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Consolidate HFM class implementations into source file and move model
logging.
This commit is contained in:
parent
1a69afb3e8
commit
8fa72396ef
13 changed files with 270 additions and 264 deletions
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@ -1,8 +1,7 @@
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set(TARGET_NAME fbx)
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setup_hifi_library()
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link_hifi_libraries(shared graphics networking image)
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link_hifi_libraries(shared graphics networking image hfm)
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include_hifi_library_headers(gpu image)
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include_hifi_library_headers(hfm)
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target_draco()
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@ -33,109 +33,13 @@
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#include <gpu/Format.h>
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#include <LogHandler.h>
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#include "ModelFormatLogging.h"
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#include <hfm/ModelFormatLogging.h>
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// TOOL: Uncomment the following line to enable the filtering of all the unkwnon fields of a node so we can break point easily while loading a model with problems...
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//#define DEBUG_FBXREADER
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using namespace std;
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int HFMModelPointerMetaTypeId = qRegisterMetaType<HFMModel::Pointer>();
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QStringList HFMModel::getJointNames() const {
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QStringList names;
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foreach (const HFMJoint& joint, joints) {
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names.append(joint.name);
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}
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return names;
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}
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bool HFMModel::hasBlendedMeshes() const {
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if (!meshes.isEmpty()) {
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foreach (const HFMMesh& mesh, meshes) {
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if (!mesh.blendshapes.isEmpty()) {
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return true;
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}
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}
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}
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return false;
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}
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Extents HFMModel::getUnscaledMeshExtents() const {
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const Extents& extents = meshExtents;
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// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
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// is captured in the offset matrix
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glm::vec3 minimum = glm::vec3(offset * glm::vec4(extents.minimum, 1.0f));
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glm::vec3 maximum = glm::vec3(offset * glm::vec4(extents.maximum, 1.0f));
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Extents scaledExtents = { minimum, maximum };
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return scaledExtents;
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}
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// TODO: Move to graphics::Mesh when Sam's ready
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bool HFMModel::convexHullContains(const glm::vec3& point) const {
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if (!getUnscaledMeshExtents().containsPoint(point)) {
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return false;
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}
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auto checkEachPrimitive = [=](HFMMesh& mesh, QVector<int> indices, int primitiveSize) -> bool {
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// Check whether the point is "behind" all the primitives.
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int verticesSize = mesh.vertices.size();
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for (int j = 0;
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j < indices.size() - 2; // -2 in case the vertices aren't the right size -- we access j + 2 below
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j += primitiveSize) {
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if (indices[j] < verticesSize &&
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indices[j + 1] < verticesSize &&
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indices[j + 2] < verticesSize &&
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!isPointBehindTrianglesPlane(point,
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mesh.vertices[indices[j]],
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mesh.vertices[indices[j + 1]],
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mesh.vertices[indices[j + 2]])) {
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// it's not behind at least one so we bail
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return false;
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}
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}
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return true;
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};
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// Check that the point is contained in at least one convex mesh.
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for (auto mesh : meshes) {
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bool insideMesh = true;
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// To be considered inside a convex mesh,
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// the point needs to be "behind" all the primitives respective planes.
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for (auto part : mesh.parts) {
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// run through all the triangles and quads
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if (!checkEachPrimitive(mesh, part.triangleIndices, 3) ||
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!checkEachPrimitive(mesh, part.quadIndices, 4)) {
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// If not, the point is outside, bail for this mesh
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insideMesh = false;
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continue;
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}
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}
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if (insideMesh) {
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// It's inside this mesh, return true.
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return true;
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}
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}
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// It wasn't in any mesh, return false.
