2018-10-26 23:04:45 +00:00
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#ifndef DUST3D_RIGGER_H
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#define DUST3D_RIGGER_H
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2018-09-14 09:45:05 +00:00
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#include <QtGlobal>
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#include <QVector3D>
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#include <QObject>
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#include <QColor>
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#include <QDebug>
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#include <QVector2D>
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#include "meshsplitter.h"
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#include "bonemark.h"
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#include "rigtype.h"
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#include "skeletonside.h"
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class RiggerMark
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{
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public:
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BoneMark boneMark;
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SkeletonSide boneSide;
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QVector3D bonePosition;
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float nodeRadius = 0;
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std::set<MeshSplitterTriangle> markTriangles;
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const std::set<MeshSplitterTriangle> &bigGroup() const
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{
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return m_isFirstBiggerThenSecond ? m_firstGroup : m_secondGroup;
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}
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const std::set<MeshSplitterTriangle> &smallGroup() const
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{
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return m_isFirstBiggerThenSecond ? m_secondGroup : m_firstGroup;
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}
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bool split(const std::vector<QVector3D> &verticesPositions, const std::set<MeshSplitterTriangle> &input, int expandRound=0)
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{
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int totalRound = 1 + expandRound;
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for (int round = 0; round < totalRound; ++round) {
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m_firstGroup.clear();
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m_secondGroup.clear();
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bool splitResult = MeshSplitter::split(input, markTriangles, m_firstGroup, m_secondGroup, round > 0);
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if (splitResult) {
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sortByDistanceFromOrigin(verticesPositions);
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return true;
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}
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}
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return false;
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}
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private:
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std::set<MeshSplitterTriangle> m_firstGroup;
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std::set<MeshSplitterTriangle> m_secondGroup;
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bool m_isFirstBiggerThenSecond = false;
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float minDistance2FromOrigin(const std::vector<QVector3D> &verticesPositions, const std::set<MeshSplitterTriangle> &triangles)
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{
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float minDistance2 = std::numeric_limits<float>::max();
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for (const auto &triangle: triangles) {
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for (size_t i = 0; i < 3; ++i) {
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float distance2 = verticesPositions[triangle.indices[i]].lengthSquared();
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if (distance2 < minDistance2)
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minDistance2 = distance2;
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}
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}
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return minDistance2;
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}
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void sortByDistanceFromOrigin(const std::vector<QVector3D> &verticesPositions)
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{
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m_isFirstBiggerThenSecond = minDistance2FromOrigin(verticesPositions, m_firstGroup) <
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minDistance2FromOrigin(verticesPositions, m_secondGroup);
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}
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};
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class RiggerBone
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{
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public:
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QString name;
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//QString humanName;
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int index = -1;
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QVector3D headPosition;
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QVector3D tailPosition;
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QColor color;
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QVector3D baseNormal;
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std::vector<int> children;
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};
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class RiggerVertexWeights
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{
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public:
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int boneIndices[4] = {0, 0, 0, 0};
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float boneWeights[4] = {0, 0, 0, 0};
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void addBone(int boneIndex, float distance)
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{
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if (m_boneRawIndices.find(boneIndex) != m_boneRawIndices.end())
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return;
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m_boneRawIndices.insert(boneIndex);
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if (qFuzzyIsNull(distance))
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distance = 0.0001;
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m_boneRawWeights.push_back(std::make_pair(boneIndex, 1.0 / distance));
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}
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void finalizeWeights()
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{
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std::sort(m_boneRawWeights.begin(), m_boneRawWeights.end(),
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[](const std::pair<int, float> &a, const std::pair<int, float> &b) {
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return a.second > b.second;
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});
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float totalDistance = 0;
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for (size_t i = 0; i < m_boneRawWeights.size() && i < 4; i++) {
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const auto &item = m_boneRawWeights[i];
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totalDistance += item.second;
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}
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if (totalDistance > 0) {
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for (size_t i = 0; i < m_boneRawWeights.size() && i < 4; i++) {
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const auto &item = m_boneRawWeights[i];
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boneIndices[i] = item.first;
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boneWeights[i] = item.second / totalDistance;
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}
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} else {
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qDebug() << "totalDistance:" << totalDistance;
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}
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}
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private:
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std::set<int> m_boneRawIndices;
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std::vector<std::pair<int, float>> m_boneRawWeights;
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};
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class Rigger : public QObject
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{
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public:
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Rigger(const std::vector<QVector3D> &verticesPositions,
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const std::set<MeshSplitterTriangle> &inputTriangles);
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bool addMarkGroup(BoneMark boneMark, SkeletonSide boneSide, QVector3D bonePosition, float nodeRadius, const std::set<MeshSplitterTriangle> &markTriangles);
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const std::vector<std::pair<QtMsgType, QString>> &messages();
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const std::vector<RiggerBone> &resultBones();
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const std::map<int, RiggerVertexWeights> &resultWeights();
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virtual bool rig() = 0;
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static QString rootBoneName;
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//static QString firstSpineBoneName;
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protected:
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virtual bool validate() = 0;
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virtual bool isCutOffSplitter(BoneMark boneMark) = 0;
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virtual BoneMark translateBoneMark(BoneMark boneMark);
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void addTrianglesToVertices(const std::set<MeshSplitterTriangle> &triangles, std::set<int> &vertices);
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bool calculateBodyTriangles(std::set<MeshSplitterTriangle> &bodyTriangles);
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void resolveBoundingBox(const std::set<int> &vertices, QVector3D &xMin, QVector3D &xMax, QVector3D &yMin, QVector3D &yMax, QVector3D &zMin, QVector3D &zMax);
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QVector3D findMinX(const std::set<int> &vertices);
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QVector3D findMaxX(const std::set<int> &vertices);
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QVector3D findMinY(const std::set<int> &vertices);
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QVector3D findMaxY(const std::set<int> &vertices);
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QVector3D findMinZ(const std::set<int> &vertices);
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QVector3D findMaxZ(const std::set<int> &vertices);
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QVector3D averagePosition(const std::set<int> &vertices);
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void splitVerticesByY(const std::set<int> &vertices, float y, std::set<int> &greaterEqualThanVertices, std::set<int> &lessThanVertices);
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void splitVerticesByX(const std::set<int> &vertices, float x, std::set<int> &greaterEqualThanVertices, std::set<int> &lessThanVertices);
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void splitVerticesByZ(const std::set<int> &vertices, float z, std::set<int> &greaterEqualThanVertices, std::set<int> &lessThanVertices);
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void splitVerticesByPlane(const std::set<int> &vertices, const QVector3D &pointOnPlane, const QVector3D &planeNormal, std::set<int> &frontOrCoincidentVertices, std::set<int> &backVertices);
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void addVerticesToWeights(const std::set<int> &vertices, int boneIndex);
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std::vector<std::pair<QtMsgType, QString>> m_messages;
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std::vector<QVector3D> m_verticesPositions;
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std::set<MeshSplitterTriangle> m_inputTriangles;
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std::vector<RiggerMark> m_marks;
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std::map<std::pair<BoneMark, SkeletonSide>, std::vector<int>> m_marksMap;
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std::vector<RiggerBone> m_resultBones;
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std::map<int, RiggerVertexWeights> m_resultWeights;
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2018-11-06 16:26:19 +00:00
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std::vector<QString> m_cutoffErrorItems;
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std::vector<QString> m_jointErrorItems;
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static size_t m_maxCutOffSplitterExpandRound;
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bool m_extraMessagedAdded;
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};
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#endif
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