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Merge pull request #976 from ey6es/blendface
Include other meshes (eyes, teeth) from the FBX files.
This commit is contained in:
commit
2db8985c63
6 changed files with 221 additions and 109 deletions
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@ -17,22 +17,18 @@ using namespace std;
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BlendFace::BlendFace(Head* owningHead) :
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_owningHead(owningHead),
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_modelReply(NULL),
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_iboID(0)
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_modelReply(NULL)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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}
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BlendFace::~BlendFace() {
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if (_iboID != 0) {
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glDeleteBuffers(1, &_iboID);
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glDeleteBuffers(1, &_vboID);
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}
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deleteGeometry();
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}
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bool BlendFace::render(float alpha) {
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if (_iboID == 0) {
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if (_meshIDs.isEmpty()) {
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return false;
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}
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@ -41,62 +37,87 @@ bool BlendFace::render(float alpha) {
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glm::quat orientation = _owningHead->getOrientation();
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glm::vec3 axis = glm::axis(orientation);
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glRotatef(glm::angle(orientation), axis.x, axis.y, axis.z);
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glTranslatef(0.0f, -0.025f, -0.025f); // temporary fudge factor until we have a better method of per-model positioning
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const glm::vec3 MODEL_TRANSLATION(0.0f, -0.025f, -0.025f); // temporary fudge factor
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glTranslatef(MODEL_TRANSLATION.x, MODEL_TRANSLATION.y, MODEL_TRANSLATION.z);
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const float MODEL_SCALE = 0.0006f;
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glScalef(_owningHead->getScale() * MODEL_SCALE, _owningHead->getScale() * MODEL_SCALE,
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glm::vec3 scale(_owningHead->getScale() * MODEL_SCALE, _owningHead->getScale() * MODEL_SCALE,
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-_owningHead->getScale() * MODEL_SCALE);
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glScalef(scale.x, scale.y, scale.z);
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// start with the base
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int vertexCount = _geometry.vertices.size();
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int normalCount = _geometry.normals.size();
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_blendedVertices.resize(vertexCount);
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_blendedNormals.resize(normalCount);
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memcpy(_blendedVertices.data(), _geometry.vertices.constData(), vertexCount * sizeof(glm::vec3));
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memcpy(_blendedNormals.data(), _geometry.normals.constData(), normalCount * sizeof(glm::vec3));
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// blend in each coefficient
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const vector<float>& coefficients = _owningHead->getBlendshapeCoefficients();
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for (int i = 0; i < coefficients.size(); i++) {
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float coefficient = coefficients[i];
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if (coefficient == 0.0f || i >= _geometry.blendshapes.size() || _geometry.blendshapes[i].vertices.isEmpty()) {
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continue;
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}
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const float NORMAL_COEFFICIENT_SCALE = 0.01f;
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float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
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const glm::vec3* vertex = _geometry.blendshapes[i].vertices.constData();
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const glm::vec3* normal = _geometry.blendshapes[i].normals.constData();
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for (const int* index = _geometry.blendshapes[i].indices.constData(),
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*end = index + _geometry.blendshapes[i].indices.size(); index != end; index++, vertex++, normal++) {
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_blendedVertices[*index] += *vertex * coefficient;
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_blendedNormals[*index] += *normal * normalCoefficient;
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}
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}
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// use the head skin color
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glColor4f(_owningHead->getSkinColor().r, _owningHead->getSkinColor().g, _owningHead->getSkinColor().b, alpha);
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// update the blended vertices
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glBindBuffer(GL_ARRAY_BUFFER, _vboID);
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glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
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normalCount * sizeof(glm::vec3), _blendedNormals.constData());
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// tell OpenGL where to find vertex information
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
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// enable normalization under the expectation that the GPU can do it faster
