mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 03:04:33 +02:00
Merge branch 'master' of github.com:highfidelity/hifi into persist-entities-as-json
This commit is contained in:
commit
c90ca4b425
11 changed files with 457 additions and 131 deletions
|
@ -103,12 +103,24 @@ var isActive = false;
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var placingEntityID = null;
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IMPORTING_SVO_OVERLAY_WIDTH = 130;
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IMPORTING_SVO_OVERLAY_WIDTH = 144;
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IMPORTING_SVO_OVERLAY_HEIGHT = 30;
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IMPORTING_SVO_OVERLAY_MARGIN = 6;
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var importingSVOOverlay = Overlays.addOverlay("text", {
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IMPORTING_SVO_OVERLAY_MARGIN = 5;
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IMPORTING_SVO_OVERLAY_LEFT_MARGIN = 34;
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var importingSVOImageOverlay = Overlays.addOverlay("image", {
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imageURL: HIFI_PUBLIC_BUCKET + "images/hourglass.svg",
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width: 20,
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height: 20,
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alpha: 1.0,
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color: { red: 255, green: 255, blue: 255 },
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x: Window.innerWidth - IMPORTING_SVO_OVERLAY_WIDTH,
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y: Window.innerHeight - IMPORTING_SVO_OVERLAY_HEIGHT,
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visible: false,
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});
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var importingSVOTextOverlay = Overlays.addOverlay("text", {
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font: { size: 14 },
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text: "Importing SVO...",
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leftMargin: IMPORTING_SVO_OVERLAY_LEFT_MARGIN,
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x: Window.innerWidth - IMPORTING_SVO_OVERLAY_WIDTH - IMPORTING_SVO_OVERLAY_MARGIN,
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y: Window.innerHeight - IMPORTING_SVO_OVERLAY_HEIGHT - IMPORTING_SVO_OVERLAY_MARGIN,
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width: IMPORTING_SVO_OVERLAY_WIDTH,
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@ -754,6 +766,10 @@ function setupModelMenus() {
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afterItem: "Allow Selecting of Large Models", isCheckable: true, isChecked: true });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Allow Selecting of Lights", shortcutKey: "CTRL+SHIFT+META+L",
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afterItem: "Allow Selecting of Small Models", isCheckable: true });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Select All Entities In Box", shortcutKey: "CTRL+SHIFT+META+A",
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afterItem: "Allow Selecting of Lights" });
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Menu.addMenuItem({ menuName: "Edit", menuItemName: "Select All Entities Touching Box", shortcutKey: "CTRL+SHIFT+META+T",
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afterItem: "Select All Entities In Box" });
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Menu.addMenuItem({ menuName: "File", menuItemName: "Models", isSeparator: true, beforeItem: "Settings" });
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Menu.addMenuItem({ menuName: "File", menuItemName: "Export Entities", shortcutKey: "CTRL+META+E", afterItem: "Models" });
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@ -783,6 +799,8 @@ function cleanupModelMenus() {
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Menu.removeMenuItem("Edit", "Allow Selecting of Large Models");
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Menu.removeMenuItem("Edit", "Allow Selecting of Small Models");
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Menu.removeMenuItem("Edit", "Allow Selecting of Lights");
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Menu.removeMenuItem("Edit", "Select All Entities In Box");
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Menu.removeMenuItem("Edit", "Select All Entities Touching Box");
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Menu.removeSeparator("File", "Models");
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Menu.removeMenuItem("File", "Export Entities");
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@ -807,7 +825,8 @@ Script.scriptEnding.connect(function() {
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selectionDisplay.cleanup();
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Entities.setLightsArePickable(originalLightsArePickable);
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Overlays.deleteOverlay(importingSVOOverlay);
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Overlays.deleteOverlay(importingSVOImageOverlay);
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Overlays.deleteOverlay(importingSVOTextOverlay);
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});
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// Do some stuff regularly, like check for placement of various overlays
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@ -817,6 +836,45 @@ Script.update.connect(function (deltaTime) {
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selectionDisplay.checkMove();
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});
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function insideBox(center, dimensions, point) {
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return (Math.abs(point.x - center.x) <= (dimensions.x / 2.0))
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&& (Math.abs(point.y - center.y) <= (dimensions.y / 2.0))
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&& (Math.abs(point.z - center.z) <= (dimensions.z / 2.0));
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}
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function selectAllEtitiesInCurrentSelectionBox(keepIfTouching) {
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if (selectionManager.hasSelection()) {
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// Get all entities touching the bounding box of the current selection
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var boundingBoxCorner = Vec3.subtract(selectionManager.worldPosition,
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Vec3.multiply(selectionManager.worldDimensions, 0.5));
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var entities = Entities.findEntitiesInBox(boundingBoxCorner, selectionManager.worldDimensions);
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if (!keepIfTouching) {
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var isValid;
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if (selectionManager.localPosition === null) {
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isValid = function(position) {
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return insideBox(selectionManager.worldPosition, selectionManager.worldDimensions, position);
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}
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} else {
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isValid = function(position) {
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var localPosition = Vec3.multiplyQbyV(Quat.inverse(selectionManager.localRotation),
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Vec3.subtract(position,
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selectionManager.localPosition));
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return insideBox({ x: 0, y: 0, z: 0 }, selectionManager.localDimensions, localPosition);
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}
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}
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for (var i = 0; i < entities.length; ++i) {
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var properties = Entities.getEntityProperties(entities[i]);
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if (!isValid(properties.position)) {
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entities.splice(i, 1);
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--i;
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}
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}
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}
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selectionManager.setSelections(entities);
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}
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}
