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@@ -37,6 +37,15 @@ AssimpAppMesh::AssimpAppMesh(const struct aiMesh* mesh, AssimpAppNode* node)
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: mMeshData(mesh), appNode(node)
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{
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Con::printf("[ASSIMP] Mesh Created: %s", getName());
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+
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+ // See if it's a skinned mesh
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+ mIsSkinMesh = false;
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+ for (U32 b = 0; b < mesh->mNumBones; b++)
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+ if (mMeshData->mBones[b]->mNumWeights > 0)
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+ {
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+ mIsSkinMesh = true;
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+ break;
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+ }
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}
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const char* AssimpAppMesh::getName(bool allowFixed)
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@@ -64,7 +73,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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// After this function, the following are expected to be populated:
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// points, normals, uvs, primitives, indices
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// There is also colors and uv2s but those don't seem to be required.
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-
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points.reserve(mMeshData->mNumVertices);
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uvs.reserve(mMeshData->mNumVertices);
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normals.reserve(mMeshData->mNumVertices);
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@@ -85,10 +93,8 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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tmpVert = Point3F(pt.x, pt.y, pt.z);
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tmpNormal = Point3F(nrm.x, nrm.y, nrm.z);
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- //AssimpAppNode::convertPoint(tmpVert);
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- //AssimpAppNode::convertPoint(tmpNormal);
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- //objOffset.mulP(tmpVert);
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+ objOffset.mulP(tmpVert);
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points.push_back(tmpVert);
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@@ -126,7 +132,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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U32 numFaces = mMeshData->mNumFaces;
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- U32 primCount = 0;
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primitives.reserve(numFaces);
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//Fetch the number of indices
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@@ -138,28 +143,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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indices.reserve(indicesCount);
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- /*U32 idxCount = 0;
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-
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- for (U32 j = 0; j<mModel->mMaterials.size(); j++)
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- {
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- MikuModel::Material &mat = mModel->mMaterials[j];
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- U32 nextIdxCount = idxCount + mat.numIndices;
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-
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- primitives.increment();
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-
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- TSDrawPrimitive& primitive = primitives.last();
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- primitive.start = indices.size();
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- primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) | j;
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- primitive.numElements = mat.numIndices;
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-
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- for (U32 i = idxCount; i<nextIdxCount; i++)
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- {
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- indices.push_back(mModel->mIndices[i]);
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- }
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-
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- idxCount = nextIdxCount;
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- }*/
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-
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for ( U32 n = 0; n < mMeshData->mNumFaces; ++n)
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{
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const struct aiFace* face = &mMeshData->mFaces[n];
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@@ -191,11 +174,6 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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indices.push_back(index);
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}
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}
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-
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- // Load the indices in.
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- //indices.push_back(face->mIndices[0]);
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- //indices.push_back(face->mIndices[1]);
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- //indices.push_back(face->mIndices[2]);
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}
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else
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{
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@@ -204,41 +182,67 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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U32 boneCount = mMeshData->mNumBones;
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-
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bones.setSize(boneCount);
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+ // Count the total number of weights for all of the bones.
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+ U32 totalWeights = 0;
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+ U32 nonZeroWeights = 0;
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+ for (U32 b = 0; b < boneCount; b++)
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+ totalWeights += mMeshData->mBones[b]->mNumWeights;
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+
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+ // Assimp gives weights sorted by bone index. We need them in vertex order.
