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Separate model import/export into their own files

This commit is contained in:
Joshua Goins 2023-12-09 15:39:35 -05:00
parent 88d80a64cf
commit 4269321841
8 changed files with 348 additions and 295 deletions

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@ -11,7 +11,7 @@
#include "filecache.h" #include "filecache.h"
#include "magic_enum.hpp" #include "magic_enum.hpp"
#include "tiny_gltf.h" #include "mdlimport.h"
SingleGearView::SingleGearView(GameData *data, FileCache &cache, QWidget *parent) SingleGearView::SingleGearView(GameData *data, FileCache &cache, QWidget *parent)
: QWidget(parent) : QWidget(parent)
@ -315,69 +315,9 @@ QString SingleGearView::getLoadedGearPath() const
void SingleGearView::importModel(const QString &filename) void SingleGearView::importModel(const QString &filename)
{ {
tinygltf::Model model;
std::string error, warning;
tinygltf::TinyGLTF loader;
if (!loader.LoadBinaryFromFile(&model, &error, &warning, filename.toStdString())) {
qInfo() << "Error when loading glTF model:" << error;
return;
}
if (!warning.empty()) {
qInfo() << "Warnings when loading glTF model:" << warning;
}
auto &mdl = gearView->part().getModel(0); auto &mdl = gearView->part().getModel(0);
for (const auto &node : model.nodes) { ::importModel(mdl.model, filename);
// Detect if it's a mesh node
if (node.mesh >= 0) {
qInfo() << "Importing" << node.name;
const QStringList parts = QString::fromStdString(node.name).split(QLatin1Char(' '));
const QString &name = parts[0];
const QStringList lodPartNumber = parts[2].split(QLatin1Char('.'));
const int lodNumber = lodPartNumber[0].toInt();
const int partNumber = lodPartNumber[1].toInt();
qInfo() << "- LOD:" << lodNumber;
qInfo() << "- Part:" << partNumber;
auto &mesh = model.meshes[node.mesh];
auto &primitive = mesh.primitives[0];
// All of the accessors are mapped to the same buffer vertex view
const auto &vertexAccessor = model.accessors[primitive.attributes["POSITION"]];
const auto &vertexView = model.bufferViews[vertexAccessor.bufferView];
const auto &vertexBuffer = model.buffers[vertexView.buffer];
const auto &indexAccessor = model.accessors[primitive.indices];
const auto &indexView = model.bufferViews[indexAccessor.bufferView];
const auto &indexBuffer = model.buffers[indexView.buffer];
qInfo() << "- Importing mesh of" << vertexAccessor.count << "vertices and" << indexAccessor.count << "indices.";
auto vertexData = (glm::vec3 *)(&vertexBuffer.data.at(0) + vertexView.byteOffset);
std::vector<Vertex> newVertices;
for (int i = 0; i < vertexAccessor.count; i++) {
// Replace position data
auto vertex = mdl.model.lods[lodNumber].parts[partNumber].vertices[i];
vertex.position[0] = vertexData[i].x;
vertex.position[1] = vertexData[i].y;
vertex.position[2] = vertexData[i].z;
newVertices.push_back(vertex);
}
auto indexData = (const uint16_t *)(&indexBuffer.data.at(0) + indexView.byteOffset);
physis_mdl_replace_vertices(&mdl.model, lodNumber, partNumber, vertexAccessor.count, newVertices.data(), indexAccessor.count, indexData);
}
}
gearView->part().reloadModel(0); gearView->part().reloadModel(0);

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@ -3,6 +3,10 @@
add_library(mdlpart STATIC) add_library(mdlpart STATIC)
target_sources(mdlpart PRIVATE target_sources(mdlpart PRIVATE
mdlexport.cpp
mdlexport.h
mdlimport.cpp
mdlimport.h
mdlpart.cpp mdlpart.cpp
mdlpart.h mdlpart.h
vulkanwindow.cpp vulkanwindow.cpp

237
parts/mdl/mdlexport.cpp Normal file
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@ -0,0 +1,237 @@
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#include "mdlexport.h"
#include <glm/gtc/type_ptr.hpp>
#include "tiny_gltf.h"
void exportModel(const QString &name, const physis_MDL &model, const physis_Skeleton &skeleton, const std::vector<BoneData> &boneData, const QString &fileName)
{
const int selectedModel = 0;
const int selectedLod = 0;
const physis_LOD &lod = model.lods[selectedLod];
tinygltf::Model gltfModel;
gltfModel.asset.generator = "Novus";
// TODO: just write the code better! dummy!!
