Moved FBX code to its own library so that we can use it for bots.

This commit is contained in:
Andrzej Kapolka 2014-04-14 17:15:58 -07:00
parent c5ffe54a91
commit a2dc58f7f9
12 changed files with 169 additions and 131 deletions

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@ -120,6 +120,7 @@ include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(fbx ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(metavoxels ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(particles ${TARGET_NAME} "${ROOT_DIR}")

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@ -22,9 +22,9 @@
#include <AccountManager.h>
#include "Application.h"
#include "renderer/FBXReader.h"
#include <FBXReader.h>
#include "Application.h"
#include "ModelUploader.h"

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@ -78,112 +78,6 @@ float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw;
}
// Helper function returns the positive angle (in radians) between two 3D vectors
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
}
// Helper function return the rotation from the first vector onto the second
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
float angle = angleBetween(v1, v2);
if (glm::isnan(angle) || angle < EPSILON) {
return glm::quat();
}
glm::vec3 axis;
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
float axisLength = glm::length(axis);
if (axisLength < EPSILON) { // parallel to x; y will work
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
} else {
axis /= axisLength;
}
} else {
axis = glm::normalize(glm::cross(v1, v2));
}
return glm::angleAxis(angle, axis);
}
glm::vec3 extractTranslation(const glm::mat4& matrix) {
return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
}
void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
matrix[3][0] = translation.x;
matrix[3][1] = translation.y;
matrix[3][2] = translation.z;
}
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
// uses the iterative polar decomposition algorithm described by Ken Shoemake at
// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java
// start with the contents of the upper 3x3 portion of the matrix
glm::mat3 upper = glm::mat3(matrix);
if (!assumeOrthogonal) {
for (int i = 0; i < 10; i++) {
// store the results of the previous iteration
glm::mat3 previous = upper;
// compute average of the matrix with its inverse transpose
float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];
float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];
float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];
float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;
if (fabs(det) == 0.0f) {
// determinant is zero; matrix is not invertible
break;
}
float hrdet = 0.5f / det;
upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;
upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;
upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;
upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;
upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;
upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;
upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;
upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;
upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;
// compute the difference; if it's small enough, we're done
glm::mat3 diff = upper - previous;
if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +
diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +
diff[2][2] * diff[2][2] < EPSILON) {
break;
}
}
}
// now that we have a nice orthogonal matrix, we can extract the rotation quaternion
// using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions
float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);
float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);
float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);
float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);
return glm::normalize(glm::quat(0.5f * sqrtf(w2),
0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),
0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),
0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
}
glm::vec3 extractScale(const glm::mat4& matrix) {
return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
}
float extractUniformScale(const glm::mat4& matrix) {
return extractUniformScale(extractScale(matrix));
}
float extractUniformScale(const glm::vec3& scale) {
return (scale.x + scale.y + scale.z) / 3.0f;
}
// Draw a 3D vector floating in space
void drawVector(glm::vec3 * vector) {
glDisable(GL_LIGHTING);
@ -629,4 +523,4 @@ bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadiu
return true;
}
return false;
}
}

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@ -44,22 +44,6 @@ void drawVector(glm::vec3* vector);
void printVector(glm::vec3 vec);
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 extractTranslation(const glm::mat4& matrix);
void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
glm::vec3 extractScale(const glm::mat4& matrix);
float extractUniformScale(const glm::mat4& matrix);
float extractUniformScale(const glm::vec3& scale);
double diffclock(timeval *clock1,timeval *clock2);
void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);

View file

@ -15,9 +15,10 @@
#include <faceplus.h>
#endif
#include <FBXReader.h>
#include "Application.h"
#include "Faceplus.h"
#include "renderer/FBXReader.h"
static int floatVectorMetaTypeId = qRegisterMetaType<QVector<float> >();

View file

@ -13,9 +13,10 @@
#include <SharedUtil.h>
#include <FBXReader.h>
#include "Application.h"
#include "Visage.h"
#include "renderer/FBXReader.h"
// this has to go after our normal includes, because its definition of HANDLE conflicts with Qt's
#ifdef HAVE_VISAGE

View file

@ -20,7 +20,7 @@
#include <ResourceCache.h>
#include "FBXReader.h"
#include <FBXReader.h>
class Model;
class NetworkGeometry;

