shadow-over-bishkek001/src/BoneAnimatedModel.cpp
2026-04-16 17:48:23 +03:00

1053 lines
33 KiB
C++

#include "BoneAnimatedModel.h"
#include <regex>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <cstring>
namespace ZL
{
int getIndexByValue(const std::string& name, const std::vector<std::string>& words)
{
for (int i = 0; i < words.size(); i++)
{
if (words[i] == name)
{
return i;
}
}
std::cout << "Bone name not found: " << name << std::endl;
throw std::runtime_error("Bone name not found: " + name);
return -1;
}
void BoneSystem::LoadFromFile(const std::string& fileName, const std::string& ZIPFileName)
{
std::ifstream filestream;
std::istringstream zipStream;
if (!ZIPFileName.empty())
{
std::vector<char> fileData = readFileFromZIP(fileName, ZIPFileName);
std::string fileContents(fileData.begin(), fileData.end());
zipStream.str(fileContents);
}
else
{
filestream.open(fileName);
}
std::istream& f = (!ZIPFileName.empty()) ? static_cast<std::istream&>(zipStream) : static_cast<std::istream&>(filestream);
//Skip first 5 lines
std::string tempLine;
for (int i = 0; i < 5; i++)
{
std::getline(f, tempLine);
}
std::getline(f, tempLine);
static const std::regex pattern_count(R"(\d+)");
static const std::regex pattern_float(R"([-]?\d+\.\d+)");
static const std::regex pattern_int(R"([-]?\d+)");
static const std::regex pattern_boneChildren(R"(\'([^\']+)\')");
static const std::regex pattern_bone_weight(R"(\'([^\']+)\'.*?([-]?\d+\.\d+))");
std::smatch match;
int numberBones;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberBones = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<Bone> bones;
std::vector<std::string> boneNames;
std::vector<std::string> boneParentNames;
std::unordered_map<std::string, std::vector<std::string>> boneChildren;
bones.resize(numberBones);
boneNames.resize(numberBones);
boneParentNames.resize(numberBones);
for (int i = 0; i < numberBones; i++)
{
std::getline(f, tempLine);
std::string boneName = tempLine.substr(6);
boneNames[i] = boneName;
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
std::getline(f, tempLine); //skip tail
std::getline(f, tempLine); //len
if (std::regex_search(tempLine, match, pattern_float)) {
std::string len_str = match.str();
bones[i].boneLength = std::stof(len_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
//---------- matrix begin
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneMatrixWorld.data()[0] = floatValues[0];
bones[i].boneMatrixWorld.data()[0 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[0 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneMatrixWorld.data()[1] = floatValues[0];
bones[i].boneMatrixWorld.data()[1 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[1 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneMatrixWorld.data()[2] = floatValues[0];
bones[i].boneMatrixWorld.data()[2 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[2 + 2 * 3] = floatValues[2];
//----------- matrix end
std::getline(f, tempLine); //parent
if (tempLine == " Parent: None")
{
bones[i].parent = -1;
}
else
{
std::string boneParent = tempLine.substr(10);
boneParentNames[i] = boneParent;
}
std::getline(f, tempLine); //children
b = tempLine.cbegin();
e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_boneChildren)) {
boneChildren[boneName].push_back(match.str(1));
b = match.suffix().first;
}
}
std::cout << "bone names count : " << boneNames.size() << std::endl;
//Now process all the bones:
for (int i = 0; i < numberBones; i++)
{
std::string boneName = boneNames[i];
std::string boneParent = boneParentNames[i];
if (boneParent == "" || boneParent == "None")
{
bones[i].parent = -1;
}
else
{
bones[i].parent = getIndexByValue(boneParent, boneNames);
}
for (int j = 0; j < boneChildren[boneName].size(); j++)
{
bones[i].children.push_back(getIndexByValue(boneChildren[boneName][j], boneNames));
}
}
startBones = bones;
currentBones = bones;
std::getline(f, tempLine); //vertice count
int numberVertices;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberVertices = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<Vector3f> vertices;
vertices.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
vertices[i] = Vector3f{floatValues[0], floatValues[1], floatValues[2]};
}
//==== process uv and normals begin
std::getline(f, tempLine); //===UV Coordinates:
std::getline(f, tempLine); //triangle count
int numberTriangles;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberTriangles = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
// Now process UVs
std::vector<std::array<Vector2f, 3>> uvCoords;
uvCoords.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine); //Face 0
int uvCount;
std::getline(f, tempLine);
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
uvCount = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
if (uvCount != 3)
{
throw std::runtime_error("more than 3 uvs");
}
std::vector<float> floatValues;
for (int j = 0; j < 3; j++)
{
std::getline(f, tempLine); //UV <Vector (-0.3661, -1.1665)>
auto b = tempLine.cbegin();
auto e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
if (floatValues.size() != 2)
{
throw std::runtime_error("more than 2 uvs---");
}
uvCoords[i][j] = Vector2f{ floatValues[0],floatValues[1] };
}
}
std::getline(f, tempLine); //===Normals:
std::vector<Vector3f> normals;
normals.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
normals[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
}
//==== process uv and normals end
std::getline(f, tempLine); //triangle count.
