X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=5302df06238038d32a686e8bffb2c62881f19a91;hp=efc7f222b9db70856e362cf50b15549b5d5c4d27;hb=5e2b8438a1600a790dc105d25b7d5cd2278864aa;hpb=610bb8ddab4ec871cadfed0a0b66695b8fea41a4 diff --git a/model.cpp b/model.cpp index efc7f22..5302df0 100644 --- a/model.cpp +++ b/model.cpp @@ -1,16 +1,9 @@ #include "model.hpp" #include -#include #include #include +#include "util.hpp" -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; -} Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { @@ -27,7 +20,7 @@ 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); + abort(); } // check for texture coord set 0 if (aiMesh->HasTextureCoords(0)) { @@ -89,12 +82,13 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { 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, aiMatrixToMat4(aiBone->mOffsetMatrix)); + 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>(); + if (!boneWeightMap.count(vw.mVertexId)) + boneWeightMap[vw.mVertexId] = std::vector>(); boneWeightMap[vw.mVertexId].push_back(std::pair(i + 1, vw.mWeight)); } } @@ -210,33 +204,39 @@ glm::mat4 lerpScaling(const aiNodeAnim *anim, const float tick) { return aiMatrixToMat4(result); } -void Model::Node::draw( const std::vector &meshes, - const std::vector &materials, - const Skybox skybox, - const float tick, - glm::mat4 parentTrans = glm::mat4(1), - BoneTransforms boneTransforms = BoneTransforms()) const { - - GLuint modelLoc = glGetUniformLocation(progId, "model"); - - glm::mat4 animTrans(1.f); +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) { - animTrans *= lerpPosition(nodeAnim, t); - animTrans *= lerpRotation(nodeAnim, t); - animTrans *= lerpScaling(nodeAnim, t); + 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 &meshes, + const std::vector &materials, + const Skybox skybox, + const float tick, + const BoneTransforms &boneTransforms, + glm::mat4 parentTrans = glm::mat4(1)) const { - glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; + GLuint modelLoc = glGetUniformLocation(progId, "model"); + glm::mat4 m = totalTrans(parentTrans, tick); - for (auto child: children) { - boneTransforms[std::string(ai.mName.C_Str())] = m; - } +#ifdef DEBUG_NODES + drawDebugNode(m); +#endif for (unsigned int i: meshIndices) { const Mesh &mesh = meshes[i]; @@ -246,28 +246,23 @@ void Model::Node::draw( const std::vector &meshes, std::vector idBones(17, glm::mat4(1.f)); glUniformMatrix4fv(glGetUniformLocation(progId, "bones"), 17, GL_FALSE, glm::value_ptr(idBones[0])); - for (std::pair> pair: mesh.boneMap) { + // bonemap: map from bone nodes to bone ids and aiBones + for (auto pair: mesh.boneMap) { - std::string nodeName = pair.first; - unsigned int boneId = pair.second.first; - glm::mat4 boneOffset = pair.second.second; + std::string boneName = pair.first; - glm::mat4 boneTrans(1.f); - if (boneTransforms.count(nodeName)) { - std::cerr << "got bone transform from map" << std::endl; - boneTrans = boneTransforms[nodeName]; - } - for (const Animation anim: animMap->at(nodeName)) { - float t = fmod(tick, anim.duration); - for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { - boneTrans = boneTrans * lerpPosition(nodeAnim, t); - boneTrans = boneTrans * lerpRotation(nodeAnim, t); - boneTrans = boneTrans * lerpScaling(nodeAnim, t); - } - } + 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); - boneTrans = boneTrans * glm::inverse(boneOffset); + 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()); @@ -293,31 +288,38 @@ void Model::Node::draw( const std::vector &meshes, glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0); } - for (Node *child: children) child->draw(meshes, materials, skybox, tick, m, boneTransforms); + 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 | aiProcess_FlipUVs); - 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)); } - // TODO: handle default material inserted at the end by assimp - for (unsigned int i = 0; i < scene->mNumMaterials - 1; i++) { + 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)); } - AnimMap *animMap = new AnimMap(); for (int i = 0; i < scene->mNumAnimations; i++) { const aiAnimation *aiAnim = scene->mAnimations[i]; @@ -335,44 +337,49 @@ Model::Model(const std::string &path, Program p): program(p) { for (std::pair> pair: nodeAnims) { std::string nodeName = pair.first; - if (!animMap->count(nodeName)) (*animMap)[nodeName] = std::vector(); - (*animMap)[nodeName].push_back({ aiAnim->mDuration, pair.second }); + if (!animMap.count(nodeName)) animMap[nodeName] = std::vector(); + animMap[nodeName].push_back({ aiAnim->mDuration, pair.second }); } } - root = new Node(*(scene->mRootNode), p.progId, animMap); + root = new Node(*(scene->mRootNode), p.progId, &animMap); } -void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) { - glm::mat4 animTrans(1.f); - if (animMap->count(std::string(ai.mName.C_Str()))) { - for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { - float t = fmod(tick, anim.duration); - for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { - animTrans *= lerpPosition(nodeAnim, t); - animTrans *= lerpRotation(nodeAnim, t); - animTrans *= lerpScaling(nodeAnim, t); - } - } - } +std::map Model::calcBoneTransforms(const Node &n, const float tick, const std::set bones, const glm::mat4 parentTrans = glm::mat4(1)) const { + std::string name = std::string(n.ai.mName.C_Str()); - glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; + 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); + std::set 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); + root->draw(meshes, materials, skybox, tick, boneTransforms); } -Model::Node* Model::find(const std::string &name) { +Model::Node* Model::find(const std::string &name) const { return find(aiString(name)); } -Model::Node* Model::find(const 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;