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glEnable(GL_NORMALIZE);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iboID);
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glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, _geometry.quadIndices.size(), GL_UNSIGNED_INT, 0);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, _geometry.triangleIndices.size(), GL_UNSIGNED_INT,
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(void*)(_geometry.quadIndices.size() * sizeof(int)));
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glDisable(GL_NORMALIZE);
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glColor4f(_owningHead->getSkinColor().r, _owningHead->getSkinColor().g, _owningHead->getSkinColor().b, alpha);
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for (int i = 0; i < _meshIDs.size(); i++) {
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const VerticesIndices& ids = _meshIDs.at(i);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ids.first);
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glBindBuffer(GL_ARRAY_BUFFER, ids.second);
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const FBXMesh& mesh = _geometry.meshes.at(i);
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int vertexCount = mesh.vertices.size();
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// apply eye rotation if appropriate
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if (mesh.isEye) {
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glPushMatrix();
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glTranslatef(mesh.pivot.x, mesh.pivot.y, mesh.pivot.z);
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glm::quat rotation = glm::inverse(orientation) * _owningHead->getEyeRotation(orientation *
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(mesh.pivot * scale + MODEL_TRANSLATION) + _owningHead->getPosition());
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glm::vec3 rotationAxis = glm::axis(rotation);
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glRotatef(glm::angle(rotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glTranslatef(-mesh.pivot.x, -mesh.pivot.y, -mesh.pivot.z);
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}
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// all meshes after the first are white
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if (i == 1) {
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glColor4f(1.0f, 1.0f, 1.0f, alpha);
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}
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if (!mesh.blendshapes.isEmpty()) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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_blendedNormals.resize(_blendedVertices.size());
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memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
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memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
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// blend in each coefficient
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const vector<float>& coefficients = _owningHead->getBlendshapeCoefficients();
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for (int i = 0; i < coefficients.size(); i++) {
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float coefficient = coefficients[i];
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if (coefficient == 0.0f || i >= mesh.blendshapes.size() || mesh.blendshapes[i].vertices.isEmpty()) {
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continue;
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}
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const float NORMAL_COEFFICIENT_SCALE = 0.01f;
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float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
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const glm::vec3* vertex = mesh.blendshapes[i].vertices.constData();
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const glm::vec3* normal = mesh.blendshapes[i].normals.constData();
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for (const int* index = mesh.blendshapes[i].indices.constData(),
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*end = index + mesh.blendshapes[i].indices.size(); index != end; index++, vertex++, normal++) {
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_blendedVertices[*index] += *vertex * coefficient;
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_blendedNormals[*index] += *normal * normalCoefficient;
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}
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
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vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
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}
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
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glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, mesh.quadIndices.size(), GL_UNSIGNED_INT, 0);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, mesh.triangleIndices.size(),
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GL_UNSIGNED_INT, (void*)(mesh.quadIndices.size() * sizeof(int)));
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if (mesh.isEye) {
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glPopMatrix();
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}
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}
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glDisable(GL_NORMALIZE);
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// deactivate vertex arrays after drawing
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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@ -171,31 +192,50 @@ void BlendFace::handleModelReplyError() {
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}
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void BlendFace::setGeometry(const FBXGeometry& geometry) {
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if (geometry.vertices.isEmpty()) {
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// clear any existing geometry
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if (_iboID != 0) {
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glDeleteBuffers(1, &_iboID);
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glDeleteBuffers(1, &_vboID);
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_iboID = 0;
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}
