Merge pull request #1028 from ey6es/springy

Support for "springy" models that spring towards target positions.
This commit is contained in:
Philip Rosedale 2013-10-08 17:27:40 -07:00
commit 8c07d12373
8 changed files with 238 additions and 55 deletions

View file

@ -332,7 +332,15 @@ void Application::paintGL() {
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
_myCamera.setTightness (100.0f);
_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
glm::vec3 targetPosition = _myAvatar.getUprightHeadPosition();
if (_myAvatar.getHead().getBlendFace().isActive()) {
// make sure we're aligned to the blend face eyes
glm::vec3 leftEyePosition, rightEyePosition;
if (_myAvatar.getHead().getBlendFace().getEyePositions(leftEyePosition, rightEyePosition, true)) {
targetPosition = (leftEyePosition + rightEyePosition) * 0.5f;
}
}
_myCamera.setTargetPosition(targetPosition);
_myCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
} else if (OculusManager::isConnected()) {

View file

@ -8,6 +8,8 @@
#include <QNetworkReply>
#include <glm/gtx/transform.hpp>
#include "Application.h"
#include "BlendFace.h"
#include "Head.h"
@ -41,21 +43,117 @@ void BlendFace::init() {
}
}
void BlendFace::reset() {
_resetStates = true;
}
const glm::vec3 MODEL_TRANSLATION(0.0f, -120.0f, 40.0f); // temporary fudge factor
const float MODEL_SCALE = 0.0006f;
bool BlendFace::render(float alpha) {
void BlendFace::simulate(float deltaTime) {
if (!isActive()) {
return;
}
// set up world vertices on first simulate after load
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (_meshStates.isEmpty()) {
QVector<glm::vec3> vertices;
foreach (const FBXMesh& mesh, geometry.meshes) {
MeshState state;
if (mesh.springiness > 0.0f) {
state.worldSpaceVertices.resize(mesh.vertices.size());
state.vertexVelocities.resize(mesh.vertices.size());
state.worldSpaceNormals.resize(mesh.vertices.size());
}
_meshStates.append(state);
}
_resetStates = true;
}
glm::quat orientation = _owningHead->getOrientation();
glm::vec3 scale = glm::vec3(-1.0f, 1.0f, -1.0f) * _owningHead->getScale() * MODEL_SCALE;
glm::vec3 offset = MODEL_TRANSLATION - _geometry->getFBXGeometry().neckPivot;
glm::mat4 baseTransform = glm::translate(_owningHead->getPosition()) * glm::mat4_cast(orientation) *
glm::scale(scale) * glm::translate(offset);
for (int i = 0; i < _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
int vertexCount = state.worldSpaceVertices.size();
if (vertexCount == 0) {
continue;
}
glm::vec3* destVertices = state.worldSpaceVertices.data();
glm::vec3* destVelocities = state.vertexVelocities.data();
glm::vec3* destNormals = state.worldSpaceNormals.data();
const FBXMesh& mesh = geometry.meshes.at(i);
const glm::vec3* sourceVertices = mesh.vertices.constData();
if (!mesh.blendshapes.isEmpty()) {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
const vector<float>& coefficients = _owningHead->getBlendshapeCoefficients();
for (int j = 0; j < coefficients.size(); j++) {
float coefficient = coefficients[j];
if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) {
_blendedVertices[*index] += *vertex * coefficient;
}
}
sourceVertices = _blendedVertices.constData();
}
glm::mat4 transform = baseTransform;
if (mesh.isEye) {
transform = transform * glm::translate(mesh.pivot) * glm::mat4_cast(glm::inverse(orientation) *
_owningHead->getEyeRotation(orientation * ((mesh.pivot + offset) * scale) + _owningHead->getPosition())) *
glm::translate(-mesh.pivot);
}
if (_resetStates) {
for (int j = 0; j < vertexCount; j++) {
destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f));
destVelocities[j] = glm::vec3();
}
} else {
const float SPRINGINESS_MULTIPLIER = 200.0f;
const float DAMPING = 5.0f;
for (int j = 0; j < vertexCount; j++) {
destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
destVertices[j] += destVelocities[j] * deltaTime;
}
}
for (int j = 0; j < vertexCount; j++) {
destNormals[j] = glm::vec3();
const glm::vec3& middle = destVertices[j];
for (QVarLengthArray<QPair<int, int>, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin();
connection != mesh.vertexConnections.at(j).constEnd(); connection++) {
destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle,
destVertices[connection->first] - middle));
}
}
}
_resetStates = false;
}
bool BlendFace::render(float alpha) {