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function deleteSelectedEntities() {
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if (SelectionManager.hasSelection()) {
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print(" Delete Entities");
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@ -875,6 +933,10 @@ function handeMenuEvent(menuItem) {
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}
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} else if (menuItem == "Entity List...") {
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entityListTool.toggleVisible();
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} else if (menuItem == "Select All Entities In Box") {
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selectAllEtitiesInCurrentSelectionBox(false);
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} else if (menuItem == "Select All Entities Touching Box") {
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selectAllEtitiesInCurrentSelectionBox(true);
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} else if (menuItem == MENU_SHOW_LIGHTS_IN_EDIT_MODE) {
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lightOverlayManager.setVisible(isActive && Menu.isOptionChecked(MENU_SHOW_LIGHTS_IN_EDIT_MODE));
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}
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@ -882,7 +944,8 @@ function handeMenuEvent(menuItem) {
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}
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function importSVO(importURL) {
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Overlays.editOverlay(importingSVOOverlay, { visible: true });
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Overlays.editOverlay(importingSVOTextOverlay, { visible: true });
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Overlays.editOverlay(importingSVOImageOverlay, { visible: true });
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var success = Clipboard.importEntities(importURL);
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@ -907,7 +970,8 @@ function importSVO(importURL) {
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Window.alert("There was an error importing the entity file.");
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}
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Overlays.editOverlay(importingSVOOverlay, { visible: false });
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Overlays.editOverlay(importingSVOTextOverlay, { visible: false });
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Overlays.editOverlay(importingSVOImageOverlay, { visible: false });
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}
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Window.svoImportRequested.connect(importSVO);
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@ -106,6 +106,9 @@ var usersWindow = (function () {
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var displayText = "",
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myUsername,
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user,
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userText,
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textWidth,
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maxTextWidth,
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i;
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myUsername = GlobalServices.username;
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@ -113,12 +116,27 @@ var usersWindow = (function () {
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for (i = 0; i < usersOnline.length; i += 1) {
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user = usersOnline[i];
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if (user.username !== myUsername && user.online) {
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usersOnline[i].usernameWidth = Overlays.textSize(windowPane2D, user.username).width;
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linesOfUsers.push(i);
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displayText += "\n" + user.username;
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userText = user.username;
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if (user.location.root) {
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displayText += " @ " + user.location.root.name;
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userText += " @ " + user.location.root.name;
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}
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textWidth = Overlays.textSize(windowPane2D, userText).width;
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maxTextWidth = WINDOW_WIDTH_2D - 2 * WINDOW_MARGIN_2D;
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if (textWidth > maxTextWidth) {
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// Trim and append "..." to fit window width
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maxTextWidth = maxTextWidth - Overlays.textSize(windowPane2D, "...").width;
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while (textWidth > maxTextWidth) {
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userText = userText.slice(0, -1);
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textWidth = Overlays.textSize(windowPane2D, userText).width;
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}
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userText += "...";
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textWidth = Overlays.textSize(windowPane2D, userText).width;
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}
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usersOnline[i].textWidth = textWidth;
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linesOfUsers.push(i);
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displayText += "\n" + userText;
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}
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}
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@ -253,7 +271,7 @@ var usersWindow = (function () {
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}
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if (0 <= lineClicked && lineClicked < linesOfUsers.length
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&& overlayX <= usersOnline[linesOfUsers[lineClicked]].usernameWidth) {
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&& 0 <= overlayX && overlayX <= usersOnline[linesOfUsers[lineClicked]].textWidth) {
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//print("Go to " + usersOnline[linesOfUsers[lineClicked]].username);
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location.goToUser(usersOnline[linesOfUsers[lineClicked]].username);
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}
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@ -262,7 +280,7 @@ var usersWindow = (function () {
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visibilityChanged = false;
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for (i = 0; i < visibilityControls2D.length; i += 1) {
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// Don't need to test radioOverlay if it us under textOverlay.
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if (clickedOverlay === visibilityControls2D[i].textOverlay) {
|
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if (clickedOverlay === visibilityControls2D[i].textOverlay && event.x <= visibilityControls2D[i].optionWidth) {
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GlobalServices.findableBy = VISIBILITY_VALUES[i];
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visibilityChanged = true;
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}
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@ -286,7 +304,8 @@ var usersWindow = (function () {
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}
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function setUp() {
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var textSizeOverlay;
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var textSizeOverlay,
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optionText;
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|
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textSizeOverlay = Overlays.addOverlay("text", { font: WINDOW_FONT_2D, visible: false });
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windowTextHeight = Math.floor(Overlays.textSize(textSizeOverlay, "1").height);
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@ -351,6 +370,7 @@ var usersWindow = (function () {
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myVisibility = "";
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}
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optionText = "everyone";
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visibilityControls2D = [{
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radioOverlay: Overlays.addOverlay("image", { // Create first so that it is under textOverlay.
