X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=5302df06238038d32a686e8bffb2c62881f19a91;hp=3c1ecf4830c2ce95989a09bfb4935cfb7d21d767;hb=dbd855720a9af7d6e599ddc50bbbb0dee85458a5;hpb=9e2f64944d28b5e050e37d9995ffeb3dd4cb5b7a diff --git a/model.cpp b/model.cpp index 3c1ecf4..5302df0 100644 --- a/model.cpp +++ b/model.cpp @@ -2,6 +2,7 @@ #include #include #include +#include "util.hpp" Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { @@ -19,7 +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)) { @@ -81,12 +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)); } } @@ -202,33 +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); + 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]; @@ -238,35 +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) { - - std::string nodeName = pair.first; + // bonemap: map from bone nodes to bone ids and aiBones + for (auto pair: mesh.boneMap) { - if (animMap->count(nodeName) <= 0) break; + 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. position of the mesh in bone space + // i.e. transforms bone space -> mesh 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)) { */ - /* 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); - } - } + glm::mat4 boneOffset = aiMatrixToMat4(bone->mOffsetMatrix); - boneTrans = boneTrans * 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()); @@ -292,7 +288,23 @@ 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); +} + +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); +} + +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) { @@ -303,13 +315,11 @@ Model::Model(const aiScene *scene, Program p): program(p) { 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; i++) { const aiMaterial &material = *scene->mMaterials[i]; 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]; @@ -327,44 +337,49 @@ Model::Model(const aiScene *scene, 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;