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@@ -34,11 +34,13 @@
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#include <destrum/Graphics/SkeletalAnimation.h>
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <limits>
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#include <stdexcept>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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namespace ModelLoader {
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@@ -50,6 +52,21 @@ static glm::mat4 ToGLM(const aiMatrix4x4& m) {
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return glm::transpose(glm::make_mat4(&m.a1));
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}
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static glm::vec3 ToGLM(const aiVector3D& v) {
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return glm::vec3(v.x, v.y, v.z);
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}
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static glm::quat ToGLM(const aiQuaternion& q) {
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// glm::quat constructor order is (w, x, y, z).
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return glm::normalize(glm::quat(q.w, q.x, q.y, q.z));
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}
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static glm::vec3 SafeNormalize(const glm::vec3& v, const glm::vec3& fallback) {
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const float len2 = glm::dot(v, v);
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if (len2 <= std::numeric_limits<float>::epsilon()) return fallback;
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return v * (1.0f / std::sqrt(len2));
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}
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static void UpdateBounds(glm::vec3& mn, glm::vec3& mx, const glm::vec3& p) {
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mn.x = std::min(mn.x, p.x);
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mn.y = std::min(mn.y, p.y);
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@@ -59,6 +76,47 @@ static void UpdateBounds(glm::vec3& mn, glm::vec3& mx, const glm::vec3& p) {
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mx.z = std::max(mx.z, p.z);
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}
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struct NodeTRS {
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glm::vec3 translation{0.0f, 0.0f, 0.0f};
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glm::quat rotation{1.0f, 0.0f, 0.0f, 0.0f};
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glm::vec3 scale{1.0f, 1.0f, 1.0f};
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};
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static NodeTRS DecomposeNodeTransform(const aiNode* node) {
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NodeTRS out{};
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aiVector3D scaling;
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aiVector3D translation;
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aiQuaternion rotation;
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node->mTransformation.Decompose(scaling, rotation, translation);
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out.translation = ToGLM(translation);
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out.rotation = ToGLM(rotation);
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out.scale = ToGLM(scaling);
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return out;
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}
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static void CollectNodeDefaults(const aiNode* node,
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std::unordered_map<std::string, NodeTRS>& defaults) {
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if (!node) return;
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defaults[std::string(node->mName.C_Str())] = DecomposeNodeTransform(node);
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for (unsigned int c = 0; c < node->mNumChildren; ++c)
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CollectNodeDefaults(node->mChildren[c], defaults);
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}
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static std::unordered_map<std::string, std::uint32_t>
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BuildJointIndexMap(const Skeleton& skeleton) {
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std::unordered_map<std::string, std::uint32_t> map;
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map.reserve(skeleton.jointNames.size());
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for (std::size_t i = 0; i < skeleton.jointNames.size(); ++i)
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map[skeleton.jointNames[i]] = static_cast<std::uint32_t>(i);
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return map;
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}
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// ─── Post-process flags ───────────────────────────────────────────────────────
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static constexpr unsigned int kImportFlags =
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@@ -82,16 +140,17 @@ static const aiScene* LoadScene(Assimp::Importer& importer, const std::string& p
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// For skinned meshes, pass glm::mat4{1.f} so vertices stay in bind-pose space.
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// Skinning data is NOT populated here — call LoadSkinningData afterwards.
