88 lines
4.2 KiB
C++
88 lines
4.2 KiB
C++
#include "skinnedmeshcreator.h"
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#include "theme.h"
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SkinnedMeshCreator::SkinnedMeshCreator(const Outcome &outcome,
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const std::map<int, RiggerVertexWeights> &resultWeights) :
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m_outcome(outcome),
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m_resultWeights(resultWeights)
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{
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m_verticesOldIndices.resize(m_outcome.triangles.size());
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m_verticesBindNormals.resize(m_outcome.triangles.size());
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m_verticesBindPositions.resize(m_outcome.triangles.size());
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const std::vector<std::vector<QVector3D>> *triangleVertexNormals = m_outcome.triangleVertexNormals();
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for (size_t triangleIndex = 0; triangleIndex < m_outcome.triangles.size(); triangleIndex++) {
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for (int j = 0; j < 3; j++) {
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int oldIndex = m_outcome.triangles[triangleIndex][j];
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m_verticesOldIndices[triangleIndex].push_back(oldIndex);
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m_verticesBindPositions[triangleIndex].push_back(m_outcome.vertices[oldIndex]);
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if (nullptr != triangleVertexNormals)
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m_verticesBindNormals[triangleIndex].push_back((*triangleVertexNormals)[triangleIndex][j]);
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else
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m_verticesBindNormals[triangleIndex].push_back(QVector3D());
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}
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}
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std::map<std::pair<QUuid, QUuid>, QColor> sourceNodeToColorMap;
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for (const auto &node: outcome.nodes)
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sourceNodeToColorMap.insert({{node.partId, node.nodeId}, node.color});
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m_triangleColors.resize(m_outcome.triangles.size(), Theme::white);
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const std::vector<std::pair<QUuid, QUuid>> *triangleSourceNodes = outcome.triangleSourceNodes();
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if (nullptr != triangleSourceNodes) {
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for (size_t triangleIndex = 0; triangleIndex < m_outcome.triangles.size(); triangleIndex++) {
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const auto &source = (*triangleSourceNodes)[triangleIndex];
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m_triangleColors[triangleIndex] = sourceNodeToColorMap[source];
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}
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}
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}
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Model *SkinnedMeshCreator::createMeshFromTransform(const std::vector<QMatrix4x4> &matricies)
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{
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std::vector<std::vector<QVector3D>> transformedPositions = m_verticesBindPositions;
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std::vector<std::vector<QVector3D>> transformedPoseNormals = m_verticesBindNormals;
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if (!matricies.empty()) {
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for (size_t i = 0; i < transformedPositions.size(); ++i) {
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for (size_t j = 0; j < 3; ++j) {
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const auto &weight = m_resultWeights[m_verticesOldIndices[i][j]];
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QMatrix4x4 mixedMatrix;
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transformedPositions[i][j] = QVector3D();
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transformedPoseNormals[i][j] = QVector3D();
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for (int x = 0; x < 4; x++) {
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float factor = weight.boneWeights[x];
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if (factor > 0) {
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transformedPositions[i][j] += matricies[weight.boneIndices[x]] * m_verticesBindPositions[i][j] * factor;
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transformedPoseNormals[i][j] += matricies[weight.boneIndices[x]] * m_verticesBindNormals[i][j] * factor;
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}
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}
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}
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}
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}
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ShaderVertex *triangleVertices = new ShaderVertex[m_outcome.triangles.size() * 3];
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int triangleVerticesNum = 0;
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for (size_t triangleIndex = 0; triangleIndex < m_outcome.triangles.size(); triangleIndex++) {
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for (int i = 0; i < 3; i++) {
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ShaderVertex ¤tVertex = triangleVertices[triangleVerticesNum++];
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const auto &sourcePosition = transformedPositions[triangleIndex][i];
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const auto &sourceColor = m_triangleColors[triangleIndex];
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const auto &sourceNormal = transformedPoseNormals[triangleIndex][i];
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currentVertex.posX = sourcePosition.x();
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currentVertex.posY = sourcePosition.y();
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currentVertex.posZ = sourcePosition.z();
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currentVertex.texU = 0;
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currentVertex.texV = 0;
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currentVertex.colorR = sourceColor.redF();
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currentVertex.colorG = sourceColor.greenF();
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currentVertex.colorB = sourceColor.blueF();
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currentVertex.normX = sourceNormal.x();
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currentVertex.normY = sourceNormal.y();
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currentVertex.normZ = sourceNormal.z();
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currentVertex.metalness = Model::m_defaultMetalness;
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currentVertex.roughness = Model::m_defaultRoughness;
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}
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}
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return new Model(triangleVertices, triangleVerticesNum);
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}
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