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+ Vector<F32> tmpWeight;
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+ Vector<S32> tmpBoneIndex;
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+ Vector<S32> tmpVertexIndex;
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+ tmpWeight.setSize(totalWeights);
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+ tmpBoneIndex.setSize(totalWeights);
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+ tmpVertexIndex.setSize(totalWeights);
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+
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for (U32 b = 0; b < boneCount; b++)
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{
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String name = mMeshData->mBones[b]->mName.C_Str();
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+ aiNode* nodePtr = AssimpAppNode::findChildNodeByName(mMeshData->mBones[b]->mName.C_Str(), appNode->mScene->mRootNode);
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+ bones[b] = new AssimpAppNode(appNode->mScene, nodePtr);
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MatrixF boneTransform;
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- boneTransform.setRow(0, Point4F(mMeshData->mBones[b]->mOffsetMatrix.a1, mMeshData->mBones[b]->mOffsetMatrix.a2, mMeshData->mBones[b]->mOffsetMatrix.a3, mMeshData->mBones[b]->mOffsetMatrix.a4));
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- boneTransform.setRow(1, Point4F(mMeshData->mBones[b]->mOffsetMatrix.b1, mMeshData->mBones[b]->mOffsetMatrix.b2, mMeshData->mBones[b]->mOffsetMatrix.b3, mMeshData->mBones[b]->mOffsetMatrix.b4));
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- boneTransform.setRow(2, Point4F(mMeshData->mBones[b]->mOffsetMatrix.c1, mMeshData->mBones[b]->mOffsetMatrix.c2, mMeshData->mBones[b]->mOffsetMatrix.c3, mMeshData->mBones[b]->mOffsetMatrix.c4));
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- boneTransform.setRow(3, Point4F(mMeshData->mBones[b]->mOffsetMatrix.d1, mMeshData->mBones[b]->mOffsetMatrix.d2, mMeshData->mBones[b]->mOffsetMatrix.d3, mMeshData->mBones[b]->mOffsetMatrix.d4));
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-
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- //boneTransform.inverse();
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- //AssimpAppNode::convertMat(boneTransform);
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- //boneTransform.inverse();
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+ AssimpAppNode::assimpToTorqueMat(mMeshData->mBones[b]->mOffsetMatrix, boneTransform);
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initialTransforms.push_back(boneTransform);
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//Weights
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U32 numWeights = mMeshData->mBones[b]->mNumWeights;
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- weight.setSize(numWeights);
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- vertexIndex.setSize(numWeights);
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- boneIndex.setSize(numWeights);
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-
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for (U32 w = 0; w < numWeights; ++w)
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{
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aiVertexWeight* aiWeight = &mMeshData->mBones[b]->mWeights[w];
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- weight[w] = aiWeight->mWeight;
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- vertexIndex[w] = aiWeight->mVertexId;
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- boneIndex[w] = b;
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- //vertWeight. = aiWeight->
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+ if (aiWeight->mWeight > 0.0f)
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+ {
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+ tmpWeight[nonZeroWeights] = aiWeight->mWeight;
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+ tmpVertexIndex[nonZeroWeights] = aiWeight->mVertexId;
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+ tmpBoneIndex[nonZeroWeights] = b;
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+ nonZeroWeights++;
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+ }
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+ }
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+ }
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+
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+ weight.setSize(nonZeroWeights);
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+ vertexIndex.setSize(nonZeroWeights);
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+ boneIndex.setSize(nonZeroWeights);
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+
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+ // Copy the weights to our vectors in vertex order
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+ U32 nextWeight = 0;
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+ for (U32 i = 0; i < mMeshData->mNumVertices; i++)
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+ {
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+ for (U32 ind = 0; ind < nonZeroWeights; ind++)
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+ {
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+ if (tmpVertexIndex[ind] == i)
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+ {
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+ weight[nextWeight] = tmpWeight[ind];
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+ vertexIndex[nextWeight] = tmpVertexIndex[ind];
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+ boneIndex[nextWeight] = tmpBoneIndex[ind];
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+ nextWeight++;
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+ }
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}
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- //= mNumWeights
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}
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if ( noUVFound )
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@@ -246,8 +250,8 @@ void AssimpAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
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}
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void AssimpAppMesh::lookupSkinData()
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-{
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-
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+{ // This function is intentionally left blank. The skin data - bones, weights and indexes are
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+ // processed in lockMesh() with the rest of the mesh data.
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}
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F32 AssimpAppMesh::getVisValue(F32 t)
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