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static CPUMesh LoadAiMeshIntoCPUMesh(const aiMesh* mesh,
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const std::string& name,
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const glm::mat4& world) {
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const std::string& name,
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const glm::mat4& world) {
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CPUMesh out{};
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out.name = name;
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const size_t vertexCount = mesh->mNumVertices;
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out.vertices.resize(vertexCount);
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const glm::mat3 nrmMat = glm::transpose(glm::inverse(glm::mat3(world)));
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const glm::mat3 tanMat = glm::mat3(world);
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const glm::mat3 world3 = glm::mat3(world);
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const glm::mat3 nrmMat = glm::transpose(glm::inverse(world3));
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const glm::mat3 tanMat = world3;
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glm::vec3 mn{ std::numeric_limits<float>::infinity()};
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glm::vec3 mx{-std::numeric_limits<float>::infinity()};
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@@ -107,7 +166,8 @@ static CPUMesh LoadAiMeshIntoCPUMesh(const aiMesh* mesh,
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// Normal
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if (mesh->HasNormals()) {
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const aiVector3D& an = mesh->mNormals[i];
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v.normal = glm::normalize(nrmMat * glm::vec3(an.x, an.y, an.z));
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v.normal = SafeNormalize(nrmMat * glm::vec3(an.x, an.y, an.z),
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glm::vec3(0.0f, 1.0f, 0.0f));
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} else {
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v.normal = glm::vec3(0.0f, 1.0f, 0.0f);
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}
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@@ -125,8 +185,10 @@ static CPUMesh LoadAiMeshIntoCPUMesh(const aiMesh* mesh,
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if (mesh->HasTangentsAndBitangents()) {
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const aiVector3D& at = mesh->mTangents[i];
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const aiVector3D& ab = mesh->mBitangents[i];
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glm::vec3 t3 = glm::normalize(tanMat * glm::vec3(at.x, at.y, at.z));
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glm::vec3 b3 = glm::normalize(tanMat * glm::vec3(ab.x, ab.y, ab.z));
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glm::vec3 t3 = SafeNormalize(tanMat * glm::vec3(at.x, at.y, at.z),
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glm::vec3(1.0f, 0.0f, 0.0f));
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glm::vec3 b3 = SafeNormalize(tanMat * glm::vec3(ab.x, ab.y, ab.z),
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glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec3 n3 = v.normal;
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float sign = (glm::dot(glm::cross(n3, t3), b3) < 0.0f) ? -1.0f : 1.0f;
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v.tangent = glm::vec4(t3, sign);
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@@ -182,6 +244,7 @@ static void AppendMesh(CPUMesh& dst, const CPUMesh& src) {
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static Skeleton LoadSkeleton(const aiScene* scene) {
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Skeleton skeleton;
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skeleton.rootPreTransform = glm::mat4{1.0f};
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// Pass 1: collect all bone names and their inverse bind matrices
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// from every mesh in the scene.
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@@ -223,7 +286,7 @@ static Skeleton LoadSkeleton(const aiScene* scene) {
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stack.pop_back();
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std::string name(node->mName.C_Str());
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int myIdx = parentIdx;
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int myIdx = parentIdx;
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glm::mat4 myAccWorld = accWorld; // only used while still outside the bone hierarchy
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if (boneOffsets.count(name)) {
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@@ -237,7 +300,7 @@ static Skeleton LoadSkeleton(const aiScene* scene) {
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skeleton.jointNames.push_back(name);
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skeleton.inverseBindMatrices.push_back(boneOffsets[name]);
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// Grow hierarchy arrays to accommodate this id
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// Grow hierarchy arrays to accommodate this id.
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while (skeleton.hierarchy.size() <= id)
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skeleton.hierarchy.push_back({});
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skeleton.hierarchy[id].id = id;
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@@ -251,10 +314,11 @@ static Skeleton LoadSkeleton(const aiScene* scene) {
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skeleton.rootPreTransform = accWorld;
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glm::mat4& m = skeleton.rootPreTransform;
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// Normalize each basis vector to remove scale
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m[0] = glm::vec4(glm::normalize(glm::vec3(m[0])), 0.f);
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m[1] = glm::vec4(glm::normalize(glm::vec3(m[1])), 0.f);
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m[2] = glm::vec4(glm::normalize(glm::vec3(m[2])), 0.f);
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// Normalize each basis vector to remove scale without creating
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// NaNs if an imported file contains a degenerate transform.
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m[0] = glm::vec4(SafeNormalize(glm::vec3(m[0]), glm::vec3(1.0f, 0.0f, 0.0f)), 0.f);
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m[1] = glm::vec4(SafeNormalize(glm::vec3(m[1]), glm::vec3(0.0f, 1.0f, 0.0f)), 0.f);
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m[2] = glm::vec4(SafeNormalize(glm::vec3(m[2]), glm::vec3(0.0f, 0.0f, 1.0f)), 0.f);
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}
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// Once we are inside the bone hierarchy the pre-transform is fully
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@@ -265,7 +329,7 @@ static Skeleton LoadSkeleton(const aiScene* scene) {
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myAccWorld = accWorld * ToGLM(node->mTransformation);
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}
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// Push children in reverse so left-most child is processed first
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// Push children in reverse so left-most child is processed first.