gltfModel.nodes.reserve(1 + model.num_affected_bones + lod.num_parts);
auto &gltfSkeletonNode = gltfModel.nodes.emplace_back();
gltfSkeletonNode.name = skeleton.root_bone->name;
for (int i = 0; i < model.num_affected_bones; i++) {
auto &node = gltfModel.nodes.emplace_back();
node.name = model.affected_bone_names[i];
int real_bone_id = 0;
for (int k = 0; k < skeleton.num_bones; k++) {
if (strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) {
real_bone_id = k;
}
}
auto &real_bone = skeleton.bones[real_bone_id];
node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]};
node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]};
node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]};
}
// setup parenting
for (int i = 0; i < model.num_affected_bones; i++) {
int real_bone_id = 0;
for (int k = 0; k < skeleton.num_bones; k++) {
if (strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) {
real_bone_id = k;
}
}
auto &real_bone = skeleton.bones[real_bone_id];
if (real_bone.parent_bone != nullptr) {
bool found = false;
for (int k = 0; k < model.num_affected_bones; k++) {
if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) {
gltfModel.nodes[k + 1].children.push_back(i + 1); // +1 for the skeleton node taking up the first index
found = true;
}
}
// Find the next closest bone that isn't a direct descendant
// of n_root, but won't have a parent anyway
if (!found) {
gltfSkeletonNode.children.push_back(i + 1);
}
} else {
gltfSkeletonNode.children.push_back(i + 1);
}
}
auto &gltfSkin = gltfModel.skins.emplace_back();
gltfSkin.name = gltfSkeletonNode.name;
gltfSkin.skeleton = 0;
for (int i = 1; i < gltfModel.nodes.size(); i++) {
gltfSkin.joints.push_back(i);
}
// Inverse bind matrices
{
gltfSkin.inverseBindMatrices = gltfModel.accessors.size();
auto &inverseAccessor = gltfModel.accessors.emplace_back();
inverseAccessor.bufferView = gltfModel.bufferViews.size();
inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
inverseAccessor.count = model.num_affected_bones;
inverseAccessor.type = TINYGLTF_TYPE_MAT4;
auto &inverseBufferView = gltfModel.bufferViews.emplace_back();
inverseBufferView.buffer = gltfModel.buffers.size();
auto &inverseBuffer = gltfModel.buffers.emplace_back();
for (int i = 0; i < model.num_affected_bones; i++) {
int real_bone_id = 0;
for (int k = 0; k < skeleton.num_bones; k++) {
if (strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) {
real_bone_id = k;
}
}
auto &real_bone = skeleton.bones[real_bone_id];
auto inverseMatrix = boneData[real_bone.index].inversePose;
auto inverseMatrixCPtr = reinterpret_cast<uint8_t *>(glm::value_ptr(inverseMatrix));
inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16);
}
inverseBufferView.byteLength = inverseBuffer.data.size();
}
for (int i = 0; i < lod.num_parts; i++) {
gltfSkeletonNode.children.push_back(gltfModel.nodes.size());
auto &gltfNode = gltfModel.nodes.emplace_back();
gltfNode.name = name.toStdString() + " Part " + std::to_string(i) + ".0";
gltfNode.skin = 0;
gltfNode.mesh = gltfModel.meshes.size();
auto &gltfMesh = gltfModel.meshes.emplace_back();
gltfMesh.name = gltfNode.name + " Mesh Attribute";
auto &gltfPrimitive = gltfMesh.primitives.emplace_back();
gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size();
gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1;
gltfPrimitive.attributes["TEXCOORD_1"] = gltfModel.accessors.size() + 2;
gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 3;
gltfPrimitive.attributes["COLOR_0"] = gltfModel.accessors.size() + 6;
gltfPrimitive.attributes["WEIGHTS_0"] = gltfModel.accessors.size() + 7;
gltfPrimitive.attributes["JOINTS_0"] = gltfModel.accessors.size() + 8;
gltfPrimitive.mode = TINYGLTF_MODE_TRIANGLES;
// Vertices
{
auto &positionAccessor = gltfModel.accessors.emplace_back();
positionAccessor.bufferView = gltfModel.bufferViews.size();
positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
positionAccessor.count = lod.parts[i].num_vertices;
positionAccessor.type = TINYGLTF_TYPE_VEC3;
auto &uv0Accessor = gltfModel.accessors.emplace_back();
