Merge branch 'walk'

master
Jeremy Hu 2018-06-28 21:18:43 +08:00
commit e8aabef903
21 changed files with 948 additions and 36 deletions

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@ -563,3 +563,13 @@ https://www.reddit.com/r/gamedev/comments/5iuf3h/i_am_writting_a_3d_monster_mode
Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles
http://liris.cnrs.fr/Documents/Liris-5778.pdf
</pre>
<h1>Hermite Curves</h1>
<pre>
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Hermite_Curves
</pre>
<h1>AppImage</h1>
<pre>
https://appimage.org/
</pre>

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@ -155,6 +155,15 @@ HEADERS += src/skinnedmesh.h
SOURCES += src/ragdoll.cpp
HEADERS += src/ragdoll.h
SOURCES += src/pogostick.cpp
HEADERS += src/pogostick.h
SOURCES += src/ikjoint.cpp
HEADERS += src/ikjoint.h
SOURCES += src/locomotioncontroller.cpp
HEADERS += src/locomotioncontroller.h
HEADERS += src/qtlightmapper.h
SOURCES += src/main.cpp

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@ -4,7 +4,7 @@
const std::vector<QString> AnimationClipGenerator::supportedClipNames = {
"Idle",
//"Walk",
"Walk",
//"Run",
//"Attack",
//"Hurt",
@ -41,6 +41,7 @@ AnimationClipGenerator::~AnimationClipGenerator()
#if USE_RAGDOLL
delete m_ragdoll;
#endif
delete m_locomotionController;
}
std::vector<std::pair<float, MeshLoader *>> AnimationClipGenerator::takeFrameMeshes()
@ -57,11 +58,17 @@ void AnimationClipGenerator::generateFrame(SkinnedMesh &skinnedMesh, float amoun
rigController->resetFrame();
if (m_clipName == "Idle")
rigController->idle(amount);
RigFrame frame(jointNodeTree->joints().size());
if (m_clipName == "Idle") {
rigController->idle(amount);
rigController->saveFrame(frame);
} else if (m_clipName == "Walk") {
m_locomotionController->simulate(amount);
JointNodeTree outputJointNodeTree = m_locomotionController->outputJointNodeTreeOnlyPositions();
outputJointNodeTree.recalculateMatricesAfterPositionUpdated();
m_jointNodeTree.diff(outputJointNodeTree, frame);
} else if (m_clipName == "Die") {
#if USE_BULLET
if (nullptr == m_ragdoll) {
rigController->saveFrame(frame);
@ -69,9 +76,8 @@ void AnimationClipGenerator::generateFrame(SkinnedMesh &skinnedMesh, float amoun
m_ragdoll->stepSimulation(duration);
m_ragdoll->saveFrame(frame);
}
#else
rigController->saveFrame(frame);
#endif
}
if (m_wantMesh) {
skinnedMesh.applyRigFrameToMesh(frame);
@ -91,8 +97,31 @@ void AnimationClipGenerator::generate()
RigController *rigController = skinnedMesh.rigController();
rigController->resetFrame();
qDebug() << "animation clip name:" << m_clipName;
if (m_clipName == "Idle") {
float duration = 0.1;
float nextBeginTime = 0;
for (float amount = 0.0; amount <= 0.05; amount += 0.01) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration);
nextBeginTime += duration;
}
for (float amount = 0.05; amount >= 0.0; amount -= 0.01) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration);
nextBeginTime += duration;
}
} else if (m_clipName == "Walk") {
m_locomotionController = new LocomotionController(m_jointNodeTree);
m_locomotionController->prepare();
float duration = 0.05;
float nextBeginTime = 0;
for (float amount = 0.0; amount <= 1; amount += duration) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration);
nextBeginTime += duration;
}
} else if (m_clipName == "Die") {
#if USE_BULLET
if (m_clipName == "Die") {
delete m_ragdoll;
float averageLegHeight = rigController->averageLegHeight();
rigController->liftLeftLegs(QVector3D(0, averageLegHeight * 1.2, 0));
@ -104,27 +133,14 @@ void AnimationClipGenerator::generate()
m_ragdoll = new Ragdoll(m_jointNodeTree, ragdollJointNodeTree);
m_ragdoll->setGroundPlaneY(rigController->minY());
m_ragdoll->prepare();
}
#endif
if (m_clipName == "Die") {
float duration = 1.0 / 120;
float nextBeginTime = 0;
for (float amount = 0.0; amount <= 3; amount += duration) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration);
nextBeginTime += duration;
}
} else {
float duration = 0.1;
float nextBeginTime = 0;
for (float amount = 0.0; amount <= 0.05; amount += 0.01) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration);
nextBeginTime += duration;
}
for (float amount = 0.05; amount >= 0.0; amount -= 0.01) {
generateFrame(skinnedMesh, amount, nextBeginTime, duration);
nextBeginTime += duration;
}
#endif
}
}

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@ -8,6 +8,7 @@
#include "skinnedmesh.h"
#include "jointnodetree.h"
#include "ragdoll.h"
#include "locomotioncontroller.h"
class AnimationClipGenerator : public QObject
{
@ -39,6 +40,7 @@ private:
#if USE_BULLET
Ragdoll *m_ragdoll = nullptr;
#endif
LocomotionController *m_locomotionController = nullptr;
};
#endif

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@ -20,7 +20,7 @@ AnimationPanelWidget::AnimationPanelWidget(SkeletonDocument *document, QWidget *
buttonsLayout->addSpacing(10);
for (const auto &clipName: AnimationClipGenerator::supportedClipNames) {
QPushButton *clipButton = new QPushButton(QObject::tr(qPrintable(clipName)));
QPushButton *clipButton = new QPushButton(QObject::tr(qPrintable(clipName + " (Experiment)")));
connect(clipButton, &QPushButton::clicked, [=] {
generateClip(clipName);
});

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@ -32,13 +32,13 @@ int CCDIKSolver::addNodeInOrder(const QVector3D &position)
void CCDIKSolver::solveTo(const QVector3D &position)
{
qDebug() << "solveTo:" << position;
//qDebug() << "solveTo:" << position;
m_destination = position;
float lastDistance2 = 0;
for (int i = 0; i < m_maxRound; i++) {
const auto &endEffector = m_nodes[m_nodes.size() - 1];
float distance2 = (endEffector.position - m_destination).lengthSquared();
qDebug() << "Round:" << i << " distance2:" << distance2;
//qDebug() << "Round:" << i << " distance2:" << distance2;
if (distance2 <= m_distanceThreshold2)
break;
if (lastDistance2 > 0 && fabs(distance2 - lastDistance2) <= m_distanceCeaseThreshold2)

