#include #include #include #include #include "riggenerator.h" #include "riggerconstruct.h" RigGenerator::RigGenerator(RigType rigType, const Outcome &outcome) : m_rigType(rigType), m_outcome(new Outcome(outcome)) { } RigGenerator::~RigGenerator() { delete m_outcome; delete m_resultMesh; delete m_autoRigger; delete m_resultBones; delete m_resultWeights; } Outcome *RigGenerator::takeOutcome() { Outcome *outcome = m_outcome; m_outcome = nullptr; return outcome; } std::vector *RigGenerator::takeResultBones() { std::vector *resultBones = m_resultBones; m_resultBones = nullptr; return resultBones; } std::map *RigGenerator::takeResultWeights() { std::map *resultWeights = m_resultWeights; m_resultWeights = nullptr; return resultWeights; } MeshLoader *RigGenerator::takeResultMesh() { MeshLoader *resultMesh = m_resultMesh; m_resultMesh = nullptr; return resultMesh; } bool RigGenerator::isSucceed() { return m_isSucceed; } const std::vector> &RigGenerator::messages() { return m_messages; } void RigGenerator::generate() { if (nullptr == m_outcome->triangleSourceNodes()) return; std::vector inputVerticesPositions; std::set inputTriangles; const auto &triangleSourceNodes = *m_outcome->triangleSourceNodes(); const std::vector> *triangleVertexNormals = m_outcome->triangleVertexNormals(); const std::vector *triangleTangents = m_outcome->triangleTangents(); for (const auto &vertex: m_outcome->vertices) { inputVerticesPositions.push_back(vertex); } std::map, std::tuple, float>> markedNodes; for (const auto &bmeshNode: m_outcome->nodes) { if (bmeshNode.boneMark == BoneMark::None) continue; SkeletonSide boneSide = SkeletonSide::None; if (BoneMarkHasSide(bmeshNode.boneMark)) { boneSide = bmeshNode.origin.x() > 0 ? SkeletonSide::Left : SkeletonSide::Right; } //qDebug() << "Add bone mark:" << BoneMarkToString(bmeshNode.boneMark) << "side:" << SkeletonSideToDispName(boneSide); markedNodes[std::make_pair(bmeshNode.partId, bmeshNode.nodeId)] = std::make_tuple(bmeshNode.boneMark, boneSide, bmeshNode.origin, std::set(), bmeshNode.radius); } for (size_t triangleIndex = 0; triangleIndex < m_outcome->triangles.size(); triangleIndex++) { const auto &sourceTriangle = m_outcome->triangles[triangleIndex]; MeshSplitterTriangle newTriangle; for (int i = 0; i < 3; i++) newTriangle.indices[i] = sourceTriangle[i]; auto findMarkedNodeResult = markedNodes.find(triangleSourceNodes[triangleIndex]); if (findMarkedNodeResult != markedNodes.end()) { auto &markedNode = findMarkedNodeResult->second; std::get<3>(markedNode).insert(newTriangle); } inputTriangles.insert(newTriangle); } std::vector, float>> markedNodesList; for (const auto &markedNode: markedNodes) { markedNodesList.push_back(markedNode.second); } // Combine the overlapped marks std::vector, float>> combinedMarkedNodesList; std::set processedNodes; for (size_t i = 0; i < markedNodesList.size(); ++i) { if (processedNodes.find(i) != processedNodes.end()) continue; const auto &first = markedNodesList[i]; std::tuple, float> newNodes; size_t combinedNum = 1; newNodes = first; for (size_t j = i + 1; j < markedNodesList.size(); ++j) { const auto &second = markedNodesList[j]; if (std::get<0>(first) == std::get<0>(second) && std::get<1>(first) == std::get<1>(second)) { if ((std::get<2>(first) - std::get<2>(second)).lengthSquared() < std::pow((std::get<4>(first) + std::get<4>(second)), 2)) { processedNodes.insert(j); std::get<2>(newNodes) += std::get<2>(second); for (const auto &triangle: std::get<3>(second)) std::get<3>(newNodes).insert(triangle); std::get<4>(newNodes) += std::get<4>(second); ++combinedNum; } } } if (combinedNum > 1) { std::get<2>(newNodes) /= combinedNum; std::get<4>(newNodes) /= combinedNum; qDebug() << "Combined" << combinedNum << "on mark:" << BoneMarkToString(std::get<0>(newNodes)) << "side:" << SkeletonSideToDispName(std::get<1>(newNodes)); } combinedMarkedNodesList.push_back(newNodes); } m_autoRigger = newRigger(m_rigType, inputVerticesPositions, inputTriangles); if (nullptr == m_autoRigger) { qDebug() << "Unsupported rig type:" << RigTypeToString(m_rigType); } else { for (const auto &markedNode: combinedMarkedNodesList) { const auto &triangles = std::get<3>(markedNode); if (triangles.empty()) continue; m_autoRigger->addMarkGroup(std::get<0>(markedNode), std::get<1>(markedNode), std::get<2>(markedNode), std::get<4>(markedNode), std::get<3>(markedNode)); } m_isSucceed = m_autoRigger->rig(); } if (m_isSucceed) { qDebug() << "Rig succeed"; } else { qDebug() << "Rig failed"; } if (nullptr != m_autoRigger) { m_messages = m_autoRigger->messages(); for (const auto &message: m_autoRigger->messages()) { qDebug() << "errorType:" << message.first << "Message:" << message.second; } } // Blend vertices colors according to bone weights std::vector inputVerticesColors(m_outcome->vertices.size(), Qt::black); if (m_isSucceed) { const auto &resultWeights = m_autoRigger->resultWeights(); const auto &resultBones = m_autoRigger->resultBones(); m_resultWeights = new std::map; *m_resultWeights = resultWeights; m_resultBones = new std::vector; *m_resultBones = resultBones; for (const auto &weightItem: resultWeights) { size_t vertexIndex = weightItem.first; const auto &weight = weightItem.second; int blendR = 0, blendG = 0, blendB = 0; for (int i = 0; i < 4; i++) { int boneIndex = weight.boneIndices[i]; if (boneIndex > 0) { const auto &bone = resultBones[boneIndex]; blendR += bone.color.red() * weight.boneWeights[i]; blendG += bone.color.green() * weight.boneWeights[i]; blendB += bone.color.blue() * weight.boneWeights[i]; } } QColor blendColor = QColor(blendR, blendG, blendB, 255); inputVerticesColors[vertexIndex] = blendColor; } } // Create mesh for demo ShaderVertex *triangleVertices = new ShaderVertex[m_outcome->triangles.size() * 3]; int triangleVerticesNum = 0; const QVector3D defaultUv = QVector3D(0, 0, 0); const QVector3D defaultTangents = QVector3D(0, 0, 0); for (size_t triangleIndex = 0; triangleIndex < m_outcome->triangles.size(); triangleIndex++) { const auto &sourceTriangle = m_outcome->triangles[triangleIndex]; const auto *sourceTangent = &defaultTangents; if (nullptr != triangleTangents) sourceTangent = &(*triangleTangents)[triangleIndex]; for (int i = 0; i < 3; i++) { ShaderVertex ¤tVertex = triangleVertices[triangleVerticesNum++]; const auto &sourcePosition = inputVerticesPositions[sourceTriangle[i]]; const auto &sourceColor = inputVerticesColors[sourceTriangle[i]]; const auto *sourceNormal = &defaultUv; if (nullptr != triangleVertexNormals) sourceNormal = &(*triangleVertexNormals)[triangleIndex][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(); currentVertex.metalness = MeshLoader::m_defaultMetalness; currentVertex.roughness = MeshLoader::m_defaultRoughness; currentVertex.tangentX = sourceTangent->x(); currentVertex.tangentY = sourceTangent->y(); currentVertex.tangentZ = sourceTangent->z(); } } m_resultMesh = new MeshLoader(triangleVertices, triangleVerticesNum); } void RigGenerator::process() { QElapsedTimer countTimeConsumed; countTimeConsumed.start(); generate(); qDebug() << "The rig generation took" << countTimeConsumed.elapsed() << "milliseconds"; this->moveToThread(QGuiApplication::instance()->thread()); emit finished(); }