mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 01:12:48 +02:00
Merge branch 'master' of github.com:highfidelity/hifi into tablet-edit-box
This commit is contained in:
commit
fa95842c76
2 changed files with 127 additions and 90 deletions
|
@ -1204,7 +1204,7 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
} else {
|
||||
_animVars.unset("leftFootPosition");
|
||||
_animVars.unset("leftFootRotation");
|
||||
_animVars.set("leftFootType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
_animVars.set("leftFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
|
||||
if (params.isRightFootEnabled) {
|
||||
|
@ -1214,7 +1214,7 @@ void Rig::updateFromHandAndFeetParameters(const HandAndFeetParameters& params, f
|
|||
} else {
|
||||
_animVars.unset("rightFootPosition");
|
||||
_animVars.unset("rightFootRotation");
|
||||
_animVars.set("rightFootType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
_animVars.set("rightFootType", (int)IKTarget::Type::RotationAndPosition);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -440,105 +440,142 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
|
|||
// add a new meshPart to the geometry's single mesh.
|
||||
while (parseOBJGroup(tokenizer, mapping, geometry, scaleGuess)) {}
|
||||
|
||||
FBXMesh& mesh = geometry.meshes[0];
|
||||
mesh.meshIndex = 0;
|
||||
FBXMesh& mesh = geometry.meshes[0];
|
||||
mesh.meshIndex = 0;
|
||||
|
||||
geometry.joints.resize(1);
|
||||
geometry.joints[0].isFree = false;
|
||||
geometry.joints[0].parentIndex = -1;
|
||||
geometry.joints[0].distanceToParent = 0;
|
||||
geometry.joints[0].translation = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].name = "OBJ";
|
||||
geometry.joints[0].isSkeletonJoint = true;
|
||||
geometry.joints.resize(1);
|
||||
geometry.joints[0].isFree = false;
|
||||
geometry.joints[0].parentIndex = -1;
|
||||
geometry.joints[0].distanceToParent = 0;
|
||||
geometry.joints[0].translation = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].rotationMin = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].rotationMax = glm::vec3(0, 0, 0);
|
||||
geometry.joints[0].name = "OBJ";
|
||||
geometry.joints[0].isSkeletonJoint = true;
|
||||
|
||||
geometry.jointIndices["x"] = 1;
|
||||
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);
|
||||
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);
|
||||
|
||||
for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
|
||||
FBXMeshPart& meshPart = mesh.parts[i];
|
||||
FaceGroup faceGroup = faceGroups[meshPartCount];
|
||||
QMap<QString, int> materialMeshIdMap;
|
||||
QVector<FBXMeshPart> fbxMeshParts;
|
||||
for (int i = 0, meshPartCount = 0; i < mesh.parts.count(); i++, meshPartCount++) {
|
||||
FBXMeshPart& meshPart = mesh.parts[i];
|
||||
FaceGroup faceGroup = faceGroups[meshPartCount];
|
||||
bool specifiesUV = false;
|
||||
foreach(OBJFace face, faceGroup) {
|
||||
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
|
||||
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
|
||||
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
|
||||
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
|
||||
mesh.vertices << v0;
|
||||
meshPart.triangleIndices.append(mesh.vertices.count());
|
||||
mesh.vertices << v1;
|
||||
meshPart.triangleIndices.append(mesh.vertices.count());
|
||||
mesh.vertices << v2;
|
||||
foreach(OBJFace face, faceGroup) {
|
||||
// Go through all of the OBJ faces and determine the number of different materials necessary (each different material will be a unique mesh).
|
||||
// NOTE (trent/mittens 3/30/17): this seems hardcore wasteful and is slowed down a bit by iterating through the face group twice, but it's the best way I've thought of to hack multi-material support in an OBJ into this pipeline.
|
||||
if (!materialMeshIdMap.contains(face.materialName)) {
|
||||
// Create a new FBXMesh for this material mapping.
|
||||
materialMeshIdMap.insert(face.materialName, materialMeshIdMap.count());
|
||||
|
||||
glm::vec3 n0, n1, n2;
|
||||
if (face.normalIndices.count()) {
|
||||
n0 = checked_at(normals, face.normalIndices[0]);
|
||||
n1 = checked_at(normals, face.normalIndices[1]);
|
||||
n2 = checked_at(normals, face.normalIndices[2]);
|
||||
} else { // generate normals from triangle plane if not provided
|
||||
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
|
||||
}
|
||||
mesh.normals << n0 << n1 << n2;
|
||||
if (face.textureUVIndices.count()) {
|
||||
specifiesUV = true;
|
||||
mesh.texCoords <<
|
||||
checked_at(textureUVs, face.textureUVIndices[0]) <<
|
||||
checked_at(textureUVs, face.textureUVIndices[1]) <<
|
||||
checked_at(textureUVs, face.textureUVIndices[2]);
|
||||
} else {
|
||||
glm::vec2 corner(0.0f, 1.0f);
|
||||
mesh.texCoords << corner << corner << corner;
|
||||
}
|
||||
}
|
||||
// All the faces in the same group will have the same name and material.