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x: WINDOW_MARGIN_2D,
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@ -377,24 +397,34 @@ var usersWindow = (function () {
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color: WINDOW_HEADING_COLOR_2D,
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alpha: WINDOW_FOREGROUND_ALPHA_2D,
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backgroundAlpha: 0.0,
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text: "everyone",
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text: optionText,
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font: WINDOW_FONT_2D,
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visible: isVisible
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}),
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selected: myVisibility === VISIBILITY_VALUES[0]
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} ];
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}];
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visibilityControls2D[0].optionWidth = WINDOW_MARGIN_2D + VISIBILITY_RADIO_SPACE
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+ Overlays.textSize(visibilityControls2D[0].textOverlay, optionText).width;
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optionText = "my friends";
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visibilityControls2D[1] = {
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radioOverlay: Overlays.cloneOverlay(visibilityControls2D[0].radioOverlay),
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textOverlay: Overlays.cloneOverlay(visibilityControls2D[0].textOverlay),
|
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selected: myVisibility === VISIBILITY_VALUES[1]
|
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};
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Overlays.editOverlay(visibilityControls2D[1].textOverlay, { text: "my friends" });
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Overlays.editOverlay(visibilityControls2D[1].textOverlay, { text: optionText });
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visibilityControls2D[1].optionWidth = WINDOW_MARGIN_2D + VISIBILITY_RADIO_SPACE
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+ Overlays.textSize(visibilityControls2D[1].textOverlay, optionText).width;
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optionText = "no one";
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visibilityControls2D[2] = {
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radioOverlay: Overlays.cloneOverlay(visibilityControls2D[0].radioOverlay),
|
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textOverlay: Overlays.cloneOverlay(visibilityControls2D[0].textOverlay),
|
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selected: myVisibility === VISIBILITY_VALUES[2]
|
||||
};
|
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Overlays.editOverlay(visibilityControls2D[2].textOverlay, { text: "no one" });
|
||||
Overlays.editOverlay(visibilityControls2D[2].textOverlay, { text: optionText });
|
||||
visibilityControls2D[2].optionWidth = WINDOW_MARGIN_2D + VISIBILITY_RADIO_SPACE
|
||||
+ Overlays.textSize(visibilityControls2D[2].textOverlay, optionText).width;
|
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|
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updateVisibilityControls();
|
||||
|
||||
|
|
|
@ -204,8 +204,7 @@ EntityItemID EntityScriptingInterface::findClosestEntity(const glm::vec3& center
|
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const EntityItem* closestEntity = _entityTree->findClosestEntity(center, radius);
|
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_entityTree->unlock();
|
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if (closestEntity) {
|
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result.id = closestEntity->getID();
|
||||
result.isKnownID = true;
|
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result = closestEntity->getEntityItemID();
|
||||
}
|
||||
}
|
||||
return result;
|
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|
@ -227,10 +226,25 @@ QVector<EntityItemID> EntityScriptingInterface::findEntities(const glm::vec3& ce
|
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QVector<const EntityItem*> entities;
|
||||
_entityTree->findEntities(center, radius, entities);
|
||||
_entityTree->unlock();
|
||||
|
||||
|
||||
foreach (const EntityItem* entity, entities) {
|
||||
EntityItemID thisEntityItemID(entity->getID(), UNKNOWN_ENTITY_TOKEN, true);
|
||||
result << thisEntityItemID;
|
||||
result << entity->getEntityItemID();
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
QVector<EntityItemID> EntityScriptingInterface::findEntitiesInBox(const glm::vec3& corner, const glm::vec3& dimensions) const {
|
||||
QVector<EntityItemID> result;
|
||||
if (_entityTree) {
|
||||
_entityTree->lockForRead();
|
||||
AABox box(corner, dimensions);
|
||||
QVector<EntityItem*> entities;
|
||||
_entityTree->findEntities(box, entities);
|
||||
_entityTree->unlock();
|
||||
|
||||
foreach (const EntityItem* entity, entities) {
|
||||
result << entity->getEntityItemID();
|
||||
}
|
||||
}
|
||||
return result;
|
||||
|
|
|
@ -88,10 +88,14 @@ public slots:
|
|||
/// will return a EntityItemID.isKnownID = false if no models are in the radius
|
||||
/// this function will not find any models in script engine contexts which don't have access to models
|
||||
Q_INVOKABLE EntityItemID findClosestEntity(const glm::vec3& center, float radius) const;
|
||||
|
||||
|
||||
/// finds models within the search sphere specified by the center point and radius
|
||||
/// this function will not find any models in script engine contexts which don't have access to models
|
||||
Q_INVOKABLE QVector<EntityItemID> findEntities(const glm::vec3& center, float radius) const;
|
||||
|
||||
/// finds models within the search sphere specified by the center point and radius
|
||||
/// this function will not find any models in script engine contexts which don't have access to models
|
||||
Q_INVOKABLE QVector<EntityItemID> findEntitiesInBox(const glm::vec3& corner, const glm::vec3& dimensions) const;
|
||||
|
||||
/// If the scripting context has visible entities, this will determine a ray intersection, the results
|
||||
/// may be inaccurate if the engine is unable to access the visible entities, in which case result.accurate
