Implement bone vertex weights calculation
parent
b906409ab9
commit
f70dbc47ae
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@ -37,6 +37,14 @@ void BoneGenerator::process()
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for (const auto& it : m_snapshot->boneIdList) {
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Bone bone;
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auto findBone = m_snapshot->bones.find(it);
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if (findBone == m_snapshot->bones.end())
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continue;
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for (const auto& nodeIdString : dust3d::String::split(dust3d::String::valueOrEmpty(findBone->second, "jointNodeIdList"), ',')) {
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if (nodeIdString.empty())
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continue;
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bone.joints.push_back(dust3d::Uuid(nodeIdString));
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}
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addBone(dust3d::Uuid(it), bone);
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}
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@ -127,11 +127,6 @@ void BoneGenerator::buildBoneJoints()
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}
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}
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void BoneGenerator::assignVerticesToBoneJoints()
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{
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// TODO:
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}
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void BoneGenerator::groupBoneVertices()
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{
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for (size_t i = 0; i < m_vertexSourceNodes.size(); ++i) {
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@ -147,13 +142,53 @@ void BoneGenerator::groupBoneVertices()
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}
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}
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void BoneGenerator::calculateBoneVertexWeights(const Uuid& boneId, Bone& bone)
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{
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auto findBoneVertices = m_boneVertices.find(boneId);
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if (findBoneVertices == m_boneVertices.end())
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return;
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std::vector<std::unordered_set<size_t>> segments(bone.startPositions.size());
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// Split bone vertices by joint position and forward direction
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for (size_t jointIndex = 0; jointIndex + 1 < bone.startPositions.size(); ++jointIndex) {
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const auto& nextJointPosition = bone.startPositions[jointIndex + 1];
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auto forwardDirection = bone.forwardVectors[jointIndex].normalized();
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for (const auto& vertex : findBoneVertices->second) {
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const auto& vertexPosition = m_vertices[vertex];
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if (Vector3::dotProduct(forwardDirection, (vertexPosition - nextJointPosition).normalized()) <= 0.0) {
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segments[jointIndex].insert(vertex);
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}
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}
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}
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bone.vertexWeights.resize(bone.startPositions.size());
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for (size_t jointIndex = 0; jointIndex < bone.startPositions.size(); ++jointIndex) {
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for (const auto& it : segments[jointIndex])
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bone.vertexWeights[jointIndex].push_back(VertexWeight { it, 1.0 });
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}
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// Calculate joint radius based on group all the boundary vertices,
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// and use these vertices as points of sphere,
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// boundary vertices means the edge connected these vertices in different bone vertex split
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// Use m_triangles which contains all triangles to find the edges of vertices
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// TODO:
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// Weight vertex as normal when not in joint radius range
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// TODO:
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// Weight vertex as joint radius considered
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// TODO:
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}
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void BoneGenerator::generate()
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{
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buildEdges();
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resolveVertexSources();
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groupBoneVertices();
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buildBoneJoints();
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assignVerticesToBoneJoints();
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for (auto& boneIt : m_boneMap)
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calculateBoneVertexWeights(boneIt.first, boneIt.second);
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generateBonePreviews();
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}
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@ -228,9 +263,14 @@ void BoneGenerator::generateBonePreviews()
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auto findBone = m_boneMap.find(it.first);
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if (findBone == m_boneMap.end())
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continue;
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const auto& color = s_colors[findBone->second.index % s_colors.size()];
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for (const auto& vertexIndex : it.second)
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vertexSkinColors[vertexIndex].push_back(color);
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const auto& color = s_colors[(findBone->second.index) % s_colors.size()];
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const auto& alternativeColor = s_colors[(findBone->second.index + s_colors.size() / 2) % s_colors.size()];
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for (size_t jointIndex = 0; jointIndex < findBone->second.vertexWeights.size(); ++jointIndex) {
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const auto& useColor = 0 == jointIndex % 2 ? color : alternativeColor;
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for (const auto& vertexWeight : findBone->second.vertexWeights[jointIndex]) {
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vertexSkinColors[vertexWeight.vertex].push_back(useColor);
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}
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}
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}
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std::vector<Color> bodyVertexColors(m_vertices.size());
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for (const auto& it : vertexSkinColors) {
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@ -53,7 +53,7 @@ public:
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std::vector<Uuid> joints;
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std::vector<Vector3> startPositions;
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std::vector<Vector3> forwardVectors;
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std::vector<VertexWeight> vertexWeights;
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std::vector<std::vector<VertexWeight>> vertexWeights;
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};
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struct Node {
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@ -97,12 +97,12 @@ private:
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Uuid resolveVertexSourceByBreadthFirstSearch(size_t vertexIndex, std::unordered_set<size_t>& visited);
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void groupBoneVertices();
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void buildBoneJoints();
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void assignVerticesToBoneJoints();
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void generateBonePreviews();
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void addBonePreviewTriangle(BonePreview& bonePreview,
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std::unordered_map<size_t, size_t>& oldToNewVertexMap,
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const std::vector<size_t>& triangle,
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const Color& color);
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void calculateBoneVertexWeights(const Uuid& boneId, Bone& bone);
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};
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}
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