#include "model.hpp"
#include <iostream>
-#include <assimp/postprocess.h>
+#include <assimp/quaternion.h>
#include <glm/gtc/type_ptr.hpp>
+#include "util.hpp"
+
Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
normals.push_back(glm::vec3(v.x, v.y, v.z));
} else {
std::cerr << "Missing normals" << std::endl;
- exit(1);
- }
- if (aiMesh->HasTangentsAndBitangents()) {
- aiVector3D t = aiMesh->mTangents[i];
- tangents.push_back(glm::vec3(t.x, t.y, t.z));
- aiVector3D b = aiMesh->mBitangents[i];
- bitangents.push_back(glm::vec3(b.x, b.y, b.z));
- } else {
- std::cerr << "Missing tangents: make sure blender has UV maps" << std::endl;
- exit(1);
+ abort();
}
// check for texture coord set 0
if (aiMesh->HasTextureCoords(0)) {
GLuint vbos[6];
glGenBuffers(6, vbos);
GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
- GLuint tangentVbo = vbos[4], bitangentVbo = vbos[5];
+ GLuint boneVbo = vbos[4];
GLuint posLoc = glGetAttribLocation(progId, "pos");
glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
glEnableVertexAttribArray(texCoordLoc);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
- /* GLuint tangentLoc = glGetAttribLocation(progId, "tangent"); */
- /* glBindBuffer(GL_ARRAY_BUFFER, tangentVbo); */
- /* glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW); */
- /* glEnableVertexAttribArray(tangentLoc); */
- /* glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); */
-
- /* GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent"); */
- /* glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo); */
- /* glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW); */
- /* glEnableVertexAttribArray(bitangentLoc); */
- /* glVertexAttribPointer(bitangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); */
-
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
+
+ // bones
+ std::vector<VertBones> vertBones(aiMesh->mNumVertices);
+
+ std::map<unsigned int, std::vector<std::pair<unsigned int, float>>> boneWeightMap;
+
+ for (unsigned int i = 0; i < aiMesh->mNumBones; i++) {
+ aiBone *aiBone = aiMesh->mBones[i];
+
+ boneMap[std::string(aiBone->mName.C_Str())] = std::pair(i + 1, aiBone);
+
+ for (int j = 0; j < aiBone->mNumWeights; j++) {
+ aiVertexWeight vw = aiBone->mWeights[j];
+
+ if (!boneWeightMap.count(vw.mVertexId))
+ boneWeightMap[vw.mVertexId] = std::vector<std::pair<unsigned int, float>>();
+ boneWeightMap[vw.mVertexId].push_back(std::pair(i + 1, vw.mWeight));
}
+ }
+
+ for (auto pair: boneWeightMap) {
+ unsigned int vertexId = pair.first;
+ for (int i = 0; i < pair.second.size() && i < 4; i++) {
+ unsigned int boneId = pair.second[i].first;
+ float weight = pair.second[i].second;
+ vertBones[vertexId].ids[i] = boneId;
+ vertBones[vertexId].weights[i] = weight;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, boneVbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(VertBones) * vertBones.size(), &vertBones[0], GL_STATIC_DRAW);
+
+ GLuint boneIdLoc = glGetAttribLocation(progId, "boneIds");
+ glEnableVertexAttribArray(boneIdLoc);
+ glVertexAttribIPointer(boneIdLoc, 4, GL_INT, sizeof(VertBones), 0);
-Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) {
+ GLuint boneWeightLoc = glGetAttribLocation(progId, "boneWeights");
+ glEnableVertexAttribArray(boneWeightLoc);
+ glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids));
+}
+
+Model::Node::Node(const aiNode &node, GLuint progId, AnimMap *am): ai(node), progId(progId), animMap(am) {
for (int i = 0; i < node.mNumMeshes; i++) {
meshIndices.push_back(node.mMeshes[i]);
}
for (int i = 0; i < node.mNumChildren; i++) {
const aiNode *child = node.mChildren[i];
- children.push_back(new Node(*child, progId));
+ children.push_back(new Node(*child, progId, am));
}
}
-glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
- glm::mat4 to;
- for (int i = 0; i < 4; i++)
- for (int j = 0; j < 4; j++)
- to[i][j] = from[j][i];
