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https://github.com/overte-org/overte.git
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Merge pull request #1112 from ey6es/attach
Support for skeleton attachments (FBX meshes or SVO voxel trees).
This commit is contained in:
commit
75638f35b1
9 changed files with 278 additions and 36 deletions
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@ -17,8 +17,8 @@ varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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vec4 base = gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position));
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
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@ -16,7 +16,10 @@ void main(void) {
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// transform and store the normal for interpolation
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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// pass along the texture coordinate
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// pass along the vertex color
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gl_FrontColor = gl_Color;
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// use standard pipeline transform
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@ -31,7 +31,10 @@ void main(void) {
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position = gl_ModelViewProjectionMatrix * position;
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normal = normalize(gl_ModelViewMatrix * normal);
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// pass along the texture coordinate
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// pass along the vertex color
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gl_FrontColor = gl_Color;
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = position;
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@ -66,7 +66,8 @@ bool SkeletonModel::render(float alpha) {
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glm::vec3 parentPosition;
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getJointPosition(parentIndex, parentPosition);
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const float STICK_RADIUS = BALL_RADIUS * 0.5f;
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Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS, STICK_RADIUS);
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Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
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STICK_RADIUS * _owningAvatar->getScale());
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}
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Model::render(alpha);
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@ -9,6 +9,7 @@
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#include <QBuffer>
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#include <QDataStream>
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#include <QIODevice>
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#include <QStringList>
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#include <QTextStream>
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#include <QtDebug>
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#include <QtEndian>
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@ -17,6 +18,10 @@
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/transform.hpp>
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#include <OctalCode.h>
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#include <VoxelTree.h>
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#include "FBXReader.h"
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#include "Util.h"
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@ -397,6 +402,19 @@ glm::vec3 getVec3(const QVariantList& properties, int index) {
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properties.at(index + 2).value<double>());
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}
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glm::vec3 parseVec3(const QString& string) {
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QStringList elements = string.split(',');
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if (elements.isEmpty()) {
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return glm::vec3();
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}
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glm::vec3 value;
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for (int i = 0; i < 3; i++) {
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// duplicate last value if there aren't three elements
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value[i] = elements.at(min(i, elements.size() - 1)).trimmed().toFloat();
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}
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return value;
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}
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const char* FACESHIFT_BLENDSHAPES[] = {
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"EyeBlink_L",
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"EyeBlink_R",
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@ -888,11 +906,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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foreach (const FBXNode& connection, child.children) {
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if (connection.name == "C" || connection.name == "Connect") {
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if (connection.properties.at(0) == "OP") {
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if (connection.properties.at(3) == "DiffuseColor") {
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QByteArray type = connection.properties.at(3).toByteArray().toLower();
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if (type.contains("diffuse")) {
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diffuseTextures.insert(connection.properties.at(2).toString(),
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connection.properties.at(1).toString());
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} else if (connection.properties.at(3) == "Bump") {
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} else if (type.contains("bump")) {
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bumpTextures.insert(connection.properties.at(2).toString(),
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connection.properties.at(1).toString());
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}
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@ -1021,6 +1040,13 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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QString diffuseTextureID = diffuseTextures.value(childID);
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if (!diffuseTextureID.isNull()) {
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part.diffuseFilename = textureFilenames.value(diffuseTextureID);
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// FBX files generated by 3DSMax have an intermediate texture parent, apparently
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foreach (const QString& childTextureID, childMap.values(diffuseTextureID)) {
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if (textureFilenames.contains(childTextureID)) {
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part.diffuseFilename = textureFilenames.value(childTextureID);
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}
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}
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}
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QString bumpTextureID = bumpTextures.value(childID);
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if (!bumpTextureID.isNull()) {
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@ -1129,6 +1155,34 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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geometry.meshes.append(mesh);
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}
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// process attachments
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QVariantHash attachments = mapping.value("attach").toHash();
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for (QVariantHash::const_iterator it = attachments.constBegin(); it != attachments.constEnd(); it++) {
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FBXAttachment attachment;
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attachment.jointIndex = modelIDs.indexOf(it.key());
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attachment.scale = glm::vec3(1.0f, 1.0f, 1.0f);
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QVariantList properties = it->toList();
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if (properties.isEmpty()) {
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attachment.url = it->toUrl();
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} else {
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attachment.url = properties.at(0).toString();
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if (properties.size() >= 2) {
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attachment.translation = parseVec3(properties.at(1).toString());
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if (properties.size() >= 3) {
