0f17f9a888
# Conflicts: # include/Engine/Editor/EditorSystem.h # include/Engine/Rendering/EPicking.h # include/Engine/Rendering/Renderer.h # include/Game/Game.h # resources/Schema/Components.xsd # resources/Schema/Entities/Test.xml # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/RawModel.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
326 lines
12 KiB
C++
326 lines
12 KiB
C++
#include "Rendering/RawModel.h"
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RawModel::RawModel(std::string fileName)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate);
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if (scene == nullptr) {
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LOG_ERROR("Failed to load model \"%s\"", fileName.c_str());
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LOG_ERROR("Assimp error: %s", importer.GetErrorString());
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throw std::runtime_error("Failed to open model file.");
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}
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auto m = scene->mRootNode->mTransformation;
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m_Matrix = glm::mat4(
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m.a1, m.a2, m.a3, m.a4,
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m.b1, m.b2, m.b3, m.b4,
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m.c1, m.c2, m.c3, m.c4,
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m.d1, m.d2, m.d3, m.d4
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);
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m_Matrix = glm::transpose(m_Matrix);
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auto meshes = scene->mMeshes;
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// Pre-count vertices
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int numVertices = 0;
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int numIndices = 0;
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for (int i = 0; i < scene->mNumMeshes; ++i) {
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numVertices += meshes[i]->mNumVertices;
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// Faces
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for (int j = 0; j < meshes[i]->mNumFaces; ++j) {
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auto face = meshes[i]->mFaces[j];
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numIndices += face.mNumIndices;
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}
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}
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//LOG_DEBUG("Vertex count %i", numVertices);
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//LOG_DEBUG("Index count %i", numIndices);
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//LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
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std::vector<std::tuple<std::string, glm::mat4>> boneInfo;
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std::map<std::string, int> boneNameMapping;
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for (int i = 0; i < scene->mNumMeshes; ++i) {
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auto mesh = meshes[i];
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auto material = scene->mMaterials[mesh->mMaterialIndex];
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unsigned int indexOffset = m_Vertices.size();
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// Vertices, normals and texture coordinates
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for (int vertexIndex = 0; vertexIndex < mesh->mNumVertices; ++vertexIndex) {
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Vertex desc;
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// Position
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auto position = mesh->mVertices[vertexIndex];
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desc.Position = glm::vec3(position.x, position.y, position.z);
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// Normal
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auto normal = mesh->mNormals[vertexIndex];
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desc.Normal = glm::vec3(normal.x, normal.y, normal.z);
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//if (mesh->HasTangentsAndBitangents()) {
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// // Tangent
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// auto tangent = mesh->mTangents[vertexIndex];
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// desc.Tangent = glm::vec3(tangent.x, tangent.y, tangent.z);
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// // Bi-tangent
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// auto bitangent = mesh->mBitangents[vertexIndex];
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// desc.BiTangent = glm::vec3(bitangent.x, bitangent.y, bitangent.z);
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//}
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// UV
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if (mesh->HasTextureCoords(0)) {
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auto uv = mesh->mTextureCoords[0][vertexIndex];
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desc.TextureCoords = glm::vec2(uv.x, uv.y);
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}
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// Material diffuse color
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aiColor3D diffuse;
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material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
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float opacity;
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material->Get(AI_MATKEY_OPACITY, opacity);
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desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
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desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
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// Material specular color
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aiColor3D specular;
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material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
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desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, 1.f);
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m_Vertices.push_back(desc);
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}
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// Faces
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for (int j = 0; j < mesh->mNumFaces; ++j) {
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auto face = mesh->mFaces[j];
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for (int k = 0; k < face.mNumIndices; ++k) {
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unsigned int index = face.mIndices[k];
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m_Indices.push_back(indexOffset + index);
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}
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}
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// Calculate normal mapping tangents
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for (int i = 0; i < m_Indices.size(); i += 3) {
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Vertex& v0 = m_Vertices[m_Indices[i]];
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Vertex& v1 = m_Vertices[m_Indices[i + 1]];
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Vertex& v2 = m_Vertices[m_Indices[i + 2]];
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glm::vec3 edge1 = v1.Position - v0.Position;
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glm::vec3 edge2 = v2.Position - v0.Position;
