2018-09-14 09:45:05 +00:00
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#include <QGuiApplication>
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#include <QDebug>
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#include <QElapsedTimer>
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#include "riggenerator.h"
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2018-10-26 23:04:45 +00:00
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#include "rigger.h"
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2018-09-14 09:45:05 +00:00
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2018-10-25 00:19:38 +00:00
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RigGenerator::RigGenerator(const Outcome &outcome) :
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m_outcome(new Outcome(outcome))
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2018-09-14 09:45:05 +00:00
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{
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}
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RigGenerator::~RigGenerator()
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{
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2018-10-25 00:19:38 +00:00
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delete m_outcome;
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2018-09-14 09:45:05 +00:00
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delete m_resultMesh;
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delete m_autoRigger;
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delete m_resultBones;
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delete m_resultWeights;
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}
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2018-10-26 23:04:45 +00:00
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Outcome *RigGenerator::takeOutcome()
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2018-09-18 03:17:35 +00:00
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{
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2018-10-25 00:19:38 +00:00
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Outcome *outcome = m_outcome;
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m_outcome = nullptr;
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return outcome;
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2018-09-18 03:17:35 +00:00
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}
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2018-10-26 23:04:45 +00:00
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std::vector<RiggerBone> *RigGenerator::takeResultBones()
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{
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std::vector<RiggerBone> *resultBones = m_resultBones;
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2018-09-14 09:45:05 +00:00
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m_resultBones = nullptr;
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return resultBones;
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}
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2018-10-26 23:04:45 +00:00
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std::map<int, RiggerVertexWeights> *RigGenerator::takeResultWeights()
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2018-09-14 09:45:05 +00:00
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{
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2018-10-26 23:04:45 +00:00
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std::map<int, RiggerVertexWeights> *resultWeights = m_resultWeights;
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2018-09-14 09:45:05 +00:00
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m_resultWeights = nullptr;
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return resultWeights;
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}
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MeshLoader *RigGenerator::takeResultMesh()
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{
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MeshLoader *resultMesh = m_resultMesh;
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m_resultMesh = nullptr;
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return resultMesh;
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}
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2018-10-02 04:59:30 +00:00
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bool RigGenerator::isSucceed()
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{
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return m_isSucceed;
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}
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2018-09-14 09:45:05 +00:00
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const std::vector<QString> &RigGenerator::missingMarkNames()
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{
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return m_missingMarkNames;
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}
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const std::vector<QString> &RigGenerator::errorMarkNames()
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{
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return m_errorMarkNames;
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}
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2018-10-26 23:04:45 +00:00
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void RigGenerator::generate()
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{
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if (nullptr == m_outcome->triangleSourceNodes())
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return;
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2018-09-14 09:45:05 +00:00
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std::vector<QVector3D> inputVerticesPositions;
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std::set<MeshSplitterTriangle> inputTriangles;
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2018-10-26 23:04:45 +00:00
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const auto &triangleSourceNodes = *m_outcome->triangleSourceNodes();
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const std::vector<std::vector<QVector3D>> *triangleVertexNormals = m_outcome->triangleVertexNormals();
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std::map<std::pair<QUuid, QUuid>, const OutcomeNode *> nodeMap;
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for (const auto &item: m_outcome->nodes) {
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nodeMap.insert({{item.partId, item.nodeId}, &item});
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}
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for (const auto &vertex: m_outcome->vertices) {
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inputVerticesPositions.push_back(vertex);
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}
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std::map<std::pair<BoneMark, SkeletonSide>, std::tuple<QVector3D, int, std::set<MeshSplitterTriangle>>> marksMap;
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for (size_t triangleIndex = 0; triangleIndex < m_outcome->triangles.size(); triangleIndex++) {
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const auto &sourceTriangle = m_outcome->triangles[triangleIndex];
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MeshSplitterTriangle newTriangle;
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for (int i = 0; i < 3; i++)
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newTriangle.indicies[i] = sourceTriangle[i];
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auto findBmeshNodeResult = nodeMap.find(triangleSourceNodes[triangleIndex]);
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if (findBmeshNodeResult != nodeMap.end()) {
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const auto &bmeshNode = *findBmeshNodeResult->second;
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if (bmeshNode.boneMark != BoneMark::None) {
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SkeletonSide boneSide = SkeletonSide::None;
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if (BoneMarkHasSide(bmeshNode.boneMark)) {
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boneSide = bmeshNode.origin.x() > 0 ? SkeletonSide::Left : SkeletonSide::Right;
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}
