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Trying a different method of updating the normals.
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1 changed files with 17 additions and 5 deletions
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@ -6,6 +6,8 @@
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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//
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#include <numeric>
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#include <QNetworkReply>
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#include <QNetworkReply>
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#include "Application.h"
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#include "Application.h"
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@ -50,25 +52,35 @@ bool BlendFace::render(float alpha) {
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// start with the base
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// start with the base
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int vertexCount = _geometry.vertices.size();
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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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_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(_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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// find the coefficient total
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const vector<float>& coefficients = _owningHead->getBlendshapeCoefficients();
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float coefficientTotal = accumulate(coefficients.begin(), coefficients.end(), 0.0f);
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// for the normals, only use the base if we have nothing else
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int normalCount = _geometry.normals.size();
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_blendedNormals.resize(normalCount);
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if (coefficientTotal == 0.0f) {
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memcpy(_blendedNormals.data(), _geometry.normals.constData(), normalCount * sizeof(glm::vec3));
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} else {
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memset(_blendedNormals.data(), 0, normalCount * sizeof(glm::vec3));
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}
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// blend in each coefficient
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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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for (int i = 0; i < coefficients.size(); i++) {
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float coefficient = coefficients[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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if (coefficient == 0.0f || i >= _geometry.blendshapes.size() || _geometry.blendshapes[i].vertices.isEmpty()) {
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continue;
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continue;
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}
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}
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float normalCoefficient = coefficient / coefficientTotal;
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const glm::vec3* vertex = _geometry.blendshapes[i].vertices.constData();
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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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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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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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*end = index + _geometry.blendshapes[i].indices.size(); index != end; index++, vertex++, normal++) {
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_blendedVertices[*index] += *vertex * coefficient;
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_blendedVertices[*index] += *vertex * coefficient;
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_blendedNormals[*index] += *normal * coefficient;
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_blendedNormals[*index] += *normal * normalCoefficient;
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}
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}
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}
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}
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