#include "model.hpp"
#include <iostream>
-#include <assimp/postprocess.h>
#include <assimp/quaternion.h>
#include <glm/gtc/type_ptr.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) {
}
}
-glm::mat4 lerp(const aiNodeAnim *anim, const float tick) {
-
+glm::mat4 lerpPosition(const aiNodeAnim *anim, const float tick) {
if (anim->mNumPositionKeys == 0) return glm::mat4(1.f);
int yIndex = -1;
}
}
aiVector3D lerpPos;
- if (yIndex < 1) {
+ 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];
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];
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 *= lerp(nodeAnim, t);
+ animTrans *= lerpPosition(nodeAnim, t);
animTrans *= lerpRotation(nodeAnim, t);
animTrans *= lerpScaling(nodeAnim, t);
}
}
- /* std::cerr << std::string(ai.mName.C_Str()) << animTrans[0][0] << std::endl; */
}
- glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model;
+ glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation);
- for (auto child: children) {
- //set to parent transforms
- boneTransforms[std::string(ai.mName.C_Str())] = m;
- }
+ /* for (auto child: children) { */
+ /* boneTransforms[std::string(ai.mName.C_Str())] = m; */
+ /* } */
for (unsigned int i: meshIndices) {
const Mesh &mesh = meshes[i];
std::string nodeName = pair.first;
unsigned int boneId = pair.second.first;
+ // This is actually an inverse-bind matrix
+ // i.e. position of the mesh in bone space
+ // so no need to inverse again!
+ // https://github.com/assimp/assimp/pull/1803/files
glm::mat4 boneOffset = pair.second.second;
glm::mat4 boneTrans(1.f);
- if (boneTransforms.count(nodeName)) boneTrans = boneTransforms[nodeName];
- int j = 0;
+ /* 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 * lerp(nodeAnim, t);
+ boneTrans = boneTrans * lerpPosition(nodeAnim, t);
boneTrans = boneTrans * lerpRotation(nodeAnim, t);
- /* boneTrans = boneTrans * lerpScaling(nodeAnim, t); */
- j++;
+ boneTrans = boneTrans * lerpScaling(nodeAnim, t);
}
}
- assert(j == 1);
-
- boneTrans = boneTrans * glm::inverse(boneOffset);
+ boneTrans = boneTrans * boneOffset;
std::string boneLocStr = "bones[" + std::to_string(boneId) + "]";
for (Node *child: children) child->draw(meshes, materials, skybox, tick, m, boneTransforms);
}
-Model::Model(const std::string &path, Program p): program(p) {
+Model::Model(const aiScene *scene, Program p): program(p) {
glUseProgram(p.progId);
- const aiScene *scene = importer.ReadFile(path,
- aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_FlipUVs);
- if (!scene) {
- std::cerr << importer.GetErrorString() << std::endl;
- exit(1);
- }
-
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++) {
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();
std::string nodeName = pair.first;
if (!animMap->count(nodeName)) (*animMap)[nodeName] = std::vector<const Animation>();
- (*animMap)[nodeName].push_back({ 7500, pair.second });
+ (*animMap)[nodeName].push_back({ aiAnim->mDuration, pair.second });
}
}
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); */
+/* } */
+/* } */
+/* } */
+
+
+/* glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; */
+/* } */
+
void Model::draw(Skybox skybox, const float tick) const {
glUseProgram(program.progId);
+
+
+
root->draw(meshes, materials, skybox, tick);
}