uv0Accessor.bufferView = gltfModel.bufferViews.size();
uv0Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
uv0Accessor.count = lod.parts[i].num_vertices;
uv0Accessor.type = TINYGLTF_TYPE_VEC2;
uv0Accessor.byteOffset = offsetof(Vertex, uv0);
auto &uv1Accessor = gltfModel.accessors.emplace_back();
uv1Accessor.bufferView = gltfModel.bufferViews.size();
uv1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
uv1Accessor.count = lod.parts[i].num_vertices;
uv1Accessor.type = TINYGLTF_TYPE_VEC2;
uv1Accessor.byteOffset = offsetof(Vertex, uv1);
auto &normalAccessor = gltfModel.accessors.emplace_back();
normalAccessor.bufferView = gltfModel.bufferViews.size();
normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
normalAccessor.count = lod.parts[i].num_vertices;
normalAccessor.type = TINYGLTF_TYPE_VEC3;
normalAccessor.byteOffset = offsetof(Vertex, normal);
auto &tangent1Accessor = gltfModel.accessors.emplace_back();
tangent1Accessor.bufferView = gltfModel.bufferViews.size();
tangent1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
tangent1Accessor.count = lod.parts[i].num_vertices;
tangent1Accessor.type = TINYGLTF_TYPE_VEC4;
tangent1Accessor.byteOffset = offsetof(Vertex, tangent1);
auto &tangent2Accessor = gltfModel.accessors.emplace_back();
tangent2Accessor.bufferView = gltfModel.bufferViews.size();
tangent2Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
tangent2Accessor.count = lod.parts[i].num_vertices;
tangent2Accessor.type = TINYGLTF_TYPE_VEC4;
tangent2Accessor.byteOffset = offsetof(Vertex, tangent2);
auto &colorAccessor = gltfModel.accessors.emplace_back();
colorAccessor.bufferView = gltfModel.bufferViews.size();
colorAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
colorAccessor.count = lod.parts[i].num_vertices;
colorAccessor.type = TINYGLTF_TYPE_VEC4;
colorAccessor.byteOffset = offsetof(Vertex, color);
auto &boneWeightAccessor = gltfModel.accessors.emplace_back();
boneWeightAccessor.bufferView = gltfModel.bufferViews.size();
boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
boneWeightAccessor.count = lod.parts[i].num_vertices;
boneWeightAccessor.type = TINYGLTF_TYPE_VEC4;
boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight);
auto &boneIdAccessor = gltfModel.accessors.emplace_back();
boneIdAccessor.bufferView = gltfModel.bufferViews.size();
boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
boneIdAccessor.count = lod.parts[i].num_vertices;
boneIdAccessor.type = TINYGLTF_TYPE_VEC4;
boneIdAccessor.byteOffset = offsetof(Vertex, bone_id);
auto &vertexBufferView = gltfModel.bufferViews.emplace_back();
vertexBufferView.buffer = gltfModel.buffers.size();
vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER;
auto &vertexBuffer = gltfModel.buffers.emplace_back();
vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex));
memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size());
vertexBufferView.byteLength = vertexBuffer.data.size();
vertexBufferView.byteStride = sizeof(Vertex);
}
// Indices
{
gltfPrimitive.indices = gltfModel.accessors.size();
auto &indexAccessor = gltfModel.accessors.emplace_back();
indexAccessor.bufferView = gltfModel.bufferViews.size();
indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
indexAccessor.count = lod.parts[i].num_indices;
indexAccessor.type = TINYGLTF_TYPE_SCALAR;
auto &indexBufferView = gltfModel.bufferViews.emplace_back();
indexBufferView.buffer = gltfModel.buffers.size();
indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
auto &indexBuffer = gltfModel.buffers.emplace_back();
indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t));
memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size());
indexBufferView.byteLength = indexBuffer.data.size();
indexBufferView.byteStride = sizeof(uint16_t);
}
}
auto &scene = gltfModel.scenes.emplace_back();
scene.name = name.toStdString();
scene.nodes = {0};
tinygltf::TinyGLTF loader;
loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true);
}

16
parts/mdl/mdlexport.h Normal file
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@ -0,0 +1,16 @@