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return false;
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}
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QString HFMModel::getModelNameOfMesh(int meshIndex) const {
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if (meshIndicesToModelNames.contains(meshIndex)) {
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return meshIndicesToModelNames.value(meshIndex);
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}
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return QString();
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}
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int hfmModelMetaTypeId = qRegisterMetaType<HFMModel>();
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int hfmAnimationFrameMetaTypeId = qRegisterMetaType<HFMAnimationFrame>();
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int hfmAnimationFrameVectorMetaTypeId = qRegisterMetaType<QVector<HFMAnimationFrame>>();
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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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@ -362,108 +266,6 @@ HFMBlendshape extractBlendshape(const FBXNode& object) {
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return blendshape;
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}
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using IndexAccessor = std::function<glm::vec3*(const HFMMesh&, int, int, glm::vec3*, glm::vec3&)>;
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static void setTangents(const HFMMesh& mesh, const IndexAccessor& vertexAccessor, int firstIndex, int secondIndex,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, QVector<glm::vec3>& tangents) {
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glm::vec3 vertex[2];
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glm::vec3 normal;
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glm::vec3* tangent = vertexAccessor(mesh, firstIndex, secondIndex, vertex, normal);
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if (tangent) {
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glm::vec3 bitangent = glm::cross(normal, vertex[1] - vertex[0]);
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if (glm::length(bitangent) < EPSILON) {
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return;
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}
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glm::vec2 texCoordDelta = mesh.texCoords.at(secondIndex) - mesh.texCoords.at(firstIndex);
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glm::vec3 normalizedNormal = glm::normalize(normal);
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*tangent += glm::cross(glm::angleAxis(-atan2f(-texCoordDelta.t, texCoordDelta.s), normalizedNormal) *
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glm::normalize(bitangent), normalizedNormal);
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}
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}
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static void createTangents(const HFMMesh& mesh, bool generateFromTexCoords,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, QVector<glm::vec3>& tangents,
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IndexAccessor accessor) {
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// if we have a normal map (and texture coordinates), we must compute tangents
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if (generateFromTexCoords && !mesh.texCoords.isEmpty()) {
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tangents.resize(vertices.size());
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foreach(const HFMMeshPart& part, mesh.parts) {
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for (int i = 0; i < part.quadIndices.size(); i += 4) {
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setTangents(mesh, accessor, part.quadIndices.at(i), part.quadIndices.at(i + 1), vertices, normals, tangents);
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setTangents(mesh, accessor, part.quadIndices.at(i + 1), part.quadIndices.at(i + 2), vertices, normals, tangents);
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setTangents(mesh, accessor, part.quadIndices.at(i + 2), part.quadIndices.at(i + 3), vertices, normals, tangents);
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setTangents(mesh, accessor, part.quadIndices.at(i + 3), part.quadIndices.at(i), vertices, normals, tangents);
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}
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// <= size - 3 in order to prevent overflowing triangleIndices when (i % 3) != 0
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// This is most likely evidence of a further problem in extractMesh()
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for (int i = 0; i <= part.triangleIndices.size() - 3; i += 3) {
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setTangents(mesh, accessor, part.triangleIndices.at(i), part.triangleIndices.at(i + 1), vertices, normals, tangents);
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setTangents(mesh, accessor, part.triangleIndices.at(i + 1), part.triangleIndices.at(i + 2), vertices, normals, tangents);
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setTangents(mesh, accessor, part.triangleIndices.at(i + 2), part.triangleIndices.at(i), vertices, normals, tangents);
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}
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if ((part.triangleIndices.size() % 3) != 0) {
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qCDebug(modelformat) << "Error in extractHFMModel part.triangleIndices.size() is not divisible by three ";
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}
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}
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}
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}
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static void _createBlendShapeTangents(HFMMesh& mesh, bool generateFromTexCoords, HFMBlendshape& blendShape);
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void HFMMesh::createBlendShapeTangents(bool generateTangents) {
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for (auto& blendShape : blendshapes) {
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_createBlendShapeTangents(*this, generateTangents, blendShape);
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}
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}
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void HFMMesh::createMeshTangents(bool generateFromTexCoords) {
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HFMMesh& mesh = *this;
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// This is the only workaround I've found to trick the compiler into understanding that mesh.tangents isn't
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// const in the lambda function.
