549 lines
16 KiB
C++
549 lines
16 KiB
C++
#include "BoneAnimatedModel.h"
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#include <regex>
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#include <string>
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#include <fstream>
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#include <iostream>
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namespace ZL
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{
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int getIndexByValue(const std::string& name, const std::vector<std::string>& words)
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{
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for (int i = 0; i < words.size(); i++)
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{
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if (words[i] == name)
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{
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return i;
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}
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}
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return -1;
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}
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void BoneSystem::LoadFromFile(const std::string& fileName)
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{
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std::ifstream f(fileName);
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//Skip first 5 lines
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std::string tempLine;
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for (int i = 0; i < 5; i++)
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{
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std::getline(f, tempLine);
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}
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std::getline(f, tempLine);
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static const std::regex pattern_count(R"(\d+)");
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static const std::regex pattern_float(R"([-]?\d+\.\d+)");
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static const std::regex pattern_int(R"([-]?\d+)");
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static const std::regex pattern_boneChildren(R"(\'([^\']+)\')");
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static const std::regex pattern_bone_weight(R"(\'([^\']+)\'.*?([-]?\d+\.\d+))");
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std::smatch match;
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int numberBones;
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if (std::regex_search(tempLine, match, pattern_count)) {
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std::string number_str = match.str();
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numberBones = std::stoi(number_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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std::vector<Bone> bones;
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std::vector<std::string> boneNames;
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std::vector<std::string> boneParentNames;
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std::unordered_map<std::string, std::vector<std::string>> boneChildren;
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bones.resize(numberBones);
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boneNames.resize(numberBones);
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boneParentNames.resize(numberBones);
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for (int i = 0; i < numberBones; i++)
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{
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std::getline(f, tempLine);
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std::string boneName = tempLine.substr(6);
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boneNames[i] = boneName;
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std::getline(f, tempLine);
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std::vector<float> floatValues;
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auto b = tempLine.cbegin();
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auto e = tempLine.cend();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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bones[i].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
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std::getline(f, tempLine); //skip tail
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std::getline(f, tempLine); //len
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if (std::regex_search(tempLine, match, pattern_float)) {
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std::string len_str = match.str();
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bones[i].boneLength = std::stof(len_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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//---------- matrix begin
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std::getline(f, tempLine);
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b = tempLine.cbegin();
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e = tempLine.cend();
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floatValues.clear();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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bones[i].boneMatrixWorld.m[0] = floatValues[0];
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bones[i].boneMatrixWorld.m[0 + 1 * 3] = floatValues[1];
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bones[i].boneMatrixWorld.m[0 + 2 * 3] = floatValues[2];
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std::getline(f, tempLine);
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b = tempLine.cbegin();
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e = tempLine.cend();
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floatValues.clear();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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bones[i].boneMatrixWorld.m[1] = floatValues[0];
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bones[i].boneMatrixWorld.m[1 + 1 * 3] = floatValues[1];
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bones[i].boneMatrixWorld.m[1 + 2 * 3] = floatValues[2];
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std::getline(f, tempLine);
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b = tempLine.cbegin();
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e = tempLine.cend();
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floatValues.clear();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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bones[i].boneMatrixWorld.m[2] = floatValues[0];
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bones[i].boneMatrixWorld.m[2 + 1 * 3] = floatValues[1];
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bones[i].boneMatrixWorld.m[2 + 2 * 3] = floatValues[2];
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//----------- matrix end
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std::getline(f, tempLine); //parent
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if (tempLine == " Parent: None")
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{
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bones[i].parent = -1;
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}
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else
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{
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std::string boneParent = tempLine.substr(10);
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boneParentNames[i] = boneParent;
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}
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std::getline(f, tempLine); //children
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b = tempLine.cbegin();
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e = tempLine.cend();
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while (std::regex_search(b, e, match, pattern_boneChildren)) {
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boneChildren[boneName].push_back(match.str(1));
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b = match.suffix().first;
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}
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}
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//Now process all the bones:
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for (int i = 0; i < numberBones; i++)
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{
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std::string boneName = boneNames[i];
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std::string boneParent = boneParentNames[i];
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if (boneParent == "")
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{
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bones[i].parent = -1;
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}
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else
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{
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bones[i].parent = getIndexByValue(boneParent, boneNames);
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}
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for (int j = 0; j < boneChildren[boneName].size(); j++)
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{
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bones[i].children.push_back(getIndexByValue(boneChildren[boneName][j], boneNames));
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}
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}
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startBones = bones;
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currentBones = bones;
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///std::cout << "Hello!" << std::endl;
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std::getline(f, tempLine); //vertice count
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int numberVertices;
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if (std::regex_search(tempLine, match, pattern_count)) {
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std::string number_str = match.str();
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numberVertices = std::stoi(number_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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std::vector<Vector3f> vertices;
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vertices.resize(numberVertices);
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for (int i = 0; i < numberVertices; i++)
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{
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std::getline(f, tempLine);
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std::vector<float> floatValues;
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auto b = tempLine.cbegin();
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auto e = tempLine.cend();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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vertices[i] = Vector3f{floatValues[0], floatValues[1], floatValues[2]};
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}
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std::getline(f, tempLine); //triangle count
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int numberTriangles;
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if (std::regex_search(tempLine, match, pattern_count)) {
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std::string number_str = match.str();
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numberTriangles = std::stoi(number_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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std::vector<std::array<int, 3>> triangles;
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triangles.resize(numberTriangles);
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for (int i = 0; i < numberTriangles; i++)
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{
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std::getline(f, tempLine);
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std::vector<int> intValues;
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auto b = tempLine.cbegin();
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auto e = tempLine.cend();
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while (std::regex_search(b, e, match, pattern_int)) {
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intValues.push_back(std::stoi(match.str()));
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b = match.suffix().first;
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}
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triangles[i] = { intValues[0], intValues[1], intValues[2] };
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}
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std::getline(f, tempLine);//=== Vertex Weights ===
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std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> localVerticesBoneWeight;
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localVerticesBoneWeight.resize(numberVertices);
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for (int i = 0; i < numberVertices; i++)
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{
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std::getline(f, tempLine); //skip Vertex 0:
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std::getline(f, tempLine); //vertex group count
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int boneCount;
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if (std::regex_search(tempLine, match, pattern_count)) {
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std::string number_str = match.str();
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boneCount = std::stoi(number_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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if (boneCount > MAX_BONE_COUNT)
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{
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throw std::runtime_error("more than 5 bones");
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}
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float sumWeights = 0;
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for (int j = 0; j < boneCount; j++)
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{
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std::getline(f, tempLine); //Group: 'Bone', Weight: 0.9929084181785583
