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Fix normalize weights #5204

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Sep 24, 2018
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16 changes: 13 additions & 3 deletions dist/preview release/babylon.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -25861,9 +25861,19 @@ declare module BABYLON {
render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
private _onBeforeDraw;
/**
* Normalize matrix weights so that all vertices have a total weight set to 1
* Renormalize the mesh and patch it up if there are no weights
* Similar to normalization by adding the weights comptue the reciprical and multiply all elements. this wil ensure that everything adds to 1.
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* However in the case of 0 weights then we set just a single influence to 1.
* We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
*/
cleanMatrixWeights(): void;
public cleanMatrixWeights(): void;
/**
* ValidateSkinning is used to determin that a mesh has valid skinning data along with skin metrics, if missing weights,
* or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
* the user know there was an issue with importing the mesh
* @returns a validation object with skinned, valid and report string
*/
public validateSkinning() : {skinned:boolean, valid:boolean, report:string};
/** @hidden */
_checkDelayState(): Mesh;
private _queueLoad;
Expand Down Expand Up @@ -31095,7 +31105,7 @@ declare module BABYLON {
/**
* The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
*As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.

* The SPS is also a particle system. It provides some methods to manage the particles.
* However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
*
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3 changes: 3 additions & 0 deletions dist/preview release/what's new.md
Original file line number Diff line number Diff line change
Expand Up @@ -128,6 +128,8 @@
- Added FXAA and MSAA support to the StandardRenderingPipeline ([julien-moreau](https://github.com/julien-moreau))
- Make teleportCamera public in VR experience helper ([TrevorDev](https://github.com/TrevorDev))
- Added optional alphaFilter parameter to ```CreateGroundFromHeightMap``` to allow for heightmaps to be created that ignore any transparent data ([Postman-nz](https://github.com/Postman-nz))
- Fixed renormalization of mesh weights to in cleanMatrixWeights function. ([Bolloxim](https://github.com/Bolloxim))
- Added a validationSkin function to report out any errors on skinned meshes. ([Bolloxim](https://github.com/Bolloxim))


### glTF Loader
Expand All @@ -140,6 +142,7 @@
- Added support for MSFT_audio_emitter ([najadojo](http://www.github.com/najadojo))
- Added support for custom loader extensions ([bghgary](http://www.github.com/bghgary))
- Added support for validating assets using [glTF-Validator](https://github.com/KhronosGroup/glTF-Validator) ([bghgary](http://www.github.com/bghgary))
- Added automatically renormalizes skinweights when loading geometry. Calls core mesh functions to do this ([Bolloxim](https://github.com/Bolloxim))

### glTF Serializer
- Added support for exporting the scale, rotation and offset texture properties ([kcoley](http://www.github.com/kcoley))
Expand Down
202 changes: 143 additions & 59 deletions src/Mesh/babylon.mesh.ts
Original file line number Diff line number Diff line change
Expand Up @@ -1621,80 +1621,164 @@
}

/**
* Normalize matrix weights so that all vertices have a total weight set to 1
* Renormalize the mesh and patch it up if there are no weights
* Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
* However in the case of zero weights then we set just a single influence to 1.
* We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
*/
public cleanMatrixWeights(): void {
const epsilon: number = 1e-3;

let noInfluenceBoneIndex = 0.0;
if (this.skeleton) {
noInfluenceBoneIndex = this.skeleton.bones.length;
} else {
return;
}
if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {
if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {
this.normalizeSkinWeightsAndExtra();
}
else {
this.normalizeSkinFourWeights();
}
}
}

// faster 4 weight version.
private normalizeSkinFourWeights(): void {

let matricesIndices = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesKind));
let matricesIndicesExtra = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind));
let matricesWeights = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind));
let matricesWeightsExtra = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind));
let influencers = this.numBoneInfluencers;
let size = matricesWeights.length;

for (var i = 0; i < size; i += 4) {
let weight = 0.0;
let firstZeroWeight = -1;
for (var j = 0; j < 4; j++) {
let w = matricesWeights[i + j];
weight += w;
if (w < epsilon && firstZeroWeight < 0) {
firstZeroWeight = j;
}
let numWeights = matricesWeights.length;

for (var a = 0; a < numWeights; a += 4) {
// accumulate weights
var t = matricesWeights[a] + matricesWeights[a+1] +matricesWeights[a+2] +matricesWeights[a+3];
// check for invalid weight and just set it to 1.
if (t === 0) matricesWeights[a] = 1;
else{
// renormalize so everything adds to 1 use reciprical
let recip = 1 / t;
matricesWeights[a] *= recip;
matricesWeights[a+1] *= recip;
matricesWeights[a+2] *= recip;
matricesWeights[a+3] *= recip;
}
if (matricesWeightsExtra) {
for (var j = 0; j < 4; j++) {
let w = matricesWeightsExtra[i + j];
weight += w;
if (w < epsilon && firstZeroWeight < 0) {
firstZeroWeight = j + 4;
}
}