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auto& tangents = mesh.tangents;
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createTangents(mesh, generateFromTexCoords, mesh.vertices, mesh.normals, mesh.tangents,
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[&](const HFMMesh& mesh, int firstIndex, int secondIndex, glm::vec3* outVertices, glm::vec3& outNormal) {
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outVertices[0] = mesh.vertices[firstIndex];
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outVertices[1] = mesh.vertices[secondIndex];
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outNormal = mesh.normals[firstIndex];
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return &(tangents[firstIndex]);
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});
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}
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static void _createBlendShapeTangents(HFMMesh& mesh, bool generateFromTexCoords, HFMBlendshape& blendShape) {
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// Create lookup to get index in blend shape from vertex index in mesh
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std::vector<int> reverseIndices;
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reverseIndices.resize(mesh.vertices.size());
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std::iota(reverseIndices.begin(), reverseIndices.end(), 0);
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for (int indexInBlendShape = 0; indexInBlendShape < blendShape.indices.size(); ++indexInBlendShape) {
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auto indexInMesh = blendShape.indices[indexInBlendShape];
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reverseIndices[indexInMesh] = indexInBlendShape;
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}
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createTangents(mesh, generateFromTexCoords, blendShape.vertices, blendShape.normals, blendShape.tangents,
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[&](const HFMMesh& mesh, int firstIndex, int secondIndex, glm::vec3* outVertices, glm::vec3& outNormal) {
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const auto index1 = reverseIndices[firstIndex];
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const auto index2 = reverseIndices[secondIndex];
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if (index1 < blendShape.vertices.size()) {
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outVertices[0] = blendShape.vertices[index1];
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if (index2 < blendShape.vertices.size()) {
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outVertices[1] = blendShape.vertices[index2];
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} else {
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// Index isn't in the blend shape so return vertex from mesh
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outVertices[1] = mesh.vertices[secondIndex];
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}
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outNormal = blendShape.normals[index1];
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return &blendShape.tangents[index1];
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} else {
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// Index isn't in blend shape so return nullptr
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return (glm::vec3*)nullptr;
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}
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});
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}
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QVector<int> getIndices(const QVector<QString> ids, QVector<QString> modelIDs) {
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QVector<int> indices;
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foreach (const QString& id, ids) {
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@ -25,61 +25,7 @@
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#include <QJsonDocument>
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#include <QJsonObject>
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#include "ModelFormatLogging.h"
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void HFMMaterial::getTextureNames(QSet<QString>& textureList) const {
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if (!normalTexture.isNull()) {
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textureList.insert(normalTexture.name);
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}
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if (!albedoTexture.isNull()) {
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textureList.insert(albedoTexture.name);
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}
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if (!opacityTexture.isNull()) {
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textureList.insert(opacityTexture.name);
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}
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if (!glossTexture.isNull()) {
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textureList.insert(glossTexture.name);
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}
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if (!roughnessTexture.isNull()) {
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textureList.insert(roughnessTexture.name);
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}
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if (!specularTexture.isNull()) {
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textureList.insert(specularTexture.name);
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}
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if (!metallicTexture.isNull()) {
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textureList.insert(metallicTexture.name);
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}
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if (!emissiveTexture.isNull()) {
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textureList.insert(emissiveTexture.name);
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}
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if (!occlusionTexture.isNull()) {
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textureList.insert(occlusionTexture.name);
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}
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if (!scatteringTexture.isNull()) {
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textureList.insert(scatteringTexture.name);
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}
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if (!lightmapTexture.isNull()) {
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textureList.insert(lightmapTexture.name);
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}
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}
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void HFMMaterial::setMaxNumPixelsPerTexture(int maxNumPixels) {
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normalTexture.maxNumPixels = maxNumPixels;
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albedoTexture.maxNumPixels = maxNumPixels;
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opacityTexture.maxNumPixels = maxNumPixels;
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glossTexture.maxNumPixels = maxNumPixels;
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roughnessTexture.maxNumPixels = maxNumPixels;
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specularTexture.maxNumPixels = maxNumPixels;
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metallicTexture.maxNumPixels = maxNumPixels;
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emissiveTexture.maxNumPixels = maxNumPixels;
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occlusionTexture.maxNumPixels = maxNumPixels;
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scatteringTexture.maxNumPixels = maxNumPixels;
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lightmapTexture.maxNumPixels = maxNumPixels;
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}
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bool HFMMaterial::needTangentSpace() const {
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return !normalTexture.isNull();
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}
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#include <hfm/ModelFormatLogging.h>
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HFMTexture FBXReader::getTexture(const QString& textureID) {
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HFMTexture texture;
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#include <QFileInfo>
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#include <QHash>
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#include <LogHandler.h>
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#include "ModelFormatLogging.h"
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#include <hfm/ModelFormatLogging.h>
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#include "FBXReader.h"
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@ -22,7 +22,7 @@
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#include <QtCore/QFileInfo>
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#include <shared/NsightHelpers.h>
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#include "ModelFormatLogging.h"
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#include <hfm/ModelFormatLogging.h>
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template<class T>
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int streamSize() {
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@ -14,7 +14,7 @@
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#include <memory.h>
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#include <QtNetwork/QNetworkReply>
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#include "ModelFormatLogging.h"
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#include <hfm/ModelFormatLogging.h>
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#include "FBXReader.h"
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@ -28,7 +28,7 @@
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#include <ResourceManager.h>
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#include "FBXReader.h"
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#include "ModelFormatLogging.h"
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#include <hfm/ModelFormatLogging.h>
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#include <shared/PlatformHacks.h>
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QHash<QString, float> COMMENT_SCALE_HINTS = {{"This file uses centimeters as units", 1.0f / 100.0f},
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@ -15,7 +15,7 @@
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#include <QFileInfo>
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#include <graphics/BufferViewHelpers.h>
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#include <graphics/Geometry.h>
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#include "ModelFormatLogging.h"
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#include <hfm/ModelFormatLogging.h>
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static QString formatFloat(double n) {
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// limit precision to 6, but don't output trailing zeros.