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if (std::regex_search(tempLine, match, pattern_bone_weight)) {
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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std::string word = match.str(1);
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double weight = std::stod(match.str(2));
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int boneNumber = getIndexByValue(word, boneNames);
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localVerticesBoneWeight[i][j].boneIndex = boneNumber;
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localVerticesBoneWeight[i][j].weight = weight;
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sumWeights += weight;
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}
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else {
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throw std::runtime_error("No match found in the input string.");
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}
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}
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//Normalize weights:
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for (int j = 0; j < boneCount; j++)
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{
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localVerticesBoneWeight[i][j].weight = localVerticesBoneWeight[i][j].weight / sumWeights;
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}
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}
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std::getline(f, tempLine);//=== Animation Keyframes ===
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std::getline(f, tempLine);//=== Bone Transforms per Keyframe ===
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std::getline(f, tempLine);
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int numberKeyFrames;
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if (std::regex_search(tempLine, match, pattern_count)) {
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std::string number_str = match.str();
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numberKeyFrames = std::stoi(number_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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animations.resize(1);
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animations[0].keyFrames.resize(numberKeyFrames);
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for (int i = 0; i < numberKeyFrames; i++)
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{
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std::getline(f, tempLine);
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int numberFrame;
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if (std::regex_search(tempLine, match, pattern_count)) {
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std::string number_str = match.str();
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numberFrame = std::stoi(number_str);
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}
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else {
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throw std::runtime_error("No number found in the input string.");
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}
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animations[0].keyFrames[i].frame = numberFrame;
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animations[0].keyFrames[i].bones.resize(numberBones);
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for (int j = 0; j < numberBones; j++)
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{
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std::getline(f, tempLine);
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std::string boneName = tempLine.substr(8);
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int boneNumber = getIndexByValue(boneName, boneNames);
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animations[0].keyFrames[i].bones[boneNumber] = startBones[boneNumber];
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std::getline(f, tempLine); // Location: <Vector (0.0000, 0.0000, -0.0091)>
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std::vector<float> floatValues;
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auto b = tempLine.cbegin();
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auto e = tempLine.cend();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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animations[0].keyFrames[i].bones[boneNumber].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
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std::getline(f, tempLine); // Rotation
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std::getline(f, tempLine); // Matrix
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//=============== Matrix begin ==================
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std::getline(f, tempLine);
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b = tempLine.cbegin();
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e = tempLine.cend();
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floatValues.clear();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0] = floatValues[0];
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 1 * 3] = floatValues[1];
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 2 * 3] = floatValues[2];
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std::getline(f, tempLine);
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b = tempLine.cbegin();
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e = tempLine.cend();
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floatValues.clear();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1] = floatValues[0];
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 1 * 3] = floatValues[1];
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 2 * 3] = floatValues[2];
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std::getline(f, tempLine);
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b = tempLine.cbegin();
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e = tempLine.cend();
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floatValues.clear();
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while (std::regex_search(b, e, match, pattern_float)) {
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floatValues.push_back(std::stof(match.str()));
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b = match.suffix().first;
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}
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2] = floatValues[0];
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 1 * 3] = floatValues[1];
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animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 2 * 3] = floatValues[2];
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std::getline(f, tempLine);// ignore last matrix line
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//=============== Matrix end ==================
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}
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}
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// Now let's process bone weights and vertices
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for (int i = 0; i < numberTriangles; i++)
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{
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mesh.PositionData.push_back(vertices[triangles[i][0]]);