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for (int c = static_cast<int>(node->mNumChildren) - 1; c >= 0; --c)
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stack.push_back({ node->mChildren[c], myIdx, myAccWorld });
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}
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@@ -279,119 +343,240 @@ static Skeleton LoadSkeleton(const aiScene* scene) {
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// Populate cpuMesh.skinningData from the matching aiMesh.
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// Must be called after LoadAiMeshIntoCPUMesh so vertices are already sized.
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static void LoadSkinningData(CPUMesh& cpuMesh,
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const aiMesh* aiMesh,
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const Skeleton& skeleton) {
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const aiMesh* aiMesh,
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const Skeleton& skeleton) {
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if (!aiMesh->HasBones() || skeleton.joints.empty()) return;
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cpuMesh.skinningData.assign(cpuMesh.vertices.size(),
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CPUMesh::SkinningData{ {0, 0, 0, 0}, {0.f, 0.f, 0.f, 0.f} });
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const auto jointIndexByName = BuildJointIndexMap(skeleton);
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std::vector<int> weightCount(cpuMesh.vertices.size(), 0);
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for (unsigned int b = 0; b < aiMesh->mNumBones; ++b) {
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const aiBone* bone = aiMesh->mBones[b];
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std::string boneName(bone->mName.C_Str());
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// Find which joint index this bone maps to
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std::uint32_t jointIdx = 0;
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bool found = false;
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for (std::size_t j = 0; j < skeleton.jointNames.size(); ++j) {
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if (skeleton.jointNames[j] == boneName) {
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jointIdx = static_cast<std::uint32_t>(j);
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found = true;
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break;
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}
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}
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if (!found) continue;
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const auto jointIt = jointIndexByName.find(boneName);
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if (jointIt == jointIndexByName.end()) continue;
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const std::uint32_t jointIdx = jointIt->second;
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for (unsigned int w = 0; w < bone->mNumWeights; ++w) {
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const unsigned int vertIdx = bone->mWeights[w].mVertexId;
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const float weight = bone->mWeights[w].mWeight;
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const int slot = weightCount[vertIdx];
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if (vertIdx >= cpuMesh.skinningData.size()) continue;
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if (slot >= 4) continue; // aiProcess_LimitBoneWeights should prevent this
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const float weight = bone->mWeights[w].mWeight;
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const int slot = weightCount[vertIdx];
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if (slot >= 4) continue; // aiProcess_LimitBoneWeights should prevent this.
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cpuMesh.skinningData[vertIdx].jointIds[slot] = jointIdx;
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cpuMesh.skinningData[vertIdx].weights[slot] = weight;
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++weightCount[vertIdx];
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}
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}
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// Normalize weights so the shader does not accidentally shrink/explode
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// vertices if the importer returned imperfect totals.
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for (std::size_t i = 0; i < cpuMesh.skinningData.size(); ++i) {
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auto& skin = cpuMesh.skinningData[i];
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const float sum = skin.weights[0] + skin.weights[1] + skin.weights[2] + skin.weights[3];
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if (sum > std::numeric_limits<float>::epsilon()) {
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skin.weights[0] /= sum;
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skin.weights[1] /= sum;
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skin.weights[2] /= sum;
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skin.weights[3] /= sum;
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} else {
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// Defensive fallback for malformed meshes with unweighted vertices.
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skin.jointIds = {0, 0, 0, 0};
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skin.weights = {1.f, 0.f, 0.f, 0.f};
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}
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}
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}
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// ─── Animation loading ────────────────────────────────────────────────────────
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static glm::vec3 SampleVectorKeys(const aiVectorKey* keys,
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unsigned int count,
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double tick,
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const glm::vec3& fallback) {
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if (!keys || count == 0) return fallback;
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if (count == 1 || tick <= keys[0].mTime) return ToGLM(keys[0].mValue);
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for (unsigned int i = 0; i + 1 < count; ++i) {
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const double t0 = keys[i].mTime;
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const double t1 = keys[i + 1].mTime;
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if (tick <= t1) {
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const double denom = t1 - t0;
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const float alpha = denom > 0.0
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? static_cast<float>((tick - t0) / denom)
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: 0.0f;
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return glm::mix(ToGLM(keys[i].mValue), ToGLM(keys[i + 1].mValue), alpha);
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}
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}
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return ToGLM(keys[count - 1].mValue);
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}
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static glm::quat SampleQuatKeys(const aiQuatKey* keys,
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unsigned int count,
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double tick,
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const glm::quat& fallback) {
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if (!keys || count == 0) return fallback;
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if (count == 1 || tick <= keys[0].mTime) return ToGLM(keys[0].mValue);
|
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|
|
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|
|
|
|
for (unsigned int i = 0; i + 1 < count; ++i) {
|
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|
|
const double t0 = keys[i].mTime;
|
|
|
|
|
const double t1 = keys[i + 1].mTime;
|
|
|
|
|
|
|
|
|
|
if (tick <= t1) {
|
|
|
|
|
const double denom = t1 - t0;
|
|
|
|
|
const float alpha = denom > 0.0
|
|
|
|
|
? static_cast<float>((tick - t0) / denom)
|
|
|
|
|
: 0.0f;
|
|
|
|
|
|
|
|
|
|
return glm::normalize(glm::slerp(ToGLM(keys[i].mValue),
|
|
|
|
|
ToGLM(keys[i + 1].mValue),
|
|
|
|
|
alpha));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return ToGLM(keys[count - 1].mValue);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void AppendUniqueKeyTimes(std::vector<double>& times,
|
|
|
|
|
const aiVectorKey* keys,
|
|
|
|
|
unsigned int count) {
|
|
|
|
|
if (!keys) return;
|
|
|
|
|
for (unsigned int i = 0; i < count; ++i)
|
|
|
|
|
times.push_back(keys[i].mTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void AppendUniqueKeyTimes(std::vector<double>& times,
|
|
|
|
|
const aiQuatKey* keys,
|
|
|
|
|
unsigned int count) {
|
|
|
|
|
if (!keys) return;
|
|
|
|
|
for (unsigned int i = 0; i < count; ++i)
|
|
|
|
|
times.push_back(keys[i].mTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void SortAndUniqueKeyTimes(std::vector<double>& times) {
|
|
|
|
|
std::sort(times.begin(), times.end());
|
|
|
|
|
|
|
|
|
|
constexpr double epsilon = 1e-6;
|
|
|
|
|
times.erase(std::unique(times.begin(), times.end(),
|
|
|
|
|
[](double a, double b) { return std::abs(a - b) <= epsilon; }),
|
|
|
|
|
times.end());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static double GetMaxAnimationKeyTick(const aiAnimation* aiAnim) {
|
|
|
|
|
double maxTick = 0.0;
|
|
|
|
|
|
|
|
|
|
for (unsigned int c = 0; c < aiAnim->mNumChannels; ++c) {
|
|
|
|
|
const aiNodeAnim* ch = aiAnim->mChannels[c];
|
|
|
|
|
|
|
|
|
|
if (ch->mNumPositionKeys > 0)
|
|
|
|
|
maxTick = std::max(maxTick, ch->mPositionKeys[ch->mNumPositionKeys - 1].mTime);
|
|
|
|
|
if (ch->mNumRotationKeys > 0)
|
|
|
|
|
maxTick = std::max(maxTick, ch->mRotationKeys[ch->mNumRotationKeys - 1].mTime);
|
|
|
|
|
if (ch->mNumScalingKeys > 0)
|
|
|
|
|
maxTick = std::max(maxTick, ch->mScalingKeys[ch->mNumScalingKeys - 1].mTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return maxTick;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static std::vector<SkeletalAnimation> LoadAnimations(const aiScene* scene,
|
|
|
|
|
const Skeleton& skeleton) {
|
|
|
|
|
const Skeleton& skeleton) {
|
|
|
|
|
std::vector<SkeletalAnimation> result;
|
|
|
|
|
if (!scene->HasAnimations()) return result;
|
|
|
|
|
if (!scene->HasAnimations() || skeleton.joints.empty()) return result;
|
|
|
|
|
|
|
|
|
|
const auto jointIndexByName = BuildJointIndexMap(skeleton);
|
|
|
|
|
|
|
|
|
|
std::unordered_map<std::string, NodeTRS> nodeDefaults;
|
|
|
|
|
CollectNodeDefaults(scene->mRootNode, nodeDefaults);
|
|
|
|
|
|
|
|
|
|
result.reserve(scene->mNumAnimations);
|
|
|
|
|
|
|
|
|
|
for (unsigned int a = 0; a < scene->mNumAnimations; ++a) {
|
|
|
|
|
const aiAnimation* aiAnim = scene->mAnimations[a];
|
|
|
|
|
const double tps = aiAnim->mTicksPerSecond > 0.0 ? aiAnim->mTicksPerSecond : 25.0;
|
|
|
|
|
|
|
|
|
|
const double durationTicks = aiAnim->mDuration > 0.0
|
|
|
|
|
? aiAnim->mDuration
|
|
|
|
|
: GetMaxAnimationKeyTick(aiAnim);
|
|
|
|
|
|
|
|
|
|
SkeletalAnimation anim;
|
|
|
|
|
anim.name = aiAnim->mName.C_Str();
|
|
|
|
|
anim.duration = static_cast<float>(aiAnim->mDuration / tps);
|
|
|
|
|
anim.name = aiAnim->mName.length > 0
|
|
|
|
|
? std::string(aiAnim->mName.C_Str())
|
|
|
|
|
: ("Animation_" + std::to_string(a));
|
|
|
|
|
anim.duration = static_cast<float>(durationTicks / tps);
|
|
|
|
|
anim.looped = true;
|
|
|
|
|
|
|
|
|
|
anim.tracks.reserve(aiAnim->mNumChannels);
|
|
|
|
|
|
|
|
|
|
for (unsigned int c = 0; c < aiAnim->mNumChannels; ++c) {
|
|
|
|
|
const aiNodeAnim* ch = aiAnim->mChannels[c];
|
|
|
|
|
std::string boneName(ch->mNodeName.C_Str());
|
|
|
|
|
const std::string boneName(ch->mNodeName.C_Str());
|
|
|
|
|
|
|
|
|
|
// Map bone name to joint index
|
|
|
|
|
std::uint32_t jointIdx = 0;
|
|
|
|
|
bool found = false;
|
|
|
|
|
for (std::size_t j = 0; j < skeleton.jointNames.size(); ++j) {
|
|
|
|
|
if (skeleton.jointNames[j] == boneName) {
|
|
|
|
|
jointIdx = static_cast<std::uint32_t>(j);
|
|
|
|
|
found = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!found) continue;
|
|
|
|
|
const auto jointIt = jointIndexByName.find(boneName);
|
|
|
|
|
if (jointIt == jointIndexByName.end()) continue;
|
|
|
|
|
|
|
|
|
|
SkeletalAnimation::Track track;
|
|
|
|
|
track.jointIndex = jointIdx;
|
|
|
|
|
const auto defaultIt = nodeDefaults.find(boneName);
|
|
|
|
|
const NodeTRS defaults = defaultIt != nodeDefaults.end()
|
|
|
|
|
? defaultIt->second
|
|
|
|
|
: NodeTRS{};
|
|
|
|
|
|
|
|
|
|
// Position, rotation and scale channels can have different keyframe
|
|
|
|
|
// counts and independent time axes. Build the track from the position
|
|
|
|
|
// channel's timeline and pick the nearest rotation/scale key for each
|
|
|
|
|
// sample rather than assuming index alignment. This avoids corrupted
|
|
|
|
|
// keyframes when counts differ.
|
|
|
|
|
const unsigned int numPos = ch->mNumPositionKeys;
|
|
|
|
|
const unsigned int numRot = ch->mNumRotationKeys;
|
|
|
|
|
const unsigned int numSca = ch->mNumScalingKeys;
|
|
|
|
|
// counts and independent time axes. Build a unified timeline from
|
|
|
|
|
// every key time, then sample/interpolate every TRS component at
|
|
|
|
|
// that time.
|
|
|
|
|
//
|
|
|
|
|
// This fixes the old loader's bad assumptions:
|
|
|
|
|
// - rotation/scale keys might be absent;
|
|
|
|
|
// - scale-only tracks are valid;
|
|
|
|
|
// - key counts do not have to match;
|
|
|
|
|
// - key index k does not imply the same timestamp in each channel;
|
|
|
|
|
// - missing components must fall back to the node's bind/local pose,
|
|
|
|
|
// not zero translation or invalid array access.
|
|
|
|
|
std::vector<double> keyTicks;
|
|
|
|
|
keyTicks.reserve(ch->mNumPositionKeys + ch->mNumRotationKeys + ch->mNumScalingKeys);
|
|
|
|
|
|
|
|
|
|
// Use position keys to drive the timeline (most common case).
|
|
|
|
|
// If there are no position keys fall back to rotation keys.
|
|
|
|
|
const unsigned int numKeys = numPos > 0 ? numPos : numRot;
|
|
|
|
|
AppendUniqueKeyTimes(keyTicks, ch->mPositionKeys, ch->mNumPositionKeys);
|
|
|
|
|
AppendUniqueKeyTimes(keyTicks, ch->mRotationKeys, ch->mNumRotationKeys);
|
|
|
|
|
AppendUniqueKeyTimes(keyTicks, ch->mScalingKeys, ch->mNumScalingKeys);
|
|
|
|
|
SortAndUniqueKeyTimes(keyTicks);
|
|
|
|
|
|
|
|
|
|
for (unsigned int k = 0; k < numKeys; ++k) {
|
|
|
|
|
if (keyTicks.empty()) {
|
|
|
|
|
// Extremely defensive: an animation channel with no keys should
|
|
|
|
|
// not normally exist, but keep a stable bind-pose track instead
|
|
|
|
|
// of returning an empty/corrupt track.
|
|
|
|
|
keyTicks.push_back(0.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SkeletalAnimation::Track track;
|
|
|
|
|
track.jointIndex = jointIt->second;
|
|
|
|
|
track.keyframes.reserve(keyTicks.size());
|
|
|
|
|
|
|
|
|
|
for (double tick : keyTicks) {
|
|
|
|
|
SkeletalAnimation::Keyframe kf;
|
|
|
|
|
|
|
|
|
|
// Time comes from whichever channel drives this loop
|
|
|
|
|
if (numPos > 0) {
|
|
|
|
|
kf.time = static_cast<float>(ch->mPositionKeys[k].mTime / tps);
|
|
|
|
|
const auto& p = ch->mPositionKeys[k].mValue;
|
|
|
|
|
kf.translation = { p.x, p.y, p.z };
|
|
|
|
|
} else {
|
|
|
|
|
kf.time = static_cast<float>(ch->mRotationKeys[k].mTime / tps);
|
|
|
|
|
kf.translation = { 0.f, 0.f, 0.f };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Nearest rotation key at this index
|
|
|
|
|
{
|
|
|
|
|
const unsigned int ri = std::min(k, numRot - 1);
|
|
|
|
|
const auto& r = ch->mRotationKeys[ri].mValue;
|
|
|
|
|
kf.rotation = glm::quat(r.w, r.x, r.y, r.z); // glm: (w,x,y,z)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Nearest scale key at this index
|
|
|
|
|
{
|
|
|
|
|
const unsigned int si = std::min(k, numSca - 1);
|
|
|
|
|
const auto& s = ch->mScalingKeys[si].mValue;
|
|
|
|
|
kf.scale = { s.x, s.y, s.z };
|
|
|
|
|
}
|
|
|
|
|
kf.time = static_cast<float>(tick / tps);
|
|
|
|
|
kf.translation = SampleVectorKeys(ch->mPositionKeys,
|
|
|
|
|
ch->mNumPositionKeys,
|
|
|
|
|
tick,
|
|
|
|
|
defaults.translation);
|
|
|
|
|
kf.rotation = SampleQuatKeys(ch->mRotationKeys,
|
|
|
|
|
ch->mNumRotationKeys,
|
|
|
|
|
tick,
|
|
|
|
|
defaults.rotation);
|
|
|
|
|
kf.scale = SampleVectorKeys(ch->mScalingKeys,
|
|
|
|
|
ch->mNumScalingKeys,
|
|
|
|
|
tick,
|
|
|
|
|
defaults.scale);
|
|
|
|
|
|
|
|
|
|
track.keyframes.push_back(kf);
|
|
|
|
|
}
|
|
|
|
@@ -558,4 +743,4 @@ static SkinnedModel LoadSkinnedModel(const std::string& path) {
|
|
|
|
|
|
|
|
|
|
} // namespace ModelLoader
|
|
|
|
|
|
|
|
|
|
#endif // MODELLOADER_H
|
|
|
|
|
#endif // MODELLOADER_H
|
|
|
|
|