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float deltaU1 = v1.TextureCoords.x - v0.TextureCoords.x;
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float deltaV1 = v1.TextureCoords.y - v0.TextureCoords.y;
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float deltaU2 = v2.TextureCoords.x - v0.TextureCoords.x;
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float deltaV2 = v2.TextureCoords.y - v0.TextureCoords.y;
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float f = 1.0f / (deltaU1 * deltaV2 - deltaU2 * deltaV1);
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glm::vec3 tangent;
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tangent.x = f * (deltaV2 * edge1.x - deltaV1 * edge2.x);
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tangent.y = f * (deltaV2 * edge1.y - deltaV1 * edge2.y);
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tangent.z = f * (deltaV2 * edge1.z - deltaV1 * edge2.z);
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v0.Tangent += tangent;
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v1.Tangent += tangent;
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v2.Tangent += tangent;
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}
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for (auto& vertex : m_Vertices) {
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vertex.Tangent = glm::normalize(vertex.Tangent);
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vertex.BiTangent = glm::normalize(glm::cross(vertex.Tangent, glm::normalize(vertex.Normal)));
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}
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// Material info
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MaterialGroup matGroup;
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matGroup.StartIndex = indexOffset;
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matGroup.EndIndex = m_Indices.size() - 1;
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// Material shininess
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material->Get(AI_MATKEY_SHININESS, matGroup.Shininess);
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material->Get(AI_MATKEY_OPACITY, matGroup.Transparency);
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//LOG_DEBUG("Shininess: %f", matGroup.Shininess);
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// Diffuse texture
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//LOG_DEBUG("%i diffuse textures found", material->GetTextureCount(aiTextureType_DIFFUSE));
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if (material->GetTextureCount(aiTextureType_DIFFUSE)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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// Normal map
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//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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if (material->GetTextureCount(aiTextureType_HEIGHT)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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// Specular map
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//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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if (material->GetTextureCount(aiTextureType_SPECULAR)) {
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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}
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TextureGroups.push_back(matGroup);
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// Bones
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std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
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for (int j = 0; j < mesh->mNumBones; ++j) {
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auto bone = mesh->mBones[j];
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std::string boneName = bone->mName.C_Str();
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auto mat = bone->mOffsetMatrix;
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glm::mat4 glmMat(mat.a1, mat.b1, mat.c1, mat.d1,
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mat.a2, mat.b2, mat.c2, mat.d2,
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mat.a3, mat.b3, mat.c3, mat.d3,
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mat.a4, mat.b4, mat.c4, mat.d4);
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int boneIndex;
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if (boneNameMapping.find(boneName) != boneNameMapping.end()) {
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boneIndex = boneNameMapping[boneName];
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} else {
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boneIndex = boneInfo.size();
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boneInfo.push_back(std::make_tuple(boneName, glmMat));
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boneNameMapping[boneName] = boneIndex;
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}
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for (int k = 0; k < bone->mNumWeights; ++k) {
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auto weight = bone->mWeights[k];
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unsigned int offsetVertexId = weight.mVertexId + indexOffset;
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vertexWeights[offsetVertexId].push_back(std::make_tuple(boneIndex, weight.mWeight));
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}
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}
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for (auto &pair : vertexWeights) {
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auto weights = pair.second;
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Vertex& desc = m_Vertices[pair.first];
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const int maxWeights = 8;
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if (weights.size() > maxWeights) {
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LOG_WARNING("Vertex weights (%i) greater than max weights per vertex (%i)", weights.size(), maxWeights);
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}
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for (int weightIndex = 0; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 4; ++weightIndex) {
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std::tie(desc.BoneIndices1[weightIndex], desc.BoneWeights1[weightIndex]) = weights[weightIndex];
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}
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for (int weightIndex = 4; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 8; ++weightIndex) {
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std::tie(desc.BoneIndices2[weightIndex - 4], desc.BoneWeights2[weightIndex - 4]) = weights[weightIndex];
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}
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}
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//break;
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}
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// Traverse the node tree and build a skeleton
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if (!boneInfo.empty()) {
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m_Skeleton = new Skeleton();
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CreateSkeleton(boneInfo, boneNameMapping, scene->mRootNode, -1);
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int numBones = m_Skeleton->Bones.size();
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//LOG_DEBUG("Bone count: %i", numBones);
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if (numBones > 0) {
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m_Skeleton->PrintSkeleton();
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}
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}
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// Animations
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//LOG_DEBUG("Animation count: %i", scene->mNumAnimations);
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for (int i = 0; i < scene->mNumAnimations; ++i) {
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auto animation = scene->mAnimations[i];
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std::string animationName = animation->mName.C_Str();
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//LOG_DEBUG("Animation: %s", animationName.c_str());
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//LOG_DEBUG("Duration: %f", animation->mDuration);
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//LOG_DEBUG("Ticks per second: %f", animation->mTicksPerSecond);
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Skeleton::Animation skelAnim;
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skelAnim.Name = animationName;
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skelAnim.Duration = animation->mDuration / animation->mTicksPerSecond;
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std::map<int, double> frameTimes;
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std::map<int, std::map<int, Skeleton::Animation::Keyframe::BoneProperty>> frameBoneProperties;
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// For each animation channel (bone)
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for (int channelIndex = 0; channelIndex < animation->mNumChannels; ++channelIndex) {
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auto channel = animation->mChannels[channelIndex];
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std::string boneName = channel->mNodeName.C_Str();
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int boneID = m_Skeleton->GetBoneID(boneName);
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if (boneID == -1) {
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LOG_ERROR("Animation referenced a bone that doesn't exist: %s", boneName.c_str());
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continue;
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}
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// If you don't have the same amount of keyframes for every transformation type you're dumb.
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if (channel->mNumPositionKeys != channel->mNumRotationKeys || channel->mNumPositionKeys != channel->mNumScalingKeys) {
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LOG_ERROR("Hey, animation! You're dumb!", animationName.c_str());
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continue;
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}
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for (int keyframe = 0; keyframe < channel->mNumPositionKeys; ++keyframe) {
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auto posKey = channel->mPositionKeys[keyframe];
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auto rotKey = channel->mRotationKeys[keyframe];
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auto scaleKey = channel->mScalingKeys[keyframe];
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frameTimes[keyframe] = posKey.mTime;
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auto &property = frameBoneProperties[keyframe][boneID];
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property.ID = keyframe;
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property.Position = glm::vec3(posKey.mValue.x, posKey.mValue.y, posKey.mValue.z);
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property.Rotation = glm::quat(rotKey.mValue.w, rotKey.mValue.x, rotKey.mValue.y, rotKey.mValue.z);
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property.Scale = glm::vec3(scaleKey.mValue.x, scaleKey.mValue.y, scaleKey.mValue.z);
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}
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}
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// Create keyframes from bone properties
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for (auto &kv : frameBoneProperties) {
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int keyframe = kv.first;
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Skeleton::Animation::Keyframe animationFrame;
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animationFrame.Index = keyframe;
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animationFrame.Time = frameTimes[keyframe] / animation->mTicksPerSecond;
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// HACK: For some reason Blender likes to create a first frame that doesn't start at time 0
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if (keyframe == 0) {
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animationFrame.Time = 0;
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}
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for (auto &kv2 : kv.second) {
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int boneID = kv2.first;
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auto &property = kv2.second;
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animationFrame.BoneProperties[boneID] = property;
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}
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skelAnim.Keyframes.push_back(animationFrame);
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}
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m_Skeleton->Animations[animationName] = skelAnim;
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}
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}
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RawModel::~RawModel()
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{
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if (m_Skeleton) {
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delete m_Skeleton;
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}
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}
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void RawModel::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID)
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{
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std::string nodeName = node->mName.C_Str();
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// Find the bone by name in the bone info list
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if (boneNameMapping.find(nodeName) == boneNameMapping.end()) {
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//LOG_DEBUG("Node \"%s\" was not a bone", nodeName.c_str());
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} else {
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glm::mat4 offsetMatrix;
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int ID = boneNameMapping[nodeName];
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std::tie(std::ignore, offsetMatrix) = boneInfo[ID];
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m_Skeleton->CreateBone(ID, parentID, nodeName, offsetMatrix);
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parentID = ID;
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}
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for (int childIndex = 0; childIndex < node->mNumChildren; ++childIndex) {
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aiNode* child = node->mChildren[childIndex];
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CreateSkeleton(boneInfo, boneNameMapping, child, parentID);
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}
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}
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