dust3d/application/sources/bone_generator.cc

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#include "bone_generator.h"
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#include <QDebug>
#include <QElapsedTimer>
#include <dust3d/mesh/smooth_normal.h>
#include <dust3d/mesh/trim_vertices.h>
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BoneGenerator::BoneGenerator(std::unique_ptr<dust3d::Object> object, std::unique_ptr<dust3d::Snapshot> snapshot)
: m_object(std::move(object))
, m_snapshot(std::move(snapshot))
{
}
std::map<dust3d::Uuid, std::unique_ptr<ModelMesh>>* BoneGenerator::takeBonePreviewMeshes()
{
return m_bonePreviewMeshes.release();
}
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std::unique_ptr<ModelMesh> BoneGenerator::takeBodyPreviewMesh()
{
return std::move(m_bodyPreviewMesh);
}
void BoneGenerator::process()
{
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QElapsedTimer countTimeConsumed;
countTimeConsumed.start();
setVertices(m_object->vertices);
setTriangles(m_object->triangles);
setPositionToNodeMap(m_object->positionToNodeIdMap);
for (const auto& it : m_object->nodeMap) {
Node node;
node.position = it.second.origin;
addNode(it.first, node);
}
for (const auto& it : m_snapshot->boneIdList) {
Bone bone;
auto findBone = m_snapshot->bones.find(it);
if (findBone == m_snapshot->bones.end())
continue;
for (const auto& nodeIdString : dust3d::String::split(dust3d::String::valueOrEmpty(findBone->second, "jointNodeIdList"), ',')) {
if (nodeIdString.empty())
continue;
bone.joints.push_back(dust3d::Uuid(nodeIdString));
}
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addBone(dust3d::Uuid(it), bone);
}
for (const auto& it : m_snapshot->nodes) {
NodeBinding nodeBinding;
for (const auto& boneIdString : dust3d::String::split(dust3d::String::valueOrEmpty(it.second, "boneIdList"), ',')) {
if (boneIdString.empty())
continue;
nodeBinding.boneIds.insert(dust3d::Uuid(boneIdString));
}
addNodeBinding(dust3d::Uuid(it.first), nodeBinding);
}
generate();
m_bonePreviewMeshes = std::make_unique<std::map<dust3d::Uuid, std::unique_ptr<ModelMesh>>>();
for (auto& it : bonePreviews()) {
dust3d::trimVertices(&it.second.vertices, true);
for (auto& it : it.second.vertices) {
it *= 2.0;
}
std::vector<dust3d::Vector3> previewTriangleNormals;
previewTriangleNormals.reserve(it.second.triangles.size());
for (const auto& face : it.second.triangles) {
previewTriangleNormals.emplace_back(dust3d::Vector3::normal(
it.second.vertices[face[0]],
it.second.vertices[face[1]],
it.second.vertices[face[2]]));
}
std::vector<std::vector<dust3d::Vector3>> previewTriangleVertexNormals;
dust3d::smoothNormal(it.second.vertices,
it.second.triangles,
previewTriangleNormals,
0,
&previewTriangleVertexNormals);
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std::vector<std::tuple<dust3d::Color, float /*metalness*/, float /*roughness*/>> vertexProperties(it.second.vertexColors.size());
for (size_t i = 0; i < vertexProperties.size(); ++i) {
vertexProperties[i] = std::make_tuple(it.second.vertexColors[i],
(float)0.0, (float)1.0);
}
(*m_bonePreviewMeshes)[it.first] = std::make_unique<ModelMesh>(it.second.vertices,
it.second.triangles,
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previewTriangleVertexNormals,
dust3d::Color::createWhite(),
(float)0.0,
(float)1.0,
&vertexProperties);
}
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{
const auto& preview = bodyPreview();
std::vector<dust3d::Vector3> previewTriangleNormals;
previewTriangleNormals.reserve(preview.triangles.size());
for (const auto& face : preview.triangles) {
previewTriangleNormals.emplace_back(dust3d::Vector3::normal(
preview.vertices[face[0]],
preview.vertices[face[1]],
preview.vertices[face[2]]));
}
std::vector<std::vector<dust3d::Vector3>> previewTriangleVertexNormals;
dust3d::smoothNormal(preview.vertices,
preview.triangles,
previewTriangleNormals,
0,
&previewTriangleVertexNormals);
std::vector<std::tuple<dust3d::Color, float /*metalness*/, float /*roughness*/>> vertexProperties(preview.vertexColors.size());
for (size_t i = 0; i < vertexProperties.size(); ++i) {
vertexProperties[i] = std::make_tuple(preview.vertexColors[i],
(float)0.0, (float)1.0);
}
m_bodyPreviewMesh = std::make_unique<ModelMesh>(preview.vertices,
preview.triangles,
previewTriangleVertexNormals,
dust3d::Color::createWhite(),
(float)0.0,
(float)1.0,
&vertexProperties);
m_bodyPreviewMesh->setMeshId(m_object->meshId);
}
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qDebug() << "The bone generation took" << countTimeConsumed.elapsed() << "milliseconds";
emit finished();
}