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <QString>
#include <glm/glm.hpp>
#include <physis.hpp>
// TODO: lol got rid of this
struct BoneData {
glm::mat4 localTransform, finalTransform, inversePose;
};
void exportModel(const QString &name, const physis_MDL &model, const physis_Skeleton &skeleton, const std::vector<BoneData> &boneData, const QString &fileName);

76
parts/mdl/mdlimport.cpp Normal file
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@ -0,0 +1,76 @@
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#include "mdlimport.h"
#include <QDebug>
#include <glm/glm.hpp>
#include "tiny_gltf.h"
void importModel(physis_MDL &existingModel, const QString &filename)
{
tinygltf::Model model;
std::string error, warning;
tinygltf::TinyGLTF loader;
if (!loader.LoadBinaryFromFile(&model, &error, &warning, filename.toStdString())) {
qInfo() << "Error when loading glTF model:" << error;
return;
}
if (!warning.empty()) {
qInfo() << "Warnings when loading glTF model:" << warning;
}
for (const auto &node : model.nodes) {
// Detect if it's a mesh node
if (node.mesh >= 0) {
qInfo() << "Importing" << node.name;
const QStringList parts = QString::fromStdString(node.name).split(QLatin1Char(' '));
const QString &name = parts[0];
const QStringList lodPartNumber = parts[2].split(QLatin1Char('.'));
const int lodNumber = lodPartNumber[0].toInt();
const int partNumber = lodPartNumber[1].toInt();
qInfo() << "- LOD:" << lodNumber;
qInfo() << "- Part:" << partNumber;
auto &mesh = model.meshes[node.mesh];
auto &primitive = mesh.primitives[0];
// All of the accessors are mapped to the same buffer vertex view
const auto &vertexAccessor = model.accessors[primitive.attributes["POSITION"]];
const auto &vertexView = model.bufferViews[vertexAccessor.bufferView];
const auto &vertexBuffer = model.buffers[vertexView.buffer];
const auto &indexAccessor = model.accessors[primitive.indices];
const auto &indexView = model.bufferViews[indexAccessor.bufferView];
const auto &indexBuffer = model.buffers[indexView.buffer];
qInfo() << "- Importing mesh of" << vertexAccessor.count << "vertices and" << indexAccessor.count << "indices.";
auto vertexData = (glm::vec3 *)(&vertexBuffer.data.at(0) + vertexView.byteOffset);
std::vector<Vertex> newVertices;
for (int i = 0; i < vertexAccessor.count; i++) {
// Replace position data
auto vertex = existingModel.lods[lodNumber].parts[partNumber].vertices[i];
vertex.position[0] = vertexData[i].x;
vertex.position[1] = vertexData[i].y;
vertex.position[2] = vertexData[i].z;
newVertices.push_back(vertex);
}
auto indexData = (const uint16_t *)(&indexBuffer.data.at(0) + indexView.byteOffset);
physis_mdl_replace_vertices(&existingModel, lodNumber, partNumber, vertexAccessor.count, newVertices.data(), indexAccessor.count, indexData);
}
}
qInfo() << "Successfully imported model!";
}

10
parts/mdl/mdlimport.h Normal file
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@ -0,0 +1,10 @@
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <QString>
#include <physis.hpp>
void importModel(physis_MDL &existingModel, const QString &filename);

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@ -13,10 +13,8 @@
#include <QVulkanWindow> #include <QVulkanWindow>
#include <cmath> #include <cmath>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include <glm/gtc/type_ptr.inl>
#include "filecache.h" #include "filecache.h"
#include "tiny_gltf.h"
#include "vulkanwindow.h" #include "vulkanwindow.h"
MDLPart::MDLPart(GameData *data, FileCache &cache) MDLPart::MDLPart(GameData *data, FileCache &cache)
@ -49,233 +47,8 @@ MDLPart::MDLPart(GameData *data, FileCache &cache)
void MDLPart::exportModel(const QString &fileName) void MDLPart::exportModel(const QString &fileName)
{ {
const int selectedModel = 0; auto &model = models[0];
const int selectedLod = 0; ::exportModel(model.name, model.model, *skeleton, boneData, fileName);
const physis_MDL &model = models[selectedModel].model;
const physis_LOD &lod = model.lods[selectedLod];
tinygltf::Model gltfModel;
gltfModel.asset.generator = "Novus";
// TODO: just write the code better! dummy!!
