#include #include #include #include "riggenerator.h" #include "autorigger.h" RigGenerator::RigGenerator(const MeshResultContext &meshResultContext) : m_meshResultContext(new MeshResultContext(meshResultContext)) { } RigGenerator::~RigGenerator() { delete m_meshResultContext; delete m_resultMesh; delete m_autoRigger; delete m_resultBones; delete m_resultWeights; } MeshResultContext *RigGenerator::takeMeshResultContext() { MeshResultContext *resultContext = m_meshResultContext; m_meshResultContext = nullptr; return resultContext; } 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; } const std::vector &RigGenerator::missingMarkNames() { return m_missingMarkNames; } const std::vector &RigGenerator::errorMarkNames() { return m_errorMarkNames; } void RigGenerator::process() { QElapsedTimer countTimeConsumed; countTimeConsumed.start(); std::vector inputVerticesPositions; std::set inputTriangles; for (const auto &vertex: m_meshResultContext->vertices) { inputVerticesPositions.push_back(vertex.position); } std::map, std::tuple>> marksMap; for (size_t triangleIndex = 0; triangleIndex < m_meshResultContext->triangles.size(); triangleIndex++) { const auto &sourceTriangle = m_meshResultContext->triangles[triangleIndex]; MeshSplitterTriangle newTriangle; for (int i = 0; i < 3; i++) newTriangle.indicies[i] = sourceTriangle.indicies[i]; auto findBmeshNodeResult = m_meshResultContext->bmeshNodeMap().find(m_meshResultContext->triangleSourceNodes()[triangleIndex]); if (findBmeshNodeResult != m_meshResultContext->bmeshNodeMap().end()) { const auto &bmeshNode = *findBmeshNodeResult->second; if (bmeshNode.boneMark != SkeletonBoneMark::None) { SkeletonSide boneSide = SkeletonSide::None; if (SkeletonBoneMarkHasSide(bmeshNode.boneMark)) { boneSide = bmeshNode.origin.x() > 0 ? SkeletonSide::Left : SkeletonSide::Right; } auto &marks = marksMap[std::make_pair(bmeshNode.boneMark, boneSide)]; std::get<0>(marks) += bmeshNode.origin; std::get<1>(marks) += 1; std::get<2>(marks).insert(newTriangle); } } inputTriangles.insert(newTriangle); } m_autoRigger = new AutoRigger(inputVerticesPositions, inputTriangles); for (const auto &marks: marksMap) { m_autoRigger->addMarkGroup(marks.first.first, marks.first.second, std::get<0>(marks.second) / std::get<1>(marks.second), std::get<2>(marks.second)); } bool rigSucceed = m_autoRigger->rig(); if (rigSucceed) { qDebug() << "Rig succeed"; } else { qDebug() << "Rig failed"; m_missingMarkNames = m_autoRigger->missingMarkNames(); m_errorMarkNames = m_autoRigger->errorMarkNames(); 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_meshResultContext->vertices.size()); if (rigSucceed) { 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.boneIndicies[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; } } // Smooth normals std::vector vertexNormalMap; vertexNormalMap.resize(inputVerticesPositions.size()); for (size_t triangleIndex = 0; triangleIndex < m_meshResultContext->triangles.size(); triangleIndex++) { const auto &sourceTriangle = m_meshResultContext->triangles[triangleIndex]; for (int i = 0; i < 3; i++) vertexNormalMap[sourceTriangle.indicies[i]] += sourceTriangle.normal; } for (auto &item: vertexNormalMap) item.normalize(); // Create mesh for demo Vertex *triangleVertices = new Vertex[m_meshResultContext->triangles.size() * 3]; int triangleVerticesNum = 0; for (size_t triangleIndex = 0; triangleIndex < m_meshResultContext->triangles.size(); triangleIndex++) { const auto &sourceTriangle = m_meshResultContext->triangles[triangleIndex]; for (int i = 0; i < 3; i++) { Vertex ¤tVertex = triangleVertices[triangleVerticesNum++]; const auto &sourcePosition = inputVerticesPositions[sourceTriangle.indicies[i]]; const auto &sourceColor = inputVerticesColors[sourceTriangle.indicies[i]]; const auto &sourceNormal = vertexNormalMap[sourceTriangle.indicies[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(); } } m_resultMesh = new MeshLoader(triangleVertices, triangleVerticesNum); qDebug() << "The rig generation took" << countTimeConsumed.elapsed() << "milliseconds"; this->moveToThread(QGuiApplication::instance()->thread()); emit finished(); }