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removed humanIK joint name code from fbx serializer
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6e5c52972a
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3 changed files with 0 additions and 44 deletions
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@ -127,26 +127,6 @@ QString getID(const QVariantList& properties, int index = 0) {
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return processID(properties.at(index).toString());
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}
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/// The names of the joints in the Maya HumanIK rig
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static const std::array<const char*, 16> HUMANIK_JOINTS = {{
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"RightHand",
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"RightForeArm",
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"RightArm",
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"Head",
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"LeftArm",
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"LeftForeArm",
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"LeftHand",
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"Neck",
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"Spine",
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"Hips",
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"RightUpLeg",
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"LeftUpLeg",
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"RightLeg",
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"LeftLeg",
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"RightFoot",
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"LeftFoot"
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}};
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class FBXModel {
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public:
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QString name;
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@ -480,13 +460,6 @@ HFMModel* FBXSerializer::extractHFMModel(const QVariantHash& mapping, const QStr
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QVariantHash joints = mapping.value("joint").toHash();
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QVector<QString> humanIKJointNames;
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for (int i = 0; i < (int) HUMANIK_JOINTS.size(); i++) {
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QByteArray jointName = HUMANIK_JOINTS[i];
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humanIKJointNames.append(processID(getString(joints.value(jointName, jointName))));
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}
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QVector<QString> humanIKJointIDs(humanIKJointNames.size());
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QVariantHash blendshapeMappings = mapping.value("bs").toHash();
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QMultiHash<QByteArray, WeightedIndex> blendshapeIndices;
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@ -584,11 +557,6 @@ HFMModel* FBXSerializer::extractHFMModel(const QVariantHash& mapping, const QStr
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hifiGlobalNodeID = id;
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}
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int humanIKJointIndex = humanIKJointNames.indexOf(name);
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if (humanIKJointIndex != -1) {
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humanIKJointIDs[humanIKJointIndex] = getID(object.properties);
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}
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glm::vec3 translation;
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// NOTE: the euler angles as supplied by the FBX file are in degrees
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glm::vec3 rotationOffset;
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@ -1400,10 +1368,6 @@ HFMModel* FBXSerializer::extractHFMModel(const QVariantHash& mapping, const QStr
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std::vector<ShapeVertices> shapeVertices;
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shapeVertices.resize(std::max(1, hfmModel.joints.size()) );
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foreach (const QString& id, humanIKJointIDs) {
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hfmModel.humanIKJointIndices.append(modelIDs.indexOf(id));
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}
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hfmModel.bindExtents.reset();
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hfmModel.meshExtents.reset();
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@ -1188,9 +1188,6 @@ void GLTFSerializer::hfmDebugDump(const HFMModel& hfmModel) {
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qCDebug(modelformat) << " hasSkeletonJoints =" << hfmModel.hasSkeletonJoints;
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qCDebug(modelformat) << " offset =" << hfmModel.offset;
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qCDebug(modelformat) << " leftEyeSize = " << hfmModel.leftEyeSize;
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qCDebug(modelformat) << " rightEyeSize = " << hfmModel.rightEyeSize;
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qCDebug(modelformat) << " palmDirection = " << hfmModel.palmDirection;
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qCDebug(modelformat) << " neckPivot = " << hfmModel.neckPivot;
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@ -270,11 +270,6 @@ public:
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glm::mat4 offset; // This includes offset, rotation, and scale as specified by the FST file
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float leftEyeSize = 0.0f; // Maximum mesh extents dimension
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float rightEyeSize = 0.0f;
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QVector<int> humanIKJointIndices;
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glm::vec3 palmDirection;
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glm::vec3 neckPivot;
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