Extension of data export to GLB/GLTF format

Allows to export unlimited (more than 4) bones per vertex
Use JOINTS_1,2,.. and WEIGHTS_1,2,...
Added AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX flag
This commit is contained in:
fvbj
2023-10-08 14:43:53 +00:00
committed by Kim Kulling
parent 5b8cfa920b
commit 8fcc65a8af
4 changed files with 251 additions and 72 deletions
+139
View File
@@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/commonMetaData.h>
#include <assimp/postprocess.h>
#include <assimp/config.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>
@@ -504,6 +505,144 @@ TEST_F(utglTF2ImportExport, bug_import_simple_skin) {
EXPECT_NE(nullptr, scene);
}
bool checkSkinnedScene(const aiScene *scene){
float eps = 0.001;
bool result = true;
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);
uint numWeights[] = {4u, 4u, 4u, 4u, 2u , 1u, 1u, 2u, 1u, 1u};
float weights[10][4] = {{0.207, 0.291, 0.057, 0.303},
{0.113, 0.243, 0.499, 0.251},
{0.005, 0.010, 0.041, 0.093},
{0.090, 0.234, 0.404, 0.243},
{0.090, 0.222, 0.000, 0.000},
{0.216, 0.000, 0.000, 0.000},
{0.058, 0.000, 0.000, 0.000},
{0.086, 0.000, 0.000, 0.111},
{0.088, 0.000, 0.000, 0.000},
{0.049, 0.000, 0.000, 0.000}};
for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
std::map<uint, float> map;
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
map[key] = weight;
}
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
auto weight = map[jointIndex];
EXPECT_LT(abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
}
}
return result;
}
void checkSkinnedSceneLimited(const aiScene *scene){
float eps = 0.001;
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);
uint numWeights[] = {4u, 4u, 1u, 4u, 1u , 1u, 1u, 1u, 1u, 1u};
float weights[10][4] = {{0.207, 0.291, 0.057, 0.303},
{0.113, 0.243, 0.499, 0.251},
{0.000, 0.000, 0.041, 0.000},
{0.090, 0.234, 0.404, 0.243},
{0.000, 0.222, 0.000, 0.000},
{0.216, 0.000, 0.000, 0.000},
{0.000, 0.000, 0.000, 0.000},
{0.000, 0.000, 0.000, 0.111},
{0.000, 0.000, 0.000, 0.000},
{0.000, 0.000, 0.000, 0.000}};
for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
std::map<uint, float> map;
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
map[key] = weight;
}
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
auto weight = map[jointIndex];
EXPECT_LT(std::abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
}
}
}
TEST_F(utglTF2ImportExport, bug_import_simple_skin2) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene *scene = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_skin.glb",
aiProcess_ValidateDataStructure);
checkSkinnedScene(scene);
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb"));
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf"));
// enable more than four bones per vertex
Assimp::ExportProperties properties = Assimp::ExportProperties();
properties.SetPropertyBool(
AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX, true);
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb", 0u, &properties));
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf", 0u, &properties));
// check skinning data of both exported files for limited number bones per vertex
const aiScene *limitedSceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf",
aiProcess_ValidateDataStructure);
checkSkinnedSceneLimited(limitedSceneImported);
limitedSceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb",
aiProcess_ValidateDataStructure);
checkSkinnedSceneLimited(limitedSceneImported);
// check skinning data of both exported files for unlimited number bones per vertex
const aiScene *sceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf",
aiProcess_ValidateDataStructure);
checkSkinnedScene(sceneImported);
sceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb",
aiProcess_ValidateDataStructure);
checkSkinnedScene(sceneImported);
}
TEST_F(utglTF2ImportExport, import_cameras) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/cameras/Cameras.gltf",