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@ -26,3 +26,12 @@ void qNormalizeAngle(int &angle)
while (angle > 360 * 16)
angle -= 360 * 16;
}
// https://en.wikibooks.org/wiki/Cg_Programming/Unity/Hermite_Curves
QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1)
{
return (2.0f * t * t * t - 3.0f * t * t + 1.0f) * p0
+ (t * t * t - 2.0f * t * t + t) * m0
+ (-2.0f * t * t * t + 3.0f * t * t) * p1
+ (t * t * t - t * t) * m1;
}

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@ -14,5 +14,6 @@ QString valueOfKeyInMapOrEmpty(const std::map<QString, QString> &map, const QStr
bool isTrueValueString(const QString &str);
bool isFloatEqual(float a, float b);
void qNormalizeAngle(int &angle);
QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1);
#endif

33
src/ikjoint.cpp Normal file
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@ -0,0 +1,33 @@
#include "ikjoint.h"
#include "ccdikresolver.h"
void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree,
int startJointIndex, int endJointIndex, QVector3D destination)
{
CCDIKSolver ikSolver;
ikSolver.setMaxRound(10);
int loopIndex = endJointIndex;
std::vector<int> ikSolvingIndicies;
while (-1 != loopIndex) {
const auto &joint = inputJointNodeTree.joints()[loopIndex];
ikSolvingIndicies.push_back(loopIndex);
if (loopIndex == startJointIndex)
break;
loopIndex = joint.parentIndex;
}
std::reverse(std::begin(ikSolvingIndicies), std::end(ikSolvingIndicies));
for (const auto &jointIndex: ikSolvingIndicies) {
ikSolver.addNodeInOrder(inputJointNodeTree.joints()[jointIndex].position);
}
ikSolver.solveTo(destination);
int nodeCount = ikSolver.getNodeCount();
Q_ASSERT(nodeCount == (int)ikSolvingIndicies.size());
for (int i = 0; i < nodeCount; i++) {
int jointIndex = ikSolvingIndicies[i];
const QVector3D &newPosition = ikSolver.getNodeSolvedPosition(i);
outputJointNodeTree.joints()[jointIndex].position = newPosition;
}
}

8
src/ikjoint.h Normal file
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@ -0,0 +1,8 @@
#ifndef IK_JOINT_H
#define IK_JOINT_H
#include "jointnodetree.h"
void moveIkJoints(const JointNodeTree &inputJointNodeTree, JointNodeTree &outputJointNodeTree,
int startJointIndex, int endJointIndex, QVector3D destination);
#endif

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@ -127,11 +127,9 @@ void IntermediateBoneRemover::solveTrivialFromPairAndSaveTraceTo(std::pair<int,
if (solvedSet.find(node) != solvedSet.end())
return;
solvedSet.insert(node);
if (m_startNodeSet.find(node) != m_startNodeSet.end()) {
return;
}
if (m_trivialNodeSet.find(node) == m_trivialNodeSet.end()) {
if (!history.empty() && m_trivialNodeSet.find(history[history.size() - 1]) != m_trivialNodeSet.end()) {
if (!history.empty() && m_trivialNodeSet.find(history[history.size() - 1]) != m_trivialNodeSet.end() &&
m_intermediateNodes.find(history[history.size() - 1]) == m_intermediateNodes.end()) {
for (int i = history.size() - 1; i >= 0; i--) {
if (m_trivialNodeSet.find(history[i]) == m_trivialNodeSet.end()) {
bool addChildren = false;