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@ -1,6 +1,7 @@
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set(TARGET_NAME hfm)
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setup_hifi_library()
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include_hifi_library_headers(gpu)
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include_hifi_library_headers(graphics)
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include_hifi_library_headers(shared)
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259
libraries/hfm/src/hfm/HFM.cpp
Normal file
259
libraries/hfm/src/hfm/HFM.cpp
Normal file
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//
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// HFM.cpp
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// libraries/hfm/src
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//
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// Created by Sabrina Shanman on 2018/11/06.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "HFM.h"
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#include "ModelFormatLogging.h"
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void HFMMaterial::getTextureNames(QSet<QString>& textureList) const {
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if (!normalTexture.isNull()) {
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textureList.insert(normalTexture.name);
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}
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if (!albedoTexture.isNull()) {
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textureList.insert(albedoTexture.name);
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}
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if (!opacityTexture.isNull()) {
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textureList.insert(opacityTexture.name);
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}
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if (!glossTexture.isNull()) {
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textureList.insert(glossTexture.name);
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}
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if (!roughnessTexture.isNull()) {
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textureList.insert(roughnessTexture.name);
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}
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if (!specularTexture.isNull()) {
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textureList.insert(specularTexture.name);
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}
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if (!metallicTexture.isNull()) {
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textureList.insert(metallicTexture.name);
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}
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if (!emissiveTexture.isNull()) {
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textureList.insert(emissiveTexture.name);
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}
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if (!occlusionTexture.isNull()) {
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textureList.insert(occlusionTexture.name);
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}
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if (!scatteringTexture.isNull()) {
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textureList.insert(scatteringTexture.name);
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}
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if (!lightmapTexture.isNull()) {
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textureList.insert(lightmapTexture.name);
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}
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}
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void HFMMaterial::setMaxNumPixelsPerTexture(int maxNumPixels) {
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normalTexture.maxNumPixels = maxNumPixels;
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albedoTexture.maxNumPixels = maxNumPixels;
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opacityTexture.maxNumPixels = maxNumPixels;
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glossTexture.maxNumPixels = maxNumPixels;
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roughnessTexture.maxNumPixels = maxNumPixels;
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specularTexture.maxNumPixels = maxNumPixels;
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metallicTexture.maxNumPixels = maxNumPixels;
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emissiveTexture.maxNumPixels = maxNumPixels;
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occlusionTexture.maxNumPixels = maxNumPixels;
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scatteringTexture.maxNumPixels = maxNumPixels;
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lightmapTexture.maxNumPixels = maxNumPixels;
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}
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bool HFMMaterial::needTangentSpace() const {
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return !normalTexture.isNull();
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}
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static void _createBlendShapeTangents(HFMMesh& mesh, bool generateFromTexCoords, HFMBlendshape& blendShape);
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void HFMMesh::createBlendShapeTangents(bool generateTangents) {
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for (auto& blendShape : blendshapes) {
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_createBlendShapeTangents(*this, generateTangents, blendShape);
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}
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}
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using IndexAccessor = std::function<glm::vec3*(const HFMMesh&, int, int, glm::vec3*, glm::vec3&)>;
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|
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static void setTangents(const HFMMesh& mesh, const IndexAccessor& vertexAccessor, int firstIndex, int secondIndex,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, QVector<glm::vec3>& tangents) {
|
||||
glm::vec3 vertex[2];
|
||||
glm::vec3 normal;
|
||||
glm::vec3* tangent = vertexAccessor(mesh, firstIndex, secondIndex, vertex, normal);
|
||||
if (tangent) {
|
||||
glm::vec3 bitangent = glm::cross(normal, vertex[1] - vertex[0]);
|
||||
if (glm::length(bitangent) < EPSILON) {
|
||||
return;
|
||||
}
|
||||
glm::vec2 texCoordDelta = mesh.texCoords.at(secondIndex) - mesh.texCoords.at(firstIndex);
|
||||
glm::vec3 normalizedNormal = glm::normalize(normal);
|
||||
*tangent += glm::cross(glm::angleAxis(-atan2f(-texCoordDelta.t, texCoordDelta.s), normalizedNormal) *
|
||||
glm::normalize(bitangent), normalizedNormal);
|
||||
}
|
||||
}
|
||||
|
||||
static void createTangents(const HFMMesh& mesh, bool generateFromTexCoords,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, QVector<glm::vec3>& tangents,
|
||||
IndexAccessor accessor) {
|
||||
// if we have a normal map (and texture coordinates), we must compute tangents
|
||||
if (generateFromTexCoords && !mesh.texCoords.isEmpty()) {
|
||||
tangents.resize(vertices.size());
|
||||
|
||||
foreach(const HFMMeshPart& part, mesh.parts) {
|
||||
for (int i = 0; i < part.quadIndices.size(); i += 4) {
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i), part.quadIndices.at(i + 1), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i + 1), part.quadIndices.at(i + 2), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i + 2), part.quadIndices.at(i + 3), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.quadIndices.at(i + 3), part.quadIndices.at(i), vertices, normals, tangents);
|
||||
}
|
||||
// <= size - 3 in order to prevent overflowing triangleIndices when (i % 3) != 0
|
||||
// This is most likely evidence of a further problem in extractMesh()
|
||||
for (int i = 0; i <= part.triangleIndices.size() - 3; i += 3) {
|
||||
setTangents(mesh, accessor, part.triangleIndices.at(i), part.triangleIndices.at(i + 1), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.triangleIndices.at(i + 1), part.triangleIndices.at(i + 2), vertices, normals, tangents);
|
||||
setTangents(mesh, accessor, part.triangleIndices.at(i + 2), part.triangleIndices.at(i), vertices, normals, tangents);
|
||||
}
|
||||
if ((part.triangleIndices.size() % 3) != 0) {
|
||||
qCDebug(modelformat) << "Error in extractHFMModel part.triangleIndices.size() is not divisible by three ";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HFMMesh::createMeshTangents(bool generateFromTexCoords) {
|
||||
HFMMesh& mesh = *this;
|
||||
// This is the only workaround I've found to trick the compiler into understanding that mesh.tangents isn't
|
||||
// const in the lambda function.
|
||||
auto& tangents = mesh.tangents;
|
||||
createTangents(mesh, generateFromTexCoords, mesh.vertices, mesh.normals, mesh.tangents,
|
||||
[&](const HFMMesh& mesh, int firstIndex, int secondIndex, glm::vec3* outVertices, glm::vec3& outNormal) {
|
||||
outVertices[0] = mesh.vertices[firstIndex];
|
||||
outVertices[1] = mesh.vertices[secondIndex];
|
||||
outNormal = mesh.normals[firstIndex];
|
||||
return &(tangents[firstIndex]);
|
||||
});
|
||||
}
|
||||
|
||||
static void _createBlendShapeTangents(HFMMesh& mesh, bool generateFromTexCoords, HFMBlendshape& blendShape) {
|
||||
// Create lookup to get index in blend shape from vertex index in mesh
|
||||
std::vector<int> reverseIndices;
|
||||
reverseIndices.resize(mesh.vertices.size());
|
||||
std::iota(reverseIndices.begin(), reverseIndices.end(), 0);
|
||||
|
||||
for (int indexInBlendShape = 0; indexInBlendShape < blendShape.indices.size(); ++indexInBlendShape) {
|
||||
auto indexInMesh = blendShape.indices[indexInBlendShape];
|
||||
reverseIndices[indexInMesh] = indexInBlendShape;
|
||||
}
|
||||
|
||||
createTangents(mesh, generateFromTexCoords, blendShape.vertices, blendShape.normals, blendShape.tangents,
|
||||
[&](const HFMMesh& mesh, int firstIndex, int secondIndex, glm::vec3* outVertices, glm::vec3& outNormal) {
|
||||
const auto index1 = reverseIndices[firstIndex];
|
||||
const auto index2 = reverseIndices[secondIndex];
|
||||
|
||||
if (index1 < blendShape.vertices.size()) {
|
||||
outVertices[0] = blendShape.vertices[index1];
|
||||
if (index2 < blendShape.vertices.size()) {
|
||||
outVertices[1] = blendShape.vertices[index2];
|
||||
} else {
|
||||
// Index isn't in the blend shape so return vertex from mesh
|
||||
outVertices[1] = mesh.vertices[secondIndex];
|
||||
}
|
||||
outNormal = blendShape.normals[index1];
|
||||
return &blendShape.tangents[index1];
|
||||
} else {
|
||||
// Index isn't in blend shape so return nullptr
|
||||
return (glm::vec3*)nullptr;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
QStringList HFMModel::getJointNames() const {
|
||||
QStringList names;
|
||||
foreach (const HFMJoint& joint, joints) {
|
||||
names.append(joint.name);
|
||||
}
|
||||
return names;
|
||||
}
|
||||
|
||||
bool HFMModel::hasBlendedMeshes() const {
|
||||
if (!meshes.isEmpty()) {
|
||||
foreach (const HFMMesh& mesh, meshes) {
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Extents HFMModel::getUnscaledMeshExtents() const {
|
||||
const Extents& extents = meshExtents;
|
||||
|
||||
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
|
||||
// is captured in the offset matrix
|
||||
glm::vec3 minimum = glm::vec3(offset * glm::vec4(extents.minimum, 1.0f));
|
||||
glm::vec3 maximum = glm::vec3(offset * glm::vec4(extents.maximum, 1.0f));
|
||||
Extents scaledExtents = { minimum, maximum };
|
||||
|
||||
return scaledExtents;
|
||||
}
|
||||
|
||||
// TODO: Move to graphics::Mesh when Sam's ready
|
||||
bool HFMModel::convexHullContains(const glm::vec3& point) const {
|
||||
if (!getUnscaledMeshExtents().containsPoint(point)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto checkEachPrimitive = [=](HFMMesh& mesh, QVector<int> indices, int primitiveSize) -> bool {
|
||||
// Check whether the point is "behind" all the primitives.
|
||||
int verticesSize = mesh.vertices.size();
|
||||
for (int j = 0;
|
||||
j < indices.size() - 2; // -2 in case the vertices aren't the right size -- we access j + 2 below
|
||||
j += primitiveSize) {
|
||||
if (indices[j] < verticesSize &&
|
||||
indices[j + 1] < verticesSize &&
|
||||
indices[j + 2] < verticesSize &&
|
||||
!isPointBehindTrianglesPlane(point,
|
||||
mesh.vertices[indices[j]],
|
||||
mesh.vertices[indices[j + 1]],
|
||||
mesh.vertices[indices[j + 2]])) {
|
||||
// it's not behind at least one so we bail
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
// Check that the point is contained in at least one convex mesh.
|
||||
for (auto mesh : meshes) {
|
||||
bool insideMesh = true;
|
||||
|
||||
// To be considered inside a convex mesh,
|
||||
// the point needs to be "behind" all the primitives respective planes.
|
||||
for (auto part : mesh.parts) {
|
||||
// run through all the triangles and quads
|
||||
if (!checkEachPrimitive(mesh, part.triangleIndices, 3) ||
|
||||
!checkEachPrimitive(mesh, part.quadIndices, 4)) {
|
||||
// If not, the point is outside, bail for this mesh
|
||||
insideMesh = false;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (insideMesh) {
|
||||
// It's inside this mesh, return true.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// It wasn't in any mesh, return false.
|
||||
return false;
|
||||
}
|
||||
|
||||
QString HFMModel::getModelNameOfMesh(int meshIndex) const {
|
||||
if (meshIndicesToModelNames.contains(meshIndex)) {
|
||||
return meshIndicesToModelNames.value(meshIndex);
|
||||
}
|
||||
return QString();
|
||||
}
|
|
@ -352,7 +352,6 @@ public:
|
|||
|
||||
Q_DECLARE_METATYPE(HFMAnimationFrame)
|
||||
Q_DECLARE_METATYPE(QVector<HFMAnimationFrame>)
|
||||
|
||||
Q_DECLARE_METATYPE(HFMModel)
|
||||
Q_DECLARE_METATYPE(HFMModel::Pointer)
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// ModelFormatLogging.cpp
|
||||
// libraries/fbx/src
|
||||
// libraries/hfm/src
|
||||
//
|
||||
// Created by Seth Alves on 4/6/15.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// ModelFormatLogging.h
|
||||
// libraries/fbx/src
|
||||
// libraries/hfm/src
|
||||
//
|
||||
// Created by Seth Alves on 4/6/15.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
Loading…
Reference in a new issue