diff --git a/interface/CMakeLists.txt b/interface/CMakeLists.txt index 6295095b43..557af35e12 100644 --- a/interface/CMakeLists.txt +++ b/interface/CMakeLists.txt @@ -120,6 +120,7 @@ include(${MACRO_DIR}/LinkHifiLibrary.cmake) link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}") link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}") link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}") +link_hifi_library(fbx ${TARGET_NAME} "${ROOT_DIR}") link_hifi_library(metavoxels ${TARGET_NAME} "${ROOT_DIR}") link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}") link_hifi_library(particles ${TARGET_NAME} "${ROOT_DIR}") diff --git a/interface/src/ModelUploader.cpp b/interface/src/ModelUploader.cpp index edbc6c0ad9..5b2688169f 100644 --- a/interface/src/ModelUploader.cpp +++ b/interface/src/ModelUploader.cpp @@ -22,9 +22,9 @@ #include -#include "Application.h" -#include "renderer/FBXReader.h" +#include +#include "Application.h" #include "ModelUploader.h" diff --git a/interface/src/Util.cpp b/interface/src/Util.cpp index cecc363daa..1dae3a4fd6 100644 --- a/interface/src/Util.cpp +++ b/interface/src/Util.cpp @@ -78,112 +78,6 @@ float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw; } -// Helper function returns the positive angle (in radians) between two 3D vectors -float angleBetween(const glm::vec3& v1, const glm::vec3& v2) { - return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2))); -} - -// Helper function return the rotation from the first vector onto the second -glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) { - float angle = angleBetween(v1, v2); - if (glm::isnan(angle) || angle < EPSILON) { - return glm::quat(); - } - glm::vec3 axis; - if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis - axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f)); - float axisLength = glm::length(axis); - if (axisLength < EPSILON) { // parallel to x; y will work - axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f))); - } else { - axis /= axisLength; - } - } else { - axis = glm::normalize(glm::cross(v1, v2)); - } - return glm::angleAxis(angle, axis); -} - - - -glm::vec3 extractTranslation(const glm::mat4& matrix) { - return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]); -} - -void setTranslation(glm::mat4& matrix, const glm::vec3& translation) { - matrix[3][0] = translation.x; - matrix[3][1] = translation.y; - matrix[3][2] = translation.z; -} - -glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) { - // uses the iterative polar decomposition algorithm described by Ken Shoemake at - // http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf - // code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java - - // start with the contents of the upper 3x3 portion of the matrix - glm::mat3 upper = glm::mat3(matrix); - if (!assumeOrthogonal) { - for (int i = 0; i < 10; i++) { - // store the results of the previous iteration - glm::mat3 previous = upper; - - // compute average of the matrix with its inverse transpose - float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2]; - float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2]; - float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2]; - float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10; - if (fabs(det) == 0.0f) { - // determinant is zero; matrix is not invertible - break; - } - float hrdet = 0.5f / det; - upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f; - upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f; - upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f; - - upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f; - upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f; - upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f; - - upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f; - upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f; - upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f; - - // compute the difference; if it's small enough, we're done - glm::mat3 diff = upper - previous; - if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] + - diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] + - diff[2][2] * diff[2][2] < EPSILON) { - break; - } - } - } - - // now that we have a nice orthogonal matrix, we can extract the rotation quaternion - // using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions - float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]); - float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]); - float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]); - float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]); - return glm::normalize(glm::quat(0.5f * sqrtf(w2), - 0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f), - 0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f), - 0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f))); -} - -glm::vec3 extractScale(const glm::mat4& matrix) { - return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2])); -} - -float extractUniformScale(const glm::mat4& matrix) { - return