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Articulated object skinning #2076
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1802583
Add rig property to RenderAssetInstanceCreationInfo.
0mdc 1d9cd0b
Add render_asset to ao_config.json.
0mdc 52b8e18
Create render asset from ao_config.json when creating an articulated …
0mdc 5370479
Store bone names into MeshTransformNode.
0mdc 6fd5d06
Add skinning asset loading and phong rendering.
0mdc e13aa20
Assorted minor fixes.
0mdc b1eb624
Add flag to render articulated object primitives while having a skinn…
0mdc f34c6fb
Add skinned articulated object test.
0mdc 10288f3
Fix MetadataMediatorTest
0mdc 6115ce3
Cache joint transformations in drawables, other minor fixes.
0mdc 51abdd7
Fix test asset path + other minor fixes.
0mdc e22d8a5
Fix skinned mesh caching. Make ao_config.json render_asset path relat…
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,4 @@ | ||
{ | ||
"render_asset": "../objects/skinned_prism.glb", | ||
"debug_render_primitives": false | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,107 @@ | ||
<?xml version="1.0" ?> | ||
<robot name="skinned_prism"> | ||
<material name="mat"> | ||
<color rgba="1.0 1.0 1.0 1.0"/> | ||
</material> | ||
|
||
<link name="A"> | ||
<visual> | ||
<material name="mat"/> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</visual> | ||
<collision> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</collision> | ||
</link> | ||
|
||
<link name="B"> | ||
<visual> | ||
<material name="mat"/> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</visual> | ||
<collision> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</collision> | ||
</link> | ||
|
||
<link name="C"> | ||
<visual> | ||
<material name="mat"/> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</visual> | ||
<collision> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</collision> | ||
</link> | ||
|
||
<link name="D"> | ||
<visual> | ||
<material name="mat"/> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</visual> | ||
<collision> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</collision> | ||
</link> | ||
|
||
<link name="E"> | ||
<visual> | ||
<material name="mat"/> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</visual> | ||
<collision> | ||
<origin rpy="0 0 0" xyz="0 0 0"/> | ||
<geometry> | ||
<box size="0.05 0.05 0.05"/> | ||
</geometry> | ||
</collision> | ||
</link> | ||
|
||
<joint name="B" type="spherical"> | ||
<parent link="A"/> | ||
<child link="B"/> | ||
<origin xyz="0 0 1.5" rpy="0 0 0"/> | ||
</joint> | ||
<joint name="C" type="spherical"> | ||
<parent link="B"/> | ||
<child link="C"/> | ||
<origin xyz="0 0 3" rpy="0 0 0"/> | ||
</joint> | ||
<joint name="D" type="spherical"> | ||
<parent link="C"/> | ||
<child link="D"/> | ||
<origin xyz="0 0 4.5" rpy="0 0 0"/> | ||
</joint> | ||
<joint name="E" type="spherical"> | ||
<parent link="D"/> | ||
<child link="E"/> | ||
<origin xyz="0 0 6" rpy="0 0 0"/> | ||
</joint> | ||
</robot> |
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RenderAssetInstanceCreationInfo is meant to be a lightweight object that can be easily serialized (JsonEspTypes.h), so I'm a little confused to see this member here. How does it get serialized?
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I agree that this is not ideal.
I put the rig there because it's a straightforward way to pass it down the resource manager with minimal changes. It does not get serialized like other fields.
I'm not sold on a solution. In the spirit of making this gfx-replayable, perhaps this could evolve into a rig ID that would be registered in the resource manager, and eventually matched with a rig representation in the batch renderer.
What do you think?
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Yeah. Let's just assume this will get revisited when you integrate skinning into gfx-replay. I'm happy for this to merge as-is.