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[rmodels] Initial work to correctly handle the node hierarchy in a glTF file (#4037)

* Initial work to correctly handle the node hierarchy in a glTF file.
Static meshes seem to work fine in my tests. Haven't tried anything
animated yet, but it's almost certainly broken.

* Fix variable naming, some comment tweaks

* Only count primitives made up of triangles in glTF meshes

* Update processing of gltf mesh animation data, to match earlier
changes to vertex/normal/tangent data
pull/4092/head
Paul Melis 7 månader sedan
committed by GitHub
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d582becbc2
Ingen känd nyckel hittad för denna signaturen i databasen GPG-nyckel ID: B5690EEEBB952194
1 ändrade filer med 112 tillägg och 31 borttagningar
  1. +112
    -31
      src/rmodels.c

+ 112
- 31
src/rmodels.c Visa fil

@ -4895,6 +4895,7 @@ static Model LoadGLTF(const char *fileName)
/*********************************************************************************************
Function implemented by Wilhem Barbier(@wbrbr), with modifications by Tyler Bezera(@gamerfiend)
Transform handling implemented by Paul Melis (@paulmelis).
Reviewed by Ramon Santamaria (@raysan5)
FEATURES:
@ -4904,6 +4905,10 @@ static Model LoadGLTF(const char *fileName)
PBR specular/glossiness flow and extended texture flows not supported
- Supports multiple meshes per model (every primitives is loaded as a separate mesh)
- Supports basic animations
- Transforms, including parent-child relations, are applied on the mesh data, but the
hierarchy is not kept (as it can't be represented).
- Mesh instances in the glTF file (i.e. same mesh linked from multiple nodes)
are turned into separate raylib Meshes.
RESTRICTIONS:
- Only triangle meshes supported
@ -4913,7 +4918,8 @@ static Model LoadGLTF(const char *fileName)
> Texcoords: vec2: float
> Colors: vec4: u8, u16, f32 (normalized)
> Indices: u16, u32 (truncated to u16)
- Node hierarchies or transforms not supported
- Scenes defined in the glTF file are ignored. All nodes in the file
are used.
***********************************************************************************************/
@ -4965,8 +4971,22 @@ static Model LoadGLTF(const char *fileName)
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
int primitivesCount = 0;
// NOTE: We will load every primitive in the glTF as a separate raylib mesh
for (unsigned int i = 0; i < data->meshes_count; i++) primitivesCount += (int)data->meshes[i].primitives_count;
// NOTE: We will load every primitive in the glTF as a separate raylib Mesh.
// Determine total number of meshes needed from the node hierarchy.
for (unsigned int i = 0; i < data->nodes_count; i++)
{
cgltf_node *node = &(data->nodes[i]);
cgltf_mesh *mesh = node->mesh;
if (!mesh)
continue;
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
if (mesh->primitives[p].type == cgltf_primitive_type_triangles)
primitivesCount++;
}
}
TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount);
// Load our model data: meshes and materials
model.meshCount = primitivesCount;
@ -5069,27 +5089,51 @@ static Model LoadGLTF(const char *fileName)
// has_clearcoat, has_transmission, has_volume, has_ior, has specular, has_sheen
}
// Load meshes data
// Visit each node in the hierarchy and process any mesh linked from it.
// Each primitive within a glTF node becomes a Raylib Mesh.
// The local-to-world transform of each node is used to transform the
// points/normals/tangents of the created Mesh(es).
// Any glTF mesh linked from more than one Node (i.e. instancing)
// is turned into multiple Mesh's, as each Node will have its own
// transform applied.
// Note: the code below disregards the scenes defined in the file, all nodes are used.
//----------------------------------------------------------------------------------------------------
for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
int meshIndex = 0;
for (unsigned int i = 0; i < data->nodes_count; i++)
{
// NOTE: meshIndex accumulates primitives
n">cgltf_node *node = &(data->nodes[i]);
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
cgltf_mesh *mesh = node->mesh;
if (!mesh)
continue;
cgltf_float worldTransform[16];
cgltf_node_transform_world(node, worldTransform);
Matrix worldMatrix = {
worldTransform[0], worldTransform[4], worldTransform[8], worldTransform[12],
worldTransform[1], worldTransform[5], worldTransform[9], worldTransform[13],
worldTransform[2], worldTransform[6], worldTransform[10], worldTransform[14],
worldTransform[3], worldTransform[7], worldTransform[11], worldTransform[15]
};
Matrix worldMatrixNormals = MatrixTranspose(MatrixInvert(worldMatrix));
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
// NOTE: We only support primitives defined by triangles
// Other alternatives: points, lines, line_strip, triangle_strip
if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue;
if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue;
// NOTE: Attributes data could be provided in several data formats (8, 8u, 16u, 32...),
// Only some formats for each attribute type are supported, read info at the top of this function!