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mesh.PositionData.push_back(vertices[triangles[i][1]]);
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mesh.PositionData.push_back(vertices[triangles[i][2]]);
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verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
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verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
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verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
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}
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startMesh = mesh;
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}
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void BoneSystem::Interpolate(int frame)
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{
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int startingFrame = -1;
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for (int i = 0; i < animations[0].keyFrames.size() - 1; i++)
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{
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int oldFrame = animations[0].keyFrames[i].frame;
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int nextFrame = animations[0].keyFrames[i + 1].frame;
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if (frame >= oldFrame && frame < nextFrame)
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{
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startingFrame = i;
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break;
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}
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}
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if (startingFrame == -1)
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{
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throw std::runtime_error("Exception here");
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}
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int modifiedFrameNumber = frame - animations[0].keyFrames[startingFrame].frame;
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int diffFrames = animations[0].keyFrames[startingFrame + 1].frame - animations[0].keyFrames[startingFrame].frame;
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float t = (modifiedFrameNumber + 0.f) / diffFrames;
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std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingFrame].bones;
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std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingFrame+1].bones;
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std::vector<Matrix4f> skinningMatrixForEachBone;
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//std::vector<Matrix3f> skinningMatrixForEachBone;
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skinningMatrixForEachBone.resize(currentBones.size());
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for (int i = 0; i < currentBones.size(); i++)
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{
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currentBones[i].boneStartWorld.v[0] = oneFrameBones[i].boneStartWorld.v[0] + t * (nextFrameBones[i].boneStartWorld.v[0] - oneFrameBones[i].boneStartWorld.v[0]);
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currentBones[i].boneStartWorld.v[1] = oneFrameBones[i].boneStartWorld.v[1] + t * (nextFrameBones[i].boneStartWorld.v[1] - oneFrameBones[i].boneStartWorld.v[1]);
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currentBones[i].boneStartWorld.v[2] = oneFrameBones[i].boneStartWorld.v[2] + t * (nextFrameBones[i].boneStartWorld.v[2] - oneFrameBones[i].boneStartWorld.v[2]);
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Vector4f q1 = MatrixToQuat(oneFrameBones[i].boneMatrixWorld);
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Vector4f q2 = MatrixToQuat(nextFrameBones[i].boneMatrixWorld);
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Vector4f q1_norm = q1.normalized();
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Vector4f q2_norm = q2.normalized();
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Vector4f result = slerp(q1_norm, q2_norm, t);
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currentBones[i].boneMatrixWorld = QuatToMatrix(result);
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//skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBones[i].boneMatrixWorld, InverseMatrix(animations[0].keyFrames[0].bones[i].boneMatrixWorld));
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Matrix4f currentBoneMatrixWorld4 = MakeMatrix4x4(currentBones[i].boneMatrixWorld, currentBones[i].boneStartWorld);
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Matrix4f startBoneMatrixWorld4 = MakeMatrix4x4(animations[0].keyFrames[0].bones[i].boneMatrixWorld, animations[0].keyFrames[0].bones[i].boneStartWorld);
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Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
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skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
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}
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/*
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for (int i = 0; i < currentBones.size(); i++)
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{
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currentBones[i].boneStartWorld = oneFrameBones[i].boneStartWorld;
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currentBones[i].boneMatrixWorld = oneFrameBones[i].boneMatrixWorld;
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Matrix4f currentBoneMatrixWorld4 = MakeMatrix4x4(currentBones[i].boneMatrixWorld, currentBones[i].boneStartWorld);
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||
Matrix4f startBoneMatrixWorld4 = MakeMatrix4x4(animations[0].keyFrames[0].bones[i].boneMatrixWorld, animations[0].keyFrames[0].bones[i].boneStartWorld);
|
||
Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
|
||
skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
|
||
|
||
}
|
||
*/
|
||
for (int i = 0; i < mesh.PositionData.size(); i++)
|
||
{
|
||
Vector4f originalPos = {
|
||
startMesh.PositionData[i].v[0],
|
||
startMesh.PositionData[i].v[1],
|
||
startMesh.PositionData[i].v[2], 1.0};
|
||
|
||
Vector4f finalPos = Vector4f{0.f, 0.f, 0.f, 0.f};
|
||
|
||
bool vMoved = false;
|
||
//Vector3f finalPos = Vector3f{ 0.f, 0.f, 0.f };
|
||
|
||
for (int j = 0; j < MAX_BONE_COUNT; j++)
|
||
{
|
||
if (verticesBoneWeight[i][j].weight != 0)
|
||
{
|
||
vMoved = true;
|
||
//finalPos = finalPos + MultVectorMatrix(originalPos, skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex]) * verticesBoneWeight[i][j].weight;
|
||
finalPos = finalPos + MultMatrixVector(skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex], originalPos) * verticesBoneWeight[i][j].weight;
|
||
}
|
||
}
|
||
|
||
if (abs(finalPos.v[0] - originalPos.v[0]) > 1 || abs(finalPos.v[1] - originalPos.v[1]) > 1 || abs(finalPos.v[2] - originalPos.v[2]) > 1)
|
||
{
|
||
std::cout << "Hello!" << std::endl;
|
||
}
|
||
|
||
if (!vMoved)
|
||
{
|
||
std::cout << "Hello!" << std::endl;
|
||
}
|
||
|
||
mesh.PositionData[i].v[0] = finalPos.v[0];
|
||
mesh.PositionData[i].v[1] = finalPos.v[1];
|
||
mesh.PositionData[i].v[2] = finalPos.v[2];
|
||
}
|
||
|
||
|
||
|
||
|
||
}
|
||
|
||
|
||
} |