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attachment.rotation = glm::quat(glm::radians(parseVec3(properties.at(2).toString())));
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if (properties.size() >= 4) {
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attachment.scale = parseVec3(properties.at(3).toString());
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}
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}
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}
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}
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geometry.attachments.append(attachment);
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}
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return geometry;
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}
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@ -1142,3 +1196,102 @@ FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping) {
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return extractFBXGeometry(parseFBX(&modelBuffer), parseMapping(&mappingBuffer));
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}
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bool addMeshVoxelsOperation(VoxelNode* node, void* extraData) {
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if (!node->isLeaf()) {
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return true;
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}
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FBXMesh& mesh = *static_cast<FBXMesh*>(extraData);
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FBXMeshPart& part = mesh.parts[0];
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const int FACE_COUNT = 6;
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const int VERTICES_PER_FACE = 4;
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const int VERTEX_COUNT = FACE_COUNT * VERTICES_PER_FACE;
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const float EIGHT_BIT_MAXIMUM = 255.0f;
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glm::vec3 color = glm::vec3(node->getColor()[0], node->getColor()[1], node->getColor()[2]) / EIGHT_BIT_MAXIMUM;
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for (int i = 0; i < VERTEX_COUNT; i++) {
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part.quadIndices.append(part.quadIndices.size());
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mesh.colors.append(color);
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}
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glm::vec3 corner = node->getCorner();
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float scale = node->getScale();
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mesh.vertices.append(glm::vec3(corner.x, corner.y, corner.z));
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mesh.vertices.append(glm::vec3(corner.x, corner.y, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x, corner.y + scale, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x, corner.y + scale, corner.z));
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for (int i = 0; i < VERTICES_PER_FACE; i++) {
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mesh.normals.append(glm::vec3(-1.0f, 0.0f, 0.0f));
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}
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y, corner.z));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y + scale, corner.z));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y + scale, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y, corner.z + scale));
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for (int i = 0; i < VERTICES_PER_FACE; i++) {
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mesh.normals.append(glm::vec3(1.0f, 0.0f, 0.0f));
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}
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y, corner.z));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x, corner.y, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x, corner.y, corner.z));
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for (int i = 0; i < VERTICES_PER_FACE; i++) {
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mesh.normals.append(glm::vec3(0.0f, -1.0f, 0.0f));
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}
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mesh.vertices.append(glm::vec3(corner.x, corner.y + scale, corner.z));
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mesh.vertices.append(glm::vec3(corner.x, corner.y + scale, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y + scale, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y + scale, corner.z));
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for (int i = 0; i < VERTICES_PER_FACE; i++) {
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mesh.normals.append(glm::vec3(0.0f, 1.0f, 0.0f));
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}
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mesh.vertices.append(glm::vec3(corner.x, corner.y + scale, corner.z));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y + scale, corner.z));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y, corner.z));
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mesh.vertices.append(glm::vec3(corner.x, corner.y, corner.z));
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for (int i = 0; i < VERTICES_PER_FACE; i++) {
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mesh.normals.append(glm::vec3(0.0f, 0.0f, -1.0f));
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}
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mesh.vertices.append(glm::vec3(corner.x, corner.y, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x + scale, corner.y + scale, corner.z + scale));
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mesh.vertices.append(glm::vec3(corner.x, corner.y + scale, corner.z + scale));
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for (int i = 0; i < VERTICES_PER_FACE; i++) {
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mesh.normals.append(glm::vec3(0.0f, 0.0f, 1.0f));
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}
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return true;
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}
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FBXGeometry readSVO(const QByteArray& model) {
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FBXGeometry geometry;
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// we have one joint
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FBXJoint joint = { -1 };
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geometry.joints.append(joint);
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// and one mesh with one cluster and one part
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FBXMesh mesh;
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mesh.isEye = false;
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mesh.springiness = 0.0f;
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FBXCluster cluster = { 0 };
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mesh.clusters.append(cluster);
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FBXMeshPart part;
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part.diffuseColor = glm::vec3(1.0f, 1.0f, 1.0f);
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part.shininess = 96.0f;
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mesh.parts.append(part);
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VoxelTree tree;
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ReadBitstreamToTreeParams args(WANT_COLOR, NO_EXISTS_BITS);
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tree.readBitstreamToTree((unsigned char*)model.data(), model.size(), args);
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tree.recurseTreeWithOperation(addMeshVoxelsOperation, &mesh);
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geometry.meshes.append(mesh);
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return geometry;
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}
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@ -9,6 +9,7 @@
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#ifndef __interface__FBXReader__
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#define __interface__FBXReader__
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#include <QUrl>
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#include <QVarLengthArray>
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#include <QVariant>
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#include <QVector>
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@ -83,6 +84,7 @@ public:
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QVector<glm::vec3> vertices;
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QVector<glm::vec3> normals;
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QVector<glm::vec3> colors;
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QVector<glm::vec2> texCoords;
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QVector<glm::vec4> clusterIndices;
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QVector<glm::vec4> clusterWeights;
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@ -98,6 +100,17 @@ public:
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QVector<QVarLengthArray<QPair<int, int>, 4> > vertexConnections;
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};
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/// An attachment to an FBX document.