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
{
// Check the different attributes for every primitive
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float
if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined
@ -5101,12 +5145,22 @@ static Model LoadGLTF(const char *fileName)
// Load 3 components of float data type into mesh.vertices
LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].vertices)
// Transform the vertices
float *vertices = model.meshes[meshIndex].vertices;
for (int k = 0; k < attribute->count; k++)
{
Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix);
vertices[3*k] = vt.x;
vertices[3*k+1] = vt.y;
vertices[3*k+2] = vt.z;
}
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f))
{
@ -5115,12 +5169,22 @@ static Model LoadGLTF(const char *fileName)
// Load 3 components of float data type into mesh.normals
LOAD_ATTRIBUTE(attribute, 3, float, model.meshes[meshIndex].normals)
// Transform the normals
float *normals = model.meshes[meshIndex].normals;
for (int k = 0; k < attribute->count; k++)
{
Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals);
normals[3*k] = nt.x;
normals[3*k+1] = nt.y;
normals[3*k+2] = nt.z;
}
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f))
{
@ -5129,15 +5193,25 @@ static Model LoadGLTF(const char *fileName)
// Load 4 components of float data type into mesh.tangents
LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].tangents)
// Transform the tangents
float *tangents = model.meshes[meshIndex].tangents;
for (int k = 0; k < attribute->count; k++)
{
Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix);
tangents[3*k] = tt.x;
tangents[3*k+1] = tt.y;
tangents[3*k+2] = tt.z;
}
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_n, vec2, float/u8n/u16n
{
// Support up to 2 texture coordinates attributes
float *texcoordPtr = NULL;
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
if (attribute->type == cgltf_type_vec2)
{
@ -5181,7 +5255,7 @@ static Model LoadGLTF(const char *fileName)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName);
int index = data->meshes[i].primitives[p].attributes[j].index;
int index = mesh->primitives[p].attributes[j].index;
if (index == 0) model.meshes[meshIndex].texcoords = texcoordPtr;
else if (index == 1) model.meshes[meshIndex].texcoords2 = texcoordPtr;
else
@ -5190,9 +5264,9 @@ static Model LoadGLTF(const char *fileName)
if (texcoordPtr != NULL) RL_FREE(texcoordPtr);
}
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
// WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range
@ -5309,9 +5383,9 @@ static Model LoadGLTF(const char *fileName)
}
// Load primitive indices data (if provided)
if (data->meshes[i].primitives[p].indices != NULL)
if (mesh->primitives[p].indices != NULL)
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].indices;
cgltf_accessor *attribute = mesh->primitives[p].indices;
model.meshes[meshIndex].triangleCount = (int)attribute->count/3;
@ -5351,7 +5425,7 @@ static Model LoadGLTF(const char *fileName)
// raylib instead assigns to the mesh the by its index, as loaded in model.materials array
// To get the index, we check if material pointers match, and we assign the corresponding index,
// skipping index 0, the default material
if (&data->materials[m] == data->meshes[i].primitives[p].material)
if (&data->materials[m] == mesh->primitives[p].material)
{
model.meshMaterial[meshIndex] = m + 1;
break;
@ -5401,20 +5475,27 @@ static Model LoadGLTF(const char *fileName)
TRACELOG(LOG_ERROR, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count);
}
for (unsigned int i = 0, meshIndex = 0; i < data->meshes_count; i++)
meshIndex = 0;
for (unsigned int i = 0; i < data->nodes_count; i++)
{
for (unsigned int p = 0; p < data->meshes[i].primitives_count; p++)
cgltf_node *node = &(data->nodes[i]);
cgltf_mesh *mesh = node->mesh;
if (!mesh)
continue;
for (unsigned int p = 0; p < mesh->primitives_count; p++)
{
// NOTE: We only support primitives defined by triangles
if (data->meshes[i].primitives[p].type != cgltf_primitive_type_triangles) continue;
if (mesh->primitives[p].type != cgltf_primitive_type_triangles) continue;
for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++)
for (unsigned int j = 0; j < mesh->primitives[p].attributes_count; j++)
{
// NOTE: JOINTS_1 + WEIGHT_1 will be used for +4 joints influencing a vertex -> Not supported by raylib
if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16)
if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_joints) // JOINTS_n (vec4: 4 bones max per vertex / u8, u16)
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
// NOTE: JOINTS_n can only be vec4 and u8/u16
// SPECS: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview
@ -5462,9 +5543,9 @@ static Model LoadGLTF(const char *fileName)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName);
}
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32)
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32)
{
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data;
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
if (attribute->type == cgltf_type_vec4)
{

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