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@ -9,6 +9,8 @@ JointNodeTree::JointNodeTree(MeshResultContext &resultContext)
return;
}
isVerticalSpine = resultContext.isVerticalSpine();
JointInfo rootCenterJoint;
{
rootCenterJoint.jointIndex = m_tracedJoints.size();
@ -30,6 +32,101 @@ JointNodeTree::JointNodeTree(MeshResultContext &resultContext)
traceBoneFromJoint(resultContext, std::make_pair(rootNode->bmeshId, rootNode->nodeId), visitedNodes, connections, rootCenterJoint.jointIndex);
calculateMatricesByPosition();
collectParts();
}
const std::vector<std::pair<int, int>> &JointNodeTree::legs() const
{
return m_legs;
}
const std::vector<int> &JointNodeTree::spine() const
{
return m_spine;
}
const std::vector<std::pair<int, int>> &JointNodeTree::leftLegs() const
{
return m_leftLegs;
}
const std::vector<std::pair<int, int>> &JointNodeTree::rightLegs() const
{
return m_rightLegs;
}
void JointNodeTree::collectParts()
{
m_legs.clear();
m_spine.clear();
for (const auto &node: joints()) {
if (node.boneMark == SkeletonBoneMark::Spine) {
m_spine.push_back(node.jointIndex);
}
if (node.boneMark == SkeletonBoneMark::Head) {
if (-1 != head) {
qDebug() << "Get multiple head markers";
}
head = node.jointIndex;
}
if (node.boneMark == SkeletonBoneMark::Tail) {
if (-1 != tail) {
qDebug() << "Get multiple tail markers";
}
tail = node.jointIndex;
}
if (node.boneMark == SkeletonBoneMark::LegStart && node.children.size() == 1) {
const auto legStart = node.jointIndex;
const JointInfo *loopNode = &joints()[node.children[0]];
while (loopNode->boneMark != SkeletonBoneMark::LegEnd &&
loopNode->children.size() == 1) {
loopNode = &joints()[loopNode->children[0]];
}
if (loopNode->boneMark == SkeletonBoneMark::LegEnd) {
const auto legEnd = loopNode->jointIndex;
addLeg(legStart, legEnd);
} else {
qDebug() << "Find leg" << node.partId << "'s end failed";
}
}
}
sortLegs(m_leftLegs);
sortLegs(m_rightLegs);
sortSpine(m_spine);
}
void JointNodeTree::sortLegs(std::vector<std::pair<int, int>> &legs)
{
const auto &that = this;
std::sort(legs.begin(), legs.end(), [&that](const std::pair<int, int> &a, const std::pair<int, int> &b) -> bool {
const auto &firstLegEnd = that->joints()[a.second];
const auto &secondLegEnd = that->joints()[b.second];
return firstLegEnd.position.z() > secondLegEnd.position.z();
});
}
void JointNodeTree::sortSpine(std::vector<int> &spine)
{
const auto &that = this;
std::sort(spine.begin(), spine.end(), [&that](const int &a, const int &b) -> bool {
const auto &firstNode = that->joints()[a];
const auto &secondNode = that->joints()[b];
if (that->isVerticalSpine)
return firstNode.position.y() > secondNode.position.y();
else
return firstNode.position.z() > secondNode.position.z();
});
}
void JointNodeTree::addLeg(int legStart, int legEnd)
{
const auto &legEndJoint = joints()[legEnd];
m_legs.push_back(std::make_pair(legStart, legEnd));
if (legEndJoint.position.x() > 0)
m_leftLegs.push_back(std::make_pair(legStart, legEnd));
else
m_rightLegs.push_back(std::make_pair(legStart, legEnd));
}
void JointNodeTree::traceBoneFromJoint(MeshResultContext &resultContext, std::pair<int, int> node, std::set<std::pair<int, int>> &visitedNodes, std::set<std::pair<std::pair<int, int>, std::pair<int, int>>> &connections, int parentIndex)
@ -65,6 +162,7 @@ void JointNodeTree::traceBoneFromJoint(MeshResultContext &resultContext, std::pa
joint.boneMark = toNode->second->boneMark;
joint.scale = QVector3D(1.0, 1.0, 1.0);
joint.radius = toNode->second->radius;
joint.parentIndex = parentIndex;
m_tracedNodeToJointIndexMap[std::make_pair(it.first, it.second)] = joint.jointIndex;
@ -184,3 +282,99 @@ void JointNodeTree::recalculateMatricesAfterTransformUpdated()
calculateMatricesByTransform();
}
void JointNodeTree::diff(const JointNodeTree &another, RigFrame &rigFrame)
{
if (rigFrame.translations.size() != joints().size())
rigFrame = RigFrame(joints().size());
for (const auto &first: joints()) {
const auto &second = another.joints()[first.jointIndex];
if (!qFuzzyCompare(first.translation, second.translation)) {
rigFrame.updateTranslation(first.jointIndex, second.translation);
}
if (!qFuzzyCompare(first.scale, second.scale)) {
rigFrame.updateScale(first.jointIndex, second.scale);
}
if (!qFuzzyCompare(first.rotation, second.rotation)) {
rigFrame.updateRotation(first.jointIndex, second.rotation);
}
}
}
int JointNodeTree::findHubJoint(int jointIndex, std::vector<int> *tracePath) const
{
int loopJointIndex = joints()[jointIndex].parentIndex;
while (-1 != loopJointIndex) {
if (nullptr != tracePath)
tracePath->push_back(loopJointIndex);
const auto &joint = joints()[loopJointIndex];
if (joint.children.size() > 1 || -1 == joint.parentIndex)
return joint.jointIndex;
loopJointIndex = joint.parentIndex;
}
return -1;
}
int JointNodeTree::findParent(int jointIndex, int parentIndex, std::vector<int> *tracePath) const
{
int loopJointIndex = joints()[jointIndex].parentIndex;
while (-1 != loopJointIndex) {
if (nullptr != tracePath)
tracePath->push_back(loopJointIndex);
const auto &joint = joints()[loopJointIndex];
if (joint.jointIndex == parentIndex)
return joint.jointIndex;
loopJointIndex = joint.parentIndex;
}
return -1;
}
int JointNodeTree::findSpineFromChild(int jointIndex)
{
int loopJointIndex = joints()[jointIndex].parentIndex;
while (-1 != loopJointIndex) {
const auto &joint = joints()[loopJointIndex];
if (joint.boneMark == SkeletonBoneMark::Spine)
return joint.jointIndex;
loopJointIndex = joint.parentIndex;
}
return -1;
}
void JointNodeTree::collectChildren(int jointIndex, std::vector<int> &children) const
{
for (const auto &child: joints()[jointIndex].children) {
children.push_back(child);
}
for (const auto &child: joints()[jointIndex].children) {
collectChildren(child, children);
}
}
void JointNodeTree::collectTrivialChildren(int jointIndex, std::vector<int> &children) const
{
for (const auto &child: joints()[jointIndex].children) {
if (joints()[child].boneMark != SkeletonBoneMark::None) {
continue;
}
std::vector<int> subChildren;
bool hasNoTrivialNode = false;
collectTrivialChildrenStopEarlyOnNoTrivial(child, subChildren, hasNoTrivialNode);
if (hasNoTrivialNode)
continue;
children.push_back(child);
children.insert(children.end(), subChildren.begin(), subChildren.end());
}
}
void JointNodeTree::collectTrivialChildrenStopEarlyOnNoTrivial(int jointIndex, std::vector<int> &children, bool &hasNoTrivialNode) const
{
for (const auto &child: joints()[jointIndex].children) {
if (joints()[child].boneMark != SkeletonBoneMark::None) {
hasNoTrivialNode = true;
return;
}
children.push_back(child);
collectTrivialChildrenStopEarlyOnNoTrivial(child, children, hasNoTrivialNode);
}
}

