}
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mesh->mBones[i] = bone;
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}
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mesh->mBones[i] = bone;
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}
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}
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