- return to;
+glm::mat4 lerpPosition(const aiNodeAnim *anim, const float tick) {
+ if (anim->mNumPositionKeys == 0) return glm::mat4(1.f);
+
+ int yIndex = -1;
+ for (int i = 0; i < anim->mNumPositionKeys; i++) {
+ aiVectorKey vk = anim->mPositionKeys[i];
+ if (vk.mTime > tick) {
+ yIndex = i;
+ break;
+ }
+ }
+ aiVector3D lerpPos;
+ if (yIndex == 0) {
+ lerpPos = anim->mPositionKeys[0].mValue;
+ } else if (yIndex == -1) {
+ lerpPos = anim->mPositionKeys[anim->mNumPositionKeys - 1].mValue;
+ } else {
+ auto X = anim->mPositionKeys[yIndex - 1];
+ auto Y = anim->mPositionKeys[yIndex];
+
+ lerpPos = (X.mValue * (float)(Y.mTime - tick) + Y.mValue * (float)(tick - X.mTime)) / (float)(Y.mTime - X.mTime);
+ }
+ aiMatrix4x4 result;
+ aiMatrix4x4::Translation(lerpPos, result);
+ return aiMatrixToMat4(result);
+}
+
+glm::mat4 lerpRotation(const aiNodeAnim *anim, const float tick) {
+ int yIndex = -1;
+ for (int i = 0; i < anim->mNumRotationKeys; i++) {
+ aiQuatKey vk = anim->mRotationKeys[i];
+ if (vk.mTime > tick) {
+ yIndex = i;
+ break;
+ }
+ }
+
+ aiQuaternion result;
+ if (yIndex < 1) {
+ result = anim->mRotationKeys[0].mValue;
+ } else if (yIndex == -1) {
+ result = anim->mRotationKeys[anim->mNumRotationKeys - 1].mValue;
+ } else {
+
+ auto X = anim->mRotationKeys[yIndex - 1];
+ auto Y = anim->mRotationKeys[yIndex];
+
+ float mix = (tick - X.mTime) / (Y.mTime - X.mTime);
+
+ aiQuaternion::Interpolate(result, X.mValue, Y.mValue, mix);
+
+ }
+ return aiMatrixToMat4(aiMatrix4x4(result.GetMatrix()));
+}
+
+glm::mat4 lerpScaling(const aiNodeAnim *anim, const float tick) {
+ int yIndex = -1;
+ for (int i = 0; i < anim->mNumScalingKeys; i++) {
+ aiVectorKey vk = anim->mScalingKeys[i];
+ if (vk.mTime > tick) {
+ yIndex = i;
+ break;
+ }
+ }
+
+ aiVector3D lerpPos;
+ if (yIndex < 1) {
+ lerpPos = anim->mScalingKeys[0].mValue;
+ } else {
+ auto X = anim->mScalingKeys[yIndex - 1];
+ auto Y = anim->mScalingKeys[yIndex];
+
+ lerpPos = (X.mValue * (float)(Y.mTime - tick) + Y.mValue * (float)(tick - X.mTime)) / (float)(Y.mTime - X.mTime);
+ }
+ aiMatrix4x4 result;
+ aiMatrix4x4::Scaling(lerpPos, result);
+ return aiMatrixToMat4(result);
+}
+
+glm::mat4 Model::Node::totalTrans(const glm::mat4 parentTrans, const float tick) const {
+ glm::mat4 aiTrans = aiMatrixToMat4(ai.mTransformation);
+ if (animMap->count(std::string(ai.mName.C_Str()))) {
+ for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) {
+ // animations are *absolute*
+ // they replace aiNode.mTransformation!!
+ aiTrans = glm::mat4(1);
+ float t = fmod(tick, anim.duration);
+ for (const aiNodeAnim *nodeAnim: anim.nodeAnims) {
+ aiTrans *= lerpPosition(nodeAnim, t);
+ aiTrans *= lerpRotation(nodeAnim, t);
+ aiTrans *= lerpScaling(nodeAnim, t);
+ }
+ }
+ }
+
+ glm::mat4 m = parentTrans * aiTrans * transform;
+ return m;
}
void Model::Node::draw( const std::vector<Mesh> &meshes,
const std::vector<Material> &materials,
const Skybox skybox,
+ const float tick,
+ const BoneTransforms &boneTransforms,
glm::mat4 parentTrans = glm::mat4(1)) const {
GLuint modelLoc = glGetUniformLocation(progId, "model");
- glm::mat4 m = parentTrans * aiMatrixToMat4(ai.mTransformation) * model;
+ glm::mat4 m = totalTrans(parentTrans, tick);
+
+#ifdef DEBUG_NODES
+ drawDebugNode(m);
+#endif
for (unsigned int i: meshIndices) {
const Mesh &mesh = meshes[i];
glBindVertexArray(mesh.vao);
+ // bones
+ std::vector<glm::mat4> idBones(17, glm::mat4(1.f));
+ glUniformMatrix4fv(glGetUniformLocation(progId, "bones"), 17, GL_FALSE, glm::value_ptr(idBones[0]));
+
+ // bonemap: map from bone nodes to bone ids and aiBones
+ for (auto pair: mesh.boneMap) {
+
+ std::string boneName = pair.first;
+
+ unsigned int boneId = pair.second.first;
+ aiBone *bone = pair.second.second;
+ // This is actually an inverse-bind matrix
+ // i.e. transforms bone space -> mesh space
+ // so no need to inverse again!