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class FBXAttachment {
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public:
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int jointIndex;
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QUrl url;
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glm::vec3 translation;
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glm::quat rotation;
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glm::vec3 scale;
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};
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/// A set of meshes extracted from an FBX document.
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class FBXGeometry {
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public:
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@ -117,10 +130,15 @@ public:
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int headJointIndex;
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glm::vec3 neckPivot;
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QVector<FBXAttachment> attachments;
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};
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/// Reads FBX geometry from the supplied model and mapping data.
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/// \exception QString if an error occurs in parsing
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FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping);
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/// Reads SVO geometry from the supplied model data.
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FBXGeometry readSVO(const QByteArray& model);
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#endif /* defined(__interface__FBXReader__) */
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@ -348,7 +348,7 @@ void NetworkGeometry::maybeReadModelWithMapping() {
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}
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try {
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_geometry = readFBX(model, mapping);
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_geometry = url.path().toLower().endsWith(".svo") ? readSVO(model) : readFBX(model, mapping);
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} catch (const QString& error) {
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qDebug() << "Error reading " << url << ": " << error << "\n";
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@ -395,35 +395,43 @@ void NetworkGeometry::maybeReadModelWithMapping() {
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// if we don't need to do any blending or springing, then the positions/normals can be static
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if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
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glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3) +
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mesh.texCoords.size() * sizeof(glm::vec2) + (mesh.clusterIndices.size() +
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mesh.clusterWeights.size()) * sizeof(glm::vec4), NULL, GL_STATIC_DRAW);
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int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
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int colorsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
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int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
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int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
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int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
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glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
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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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glBufferSubData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
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mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
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glBufferSubData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3) +
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mesh.texCoords.size() * sizeof(glm::vec2), mesh.clusterIndices.size() * sizeof(glm::vec4),
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glBufferSubData(GL_ARRAY_BUFFER, normalsOffset, mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData());
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glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
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mesh.texCoords.constData());
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glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
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mesh.clusterIndices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3) +
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mesh.texCoords.size() * sizeof(glm::vec2) + mesh.clusterIndices.size() * sizeof(glm::vec4),
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mesh.clusterWeights.size() * sizeof(glm::vec4), mesh.clusterWeights.constData());
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glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
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mesh.clusterWeights.constData());
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// if there's no springiness, then the cluster indices/weights can be static
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} else if (mesh.springiness == 0.0f) {
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glBufferData(GL_ARRAY_BUFFER, mesh.texCoords.size() * sizeof(glm::vec2) + (mesh.clusterIndices.size() +
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mesh.clusterWeights.size()) * sizeof(glm::vec4), NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
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glBufferSubData(GL_ARRAY_BUFFER, mesh.texCoords.size() * sizeof(glm::vec2),
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mesh.clusterIndices.size() * sizeof(glm::vec4), mesh.clusterIndices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, mesh.texCoords.size() * sizeof(glm::vec2) +
