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Forgot these guys.
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414
interface/src/renderer/Model.cpp
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414
interface/src/renderer/Model.cpp
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//
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// Model.cpp
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// interface
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//
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// Created by Andrzej Kapolka on 10/18/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include <glm/gtx/transform.hpp>
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#include "Application.h"
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#include "Model.h"
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using namespace std;
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Model::Model() :
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_pupilDilation(0.0f)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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}
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Model::~Model() {
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deleteGeometry();
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}
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ProgramObject Model::_program;
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ProgramObject Model::_skinProgram;
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int Model::_clusterMatricesLocation;
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int Model::_clusterIndicesLocation;
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int Model::_clusterWeightsLocation;
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void Model::init() {
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if (!_program.isLinked()) {
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switchToResourcesParentIfRequired();
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_program.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/model.vert");
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_program.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag");
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_program.link();
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_program.bind();
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_program.setUniformValue("texture", 0);
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_program.release();
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag");
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_skinProgram.link();
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_skinProgram.bind();
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_clusterMatricesLocation = _skinProgram.uniformLocation("clusterMatrices");
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_clusterIndicesLocation = _skinProgram.attributeLocation("clusterIndices");
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_clusterWeightsLocation = _skinProgram.attributeLocation("clusterWeights");
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_skinProgram.setUniformValue("texture", 0);
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_skinProgram.release();
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}
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}
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void Model::reset() {
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_resetStates = true;
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}
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void Model::simulate(float deltaTime) {
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if (!isActive()) {
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return;
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}
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// set up world vertices on first simulate after load
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (_jointStates.isEmpty()) {
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QVector<glm::vec3> vertices;
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foreach (const FBXJoint& joint, geometry.joints) {
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JointState state;
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state.rotation = joint.rotation;
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_jointStates.append(state);
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}
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foreach (const FBXMesh& mesh, geometry.meshes) {
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MeshState state;
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state.clusterMatrices.resize(mesh.clusters.size());
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if (mesh.springiness > 0.0f) {
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state.worldSpaceVertices.resize(mesh.vertices.size());
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state.vertexVelocities.resize(mesh.vertices.size());
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state.worldSpaceNormals.resize(mesh.vertices.size());
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}
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_meshStates.append(state);
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}
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_resetStates = true;
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}
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// create our root transform
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glm::mat4 baseTransform = glm::translate(_translation) * glm::mat4_cast(_rotation) *
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glm::scale(_scale) * glm::translate(_offset);
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// update the world space transforms for all joints
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for (int i = 0; i < _jointStates.size(); i++) {
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JointState& state = _jointStates[i];
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const FBXJoint& joint = geometry.joints.at(i);
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if (joint.parentIndex == -1) {
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state.transform = baseTransform * geometry.offset * joint.preRotation *
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glm::mat4_cast(state.rotation) * joint.postRotation;
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} else {
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if (i == geometry.neckJointIndex) {
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maybeUpdateNeckRotation(joint, state);
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} else if (i == geometry.leftEyeJointIndex || i == geometry.rightEyeJointIndex) {
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maybeUpdateEyeRotation(joint, state);
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}
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state.transform = _jointStates[joint.parentIndex].transform * joint.preRotation *
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glm::mat4_cast(state.rotation) * joint.postRotation;
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}
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}
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for (int i = 0; i < _meshStates.size(); i++) {
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MeshState& state = _meshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix;
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}
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int vertexCount = state.worldSpaceVertices.size();
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if (vertexCount == 0) {
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continue;
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}
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glm::vec3* destVertices = state.worldSpaceVertices.data();