|
||||
|
|
|
@ -533,6 +533,35 @@ void EntityTree::findEntities(const AACube& cube, QVector<EntityItem*>& foundEnt
|
|||
foundEntities.swap(args._foundEntities);
|
||||
}
|
||||
|
||||
class FindEntitiesInBoxArgs {
|
||||
public:
|
||||
FindEntitiesInBoxArgs(const AABox& box)
|
||||
: _box(box), _foundEntities() {
|
||||
}
|
||||
|
||||
AABox _box;
|
||||
QVector<EntityItem*> _foundEntities;
|
||||
};
|
||||
|
||||
bool EntityTree::findInBoxOperation(OctreeElement* element, void* extraData) {
|
||||
FindEntitiesInBoxArgs* args = static_cast<FindEntitiesInBoxArgs*>(extraData);
|
||||
if (element->getAACube().touches(args->_box)) {
|
||||
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
|
||||
entityTreeElement->getEntities(args->_box, args->_foundEntities);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// NOTE: assumes caller has handled locking
|
||||
void EntityTree::findEntities(const AABox& box, QVector<EntityItem*>& foundEntities) {
|
||||
FindEntitiesInBoxArgs args(box);
|
||||
// NOTE: This should use recursion, since this is a spatial operation
|
||||
recurseTreeWithOperation(findInBoxOperation, &args);
|
||||
// swap the two lists of entity pointers instead of copy
|
||||
foundEntities.swap(args._foundEntities);
|
||||
}
|
||||
|
||||
EntityItem* EntityTree::findEntityByID(const QUuid& id) {
|
||||
EntityItemID entityID(id);
|
||||
return findEntityByEntityItemID(entityID);
|
||||
|
|
|
@ -111,12 +111,18 @@ public:
|
|||
/// \param foundEntities[out] vector of const EntityItem*
|
||||
/// \remark Side effect: any initial contents in foundEntities will be lost
|
||||
void findEntities(const glm::vec3& center, float radius, QVector<const EntityItem*>& foundEntities);
|
||||
|
||||
|
||||
/// finds all entities that touch a cube
|
||||
/// \param cube the query cube in world-frame (meters)
|
||||
/// \param foundEntities[out] vector of non-const EntityItem*
|
||||
/// \remark Side effect: any initial contents in entities will be lost
|
||||
void findEntities(const AACube& cube, QVector<EntityItem*>& foundEntities);
|
||||
|
||||
/// finds all entities that touch a box
|
||||
/// \param box the query box in world-frame (meters)
|
||||
/// \param foundEntities[out] vector of non-const EntityItem*
|
||||
/// \remark Side effect: any initial contents in entities will be lost
|
||||
void findEntities(const AABox& box, QVector<EntityItem*>& foundEntities);
|
||||
|
||||
void addNewlyCreatedHook(NewlyCreatedEntityHook* hook);
|
||||
void removeNewlyCreatedHook(NewlyCreatedEntityHook* hook);
|
||||
|
@ -176,6 +182,7 @@ private:
|
|||
static bool findNearPointOperation(OctreeElement* element, void* extraData);
|
||||
static bool findInSphereOperation(OctreeElement* element, void* extraData);
|
||||
static bool findInCubeOperation(OctreeElement* element, void* extraData);
|
||||
static bool findInBoxOperation(OctreeElement* element, void* extraData);
|
||||
static bool sendEntitiesOperation(OctreeElement* element, void* extraData);
|
||||
|
||||
void notifyNewlyCreatedEntity(const EntityItem& newEntity, const SharedNodePointer& senderNode);
|
||||
|
|
|
@ -111,6 +111,8 @@ int LightEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data,
|
|||
|
||||
READ_ENTITY_PROPERTY(PROP_EXPONENT, float, _exponent);
|
||||
READ_ENTITY_PROPERTY(PROP_CUTOFF, float, _cutoff);
|
||||
|
||||
(void) ignoredAttenuation; // suppress compiler warning
|
||||
} else {
|
||||
READ_ENTITY_PROPERTY(PROP_IS_SPOTLIGHT, bool, _isSpotlight);
|
||||
READ_ENTITY_PROPERTY_COLOR(PROP_COLOR, _color);
|
||||
|
|
|
@ -31,6 +31,7 @@ public:
|
|||
};
|
||||
int nextToken();
|
||||
const QByteArray& getDatum() const { return _datum; }
|
||||
bool isNextTokenFloat();
|
||||
void skipLine() { _device->readLine(); }
|
||||
void pushBackToken(int token) { _pushedBackToken = token; }
|
||||
void ungetChar(char ch) { _device->ungetChar(ch); }
|
||||
|
@ -91,14 +92,32 @@ int OBJTokenizer::nextToken() {
|
|||
return NO_TOKEN;
|
||||
}
|
||||
|
||||
bool OBJTokenizer::isNextTokenFloat() {
|
||||
if (nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
return false;
|
||||
}
|
||||
QByteArray token = getDatum();
|
||||
pushBackToken(OBJTokenizer::DATUM_TOKEN);
|
||||
bool ok;
|
||||
token.toFloat(&ok);
|
||||
return ok;
|
||||
}
|
||||
|
||||
bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeometry &geometry) {
|
||||
bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping,
|
||||
FBXGeometry &geometry, QVector<glm::vec3>& faceNormals, QVector<int>& faceNormalIndexes) {
|
||||
FBXMesh &mesh = geometry.meshes[0];
|
||||
mesh.parts.append(FBXMeshPart());
|
||||
FBXMeshPart &meshPart = mesh.parts.last();
|
||||
bool sawG = false;
|
||||
bool result = true;
|
||||
|
||||
meshPart.diffuseColor = glm::vec3(1, 1, 1);
|
||||
meshPart.specularColor = glm::vec3(1, 1, 1);
|
||||
meshPart.emissiveColor = glm::vec3(0, 0, 0);
|
||||
meshPart.emissiveParams = glm::vec2(0, 1);
|
||||
meshPart.shininess = 40;
|
||||
meshPart.opacity = 1;
|
||||
|
||||
meshPart.materialID = QString("dontknow") + QString::number(mesh.parts.count());
|
||||
meshPart.opacity = 1.0;
|
||||
meshPart._material = model::MaterialPointer(new model::Material());
|
||||
|
@ -131,11 +150,27 @@ bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeom
|
|||
break;
|
||||
}
|
||||
float x = std::stof(tokenizer.getDatum().data());
|
||||
// notice the order of z and y -- in OBJ files, up is the 3rd value
|
||||
|
||||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
break;
|
||||
}
|
||||
float y = std::stof(tokenizer.getDatum().data());
|
||||
|
||||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
break;
|
||||
}
|
||||
float z = std::stof(tokenizer.getDatum().data());
|
||||
|
||||
while (tokenizer.isNextTokenFloat()) {
|
||||
// the spec(s) get(s) vague here. might be w, might be a color... chop it off.
|
||||
tokenizer.nextToken();
|
||||
}
|
||||
mesh.vertices.append(glm::vec3(x, y, z));
|
||||
} else if (token == "vn") {
|
||||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
break;
|
||||
}
|
||||
float x = std::stof(tokenizer.getDatum().data());
|
||||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
break;
|
||||
}
|
||||
|
@ -143,35 +178,74 @@ bool parseOBJGroup(OBJTokenizer &tokenizer, const QVariantHash& mapping, FBXGeom
|
|||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
break;
|
||||
}
|
||||
// the spec gets vague here. might be w, might be a color... chop it off.