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@ -0,0 +1,38 @@
cmake_minimum_required(VERSION 2.8)
if (WIN32)
cmake_policy (SET CMP0020 NEW)
endif (WIN32)
set(ROOT_DIR ../..)
set(MACRO_DIR "${ROOT_DIR}/cmake/macros")
# setup for find modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules/")
set(TARGET_NAME fbx)
include(${MACRO_DIR}/SetupHifiLibrary.cmake)
setup_hifi_library(${TARGET_NAME})
include(${MACRO_DIR}/IncludeGLM.cmake)
include_glm(${TARGET_NAME} "${ROOT_DIR}")
include(${MACRO_DIR}/LinkHifiLibrary.cmake)
link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}")
link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}")
# link ZLIB and GnuTLS
find_package(ZLIB)
find_package(GnuTLS REQUIRED)
# add a definition for ssize_t so that windows doesn't bail on gnutls.h
if (WIN32)
add_definitions(-Dssize_t=long)
endif ()
include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}" "${GNUTLS_INCLUDE_DIR}")
target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" Qt5::Widgets "${GNUTLS_LIBRARY}")

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@ -22,14 +22,14 @@
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/transform.hpp>
#include <OctalCode.h>
#include <GeometryUtil.h>
#include <OctalCode.h>
#include <Shape.h>
#include <SharedUtil.h>
#include <VoxelTree.h>
#include "FBXReader.h"
#include "Util.h"
using namespace std;

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@ -659,3 +659,106 @@ glm::vec3 safeEulerAngles(const glm::quat& q) {
}
}
// Helper function returns the positive angle (in radians) between two 3D vectors
float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2)));
}
// Helper function return the rotation from the first vector onto the second
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
float angle = angleBetween(v1, v2);
if (glm::isnan(angle) || angle < EPSILON) {
return glm::quat();
}
glm::vec3 axis;
if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
float axisLength = glm::length(axis);
if (axisLength < EPSILON) { // parallel to x; y will work
axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
} else {
axis /= axisLength;
}
} else {
axis = glm::normalize(glm::cross(v1, v2));
}
return glm::angleAxis(angle, axis);
}
glm::vec3 extractTranslation(const glm::mat4& matrix) {
return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]);
}
void setTranslation(glm::mat4& matrix, const glm::vec3& translation) {
matrix[3][0] = translation.x;
matrix[3][1] = translation.y;
matrix[3][2] = translation.z;
}
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
// uses the iterative polar decomposition algorithm described by Ken Shoemake at
// http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf
// code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java
// start with the contents of the upper 3x3 portion of the matrix
glm::mat3 upper = glm::mat3(matrix);
if (!assumeOrthogonal) {
for (int i = 0; i < 10; i++) {
// store the results of the previous iteration
glm::mat3 previous = upper;
// compute average of the matrix with its inverse transpose
float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2];
float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2];
float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2];
float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10;
if (fabs(det) == 0.0f) {
// determinant is zero; matrix is not invertible
break;
}
float hrdet = 0.5f / det;
upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f;
upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f;
upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f;
upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f;
upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f;
upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f;
upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f;
upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f;
upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f;
// compute the difference; if it's small enough, we're done
glm::mat3 diff = upper - previous;
if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] +
diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] +
diff[2][2] * diff[2][2] < EPSILON) {
break;
}
}
}
// now that we have a nice orthogonal matrix, we can extract the rotation quaternion
// using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions
float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]);
float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]);
float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]);
float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]);
return glm::normalize(glm::quat(0.5f * sqrtf(w2),
0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f),
0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f),
0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
}
glm::vec3 extractScale(const glm::mat4& matrix) {
return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
}
float extractUniformScale(const glm::mat4& matrix) {
return extractUniformScale(extractScale(matrix));
}
float extractUniformScale(const glm::vec3& scale) {
return (scale.x + scale.y + scale.z) / 3.0f;
}

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@ -166,4 +166,20 @@ int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm
/// \return vec3 with euler angles in radians
glm::vec3 safeEulerAngles(const glm::quat& q);
float angleBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 extractTranslation(const glm::mat4& matrix);
void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
glm::vec3 extractScale(const glm::mat4& matrix);
float extractUniformScale(const glm::mat4& matrix);
float extractUniformScale(const glm::vec3& scale);
#endif // hifi_SharedUtil_h