//numberTriangles; //Need to check if new value is the same as was read before
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberTriangles = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<std::array<int, 3>> triangles;
triangles.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine);
std::vector<int> intValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_int)) {
intValues.push_back(std::stoi(match.str()));
b = match.suffix().first;
}
triangles[i] = { intValues[0], intValues[1], intValues[2] };
}
std::getline(f, tempLine);//=== Vertex Weights ===
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> localVerticesBoneWeight;
localVerticesBoneWeight.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine); //skip Vertex 0:
std::getline(f, tempLine); //vertex group count
int boneCount;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
boneCount = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
if (boneCount > MAX_BONE_COUNT)
{
throw std::runtime_error("more than 5 bones");
}
float sumWeights = 0;
for (int j = 0; j < boneCount; j++)
{
std::getline(f, tempLine); //Group: 'Bone', Weight: 0.9929084181785583
if (std::regex_search(tempLine, match, pattern_bone_weight)) {
std::string word = match.str(1);
double weight = std::stod(match.str(2));
//std::cout << "Bone name: " << word << ", weight: " << weight << std::endl;
int boneNumber = getIndexByValue(word, boneNames);
localVerticesBoneWeight[i][j].boneIndex = boneNumber;
localVerticesBoneWeight[i][j].weight = weight;
sumWeights += weight;
}
else {
throw std::runtime_error("No match found in the input string.");
}
}
//Normalize weights:
for (int j = 0; j < boneCount; j++)
{
localVerticesBoneWeight[i][j].weight = localVerticesBoneWeight[i][j].weight / sumWeights;
}
}
std::getline(f, tempLine);//=== Animation Keyframes ===
std::getline(f, tempLine);//=== Bone Transforms per Keyframe ===
std::getline(f, tempLine);
int numberKeyFrames;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberKeyFrames = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
animations.resize(1);
animations[0].keyFrames.resize(numberKeyFrames);
for (int i = 0; i < numberKeyFrames; i++)
{
std::getline(f, tempLine);
int numberFrame;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberFrame = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
animations[0].keyFrames[i].frame = numberFrame;
animations[0].keyFrames[i].bones.resize(numberBones);
for (int j = 0; j < numberBones; j++)
{
std::getline(f, tempLine);
std::string boneName = tempLine.substr(8);
int boneNumber = getIndexByValue(boneName, boneNames);
animations[0].keyFrames[i].bones[boneNumber] = startBones[boneNumber];
std::getline(f, tempLine); // Location: <Vector (0.0000, 0.0000, -0.0091)>
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
std::getline(f, tempLine); // Rotation
std::getline(f, tempLine); // Matrix