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glm::vec3* destVelocities = state.vertexVelocities.data();
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glm::vec3* destNormals = state.worldSpaceNormals.data();
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const glm::vec3* sourceVertices = mesh.vertices.constData();
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if (!mesh.blendshapes.isEmpty()) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
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// blend in each coefficient
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for (int j = 0; j < _blendshapeCoefficients.size(); j++) {
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float coefficient = _blendshapeCoefficients[j];
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if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
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continue;
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}
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const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
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for (const int* index = mesh.blendshapes[j].indices.constData(),
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*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) {
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_blendedVertices[*index] += *vertex * coefficient;
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}
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}
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sourceVertices = _blendedVertices.constData();
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}
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glm::mat4 transform;
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if (mesh.clusters.size() > 1) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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// skin each vertex
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const glm::vec4* clusterIndices = mesh.clusterIndices.constData();
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const glm::vec4* clusterWeights = mesh.clusterWeights.constData();
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for (int j = 0; j < vertexCount; j++) {
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_blendedVertices[j] =
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glm::vec3(state.clusterMatrices[clusterIndices[j][0]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][1]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][2]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][3]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3];
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}
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sourceVertices = _blendedVertices.constData();
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} else {
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transform = state.clusterMatrices[0];
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}
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if (_resetStates) {
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for (int j = 0; j < vertexCount; j++) {
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destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f));
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destVelocities[j] = glm::vec3();
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}
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} else {
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const float SPRINGINESS_MULTIPLIER = 200.0f;
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const float DAMPING = 5.0f;
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for (int j = 0; j < vertexCount; j++) {
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destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
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mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
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destVertices[j] += destVelocities[j] * deltaTime;
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}
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}
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for (int j = 0; j < vertexCount; j++) {
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destNormals[j] = glm::vec3();
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const glm::vec3& middle = destVertices[j];
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for (QVarLengthArray<QPair<int, int>, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin();
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connection != mesh.vertexConnections.at(j).constEnd(); connection++) {
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destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle,
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destVertices[connection->first] - middle));
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}
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}
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}
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_resetStates = false;
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}
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bool Model::render(float alpha) {
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if (_meshStates.isEmpty()) {
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return false;
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}
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// set up blended buffer ids on first render after load/simulate
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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if (_blendedVertexBufferIDs.isEmpty()) {
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foreach (const FBXMesh& mesh, geometry.meshes) {
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GLuint id = 0;
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if (!mesh.blendshapes.isEmpty() || mesh.springiness > 0.0f) {
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glGenBuffers(1, &id);
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glBindBuffer(GL_ARRAY_BUFFER, id);
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glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
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NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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_blendedVertexBufferIDs.append(id);
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QVector<QSharedPointer<Texture> > dilated;
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dilated.resize(mesh.parts.size());
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_dilatedTextures.append(dilated);
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}
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_COLOR_MATERIAL);
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for (int i = 0; i < networkMeshes.size(); i++) {
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const NetworkMesh& networkMesh = networkMeshes.at(i);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
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const FBXMesh& mesh = geometry.meshes.at(i);
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int vertexCount = mesh.vertices.size();
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glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
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const MeshState& state = _meshStates.at(i);
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if (state.worldSpaceVertices.isEmpty()) {
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if (state.clusterMatrices.size() > 1) {
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_skinProgram.bind();
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glUniformMatrix4fvARB(_clusterMatricesLocation, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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int offset = vertexCount * sizeof(glm::vec2) + (mesh.blendshapes.isEmpty() ?
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vertexCount * 2 * sizeof(glm::vec3) : 0);
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_skinProgram.setAttributeBuffer(_clusterIndicesLocation, GL_FLOAT, offset, 4);
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_skinProgram.setAttributeBuffer(_clusterWeightsLocation, GL_FLOAT,
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offset + vertexCount * sizeof(glm::vec4), 4);
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_skinProgram.enableAttributeArray(_clusterIndicesLocation);
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_skinProgram.enableAttributeArray(_clusterWeightsLocation);
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} else {
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glPushMatrix();
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glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
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_program.bind();
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}
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} else {
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_program.bind();
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}
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if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
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glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3)));
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} else {
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glTexCoordPointer(2, GL_FLOAT, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
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if (!state.worldSpaceVertices.isEmpty()) {
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glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
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vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData());
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} else {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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_blendedNormals.resize(_blendedVertices.size());
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memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
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memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
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// blend in each coefficient
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for (int j = 0; j < _blendshapeCoefficients.size(); j++) {
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float coefficient = _blendshapeCoefficients[j];
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if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
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continue;
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}
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const float NORMAL_COEFFICIENT_SCALE = 0.01f;
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float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
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const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
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const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
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for (const int* index = mesh.blendshapes[j].indices.constData(),
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*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
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_blendedVertices[*index] += *vertex * coefficient;
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_blendedNormals[*index] += *normal * normalCoefficient;
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}
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
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vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
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}
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}
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glVertexPointer(3, GL_FLOAT, 0, 0);
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glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
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qint64 offset = 0;
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for (int j = 0; j < networkMesh.parts.size(); j++) {
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const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
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const FBXMeshPart& part = mesh.parts.at(j);
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// apply material properties
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glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
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glm::vec4 specular = glm::vec4(part.specularColor, alpha);
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glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
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glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
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Texture* texture = networkPart.diffuseTexture.data();
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if (mesh.isEye) {
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if (texture != NULL) {
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texture = (_dilatedTextures[i][j] = static_cast<DilatableNetworkTexture*>(texture)->getDilatedTexture(
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_pupilDilation)).data();
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}
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}
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glBindTexture(GL_TEXTURE_2D, texture == NULL ? Application::getInstance()->getTextureCache()->getWhiteTextureID() :
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texture->getID());
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glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
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offset += part.quadIndices.size() * sizeof(int);
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glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
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GL_UNSIGNED_INT, (void*)offset);
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offset += part.triangleIndices.size() * sizeof(int);
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}
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if (state.worldSpaceVertices.isEmpty()) {
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if (state.clusterMatrices.size() > 1) {
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_skinProgram.disableAttributeArray(_clusterIndicesLocation);
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_skinProgram.disableAttributeArray(_clusterWeightsLocation);
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_skinProgram.release();
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} else {
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glPopMatrix();
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_program.release();
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}
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} else {
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_program.release();
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}
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}
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// deactivate vertex arrays after drawing
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// bind with 0 to switch back to normal operation
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// restore all the default material settings
