space-game001/src/BoneAnimatedModelNew.cpp
Vladislav Khorev e04fcbb9bd Clean up
2026-05-01 20:26:50 +03:00

936 lines
31 KiB
C++

#include "BoneAnimatedModelNew.h"
#include <regex>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <cstring>
namespace ZL
{
#ifdef EMSCRIPTEN
using std::min;
using std::max;
#endif
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;
}
static std::string trimRight(const std::string& s)
{
size_t end = s.size();
while (end > 0 && (s[end - 1] == '\r' || s[end - 1] == '\n' || s[end - 1] == ' ' || s[end - 1] == '\t'))
end--;
return s.substr(0, end);
}
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 BoneSystemNew::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);
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;
std::string tempLine;
// ---- Armature matrix (4 lines after the header) ----
std::getline(f, tempLine); // === Armature Matrix ===
armatureMatrix = Matrix4f::Identity();
for (int r = 0; r < 4; r++)
{
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;
}
if (floatValues.size() >= 4)
{
for (int c = 0; c < 4; c++)
armatureMatrix.data()[r + c * 4] = floatValues[c];
}
}
// ---- Bones ----
std::getline(f, tempLine); // === Armature Bones: N
int numberBones;
if (std::regex_search(tempLine, match, pattern_count)) {
numberBones = std::stoi(match.str());
}
else {
throw std::runtime_error("Armature bones count not found");
}
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); // Bone: name
std::string boneName = trimRight(tempLine.substr(6));
boneNames[i] = boneName;
std::getline(f, tempLine); // HEAD_LOCAL
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); // TAIL_LOCAL
std::getline(f, tempLine); // Length
if (std::regex_search(tempLine, match, pattern_float)) {
bones[i].boneLength = std::stof(match.str());
}
else {
throw std::runtime_error("Bone length not found");
}
// 3x3 matrix
for (int r = 0; r < 3; r++)
{
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()[r] = floatValues[0];
bones[i].boneMatrixWorld.data()[r + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.data()[r + 2 * 3] = floatValues[2];
}
std::getline(f, tempLine); // Parent
std::string parentLine = trimRight(tempLine);
if (parentLine == " Parent: None")
{
bones[i].parent = -1;
}
else
{
boneParentNames[i] = parentLine.substr(10);
}
std::getline(f, tempLine); // Children
auto bc = tempLine.cbegin();
auto ec = tempLine.cend();
while (std::regex_search(bc, ec, match, pattern_boneChildren)) {
boneChildren[boneName].push_back(match.str(1));
bc = match.suffix().first;
}
}
// Resolve parent/child indices
for (int i = 0; i < numberBones; i++)
{
const std::string& boneName = boneNames[i];
const std::string& boneParent = boneParentNames[i];
if (boneParent == "" || boneParent == "None")
bones[i].parent = -1;
else
bones[i].parent = getIndexByValue(boneParent, boneNames);
for (size_t j = 0; j < boneChildren[boneName].size(); j++)
bones[i].children.push_back(getIndexByValue(boneChildren[boneName][j], boneNames));
}
startBones = bones;
currentBones = bones;
this->boneNames = boneNames;
// ---- Multi-mesh header ----
std::getline(f, tempLine); // === TOTAL MESHES TO EXPORT: N ===
int numberMeshes;
if (std::regex_search(tempLine, match, pattern_count)) {
numberMeshes = std::stoi(match.str());
}
else {
throw std::runtime_error("Total meshes count not found");
}
for (int meshIdx = 0; meshIdx < numberMeshes; meshIdx++)
{
// === Mesh Object: Name ===
std::getline(f, tempLine);
std::string meshHeader = trimRight(tempLine);
// Extract mesh name: strip "=== Mesh Object: " prefix and " ===" suffix
const std::string prefix = "=== Mesh Object: ";
const std::string suffix = " ===";
std::string meshName;
if (meshHeader.size() >= prefix.size() + suffix.size() &&
meshHeader.compare(0, prefix.size(), prefix) == 0 &&
meshHeader.compare(meshHeader.size() - suffix.size(), suffix.size(), suffix) == 0)
{
meshName = meshHeader.substr(prefix.size(),
meshHeader.size() - prefix.size() - suffix.size());
}
else
{
throw std::runtime_error("Invalid mesh header: " + meshHeader);
}
MeshBoneData meshData;
// Vertices
std::getline(f, tempLine); // ===Vertices: N
int numberVertices;
if (std::regex_search(tempLine, match, pattern_count)) {
numberVertices = std::stoi(match.str());
}
else {
