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Copy pathMesh.cpp
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313 lines (260 loc) · 13.7 KB
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#include <Phoenix/renderer/Mesh.h>
#include <Phoenix/core/log.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/config.h>
#include <glm/gtc/matrix_transform.hpp>
#include <chrono>
#include <algorithm>
namespace Phoenix{
Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<uint32_t>& indices){
m_IndexCount = (uint32_t)indices.size();
// Retain positions + indices on the CPU for physics collider generation.
m_Positions.reserve(vertices.size());
for (const auto& v : vertices) { m_Positions.push_back(v.Position); }
m_Indices = indices;
m_VertexArray = CreateRef<VertexArray>();
m_VertexArray->Bind();
Ref<VertexBuffer> vertexBuffer = CreateRef<VertexBuffer>(
(float*)vertices.data(), (int)(vertices.size() * sizeof(Vertex)));
// Bone indices/weights are part of every vertex (defaulted for static meshes)
// so the stride matches sizeof(Vertex) and the skinning shader can read them.
BufferLayout layout = {
{ ShaderDataType::Float3, "a_Position" },
{ ShaderDataType::Float3, "a_Normal" },
{ ShaderDataType::Float2, "a_TexCoords" },
{ ShaderDataType::Float4, "a_BoneIDs" },
{ ShaderDataType::Float4, "a_Weights" }
};
vertexBuffer->SetLayout(layout);
m_VertexArray->AddVertexBuffer(vertexBuffer);
Ref<IndexBuffer> indexBuffer = CreateRef<IndexBuffer>(
(uint32_t*)indices.data(), (uint32_t)indices.size());
m_VertexArray->SetIndexBuffer(indexBuffer);
}
// ---- Assimp -> glm conversions ----
static glm::mat4 ToGlm(const aiMatrix4x4& m){
glm::mat4 r;
r[0][0] = m.a1; r[1][0] = m.a2; r[2][0] = m.a3; r[3][0] = m.a4;
r[0][1] = m.b1; r[1][1] = m.b2; r[2][1] = m.b3; r[3][1] = m.b4;
r[0][2] = m.c1; r[1][2] = m.c2; r[2][2] = m.c3; r[3][2] = m.c4;
r[0][3] = m.d1; r[1][3] = m.d2; r[2][3] = m.d3; r[3][3] = m.d4;
return r;
}
static glm::vec3 ToGlm(const aiVector3D& v){ return { v.x, v.y, v.z }; }
static glm::quat ToGlm(const aiQuaternion& q){ return glm::quat(q.w, q.x, q.y, q.z); }
// ---- Worker-thread parsing (no GL calls) ----
static void SetVertexBoneData(Vertex& v, int boneID, float weight){
if (weight <= 0.0f) { return; }
for (int i = 0; i < 4; i++){
if (v.BoneIDs[i] < 0.0f){
v.BoneIDs[i] = (float)boneID;
v.Weights[i] = weight;
return;
}
}
}
// Read this mesh's bones, assigning each a stable id in the shared boneInfoMap,
// and distribute the per-vertex weights.
static void ExtractBoneWeights(std::vector<Vertex>& vertices, aiMesh* mesh,
std::map<std::string, BoneInfo>& boneInfoMap, int& boneCounter){
for (unsigned int i = 0; i < mesh->mNumBones; i++){
aiBone* bone = mesh->mBones[i];
std::string name = bone->mName.C_Str();
int boneID;
auto it = boneInfoMap.find(name);
if (it == boneInfoMap.end()){
BoneInfo info;
info.id = boneCounter;
info.offset = ToGlm(bone->mOffsetMatrix);
boneInfoMap[name] = info;
boneID = boneCounter++;
}
else{
boneID = it->second.id;
}
for (unsigned int w = 0; w < bone->mNumWeights; w++){
unsigned int vid = bone->mWeights[w].mVertexId;
if (vid < vertices.size())
SetVertexBoneData(vertices[vid], boneID, bone->mWeights[w].mWeight);
}
}
}
static void ProcessMeshData(aiMesh* mesh, const aiScene* scene, const std::string& directory,
std::vector<MeshData>& out, std::map<std::string, BoneInfo>& boneInfoMap, int& boneCounter){
MeshData data;
data.vertices.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; i++){
Vertex vertex;
vertex.Position = { mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z };
if (mesh->HasNormals())
vertex.Normal = { mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z };
else
vertex.Normal = { 0.0f, 0.0f, 0.0f };
if (mesh->mTextureCoords[0])
