Compile mesh bones and weights into binary
Rig structure still WIP
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310765f4f6
commit
66baaf374d
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@ -74,10 +74,27 @@ namespace SH_COMP
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meshData.vertexTangent.reserve(mesh.mNumVertices);
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meshData.texCoords.reserve(mesh.mNumVertices);
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meshData.bonesInfo.resize(mesh.mNumBones);
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meshData.bones.resize(mesh.mNumBones);
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for (auto i {0}; i < mesh.mNumBones; ++i)
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{
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auto& bone = *mesh.mBones[i];
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std::cout << "bone" << std::endl;
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auto const& bone = *mesh.mBones[i];
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auto& newBone = meshData.bones[i];
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auto& newBoneInfo = meshData.bonesInfo[i];
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newBone.name = bone.mName.C_Str();
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newBoneInfo.charCount = newBone.name.length();
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std::memcpy(&newBone.offset, &bone.mOffsetMatrix, sizeof(SHMat4));
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newBone.weights.resize(bone.mNumWeights);
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for (auto j {0}; j < bone.mNumWeights; ++j)
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{
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newBone.weights[j].index = bone.mWeights[j].mVertexId;
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newBone.weights[j].weight = bone.mWeights[j].mWeight;
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}
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newBoneInfo.weightCount = bone.mNumWeights;
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}
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for (size_t i{ 0 }; i < mesh.mNumVertices; ++i)
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@ -129,7 +146,7 @@ namespace SH_COMP
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}
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}
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void MeshCompiler::BuildHeaders(MeshAsset& asset) noexcept
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void MeshCompiler::BuildHeaders(ModelAsset& asset) noexcept
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{
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for (auto const& mesh : asset.meshes)
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{
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@ -139,6 +156,7 @@ namespace SH_COMP
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head.charCount = mesh.name.size();
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head.indexCount = mesh.indices.size();
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head.vertexCount = mesh.vertexPosition.size();
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head.boneCount = mesh.bonesInfo.size();
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asset.header.meshCount++;
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}
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@ -188,18 +206,18 @@ namespace SH_COMP
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);
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}
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void MeshCompiler::LoadFromFile(AssetPath path, MeshAsset& asset) noexcept
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void MeshCompiler::LoadFromFile(AssetPath path, ModelAsset& asset) noexcept
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),0
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//aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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//| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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//| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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//| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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//| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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//| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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//| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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//| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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//| aiProcess_ValidateDataStructure
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_ValidateDataStructure
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);
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if (!scene || !scene->HasMeshes())
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@ -215,7 +233,7 @@ namespace SH_COMP
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aiImporter.FreeScene();
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}
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void MeshCompiler::CompileMeshBinary(AssetPath path, MeshAsset const& asset) noexcept
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void MeshCompiler::CompileMeshBinary(AssetPath path, ModelAsset const& asset) noexcept
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{
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std::string newPath{ path.string().substr(0, path.string().find_last_of('.')) };
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newPath += MODEL_EXTENSION;
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@ -254,7 +272,7 @@ namespace SH_COMP
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{
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RigNode* current = new RigNode();
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current->name = source.mName.C_Str();
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std::memcpy(¤t->transform, &source.mTransformation, sizeof(float) * 16);
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std::memcpy(¤t->transform, &source.mTransformation, sizeof(SHMat4));
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for (auto i {0}; i < source.mNumChildren; ++i)
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{
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@ -269,7 +287,7 @@ namespace SH_COMP
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void MeshCompiler::LoadAndCompile(AssetPath path) noexcept
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{
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auto const asset = new MeshAsset();
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auto const asset = new ModelAsset();
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asset->rig.root = nullptr;
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@ -33,13 +33,13 @@ namespace SH_COMP
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static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigNode*& root) noexcept;
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static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
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static void GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept;
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static void BuildHeaders(MeshAsset& asset) noexcept;
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static void BuildHeaders(ModelAsset& asset) noexcept;
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static void WriteMeshHeader(std::ofstream& file, MeshDataHeader const& header);
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static void WriteMeshData(std::ofstream& file, MeshDataHeader const& header, MeshData const& data);
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static void WriteMeshData(std::ofstream& file, MeshDataHeader const& header, MeshData const& asset);
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static void LoadFromFile(AssetPath path, MeshAsset& asset) noexcept;
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static void CompileMeshBinary(AssetPath path, MeshAsset const& asset) noexcept;
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static void LoadFromFile(AssetPath path, ModelAsset& asset) noexcept;
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static void CompileMeshBinary(AssetPath path, ModelAsset const& asset) noexcept;
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static void BuildArmature(aiNode const& node, RigNode*& root) noexcept;
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static void CopyNode(aiNode const& source, RigNode* parent) noexcept;
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@ -38,6 +38,26 @@ namespace SH_COMP
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uint32_t vertexCount;
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uint32_t indexCount;
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uint32_t charCount;
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uint32_t boneCount;
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};
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struct MeshBoneInfo
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{
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uint32_t charCount;
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uint32_t weightCount; // Size should be same as boneCount
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};
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struct BoneWeight
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{
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uint32_t index;
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float weight;
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};
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struct MeshBone
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{
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std::string name;
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SHMat4 offset;
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std::vector<BoneWeight> weights;
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};
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struct MeshData
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@ -48,11 +68,14 @@ namespace SH_COMP
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std::vector<SHVec3> vertexNormal;
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std::vector<SHVec2> texCoords;
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std::vector<uint32_t> indices;
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std::vector<MeshBoneInfo> bonesInfo;
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std::vector<MeshBone> bones;
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};
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struct RigNode
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{
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std::string name;
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uint32_t id;
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SHMat4 transform;
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std::vector<RigNode*> children;
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};
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@ -62,15 +85,14 @@ namespace SH_COMP
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RigNode* root;
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};
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struct MeshAssetHeader
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struct ModelAssetHeader
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{
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size_t meshCount;
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};
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struct MeshAsset
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struct ModelAsset
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{
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MeshAssetHeader header;
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RigData rig;
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ModelAssetHeader header;
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std::vector<MeshDataHeader> headers;
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std::vector<MeshData> meshes;
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};
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