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glTF: Clean up rigid animation
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parent
5113fcaedd
commit
01e4395977
2 changed files with 52 additions and 63 deletions
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@ -364,18 +364,6 @@ IAnimatedMesh* SelfType::createMesh(io::IReadFile* file)
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return nullptr;
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}
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static void transformVertices(std::vector<video::S3DVertex> &vertices, const core::matrix4 &transform)
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{
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for (auto &vertex : vertices) {
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// Apply scaling, rotation and rotation (in that order) to the position.
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transform.transformVect(vertex.Pos);
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// For the normal, we do not want to apply the translation.
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vertex.Normal = transform.rotateAndScaleVect(vertex.Normal);
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// Renormalize (length might have been affected by scaling).
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vertex.Normal.normalize();
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}
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}
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static void checkIndices(const std::vector<u16> &indices, const std::size_t nVerts)
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{
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for (u16 index : indices) {
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@ -425,12 +413,6 @@ void SelfType::MeshExtractor::addPrimitive(
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if (n_vertices >= std::numeric_limits<u16>::max())
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throw std::runtime_error("too many vertices");
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// Apply the global transform along the parent chain.
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// "Only the joint transforms are applied to the skinned mesh;
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// the transform of the skinned mesh node MUST be ignored."
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if (!skinIdx)
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transformVertices(*vertices, parent->GlobalMatrix);
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auto maybeIndices = getIndices(primitive);
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std::vector<u16> indices;
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if (maybeIndices.has_value()) {
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@ -441,10 +423,9 @@ void SelfType::MeshExtractor::addPrimitive(
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indices = generateIndices(vertices->size());
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}
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m_irr_model->addMeshBuffer(
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new SSkinMeshBuffer(std::move(*vertices), std::move(indices)));
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auto *meshbuf = new SSkinMeshBuffer(std::move(*vertices), std::move(indices));
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m_irr_model->addMeshBuffer(meshbuf);
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const auto meshbufNr = m_irr_model->getMeshBufferCount() - 1;
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auto *meshbuf = m_irr_model->getMeshBuffer(meshbufNr);
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if (primitive.material.has_value()) {
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const auto &material = m_gltf_model.materials->at(*primitive.material);
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@ -463,17 +444,17 @@ void SelfType::MeshExtractor::addPrimitive(
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}
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}
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if (!skinIdx.has_value()) {
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// No skin => all vertices belong entirely to their parent
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for (std::size_t v = 0; v < n_vertices; ++v) {
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auto *weight = m_irr_model->addWeight(parent);
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weight->buffer_id = meshbufNr;
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weight->vertex_id = v;
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weight->strength = 1.0f;
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}
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if (!skinIdx) {
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// Apply the global transform along the parent chain.
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meshbuf->Transformation = parent->GlobalMatrix;
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// Set up rigid animation
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parent->AttachedMeshes.push_back(meshbufNr);
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return;
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}
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// Otherwise: "Only the joint transforms are applied to the skinned mesh;
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// the transform of the skinned mesh node MUST be ignored."
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const auto &skin = m_gltf_model.skins->at(*skinIdx);
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const auto &attrs = primitive.attributes;
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@ -91,6 +91,20 @@ SECTION("minimal triangle") {
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}
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}
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auto check_cube_vertices = [](auto *meshbuf) {
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REQUIRE(meshbuf->getVertexCount() == 24);
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auto vertices = static_cast<const irr::video::S3DVertex *>(
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meshbuf->getVertices());
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CHECK(vertices[0].Pos == v3f{-1.0f, -1.0f, -1.0f});
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CHECK(vertices[3].Pos == v3f{-1.0f, 1.0f, -1.0f});
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CHECK(vertices[6].Pos == v3f{-1.0f, -1.0f, 1.0f});
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CHECK(vertices[9].Pos == v3f{-1.0f, 1.0f, 1.0f});
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CHECK(vertices[12].Pos == v3f{1.0f, -1.0f, -1.0f});
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CHECK(vertices[15].Pos == v3f{1.0f, 1.0f, -1.0f});
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CHECK(vertices[18].Pos == v3f{1.0f, -1.0f, 1.0f});
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CHECK(vertices[21].Pos == v3f{1.0f, 1.0f, 1.0f});
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};
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SECTION("blender cube") {
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const auto path = GENERATE(
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model_stem + "blender_cube.gltf",
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@ -98,24 +112,20 @@ SECTION("blender cube") {
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const auto mesh = loadMesh(path);
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REQUIRE(mesh);
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REQUIRE(mesh->getMeshBufferCount() == 1);
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auto *meshbuf = dynamic_cast<irr::scene::SSkinMeshBuffer *>(
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mesh->getMeshBuffer(0));
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REQUIRE(meshbuf);
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SECTION("vertex coordinates are correct") {
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REQUIRE(mesh->getMeshBuffer(0)->getVertexCount() == 24);
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auto vertices = static_cast<const irr::video::S3DVertex *>(
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mesh->getMeshBuffer(0)->getVertices());
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CHECK(vertices[0].Pos == v3f{-10.0f, -10.0f, -10.0f});
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CHECK(vertices[3].Pos == v3f{-10.0f, 10.0f, -10.0f});
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CHECK(vertices[6].Pos == v3f{-10.0f, -10.0f, 10.0f});
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CHECK(vertices[9].Pos == v3f{-10.0f, 10.0f, 10.0f});
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CHECK(vertices[12].Pos == v3f{10.0f, -10.0f, -10.0f});
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CHECK(vertices[15].Pos == v3f{10.0f, 10.0f, -10.0f});
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CHECK(vertices[18].Pos == v3f{10.0f, -10.0f, 10.0f});
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CHECK(vertices[21].Pos == v3f{10.0f, 10.0f, 10.0f});
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core::matrix4 scale;
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scale.setScale(v3f(10.0f));
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REQUIRE(meshbuf->Transformation == scale);
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check_cube_vertices(meshbuf);
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}
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SECTION("vertex indices are correct") {
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REQUIRE(mesh->getMeshBuffer(0)->getIndexCount() == 36);
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REQUIRE(meshbuf->getIndexCount() == 36);
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auto indices = static_cast<const irr::u16 *>(
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mesh->getMeshBuffer(0)->getIndices());
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meshbuf->getIndices());
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CHECK(indices[0] == 16);
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CHECK(indices[1] == 5);
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CHECK(indices[2] == 22);
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@ -123,9 +133,9 @@ SECTION("blender cube") {
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}
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SECTION("vertex normals are correct") {
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REQUIRE(mesh->getMeshBuffer(0)->getVertexCount() == 24);
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REQUIRE(meshbuf->getVertexCount() == 24);
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auto vertices = static_cast<const irr::video::S3DVertex *>(
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mesh->getMeshBuffer(0)->getVertices());
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meshbuf->getVertices());
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CHECK(vertices[0].Normal == v3f{-1.0f, 0.0f, 0.0f});
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CHECK(vertices[1].Normal == v3f{0.0f, -1.0f, 0.0f});
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CHECK(vertices[2].Normal == v3f{0.0f, 0.0f, -1.0f});
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@ -136,9 +146,9 @@ SECTION("blender cube") {
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}
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SECTION("texture coords are correct") {
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REQUIRE(mesh->getMeshBuffer(0)->getVertexCount() == 24);
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REQUIRE(meshbuf->getVertexCount() == 24);
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auto vertices = static_cast<const irr::video::S3DVertex *>(
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mesh->getMeshBuffer(0)->getVertices());
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meshbuf->getVertices());
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CHECK(vertices[0].TCoords == v2f{0.375f, 1.0f});
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CHECK(vertices[1].TCoords == v2f{0.125f, 0.25f});
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CHECK(vertices[2].TCoords == v2f{0.375f, 0.0f});
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@ -151,20 +161,15 @@ SECTION("blender cube scaled") {
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const auto mesh = loadMesh(model_stem + "blender_cube_scaled.gltf");
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REQUIRE(mesh);
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REQUIRE(mesh->getMeshBufferCount() == 1);
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auto *meshbuf = dynamic_cast<irr::scene::SSkinMeshBuffer *>(
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mesh->getMeshBuffer(0));
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REQUIRE(meshbuf);
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SECTION("Scaling is correct") {
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REQUIRE(mesh->getMeshBuffer(0)->getVertexCount() == 24);
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auto vertices = static_cast<const irr::video::S3DVertex *>(
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mesh->getMeshBuffer(0)->getVertices());
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CHECK(vertices[0].Pos == v3f{-150.0f, -1.0f, -21.5f});
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CHECK(vertices[3].Pos == v3f{-150.0f, 1.0f, -21.5f});
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CHECK(vertices[6].Pos == v3f{-150.0f, -1.0f, 21.5f});
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CHECK(vertices[9].Pos == v3f{-150.0f, 1.0f, 21.5f});
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CHECK(vertices[12].Pos == v3f{150.0f, -1.0f, -21.5f});
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CHECK(vertices[15].Pos == v3f{150.0f, 1.0f, -21.5f});
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CHECK(vertices[18].Pos == v3f{150.0f, -1.0f, 21.5f});
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CHECK(vertices[21].Pos == v3f{150.0f, 1.0f, 21.5f});
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core::matrix4 scale;
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scale.setScale(v3f{150.0f, 1.0f, 21.5f});
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REQUIRE(meshbuf->Transformation == scale);
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check_cube_vertices(meshbuf);
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}
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}
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@ -174,14 +179,17 @@ SECTION("blender cube matrix transform") {
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REQUIRE(mesh->getMeshBufferCount() == 1);
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SECTION("Transformation is correct") {
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REQUIRE(mesh->getMeshBuffer(0)->getVertexCount() == 24);
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auto *meshbuf = dynamic_cast<irr::scene::SSkinMeshBuffer *>(
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mesh->getMeshBuffer(0));
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REQUIRE(meshbuf);
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REQUIRE(meshbuf->getVertexCount() == 24);
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auto vertices = static_cast<const irr::video::S3DVertex *>(
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mesh->getMeshBuffer(0)->getVertices());
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meshbuf->getVertices());
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const auto checkVertex = [&](const std::size_t i, v3f vec) {
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// The transform scales by (1, 2, 3) and translates by (4, 5, 6).
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CHECK(vertices[i].Pos == vec * v3f{1, 2, 3}
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// The -6 is due to the coordinate system conversion.
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+ v3f{4, 5, -6});
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CHECK(meshbuf->Transformation.transformVect(vertices[i].Pos)
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== vec * v3f{1, 2, 3} + v3f{4, 5, -6});
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};
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checkVertex(0, v3f{-1, -1, -1});
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checkVertex(3, v3f{-1, 1, -1});
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