extractUniformScale(extractScale(matrix)); -} - -float extractUniformScale(const glm::vec3& scale) { - return (scale.x + scale.y + scale.z) / 3.0f; -} - // Draw a 3D vector floating in space void drawVector(glm::vec3 * vector) { glDisable(GL_LIGHTING); @@ -629,4 +523,4 @@ bool pointInSphere(glm::vec3& point, glm::vec3& sphereCenter, double sphereRadiu return true; } return false; -} \ No newline at end of file +} diff --git a/interface/src/Util.h b/interface/src/Util.h index ac680645a9..4bd1ed604c 100644 --- a/interface/src/Util.h +++ b/interface/src/Util.h @@ -44,22 +44,6 @@ void drawVector(glm::vec3* vector); void printVector(glm::vec3 vec); -float angleBetween(const glm::vec3& v1, const glm::vec3& v2); - -glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2); - -glm::vec3 extractTranslation(const glm::mat4& matrix); - -void setTranslation(glm::mat4& matrix, const glm::vec3& translation); - -glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false); - -glm::vec3 extractScale(const glm::mat4& matrix); - -float extractUniformScale(const glm::mat4& matrix); - -float extractUniformScale(const glm::vec3& scale); - double diffclock(timeval *clock1,timeval *clock2); void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0); diff --git a/interface/src/devices/Faceplus.cpp b/interface/src/devices/Faceplus.cpp index f7f2f1f1bd..f155b994e7 100644 --- a/interface/src/devices/Faceplus.cpp +++ b/interface/src/devices/Faceplus.cpp @@ -15,9 +15,10 @@ #include #endif +#include + #include "Application.h" #include "Faceplus.h" -#include "renderer/FBXReader.h" static int floatVectorMetaTypeId = qRegisterMetaType >(); diff --git a/interface/src/devices/Visage.cpp b/interface/src/devices/Visage.cpp index e2f40e4741..a467d2d4a8 100644 --- a/interface/src/devices/Visage.cpp +++ b/interface/src/devices/Visage.cpp @@ -13,9 +13,10 @@ #include +#include + #include "Application.h" #include "Visage.h" -#include "renderer/FBXReader.h" // this has to go after our normal includes, because its definition of HANDLE conflicts with Qt's #ifdef HAVE_VISAGE diff --git a/interface/src/renderer/GeometryCache.h b/interface/src/renderer/GeometryCache.h index c2d276fb5e..0ad4f73904 100644 --- a/interface/src/renderer/GeometryCache.h +++ b/interface/src/renderer/GeometryCache.h @@ -20,7 +20,7 @@ #include -#include "FBXReader.h" +#include class Model; class NetworkGeometry; diff --git a/libraries/fbx/CMakeLists.txt b/libraries/fbx/CMakeLists.txt new file mode 100644 index 0000000000..10dd3f49f5 --- /dev/null +++ b/libraries/fbx/CMakeLists.txt @@ -0,0 +1,38 @@ +cmake_minimum_required(VERSION 2.8) + +if (WIN32) + cmake_policy (SET CMP0020 NEW) +endif (WIN32) + +set(ROOT_DIR ../..) +set(MACRO_DIR "${ROOT_DIR}/cmake/macros") + +# setup for find modules +set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules/") + +set(TARGET_NAME fbx) + +include(${MACRO_DIR}/SetupHifiLibrary.cmake) +setup_hifi_library(${TARGET_NAME}) + +include(${MACRO_DIR}/IncludeGLM.cmake) +include_glm(${TARGET_NAME} "${ROOT_DIR}") + +include(${MACRO_DIR}/LinkHifiLibrary.cmake) +link_hifi_library(shared ${TARGET_NAME} "${ROOT_DIR}") +link_hifi_library(networking ${TARGET_NAME} "${ROOT_DIR}") +link_hifi_library(octree ${TARGET_NAME} "${ROOT_DIR}") +link_hifi_library(voxels ${TARGET_NAME} "${ROOT_DIR}") + +# link ZLIB and GnuTLS +find_package(ZLIB) +find_package(GnuTLS REQUIRED) + +# add a definition for ssize_t so that windows doesn't bail on gnutls.h +if (WIN32) + add_definitions(-Dssize_t=long) +endif () + + +include_directories(SYSTEM "${ZLIB_INCLUDE_DIRS}" "${GNUTLS_INCLUDE_DIR}") +target_link_libraries(${TARGET_NAME} "${ZLIB_LIBRARIES}" Qt5::Widgets "${GNUTLS_LIBRARY}") diff --git a/interface/src/renderer/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp similarity index 99% rename from interface/src/renderer/FBXReader.cpp rename to libraries/fbx/src/FBXReader.cpp index 43f6ccc065..6c51e11150 100644 --- a/interface/src/renderer/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -22,14 +22,14 @@ #include #include -#include - #include +#include #include +#include + #include #include "FBXReader.h" -#include "Util.h" using namespace std; diff --git a/interface/src/renderer/FBXReader.h b/libraries/fbx/src/FBXReader.h similarity index 100% rename from interface/src/renderer/FBXReader.h rename to libraries/fbx/src/FBXReader.h diff --git a/libraries/shared/src/SharedUtil.cpp b/libraries/shared/src/SharedUtil.cpp index cd98fbdbd2..0541d7fddc 100644 --- a/libraries/shared/src/SharedUtil.cpp +++ b/libraries/shared/src/SharedUtil.cpp @@ -659,3 +659,106 @@ glm::vec3 safeEulerAngles(const glm::quat& q) { } } +// Helper function returns the positive angle (in radians) between two 3D vectors +float angleBetween(const glm::vec3& v1, const glm::vec3& v2) { + return acosf((glm::dot(v1, v2)) / (glm::length(v1) * glm::length(v2))); +} + +// Helper function return the rotation from the first vector onto the second +glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) { + float angle = angleBetween(v1, v2); + if (glm::isnan(angle) || angle < EPSILON) { + return