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// clear any existing geometry
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deleteGeometry();
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if (geometry.meshes.isEmpty()) {
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return;
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}
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if (_iboID == 0) {
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glGenBuffers(1, &_iboID);
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glGenBuffers(1, &_vboID);
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foreach (const FBXMesh& mesh, geometry.meshes) {
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VerticesIndices ids;
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glGenBuffers(1, &ids.first);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ids.first);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (mesh.quadIndices.size() + mesh.triangleIndices.size()) * sizeof(int),
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mesh.quadIndices.size() * sizeof(int), mesh.quadIndices.constData());
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, mesh.quadIndices.size() * sizeof(int),
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mesh.triangleIndices.size() * sizeof(int), mesh.triangleIndices.constData());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glGenBuffers(1, &ids.second);
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glBindBuffer(GL_ARRAY_BUFFER, ids.second);
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if (mesh.blendshapes.isEmpty()) {
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glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(glm::vec3),
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mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData());
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} else {
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glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
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NULL, GL_DYNAMIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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_meshIDs.append(ids);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _iboID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (geometry.quadIndices.size() + geometry.triangleIndices.size()) * sizeof(int),
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, geometry.quadIndices.size() * sizeof(int), geometry.quadIndices.constData());
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, geometry.quadIndices.size() * sizeof(int),
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geometry.triangleIndices.size() * sizeof(int), geometry.triangleIndices.constData());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _vboID);
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glBufferData(GL_ARRAY_BUFFER, (geometry.vertices.size() + geometry.normals.size()) * sizeof(glm::vec3),
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NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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_geometry = geometry;
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}
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void BlendFace::deleteGeometry() {
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foreach (const VerticesIndices& meshIDs, _meshIDs) {
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glDeleteBuffers(1, &meshIDs.first);
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glDeleteBuffers(1, &meshIDs.second);
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}
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_meshIDs.clear();
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}
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@ -28,7 +28,7 @@ public:
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BlendFace(Head* owningHead);
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~BlendFace();
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bool isActive() const { return _iboID != 0; }
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bool isActive() const { return !_meshIDs.isEmpty(); }
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bool render(float alpha);
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@ -43,6 +43,7 @@ private slots:
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private:
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void setGeometry(const FBXGeometry& geometry);
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void deleteGeometry();
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Head* _owningHead;
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@ -50,8 +51,8 @@ private:
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QNetworkReply* _modelReply;
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GLuint _iboID;
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GLuint _vboID;
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typedef QPair<GLuint, GLuint> VerticesIndices;
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QVector<VerticesIndices> _meshIDs;
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FBXGeometry _geometry;
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QVector<glm::vec3> _blendedVertices;
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@ -459,6 +459,11 @@ glm::quat Head::getCameraOrientation () const {
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* glm::quat(glm::radians(glm::vec3(_cameraPitch + _mousePitch, _cameraYaw, 0.0f)));
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}
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glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
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glm::quat orientation = getOrientation();
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return rotationBetween(orientation * IDENTITY_FRONT, _lookAtPosition + _saccade - eyePosition) * orientation;
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}
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void Head::renderHeadSphere() {
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z); //translate to head position
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@ -663,17 +668,13 @@ void Head::renderEyeBalls() {
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glBindTexture(GL_TEXTURE_2D, _irisTextureID);
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glEnable(GL_TEXTURE_2D);