vertex.TexCoords = { mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y };
else
vertex.TexCoords = { 0.0f, 0.0f };
data.vertices.push_back(vertex);
}
for (unsigned int i = 0; i < mesh->mNumFaces; i++){
const aiFace& face = mesh->mFaces[i];
for (unsigned int j = 0; j < face.mNumIndices; j++)
data.indices.push_back(face.mIndices[j]);
}
ExtractBoneWeights(data.vertices, mesh, boneInfoMap, boneCounter);
if (mesh->mMaterialIndex >= 0){
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
if (material->GetTextureCount(aiTextureType_DIFFUSE) > 0){
aiString name;
material->GetTexture(aiTextureType_DIFFUSE, 0, &name);
data.diffusePath = directory + "/" + std::string(name.C_Str());
}
}
out.push_back(std::move(data));
}
static void ProcessNodeData(aiNode* node, const aiScene* scene, const std::string& directory,
std::vector<MeshData>& out, std::map<std::string, BoneInfo>& boneInfoMap, int& boneCounter){
for (unsigned int i = 0; i < node->mNumMeshes; i++)
ProcessMeshData(scene->mMeshes[node->mMeshes[i]], scene, directory, out, boneInfoMap, boneCounter);
for (unsigned int i = 0; i < node->mNumChildren; i++)
ProcessNodeData(node->mChildren[i], scene, directory, out, boneInfoMap, boneCounter);
}
static void ReadHierarchy(AssimpNodeData& dest, const aiNode* src){
dest.name = src->mName.C_Str();
dest.transformation = ToGlm(src->mTransformation);
dest.children.reserve(src->mNumChildren);
for (unsigned int i = 0; i < src->mNumChildren; i++){
AssimpNodeData child;
ReadHierarchy(child, src->mChildren[i]);
dest.children.push_back(std::move(child));
}
}
static Ref<Animation> LoadAnimation(const aiAnimation* anim, const aiScene* scene,
std::map<std::string, BoneInfo>& boneInfoMap, int& boneCounter, const glm::mat4& globalInverse){
auto out = CreateRef<Animation>();
out->m_Name = anim->mName.C_Str();
out->m_Duration = (float)anim->mDuration;
out->m_TicksPerSecond = anim->mTicksPerSecond != 0.0 ? (float)anim->mTicksPerSecond : 25.0f;
out->m_GlobalInverseTransform = globalInverse;
ReadHierarchy(out->m_RootNode, scene->mRootNode);
for (unsigned int i = 0; i < anim->mNumChannels; i++){
aiNodeAnim* channel = anim->mChannels[i];
std::string boneName = channel->mNodeName.C_Str();
// A channel may target a node that wasn't a skinning bone in any mesh; give
// it an id so the hierarchy walk still finds its animated local transform.
if (boneInfoMap.find(boneName) == boneInfoMap.end())
boneInfoMap[boneName].id = boneCounter++;
int id = boneInfoMap[boneName].id;
std::vector<KeyPosition> positions;
positions.reserve(channel->mNumPositionKeys);
for (unsigned int k = 0; k < channel->mNumPositionKeys; k++)
positions.push_back({ ToGlm(channel->mPositionKeys[k].mValue), (float)channel->mPositionKeys[k].mTime });
std::vector<KeyRotation> rotations;
rotations.reserve(channel->mNumRotationKeys);
for (unsigned int k = 0; k < channel->mNumRotationKeys; k++)
rotations.push_back({ ToGlm(channel->mRotationKeys[k].mValue), (float)channel->mRotationKeys[k].mTime });
std::vector<KeyScale> scales;
scales.reserve(channel->mNumScalingKeys);
for (unsigned int k = 0; k < channel->mNumScalingKeys; k++)
scales.push_back({ ToGlm(channel->mScalingKeys[k].mValue), (float)channel->mScalingKeys[k].mTime });
out->m_Bones.emplace_back(boneName, id, std::move(positions), std::move(rotations), std::move(scales));
}
out->m_BoneInfoMap = boneInfoMap; // snapshot (meshes' bones + channels' bones)
return out;
}
static ModelData ParseModel(std::string path){
ModelData result;
Assimp::Importer importer;
// Collapse FBX pivot helpers ("$AssimpFbx$" nodes) so each bone is a single node
// with one full translation/rotation/scale channel -- which the keyframe sampler
// expects. Without this, FBX (e.g. Mixamo) animations are scattered across
// synthetic single-purpose nodes and reconstruct incorrectly (splayed limbs).
importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
const aiScene* scene = importer.ReadFile(path,
aiProcess_Triangulate
| aiProcess_GenSmoothNormals
| aiProcess_FlipUVs
| aiProcess_JoinIdenticalVertices
| aiProcess_LimitBoneWeights);
if (!scene || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !scene->mRootNode){
PHX_CORE_ERROR("Assimp failed to load '{0}': {1}", path, importer.GetErrorString());
return result;
}
std::string directory = path.substr(0, path.find_last_of('/'));
int boneCounter = 0;
ProcessNodeData(scene->mRootNode, scene, directory, result.meshes, result.boneInfoMap, boneCounter);
glm::mat4 globalInverse = glm::inverse(ToGlm(scene->mRootNode->mTransformation));
for (unsigned int i = 0; i < scene->mNumAnimations; i++)
result.animations.push_back(LoadAnimation(scene->mAnimations[i], scene, result.boneInfoMap, boneCounter, globalInverse));
return result;
}
// ---- Main-thread model handle ----
Model::Model(const std::string& path) : m_Path(path){
m_Future = std::async(std::launch::async, ParseModel, path);
}
Model::~Model() = default;
void Model::Update(){
if (m_Uploaded || !m_Future.valid())
return;
if (m_Future.wait_for(std::chrono::seconds(0)) != std::future_status::ready)
return;
ModelData data = m_Future.get();
m_BoneInfoMap = std::move(data.boneInfoMap);
m_Animations = std::move(data.animations);
for (auto& md : data.meshes){
Ref<Mesh> mesh = CreateRef<Mesh>(md.vertices, md.indices);
if (!md.diffusePath.empty())
mesh->SetDiffuseMap(Texture2D::Create(md.diffusePath));
m_Meshes.push_back(mesh);
}
m_Uploaded = true;
PHX_CORE_INFO("Loaded model '{0}' ({1} meshes, {2} bones, {3} animations)",
m_Path, m_Meshes.size(), m_BoneInfoMap.size(), m_Animations.size());
if (m_BoneInfoMap.size() > (size_t)MAX_BONES)
PHX_CORE_ERROR("Model '{0}' has {1} bones, exceeding MAX_BONES={2}; raise it and u_BoneMatrices[] in the shaders",
m_Path, m_BoneInfoMap.size(), MAX_BONES);
}
const std::string& Model::GetAnimationName(size_t index) const{
static const std::string empty;
return index < m_Animations.size() ? m_Animations[index]->GetName() : empty;
}
int Model::GetAnimationIndex(const std::string& name) const{
for (size_t i = 0; i < m_Animations.size(); i++)
if (m_Animations[i]->GetName() == name) { return (int)i; }
return -1;
}
void Model::AddAnimationsFromFile(const std::string& path){
Assimp::Importer importer;
importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
const aiScene* scene = importer.ReadFile(path,
aiProcess_Triangulate | aiProcess_LimitBoneWeights);
if (!scene || !scene->mRootNode || scene->mNumAnimations == 0){
// Not fatal: the file may simply be absent (the user hasn't added it yet).
PHX_CORE_WARN("No animations merged from '{0}': {1}", path, importer.GetErrorString());
return;
}
// Clip name = the file's base name (e.g. "idle.fbx" -> "idle"), because Mixamo
// names every clip "mixamo.com" so the embedded name can't distinguish them.
size_t slash = path.find_last_of("/\\");
size_t dot = path.find_last_of('.');
std::string base = path.substr(slash == std::string::npos ? 0 : slash + 1);
if (dot != std::string::npos && dot > slash) { base = base.substr(0, base.find_last_of('.')); }
// Start any channel-only nodes after the model's existing bone ids so skinning
// bone ids/offsets (seeded from m_BoneInfoMap) are preserved for the merged clips.
int baseMax = 0;
for (const auto& kv : m_BoneInfoMap) { baseMax = std::max(baseMax, kv.second.id + 1); }
glm::mat4 globalInverse = glm::inverse(ToGlm(scene->mRootNode->mTransformation));
size_t before = m_Animations.size();
for (unsigned int i = 0; i < scene->mNumAnimations; i++){
std::map<std::string, BoneInfo> seed = m_BoneInfoMap; // base ids + offsets
int boneCounter = baseMax;
Ref<Animation> a = LoadAnimation(scene->mAnimations[i], scene, seed, boneCounter, globalInverse);
a->m_Name = (scene->mNumAnimations == 1) ? base : base + "_" + std::to_string(i);
m_Animations.push_back(a);
}
PHX_CORE_INFO("Merged {0} animation(s) named '{1}' from '{2}' (model now has {3} clips)",
m_Animations.size() - before, base, path, m_Animations.size());
}
}