glm::quat(); + } + glm::vec3 axis; + if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis + axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f)); + float axisLength = glm::length(axis); + if (axisLength < EPSILON) { // parallel to x; y will work + axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f))); + } else { + axis /= axisLength; + } + } else { + axis = glm::normalize(glm::cross(v1, v2)); + } + return glm::angleAxis(angle, axis); +} + +glm::vec3 extractTranslation(const glm::mat4& matrix) { + return glm::vec3(matrix[3][0], matrix[3][1], matrix[3][2]); +} + +void setTranslation(glm::mat4& matrix, const glm::vec3& translation) { + matrix[3][0] = translation.x; + matrix[3][1] = translation.y; + matrix[3][2] = translation.z; +} + +glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) { + // uses the iterative polar decomposition algorithm described by Ken Shoemake at + // http://www.cs.wisc.edu/graphics/Courses/838-s2002/Papers/polar-decomp.pdf + // code adapted from Clyde, https://github.com/threerings/clyde/blob/master/src/main/java/com/threerings/math/Matrix4f.java + + // start with the contents of the upper 3x3 portion of the matrix + glm::mat3 upper = glm::mat3(matrix); + if (!assumeOrthogonal) { + for (int i = 0; i < 10; i++) { + // store the results of the previous iteration + glm::mat3 previous = upper; + + // compute average of the matrix with its inverse transpose + float sd00 = previous[1][1] * previous[2][2] - previous[2][1] * previous[1][2]; + float sd10 = previous[0][1] * previous[2][2] - previous[2][1] * previous[0][2]; + float sd20 = previous[0][1] * previous[1][2] - previous[1][1] * previous[0][2]; + float det = previous[0][0] * sd00 + previous[2][0] * sd20 - previous[1][0] * sd10; + if (fabs(det) == 0.0f) { + // determinant is zero; matrix is not invertible + break; + } + float hrdet = 0.5f / det; + upper[0][0] = +sd00 * hrdet + previous[0][0] * 0.5f; + upper[1][0] = -sd10 * hrdet + previous[1][0] * 0.5f; + upper[2][0] = +sd20 * hrdet + previous[2][0] * 0.5f; + + upper[0][1] = -(previous[1][0] * previous[2][2] - previous[2][0] * previous[1][2]) * hrdet + previous[0][1] * 0.5f; + upper[1][1] = +(previous[0][0] * previous[2][2] - previous[2][0] * previous[0][2]) * hrdet + previous[1][1] * 0.5f; + upper[2][1] = -(previous[0][0] * previous[1][2] - previous[1][0] * previous[0][2]) * hrdet + previous[2][1] * 0.5f; + + upper[0][2] = +(previous[1][0] * previous[2][1] - previous[2][0] * previous[1][1]) * hrdet + previous[0][2] * 0.5f; + upper[1][2] = -(previous[0][0] * previous[2][1] - previous[2][0] * previous[0][1]) * hrdet + previous[1][2] * 0.5f; + upper[2][2] = +(previous[0][0] * previous[1][1] - previous[1][0] * previous[0][1]) * hrdet + previous[2][2] * 0.5f; + + // compute the difference; if it's small enough, we're done + glm::mat3 diff = upper - previous; + if (diff[0][0] * diff[0][0] + diff[1][0] * diff[1][0] + diff[2][0] * diff[2][0] + diff[0][1] * diff[0][1] + + diff[1][1] * diff[1][1] + diff[2][1] * diff[2][1] + diff[0][2] * diff[0][2] + diff[1][2] * diff[1][2] + + diff[2][2] * diff[2][2] < EPSILON) { + break; + } + } + } + + // now that we have a nice orthogonal matrix, we can extract the rotation quaternion + // using the method described in http://en.wikipedia.org/wiki/Rotation_matrix#Conversions + float x2 = fabs(1.0f + upper[0][0] - upper[1][1] - upper[2][2]); + float y2 = fabs(1.0f - upper[0][0] + upper[1][1] - upper[2][2]); + float z2 = fabs(1.0f - upper[0][0] - upper[1][1] + upper[2][2]); + float w2 = fabs(1.0f + upper[0][0] + upper[1][1] + upper[2][2]); + return glm::normalize(glm::quat(0.5f * sqrtf(w2), + 0.5f * sqrtf(x2) * (upper[1][2] >= upper[2][1] ? 1.0f : -1.0f), + 0.5f * sqrtf(y2) * (upper[2][0] >= upper[0][2] ? 1.0f : -1.0f), + 0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f))); +} + +glm::vec3 extractScale(const glm::mat4& matrix) { + return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2])); +} + +float extractUniformScale(const glm::mat4& matrix) { + return extractUniformScale(extractScale(matrix)); +} + +float extractUniformScale(const glm::vec3& scale) { + return (scale.x + scale.y + scale.z) / 3.0f; +} diff --git a/libraries/shared/src/SharedUtil.h b/libraries/shared/src/SharedUtil.h index f41c5b8aa2..4f7c643511 100644 --- a/libraries/shared/src/SharedUtil.h +++ b/libraries/shared/src/SharedUtil.h @@ -166,4 +166,20 @@ int unpackFloatVec3FromSignedTwoByteFixed(const unsigned char* sourceBuffer, glm /// \return vec3 with euler angles in radians glm::vec3 safeEulerAngles(const glm::quat& q); +float angleBetween(const glm::vec3& v1, const glm::vec3& v2); + +glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2); + +glm::vec3 extractTranslation(const glm::mat4& matrix); + +void setTranslation(glm::mat4& matrix, const glm::vec3& translation); + +glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false); + +glm::vec3 extractScale(const glm::mat4& matrix); + +float extractUniformScale(const glm::mat4& matrix); + +float extractUniformScale(const glm::vec3& scale); + #endif // hifi_SharedUtil_h