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@ -5,6 +5,7 @@
#include <vector>
#include "meshresultcontext.h"
#include "skeletonbonemark.h"
#include "rigframe.h"
struct JointInfo
{
@ -33,6 +34,19 @@ public:
int nodeToJointIndex(int partId, int nodeId) const;
void recalculateMatricesAfterPositionUpdated();
void recalculateMatricesAfterTransformUpdated();
const std::vector<std::pair<int, int>> &legs() const;
const std::vector<int> &spine() const;
const std::vector<std::pair<int, int>> &leftLegs() const;
const std::vector<std::pair<int, int>> &rightLegs() const;
void diff(const JointNodeTree &another, RigFrame &rigFrame);
int findHubJoint(int jointIndex, std::vector<int> *tracePath=nullptr) const;
void collectChildren(int jointIndex, std::vector<int> &children) const;
void collectTrivialChildren(int jointIndex, std::vector<int> &children) const;
int findParent(int jointIndex, int parentIndex, std::vector<int> *tracePath=nullptr) const;
int findSpineFromChild(int jointIndex);
bool isVerticalSpine = false;
int head = -1;
int tail = -1;
private:
void calculateMatricesByTransform();
void calculateMatricesByPosition();
@ -40,6 +54,16 @@ private:
std::vector<JointInfo> m_tracedJoints;
std::map<std::pair<int, int>, int> m_tracedNodeToJointIndexMap;
void traceBoneFromJoint(MeshResultContext &resultContext, std::pair<int, int> node, std::set<std::pair<int, int>> &visitedNodes, std::set<std::pair<std::pair<int, int>, std::pair<int, int>>> &connections, int parentIndex);
void collectParts();
void addLeg(int legStart, int legEnd);
void sortLegs(std::vector<std::pair<int, int>> &legs);
void sortSpine(std::vector<int> &spine);
void collectTrivialChildrenStopEarlyOnNoTrivial(int jointIndex, std::vector<int> &children, bool &hasNoTrivialNode) const;
private:
std::vector<std::pair<int, int>> m_legs;
std::vector<std::pair<int, int>> m_leftLegs;
std::vector<std::pair<int, int>> m_rightLegs;
std::vector<int> m_spine;
};
#endif

