dust3d/src/riggenerator.cpp

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#include <QGuiApplication>
#include <QDebug>
#include <QElapsedTimer>
#include "riggenerator.h"
#include "autorigger.h"
RigGenerator::RigGenerator(const MeshResultContext &meshResultContext) :
m_meshResultContext(new MeshResultContext(meshResultContext))
{
}
RigGenerator::~RigGenerator()
{
delete m_meshResultContext;
delete m_resultMesh;
delete m_autoRigger;
delete m_resultBones;
delete m_resultWeights;
}
std::vector<AutoRiggerBone> *RigGenerator::takeResultBones()
{
std::vector<AutoRiggerBone> *resultBones = m_resultBones;
m_resultBones = nullptr;
return resultBones;
}
std::map<int, AutoRiggerVertexWeights> *RigGenerator::takeResultWeights()
{
std::map<int, AutoRiggerVertexWeights> *resultWeights = m_resultWeights;
m_resultWeights = nullptr;
return resultWeights;
}
MeshLoader *RigGenerator::takeResultMesh()
{
MeshLoader *resultMesh = m_resultMesh;
m_resultMesh = nullptr;
return resultMesh;
}
const std::vector<QString> &RigGenerator::missingMarkNames()
{
return m_missingMarkNames;
}
const std::vector<QString> &RigGenerator::errorMarkNames()
{
return m_errorMarkNames;
}
void RigGenerator::process()
{
QElapsedTimer countTimeConsumed;
countTimeConsumed.start();
std::vector<QVector3D> inputVerticesPositions;
std::set<MeshSplitterTriangle> inputTriangles;
for (const auto &vertex: m_meshResultContext->vertices) {
inputVerticesPositions.push_back(vertex.position);
}
std::map<std::pair<SkeletonBoneMark, SkeletonSide>, std::tuple<QVector3D, int, std::set<MeshSplitterTriangle>>> marksMap;
for (size_t triangleIndex = 0; triangleIndex < m_meshResultContext->triangles.size(); triangleIndex++) {
const auto &sourceTriangle = m_meshResultContext->triangles[triangleIndex];
MeshSplitterTriangle newTriangle;
for (int i = 0; i < 3; i++)
newTriangle.indicies[i] = sourceTriangle.indicies[i];
auto findBmeshNodeResult = m_meshResultContext->bmeshNodeMap().find(m_meshResultContext->triangleSourceNodes()[triangleIndex]);
if (findBmeshNodeResult != m_meshResultContext->bmeshNodeMap().end()) {
const auto &bmeshNode = *findBmeshNodeResult->second;
if (bmeshNode.boneMark != SkeletonBoneMark::None) {
SkeletonSide boneSide = SkeletonSide::None;
if (SkeletonBoneMarkHasSide(bmeshNode.boneMark)) {
boneSide = bmeshNode.origin.x() > 0 ? SkeletonSide::Left : SkeletonSide::Right;
}
auto &marks = marksMap[std::make_pair(bmeshNode.boneMark, boneSide)];
std::get<0>(marks) += bmeshNode.origin;
std::get<1>(marks) += 1;
std::get<2>(marks).insert(newTriangle);
}
}
inputTriangles.insert(newTriangle);
}
m_autoRigger = new AutoRigger(inputVerticesPositions, inputTriangles);
for (const auto &marks: marksMap) {
m_autoRigger->addMarkGroup(marks.first.first, marks.first.second,
std::get<0>(marks.second) / std::get<1>(marks.second),
std::get<2>(marks.second));
}
bool rigSucceed = m_autoRigger->rig();
if (rigSucceed) {
qDebug() << "Rig succeed";
} else {
qDebug() << "Rig failed";
m_missingMarkNames = m_autoRigger->missingMarkNames();
m_errorMarkNames = m_autoRigger->errorMarkNames();
for (const auto &message: m_autoRigger->messages()) {
qDebug() << "errorType:" << message.first << "Message:" << message.second;
}
}
// Blend vertices colors according to bone weights
std::vector<QColor> inputVerticesColors(m_meshResultContext->vertices.size());
if (rigSucceed) {
const auto &resultWeights = m_autoRigger->resultWeights();
const auto &resultBones = m_autoRigger->resultBones();
m_resultWeights = new std::map<int, AutoRiggerVertexWeights>;
*m_resultWeights = resultWeights;
m_resultBones = new std::vector<AutoRiggerBone>;
*m_resultBones = resultBones;
for (size_t vertexIndex = 0; vertexIndex < inputVerticesColors.size(); vertexIndex++) {
auto findResult = resultWeights.find((int)vertexIndex);
int blendR = 0, blendG = 0, blendB = 0;
if (findResult != resultWeights.end()) {
for (int i = 0; i < 4; i++) {
int boneIndex = findResult->second.boneIndicies[i];
if (boneIndex > 0) {
const auto &bone = resultBones[boneIndex];
blendR += bone.color.red() * findResult->second.boneWeights[i];
blendG += bone.color.green() * findResult->second.boneWeights[i];
blendB += bone.color.blue() * findResult->second.boneWeights[i];
}
}
}
QColor blendColor = QColor(blendR, blendG, blendB, 255);
inputVerticesColors[vertexIndex] = blendColor;
}
}
// Smooth normals
std::map<int, QVector3D> vertexNormalMap;
for (size_t triangleIndex = 0; triangleIndex < m_meshResultContext->triangles.size(); triangleIndex++) {
const auto &sourceTriangle = m_meshResultContext->triangles[triangleIndex];
for (int i = 0; i < 3; i++)
vertexNormalMap[sourceTriangle.indicies[i]] += sourceTriangle.normal;
}
for (auto &item: vertexNormalMap)
item.second.normalize();
// Create mesh for demo
Vertex *triangleVertices = new Vertex[m_meshResultContext->triangles.size() * 3];
int triangleVerticesNum = 0;
for (size_t triangleIndex = 0; triangleIndex < m_meshResultContext->triangles.size(); triangleIndex++) {
const auto &sourceTriangle = m_meshResultContext->triangles[triangleIndex];
for (int i = 0; i < 3; i++) {
Vertex &currentVertex = triangleVertices[triangleVerticesNum++];
const auto &sourcePosition = inputVerticesPositions[sourceTriangle.indicies[i]];
const auto &sourceColor = inputVerticesColors[sourceTriangle.indicies[i]];
const auto &sourceNormal = vertexNormalMap[sourceTriangle.indicies[i]];
currentVertex.posX = sourcePosition.x();
currentVertex.posY = sourcePosition.y();
currentVertex.posZ = sourcePosition.z();
currentVertex.texU = 0;
currentVertex.texV = 0;
currentVertex.colorR = sourceColor.redF();
currentVertex.colorG = sourceColor.greenF();
currentVertex.colorB = sourceColor.blueF();
currentVertex.normX = sourceNormal.x();
currentVertex.normY = sourceNormal.y();
currentVertex.normZ = sourceNormal.z();
}
}
m_resultMesh = new MeshLoader(triangleVertices, triangleVerticesNum);
qDebug() << "The rig generation took" << countTimeConsumed.elapsed() << "milliseconds";
this->moveToThread(QGuiApplication::instance()->thread());
emit finished();
}