|
||||
tokenizer.skipLine();
|
||||
mesh.vertices.append(glm::vec3(x, y, z));
|
||||
mesh.colors.append(glm::vec3(1, 1, 1));
|
||||
float z = std::stof(tokenizer.getDatum().data());
|
||||
|
||||
while (tokenizer.isNextTokenFloat()) {
|
||||
// the spec gets vague here. might be w
|
||||
tokenizer.nextToken();
|
||||
}
|
||||
faceNormals.append(glm::vec3(x, y, z));
|
||||
} else if (token == "f") {
|
||||
// a face can have 3 or more vertices
|
||||
QVector<int> indices;
|
||||
QVector<int> normalIndices;
|
||||
while (true) {
|
||||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) { goto done; }
|
||||
try {
|
||||
int vertexIndex = std::stoi(tokenizer.getDatum().data());
|
||||
// negative indexes count backward from the current end of the vertex list
|
||||
vertexIndex = (vertexIndex >= 0 ? vertexIndex : mesh.vertices.count() + vertexIndex + 1);
|
||||
// obj index is 1 based
|
||||
assert(vertexIndex >= 1);
|
||||
indices.append(vertexIndex - 1);
|
||||
if (tokenizer.nextToken() != OBJTokenizer::DATUM_TOKEN) {
|
||||
if (indices.count() == 0) {
|
||||
goto done;
|
||||
}
|
||||
break;
|
||||
}
|
||||
catch(const std::exception& e) {
|
||||
// wasn't a number, but it back.
|
||||
// faces can be:
|
||||
// vertex-index
|
||||
// vertex-index/texture-index
|
||||
// vertex-index/texture-index/surface-normal-index
|
||||
|
||||
QByteArray token = tokenizer.getDatum();
|
||||
QList<QByteArray> parts = token.split('/');
|
||||
assert(parts.count() >= 1);
|
||||
assert(parts.count() <= 3);
|
||||
QByteArray vertIndexBA = parts[ 0 ];
|
||||
|
||||
bool ok;
|
||||
int vertexIndex = vertIndexBA.toInt(&ok);
|
||||
if (!ok) {
|
||||
// it wasn't #/#/#, put it back and exit this loop.
|
||||
tokenizer.pushBackToken(OBJTokenizer::DATUM_TOKEN);
|
||||
break;
|
||||
}
|
||||
|
||||
// if (parts.count() > 1) {
|
||||
// QByteArray textureIndexBA = parts[ 1 ];
|
||||
// }
|
||||
|
||||
if (parts.count() > 2) {
|
||||
QByteArray normalIndexBA = parts[ 2 ];
|
||||
bool ok;
|
||||
int normalIndex = normalIndexBA.toInt(&ok);
|
||||
if (ok) {
|
||||
normalIndices.append(normalIndex - 1);
|
||||
}
|
||||
}
|
||||
|
||||
// negative indexes count backward from the current end of the vertex list
|
||||
vertexIndex = (vertexIndex >= 0 ? vertexIndex : mesh.vertices.count() + vertexIndex + 1);
|
||||
// obj index is 1 based
|
||||
assert(vertexIndex >= 1);
|
||||
indices.append(vertexIndex - 1);
|
||||
}
|
||||
|
||||
if (indices.count() == 3) {
|
||||
// flip these around (because of the y/z swap above) so our triangles face outward
|
||||
meshPart.triangleIndices.append(indices[0]);
|
||||
meshPart.triangleIndices.append(indices[2]);
|
||||
meshPart.triangleIndices.append(indices[1]);
|
||||
meshPart.triangleIndices.append(indices[2]);
|
||||
if (normalIndices.count() == 3) {
|
||||
faceNormalIndexes.append(normalIndices[0]);
|
||||
faceNormalIndexes.append(normalIndices[1]);
|
||||
faceNormalIndexes.append(normalIndices[2]);
|
||||
} else {
|
||||
// hmm.
|
||||
}
|
||||
} else if (indices.count() == 4) {
|
||||
meshPart.quadIndices << indices;
|
||||
} else {
|
||||
|
@ -205,6 +279,10 @@ FBXGeometry readOBJ(const QByteArray& model, const QVariantHash& mapping) {
|
|||
FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
|
||||
FBXGeometry geometry;
|
||||
OBJTokenizer tokenizer(device);
|
||||
QVector<int> faceNormalIndexes;
|
||||
QVector<glm::vec3> faceNormals;
|
||||
|
||||
faceNormalIndexes.clear();
|
||||
|
||||
geometry.meshExtents.reset();
|
||||
geometry.meshes.append(FBXMesh());
|
||||
|
@ -216,7 +294,7 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
|
|||
// add a new meshPart to the geometry's single mesh.
