#4109 Remove workaround code

meow-7.2.2
Andrey Lihatskiy 2025-05-24 19:45:52 +03:00
parent 8a9f09ea0f
commit 4faebc0830
2 changed files with 10 additions and 102 deletions

View File

@ -147,100 +147,14 @@ bool LLGLTFLoader::parseMeshes()
populateJointFromSkin(skin);
}
/* Two-pass mesh processing approach:
* 1. First pass: Calculate global bounds across all meshes to determine proper scaling
* and centering for the entire model. This ensures consistent normalization.
* 2. Second pass: Process each mesh node with the calculated global scale factor and
* center offset, ensuring the entire model is properly proportioned and centered.
*/
// First pass: Calculate global bounds across all meshes in the model
LLVector3 global_min_bounds(FLT_MAX, FLT_MAX, FLT_MAX);
LLVector3 global_max_bounds(-FLT_MAX, -FLT_MAX, -FLT_MAX);
bool has_geometry = false;
// Create coordinate system rotation matrix - GLTF is Y-up, SL is Z-up
LLMatrix4 coord_system_rotation;
coord_system_rotation.initRotation(90.0f * DEG_TO_RAD, 0.0f, 0.0f);
// Gather bounds from all meshes
for (auto &node : mGLTFAsset.mNodes)
for (auto& node : mGLTFAsset.mNodes)
{
auto meshidx = node.mMesh;
if (meshidx >= 0 && meshidx < mGLTFAsset.mMeshes.size())
{
auto mesh = mGLTFAsset.mMeshes[meshidx];
// Make node matrix valid for correct transformation
node.makeMatrixValid();
LLMatrix4 node_matrix(glm::value_ptr(node.mMatrix));
LLMatrix4 node_transform;
node_transform *= coord_system_rotation; // Apply coordinate rotation first
node_transform *= node_matrix;
// Examine all primitives in this mesh
for (auto prim : mesh.mPrimitives)
{
if (prim.getVertexCount() >= USHRT_MAX)
continue;
for (U32 i = 0; i < prim.getVertexCount(); i++)
{
// Transform vertex position by node transform
LLVector4 pos(prim.mPositions[i][0], prim.mPositions[i][1], prim.mPositions[i][2], 1.0f);
LLVector4 transformed_pos = pos * node_transform;
global_min_bounds.mV[VX] = llmin(global_min_bounds.mV[VX], transformed_pos.mV[VX]);
global_min_bounds.mV[VY] = llmin(global_min_bounds.mV[VY], transformed_pos.mV[VY]);
global_min_bounds.mV[VZ] = llmin(global_min_bounds.mV[VZ], transformed_pos.mV[VZ]);
global_max_bounds.mV[VX] = llmax(global_max_bounds.mV[VX], transformed_pos.mV[VX]);
global_max_bounds.mV[VY] = llmax(global_max_bounds.mV[VY], transformed_pos.mV[VY]);
global_max_bounds.mV[VZ] = llmax(global_max_bounds.mV[VZ], transformed_pos.mV[VZ]);
has_geometry = true;
}
}
}
// Make node matrix valid for correct transformation
node.makeMatrixValid();
}
// Calculate model dimensions and center point for the entire model
F32 global_scale_factor = 1.0f;
LLVector3 global_center_offset(0.0f, 0.0f, 0.0f);
if (has_geometry
&& mJointList.empty()) // temporary disable offset and scaling for rigged meshes
{
// Calculate bounding box center - this will be our new origin
LLVector3 center = (global_min_bounds + global_max_bounds) * 0.5f;
global_center_offset = -center; // Offset to move center to origin
// Calculate dimensions of the bounding box
LLVector3 dimensions = global_max_bounds - global_min_bounds;
// Find the maximum dimension rather than the diagonal
F32 max_dimension = llmax(dimensions.mV[VX], llmax(dimensions.mV[VY], dimensions.mV[VZ]));
// Always scale to the target size to ensure consistent bounding box
const F32 TARGET_SIZE = 1.0f; // Target size for maximum dimension in meters
if (max_dimension > 0.0f)
{
// Calculate scale factor to normalize model's maximum dimension to TARGET_SIZE
global_scale_factor = TARGET_SIZE / max_dimension;
LL_INFOS("GLTF_IMPORT") << "Model dimensions: " << dimensions.mV[VX] << "x"
<< dimensions.mV[VY] << "x" << dimensions.mV[VZ]
<< ", max dimension: " << max_dimension
<< ", applying global scale factor: " << global_scale_factor
<< ", global centering offset: (" << global_center_offset.mV[VX] << ", "
<< global_center_offset.mV[VY] << ", " << global_center_offset.mV[VZ] << ")" << LL_ENDL;
}
}
// Second pass: Process each node with the global scale and offset
for (auto &node : mGLTFAsset.mNodes)
// Process each node
for (auto& node : mGLTFAsset.mNodes)
{
LLMatrix4 transformation;
material_map mats;
@ -252,7 +166,7 @@ bool LLGLTFLoader::parseMeshes()
{
LLModel* pModel = new LLModel(volume_params, 0.f);
auto mesh = mGLTFAsset.mMeshes[meshidx];
if (populateModelFromMesh(pModel, mesh, node, mats, global_scale_factor, global_center_offset) &&
if (populateModelFromMesh(pModel, mesh, node, mats) &&
(LLModel::NO_ERRORS == pModel->getStatus()) &&
validate_model(pModel))
{
@ -292,7 +206,7 @@ bool LLGLTFLoader::parseMeshes()
else
{
setLoadState(ERROR_MODEL + pModel->getStatus());
delete (pModel);
delete pModel;
return false;
}
}
@ -330,8 +244,7 @@ void LLGLTFLoader::computeCombinedNodeTransform(const LL::GLTF::Asset& asset, S3
combined_transform = node_transform;
}
bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh& mesh, const LL::GLTF::Node& nodeno, material_map& mats,
const F32 scale_factor, const LLVector3& center_offset)
bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh& mesh, const LL::GLTF::Node& nodeno, material_map& mats)
{
pModel->mLabel = mesh.mName;
pModel->ClearFacesAndMaterials();
@ -481,11 +394,7 @@ bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh&
// Apply scaling and centering after hierarchy transform
GLTFVertex vert;
vert.position = glm::vec3(
(transformed_pos.x + center_offset.mV[VX]) * scale_factor,
(transformed_pos.y + center_offset.mV[VY]) * scale_factor,
(transformed_pos.z + center_offset.mV[VZ]) * scale_factor
);
vert.position = glm::vec3(transformed_pos.x, transformed_pos.y, transformed_pos.z);
// Also rotate the normal vector
glm::vec4 normal_vec(prim.mNormals[i][0], prim.mNormals[i][1], prim.mNormals[i][2], 0.0f);

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@ -168,8 +168,7 @@ private:
bool parseMaterials();
void uploadMaterials();
void computeCombinedNodeTransform(const LL::GLTF::Asset& asset, S32 node_index, glm::mat4& combined_transform);
bool populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh &mesh, const LL::GLTF::Node &node, material_map& mats,
const F32 scale_factor = 1.0f, const LLVector3& center_offset = LLVector3());
bool populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh &mesh, const LL::GLTF::Node &node, material_map& mats);
void populateJointFromSkin(const LL::GLTF::Skin& skin);
LLUUID imageBufferToTextureUUID(const gltf_texture& tex);