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Start work on exporting vertex weights and skeletons

The mapping to vertex weights work, but skeleton exporting is still a
heavy WIP. Vertex weight export will need another pass in order to get
all 4 weights, but it's a functional proof of concept.
This commit is contained in:
Joshua Goins 2022-06-22 23:16:56 -04:00
parent 8c712c816e
commit 8e795bc292
2 changed files with 87 additions and 4 deletions

View file

@ -27,7 +27,7 @@ class MainWindow : public QMainWindow {
public: public:
MainWindow(GameData& data); MainWindow(GameData& data);
void exportModel(Model& model, QString fileName); void exportModel(Model& model, Skeleton& skeleton, QString fileName);
private: private:
void loadInitialGearInfo(GearInfo& info); void loadInitialGearInfo(GearInfo& info);

View file

@ -249,7 +249,7 @@ MainWindow::MainWindow(GameData& data) : data(data) {
#else #else
model = vkWindow->models[0].model; model = vkWindow->models[0].model;
#endif #endif
exportModel(model, fileName); exportModel(model, skeleton, fileName);
}); });
controlLayout->addWidget(exportButton); controlLayout->addWidget(exportButton);
@ -294,18 +294,75 @@ MainWindow::MainWindow(GameData& data) : data(data) {
layout->addWidget(scaleEdit); layout->addWidget(scaleEdit);
} }
void MainWindow::exportModel(Model& model, QString fileName) { void MainWindow::exportModel(Model& model, Skeleton& skeleton, QString fileName) {
Assimp::Exporter exporter; Assimp::Exporter exporter;
aiScene scene; aiScene scene;
scene.mRootNode = new aiNode(); scene.mRootNode = new aiNode();
scene.mRootNode->mNumChildren = model.lods[0].parts.size(); scene.mRootNode->mNumChildren = model.lods[0].parts.size() + 1; // plus one for the skeleton
scene.mRootNode->mChildren = new aiNode*[scene.mRootNode->mNumChildren]; scene.mRootNode->mChildren = new aiNode*[scene.mRootNode->mNumChildren];
scene.mNumMeshes = model.lods[0].parts.size(); scene.mNumMeshes = model.lods[0].parts.size();
scene.mMeshes = new aiMesh*[scene.mNumMeshes]; scene.mMeshes = new aiMesh*[scene.mNumMeshes];
auto skeleton_node = new aiNode();
skeleton_node->mName = "Skeleton";
skeleton_node->mNumChildren = 1;
skeleton_node->mChildren = new aiNode*[skeleton_node->mNumChildren];
scene.mRootNode->mChildren[scene.mRootNode->mNumChildren - 1] = skeleton_node;
std::vector<aiNode*> skeletonNodes;
for(int i = 0; i < model.affectedBoneNames.size(); i++) {
auto& node = skeletonNodes.emplace_back();
node = new aiNode();
node->mName = model.affectedBoneNames[i];
int real_bone_id = 0;
for(int k = 0; k < skeleton.bones.size(); k++) {
if(skeleton.bones[k].name == model.affectedBoneNames[i]) {
real_bone_id = k;
}
}
node->mChildren = new aiNode*[model.affectedBoneNames.size()];
auto& real_bone = skeleton.bones[real_bone_id];
memcpy(&node->mTransformation, glm::value_ptr(real_bone.finalTransform), sizeof(aiMatrix4x4));
}
// setup parenting
for(int i = 0; i < model.affectedBoneNames.size(); i++) {
int real_bone_id = 0;
for(int k = 0; k < skeleton.bones.size(); k++) {
if(skeleton.bones[k].name == model.affectedBoneNames[i]) {
real_bone_id = k;
}
}
auto& real_bone = skeleton.bones[real_bone_id];
if(real_bone.parent != nullptr) {
for(int k = 0; k < model.affectedBoneNames.size(); k++) {
if(model.affectedBoneNames[k] == real_bone.parent->name) {
skeletonNodes[i]->mParent = skeletonNodes[k];
skeletonNodes[k]->mChildren[skeletonNodes[k]->mNumChildren++] = skeletonNodes[i];
}
}
}
}
skeleton_node->mChildren[0] = new aiNode();
skeleton_node->mChildren[0]->mName = "root";
skeleton_node->mChildren[0]->mChildren = new aiNode*[model.affectedBoneNames.size()];
for(int i = 0; i < skeletonNodes.size(); i++) {
if(skeletonNodes[i]->mParent == nullptr) {
skeleton_node->mChildren[0]->mChildren[skeleton_node->mChildren[0]->mNumChildren++] = skeletonNodes[i];
}
}
for(int i = 0; i < model.lods[0].parts.size(); i++) { for(int i = 0; i < model.lods[0].parts.size(); i++) {
scene.mMeshes[i] = new aiMesh(); scene.mMeshes[i] = new aiMesh();
scene.mMeshes[i]->mMaterialIndex = 0; scene.mMeshes[i]->mMaterialIndex = 0;
@ -324,6 +381,32 @@ void MainWindow::exportModel(Model& model, QString fileName) {
mesh->mVertices[j] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]); mesh->mVertices[j] = aiVector3D(vertex.position[0], vertex.position[1], vertex.position[2]);
} }
mesh->mNumBones = model.affectedBoneNames.size();
mesh->mBones = new aiBone*[mesh->mNumBones];
for(int j = 0; j < mesh->mNumBones; j++) {
int real_bone_id = j;
/*for(int k = 0; k < skeleton.bones.size(); k++) {
if(skeleton.bones[k].name == model.affectedBoneNames[j]) {
real_bone_id = k;
}
}*/
mesh->mBones[j] = new aiBone();
mesh->mBones[j]->mName = model.affectedBoneNames[j];
mesh->mBones[j]->mNumWeights = mesh->mNumVertices;
mesh->mBones[j]->mWeights = new aiVertexWeight[mesh->mBones[j]->mNumWeights];
mesh->mBones[j]->mNode = skeleton_node->mChildren[j];
for(int k = 0; k < mesh->mNumVertices; k++) {
if(model.lods[0].parts[i].vertices[k].boneIds[0] == real_bone_id) {
auto& weight = mesh->mBones[j]->mWeights[k];
weight.mVertexId = k;
weight.mWeight =
model.lods[0].parts[i].vertices[k].boneWeights[0];
}
}
}
mesh->mNumFaces = model.lods[0].parts[i].indices.size() / 3; mesh->mNumFaces = model.lods[0].parts[i].indices.size() / 3;
mesh->mFaces = new aiFace[mesh->mNumFaces]; mesh->mFaces = new aiFace[mesh->mNumFaces];