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@@ -132,7 +132,7 @@ glTFExporter::glTFExporter(const char* filename, IOSystem* pIOSystem, const aiSc
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ExportMaterials();
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if (mScene->mRootNode) {
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- ExportNode(mScene->mRootNode);
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+ ExportNodeHierarchy(mScene->mRootNode);
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}
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ExportMeshes();
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@@ -164,6 +164,14 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
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}
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+static void CopyValue(const aiMatrix4x4& v, aiMatrix4x4& o)
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+{
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+ o.a1 = v.a1; o.a2 = v.a2; o.a3 = v.a3; o.a4 = v.a4;
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+ o.b1 = v.b1; o.b2 = v.b2; o.b3 = v.b3; o.b4 = v.b4;
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+ o.c1 = v.c1; o.c2 = v.c2; o.c3 = v.c3; o.c4 = v.c4;
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+ o.d1 = v.d1; o.d2 = v.d2; o.d3 = v.d3; o.d4 = v.d4;
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+}
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+
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static void IdentityMatrix4(glTF::mat4& o)
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{
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o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
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@@ -390,50 +398,37 @@ bool FindMeshNode(Ref<Node>& nodeIn, Ref<Node>& meshNode, std::string meshID)
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/*
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* Find the root joint of the skeleton.
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+ * Starts will any joint node and traces up the tree,
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+ * until a parent is found that does not have a jointName.
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+ * Returns the first parent Ref<Node> found that does not have a jointName.
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*/
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Ref<Node> FindSkeletonRootJoint(Ref<Skin>& skinRef)
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{
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- Ref<Node> candidateNodeRef;
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- Ref<Node> testNodeRef;
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-
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- for (unsigned int i = 0; i < skinRef->jointNames.size(); ++i) {
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- candidateNodeRef = skinRef->jointNames[i];
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- bool candidateIsRoot = true;
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-
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- for (unsigned int j = 0; j < skinRef->jointNames.size(); ++j) {
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- if (i == j) continue;
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+ Ref<Node> startNodeRef;
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+ Ref<Node> parentNodeRef;
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- testNodeRef = skinRef->jointNames[j];
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- for (unsigned int k = 0; k < testNodeRef->children.size(); ++k) {
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- std::string childNodeRefID = testNodeRef->children[k]->id;
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-
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- if (childNodeRefID.compare(candidateNodeRef->id) == 0) {
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- candidateIsRoot = false;
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- }
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- }
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- }
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+ // Arbitrarily use the first joint to start the search.
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+ startNodeRef = skinRef->jointNames[0];
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+ parentNodeRef = skinRef->jointNames[0];
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- if(candidateIsRoot == true) {
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- return candidateNodeRef;
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- }
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- }
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+ do {
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+ startNodeRef = parentNodeRef;
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+ parentNodeRef = startNodeRef->parent;
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+ } while (!parentNodeRef->jointName.empty());
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- return candidateNodeRef;
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+ return parentNodeRef;
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}
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-void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef)
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+void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer>& bufferRef, Ref<Skin>& skinRef, std::vector<aiMatrix4x4>& inverseBindMatricesData)
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{
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- std::string skinName = aim->mName.C_Str();
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- skinName = mAsset.FindUniqueID(skinName, "skin");
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- Ref<Skin> skinRef = mAsset.skins.Create(skinName);
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- skinRef->name = skinName;
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-
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- mat4* inverseBindMatricesData = new mat4[aim->mNumBones];
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+ if (aim->mNumBones < 1) {
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+ return;
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+ }
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// Store the vertex joint and weight data.
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vec4* vertexJointData = new vec4[aim->mNumVertices];
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vec4* vertexWeightData = new vec4[aim->mNumVertices];
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- unsigned int* jointsPerVertex = new unsigned int[aim->mNumVertices];
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+ int* jointsPerVertex = new int[aim->mNumVertices];
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for (size_t i = 0; i < aim->mNumVertices; ++i) {
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jointsPerVertex[i] = 0;
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for (size_t j = 0; j < 4; ++j) {
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@@ -448,49 +443,49 @@ void ExportSkin(Asset& mAsset, const aiMesh* aim, Ref<Mesh>& meshRef, Ref<Buffer
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// aib->mName =====> skinRef->jointNames
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// Find the node with id = mName.