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auto &marks = marksMap[std::make_pair(bmeshNode.boneMark, boneSide)];
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std::get<0>(marks) += bmeshNode.origin;
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std::get<1>(marks) += 1;
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std::get<2>(marks).insert(newTriangle);
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}
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}
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inputTriangles.insert(newTriangle);
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}
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m_autoRigger = new Rigger(inputVerticesPositions, inputTriangles);
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for (const auto &marks: marksMap) {
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m_autoRigger->addMarkGroup(marks.first.first, marks.first.second,
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std::get<0>(marks.second) / std::get<1>(marks.second),
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std::get<2>(marks.second));
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}
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2018-10-02 04:59:30 +00:00
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m_isSucceed = m_autoRigger->rig();
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2018-10-02 04:59:30 +00:00
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if (m_isSucceed) {
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qDebug() << "Rig succeed";
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} else {
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qDebug() << "Rig failed";
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m_missingMarkNames = m_autoRigger->missingMarkNames();
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m_errorMarkNames = m_autoRigger->errorMarkNames();
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for (const auto &message: m_autoRigger->messages()) {
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qDebug() << "errorType:" << message.first << "Message:" << message.second;
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}
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}
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// Blend vertices colors according to bone weights
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2018-10-25 00:19:38 +00:00
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std::vector<QColor> inputVerticesColors(m_outcome->vertices.size());
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if (m_isSucceed) {
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const auto &resultWeights = m_autoRigger->resultWeights();
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const auto &resultBones = m_autoRigger->resultBones();
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m_resultWeights = new std::map<int, RiggerVertexWeights>;
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*m_resultWeights = resultWeights;
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m_resultBones = new std::vector<RiggerBone>;
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*m_resultBones = resultBones;
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for (const auto &weightItem: resultWeights) {
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size_t vertexIndex = weightItem.first;
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const auto &weight = weightItem.second;
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int blendR = 0, blendG = 0, blendB = 0;
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for (int i = 0; i < 4; i++) {
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int boneIndex = weight.boneIndicies[i];
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if (boneIndex > 0) {
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const auto &bone = resultBones[boneIndex];
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blendR += bone.color.red() * weight.boneWeights[i];
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blendG += bone.color.green() * weight.boneWeights[i];
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blendB += bone.color.blue() * weight.boneWeights[i];
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2018-09-14 09:45:05 +00:00
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}
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}
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QColor blendColor = QColor(blendR, blendG, blendB, 255);
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inputVerticesColors[vertexIndex] = blendColor;
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}
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}
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// Create mesh for demo
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2018-10-25 00:19:38 +00:00
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Vertex *triangleVertices = new Vertex[m_outcome->triangles.size() * 3];
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int triangleVerticesNum = 0;
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const QVector3D defaultUv = QVector3D(0, 0, 0);
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for (size_t triangleIndex = 0; triangleIndex < m_outcome->triangles.size(); triangleIndex++) {
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const auto &sourceTriangle = m_outcome->triangles[triangleIndex];
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for (int i = 0; i < 3; i++) {
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Vertex ¤tVertex = triangleVertices[triangleVerticesNum++];
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const auto &sourcePosition = inputVerticesPositions[sourceTriangle[i]];
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const auto &sourceColor = inputVerticesColors[sourceTriangle[i]];
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const auto *sourceNormal = &defaultUv;
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if (nullptr != triangleVertexNormals)
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sourceNormal = &(*triangleVertexNormals)[triangleIndex][i];
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currentVertex.posX = sourcePosition.x();
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currentVertex.posY = sourcePosition.y();
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currentVertex.posZ = sourcePosition.z();
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currentVertex.texU = 0;
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currentVertex.texV = 0;
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currentVertex.colorR = sourceColor.redF();
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currentVertex.colorG = sourceColor.greenF();
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currentVertex.colorB = sourceColor.blueF();
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currentVertex.normX = sourceNormal->x();
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currentVertex.normY = sourceNormal->y();
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currentVertex.normZ = sourceNormal->z();
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2018-09-14 09:45:05 +00:00
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}
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}
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m_resultMesh = new MeshLoader(triangleVertices, triangleVerticesNum);
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2018-10-26 23:04:45 +00:00
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}
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void RigGenerator::process()
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{
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QElapsedTimer countTimeConsumed;
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countTimeConsumed.start();
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generate();
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2018-09-14 09:45:05 +00:00
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qDebug() << "The rig generation took" << countTimeConsumed.elapsed() << "milliseconds";
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this->moveToThread(QGuiApplication::instance()->thread());
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emit finished();
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}
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