+ // https://github.com/assimp/assimp/pull/1803/files
+ glm::mat4 boneOffset = aiMatrixToMat4(bone->mOffsetMatrix);
+
+ if (!boneTransforms.count(boneName)) abort();
+ glm::mat4 boneTrans = boneTransforms.at(boneName);
+
+ boneTrans = boneTrans * boneOffset;
+
+ std::string boneLocStr = "bones[" + std::to_string(boneId) + "]";
+ GLuint boneLoc = glGetUniformLocation(progId, boneLocStr.c_str());
+ glUniformMatrix4fv(boneLoc, 1, GL_FALSE, glm::value_ptr(boneTrans));
+ }
+
Material material = materials[mesh.materialIndex];
material.bind();
glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);
}
- for (Node *child: children) child->draw(meshes, materials, skybox, m);
+ for (Node *child: children) child->draw(meshes, materials, skybox, tick, boneTransforms, m);
}
-Model::Model(const std::string &path, Program p): program(p) {
- glUseProgram(p.progId);
+void printMatrix4x4(aiMatrix4x4 m) {
+ fprintf(stderr, "%f, %f, %f, %f\n", m.a1, m.a2, m.a3, m.a4);
+ fprintf(stderr, "%f, %f, %f, %f\n", m.b1, m.b2, m.b3, m.b4);
+ fprintf(stderr, "%f, %f, %f, %f\n", m.c1, m.c2, m.c3, m.c4);
+ fprintf(stderr, "%f, %f, %f, %f\n", m.d1, m.d2, m.d3, m.d4);
+}
- const aiScene *scene = importer.ReadFile(path,
- aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals);
- if (!scene) {
- std::cerr << importer.GetErrorString() << std::endl;
- exit(1);
+void printHierarchy(aiNode *n, int indent = 0) {
+ for (int i = 0; i < indent; i++)
+ fprintf(stderr, "\t");
+ fprintf(stderr,"%s\n", n->mName.C_Str());
+ printMatrix4x4(n->mTransformation);
+ for (int i = 0; i < n->mNumChildren; i++)
+ printHierarchy(n->mChildren[i], indent + 1);
}
+Model::Model(const aiScene *scene, Program p): program(p) {
+ glUseProgram(p.progId);
+
for (int i = 0; i < scene->mNumMeshes; i++) {
const aiMesh *mesh = scene->mMeshes[i];
meshes.push_back(Mesh(mesh, p.progId));
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
const aiMaterial &material = *scene->mMaterials[i];
- materials.push_back(Material(material, p.progId));
+ materials.push_back(Material(material, *scene, p.progId));
+ }
+
+ for (int i = 0; i < scene->mNumAnimations; i++) {
+ const aiAnimation *aiAnim = scene->mAnimations[i];
+
+ std::map<std::string, std::vector<const aiNodeAnim*>> nodeAnims;
+
+ for (int j = 0; j < aiAnim->mNumChannels; j++) {
+ const aiNodeAnim *nodeAnim = aiAnim->mChannels[j];
+ std::string nodeName = std::string(nodeAnim->mNodeName.C_Str());
+
+ if (!nodeAnims.count(nodeName)) nodeAnims[nodeName] = std::vector<const aiNodeAnim*>();
+
+ nodeAnims[nodeName].push_back(nodeAnim);
}
- root = new Node(*(scene->mRootNode), p.progId);
+ for (std::pair<std::string, std::vector<const aiNodeAnim*>> pair: nodeAnims) {
+ std::string nodeName = pair.first;
+
+ if (!animMap.count(nodeName)) animMap[nodeName] = std::vector<const Animation>();
+ animMap[nodeName].push_back({ aiAnim->mDuration, pair.second });
}
+ }
+
+ root = new Node(*(scene->mRootNode), p.progId, &animMap);
+}
+
+
+std::map<std::string, glm::mat4> Model::calcBoneTransforms(const Node &n, const float tick, const std::set<std::string> bones, const glm::mat4 parentTrans = glm::mat4(1)) const {
+ std::string name = std::string(n.ai.mName.C_Str());
-void Model::draw(Skybox skybox) const {
+ glm::mat4 m = n.totalTrans(parentTrans, tick);
+
+ BoneTransforms res;
+ if (bones.count(name) > 0)
+ res[std::string(n.ai.mName.C_Str())] = m; // take part in hierarchy
+ else
+ m = glm::mat4(1); // ignore this node transformation
+ for (const auto child: n.getChildren())
+ res.merge(calcBoneTransforms(*child, tick, bones, m));
+ return res;
+}
+
+void Model::draw(Skybox skybox, const float tick) const {
glUseProgram(program.progId);
- root->draw(meshes, materials, skybox);
- program.validate();
+
+ std::set<std::string> bones;
+ for (auto m: this->meshes) {
+ for (auto b: m.boneMap) {
+ bones.insert(b.first);
+ }
+ }
+ auto boneTransforms = calcBoneTransforms(*root, tick, bones);
+
+ root->draw(meshes, materials, skybox, tick, boneTransforms);
+}
+
+Model::Node* Model::find(const std::string &name) const {
+ return find(aiString(name));
}
-Model::Node* Model::find(const std::string &name) {
- const aiNode *node = root->ai.FindNode(aiString(name));
+Model::Node* Model::find(const aiString name) const {
+ const aiNode *node = root->ai.FindNode(name);
Model::Node* res = root->findNode(*node);
return res;
}