|
||||
bool success = true;
|
||||
while (success) {
|
||||
success = parseOBJGroup(tokenizer, mapping, geometry);
|
||||
success = parseOBJGroup(tokenizer, mapping, geometry, faceNormals, faceNormalIndexes);
|
||||
}
|
||||
|
||||
FBXMesh &mesh = geometry.meshes[0];
|
||||
|
@ -229,31 +307,34 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
|
|||
|
||||
geometry.joints.resize(1);
|
||||
geometry.joints[0].isFree = false;
|
||||
// geometry.joints[0].freeLineage;
|
||||
geometry.joints[0].parentIndex = -1;
|
||||
geometry.joints[0].distanceToParent = 0;
|
||||
geometry.joints[0].boneRadius = 0;
|
||||
geometry.joints[0].translation = glm::vec3(0, 0, 0);
|
||||
// geometry.joints[0].preTransform = ;
|
||||
geometry.joints[0].preRotation = glm::quat(0, 0, 0, 1);
|
||||
geometry.joints[0].rotation = glm::quat(0, 0, 0, 1);
|
||||
geometry.joints[0].postRotation = glm::quat(0, 0, 0, 1);
|
||||
// geometry.joints[0].postTransform = ;
|
||||
// geometry.joints[0].transform = ;
|
||||
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].inverseDefaultRotation = glm::quat(0, 0, 0, 1);
|
||||
geometry.joints[0].inverseBindRotation = glm::quat(0, 0, 0, 1);
|
||||
// geometry.joints[0].bindTransform = ;
|
||||
geometry.joints[0].name = "OBJ";
|
||||
geometry.joints[0].shapePosition = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].shapeRotation = glm::quat(0, 0, 0, 1);
|
||||
geometry.joints[0].shapeType = SPHERE_SHAPE;
|
||||
geometry.joints[0].isSkeletonJoint = false;
|
||||
geometry.joints[0].isSkeletonJoint = true;
|
||||
|
||||
geometry.jointIndices["x"] = 1;
|
||||
|
||||
FBXCluster cluster;
|
||||
cluster.jointIndex = 0;
|
||||
cluster.inverseBindMatrix = glm::mat4(1, 0, 0, 0,
|
||||
0, 1, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
0, 0, 0, 1);
|
||||
mesh.clusters.append(cluster);
|
||||
|
||||
// The OBJ format has normals for faces. The FBXGeometry structure has normals for points.
|
||||
// run through all the faces, look-up (or determine) a normal and set the normal for the points
|
||||
// that make up each face.
|
||||
QVector<glm::vec3> pointNormalsSums;
|
||||
|
||||
// add bogus normal data for this mesh
|
||||
mesh.normals.fill(glm::vec3(0,0,0), mesh.vertices.count());
|
||||
mesh.tangents.fill(glm::vec3(0,0,0), mesh.vertices.count());
|
||||
pointNormalsSums.fill(glm::vec3(0,0,0), mesh.vertices.count());
|
||||
|
||||
foreach (FBXMeshPart meshPart, mesh.parts) {
|
||||
int triCount = meshPart.triangleIndices.count() / 3;
|
||||
|
@ -262,21 +343,43 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
|
|||
int p1Index = meshPart.triangleIndices[i*3+1];
|
||||
int p2Index = meshPart.triangleIndices[i*3+2];
|
||||
|
||||
glm::vec3 p0 = mesh.vertices[p0Index];
|
||||
glm::vec3 p1 = mesh.vertices[p1Index];
|
||||
glm::vec3 p2 = mesh.vertices[p2Index];
|
||||
assert(p0Index < mesh.vertices.count());
|
||||
assert(p1Index < mesh.vertices.count());
|
||||
assert(p2Index < mesh.vertices.count());
|
||||
|
||||
glm::vec3 n = glm::cross(p1 - p0, p2 - p0);
|
||||
glm::vec3 t = glm::cross(p2 - p0, n);
|
||||
glm::vec3 n0, n1, n2;
|
||||
if (i < faceNormalIndexes.count()) {
|
||||
int n0Index = faceNormalIndexes[i*3];
|
||||
int n1Index = faceNormalIndexes[i*3+1];
|
||||
int n2Index = faceNormalIndexes[i*3+2];
|
||||
n0 = faceNormals[n0Index];
|
||||
n1 = faceNormals[n1Index];
|
||||
n2 = faceNormals[n2Index];
|
||||
} else {
|
||||
// We didn't read normals, add bogus normal data for this face
|
||||
glm::vec3 p0 = mesh.vertices[p0Index];
|
||||
glm::vec3 p1 = mesh.vertices[p1Index];
|
||||
glm::vec3 p2 = mesh.vertices[p2Index];
|
||||
n0 = glm::cross(p1 - p0, p2 - p0);
|
||||
n1 = n0;
|
||||
n2 = n0;
|
||||
}
|
||||
|
||||
mesh.normals[p0Index] = n;
|
||||
mesh.normals[p1Index] = n;
|
||||
mesh.normals[p2Index] = n;
|
||||
|
||||
mesh.tangents[p0Index] = t;
|
||||
mesh.tangents[p1Index] = t;
|
||||
mesh.tangents[p2Index] = t;
|
||||
// we sum up the normal for each point and then divide by the count to get an average
|
||||
pointNormalsSums[p0Index] += n0;
|
||||
pointNormalsSums[p1Index] += n1;
|
||||
pointNormalsSums[p2Index] += n2;
|
||||
}
|
||||
|
||||
int vertCount = mesh.vertices.count();
|
||||
for (int i = 0; i < vertCount; i++) {
|
||||
float length = glm::length(pointNormalsSums[i]);
|
||||
if (length > FLT_EPSILON) {
|
||||
mesh.normals[i] = glm::normalize(pointNormalsSums[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// XXX do same normal calculation for quadCount
|
||||
}
|
||||
}
|
||||
catch(const std::exception& e) {
|
||||
|
@ -285,3 +388,77 @@ FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping) {
|
|||
|