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glm::quat orientation = getOrientation();
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glm::vec3 front = orientation * IDENTITY_FRONT;
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// render left iris
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glm::quat leftIrisRotation;
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glPushMatrix(); {
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glTranslatef(_leftEyePosition.x, _leftEyePosition.y, _leftEyePosition.z); //translate to eyeball position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatVector = _lookAtPosition + _saccade - _leftEyePosition;
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leftIrisRotation = rotationBetween(front, targetLookatVector) * orientation;
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leftIrisRotation = getEyeRotation(_leftEyePosition);
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glm::vec3 rotationAxis = glm::axis(leftIrisRotation);
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glRotatef(glm::angle(leftIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glTranslatef(0.0f, 0.0f, -_scale * IRIS_PROTRUSION);
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@ -697,8 +698,7 @@ void Head::renderEyeBalls() {
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glTranslatef(_rightEyePosition.x, _rightEyePosition.y, _rightEyePosition.z); //translate to eyeball position
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//rotate the eyeball to aim towards the lookat position
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glm::vec3 targetLookatVector = _lookAtPosition + _saccade - _rightEyePosition;
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rightIrisRotation = rotationBetween(front, targetLookatVector) * orientation;
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rightIrisRotation = getEyeRotation(_rightEyePosition);
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glm::vec3 rotationAxis = glm::axis(rightIrisRotation);
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glRotatef(glm::angle(rightIrisRotation), rotationAxis.x, rotationAxis.y, rotationAxis.z);
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glTranslatef(0.0f, 0.0f, -_scale * IRIS_PROTRUSION);
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@ -72,6 +72,8 @@ public:
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glm::vec3 getUpDirection() const { return getOrientation() * IDENTITY_UP; }
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glm::vec3 getFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
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glm::quat getEyeRotation(const glm::vec3& eyePosition) const;
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Face& getFace() { return _face; }
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BlendFace& getBlendFace() { return _blendFace; }
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@ -189,7 +189,10 @@ FBXNode parseFBX(QIODevice* device) {
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QVector<glm::vec3> createVec3Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec3> values;
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for (const double* it = doubleVector.constData(), *end = it + doubleVector.size(); it != end; ) {
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values.append(glm::vec3(*it++, *it++, *it++));
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float x = *it++;
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float y = *it++;
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float z = *it++;
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values.append(glm::vec3(x, y, z));
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}
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return values;
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}
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@ -259,18 +262,28 @@ QHash<QByteArray, int> createBlendshapeMap() {
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}
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}
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class ExtractedBlendshape {
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public:
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qint64 id;
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int index;
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FBXBlendshape blendshape;
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};
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FBXGeometry extractFBXGeometry(const FBXNode& node) {
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QVector<FBXBlendshape> blendshapes;
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QHash<qint64, FBXGeometry> meshMap;
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qint64 blendshapeId = 0;
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QHash<qint64, FBXMesh> meshes;
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QVector<ExtractedBlendshape> blendshapes;
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QHash<qint64, qint64> parentMap;
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QMultiHash<qint64, qint64> childMap;
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QHash<qint64, glm::vec3> pivots;
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qint64 jointEyeLeftID = 0;
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qint64 jointEyeRightID = 0;
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foreach (const FBXNode& child, node.children) {
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if (child.name == "Objects") {
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foreach (const FBXNode& object, child.children) {
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if (object.name == "Geometry") {
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if (object.properties.at(2) == "Mesh") {
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FBXGeometry mesh;
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FBXMesh mesh;
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QVector<glm::vec3> normals;
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QVector<int> polygonIndices;
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@ -323,50 +336,95 @@ FBXGeometry extractFBXGeometry(const FBXNode& node) {
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beginIndex = endIndex;