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mesh.clusterIndices.size() * sizeof(glm::vec4), mesh.clusterWeights.size() * sizeof(glm::vec4),
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int texCoordsOffset = mesh.colors.size() * sizeof(glm::vec3);
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int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
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int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
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glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
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glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
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mesh.clusterIndices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
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mesh.clusterWeights.constData());
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} else {
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||||
glBufferData(GL_ARRAY_BUFFER, mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
|
||||
int texCoordsOffset = mesh.colors.size() * sizeof(glm::vec3);
|
||||
glBufferData(GL_ARRAY_BUFFER, texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
|
||||
mesh.texCoords.constData());
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
|
|
@ -13,7 +13,8 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
Model::Model() :
|
||||
Model::Model(QObject* parent) :
|
||||
QObject(parent),
|
||||
_pupilDilation(0.0f)
|
||||
{
|
||||
// we may have been created in the network thread, but we live in the main thread
|
||||
|
@ -56,6 +57,10 @@ void Model::init() {
|
|||
|
||||
void Model::reset() {
|
||||
_resetStates = true;
|
||||
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->reset();
|
||||
}
|
||||
}
|
||||
|
||||
void Model::simulate(float deltaTime) {
|
||||
|
@ -81,6 +86,12 @@ void Model::simulate(float deltaTime) {
|
|||
}
|
||||
_meshStates.append(state);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, geometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
_resetStates = true;
|
||||
}
|
||||
|
||||
|
@ -89,6 +100,23 @@ void Model::simulate(float deltaTime) {
|
|||
updateJointState(i);
|
||||
}
|
||||
|
||||
// update the attachment transforms and simulate them
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
const FBXAttachment& attachment = geometry.attachments.at(i);
|
||||
Model* model = _attachments.at(i);
|
||||
|
||||
glm::vec3 jointTranslation = _translation;
|
||||
glm::quat jointRotation = _rotation;
|
||||
getJointPosition(attachment.jointIndex, jointTranslation);
|
||||
getJointRotation(attachment.jointIndex, jointRotation);
|
||||
|
||||
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
|
||||
model->setRotation(jointRotation * attachment.rotation);
|
||||
model->setScale(_scale * attachment.scale);
|
||||
|
||||
model->simulate(deltaTime);
|
||||
}
|
||||
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
|
@ -175,6 +203,10 @@ void Model::simulate(float deltaTime) {
|
|||
}
|
||||
|
||||
bool Model::render(float alpha) {
|
||||
// render the attachments
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->render(alpha);
|
||||
}
|
||||
if (_meshStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
@ -202,7 +234,6 @@ bool Model::render(float alpha) {
|
|||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
|
||||
|
@ -221,8 +252,8 @@ bool Model::render(float alpha) {
|
|||
_skinProgram.bind();
|
||||
glUniformMatrix4fvARB(_clusterMatricesLocation, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
int offset = vertexCount * sizeof(glm::vec2) + (mesh.blendshapes.isEmpty() ?
|
||||
vertexCount * 2 * sizeof(glm::vec3) : 0);
|
||||
int offset = mesh.colors.size() * sizeof(glm::vec3) + mesh.texCoords.size() * sizeof(glm::vec2) +
|
||||
(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
|
||||
_skinProgram.setAttributeBuffer(_clusterIndicesLocation, GL_FLOAT, offset, 4);
|
||||
_skinProgram.setAttributeBuffer(_clusterWeightsLocation, GL_FLOAT,
|
||||
offset + vertexCount * sizeof(glm::vec4), 4);
|
||||
|
@ -239,10 +270,13 @@ bool Model::render(float alpha) {
|
|||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3)));
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
mesh.colors.size() * sizeof(glm::vec3)));
|
||||
|
||||
} else {
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, 0);
|
||||
glColorPointer(3, GL_FLOAT, 0, 0);
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(mesh.colors.size() * sizeof(glm::vec3)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
|
||||
|
||||
if (!state.worldSpaceVertices.isEmpty()) {
|
||||
|
@ -281,6 +315,15 @@ bool Model::render(float alpha) {
|
|||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
||||
|
||||
if (!mesh.colors.isEmpty()) {
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
} else {
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
if (!mesh.texCoords.isEmpty()) {
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
qint64 offset = 0;
|
||||
for (int j = 0; j < networkMesh.parts.size(); j++) {
|
||||
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
|
||||
|
@ -311,6 +354,13 @@ bool Model::render(float alpha) {
|
|||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (!mesh.colors.isEmpty()) {
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
if (!mesh.texCoords.isEmpty()) {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
if (state.worldSpaceVertices.isEmpty()) {
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
_skinProgram.disableAttributeArray(_clusterIndicesLocation);
|
||||
|
@ -443,6 +493,10 @@ bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const {
|
|||
}
|
||||
|
||||
void Model::deleteGeometry() {
|
||||
foreach (Model* attachment, _attachments) {
|
||||
delete attachment;
|
||||
}
|
||||
_attachments.clear();
|
||||
foreach (GLuint id, _blendedVertexBufferIDs) {
|
||||
glDeleteBuffers(1, &id);
|
||||
}
|
||||
|
|
|
@ -23,7 +23,7 @@ class Model : public QObject {
|
|||
|
||||
public:
|
||||
|
||||
Model();
|
||||
Model(QObject* parent = NULL);
|
||||
virtual ~Model();
|
||||
|
||||
void setTranslation(const glm::vec3& translation) { _translation = translation; }
|
||||
|
@ -126,6 +126,8 @@ private:
|
|||
QVector<glm::vec3> _blendedVertices;
|
||||
QVector<glm::vec3> _blendedNormals;
|
||||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _skinProgram;
|
||||
static int _clusterMatricesLocation;
|
||||
|
|
Loading…
Reference in a new issue