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Ref<Node> nodeRef = mAsset.nodes.Get(aib->mName.C_Str());
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- nodeRef->jointName = "joint_" + to_string(idx_bone);
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- skinRef->jointNames.push_back(nodeRef);
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+ nodeRef->jointName = nodeRef->id;
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+
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+ unsigned int jointNamesIndex;
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+ bool addJointToJointNames = true;
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+ for (int idx_joint = 0; idx_joint < skinRef->jointNames.size(); ++idx_joint) {
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+ if (skinRef->jointNames[idx_joint]->jointName.compare(nodeRef->jointName) == 0) {
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+ addJointToJointNames = false;
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+ jointNamesIndex = idx_joint;
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+ }
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+ }
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- // Identity Matrix =====> skinRef->bindShapeMatrix
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- // Temporary. Hard-coded identity matrix here
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- skinRef->bindShapeMatrix.isPresent = true;
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- IdentityMatrix4(skinRef->bindShapeMatrix.value);
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+ if (addJointToJointNames) {
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+ skinRef->jointNames.push_back(nodeRef);
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- // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
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- CopyValue(aib->mOffsetMatrix, inverseBindMatricesData[idx_bone]);
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+ // aib->mOffsetMatrix =====> skinRef->inverseBindMatrices
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+ aiMatrix4x4 tmpMatrix4;
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+ CopyValue(aib->mOffsetMatrix, tmpMatrix4);
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+ inverseBindMatricesData.push_back(tmpMatrix4);
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+ jointNamesIndex = inverseBindMatricesData.size() - 1;
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+ }
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// aib->mWeights =====> vertexWeightData
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for (unsigned int idx_weights = 0; idx_weights < aib->mNumWeights; ++idx_weights) {
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- aiVertexWeight tmpVertWeight = aib->mWeights[idx_weights];
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- vertexJointData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = idx_bone;
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- vertexWeightData[tmpVertWeight.mVertexId][jointsPerVertex[tmpVertWeight.mVertexId]] = tmpVertWeight.mWeight;
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+ unsigned int vertexId = aib->mWeights[idx_weights].mVertexId;
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+ float vertWeight = aib->mWeights[idx_weights].mWeight;
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- jointsPerVertex[tmpVertWeight.mVertexId] += 1;
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- }
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+ // A vertex can only have at most four joint weights. Ignore all others.
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+ if (jointsPerVertex[vertexId] > 3) { continue; }
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- } // End: for-loop mNumMeshes
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+ vertexJointData[vertexId][jointsPerVertex[vertexId]] = jointNamesIndex;
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+ vertexWeightData[vertexId][jointsPerVertex[vertexId]] = vertWeight;
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- // Create the Accessor for skinRef->inverseBindMatrices
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- Ref<Accessor> invBindMatrixAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumBones, inverseBindMatricesData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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- if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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+ jointsPerVertex[vertexId] += 1;
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+ }
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+ } // End: for-loop mNumMeshes
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Mesh::Primitive& p = meshRef->primitives.back();
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- Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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+ Ref<Accessor> vertexJointAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexJointData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexJointAccessor) p.attributes.joint.push_back(vertexJointAccessor);
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- Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinName, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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+ Ref<Accessor> vertexWeightAccessor = ExportData(mAsset, skinRef->id, bufferRef, aim->mNumVertices, vertexWeightData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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if (vertexWeightAccessor) p.attributes.weight.push_back(vertexWeightAccessor);
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-
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-
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- // Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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- Ref<Node> rootNode = mAsset.nodes.Get(unsigned(0));
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- Ref<Node> meshNode;
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- FindMeshNode(rootNode, meshNode, meshRef->id);
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-
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- Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
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- meshNode->skeletons.push_back(rootJoint);
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- meshNode->skin = skinRef;
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}
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void glTFExporter::ExportMeshes()
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@@ -520,6 +515,26 @@ void glTFExporter::ExportMeshes()
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b = mAsset->buffers.Create(bufferId);
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}
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+ //----------------------------------------
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+ // Initialize variables for the skin
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+ bool createSkin = false;
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+ for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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+ const aiMesh* aim = mScene->mMeshes[idx_mesh];
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+ if(aim->HasBones()) {
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+ createSkin = true;
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+ break;
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+ }
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+ }
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+
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+ Ref<Skin> skinRef;
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+ std::string skinName = mAsset->FindUniqueID("skin", "skin");
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+ std::vector<aiMatrix4x4> inverseBindMatricesData;
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+ if(createSkin) {
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+ skinRef = mAsset->skins.Create(skinName);
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+ skinRef->name = skinName;
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+ }
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+ //----------------------------------------
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+
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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const aiMesh* aim = mScene->mMeshes[idx_mesh];
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@@ -616,7 +631,7 @@ void glTFExporter::ExportMeshes()
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/*************** Skins ****************/
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if(aim->HasBones()) {
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- ExportSkin(*mAsset, aim, m, b);
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+ ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
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}
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/****************** Compression ******************/
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@@ -711,9 +726,41 @@ void glTFExporter::ExportMeshes()
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#endif
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}// if(comp_allow)
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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+
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+ //----------------------------------------
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+ // Finish the skin
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+ // Create the Accessor for skinRef->inverseBindMatrices
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+ if (createSkin) {
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+ mat4* invBindMatrixData = new mat4[inverseBindMatricesData.size()];
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+ for (int idx_joint = 0; idx_joint < inverseBindMatricesData.size(); ++idx_joint) {
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+ CopyValue(inverseBindMatricesData[idx_joint], invBindMatrixData[idx_joint]);
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+ }
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+
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+ Ref<Accessor> invBindMatrixAccessor = ExportData(*mAsset, skinName, b, inverseBindMatricesData.size(), invBindMatrixData, AttribType::MAT4, AttribType::MAT4, ComponentType_FLOAT);
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+ if (invBindMatrixAccessor) skinRef->inverseBindMatrices = invBindMatrixAccessor;
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+
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+ // Identity Matrix =====> skinRef->bindShapeMatrix
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+ // Temporary. Hard-coded identity matrix here
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+ skinRef->bindShapeMatrix.isPresent = true;
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+ IdentityMatrix4(skinRef->bindShapeMatrix.value);
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+
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+ // Find node that contains this mesh and add "skeletons" and "skin" attributes to that node.
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+ Ref<Node> rootNode = mAsset->nodes.Get(unsigned(0));
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+ Ref<Node> meshNode;
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+ std::string meshID = mAsset->meshes.Get(unsigned(0))->id;
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+ FindMeshNode(rootNode, meshNode, meshID);
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+
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+ Ref<Node> rootJoint = FindSkeletonRootJoint(skinRef);
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+ meshNode->skeletons.push_back(rootJoint);
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+ meshNode->skin = skinRef;
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+ }
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}
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-unsigned int glTFExporter::ExportNode(const aiNode* n)
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+/*
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+ * Export the root node of the node hierarchy.
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+ * Calls ExportNode for all children.
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+ */
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+unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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@@ -727,7 +774,34 @@ unsigned int glTFExporter::ExportNode(const aiNode* n)
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}
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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- unsigned int idx = ExportNode(n->mChildren[i]);
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+ unsigned int idx = ExportNode(n->mChildren[i], node);
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+ node->children.push_back(mAsset->nodes.Get(idx));
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+ }
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+
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+ return node.GetIndex();
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+}
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+
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+/*
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+ * Export node and recursively calls ExportNode for all children.
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+ * Since these nodes are not the root node, we also export the parent Ref<Node>
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+ */
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+unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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+{
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+ Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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+
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+ node->parent = parent;
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+
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+ if (!n->mTransformation.IsIdentity()) {
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+ node->matrix.isPresent = true;
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+ CopyValue(n->mTransformation, node->matrix.value);
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+ }
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+
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+ for (unsigned int i = 0; i < n->mNumMeshes; ++i) {
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+ node->meshes.push_back(mAsset->meshes.Get(n->mMeshes[i]));
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+ }
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+
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+ for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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+ unsigned int idx = ExportNode(n->mChildren[i], node);
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node->children.push_back(mAsset->nodes.Get(idx));
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}
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