throw std::runtime_error("Vertex count not found for mesh " + meshName);
}
std::vector<Vector3f> vertices(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] };
}
// UV coordinates
std::getline(f, tempLine); // ===UV Coordinates:
std::getline(f, tempLine); // Face count: M
int numberFaces;
if (std::regex_search(tempLine, match, pattern_count)) {
numberFaces = std::stoi(match.str());
}
else {
throw std::runtime_error("Face count not found for mesh " + meshName);
}
std::vector<std::array<Vector2f, 3>> uvCoords(numberFaces);
for (int i = 0; i < numberFaces; i++)
{
std::getline(f, tempLine); // Face X
std::getline(f, tempLine); // UV Count: 3
int uvCount;
if (std::regex_search(tempLine, match, pattern_count)) {
uvCount = std::stoi(match.str());
}
else {
throw std::runtime_error("UV count not found");
}
if (uvCount != 3)
throw std::runtime_error("more than 3 uvs");
for (int j = 0; j < 3; j++)
{
std::getline(f, tempLine); // UV <Vector (u, v)>
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;
}
if (floatValues.size() != 2)
throw std::runtime_error("more than 2 uvs---");
uvCoords[i][j] = Vector2f{ floatValues[0], floatValues[1] };
}
}
// Normals
std::getline(f, tempLine); // ===Normals:
std::vector<Vector3f> normals(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] };
}
// Triangles
std::getline(f, tempLine); // ===Triangles: M
int numberTriangles;
if (std::regex_search(tempLine, match, pattern_count)) {
numberTriangles = std::stoi(match.str());
}
else {
throw std::runtime_error("Triangle count not found for mesh " + meshName);
}
std::vector<std::array<int, 3>> triangles(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] };
}
// Vertex weights
std::getline(f, tempLine); // === Vertex Weights (Max 5 bones per vertex) ===
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> localVerticesBoneWeight(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine); // Vertex X:
std::getline(f, tempLine); // Vertex groups: K
int boneCount;
if (std::regex_search(tempLine, match, pattern_count)) {
boneCount = std::stoi(match.str());
}
else {
throw std::runtime_error("Vertex group count not found");
}
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);
if (std::regex_search(tempLine, match, pattern_bone_weight)) {
std::string word = match.str(1);
double weight = std::stod(match.str(2));
int boneNumber = getIndexByValue(word, boneNames);
localVerticesBoneWeight[i][j].boneIndex = boneNumber;
localVerticesBoneWeight[i][j].weight = static_cast<float>(weight);
sumWeights += static_cast<float>(weight);
}
else {
throw std::runtime_error("No match found in bone weight line");
}
}
for (int j = 0; j < boneCount; j++)
localVerticesBoneWeight[i][j].weight /= sumWeights;
}
// Build per-triangle expanded mesh
for (int i = 0; i < numberTriangles; i++)
{
meshData.mesh.PositionData.push_back(vertices[triangles[i][0]]);
meshData.mesh.PositionData.push_back(vertices[triangles[i][1]]);
meshData.mesh.PositionData.push_back(vertices[triangles[i][2]]);
meshData.verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
meshData.verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
meshData.verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
meshData.mesh.TexCoordData.push_back(uvCoords[i][0]);
meshData.mesh.TexCoordData.push_back(uvCoords[i][1]);
meshData.mesh.TexCoordData.push_back(uvCoords[i][2]);
}
meshData.startMesh = meshData.mesh;
meshes[meshName] = std::move(meshData);
meshNamesOrdered.push_back(meshName);
}
std::cout << "Loaded " << numberMeshes << " meshes from " << fileName << std::endl;
// ---- Animation Keyframes ----
std::getline(f, tempLine); // === Animation Keyframes ===
std::getline(f, tempLine); // === Bone Transforms per Keyframe ===
std::getline(f, tempLine); // Keyframes: N
int numberKeyFrames;
if (std::regex_search(tempLine, match, pattern_count)) {
numberKeyFrames = std::stoi(match.str());
}
else {
throw std::runtime_error("Keyframe count not found");
}
animations.resize(1);
animations[0].keyFrames.resize(numberKeyFrames);
for (int i = 0; i < numberKeyFrames; i++)
{
std::getline(f, tempLine); // Frame: N
int numberFrame;
if (std::regex_search(tempLine, match, pattern_count)) {
numberFrame = std::stoi(match.str());
}
else {
throw std::runtime_error("Frame number not found");
}
animations[0].keyFrames[i].frame = numberFrame;