//=============== Matrix begin ==================
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[0 + 3 * 4] = floatValues[3];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[1 + 3 * 4] = floatValues[3];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[2 + 3 * 4] = floatValues[3];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3 + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3 + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[3 + 3 * 4] = floatValues[3];
//=============== Matrix end ==================
}
}
// Now let's process bone weights and vertices
for (int i = 0; i < numberTriangles; i++)
{
mesh.PositionData.push_back(vertices[triangles[i][0]]);
mesh.PositionData.push_back(vertices[triangles[i][1]]);
mesh.PositionData.push_back(vertices[triangles[i][2]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
mesh.TexCoordData.push_back(uvCoords[i][0]);
mesh.TexCoordData.push_back(uvCoords[i][1]);
mesh.TexCoordData.push_back(uvCoords[i][2]);
}
startMesh = mesh;
if (startBones.size() > MAX_GPU_BONES)
{
std::cout << "Warning: model has " << startBones.size()
<< " bones, exceeding GPU skinning limit of " << MAX_GPU_BONES << std::endl;
//throw std::runtime_error("Too many bones for GPU skinning");
}
}
void BoneSystem::LoadFromBinaryFile(const std::string& fileName, const std::string& ZIPFileName)
{
std::vector<char> fileData;
if (!ZIPFileName.empty())
{
fileData = readFileFromZIP(fileName, ZIPFileName);
}
else
{
std::ifstream f(fileName, std::ios::binary | std::ios::ate);
if (!f.is_open()) throw std::runtime_error("Failed to open binary file: " + fileName);
std::streamsize fileSize = f.tellg();
f.seekg(0);
fileData.resize(static_cast<size_t>(fileSize));
f.read(fileData.data(), fileSize);
}
const char* ptr = fileData.data();
auto readRaw = [&](void* dst, size_t n) {
std::memcpy(dst, ptr, n);
ptr += n;
};
auto readUint32 = [&]() -> uint32_t { uint32_t v; readRaw(&v, 4); return v; };
auto readInt32 = [&]() -> int32_t { int32_t v; readRaw(&v, 4); return v; };
auto readFloat = [&]() -> float { float v; readRaw(&v, 4); return v; };
auto readVec3 = [&]() -> Vector3f { return Vector3f{readFloat(), readFloat(), readFloat()}; };
auto readVec2 = [&]() -> Vector2f { return Vector2f{readFloat(), readFloat()}; };
// Header
char magic[4];
readRaw(magic, 4);
if (std::memcmp(magic, "BSAF", 4) != 0)
throw std::runtime_error("Invalid binary animation file (bad magic)");
uint32_t version = readUint32();
if (version != 1)
throw std::runtime_error("Unsupported binary animation file version");
// ---- Bones ----
uint32_t numBones = readUint32();
std::vector<Bone> bones(numBones);
for (uint32_t i = 0; i < numBones; i++)
{
bones[i].boneStartWorld = readVec3();
bones[i].boneLength = readFloat();
// 3x3 matrix (row-major in file).
// Stored with stride-3 into Matrix4f to match the text loader.
