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GltfLoader issues #2277
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Please provide detailed instructions for reproducing this issue. |
Maybe this: #2103 |
Would reverting 2103 solve this issue? |
Probably yes.
Here is the 3D Model for the test file |
Using a simple test app, I showed that the issue of YBot loading with multiple AnimComposers pre-dates PR 2103. I'll do a bisection search to find where the issue was introduced. Here is the test app: import com.jme3.anim.AnimComposer;
import com.jme3.app.SimpleApplication;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.Control;
import com.jme3.scene.plugins.gltf.GltfModelKey;
import java.util.List;
public class TestYBot extends SimpleApplication {
public static void main(String[] args) {
TestYBot app = new TestYBot();
app.start();
}
@Override
public void simpleInitApp() {
GltfModelKey modelKey = new GltfModelKey("YBot.gltf");
Spatial modelRoot = assetManager.loadModel(modelKey);
int numComposers = countControls(modelRoot, AnimComposer.class);
System.out.println("numComposers = " + numComposers);
stop();
}
/**
* Count all controls of the specified type in the specified subtree of a
* scene graph. Note: recursive!
*
* @param <T> subclass of Control
* @param subtree the subtree to analyze (may be null, unaffected)
* @param controlType the subclass of Control to search for
* @return the count (≥0)
*/
private static <T extends Control> int countControls(
Spatial subtree, Class<T> controlType) {
int result = 0;
if (subtree != null) {
int numControls = subtree.getNumControls();
for (int controlI = 0; controlI < numControls; ++controlI) {
Control control = subtree.getControl(controlI);
if (controlType.isAssignableFrom(control.getClass())) {
++result;
}
}
}
if (subtree instanceof Node) {
Node node = (Node) subtree;
List<Spatial> children = node.getChildren();
for (Spatial child : children) {
result += countControls(child, controlType);
}
}
return result;
}
} |
As pointed out in the pr #2103 , this is to solve several issue and inconsistencies with the scenegraph of imported models , it is not backward compatible, but the previous behavior was bugged and source of issues |
The current behavior, with multiple anim composers per model, is clearly bugged. And that change appears to be unrelated to PR 2103. |
I think there's just one unsolved piece to this issue: the "blurred colors" change, which occurred between v3.6.1-stable and v3.7.0-beta1.2.2. |
I simplified the test app so it doesn't require Minie: package jme3test;
import com.jme3.app.SimpleApplication;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.shadow.DirectionalLightShadowRenderer;
import com.jme3.system.AppSettings;
public class TestApp extends SimpleApplication {
public static void main(String[] args) {
TestApp app = new TestApp();
app.showSettings = false;
AppSettings settings = new AppSettings(true);
settings.setWidth(1024);
settings.setHeight(768);
settings.setGammaCorrection(false);
settings.setSamples(4); // anti-aliasing
settings.setVSync(true);
app.setSettings(settings);
app.start(); // start the game
}
@Override
public void simpleInitApp() {
flyCam.setDragToRotate(true);
cam.setLocation(new Vector3f(5.809729f, 3.3733122f, 4.834249f));
cam.setRotation(new Quaternion(0.0018560609f, 0.9064233f, 0.0039831875f, -0.42234766f));
loadModel1();
addLighting();
}
private void addLighting() {
DirectionalLight sun = new DirectionalLight();
sun.setColor(ColorRGBA.White);
sun.setDirection(new Vector3f(-0.1f, -0.7f, -1.0f));
rootNode.addLight(sun);
final int SHADOWMAP_SIZE = 1024;
DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 3);
dlsr.setLight(sun);
viewPort.addProcessor(dlsr);
AmbientLight al = new AmbientLight();
al.setColor(ColorRGBA.White.mult(0.3f));
al.setEnabled(true);
rootNode.addLight(al);
}
private void loadModel1() {
Spatial mm = assetManager.loadModel("Models/boss/boss.gltf");
final Node model = new Node();
model.attachChild(mm); // add it to the wrapper
mm.scale(3f, 3f, 3f);
rootNode.attachChild(model);
}
} |
Here's how the test model looked in v3.6.1-stable: And here's how it looks at 5f54eb2 (current "master" branch): I don't understand the shader code in PR #1980, so I can't say whether it's correct or not. However, I believe the appearance of the test model with v3.7.0-beta1.2.2 is actually more correct than with v3.6.1-stable. In support of this belief, here is how the model looks in the glTF viewer at https://gltf-viewer.donmccurdy.com/ : Note the smoothness of the skin on the model's face and arms. Allowing for differences in lighting and perspective, McCurdy's viewer renders the model a lot like JME's "master" branch and much less like JME v3.6.1-stable . I suspect this is because v3.6.1-stable ignores glTF texture scaling. The test model makes extensive use of texture scaling. For instance, the "Skin_MAT" material is defined in the glTF as: "doubleSided" : true,
"name" : "Skin_MAT",
"normalTexture" : {
"index" : 0,
"scale" : 0.1400168091058731,
"texCoord" : 0
},
"pbrMetallicRoughness" : {
"baseColorTexture" : {
"index" : 1,
"texCoord" : 0
},
"metallicFactor" : 0,
"roughnessFactor" : 0.6278957724571228
} In the current "master" branch, if I increase the scaling of the Skin_MAT normal texture (from 0.1400168091058731) to 1.0, the model's arms look about like they did in v3.6.1-stable: which is what one would expect if v3.6.1-stable were simply ignoring texture scaling. @scenemax3d: |
Also, this issue should probably be closed. |
@stephengold |
@scenemax3d I would describe the enhanced details in v3.6 renders as a defect: those details don't reflect the intent of the artist who created the model. If for your games you desire a model with exaggerated wrinkles, veins, and muscles, you can easily edit the glTF file in a text editor to tune the scaling of the relevant normal texture(s). |
Thank you for your efforts guys. Let me know if I can close this Issue. |
Like I said:
|
The recent changes to the GLTF loader have introduced several problems:
AnimComposer
andSkinningControl
controllers for each geometry in the model. (see here)Other issues reported by adi.barda: (see here)
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