animations[0].keyFrames[i].bones.resize(numberBones);
for (int j = 0; j < numberBones; j++)
{
std::getline(f, tempLine); // Bone: name
std::string boneName = trimRight(tempLine.substr(8));
int boneNumber = getIndexByValue(boneName, boneNames);
animations[0].keyFrames[i].bones[boneNumber] = startBones[boneNumber];
std::getline(f, tempLine); // Location
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:
for (int r = 0; r < 4; r++)
{
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()[r] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[r + 1 * 4] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[r + 2 * 4] = floatValues[2];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.data()[r + 3 * 4] = floatValues[3];
}
}
}
if (startBones.size() > MAX_GPU_BONES)
{
std::cout << "Warning: model has " << startBones.size()
<< " bones, exceeding GPU skinning limit of " << MAX_GPU_BONES << std::endl;
}
}
void BoneSystemNew::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();
const char* end = ptr + fileData.size();
auto readRaw = [&](void* dst, size_t n) {
if (ptr + n > end) throw std::runtime_error("Unexpected EOF in binary animation file");
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()}; };
auto readString = [&]() -> std::string {
uint32_t len = readUint32();
std::string s(len, '\0');
if (len > 0) readRaw(&s[0], len);
return s;
};
// Header
char magic[4];
readRaw(magic, 4);
if (std::memcmp(magic, "BSMF", 4) != 0)
throw std::runtime_error("Invalid multi-mesh binary animation file (bad magic)");
uint32_t version = readUint32();
if (version != 2)
throw std::runtime_error("Unsupported multi-mesh binary animation file version");
// Armature matrix (row-major in file, stored with stride-4 into Matrix4f)
{
float m[16];
for (int k = 0; k < 16; k++) m[k] = readFloat();
armatureMatrix = Matrix4f::Identity();
for (int r = 0; r < 4; r++)
for (int c = 0; c < 4; c++)
armatureMatrix.data()[r + c * 4] = m[r * 4 + c];
}
// 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();
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;
// Bone names
boneNames.resize(numBones);
for (uint32_t i = 0; i < numBones; i++)
boneNames[i] = readString();
// Meshes
uint32_t numMeshes = readUint32();
for (uint32_t meshIdx = 0; meshIdx < numMeshes; meshIdx++)
{
std::string meshName = readString();
MeshBoneData meshData;
uint32_t numVertices = readUint32();
std::vector<Vector3f> vertices(numVertices);
for (uint32_t i = 0; i < numVertices; i++)
vertices[i] = readVec3();
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();
std::vector<Vector3f> normals(numVertices);
for (uint32_t i = 0; i < numVertices; i++)
normals[i] = readVec3();
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() };
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;
}
}
uint32_t cap = (numGroups < MAX_BONE_COUNT) ? numGroups : MAX_BONE_COUNT;
for (uint32_t j = 0; j < cap; j++)
localVerticesBoneWeight[i][j].weight /= sumWeights;
}
for (uint32_t i = 0; i < numTriangles; i++)
{
meshData.mesh.PositionData.push_back(vertices[triangles[i][0]]);
meshData.mesh.PositionData.push_back(vertices[triangles[i][1]]);
meshData.mesh.PositionData.push_back(vertices[triangles[i][2]]);
meshData.verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
meshData.verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
meshData.verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
meshData.mesh.TexCoordData.push_back(uvCoords[i][0]);
meshData.mesh.TexCoordData.push_back(uvCoords[i][1]);
meshData.mesh.TexCoordData.push_back(uvCoords[i][2]);
}
meshData.startMesh = meshData.mesh;
meshes[meshName] = std::move(meshData);
meshNamesOrdered.push_back(meshName);
}
// 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();
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];
}
}
if (startBones.size() > MAX_GPU_BONES)
{
std::cout << "Warning: model has " << startBones.size()
<< " bones, exceeding GPU skinning limit of " << MAX_GPU_BONES << std::endl;
}
}
int BoneSystemNew::findBoneIndex(const std::string& name) const
{
for (size_t i = 0; i < boneNames.size(); i++)
{
if (boneNames[i] == name) return static_cast<int>(i);
}
return -1;
}
void BoneSystemNew::Interpolate(int frame)
{
int startingKeyFrame = -1;
for (int i = 0; i < static_cast<int>(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 = i;
break;
}
}
if (startingKeyFrame == -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[startingKeyFrame].frame;
int diffFrames = animations[0].keyFrames[startingKeyFrame + 1].frame - animations[0].keyFrames[startingKeyFrame].frame;
float t = (modifiedFrameNumber + 0.f) / diffFrames;
std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingKeyFrame].bones;
std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingKeyFrame + 1].bones;
std::vector<Matrix4f> skinningMatrixForEachBone(currentBones.size());
for (size_t 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 = 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();
currentBones[i].boneMatrixWorld = Eigen::Matrix4f::Identity();
currentBones[i].boneMatrixWorld.block<3, 3>(0, 0) = boneMatrixWorld3;
currentBones[i].boneMatrixWorld.block<3, 1>(0, 3) = currentBones[i].boneStartWorld;
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
skinningMatrixForEachBone[i] = currentBones[i].boneMatrixWorld * startBoneMatrixWorld4.inverse();
}
for (const auto& name : meshNamesOrdered)
{
auto it = meshes.find(name);
if (it == meshes.end()) continue;
MeshBoneData& md = it->second;
for (size_t i = 0; i < md.mesh.PositionData.size(); i++)
{
Vector4f originalPos = {
md.startMesh.PositionData[i](0),
md.startMesh.PositionData[i](1),
md.startMesh.PositionData[i](2), 1.0f };
Vector4f finalPos = Vector4f{ 0.f, 0.f, 0.f, 0.f };
bool vMoved = false;
for (int j = 0; j < MAX_BONE_COUNT; j++)
{
if (md.verticesBoneWeight[i][j].weight != 0)
{
if (md.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[md.verticesBoneWeight[i][j].boneIndex] * originalPos) * md.verticesBoneWeight[i][j].weight;
}
}
if (!vMoved) finalPos = originalPos;
md.mesh.PositionData[i](0) = finalPos(0);
md.mesh.PositionData[i](1) = finalPos(1);
md.mesh.PositionData[i](2) = finalPos(2);
}
}
}
void MeshGpuSkinningData::prepareGpuSkinningVBOs(MeshBoneData& meshData)
{
if (gpuSkinningPrepared) return;
gpuBoneData.PrepareGpuSkinningData(meshData.verticesBoneWeight);
bindPoseMutable.AssignFrom(meshData.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 MeshGpuSkinningData::RenderVBO(Renderer& renderer)
{
CheckGlError(__FILE__, __LINE__);
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.positionVBO->getBuffer());
renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
CheckGlError(__FILE__, __LINE__);
if (bindPoseMutable.texCoordVBO) {
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.texCoordVBO->getBuffer());
renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
CheckGlError(__FILE__, __LINE__);
}
if (bindPoseMutable.normalVBO) {
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.normalVBO->getBuffer());
renderer.VertexAttribPointer3fv("vNormal", 0, NULL);
CheckGlError(__FILE__, __LINE__);
} else {
renderer.DisableVertexAttribArray("vNormal");
CheckGlError(__FILE__, __LINE__);
}
glBindBuffer(GL_ARRAY_BUFFER, boneIndices0VBO->getBuffer());
renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
CheckGlError(__FILE__, __LINE__);
glBindBuffer(GL_ARRAY_BUFFER, boneIndices1VBO->getBuffer());
renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
CheckGlError(__FILE__, __LINE__);
glBindBuffer(GL_ARRAY_BUFFER, boneWeights0VBO->getBuffer());
renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
CheckGlError(__FILE__, __LINE__);
glBindBuffer(GL_ARRAY_BUFFER, boneWeights1VBO->getBuffer());
renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
CheckGlError(__FILE__, __LINE__);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(bindPoseMutable.data.PositionData.size()));
}
void GpuSkinningShaderDataNew::prepareGpuSkinningVBOs(BoneSystemNew& model)
{
for (const auto& name : model.meshNamesOrdered)
{
auto it = model.meshes.find(name);
if (it == model.meshes.end()) continue;
perMesh[name].prepareGpuSkinningVBOs(it->second);
}
}
void GpuSkinningShaderDataNew::RenderVBO(Renderer& renderer, const std::vector<std::string>& meshNamesOrdered)
{
for (const auto& name : meshNamesOrdered)
{
auto it = perMesh.find(name);
if (it == perMesh.end()) continue;
it->second.RenderVBO(renderer);
}
}
void GpuSkinningShaderDataNew::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;
skinningMatrices[i] = currentBoneMatrixWorld4 * startBoneMatrixWorld4.inverse();
}
}
}