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@ -0,0 +1,326 @@
#include <cmath>
#include "locomotioncontroller.h"
#include "ikjoint.h"
#include "dust3dutil.h"
LocomotionController::LocomotionController(const JointNodeTree &jointNodeTree) :
m_inputJointNodeTree(jointNodeTree),
m_outputJointNodeTree(jointNodeTree)
{
}
LocomotionController::~LocomotionController()
{
release();
}
void LocomotionController::release()
{
m_leftPogoSticks.clear();
m_rightPogoSticks.clear();
}
void LocomotionController::prepare()
{
release();
for (const auto &leg: m_inputJointNodeTree.leftLegs()) {
const auto &legStart = m_inputJointNodeTree.joints()[leg.first];
const auto &legEnd = m_inputJointNodeTree.joints()[leg.second];
std::vector<int> childrenOfLegEnd;
m_inputJointNodeTree.collectChildren(leg.second, childrenOfLegEnd);
m_childrenOfLeftLegEnds.push_back(childrenOfLegEnd);
PogoStick pogoStick;
pogoStick.setGroundLocation(legEnd.position.y());
pogoStick.setRestPelvisLocation(legStart.position.y());
m_leftPogoSticks.push_back(pogoStick);
}
for (const auto &leg: m_inputJointNodeTree.rightLegs()) {
const auto &legStart = m_inputJointNodeTree.joints()[leg.first];
const auto &legEnd = m_inputJointNodeTree.joints()[leg.second];
std::vector<int> childrenOfLegEnd;
m_inputJointNodeTree.collectChildren(leg.second, childrenOfLegEnd);
m_childrenOfRightLegEnds.push_back(childrenOfLegEnd);
PogoStick pogoStick;
pogoStick.setGroundLocation(legEnd.position.y());
pogoStick.setRestPelvisLocation(legStart.position.y());
m_rightPogoSticks.push_back(pogoStick);
}
}
void LocomotionController::simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, float amount, QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY)
{
float time = amount;
pogoStick->simulate(time);
const auto &legStart = m_outputJointNodeTree.joints()[leg.first];
const auto &legEnd = m_outputJointNodeTree.joints()[leg.second];
float targetLegStartY = legStart.position.y() + (pogoStick->currentPelvisLocation() - legStart.position.y()) * 0.2;
float targetLegEndY = pogoStick->currentFootLocation();
float targetLegStartZ = legStart.position.z() + pogoStick->currentFootHorizontalOffset() * 0.05;
float targetLegEndZ = legEnd.position.z() + pogoStick->currentFootHorizontalOffset();
QVector3D targetLegStartPosition = QVector3D(legStart.position.x(), targetLegStartY, targetLegStartZ);
QVector3D targetLegEndPosition = QVector3D(legEnd.position.x(), targetLegEndY, targetLegEndZ);
QVector3D initialLegStartPosition = legStart.position;
QVector3D initialLegEndPosition = legEnd.position;
std::vector<int> tracePath;
int legParentIndex = m_inputJointNodeTree.findHubJoint(leg.first, &tracePath);
if (-1 == legParentIndex) {
m_outputJointNodeTree.joints()[leg.first].position = targetLegStartPosition;
} else {
moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, legParentIndex, leg.first, targetLegStartPosition);
}
moveIkJoints(m_outputJointNodeTree, m_outputJointNodeTree, leg.first, leg.second, targetLegEndPosition);
QVector3D finalLegEndTranslation = legEnd.position - initialLegEndPosition;
for (const auto &child: childrenOfLegEnd) {
m_outputJointNodeTree.joints()[child].position += finalLegEndTranslation;
}
if (m_outputJointNodeTree.joints()[leg.first].children.size() > 0) {
int theNodeIndexDirectBelowLegStart = m_outputJointNodeTree.joints()[leg.first].children[0];
if (footDirection)
*footDirection = m_outputJointNodeTree.joints()[theNodeIndexDirectBelowLegStart].position - legStart.position;
} else {
if (footDirection)
*footDirection = legEnd.position - legStart.position;
}
if (finalLegStartPosition)
*finalLegStartPosition = legEnd.position;
if (finalLegStartOffsetY)
*finalLegStartOffsetY = legStart.position.y() - initialLegStartPosition.y();
}
void LocomotionController::simulate(float amount)
{
const auto pointerFront = QVector3D(0, 0, 1);
const auto pointerOutFromCanvas = QVector3D(1, 0, 0);
const auto pointerUp = QVector3D(0, 1, 0);
float offset = 0.3;
float delays[2] = {0};
m_outputJointNodeTree = m_inputJointNodeTree;
std::vector<QVector3D> leftPitches;
std::vector<QVector3D> rightPitches;
std::vector<QVector3D> leftLegStartPositions;
std::vector<QVector3D> rightLegStartPositions;
std::vector<float> leftLegStartOffsetYs;
std::vector<float> rightLegStartOffsetYs;
leftPitches.resize(m_leftPogoSticks.size());
leftLegStartPositions.resize(m_leftPogoSticks.size());
leftLegStartOffsetYs.resize(m_leftPogoSticks.size());
for (int i = 0; i < (int)m_leftPogoSticks.size(); i++) {
const auto &leg = m_inputJointNodeTree.leftLegs()[i];
auto pogoStick = &m_leftPogoSticks[i];
QVector3D footDirection;
simulateLeg(pogoStick, m_childrenOfLeftLegEnds[i], leg, amount + delays[i % 2], &footDirection, &leftLegStartPositions[i], &leftLegStartOffsetYs[i]);
leftPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas);
delays[i % 2] += offset;
}
delays[0] = 0.5;
delays[1] = 0.5;
rightPitches.resize(m_rightPogoSticks.size());
rightLegStartPositions.resize(m_rightPogoSticks.size());
rightLegStartOffsetYs.resize(m_rightPogoSticks.size());
for (int i = 0; i < (int)m_rightPogoSticks.size(); i++) {
const auto &leg = m_inputJointNodeTree.rightLegs()[i];
auto pogoStick = &m_rightPogoSticks[i];
QVector3D footDirection;
simulateLeg(pogoStick, m_childrenOfRightLegEnds[i], leg, amount + delays[i % 2], &footDirection, &rightLegStartPositions[i], &rightLegStartOffsetYs[i]);
rightPitches[i] = -QVector3D::crossProduct(-footDirection, pointerOutFromCanvas);
delays[i % 2] += offset;
}
if (m_inputJointNodeTree.spine().empty())
return;
// Calculate orientation for each leg pair
std::vector<QVector3D> spineOrientations;
spineOrientations.resize(std::max(leftLegStartPositions.size(), rightLegStartPositions.size()), pointerFront);
for (int i = 0; i < (int)leftLegStartPositions.size() && i < (int)rightLegStartPositions.size(); i++) {
spineOrientations[i] = -QVector3D::crossProduct(leftLegStartPositions[i] - rightLegStartPositions[i], pointerUp);
}
// Calculate average pitch for each leg
std::vector<QVector3D> spinePitches;
spinePitches.resize(std::max(leftPitches.size(), rightPitches.size()));
for (int i = 0; i < (int)m_leftPogoSticks.size(); i++) {
spinePitches[i] = leftPitches[i];
}
for (int i = 0; i < (int)m_rightPogoSticks.size(); i++) {
spinePitches[i] += rightPitches[i];
}
for (int i = 0; i < (int)spinePitches.size(); i++) {
spinePitches[i].normalize();
if (i < (int)spineOrientations.size()) {
QQuaternion rotation;
rotation.rotationTo(pointerFront, spineOrientations[i]);
spinePitches[i] = rotation.rotatedVector(spinePitches[i]);
}
}
// Find spine node for each leg pair
std::vector<int> spineNodes;
spineNodes.resize(spinePitches.size(), -1);
for (int i = 0; i < (int)spinePitches.size(); i++) {
int leftSpine = -1;
if (i < (int)m_inputJointNodeTree.leftLegs().size()) {
leftSpine = m_inputJointNodeTree.findSpineFromChild(m_inputJointNodeTree.leftLegs()[i].first);
}
int rightSpine = -1;
if (i < (int)m_inputJointNodeTree.rightLegs().size()) {
rightSpine = m_inputJointNodeTree.findSpineFromChild(m_inputJointNodeTree.rightLegs()[i].first);
}
if (-1 == leftSpine && -1 == rightSpine)
continue;
if (leftSpine == rightSpine) {
spineNodes[i] = leftSpine;
continue;
}
if (-1 == rightSpine) {
spineNodes[i] = leftSpine;
continue;
}
if (-1 == leftSpine) {
spineNodes[i] = rightSpine;
continue;
}
qDebug() << "leftSpine:" << leftSpine << " not equal rightSpine:" << rightSpine;
if (m_inputJointNodeTree.joints()[leftSpine].position.z() > m_inputJointNodeTree.joints()[rightSpine].position.z()) {
spineNodes[i] = leftSpine;
continue;
}
spineNodes[i] = rightSpine;
}
// Merge leg start offsets
std::vector<QVector3D> legStartOffsets;
legStartOffsets.resize(std::max(leftLegStartOffsetYs.size(), rightLegStartOffsetYs.size()));
for (int i = 0; i < (int)spineNodes.size(); i++) {
float offsetY = 0;
if (i < (int)leftLegStartOffsetYs.size()) {
offsetY += leftLegStartOffsetYs[i];
}
if (i < (int)rightLegStartOffsetYs.size()) {
offsetY += rightLegStartOffsetYs[i];
}
offsetY /= 2;
offsetY *= 0.5;
legStartOffsets[i] = QVector3D(0, offsetY, 0);
}
// Move spine nodes
for (int i = 0; i < (int)spineNodes.size(); i++) {
if (i < (int)legStartOffsets.size()) {
QVector3D offset = legStartOffsets[i];
m_outputJointNodeTree.joints()[spineNodes[i]].position += offset;
std::vector<int> children;
m_inputJointNodeTree.collectTrivialChildren(spineNodes[i], children);
for (const auto &child: children) {
m_outputJointNodeTree.joints()[child].position += offset;
}
}
}
// Move tail
if (-1 != m_inputJointNodeTree.tail && spineNodes.size() > 0) {
int lastSpineJointIndex = spineNodes[spineNodes.size() - 1];
std::vector<int> spineIndicies;
if (lastSpineJointIndex == m_inputJointNodeTree.findParent(m_inputJointNodeTree.tail,
lastSpineJointIndex, &spineIndicies)) {
std::vector<int> tailChildren;
m_inputJointNodeTree.collectChildren(m_inputJointNodeTree.tail, tailChildren);
const auto offset = legStartOffsets[spineNodes.size() - 1];
for (int i = (int)spineIndicies.size() - 2; i >= 0; i--) {
m_outputJointNodeTree.joints()[spineIndicies[i]].position += offset;
}
m_outputJointNodeTree.joints()[m_inputJointNodeTree.tail].position += offset;
for (const auto &child: tailChildren) {
m_outputJointNodeTree.joints()[child].position += offset;
}
}
}
// Adjust neck
if (-1 != m_inputJointNodeTree.head && spineNodes.size() > 0 && spinePitches.size() > 0) {
int firstSpineJointIndex = spineNodes[0];
int headParent = m_inputJointNodeTree.joints()[m_inputJointNodeTree.head].parentIndex;
if (-1 != headParent) {
makeInbetweenNodesInHermiteCurve(m_inputJointNodeTree.head,
m_inputJointNodeTree.joints()[m_inputJointNodeTree.head].position - m_inputJointNodeTree.joints()[headParent].position,
firstSpineJointIndex,
spinePitches[0]);
}
}
// Adjust spine inbetween legs
for (int i = 1; i < (int)spineNodes.size() && i < (int)spinePitches.size(); i++) {
makeInbetweenNodesInHermiteCurve(spineNodes[i - 1], spinePitches[i - 1],
spineNodes[i], spinePitches[i]);
}
}
void LocomotionController::makeInbetweenNodesInHermiteCurve(int firstJointIndex, QVector3D firstPitch, int secondJointIndex, QVector3D secondPitch)
{
int child = firstJointIndex;
int parent = secondJointIndex;
QVector3D childPitch = firstPitch;
QVector3D parentPitch = secondPitch;
if (child < parent) {
child = secondJointIndex;
parent = firstJointIndex;
childPitch = secondPitch;
parentPitch = firstPitch;
}
std::vector<int> inbetweenIndicies;
if (parent != m_inputJointNodeTree.findParent(child,
parent, &inbetweenIndicies)) {
return;
}
if (inbetweenIndicies.size() - 1 <= 0)
return;
// Calculate total length
float length = m_inputJointNodeTree.joints()[inbetweenIndicies[0]].position.distanceToPoint(m_inputJointNodeTree.joints()[child].position);
std::vector<float> lengths;
float totalLength = length;
lengths.push_back(length);
for (int i = 1; i <= (int)inbetweenIndicies.size() - 1; i++) {
length = m_inputJointNodeTree.joints()[inbetweenIndicies[i - 1]].position.distanceToPoint(m_inputJointNodeTree.joints()[inbetweenIndicies[i]].position);
lengths.push_back(length);
totalLength += length;
}
if (qFuzzyIsNull(totalLength)) {
qDebug() << "Inbetween nodes is too short";
} else {
float accumLength = 0;
const QVector3D &p0 = m_inputJointNodeTree.joints()[parent].position;
const QVector3D &m0 = parentPitch;
const QVector3D &p1 = m_inputJointNodeTree.joints()[child].position;
const QVector3D &m1 = childPitch;
for (int i = (int)inbetweenIndicies.size() - 2; i >= 0; i--) {
accumLength += lengths[i + 1];
float t = accumLength / totalLength;
QVector3D revisedPosition = pointInHermiteCurve(t, p0, m0, p1, m1);
qDebug() << "pointInHermiteCurve(t:<<" << t << ", p0:" << p0 << ", m0:" << m0 << ", p1:" << p1 << ", m1:" << m1 << ") result:" << revisedPosition;
m_outputJointNodeTree.joints()[inbetweenIndicies[i]].position = revisedPosition;
}
}
}
const JointNodeTree &LocomotionController::outputJointNodeTreeOnlyPositions() const
{
return m_outputJointNodeTree;
}