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Application::getInstance()->setupWorldLight(*Application::getInstance()->getCamera());
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return true;
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}
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bool Model::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
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if (!isActive() || _jointStates.isEmpty()) {
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return false;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (geometry.leftEyeJointIndex != -1) {
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const glm::mat4& transform = _jointStates[geometry.leftEyeJointIndex].transform;
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firstEyePosition = glm::vec3(transform[3][0], transform[3][1], transform[3][2]);
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}
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if (geometry.rightEyeJointIndex != -1) {
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const glm::mat4& transform = _jointStates[geometry.rightEyeJointIndex].transform;
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secondEyePosition = glm::vec3(transform[3][0], transform[3][1], transform[3][2]);
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}
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return geometry.leftEyeJointIndex != -1 && geometry.rightEyeJointIndex != -1;
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}
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void Model::setURL(const QUrl& url) {
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// don't recreate the geometry if it's the same URL
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if (_url == url) {
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return;
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}
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_url = url;
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// delete our local geometry and custom textures
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deleteGeometry();
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_dilatedTextures.clear();
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_geometry = Application::getInstance()->getGeometryCache()->getGeometry(url);
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}
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glm::vec4 Model::computeAverageColor() const {
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return _geometry ? _geometry->computeAverageColor() : glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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void Model::maybeUpdateNeckRotation(const FBXJoint& joint, JointState& state) {
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// nothing by default
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}
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void Model::maybeUpdateEyeRotation(const FBXJoint& joint, JointState& state) {
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// nothing by default
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}
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void Model::deleteGeometry() {
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foreach (GLuint id, _blendedVertexBufferIDs) {
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glDeleteBuffers(1, &id);
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}
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_blendedVertexBufferIDs.clear();
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_jointStates.clear();
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_meshStates.clear();
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}
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118
interface/src/renderer/Model.h
Normal file
118
interface/src/renderer/Model.h
Normal file
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@ -0,0 +1,118 @@
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//
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// Model.h
|
||||
// interface
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __interface__Model__
|
||||
#define __interface__Model__
|
||||
|
||||
#include <QObject>
|
||||
#include <QUrl>
|
||||
|
||||
#include "GeometryCache.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "ProgramObject.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
Model();
|
||||
virtual ~Model();
|
||||
|
||||
void setTranslation(const glm::vec3& translation) { _translation = translation; }
|
||||
const glm::vec3& getTranslation() const { return _translation; }
|
||||
|
||||
void setRotation(const glm::quat& rotation) { _rotation = rotation; }
|
||||
const glm::quat& getRotation() const { return _rotation; }
|
||||
|
||||
void setScale(const glm::vec3& scale) { _scale = scale; }
|
||||
const glm::vec3& getScale() const { return _scale; }
|
||||
|
||||
void setOffset(const glm::vec3& offset) { _offset = offset; }
|
||||
const glm::vec3& getOffset() const { return _offset; }
|
||||
|
||||
void setPupilDilation(float dilation) { _pupilDilation = dilation; }
|
||||
float getPupilDilation() const { return _pupilDilation; }
|
||||
|
||||
void setBlendshapeCoefficients(const std::vector<float>& coefficients) { _blendshapeCoefficients = coefficients; }
|
||||
const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
|
||||
|
||||
bool isActive() const { return _geometry && _geometry->isLoaded(); }
|
||||
|
||||
void init();
|
||||
void reset();
|
||||
void simulate(float deltaTime);
|
||||
bool render(float alpha);
|
||||
|
||||
Q_INVOKABLE void setURL(const QUrl& url);
|
||||
const QUrl& getURL() const { return _url; }
|
||||
|
||||
/// Retrieve the positions of up to two eye meshes.
|
||||
/// \return whether or not both eye meshes were found
|
||||
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
||||
/// Returns the average color of all meshes in the geometry.
|
||||
glm::vec4 computeAverageColor() const;
|
||||
|
||||
protected:
|
||||
|
||||
QSharedPointer<NetworkGeometry> _geometry;
|
||||
|
||||
class JointState {
|
||||
public:
|
||||
glm::quat rotation;
|
||||
glm::mat4 transform;
|
||||
};
|
||||
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
/// Gives subclasses a chance to update the neck joint rotation after its parents and before its children.
|
||||
virtual void maybeUpdateNeckRotation(const FBXJoint& joint, JointState& state);
|
||||
|
||||
/// Gives subclasses a chance to update an eye joint rotation after its parents and before its children.
|
||||
virtual void maybeUpdateEyeRotation(const FBXJoint& joint, JointState& state);
|
||||
|
||||
private:
|
||||
|
||||
void deleteGeometry();
|
||||
|
||||
glm::vec3 _translation;
|
||||
glm::quat _rotation;
|
||||
glm::vec3 _scale;
|
||||
glm::vec3 _offset;
|
||||
float _pupilDilation;
|
||||
std::vector<float> _blendshapeCoefficients;
|
||||
|
||||
QUrl _url;
|
||||
|
||||
class MeshState {
|
||||
public:
|
||||
QVector<glm::mat4> clusterMatrices;
|
||||
QVector<glm::vec3> worldSpaceVertices;
|
||||
QVector<glm::vec3> vertexVelocities;
|
||||
QVector<glm::vec3> worldSpaceNormals;
|
||||
};
|
||||
|
||||
QVector<MeshState> _meshStates;
|
||||
QVector<GLuint> _blendedVertexBufferIDs;
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
bool _resetStates;
|
||||
|
||||
QVector<glm::vec3> _blendedVertices;
|
||||
QVector<glm::vec3> _blendedNormals;
|
||||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _skinProgram;
|
||||
static int _clusterMatricesLocation;
|
||||
static int _clusterIndicesLocation;
|
||||
static int _clusterWeightsLocation;
|
||||
};
|
||||
|
||||
#endif /* defined(__interface__Model__) */
|
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