float m[9];
for (int j = 0; j < 9; j++) m[j] = readFloat();
bones[i].boneMatrixWorld = Matrix4f::Zero();
for (int r = 0; r < 3; r++)
for (int c = 0; c < 3; c++)
bones[i].boneMatrixWorld.data()[r + c * 3] = m[r * 3 + c];
bones[i].parent = readInt32();
uint32_t numChildren = readUint32();
bones[i].children.resize(numChildren);
for (uint32_t j = 0; j < numChildren; j++)
bones[i].children[j] = readInt32();
}
startBones = bones;
currentBones = bones;
// ---- Vertices ----
uint32_t numVertices = readUint32();
std::vector<Vector3f> vertices(numVertices);
for (uint32_t i = 0; i < numVertices; i++)
vertices[i] = readVec3();
// ---- UV Coordinates ----
uint32_t numFaces = readUint32();
std::vector<std::array<Vector2f, 3>> uvCoords(numFaces);
for (uint32_t i = 0; i < numFaces; i++)
for (int j = 0; j < 3; j++)
uvCoords[i][j] = readVec2();
// ---- Normals (read but not currently used by mesh) ----
std::vector<Vector3f> normals(numVertices);
for (uint32_t i = 0; i < numVertices; i++)
normals[i] = readVec3();
// ---- Triangles ----
uint32_t numTriangles = readUint32();
std::vector<std::array<int, 3>> triangles(numTriangles);
for (uint32_t i = 0; i < numTriangles; i++)
triangles[i] = { readInt32(), readInt32(), readInt32() };
// ---- Vertex Weights ----
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> localVerticesBoneWeight(numVertices);
for (uint32_t i = 0; i < numVertices; i++)
{
uint32_t numGroups = readUint32();
float sumWeights = 0;
for (uint32_t j = 0; j < numGroups; j++)
{
int boneIdx = readInt32();
float weight = readFloat();
if (j < MAX_BONE_COUNT)
{
localVerticesBoneWeight[i][j].boneIndex = boneIdx;
localVerticesBoneWeight[i][j].weight = weight;
sumWeights += weight;
}
}
// Normalize weights
uint32_t cap = (numGroups < MAX_BONE_COUNT) ? numGroups : MAX_BONE_COUNT;
for (uint32_t j = 0; j < cap; j++)
localVerticesBoneWeight[i][j].weight /= sumWeights;
}
// ---- Animation Keyframes ----
uint32_t numKeyframes = readUint32();
animations.resize(1);
animations[0].keyFrames.resize(numKeyframes);
for (uint32_t i = 0; i < numKeyframes; i++)
{
animations[0].keyFrames[i].frame = readInt32();
animations[0].keyFrames[i].bones.resize(numBones);
for (uint32_t j = 0; j < numBones; j++)
{
animations[0].keyFrames[i].bones[j] = startBones[j];
animations[0].keyFrames[i].bones[j].boneStartWorld = readVec3();
// 4x4 matrix (row-major in file, stored with stride-4 into Matrix4f)
float m[16];
for (int k = 0; k < 16; k++) m[k] = readFloat();
for (int r = 0; r < 4; r++)
for (int c = 0; c < 4; c++)
animations[0].keyFrames[i].bones[j].boneMatrixWorld.data()[r + c * 4] = m[r * 4 + c];
}
}
// ---- Build per-triangle mesh (same expansion as text loader) ----
for (uint32_t i = 0; i < numTriangles; i++)
{
mesh.PositionData.push_back(vertices[triangles[i][0]]);
mesh.PositionData.push_back(vertices[triangles[i][1]]);
mesh.PositionData.push_back(vertices[triangles[i][2]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
mesh.TexCoordData.push_back(uvCoords[i][0]);
mesh.TexCoordData.push_back(uvCoords[i][1]);
mesh.TexCoordData.push_back(uvCoords[i][2]);
}
startMesh = mesh;
if (startBones.size() > MAX_GPU_BONES)
{
std::cout << "Warning: model has " << startBones.size()
<< " bones, exceeding GPU skinning limit of " << MAX_GPU_BONES << std::endl;
//throw std::runtime_error("Too many bones for GPU skinning");
}
}
void GpuBoneData::PrepareGpuSkinningData(const std::vector<std::array<BoneWeight, MAX_BONE_COUNT>>& verticesBoneWeight)
{
size_t vertexCount = verticesBoneWeight.size();