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@ -0,0 +1,28 @@
#ifndef LOCOMOTION_CONTROLLER_H
#define LOCOMOTION_CONTROLLER_H
#include "jointnodetree.h"
#include "pogostick.h"
class LocomotionController
{
public:
LocomotionController(const JointNodeTree &jointNodeTree);
~LocomotionController();
void prepare();
void release();
void simulate(float amount);
const JointNodeTree &outputJointNodeTreeOnlyPositions() const;
private:
void simulateLeg(PogoStick *pogoStick, const std::vector<int> &childrenOfLegEnd, std::pair<int, int> leg, float amount,
QVector3D *footDirection, QVector3D *finalLegStartPosition, float *finalLegStartOffsetY);
void makeInbetweenNodesInHermiteCurve(int firstJointIndex, QVector3D firstPitch, int secondJointIndex, QVector3D secondPitch);
private:
JointNodeTree m_inputJointNodeTree;
JointNodeTree m_outputJointNodeTree;
std::vector<PogoStick> m_leftPogoSticks;
std::vector<PogoStick> m_rightPogoSticks;
std::vector<std::vector<int>> m_childrenOfLeftLegEnds;
std::vector<std::vector<int>> m_childrenOfRightLegEnds;
};
#endif

View File

@ -2,6 +2,7 @@
#include <vector>
#include <QDebug>
#include <set>
#include <cmath>
#include "theme.h"
#include "meshresultcontext.h"
#include "thekla_atlas.h"
@ -35,7 +36,9 @@ MeshResultContext::MeshResultContext() :
m_centerBmeshNode(nullptr),
m_resultPartsResolved(false),
m_resultTriangleUvsResolved(false),
m_resultRearrangedVerticesResolved(false)
m_resultRearrangedVerticesResolved(false),
m_isVerticalSpine(false),
m_spineDirectionResolved(false)
{
}
@ -95,6 +98,15 @@ const BmeshNode *MeshResultContext::centerBmeshNode()
return m_centerBmeshNode;
}
bool MeshResultContext::isVerticalSpine()
{
if (!m_spineDirectionResolved) {
calculateSpineDirection(m_isVerticalSpine);
m_spineDirectionResolved = true;
}
return m_isVerticalSpine;
}
void MeshResultContext::resolveBmeshConnectivity()
{
if (!m_bmeshConnectivityResolved) {
@ -416,6 +428,34 @@ void MeshResultContext::calculateBmeshNodeMap(std::map<std::pair<int, int>, Bmes
}
}
void MeshResultContext::calculateSpineDirection(bool &isVerticalSpine)
{
float minZ = 10000;
float maxZ = -10000;
float minY = 10000;
float maxY = -10000;
int spineNodeNum = 0;
for (auto i = 0u; i < bmeshNodes.size(); i++) {
BmeshNode *bmeshNode = &bmeshNodes[i];
if (bmeshNode->boneMark != SkeletonBoneMark::Spine)
continue;
if (bmeshNode->origin.y() < minY)
minY = bmeshNode->origin.y();
if (bmeshNode->origin.y() > maxY)
maxY = bmeshNode->origin.y();
if (bmeshNode->origin.z() < minZ)
minZ = bmeshNode->origin.z();
if (bmeshNode->origin.z() > maxZ)
maxZ = bmeshNode->origin.z();
spineNodeNum++;
}
if (spineNodeNum < 2)
isVerticalSpine = true;
else
isVerticalSpine = fabs(maxY - minY) > fabs(maxZ - minZ);
qDebug() << "calculateSpineDirection isVerticalSpine:" << isVerticalSpine;
}
struct BmeshNodeDistWithWorldCenter
{
BmeshNode *bmeshNode;
@ -424,6 +464,29 @@ struct BmeshNodeDistWithWorldCenter
BmeshNode *MeshResultContext::calculateCenterBmeshNode()
{
// If there are marked spine node, we pick the last spine node as center
bool pickVerticalLast = isVerticalSpine();
float minLocation = 10000;
BmeshNode *lastSpineNode = nullptr;
for (auto i = 0u; i < bmeshNodes.size(); i++) {
BmeshNode *bmeshNode = &bmeshNodes[i];
if (bmeshNode->boneMark != SkeletonBoneMark::Spine)
continue;
if (pickVerticalLast) {
if (bmeshNode->origin.y() < minLocation) {
minLocation = bmeshNode->origin.y();
lastSpineNode = bmeshNode;
}
} else {
if (bmeshNode->origin.z() < minLocation) {
minLocation = bmeshNode->origin.z();
lastSpineNode = bmeshNode;
}
}
}
if (nullptr != lastSpineNode)
return lastSpineNode;
// Sort all the nodes by distance with world center, excluding leg start nodes
std::vector<BmeshNodeDistWithWorldCenter> nodesOrderByDistWithWorldCenter;
for (auto i = 0u; i < bmeshNodes.size(); i++) {

View File

@ -120,6 +120,7 @@ public:
const std::vector<ResultRearrangedTriangle> &rearrangedTriangles();
const std::map<int, std::pair<int, int>> &vertexSourceMap();
void removeIntermediateBones();
bool isVerticalSpine();
private:
bool m_triangleSourceResolved;
bool m_triangleColorResolved;
@ -134,6 +135,8 @@ private:
bool m_resultPartsResolved;
bool m_resultTriangleUvsResolved;
bool m_resultRearrangedVerticesResolved;
bool m_isVerticalSpine;
bool m_spineDirectionResolved;
private:
std::vector<std::pair<int, int>> m_triangleSourceNodes;
std::vector<QColor> m_triangleColors;
@ -164,6 +167,7 @@ private:
void calculateResultTriangleUvs(std::vector<ResultTriangleUv> &uvs, std::set<int> &seamVertices);
void calculateResultRearrangedVertices(std::vector<ResultRearrangedVertex> &rearrangedVertices, std::vector<ResultRearrangedTriangle> &rearrangedTriangles);
void calculateConnectionPossibleRscore(BmeshConnectionPossible &possible);
void calculateSpineDirection(bool &isVerticalSpine);
};
#endif

121
src/pogostick.cpp Normal file
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@ -0,0 +1,121 @@
#include <cmath>
#include <QDebug>
#include "pogostick.h"
float PogoStick::m_gravitationalAcceleration = 9.8;
PogoStick::PogoStick()
{
setStancePhaseDuration(0.8);
}
void PogoStick::setGroundLocation(float groundLocation)
{
m_groundLocation = groundLocation;
needCalculateParameters = true;
}
void PogoStick::setRestPelvisLocation(float restPelvisLocation)
{
m_restPelvisLocation = restPelvisLocation;
needCalculateParameters = true;
}
void PogoStick::setStancePhaseDuration(float duration)
{
m_halfStancePhaseDuration = duration * 0.5;
m_halfSwingPhaseDuration = (1 - duration) * 0.5;
needCalculateParameters = true;
}
void PogoStick::setAcceleration(float acceleration)
{
m_accelerationExcludedGravity = acceleration - m_gravitationalAcceleration;
needCalculateParameters = true;
}
void PogoStick::calculateParametersForSimulation()
{
m_restBodyHeight = abs(m_restPelvisLocation - m_groundLocation);
float maxAcceleration = m_restBodyHeight / (0.5 * (m_halfStancePhaseDuration * m_halfStancePhaseDuration));
if (m_accelerationExcludedGravity > maxAcceleration) {
qDebug() << "Reset acceleration from" << m_accelerationExcludedGravity << "to maxAcceleration:" << maxAcceleration;
m_accelerationExcludedGravity = maxAcceleration;
}
m_stancePhaseHeight = calculateDisplacement(0, m_accelerationExcludedGravity, m_halfStancePhaseDuration);
m_velocity = m_accelerationExcludedGravity * m_halfStancePhaseDuration;
m_airAcceleration = m_velocity / m_halfSwingPhaseDuration;
m_swingPhaseHeight = calculateDisplacement(0, m_airAcceleration, m_halfSwingPhaseDuration);
}
float PogoStick::calculateDisplacement(float initialVelocity, float acceleration, float time)
{
return 0.5 * acceleration * (time * time) + initialVelocity * time;
}
float PogoStick::currentPelvisLocation()
{
return m_pelviosLocation;
}
float PogoStick::currentFootLocation()
{
if (PogoStickPhase::Reception == m_currentPhase || PogoStickPhase::Propulsion == m_currentPhase)
return m_groundLocation;
return (m_pelviosLocation - m_restBodyHeight);
}
float PogoStick::currentFootHorizontalOffset()
{
return m_footHorizontalOffset;
}
void PogoStick::simulate(float time)
{
if (time > 1)
time -= 1;
if (needCalculateParameters) {
needCalculateParameters = false;
calculateParametersForSimulation();
}
float stancePhaseDuration = m_halfStancePhaseDuration + m_halfStancePhaseDuration;
float swingPhaseBegin = stancePhaseDuration;
float swingPhaseDuration = 1 - stancePhaseDuration;
if (time <= stancePhaseDuration) {
if (time <= m_halfStancePhaseDuration) {
// Reception Phase (down)
m_currentPhase = PogoStickPhase::Reception;
float displacement = calculateDisplacement(m_velocity, m_accelerationExcludedGravity, time);
qDebug() << "Reception Phase (down) displacement:" << displacement;
m_pelviosLocation = m_restPelvisLocation - displacement;
} else {
// Propulsion Phase (up)
m_currentPhase = PogoStickPhase::Propulsion;
float displacement = calculateDisplacement(0, m_accelerationExcludedGravity, time - m_halfStancePhaseDuration);
qDebug() << "Propulsion Phase (up) displacement:" << displacement;
m_pelviosLocation = m_restPelvisLocation - (m_stancePhaseHeight - displacement);
}
m_footHorizontalOffset = -time * 0.25 / stancePhaseDuration;
} else {
float swingPhaseMiddle = swingPhaseBegin + (1 - swingPhaseBegin) * 0.5;
// Swing Phase
if (time < swingPhaseMiddle) {
// up
m_currentPhase = PogoStickPhase::SwingUp;
float displacement = calculateDisplacement(m_velocity, -m_airAcceleration, time - swingPhaseBegin);
qDebug() << "up displacement:" << displacement;
m_pelviosLocation = m_restPelvisLocation + displacement;
} else {
// down
m_currentPhase = PogoStickPhase::SwingDown;
float displacement = calculateDisplacement(0, m_airAcceleration, time - swingPhaseMiddle);
qDebug() << "down displacement:" << displacement;
m_pelviosLocation = m_restPelvisLocation + (m_swingPhaseHeight - displacement);
}
m_footHorizontalOffset = (time - swingPhaseBegin) * 0.5 / swingPhaseDuration;
}
}

46
src/pogostick.h Normal file
View File

@ -0,0 +1,46 @@
#ifndef POGO_STICK_H
#define POGO_STICK_H
#include <QVector3D>
enum class PogoStickPhase
{
Reception,
Propulsion,
SwingUp,
SwingDown
};
class PogoStick
{
public:
PogoStick();
void setGroundLocation(float groundLocation);
void setRestPelvisLocation(float restPelvisLocation);
void setStancePhaseDuration(float duration);
void setAcceleration(float acceleration);
void simulate(float time);
float currentPelvisLocation();
float currentFootLocation();
float currentFootHorizontalOffset();
private:
void calculateParametersForSimulation();
float calculateDisplacement(float initialVelocity, float acceleration, float time);
private:
float m_restBodyHeight = 0;
float m_halfStancePhaseDuration = 0;
float m_halfSwingPhaseDuration = 0;
static float m_gravitationalAcceleration;
float m_airAcceleration = 0;
float m_accelerationExcludedGravity = 20;
float m_stancePhaseHeight = 0;
float m_swingPhaseHeight = 0;
float m_velocity = 0;
float m_pelviosLocation = 0;
float m_groundLocation = 0;
float m_restPelvisLocation = 0;
float m_footHorizontalOffset = 0;
PogoStickPhase m_currentPhase;
bool needCalculateParameters = true;
};
#endif

View File

@ -6,10 +6,12 @@
enum class SkeletonBoneMark
{
None = 0,
Head,
LegStart,
LegJoint,
LegEnd,
Spine,
Tail,
Max
};
#define SKELETON_BONE_MARK_TYPE_NUM ((int)SkeletonBoneMark::Max - 1)
@ -19,6 +21,8 @@ QColor SkeletonBoneMarkToColor(SkeletonBoneMark mark);
QColor SkeletonBoneMarkToColor(SkeletonBoneMark mark) \
{ \
switch (mark) { \
case SkeletonBoneMark::Head: \
return QColor(0x00, 0x00, 0xff); \
case SkeletonBoneMark::LegStart: \
return QColor(0xf4, 0xcd, 0x56); \
case SkeletonBoneMark::LegJoint: \
@ -27,6 +31,8 @@ QColor SkeletonBoneMarkToColor(SkeletonBoneMark mark) \
return QColor(0xd0, 0x8c, 0xe0); \
case SkeletonBoneMark::Spine: \
return QColor(0xfc, 0x63, 0x60); \
case SkeletonBoneMark::Tail: \
return QColor(0x00, 0xff, 0x00); \
case SkeletonBoneMark::None: \
return Qt::transparent; \
default: \
@ -38,6 +44,8 @@ const char *SkeletonBoneMarkToString(SkeletonBoneMark mark);
const char *SkeletonBoneMarkToString(SkeletonBoneMark mark) \
{ \
switch (mark) { \
case SkeletonBoneMark::Head: \
return "Head"; \
case SkeletonBoneMark::LegStart: \
return "LegStart"; \
case SkeletonBoneMark::LegJoint: \
@ -46,6 +54,8 @@ const char *SkeletonBoneMarkToString(SkeletonBoneMark mark) \
return "LegEnd"; \
case SkeletonBoneMark::Spine: \
return "Spine"; \
case SkeletonBoneMark::Tail: \
return "Tail"; \
case SkeletonBoneMark::None: \
return "None"; \
default: \
@ -57,6 +67,8 @@ SkeletonBoneMark SkeletonBoneMarkFromString(const char *markString);
SkeletonBoneMark SkeletonBoneMarkFromString(const char *markString) \
{ \
QString mark = markString; \
if (mark == "Head") \
return SkeletonBoneMark::Head; \
if (mark == "LegStart") \
return SkeletonBoneMark::LegStart; \
if (mark == "LegJoint") \
@ -65,6 +77,8 @@ SkeletonBoneMark SkeletonBoneMarkFromString(const char *markString) \
return SkeletonBoneMark::LegEnd; \
if (mark == "Spine") \
return SkeletonBoneMark::Spine; \
if (mark == "Tail") \
return SkeletonBoneMark::Tail; \
if (mark == "None") \
return SkeletonBoneMark::None; \
return SkeletonBoneMark::None; \
@ -74,6 +88,8 @@ const char *SkeletonBoneMarkToDispName(SkeletonBoneMark mark);
const char *SkeletonBoneMarkToDispName(SkeletonBoneMark mark) \
{ \
switch (mark) { \
case SkeletonBoneMark::Head: \
return "Head"; \
case SkeletonBoneMark::LegStart: \
return "Leg (Start)"; \
case SkeletonBoneMark::LegJoint: \
@ -82,6 +98,8 @@ const char *SkeletonBoneMarkToDispName(SkeletonBoneMark mark) \
return "Leg (End)"; \
case SkeletonBoneMark::Spine: \
return "Spine"; \
case SkeletonBoneMark::Tail: \
return "Tail"; \
case SkeletonBoneMark::None: \
return ""; \
default: \

View File

@ -905,6 +905,8 @@ void SkeletonDocumentWindow::exportModelResult()
return;
}
QApplication::setOverrideCursor(Qt::WaitCursor);
// Must update mesh before export, because there may be an animation clip playing which breaks the original mesh.
m_modelRenderWidget->updateMesh(m_document->takeResultMesh());
m_modelRenderWidget->exportMeshAsObj(filename);
QApplication::restoreOverrideCursor();
}