||||
return geometry;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void fbxDebugDump(const FBXGeometry& fbxgeo) {
|
||||
qDebug() << "---------------- fbxGeometry ----------------";
|
||||
qDebug() << " hasSkeletonJoints =" << fbxgeo.hasSkeletonJoints;
|
||||
qDebug() << " offset =" << fbxgeo.offset;
|
||||
qDebug() << " attachments.count() = " << fbxgeo.attachments.count();
|
||||
qDebug() << " meshes.count() =" << fbxgeo.meshes.count();
|
||||
foreach (FBXMesh mesh, fbxgeo.meshes) {
|
||||
qDebug() << " vertices.count() =" << mesh.vertices.count();
|
||||
qDebug() << " normals.count() =" << mesh.normals.count();
|
||||
if (mesh.normals.count() == mesh.vertices.count()) {
|
||||
for (int i = 0; i < mesh.normals.count(); i++) {
|
||||
qDebug() << " " << mesh.vertices[ i ] << mesh.normals[ i ];
|
||||
}
|
||||
}
|
||||
qDebug() << " tangents.count() =" << mesh.tangents.count();
|
||||
qDebug() << " colors.count() =" << mesh.colors.count();
|
||||
qDebug() << " texCoords.count() =" << mesh.texCoords.count();
|
||||
qDebug() << " texCoords1.count() =" << mesh.texCoords1.count();
|
||||
qDebug() << " clusterIndices.count() =" << mesh.clusterIndices.count();
|
||||
qDebug() << " clusterWeights.count() =" << mesh.clusterWeights.count();
|
||||
qDebug() << " meshExtents =" << mesh.meshExtents;
|
||||
qDebug() << " modelTransform =" << mesh.modelTransform;
|
||||
qDebug() << " parts.count() =" << mesh.parts.count();
|
||||
foreach (FBXMeshPart meshPart, mesh.parts) {
|
||||
qDebug() << " quadIndices.count() =" << meshPart.quadIndices.count();
|
||||
qDebug() << " triangleIndices.count() =" << meshPart.triangleIndices.count();
|
||||
qDebug() << " diffuseColor =" << meshPart.diffuseColor;
|
||||
qDebug() << " specularColor =" << meshPart.specularColor;
|
||||
qDebug() << " emissiveColor =" << meshPart.emissiveColor;
|
||||
qDebug() << " emissiveParams =" << meshPart.emissiveParams;
|
||||
qDebug() << " shininess =" << meshPart.shininess;
|
||||
qDebug() << " opacity =" << meshPart.opacity;
|
||||
qDebug() << " materialID =" << meshPart.materialID;
|
||||
}
|
||||
qDebug() << " clusters.count() =" << mesh.clusters.count();
|
||||
foreach (FBXCluster cluster, mesh.clusters) {
|
||||
qDebug() << " jointIndex =" << cluster.jointIndex;
|
||||
qDebug() << " inverseBindMatrix =" << cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
qDebug() << " jointIndices =" << fbxgeo.jointIndices;
|
||||
qDebug() << " joints.count() =" << fbxgeo.joints.count();
|
||||
|
||||
foreach (FBXJoint joint, fbxgeo.joints) {
|
||||
qDebug() << " isFree =" << joint.isFree;
|
||||
qDebug() << " freeLineage" << joint.freeLineage;
|
||||
qDebug() << " parentIndex" << joint.parentIndex;
|
||||
qDebug() << " distanceToParent" << joint.distanceToParent;
|
||||
qDebug() << " boneRadius" << joint.boneRadius;
|
||||
qDebug() << " translation" << joint.translation;
|
||||
qDebug() << " preTransform" << joint.preTransform;
|
||||
qDebug() << " preRotation" << joint.preRotation;
|
||||
qDebug() << " rotation" << joint.rotation;
|
||||
qDebug() << " postRotation" << joint.postRotation;
|
||||
qDebug() << " postTransform" << joint.postTransform;
|
||||
qDebug() << " transform" << joint.transform;
|
||||
qDebug() << " rotationMin" << joint.rotationMin;
|
||||
qDebug() << " rotationMax" << joint.rotationMax;
|
||||
qDebug() << " inverseDefaultRotation" << joint.inverseDefaultRotation;
|
||||
qDebug() << " inverseBindRotation" << joint.inverseBindRotation;
|
||||
qDebug() << " bindTransform" << joint.bindTransform;
|
||||
qDebug() << " name" << joint.name;
|
||||
qDebug() << " shapePosition" << joint.shapePosition;
|
||||
qDebug() << " shapeRotation" << joint.shapeRotation;
|
||||
qDebug() << " shapeType" << joint.shapeType;
|
||||
qDebug() << " isSkeletonJoint" << joint.isSkeletonJoint;
|
||||
}
|
||||
|
||||
qDebug() << "\n";
|
||||
}
|
||||
|
|
|
@ -4,3 +4,4 @@
|
|||
|
||||
FBXGeometry readOBJ(const QByteArray& model, const QVariantHash& mapping);
|
||||
FBXGeometry readOBJ(QIODevice* device, const QVariantHash& mapping);
|
||||
void fbxDebugDump(const FBXGeometry& fbxgeo);
|
||||
|
|
|
@ -25,14 +25,14 @@
|
|||
|
||||
#if defined(NSIGHT_FOUND)
|
||||
#include "nvToolsExt.h"
|
||||
class ProfileRange {
|
||||
public:
|
||||
ProfileRange(const char *name) {
|
||||
nvtxRangePush(name);
|
||||
}
|
||||
~ProfileRange() {
|
||||
nvtxRangePop();
|
||||
}
|
||||
class ProfileRange {
|
||||
public:
|
||||
ProfileRange(const char *name) {
|
||||
nvtxRangePush(name);
|
||||
}
|
||||
~ProfileRange() {
|
||||
nvtxRangePop();
|
||||
}
|
||||
};
|
||||
|
||||
#define PROFILE_RANGE(name) ProfileRange profileRangeThis(name);
|
||||
|
@ -114,17 +114,17 @@ public:
|
|||
// For now, instead of calling the raw glCall, use the equivalent call on the batch so the call is beeing recorded
|
||||
// THe implementation of these functions is in GLBackend.cpp
|
||||
|
||||
void _glEnable(GLenum cap);
|
||||
void _glDisable(GLenum cap);
|
||||
|
||||
void _glEnable(GLenum cap);
|
||||
void _glDisable(GLenum cap);
|
||||
|
||||
void _glEnableClientState(GLenum array);
|
||||
void _glDisableClientState(GLenum array);
|
||||
|
||||
void _glCullFace(GLenum mode);
|
||||
void _glAlphaFunc(GLenum func, GLclampf ref);
|
||||
|
||||
void _glDepthFunc(GLenum func);
|
||||
void _glDepthMask(GLboolean flag);
|
||||
void _glDepthFunc(GLenum func);
|
||||
void _glDepthMask(GLboolean flag);
|
||||
void _glDepthRange(GLclampd zNear, GLclampd zFar);
|
||||
|
||||
void _glBindBuffer(GLenum target, GLuint buffer);
|
||||
|
@ -138,14 +138,14 @@ public:
|
|||
void _glUniform1f(GLint location, GLfloat v0);
|
||||
void _glUniform2f(GLint location, GLfloat v0, GLfloat v1);
|
||||
void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
void _glDrawArrays(GLenum mode, GLint first, GLsizei count);
|
||||
void _glDrawArrays(GLenum mode, GLint first, GLsizei count);
|
||||
void _glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
|
||||
|
||||
void _glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glNormalPointer(GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
|
||||
void _glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glNormalPointer(GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
|
||||
void _glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
|
@ -175,44 +175,44 @@ public:
|
|||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
COMMAND_glEnable,
|
||||
COMMAND_glDisable,
|
||||
|
||||
COMMAND_glEnableClientState,
|
||||
COMMAND_glDisableClientState,
|
||||
|
||||
COMMAND_glCullFace,
|
||||
COMMAND_glAlphaFunc,
|
||||
|
||||
COMMAND_glDepthFunc,
|
||||
COMMAND_glDepthMask,
|
||||
COMMAND_glDepthRange,
|
||||
|
||||
COMMAND_glBindBuffer,
|
||||
|
||||
COMMAND_glBindTexture,
|
||||
COMMAND_glActiveTexture,
|
||||
|
||||
COMMAND_glDrawBuffers,
|
||||
|
||||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniform2f,
|
||||
COMMAND_glUniform4fv,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glDrawArrays,
|
||||
COMMAND_glDrawRangeElements,
|
||||
|
||||
COMMAND_glColorPointer,
|
||||
COMMAND_glNormalPointer,
|
||||
COMMAND_glTexCoordPointer,
|
||||
COMMAND_glVertexPointer,
|
||||
|
||||
COMMAND_glVertexAttribPointer,
|
||||
COMMAND_glEnableVertexAttribArray,
|
||||
COMMAND_glDisableVertexAttribArray,
|
||||
|
||||
COMMAND_glEnable,
|
||||
COMMAND_glDisable,
|
||||
|
||||
COMMAND_glEnableClientState,
|
||||
COMMAND_glDisableClientState,
|
||||
|
||||
COMMAND_glCullFace,
|
||||
COMMAND_glAlphaFunc,
|
||||
|
||||
COMMAND_glDepthFunc,
|
||||
COMMAND_glDepthMask,
|
||||
COMMAND_glDepthRange,
|
||||
|
||||
COMMAND_glBindBuffer,
|
||||
|
||||
COMMAND_glBindTexture,
|
||||
COMMAND_glActiveTexture,
|
||||
|
||||
COMMAND_glDrawBuffers,
|
||||
|
||||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniform2f,
|
||||
COMMAND_glUniform4fv,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glDrawArrays,
|
||||
COMMAND_glDrawRangeElements,
|
||||
|
||||
COMMAND_glColorPointer,
|
||||
COMMAND_glNormalPointer,
|
||||
COMMAND_glTexCoordPointer,
|
||||
COMMAND_glVertexPointer,
|
||||
|
||||
COMMAND_glVertexAttribPointer,
|
||||
COMMAND_glEnableVertexAttribArray,
|
||||
COMMAND_glDisableVertexAttribArray,
|
||||
|
||||
COMMAND_glColor4f,
|
||||
|
||||
NUM_COMMANDS,
|
||||
|
|
|
@ -50,15 +50,13 @@ bool writeOBJ(QString outFileName, QVector<QVector<VHACD::IVHACD::ConvexHull>>&
|
|||
for (unsigned int i = 0; i < hull.m_nPoints; i++) {
|
||||
out << "v ";
|
||||
out << formatFloat(hull.m_points[i*3]) << " ";
|
||||
// swap y and z because up is 3rd value in OBJ
|
||||
out << formatFloat(hull.m_points[i*3+2]) << " ";
|
||||
out << formatFloat(hull.m_points[i*3+1]) << "\n";
|
||||
out << formatFloat(hull.m_points[i*3+1]) << " ";
|
||||
out << formatFloat(hull.m_points[i*3+2]) << "\n";
|
||||
}
|
||||
for (unsigned int i = 0; i < hull.m_nTriangles; i++) {
|
||||
out << "f ";
|
||||
// change order to flip normal (due to swapping y and z, above)
|
||||
out << hull.m_triangles[i*3+1] + 1 + pointStartOffset << " ";
|
||||
out << hull.m_triangles[i*3] + 1 + pointStartOffset << " ";
|
||||
out << hull.m_triangles[i*3+1] + 1 + pointStartOffset << " ";
|
||||
out << hull.m_triangles[i*3+2] + 1 + pointStartOffset << "\n";
|
||||
}
|
||||
out << "\n";
|
||||
|
|
Loading…
Reference in a new issue