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}
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}
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meshMap.insert(object.properties.at(0).value<qint64>(), mesh);
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meshes.insert(object.properties.at(0).value<qint64>(), mesh);
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} else { // object.properties.at(2) == "Shape"
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FBXBlendshape blendshape;
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ExtractedBlendshape extracted = { object.properties.at(0).value<qint64>() };
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foreach (const FBXNode& data, object.children) {
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if (data.name == "Indexes") {
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blendshape.indices = data.properties.at(0).value<QVector<int> >();
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extracted.blendshape.indices = data.properties.at(0).value<QVector<int> >();
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} else if (data.name == "Vertices") {
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blendshape.vertices = createVec3Vector(data.properties.at(0).value<QVector<double> >());
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extracted.blendshape.vertices = createVec3Vector(
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data.properties.at(0).value<QVector<double> >());
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} else if (data.name == "Normals") {
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blendshape.normals = createVec3Vector(data.properties.at(0).value<QVector<double> >());
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extracted.blendshape.normals = createVec3Vector(
|
||||
data.properties.at(0).value<QVector<double> >());
|
||||
}
|
||||
}
|
||||
|
||||
// the name is followed by a null and some type info
|
||||
QByteArray name = object.properties.at(1).toByteArray();
|
||||
static QHash<QByteArray, int> blendshapeMap = createBlendshapeMap();
|
||||
int index = blendshapeMap.value(name.left(name.indexOf('\0')));
|
||||
blendshapes.resize(qMax(blendshapes.size(), index + 1));
|
||||
blendshapes[index] = blendshape;
|
||||
extracted.index = blendshapeMap.value(name.left(name.indexOf('\0')));
|
||||
|
||||
blendshapes.append(extracted);
|
||||
}
|
||||
} else if (object.name == "Model" && object.properties.at(2) == "LimbNode") {
|
||||
if (object.properties.at(1).toByteArray().startsWith("jointEyeLeft")) {
|
||||
jointEyeLeftID = object.properties.at(0).value<qint64>();
|
||||
|
||||
} else if (object.properties.at(1).toByteArray().startsWith("jointEyeRight")) {
|
||||
jointEyeRightID = object.properties.at(0).value<qint64>();
|
||||
}
|
||||
} else if (object.name == "Deformer" && object.properties.at(2) == "Cluster") {
|
||||
foreach (const FBXNode& subobject, object.children) {
|
||||
if (subobject.name == "TransformLink") {
|
||||
QVector<double> values = subobject.properties.at(0).value<QVector<double> >();
|
||||
pivots.insert(object.properties.at(0).value<qint64>(),
|
||||
glm::vec3(values.at(12), values.at(13), values.at(14))); // matrix translation component
|
||||
}
|
||||
}
|
||||
} else if (object.name == "Deformer" && object.properties.at(2) == "BlendShape") {
|
||||
blendshapeId = object.properties.at(0).value<qint64>();
|
||||
}
|
||||
}
|
||||
} else if (child.name == "Connections") {
|
||||
foreach (const FBXNode& connection, child.children) {
|
||||
if (connection.name == "C") {
|
||||
parentMap.insert(connection.properties.at(1).value<qint64>(), connection.properties.at(2).value<qint64>());
|
||||
childMap.insert(connection.properties.at(2).value<qint64>(), connection.properties.at(1).value<qint64>());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// get the mesh that owns the blendshape
|
||||
FBXGeometry geometry;
|
||||
if (meshMap.size() == 1) {
|
||||
geometry = *meshMap.begin();
|
||||
} else {
|
||||
geometry = meshMap.take(parentMap.value(blendshapeId));
|
||||
// assign the blendshapes to their corresponding meshes
|
||||
foreach (const ExtractedBlendshape& extracted, blendshapes) {
|
||||
qint64 blendshapeChannelID = parentMap.value(extracted.id);
|
||||
qint64 blendshapeID = parentMap.value(blendshapeChannelID);
|
||||
qint64 meshID = parentMap.value(blendshapeID);
|
||||
FBXMesh& mesh = meshes[meshID];
|
||||
mesh.blendshapes.resize(max(mesh.blendshapes.size(), extracted.index + 1));
|
||||
mesh.blendshapes[extracted.index] = extracted.blendshape;
|
||||
}
|
||||
|
||||
// as a temporary hack, put the mesh with the most blendshapes on top; assume it to be the face
|
||||
FBXGeometry geometry;
|
||||
int mostBlendshapes = 0;
|
||||
for (QHash<qint64, FBXMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
|
||||
FBXMesh& mesh = it.value();
|
||||
|
||||
// look for a limb pivot
|
||||
foreach (qint64 childID, childMap.values(it.key())) {
|
||||
qint64 clusterID = childMap.value(childID);
|
||||
if (pivots.contains(clusterID)) {
|
||||
mesh.pivot = pivots.value(clusterID);
|
||||
qint64 jointID = childMap.value(clusterID);
|
||||
if (jointID == jointEyeLeftID || jointID == jointEyeRightID) {
|
||||
mesh.isEye = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.size() > mostBlendshapes) {
|
||||
geometry.meshes.prepend(mesh);
|
||||
mostBlendshapes = mesh.blendshapes.size();
|
||||
|
||||
} else {
|
||||
geometry.meshes.append(mesh);
|
||||
}
|
||||
}
|
||||
geometry.blendshapes = blendshapes;
|
||||
|
||||
return geometry;
|
||||
}
|
||||
|
|
|
@ -38,8 +38,8 @@ public:
|
|||
QVector<glm::vec3> normals;
|
||||
};
|
||||
|
||||
/// Base geometry with blendshapes mapped by name.
|
||||
class FBXGeometry {
|
||||
/// A single mesh (with optional blendshapes) extracted from an FBX document.
|
||||
class FBXMesh {
|
||||
public:
|
||||
|
||||
QVector<int> quadIndices;
|
||||
|
@ -47,9 +47,20 @@ public:
|
|||
QVector<glm::vec3> vertices;
|
||||
QVector<glm::vec3> normals;
|
||||
|
||||
glm::vec3 pivot;
|
||||
|
||||
bool isEye;
|
||||
|
||||
QVector<FBXBlendshape> blendshapes;
|
||||
};
|
||||
|
||||
/// A set of meshes extracted from an FBX document.
|
||||
class FBXGeometry {
|
||||
public:
|
||||
|
||||
QVector<FBXMesh> meshes;
|
||||
};
|
||||
|
||||
/// Parses the input from the supplied data as an FBX file.
|
||||
/// \exception QString if an error occurs in parsing
|
||||
FBXNode parseFBX(const QByteArray& data);
|
||||
|
|
Loading…
Reference in a new issue