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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
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							| @@ -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 | ||||
|             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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