if (_meshStates.isEmpty()) {
return false;
}
// set up blended buffer ids on first render after load
// set up blended buffer ids on first render after load/simulate
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
if (_blendedVertexBufferIDs.isEmpty()) {
foreach (const FBXMesh& mesh, geometry.meshes) {
GLuint id = 0;
if (!mesh.blendshapes.isEmpty()) {
if (!mesh.blendshapes.isEmpty() || mesh.springiness > 0.0f) {
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
@ -69,6 +167,9 @@ bool BlendFace::render(float alpha) {
_dilatedTextures.resize(geometry.meshes.size());
}
glm::mat4 viewMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&viewMatrix);
glPushMatrix();
glTranslatef(_owningHead->getPosition().x, _owningHead->getPosition().y, _owningHead->getPosition().z);
glm::quat orientation = _owningHead->getOrientation();
@ -130,39 +231,49 @@ bool BlendFace::render(float alpha) {
glBindTexture(GL_TEXTURE_2D, texture == NULL ? 0 : texture->getID());
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
if (mesh.blendshapes.isEmpty()) {
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3)));
} else {
glTexCoordPointer(2, GL_FLOAT, 0, 0);
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
_blendedNormals.resize(_blendedVertices.size());
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
const vector<float>& coefficients = _owningHead->getBlendshapeCoefficients();
for (int j = 0; j < coefficients.size(); j++) {
float coefficient = coefficients[j];
if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
_blendedVertices[*index] += *vertex * coefficient;
_blendedNormals[*index] += *normal * normalCoefficient;
}
}
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
const MeshState& state = _meshStates.at(i);
if (!state.worldSpaceVertices.isEmpty()) {
glLoadMatrixf((const GLfloat*)&viewMatrix);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData());
} else {
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
_blendedNormals.resize(_blendedVertices.size());
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
// blend in each coefficient
const vector<float>& coefficients = _owningHead->getBlendshapeCoefficients();
for (int j = 0; j < coefficients.size(); j++) {
float coefficient = coefficients[j];
if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
continue;
}
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
for (const int* index = mesh.blendshapes[j].indices.constData(),
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
_blendedVertices[*index] += *vertex * coefficient;
_blendedNormals[*index] += *normal * normalCoefficient;
}
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
}
}
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
@ -199,12 +310,16 @@ bool BlendFace::render(float alpha) {
return true;
}
void BlendFace::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
bool BlendFace::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition, bool upright) const {
if (!isActive()) {
return;
return false;
}
glm::vec3 translation = _owningHead->getPosition();
glm::quat orientation = _owningHead->getOrientation();
if (upright) {
translation = static_cast<MyAvatar*>(_owningHead->_owningAvatar)->getUprightHeadPosition();
orientation = static_cast<Avatar*>(_owningHead->_owningAvatar)->getWorldAlignedOrientation();
}
glm::vec3 scale(-_owningHead->getScale() * MODEL_SCALE, _owningHead->getScale() * MODEL_SCALE,
-_owningHead->getScale() * MODEL_SCALE);
bool foundFirst = false;
@ -212,16 +327,16 @@ void BlendFace::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEy
const FBXGeometry& geometry = _geometry->getFBXGeometry();
foreach (const FBXMesh& mesh, geometry.meshes) {
if (mesh.isEye) {
glm::vec3 position = orientation * ((mesh.pivot + MODEL_TRANSLATION - geometry.neckPivot) * scale) +
_owningHead->getPosition();
glm::vec3 position = orientation * ((mesh.pivot + MODEL_TRANSLATION - geometry.neckPivot) * scale) + translation;
if (foundFirst) {
secondEyePosition = position;
return;
return true;
}
firstEyePosition = position;
foundFirst = true;
}
}
return false;
}
void BlendFace::setModelURL(const QUrl& url) {
@ -243,4 +358,5 @@ void BlendFace::deleteGeometry() {
glDeleteBuffers(1, &id);
}
_blendedVertexBufferIDs.clear();
_meshStates.clear();
}

View file

@ -33,12 +33,17 @@ public:
bool isActive() const { return _geometry && _geometry->isLoaded(); }
void init();
void reset();
void simulate(float deltaTime);
bool render(float alpha);
Q_INVOKABLE void setModelURL(const QUrl& url);
const QUrl& getModelURL() const { return _modelURL; }
void getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
/// Retrieve the positions of up to two eye meshes.
/// \param upright if true, retrieve the locations of the eyes in the upright position
/// \return whether or not both eye meshes were found
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition, bool upright = false) const;
private:
@ -50,8 +55,17 @@ private:
QSharedPointer<NetworkGeometry> _geometry;
class MeshState {
public:
QVector<glm::vec3> worldSpaceVertices;
QVector<glm::vec3> vertexVelocities;
QVector<glm::vec3> worldSpaceNormals;
};
QVector<MeshState> _meshStates;
QVector<GLuint> _blendedVertexBufferIDs;
QVector<QSharedPointer<Texture> > _dilatedTextures;
bool _resetStates;
QVector<glm::vec3> _blendedVertices;
QVector<glm::vec3> _blendedNormals;

View file

@ -117,6 +117,8 @@ void Head::reset() {
if (USING_PHYSICAL_MOHAWK) {
resetHairPhysics();
}
_blendFace.reset();
}
void Head::resetHairPhysics() {
@ -235,6 +237,8 @@ void Head::simulate(float deltaTime, bool isMine) {
if (USING_PHYSICAL_MOHAWK) {
updateHairPhysics(deltaTime);
}
_blendFace.simulate(deltaTime);
}
void Head::calculateGeometry() {
@ -300,15 +304,14 @@ void Head::render(float alpha, bool isMine) {
renderEyeBrows();
}
}
if (_blendFace.isActive()) {
// the blend face may have custom eye meshes
_blendFace.getEyePositions(_leftEyePosition, _rightEyePosition);
}
if (_renderLookatVectors) {
glm::vec3 firstEyePosition = _leftEyePosition;
glm::vec3 secondEyePosition = _rightEyePosition;
if (_blendFace.isActive()) {
// the blend face may have custom eye meshes
_blendFace.getEyePositions(firstEyePosition, secondEyePosition);
}
renderLookatVectors(firstEyePosition, secondEyePosition, _lookAtPosition);
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
}
}

View file

@ -158,6 +158,7 @@ private:
void resetHairPhysics();
void updateHairPhysics(float deltaTime);
friend class BlendFace;
friend class PerlinFace;
};

View file

@ -300,6 +300,7 @@ const char* FACESHIFT_BLENDSHAPES[] = {
class Transform {
public:
QByteArray name;
bool inheritScale;
glm::mat4 withScale;
glm::mat4 withoutScale;
@ -535,7 +536,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
glm::vec3 preRotation, rotation, postRotation;
glm::vec3 scale = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 scalePivot, rotationPivot;
Transform transform = { true };
Transform transform = { name, true };
foreach (const FBXNode& subobject, object.children) {
if (subobject.name == "Properties70") {
foreach (const FBXNode& property, subobject.children) {
@ -683,14 +684,15 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
mapping.value("ry").toFloat(), mapping.value("rz").toFloat())))) *
glm::scale(offsetScale, offsetScale, offsetScale);
// as a temporary hack, put the mesh with the most blendshapes on top; assume it to be the face
FBXGeometry geometry;
int mostBlendshapes = 0;
QVariantHash springs = mapping.value("spring").toHash();
QVariant defaultSpring = springs.value("default");
for (QHash<qint64, FBXMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
FBXMesh& mesh = it.value();
// accumulate local transforms
qint64 modelID = parentMap.value(it.key());
mesh.springiness = springs.value(localTransforms.value(modelID).name, defaultSpring).toFloat();
glm::mat4 modelTransform = getGlobalTransform(parentMap, localTransforms, modelID);
// look for textures, material properties
@ -735,13 +737,47 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
}
}
if (mesh.blendshapes.size() > mostBlendshapes) {
geometry.meshes.prepend(mesh);
mostBlendshapes = mesh.blendshapes.size();
// extract spring edges, connections if springy
if (mesh.springiness > 0.0f) {
QSet<QPair<int, int> > edges;
} else {
geometry.meshes.append(mesh);
mesh.vertexConnections.resize(mesh.vertices.size());
for (int i = 0; i < mesh.quadIndices.size(); i += 4) {
int index0 = mesh.quadIndices.at(i);
int index1 = mesh.quadIndices.at(i + 1);
int index2 = mesh.quadIndices.at(i + 2);
int index3 = mesh.quadIndices.at(i + 3);
edges.insert(QPair<int, int>(qMin(index0, index1), qMax(index0, index1)));
edges.insert(QPair<int, int>(qMin(index1, index2), qMax(index1, index2)));
edges.insert(QPair<int, int>(qMin(index2, index3), qMax(index2, index3)));
edges.insert(QPair<int, int>(qMin(index3, index0), qMax(index3, index0)));
mesh.vertexConnections[index0].append(QPair<int, int>(index3, index1));
mesh.vertexConnections[index1].append(QPair<int, int>(index0, index2));
mesh.vertexConnections[index2].append(QPair<int, int>(index1, index3));
mesh.vertexConnections[index3].append(QPair<int, int>(index2, index0));
}
for (int i = 0; i < mesh.triangleIndices.size(); i += 3) {
int index0 = mesh.triangleIndices.at(i);
int index1 = mesh.triangleIndices.at(i + 1);
int index2 = mesh.triangleIndices.at(i + 2);
edges.insert(QPair<int, int>(qMin(index0, index1), qMax(index0, index1)));
edges.insert(QPair<int, int>(qMin(index1, index2), qMax(index1, index2)));
edges.insert(QPair<int, int>(qMin(index2, index0), qMax(index2, index0)));
mesh.vertexConnections[index0].append(QPair<int, int>(index2, index1));
mesh.vertexConnections[index1].append(QPair<int, int>(index0, index2));
mesh.vertexConnections[index2].append(QPair<int, int>(index1, index0));
}
for (QSet<QPair<int, int> >::const_iterator edge = edges.constBegin(); edge != edges.constEnd(); edge++) {
mesh.springEdges.append(*edge);
}
}
geometry.meshes.append(mesh);
}
// extract translation component for neck pivot

View file

@ -9,6 +9,7 @@
#ifndef __interface__FBXReader__
#define __interface__FBXReader__
#include <QVarLengthArray>
#include <QVariant>
#include <QVector>
@ -59,6 +60,10 @@ public:
QByteArray normalFilename;
QVector<FBXBlendshape> blendshapes;
float springiness;
QVector<QPair<int, int> > springEdges;
QVector<QVarLengthArray<QPair<int, int>, 4> > vertexConnections;
};
/// A set of meshes extracted from an FBX document.

View file

@ -346,7 +346,7 @@ void NetworkGeometry::maybeReadModelWithMapping() {
glGenBuffers(1, &networkMesh.vertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
if (mesh.blendshapes.isEmpty()) {
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3) +
mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData());