More efficient (though perhaps overkill) blendshape mapping.

This commit is contained in:
Andrzej Kapolka 2013-12-09 15:37:09 -08:00
parent a431268815
commit 9641ca1e66

View file

@ -582,6 +582,7 @@ class ExtractedMesh {
public:
FBXMesh mesh;
QMultiHash<int, int> newIndices;
QVector<QHash<int, int> > blendshapeIndexMaps;
};
class MeshData {
@ -1068,14 +1069,23 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
ExtractedMesh& extractedMesh = meshes[meshID];
foreach (const WeightedIndex& index, blendshapeChannelIndices.values(blendshapeChannelID)) {
extractedMesh.mesh.blendshapes.resize(max(extractedMesh.mesh.blendshapes.size(), index.first + 1));
extractedMesh.blendshapeIndexMaps.resize(extractedMesh.mesh.blendshapes.size());
FBXBlendshape& blendshape = extractedMesh.mesh.blendshapes[index.first];
QHash<int, int>& blendshapeIndexMap = extractedMesh.blendshapeIndexMaps[index.first];
for (int i = 0; i < extracted.blendshape.indices.size(); i++) {
int oldIndex = extracted.blendshape.indices.at(i);
for (QMultiHash<int, int>::const_iterator it = extractedMesh.newIndices.constFind(oldIndex);
it != extractedMesh.newIndices.constEnd() && it.key() == oldIndex; it++) {
blendshape.indices.append(it.value());
blendshape.vertices.append(extracted.blendshape.vertices.at(i) * index.second);
blendshape.normals.append(extracted.blendshape.normals.at(i) * index.second);
QHash<int, int>::iterator blendshapeIndex = blendshapeIndexMap.find(it.value());
if (blendshapeIndex == blendshapeIndexMap.end()) {
blendshapeIndexMap.insert(it.value(), blendshape.indices.size());
blendshape.indices.append(it.value());
blendshape.vertices.append(extracted.blendshape.vertices.at(i) * index.second);
blendshape.normals.append(extracted.blendshape.normals.at(i) * index.second);
} else {
blendshape.vertices[*blendshapeIndex] += extracted.blendshape.vertices.at(i) * index.second;
blendshape.normals[*blendshapeIndex] += extracted.blendshape.normals.at(i) * index.second;
}
}
}
}