gltfModel.nodes.reserve(1 + model.num_affected_bones + lod.num_parts);
auto &gltfSkeletonNode = gltfModel.nodes.emplace_back();
gltfSkeletonNode.name = skeleton->root_bone->name;
for (int i = 0; i < model.num_affected_bones; i++) {
auto &node = gltfModel.nodes.emplace_back();
node.name = model.affected_bone_names[i];
int real_bone_id = 0;
for (int k = 0; k < skeleton->num_bones; k++) {
if (strcmp(skeleton->bones[k].name, model.affected_bone_names[i]) == 0) {
real_bone_id = k;
}
}
auto &real_bone = skeleton->bones[real_bone_id];
node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]};
node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]};
node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]};
}
// setup parenting
for (int i = 0; i < model.num_affected_bones; i++) {
int real_bone_id = 0;
for (int k = 0; k < skeleton->num_bones; k++) {
if (strcmp(skeleton->bones[k].name, model.affected_bone_names[i]) == 0) {
real_bone_id = k;
}
}
auto &real_bone = skeleton->bones[real_bone_id];
if (real_bone.parent_bone != nullptr) {
bool found = false;
for (int k = 0; k < model.num_affected_bones; k++) {
if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) {
gltfModel.nodes[k + 1].children.push_back(i + 1); // +1 for the skeleton node taking up the first index
found = true;
}
}
// Find the next closest bone that isn't a direct descendant
// of n_root, but won't have a parent anyway
if (!found) {
gltfSkeletonNode.children.push_back(i + 1);
}
} else {
gltfSkeletonNode.children.push_back(i + 1);
}
}
auto &gltfSkin = gltfModel.skins.emplace_back();
gltfSkin.name = gltfSkeletonNode.name;
gltfSkin.skeleton = 0;
for (int i = 1; i < gltfModel.nodes.size(); i++) {
gltfSkin.joints.push_back(i);
}
// Inverse bind matrices
{
gltfSkin.inverseBindMatrices = gltfModel.accessors.size();
auto &inverseAccessor = gltfModel.accessors.emplace_back();
inverseAccessor.bufferView = gltfModel.bufferViews.size();
inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
inverseAccessor.count = model.num_affected_bones;
inverseAccessor.type = TINYGLTF_TYPE_MAT4;
auto &inverseBufferView = gltfModel.bufferViews.emplace_back();
inverseBufferView.buffer = gltfModel.buffers.size();
auto &inverseBuffer = gltfModel.buffers.emplace_back();
for (int i = 0; i < model.num_affected_bones; i++) {
int real_bone_id = 0;
for (int k = 0; k < skeleton->num_bones; k++) {
if (strcmp(skeleton->bones[k].name, model.affected_bone_names[i]) == 0) {
real_bone_id = k;
}
}
auto &real_bone = skeleton->bones[real_bone_id];
auto inverseMatrix = boneData[real_bone.index].inversePose;
auto inverseMatrixCPtr = reinterpret_cast<uint8_t *>(glm::value_ptr(inverseMatrix));
inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16);
}
inverseBufferView.byteLength = inverseBuffer.data.size();
}
for (int i = 0; i < lod.num_parts; i++) {
gltfSkeletonNode.children.push_back(gltfModel.nodes.size());
auto &gltfNode = gltfModel.nodes.emplace_back();
gltfNode.name = models[0].name.toStdString() + " Part " + std::to_string(i) + ".0";
gltfNode.skin = 0;
gltfNode.mesh = gltfModel.meshes.size();
auto &gltfMesh = gltfModel.meshes.emplace_back();
gltfMesh.name = gltfNode.name + " Mesh Attribute";
auto &gltfPrimitive = gltfMesh.primitives.emplace_back();
gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size();
gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1;
gltfPrimitive.attributes["TEXCOORD_1"] = gltfModel.accessors.size() + 2;
gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 3;
gltfPrimitive.attributes["COLOR_0"] = gltfModel.accessors.size() + 6;
gltfPrimitive.attributes["WEIGHTS_0"] = gltfModel.accessors.size() + 7;
gltfPrimitive.attributes["JOINTS_0"] = gltfModel.accessors.size() + 8;
gltfPrimitive.mode = TINYGLTF_MODE_TRIANGLES;
// Vertices
{
auto &positionAccessor = gltfModel.accessors.emplace_back();
positionAccessor.bufferView = gltfModel.bufferViews.size();
positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
positionAccessor.count = lod.parts[i].num_vertices;
positionAccessor.type = TINYGLTF_TYPE_VEC3;
auto &uv0Accessor = gltfModel.accessors.emplace_back();
uv0Accessor.bufferView = gltfModel.bufferViews.size();
uv0Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
uv0Accessor.count = lod.parts[i].num_vertices;
uv0Accessor.type = TINYGLTF_TYPE_VEC2;
uv0Accessor.byteOffset = offsetof(Vertex, uv0);
auto &uv1Accessor = gltfModel.accessors.emplace_back();
uv1Accessor.bufferView = gltfModel.bufferViews.size();
uv1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
uv1Accessor.count = lod.parts[i].num_vertices;
uv1Accessor.type = TINYGLTF_TYPE_VEC2;
uv1Accessor.byteOffset = offsetof(Vertex, uv1);
auto &normalAccessor = gltfModel.accessors.emplace_back();
normalAccessor.bufferView = gltfModel.bufferViews.size();
normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
normalAccessor.count = lod.parts[i].num_vertices;
normalAccessor.type = TINYGLTF_TYPE_VEC3;
normalAccessor.byteOffset = offsetof(Vertex, normal);
auto &tangent1Accessor = gltfModel.accessors.emplace_back();
tangent1Accessor.bufferView = gltfModel.bufferViews.size();
tangent1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
tangent1Accessor.count = lod.parts[i].num_vertices;
tangent1Accessor.type = TINYGLTF_TYPE_VEC4;
tangent1Accessor.byteOffset = offsetof(Vertex, tangent1);
auto &tangent2Accessor = gltfModel.accessors.emplace_back();
tangent2Accessor.bufferView = gltfModel.bufferViews.size();
tangent2Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
tangent2Accessor.count = lod.parts[i].num_vertices;
tangent2Accessor.type = TINYGLTF_TYPE_VEC4;
tangent2Accessor.byteOffset = offsetof(Vertex, tangent2);
auto &colorAccessor = gltfModel.accessors.emplace_back();
colorAccessor.bufferView = gltfModel.bufferViews.size();
colorAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
colorAccessor.count = lod.parts[i].num_vertices;
colorAccessor.type = TINYGLTF_TYPE_VEC4;
colorAccessor.byteOffset = offsetof(Vertex, color);
auto &boneWeightAccessor = gltfModel.accessors.emplace_back();
boneWeightAccessor.bufferView = gltfModel.bufferViews.size();
boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
boneWeightAccessor.count = lod.parts[i].num_vertices;
boneWeightAccessor.type = TINYGLTF_TYPE_VEC4;
boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight);
auto &boneIdAccessor = gltfModel.accessors.emplace_back();
boneIdAccessor.bufferView = gltfModel.bufferViews.size();
boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
boneIdAccessor.count = lod.parts[i].num_vertices;
boneIdAccessor.type = TINYGLTF_TYPE_VEC4;
boneIdAccessor.byteOffset = offsetof(Vertex, bone_id);
auto &vertexBufferView = gltfModel.bufferViews.emplace_back();
vertexBufferView.buffer = gltfModel.buffers.size();
vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER;
auto &vertexBuffer = gltfModel.buffers.emplace_back();
vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex));
memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size());
vertexBufferView.byteLength = vertexBuffer.data.size();
vertexBufferView.byteStride = sizeof(Vertex);
}
// Indices
{
gltfPrimitive.indices = gltfModel.accessors.size();
auto &indexAccessor = gltfModel.accessors.emplace_back();
indexAccessor.bufferView = gltfModel.bufferViews.size();
indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
indexAccessor.count = lod.parts[i].num_indices;
indexAccessor.type = TINYGLTF_TYPE_SCALAR;
auto &indexBufferView = gltfModel.bufferViews.emplace_back();
indexBufferView.buffer = gltfModel.buffers.size();
indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
auto &indexBuffer = gltfModel.buffers.emplace_back();
indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t));
memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size());
indexBufferView.byteLength = indexBuffer.data.size();
indexBufferView.byteStride = sizeof(uint16_t);
}
}
auto &scene = gltfModel.scenes.emplace_back();
scene.name = models[0].name.toStdString();
scene.nodes = {0};
tinygltf::TinyGLTF loader;
loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true);
} }
RenderModel &MDLPart::getModel(const int index) RenderModel &MDLPart::getModel(const int index)

View file

@ -7,6 +7,7 @@
#include <optional> #include <optional>
#include <physis.hpp> #include <physis.hpp>
#include "mdlexport.h"
#include "renderer.hpp" #include "renderer.hpp"
struct GameData; struct GameData;
@ -38,10 +39,6 @@ public:
std::unique_ptr<physis_Skeleton> skeleton; std::unique_ptr<physis_Skeleton> skeleton;
struct BoneData {
glm::mat4 localTransform, finalTransform, inversePose;
};
std::vector<BoneData> boneData; std::vector<BoneData> boneData;
std::function<void()> requestUpdate; std::function<void()> requestUpdate;