boneIndices0.resize(vertexCount);
boneIndices1.resize(vertexCount);
boneWeights0.resize(vertexCount);
boneWeights1.resize(vertexCount);
for (size_t i = 0; i < vertexCount; i++)
{
boneIndices0[i] = Vector4f(
static_cast<float>(max(0, verticesBoneWeight[i][0].boneIndex)),
static_cast<float>(max(0, verticesBoneWeight[i][1].boneIndex)),
static_cast<float>(max(0, verticesBoneWeight[i][2].boneIndex)),
static_cast<float>(max(0, verticesBoneWeight[i][3].boneIndex))
);
boneIndices1[i] = Vector2f(
static_cast<float>(max(0, verticesBoneWeight[i][4].boneIndex)),
static_cast<float>(max(0, verticesBoneWeight[i][5].boneIndex))
);
boneWeights0[i] = Vector4f(
verticesBoneWeight[i][0].weight,
verticesBoneWeight[i][1].weight,
verticesBoneWeight[i][2].weight,
verticesBoneWeight[i][3].weight
);
boneWeights1[i] = Vector2f(
verticesBoneWeight[i][4].weight,
verticesBoneWeight[i][5].weight
);
}
prepared = true;
}
/*
void BoneSystem::ComputeSkinningMatrices(int frame, std::vector<Matrix4f>& outMatrices) const
{
int startingKeyFrame = -1;
for (size_t i = 0; i < animations[0].keyFrames.size() - 1; i++)
{
int oldFrame = animations[0].keyFrames[i].frame;
int nextFrame = animations[0].keyFrames[i + 1].frame;
if (frame >= oldFrame && frame < nextFrame)
{
startingKeyFrame = static_cast<int>(i);
break;
}
}
if (startingKeyFrame == -1)
{
outMatrices.resize(startBones.size());
for (auto& m : outMatrices) m = Matrix4f::Identity();
return;
}
int modifiedFrameNumber = frame - animations[0].keyFrames[startingKeyFrame].frame;
int diffFrames = animations[0].keyFrames[startingKeyFrame + 1].frame - animations[0].keyFrames[startingKeyFrame].frame;
float t = (modifiedFrameNumber + 0.f) / diffFrames;
const std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingKeyFrame].bones;
const std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingKeyFrame + 1].bones;
outMatrices.resize(startBones.size());
for (size_t i = 0; i < startBones.size(); i++)
{
Vector3f interpPos;
interpPos(0) = oneFrameBones[i].boneStartWorld(0) + t * (nextFrameBones[i].boneStartWorld(0) - oneFrameBones[i].boneStartWorld(0));
interpPos(1) = oneFrameBones[i].boneStartWorld(1) + t * (nextFrameBones[i].boneStartWorld(1) - oneFrameBones[i].boneStartWorld(1));
interpPos(2) = oneFrameBones[i].boneStartWorld(2) + t * (nextFrameBones[i].boneStartWorld(2) - oneFrameBones[i].boneStartWorld(2));
Matrix3f oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
Matrix3f nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
Eigen::Quaternionf result = q1.slerp(t, q2);
Matrix3f boneMatrixWorld3 = result.toRotationMatrix();
Matrix4f currentBoneMatrixWorld4 = Eigen::Matrix4f::Identity();
currentBoneMatrixWorld4.block<3, 3>(0, 0) = boneMatrixWorld3;
currentBoneMatrixWorld4.block<3, 1>(0, 3) = interpPos;
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
Matrix4f invertedStartBoneMatrixWorld4 = startBoneMatrixWorld4.inverse();
outMatrices[i] = currentBoneMatrixWorld4 * invertedStartBoneMatrixWorld4;
}
}
*/
void BoneSystem::Interpolate(int frame)
{
int startingFrame = -1;
for (int i = 0; i < animations[0].keyFrames.size() - 1; i++)
{
int oldFrame = animations[0].keyFrames[i].frame;
int nextFrame = animations[0].keyFrames[i + 1].frame;
if (frame >= oldFrame && frame < nextFrame)
{
startingFrame = i;
break;
}
}
if (startingFrame == -1)
{
std::cout << "Exception here: frame number is out of range of keyframes. Frame: " << frame << std::endl;
throw std::runtime_error("Exception here");
}
int modifiedFrameNumber = frame - animations[0].keyFrames[startingFrame].frame;