}
this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);
}
// handle special case of extra verts. (in theory gltf can handle 12 influences)
private normalizeSkinWeightsAndExtra(): void {

let matricesWeightsExtra = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind));
let matricesWeights = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind));
let numWeights = matricesWeights.length;

for (var a = 0; a < numWeights; a += 4){
// accumulate weights
var t = matricesWeights[a] + matricesWeights[a+1] +matricesWeights[a+2] +matricesWeights[a+3];
t += matricesWeightsExtra[a] + matricesWeightsExtra[a+1] +matricesWeightsExtra[a+2] +matricesWeightsExtra[a+3];
// check for invalid weight and just set it to 1.
if (t === 0) matricesWeights[a] = 1;
else {
// renormalize so everything adds to 1 use reciprical
let recip = 1 / t;
matricesWeights[a] *= recip;
matricesWeights[a+1] *= recip;
matricesWeights[a+2] *= recip;
matricesWeights[a+3] *= recip;
// same goes for extras
matricesWeightsExtra[a] *= recip;
matricesWeightsExtra[a+1] *= recip;
matricesWeightsExtra[a+2] *= recip;
matricesWeightsExtra[a+3] *= recip;
}
if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
firstZeroWeight = influencers - 1;

}
this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);
this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
}

/**
* ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
* or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
* the user know there was an issue with importing the mesh
* @returns a validation object with skinned, valid and report string
*/
public validateSkinning() : {skinned:boolean, valid:boolean, report:string} {

let matricesWeightsExtra = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind));
let matricesWeights = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesWeightsKind));
if (matricesWeights === null || this.skeleton == null) {
return {skinned:false, valid: true, report:"not skinned"}
}

let numWeights = matricesWeights.length;
let numberNotSorted : number = 0;
let missingWeights : number = 0;
let maxUsedWeights : number = 0;
let numberNotNormalized :number = 0;
let numInfluences : number = matricesWeightsExtra === null ? 4 : 8;
var usedWeightCounts = new Array<number>();
for (var a = 0; a <= numInfluences; a++) {
usedWeightCounts[a] = 0;
}
const toleranceEpsilon : number = 0.001;

for (var a = 0; a < numWeights; a += 4) {

let lastWeight : number = matricesWeights[a];
var t = lastWeight;
let usedWeights : number = t===0 ? 0 : 1;

for (var b = 1; b < numInfluences; b++) {
var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b-4];
if (d > lastWeight) numberNotSorted++;
if (d !== 0) usedWeights++;
t += d;
lastWeight = d;
}
if (weight > epsilon) {
let mweight = 1.0 / weight;
for (var j = 0; j < 4; j++) {
matricesWeights[i + j] *= mweight;
}
if (matricesWeightsExtra) {
for (var j = 0; j < 4; j++) {
matricesWeightsExtra[i + j] *= mweight;
}
}
} else {
if (firstZeroWeight >= 4) {
matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
} else {
matricesWeights[i + firstZeroWeight] = 1.0 - weight;
matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
// count the buffer weights usage
usedWeightCounts[usedWeights]++;

// max influences
if (usedWeights > maxUsedWeights) maxUsedWeights = usedWeights;

// check for invalid weight and just set it to 1.
if (t === 0) {
missingWeights++;
}
else {
// renormalize so everything adds to 1 use reciprical
let recip = 1 / t;
let tolerance = 0;
for (b = 0; b < numInfluences; b++) {
if (b < 4)
tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
else
tolerance += Math.abs(matricesWeightsExtra[a + b-4] - (matricesWeightsExtra[a + b-4] * recip));
}
}
// arbitary epsilon value for dicdating not normalized
if (tolerance > toleranceEpsilon) numberNotNormalized++;
}
}

this.setVerticesData(VertexBuffer.MatricesIndicesKind, matricesIndices);
if (matricesIndicesExtra) {
this.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
// validate bone indices are in range of the skeleton
let numBones:number = this.skeleton.bones.length;
let matricesIndices = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesKind));
let matricesIndicesExtra = (<FloatArray>this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind));
let numBadBoneIndices : number = 0;
for (var a = 0; a < numWeights; a++) {
for (var b = 0; b < numInfluences; b++) {
let index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b-4];
if (index >= numBones || index < 0) numBadBoneIndices++;
}
}

this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);
if (matricesWeightsExtra) {
this.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, matricesWeightsExtra);
}

// log mesh stats
var output = "Number of Weights = " + numWeights/4 + "\nMaximum influences = " + maxUsedWeights +
"\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
"\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
"\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices ;

return {skinned:true, valid: missingWeights===0 && numberNotNormalized===0 && numBadBoneIndices===0, report: output};
}


/** @hidden */
public _checkDelayState(): Mesh {
var scene = this.getScene();
Expand Down