mirror of
https://github.com/redstrate/Novus.git
synced 2025-04-23 12:37:45 +00:00
Import more vertex data, correct bone ids
This commit is contained in:
parent
9b135d9597
commit
ae96efcc5e
1 changed files with 58 additions and 11 deletions
|
@ -47,16 +47,26 @@ void importModel(physis_MDL &existingModel, const QString &filename)
|
|||
auto &mesh = model.meshes[node.mesh];
|
||||
auto &primitive = mesh.primitives[0];
|
||||
|
||||
const auto getAccessor = [&model, &primitive](const std::string &name, const int index) -> unsigned char const * {
|
||||
const auto &positionAccessor = model.accessors[primitive.attributes[name]];
|
||||
const auto &positionView = model.bufferViews[positionAccessor.bufferView];
|
||||
const auto &positionBuffer = model.buffers[positionView.buffer];
|
||||
|
||||
int elementCount = tinygltf::GetNumComponentsInType(positionAccessor.type);
|
||||
int elementSize = tinygltf::GetComponentSizeInBytes(positionAccessor.componentType);
|
||||
|
||||
return (positionBuffer.data.data() + (std::max(positionView.byteStride, (size_t)elementCount * elementSize) * index) + positionView.byteOffset
|
||||
+ positionAccessor.byteOffset);
|
||||
};
|
||||
|
||||
// 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 &positionAccessor = model.accessors[primitive.attributes["POSITION"]];
|
||||
|
||||
const auto &indexAccessor = model.accessors[primitive.indices];
|
||||
const auto &indexView = model.bufferViews[indexAccessor.bufferView];
|
||||
const auto &indexBuffer = model.buffers[indexView.buffer];
|
||||
|
||||
const int newVertexCount = vertexAccessor.count;
|
||||
const int newVertexCount = positionAccessor.count;
|
||||
const int oldVertexCount = existingModel.lods[lodNumber].parts[partNumber].num_vertices;
|
||||
|
||||
if (newVertexCount != oldVertexCount) {
|
||||
|
@ -70,12 +80,16 @@ void importModel(physis_MDL &existingModel, const QString &filename)
|
|||
qInfo() << "- Difference in index count!" << newIndexCount << "old:" << oldIndexCount;
|
||||
}
|
||||
|
||||
qInfo() << "- Importing mesh of" << vertexAccessor.count << "vertices and" << indexAccessor.count << "indices.";
|
||||
qInfo() << "- Importing mesh of" << positionAccessor.count << "vertices and" << indexAccessor.count << "indices.";
|
||||
|
||||
std::vector<Vertex> newVertices;
|
||||
for (uint32_t i = 0; i < vertexAccessor.count; i++) {
|
||||
auto vertexData = (glm::vec3 *)(vertexBuffer.data.data() + (std::max(vertexView.byteStride, sizeof(float) * 3) * i) + vertexView.byteOffset
|
||||
+ vertexAccessor.byteOffset);
|
||||
for (uint32_t i = 0; i < positionAccessor.count; i++) {
|
||||
glm::vec3 const *positionData = reinterpret_cast<glm::vec3 const *>(getAccessor("POSITION", i));
|
||||
glm::vec3 const *normalData = reinterpret_cast<glm::vec3 const *>(getAccessor("NORMAL", i));
|
||||
glm::vec2 const *uv0Data = reinterpret_cast<glm::vec2 const *>(getAccessor("TEXCOORD_0", i));
|
||||
glm::vec2 const *uv1Data = reinterpret_cast<glm::vec2 const *>(getAccessor("TEXCOORD_1", i));
|
||||
glm::vec4 const *weightsData = reinterpret_cast<glm::vec4 const *>(getAccessor("WEIGHTS_0", i));
|
||||
uint8_t const *jointsData = reinterpret_cast<uint8_t const *>(getAccessor("JOINTS_0", i));
|
||||
|
||||
// Replace position data
|
||||
Vertex vertex{};
|
||||
|
@ -83,9 +97,42 @@ void importModel(physis_MDL &existingModel, const QString &filename)
|
|||
vertex = existingModel.lods[lodNumber].parts[partNumber].vertices[i];
|
||||
}
|
||||
|
||||
vertex.position[0] = vertexData->x;
|
||||
vertex.position[1] = vertexData->y;
|
||||
vertex.position[2] = vertexData->z;
|
||||
vertex.position[0] = positionData->x;
|
||||
vertex.position[1] = positionData->y;
|
||||
vertex.position[2] = positionData->z;
|
||||
|
||||
vertex.normal[0] = normalData->x;
|
||||
vertex.normal[1] = normalData->y;
|
||||
vertex.normal[2] = normalData->z;
|
||||
|
||||
vertex.uv0[0] = uv0Data->x;
|
||||
vertex.uv0[1] = uv0Data->y;
|
||||
|
||||
vertex.uv1[0] = uv1Data->x;
|
||||
vertex.uv1[1] = uv1Data->y;
|
||||
|
||||
vertex.bone_weight[0] = weightsData->x;
|
||||
vertex.bone_weight[1] = weightsData->y;
|
||||
vertex.bone_weight[2] = weightsData->z;
|
||||
vertex.bone_weight[3] = weightsData->w;
|
||||
|
||||
// We need to ensure the bones are mapped correctly
|
||||
// When exporting from modeling software, it's possible it sorted the nodes (Blender does this)
|
||||
for (int i = 0; i < 4; i++) {
|
||||
int originalBoneId = *(jointsData + i);
|
||||
|
||||
auto joints = model.skins[0].joints;
|
||||
|
||||
int realBoneId = 0;
|
||||
for (int j = 0; j < existingModel.num_affected_bones; j++) {
|
||||
if (strcmp(existingModel.affected_bone_names[j], model.nodes[joints[originalBoneId]].name.c_str()) == 0) {
|
||||
realBoneId = j;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
vertex.bone_id[i] = realBoneId;
|
||||
}
|
||||
|
||||
newVertices.push_back(vertex);
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue