mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-01 20:27:54 +08:00
Add model and include files for Ankit's Skeletal Animation tutorial.
This commit is contained in:
110
includes/learnopengl/animation.h
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110
includes/learnopengl/animation.h
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#pragma once
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#include <vector>
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#include <map>
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#include <glm/glm.hpp>
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#include <assimp/scene.h>
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#include <learnopengl/bone.h>
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#include <functional>
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#include <learnopengl/animdata.h>
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#include <learnopengl/model.h>
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struct AssimpNodeData
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{
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glm::mat4 transformation;
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std::string name;
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int childrenCount;
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std::vector<AssimpNodeData> children;
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};
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class Animation
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{
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public:
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Animation() = default;
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Animation(const std::string& animationPath, Model* model)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(animationPath, aiProcess_Triangulate);
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assert(scene && scene->mRootNode);
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auto animation = scene->mAnimations[0];
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m_Duration = animation->mDuration;
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m_TicksPerSecond = animation->mTicksPerSecond;
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aiMatrix4x4 globalTransformation = scene->mRootNode->mTransformation;
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globalTransformation = globalTransformation.Inverse();
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ReadHeirarchyData(m_RootNode, scene->mRootNode);
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SetupBones(animation, *model);
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}
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~Animation()
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{
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}
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Bone* FindBone(const std::string& name)
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{
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auto iter = std::find_if(m_Bones.begin(), m_Bones.end(),
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[&](const Bone& Bone)
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{
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return Bone.GetBoneName() == name;
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}
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);
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if (iter == m_Bones.end()) return nullptr;
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else return &(*iter);
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}
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inline float GetTicksPerSecond() { return m_TicksPerSecond; }
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inline float GetDuration() { return m_Duration;}
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inline const AssimpNodeData& GetRootNode() { return m_RootNode; }
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inline const std::map<std::string,BoneInfo>& GetBoneIDMap()
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{
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return m_BoneInfoMap;
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}
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private:
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void SetupBones(const aiAnimation* animation, Model& model)
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{
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int size = animation->mNumChannels;
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auto& boneInfoMap = model.GetOffsetMatMap();
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int& boneCount = model.GetBoneCount();
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for (int i = 0; i < size; i++)
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{
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auto channel = animation->mChannels[i];
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std::string boneName = channel->mNodeName.data;
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if (boneInfoMap.find(boneName) == boneInfoMap.end())
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{
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boneInfoMap[boneName].id = boneCount;
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boneCount++;
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}
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m_Bones.push_back(Bone(channel->mNodeName.data,
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boneInfoMap[channel->mNodeName.data].id, channel));
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}
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m_BoneInfoMap = boneInfoMap;
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}
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void ReadHeirarchyData(AssimpNodeData& dest, const aiNode* src)
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{
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assert(src);
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dest.name = src->mName.data;
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dest.transformation = AssimpGLMHelpers::ConvertMatrixToGLMFormat(src->mTransformation);
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dest.childrenCount = src->mNumChildren;
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for (int i = 0; i < src->mNumChildren; i++)
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{
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AssimpNodeData newData;
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ReadHeirarchyData(newData, src->mChildren[i]);
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dest.children.push_back(newData);
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}
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}
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float m_Duration;
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int m_TicksPerSecond;
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std::vector<Bone> m_Bones;
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AssimpNodeData m_RootNode;
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std::map<std::string, BoneInfo> m_BoneInfoMap;
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};
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78
includes/learnopengl/animator.h
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78
includes/learnopengl/animator.h
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#pragma once
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#include <glm/glm.hpp>
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#include <map>
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#include <vector>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#include <learnopengl/animation.h>
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#include <learnopengl/bone.h>
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class Animator
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{
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public:
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Animator::Animator(Animation* current)
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{
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m_CurrentAnimation = current;
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m_CurrentTime = 0.0;
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m_Transforms.reserve(100);
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for (int i = 0; i < 100; i++)
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m_Transforms.push_back(glm::mat4(1.0f));
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}
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void Animator::UpdateAnimation(float dt)
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{
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m_DeltaTime = dt;
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if (m_CurrentAnimation)
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{
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m_CurrentTime += m_CurrentAnimation->GetTicksPerSecond() * dt;
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m_CurrentTime = fmod(m_CurrentTime, m_CurrentAnimation->GetDuration());
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CalculateBoneTransform(&m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f));
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}
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}
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void Animator::PlayAnimation(Animation* pAnimation)
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{
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m_CurrentAnimation = pAnimation;
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m_CurrentTime = 0.0f;
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}
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void Animator::CalculateBoneTransform(const AssimpNodeData* node, glm::mat4 parentTransform)
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{
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std::string nodeName = node->name;
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glm::mat4 nodeTransform = node->transformation;
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Bone* Bone = m_CurrentAnimation->FindBone(nodeName);
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if (Bone)
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{
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Bone->Update(m_CurrentTime);
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nodeTransform = Bone->GetLocalTransform();
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}
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glm::mat4 globalTransformation = parentTransform * nodeTransform;
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auto boneInfoMap = m_CurrentAnimation->GetBoneIDMap();
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if (boneInfoMap.find(nodeName) != boneInfoMap.end())
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{
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int index = boneInfoMap[nodeName].id;
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glm::mat4 offset = boneInfoMap[nodeName].offset;
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m_Transforms[index] = globalTransformation * offset;
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}
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for (int i = 0; i < node->childrenCount; i++)
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CalculateBoneTransform(&node->children[i], globalTransformation);
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}
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std::vector<glm::mat4> GetPoseTransforms()
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{
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return m_Transforms;
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}
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private:
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std::vector<glm::mat4> m_Transforms;
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Animation* m_CurrentAnimation;
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float m_CurrentTime;
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float m_DeltaTime;
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};
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19
includes/learnopengl/animdata.h
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19
includes/learnopengl/animdata.h
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@@ -0,0 +1,19 @@
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#pragma once
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#include <glm/glm.hpp>
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struct BoneInfo
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{
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/*
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For uniquely indentifying the bone and
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for indexing bone transformation in shaders
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*/
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int id;
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/*
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map from bone name to offset matrix.
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offset matrix transforms bone from bone space to local space
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*/
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glm::mat4 offset;
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};
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#pragma once
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188
includes/learnopengl/bone.h
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188
includes/learnopengl/bone.h
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#pragma once
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/* Container for bone data */
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#include <vector>
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#include <assimp/scene.h>
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#include <list>
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#include <glm/glm.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/quaternion.hpp>
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#include "AssimpGLMHelpers.h"
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struct KeyPosition
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{
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glm::vec3 position;
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float timeStamp;
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};
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struct KeyRotation
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{
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glm::quat orientation;
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float timeStamp;
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};
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struct KeyScale
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{
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glm::vec3 scale;
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float timeStamp;
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};
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class Bone
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{
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public:
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Bone(const std::string& name, int ID, const aiNodeAnim* channel)
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:
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m_Name(name),
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m_ID(ID),
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m_LocalTransform(1.0f)
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{
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m_NumPositions = channel->mNumPositionKeys;
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for (int positionIndex = 0; positionIndex < m_NumPositions; ++positionIndex)
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{
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aiVector3D aiPosition = channel->mPositionKeys[positionIndex].mValue;
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float timeStamp = channel->mPositionKeys[positionIndex].mTime;
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KeyPosition data;
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data.position = AssimpGLMHelpers::GetGLMVec(aiPosition);
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data.timeStamp = timeStamp;
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m_Positions.push_back(data);
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}
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m_NumRotations = channel->mNumRotationKeys;
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for (int rotationIndex = 0; rotationIndex < m_NumRotations; ++rotationIndex)
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{
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aiQuaternion aiOrientation = channel->mRotationKeys[rotationIndex].mValue;
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float timeStamp = channel->mRotationKeys[rotationIndex].mTime;
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KeyRotation data;
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data.orientation = AssimpGLMHelpers::GetGLMQuat(aiOrientation);
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data.timeStamp = timeStamp;
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m_Rotations.push_back(data);
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}
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m_NumScalings = channel->mNumScalingKeys;
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for (int keyIndex = 0; keyIndex < m_NumScalings; ++keyIndex)
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{
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aiVector3D scale = channel->mScalingKeys[keyIndex].mValue;
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float timeStamp = channel->mScalingKeys[keyIndex].mTime;
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KeyScale data;
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data.scale = AssimpGLMHelpers::GetGLMVec(scale);
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data.timeStamp = timeStamp;
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m_Scales.push_back(data);
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}
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}
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void Update(float animationTime)
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{
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glm::mat4 translation = InterpolatePosition(animationTime);
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glm::mat4 rotation = InterpolateRotation(animationTime);
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glm::mat4 scale = InterpolateScaling(animationTime);
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m_LocalTransform = translation * rotation * scale;
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}
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glm::mat4 GetLocalTransform() { return m_LocalTransform; }
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std::string GetBoneName() const { return m_Name; }
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int GetBoneID() { return m_ID; }
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int GetPositionIndex(float animationTime)
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{
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for (int index = 0; index < m_NumPositions - 1; ++index)
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{
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if (animationTime < m_Positions[index + 1].timeStamp)
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return index;
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}
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assert(0);
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}
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int GetRotationIndex(float animationTime)
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{
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for (int index = 0; index < m_NumRotations - 1; ++index)
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{
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if (animationTime < m_Rotations[index + 1].timeStamp)
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return index;
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}
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assert(0);
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}
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int GetScaleIndex(float animationTime)
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{
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for (int index = 0; index < m_NumScalings - 1; ++index)
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{
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if (animationTime < m_Scales[index + 1].timeStamp)
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return index;
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}
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assert(0);
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}
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private:
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float GetScaleFactor(float lastTimeStamp, float nextTimeStamp, float animationTime)
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{
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float scaleFactor = 0.0f;
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float midWayLength = animationTime - lastTimeStamp;
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float framesDiff = nextTimeStamp - lastTimeStamp;
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scaleFactor = midWayLength / framesDiff;
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return scaleFactor;
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}
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glm::mat4 InterpolatePosition(float animationTime)
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{
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if (1 == m_NumPositions)
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return glm::translate(glm::mat4(1.0f), m_Positions[0].position);
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int p0Index = GetPositionIndex(animationTime);
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_Positions[p0Index].timeStamp,
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m_Positions[p1Index].timeStamp, animationTime);
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glm::vec3 finalPosition = glm::mix(m_Positions[p0Index].position, m_Positions[p1Index].position
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, scaleFactor);
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return glm::translate(glm::mat4(1.0f), finalPosition);
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}
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glm::mat4 InterpolateRotation(float animationTime)
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{
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if (1 == m_NumRotations)
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{
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auto rotation = glm::normalize(m_Rotations[0].orientation);
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return glm::toMat4(rotation);
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}
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int p0Index = GetRotationIndex(animationTime);
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_Rotations[p0Index].timeStamp,
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m_Rotations[p1Index].timeStamp, animationTime);
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glm::quat finalRotation = glm::slerp(m_Rotations[p0Index].orientation, m_Rotations[p1Index].orientation
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, scaleFactor);
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finalRotation = glm::normalize(finalRotation);
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return glm::toMat4(finalRotation);
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}
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glm::mat4 Bone::InterpolateScaling(float animationTime)
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{
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if (1 == m_NumScalings)
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return glm::scale(glm::mat4(1.0f), m_Scales[0].scale);
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int p0Index = GetScaleIndex(animationTime);
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_Scales[p0Index].timeStamp,
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m_Scales[p1Index].timeStamp, animationTime);
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glm::vec3 finalScale = glm::mix(m_Scales[p0Index].scale, m_Scales[p1Index].scale
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, scaleFactor);
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return glm::scale(glm::mat4(1.0f), finalScale);
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}
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std::vector<KeyPosition> m_Positions;
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std::vector<KeyRotation> m_Rotations;
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std::vector<KeyScale> m_Scales;
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int m_NumPositions;
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int m_NumRotations;
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int m_NumScalings;
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glm::mat4 m_LocalTransform;
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std::string m_Name;
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int m_ID;
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};
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282
includes/learnopengl/model_animation.h
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282
includes/learnopengl/model_animation.h
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@@ -0,0 +1,282 @@
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#ifndef MODEL_H
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#define MODEL_H
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <stb_image.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <learnopengl/mesh.h>
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#include <learnopengl/shader.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <map>
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#include <vector>
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#include <learnopengl/assimp_glm_helpers.h>
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#include <learnopengl/animdata.h>
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using namespace std;
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class Model
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{
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public:
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// model data
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vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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vector<Mesh> meshes;
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string directory;
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bool gammaCorrection;
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// constructor, expects a filepath to a 3D model.
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Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
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{
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loadModel(path);
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}
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// draws the model, and thus all its meshes
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void Draw(Shader &shader)
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{
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for(unsigned int i = 0; i < meshes.size(); i++)
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meshes[i].Draw(shader);
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}
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auto& GetOffsetMatMap() { return m_OffsetMatMap; }
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int& GetBoneCount() { return m_BoneCount; }
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private:
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std::map<string, BoneInfo> m_OffsetMatMap;
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int m_BoneCount = 0;
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// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
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void loadModel(string const &path)
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{
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// read file via ASSIMP
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_CalcTangentSpace);
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// check for errors
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if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
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{
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cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
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return;
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}
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// retrieve the directory path of the filepath
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||||
directory = path.substr(0, path.find_last_of('/'));
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// process ASSIMP's root node recursively
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processNode(scene->mRootNode, scene);
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}
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||||
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// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
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||||
void processNode(aiNode *node, const aiScene *scene)
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||||
{
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||||
// process each mesh located at the current node
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||||
for(unsigned int i = 0; i < node->mNumMeshes; i++)
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||||
{
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||||
// the node object only contains indices to index the actual objects in the scene.
|
||||
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
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||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
|
||||
for(unsigned int i = 0; i < node->mNumChildren; i++)
|
||||
{
|
||||
processNode(node->mChildren[i], scene);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SetVertexBoneDataToDefault(Vertex& vertex)
|
||||
{
|
||||
for (int i = 0; i < MAX_BONE_WEIGHTS; i++)
|
||||
{
|
||||
vertex.m_BoneIDs[i] = -1;
|
||||
vertex.m_Weights[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
vector<Vertex> vertices;
|
||||
vector<unsigned int> indices;
|
||||
vector<Texture> textures;
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
Vertex vertex;
|
||||
SetVertexBoneDataToDefault(vertex);
|
||||
vertex.Position = AssimpGLMHelpers::GetGLMVec(mesh->mVertices[i]);
|
||||
vertex.Normal = AssimpGLMHelpers::GetGLMVec(mesh->mNormals[i]);
|
||||
|
||||
if (mesh->mTextureCoords[0])
|
||||
{
|
||||
glm::vec2 vec;
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
vec.y = mesh->mTextureCoords[0][i].y;
|
||||
vertex.TexCoords = vec;
|
||||
}
|
||||
else
|
||||
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
|
||||
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
|
||||
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
|
||||
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
|
||||
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||
|
||||
ExtractBoneWeightForVertices(vertices,mesh,scene);
|
||||
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
|
||||
void SetVertexBoneData(Vertex& vertex, int boneID, float weight)
|
||||
{
|
||||
for (int i = 0; i < MAX_BONE_WEIGHTS; ++i)
|
||||
{
|
||||
if (vertex.m_BoneIDs[i] < 0)
|
||||
{
|
||||
vertex.m_Weights[i] = weight;
|
||||
vertex.m_BoneIDs[i] = boneID;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ExtractBoneWeightForVertices(std::vector<Vertex>& vertices, aiMesh* mesh, const aiScene* scene)
|
||||
{
|
||||
auto& boneInfoMap = m_OffsetMatMap;
|
||||
int& boneCount = m_BoneCount;
|
||||
|
||||
for (int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
|
||||
{
|
||||
int boneID = -1;
|
||||
std::string boneName = mesh->mBones[boneIndex]->mName.C_Str();
|
||||
if (boneInfoMap.find(boneName) == boneInfoMap.end())
|
||||
{
|
||||
BoneInfo newBoneInfo;
|
||||
newBoneInfo.id = boneCount;
|
||||
newBoneInfo.offset = AssimpGLMHelpers::ConvertMatrixToGLMFormat(mesh->mBones[boneIndex]->mOffsetMatrix);
|
||||
boneInfoMap[boneName] = newBoneInfo;
|
||||
boneID = boneCount;
|
||||
boneCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
boneID = boneInfoMap[boneName].id;
|
||||
}
|
||||
assert(boneID != -1);
|
||||
auto weights = mesh->mBones[boneIndex]->mWeights;
|
||||
int numWeights = mesh->mBones[boneIndex]->mNumWeights;
|
||||
|
||||
for (int weightIndex = 0; weightIndex < numWeights; ++weightIndex)
|
||||
{
|
||||
int vertexId = weights[weightIndex].mVertexId;
|
||||
float weight = weights[weightIndex].mWeight;
|
||||
assert(vertexId <= vertices.size());
|
||||
SetVertexBoneData(vertices[vertexId], boneID, weight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false)
|
||||
{
|
||||
string filename = string(path);
|
||||
filename = directory + '/' + filename;
|
||||
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
int width, height, nrComponents;
|
||||
unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
|
||||
if (data)
|
||||
{
|
||||
GLenum format;
|
||||
if (nrComponents == 1)
|
||||
format = GL_RED;
|
||||
else if (nrComponents == 3)
|
||||
format = GL_RGB;
|
||||
else if (nrComponents == 4)
|
||||
format = GL_RGBA;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
// checks all material textures of a given type and loads the textures if they're not loaded yet.
|
||||
// the required info is returned as a Texture struct.
|
||||
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
|
||||
{
|
||||
vector<Texture> textures;
|
||||
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
aiString str;
|
||||
mat->GetTexture(type, i, &str);
|
||||
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
||||
bool skip = false;
|
||||
for(unsigned int j = 0; j < textures_loaded.size(); j++)
|
||||
{
|
||||
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
||||
{
|
||||
textures.push_back(textures_loaded[j]);
|
||||
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!skip)
|
||||
{ // if texture hasn't been loaded already, load it
|
||||
Texture texture;
|
||||
texture.id = TextureFromFile(str.C_Str(), this->directory);
|
||||
texture.type = typeName;
|
||||
texture.path = str.C_Str();
|
||||
textures.push_back(texture);
|
||||
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
|
||||
}
|
||||
}
|
||||
return textures;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
7981
resources/objects/vampire/dancing_vampire.dae
Normal file
7981
resources/objects/vampire/dancing_vampire.dae
Normal file
File diff suppressed because one or more lines are too long
BIN
resources/objects/vampire/textures/Vampire_diffuse.png
Normal file
BIN
resources/objects/vampire/textures/Vampire_diffuse.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 4.0 MiB |
BIN
resources/objects/vampire/textures/Vampire_emission.png
Normal file
BIN
resources/objects/vampire/textures/Vampire_emission.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 193 KiB |
BIN
resources/objects/vampire/textures/Vampire_normal.png
Normal file
BIN
resources/objects/vampire/textures/Vampire_normal.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.8 MiB |
BIN
resources/objects/vampire/textures/Vampire_specular.png
Normal file
BIN
resources/objects/vampire/textures/Vampire_specular.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.9 MiB |
Reference in New Issue
Block a user