int diffFrames = animations[0].keyFrames[startingFrame + 1].frame - animations[0].keyFrames[startingFrame].frame;
float t = (modifiedFrameNumber + 0.f) / diffFrames;
std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingFrame].bones;
std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingFrame+1].bones;
std::vector<Matrix4f> skinningMatrixForEachBone;
skinningMatrixForEachBone.resize(currentBones.size());
for (int i = 0; i < currentBones.size(); i++)
{
currentBones[i].boneStartWorld(0) = oneFrameBones[i].boneStartWorld(0) + t * (nextFrameBones[i].boneStartWorld(0) - oneFrameBones[i].boneStartWorld(0));
currentBones[i].boneStartWorld(1) = oneFrameBones[i].boneStartWorld(1) + t * (nextFrameBones[i].boneStartWorld(1) - oneFrameBones[i].boneStartWorld(1));
currentBones[i].boneStartWorld(2) = oneFrameBones[i].boneStartWorld(2) + t * (nextFrameBones[i].boneStartWorld(2) - oneFrameBones[i].boneStartWorld(2));
Matrix3f oneFrameBonesMatrix;
oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
Matrix3f nextFrameBonesMatrix;
nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
Eigen::Quaternionf q1_norm = q1.normalized();
Eigen::Quaternionf q2_norm = q2.normalized();
Eigen::Quaternionf result = q1_norm.slerp(t, q2_norm);
Matrix3f boneMatrixWorld3 = result.toRotationMatrix();
currentBones[i].boneMatrixWorld = Eigen::Matrix4f::Identity();
// Копируем 3x3 матрицу в верхний левый угол
currentBones[i].boneMatrixWorld.block<3, 3>(0, 0) = boneMatrixWorld3;
// Копируем позицию в последний столбец (первые 3 элемента)
currentBones[i].boneMatrixWorld.block<3, 1>(0, 3) = currentBones[i].boneStartWorld;
Matrix4f currentBoneMatrixWorld4 = currentBones[i].boneMatrixWorld;
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
Matrix4f inverstedStartBoneMatrixWorld4 = startBoneMatrixWorld4.inverse();
skinningMatrixForEachBone[i] = currentBoneMatrixWorld4 * inverstedStartBoneMatrixWorld4;
}
for (int i = 0; i < mesh.PositionData.size(); i++)
{
Vector4f originalPos = {
startMesh.PositionData[i](0),
startMesh.PositionData[i](1),
startMesh.PositionData[i](2), 1.0};
Vector4f finalPos = Vector4f{0.f, 0.f, 0.f, 0.f};
bool vMoved = false;
for (int j = 0; j < MAX_BONE_COUNT; j++)
{
if (verticesBoneWeight[i][j].weight != 0)
{
if (verticesBoneWeight[i][j].boneIndex == -1)
{
std::cout << "Exception here: bone index is -1 but weight is > 0" << std::endl;
throw std::runtime_error("Bones loaded incorrectly - bone index is -1 but weight is > 0");
}
vMoved = true;
finalPos = finalPos + (skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex] * originalPos) * verticesBoneWeight[i][j].weight;
}
}
if (!vMoved)
{
finalPos = originalPos;
}
mesh.PositionData[i](0) = finalPos(0);
mesh.PositionData[i](1) = finalPos(1);
mesh.PositionData[i](2) = finalPos(2);
}
}
void GpuSkinningShaderData::prepareGpuSkinningVBOs(BoneSystem& model) {
if (gpuSkinningPrepared)
{
return;
}
gpuBoneData.PrepareGpuSkinningData(model.verticesBoneWeight);
// Upload bind-pose mesh (static, done once)
bindPoseMutable.AssignFrom(model.startMesh);
auto& gpu = gpuBoneData;
boneIndices0VBO = std::make_shared<VBOHolder>();
glBindBuffer(GL_ARRAY_BUFFER, boneIndices0VBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, gpu.boneIndices0.size() * sizeof(Eigen::Vector4f),
gpu.boneIndices0.data(), GL_STATIC_DRAW);
boneIndices1VBO = std::make_shared<VBOHolder>();
glBindBuffer(GL_ARRAY_BUFFER, boneIndices1VBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, gpu.boneIndices1.size() * sizeof(Eigen::Vector2f),
gpu.boneIndices1.data(), GL_STATIC_DRAW);
boneWeights0VBO = std::make_shared<VBOHolder>();
glBindBuffer(GL_ARRAY_BUFFER, boneWeights0VBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, gpu.boneWeights0.size() * sizeof(Eigen::Vector4f),
gpu.boneWeights0.data(), GL_STATIC_DRAW);
boneWeights1VBO = std::make_shared<VBOHolder>();
glBindBuffer(GL_ARRAY_BUFFER, boneWeights1VBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, gpu.boneWeights1.size() * sizeof(Eigen::Vector2f),
gpu.boneWeights1.data(), GL_STATIC_DRAW);
gpuSkinningPrepared = true;
}
void GpuSkinningShaderData::RenderVBO(Renderer& renderer)
{
// Bind position and texcoord VBOs
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.positionVBO->getBuffer());
renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
if (bindPoseMutable.texCoordVBO) {
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.texCoordVBO->getBuffer());
renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
}
// Bind bone index VBOs
glBindBuffer(GL_ARRAY_BUFFER, boneIndices0VBO->getBuffer());
renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, boneIndices1VBO->getBuffer());
renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
// Bind bone weight VBOs
glBindBuffer(GL_ARRAY_BUFFER, boneWeights0VBO->getBuffer());
renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, boneWeights1VBO->getBuffer());
renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(bindPoseMutable.data.PositionData.size()));
}
void GpuSkinningShaderData::ComputeSkinningMatrices(const std::vector<Bone>& startBones, const std::vector<AnimationKeyFrame>& keyFrames, int frame)
{
int startingKeyFrame = -1;
for (size_t i = 0; i < keyFrames.size() - 1; i++)
{
int oldFrame = keyFrames[i].frame;
int nextFrame = keyFrames[i + 1].frame;
if (frame >= oldFrame && frame < nextFrame)
{
startingKeyFrame = static_cast<int>(i);
break;
}
}
skinningMatrices.resize(startBones.size());
if (startingKeyFrame == -1)
{
for (auto& m : skinningMatrices) m = Matrix4f::Identity();
return;
}
int modifiedFrameNumber = frame - keyFrames[startingKeyFrame].frame;
int diffFrames = keyFrames[startingKeyFrame + 1].frame - keyFrames[startingKeyFrame].frame;
float t = (modifiedFrameNumber + 0.f) / diffFrames;
const std::vector<Bone>& oneFrameBones = keyFrames[startingKeyFrame].bones;
const std::vector<Bone>& nextFrameBones = keyFrames[startingKeyFrame + 1].bones;
for (size_t i = 0; i < startBones.size(); i++)
{
Vector3f interpPos;
interpPos(0) = oneFrameBones[i].boneStartWorld(0) + t * (nextFrameBones[i].boneStartWorld(0) - oneFrameBones[i].boneStartWorld(0));
interpPos(1) = oneFrameBones[i].boneStartWorld(1) + t * (nextFrameBones[i].boneStartWorld(1) - oneFrameBones[i].boneStartWorld(1));
interpPos(2) = oneFrameBones[i].boneStartWorld(2) + t * (nextFrameBones[i].boneStartWorld(2) - oneFrameBones[i].boneStartWorld(2));
Matrix3f oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
Matrix3f nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
Eigen::Quaternionf result = q1.slerp(t, q2);
Matrix3f boneMatrixWorld3 = result.toRotationMatrix();
Matrix4f currentBoneMatrixWorld4 = Eigen::Matrix4f::Identity();
currentBoneMatrixWorld4.block<3, 3>(0, 0) = boneMatrixWorld3;
currentBoneMatrixWorld4.block<3, 1>(0, 3) = interpPos;
Matrix4f startBoneMatrixWorld4 = keyFrames[0].bones[i].boneMatrixWorld;
Matrix4f invertedStartBoneMatrixWorld4 = startBoneMatrixWorld4.inverse();
skinningMatrices[i] = currentBoneMatrixWorld4 * invertedStartBoneMatrixWorld4;
}
}
}