|
||||
OBJFace leadFace = faceGroup[0];
|
||||
QString groupMaterialName = leadFace.materialName;
|
||||
if (groupMaterialName.isEmpty() && specifiesUV) {
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
|
||||
<< " needs a texture that isn't specified. Using default mechanism.";
|
||||
#endif
|
||||
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
|
||||
}
|
||||
if (!groupMaterialName.isEmpty()) {
|
||||
OBJMaterial& material = materials[groupMaterialName];
|
||||
if (specifiesUV) {
|
||||
material.userSpecifiesUV = true; // Note might not be true in a later usage.
|
||||
}
|
||||
if (specifiesUV || (0 != groupMaterialName.compare("none", Qt::CaseInsensitive))) {
|
||||
// Blender has a convention that a material named "None" isn't really used (or defined).
|
||||
material.used = true;
|
||||
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
|
||||
}
|
||||
materials[groupMaterialName] = material;
|
||||
meshPart.materialID = groupMaterialName;
|
||||
}
|
||||
fbxMeshParts.append(FBXMeshPart());
|
||||
FBXMeshPart& meshPartNew = fbxMeshParts.last();
|
||||
meshPartNew.quadIndices = QVector<int>(meshPart.quadIndices); // Copy over quad indices [NOTE (trent/mittens, 4/3/17): Likely unnecessary since they go unused anyway].
|
||||
meshPartNew.quadTrianglesIndices = QVector<int>(meshPart.quadTrianglesIndices); // Copy over quad triangulated indices [NOTE (trent/mittens, 4/3/17): Likely unnecessary since they go unused anyway].
|
||||
meshPartNew.triangleIndices = QVector<int>(meshPart.triangleIndices); // Copy over triangle indices.
|
||||
|
||||
// Do some of the material logic (which previously lived below) now.
|
||||
// All the faces in the same group will have the same name and material.
|
||||
QString groupMaterialName = face.materialName;
|
||||
if (groupMaterialName.isEmpty() && specifiesUV) {
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(modelformat) << "OBJ Reader WARNING: " << url
|
||||
<< " needs a texture that isn't specified. Using default mechanism.";
|
||||
#endif
|
||||
groupMaterialName = SMART_DEFAULT_MATERIAL_NAME;
|
||||
}
|
||||
if (!groupMaterialName.isEmpty()) {
|
||||
OBJMaterial& material = materials[groupMaterialName];
|
||||
if (specifiesUV) {
|
||||
material.userSpecifiesUV = true; // Note might not be true in a later usage.
|
||||
}
|
||||
if (specifiesUV || (groupMaterialName.compare("none", Qt::CaseInsensitive) != 0)) {
|
||||
// Blender has a convention that a material named "None" isn't really used (or defined).
|
||||
material.used = true;
|
||||
needsMaterialLibrary = groupMaterialName != SMART_DEFAULT_MATERIAL_NAME;
|
||||
}
|
||||
materials[groupMaterialName] = material;
|
||||
meshPartNew.materialID = groupMaterialName;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// clean up old mesh parts.
|
||||
int unmodifiedMeshPartCount = mesh.parts.count();
|
||||
mesh.parts.clear();
|
||||
mesh.parts = QVector<FBXMeshPart>(fbxMeshParts);
|
||||
|
||||
for (int i = 0, meshPartCount = 0; i < unmodifiedMeshPartCount; i++, meshPartCount++) {
|
||||
FaceGroup faceGroup = faceGroups[meshPartCount];
|
||||
|
||||
// Now that each mesh has been created with its own unique material mappings, fill them with data (vertex data is duplicated, face data is not).
|
||||
foreach(OBJFace face, faceGroup) {
|
||||
FBXMeshPart& meshPart = mesh.parts[materialMeshIdMap[face.materialName]];
|
||||
|
||||
glm::vec3 v0 = checked_at(vertices, face.vertexIndices[0]);
|
||||
glm::vec3 v1 = checked_at(vertices, face.vertexIndices[1]);
|
||||
glm::vec3 v2 = checked_at(vertices, face.vertexIndices[2]);
|
||||
|
||||
// Scale the vertices if the OBJ file scale is specified as non-one.
|
||||
if (scaleGuess != 1.0f) {
|
||||
v0 *= scaleGuess;
|
||||
v1 *= scaleGuess;
|
||||
v2 *= scaleGuess;
|
||||
}
|
||||
|
||||
// Add the vertices.
|
||||
meshPart.triangleIndices.append(mesh.vertices.count()); // not face.vertexIndices into vertices
|
||||
mesh.vertices << v0;
|
||||
meshPart.triangleIndices.append(mesh.vertices.count());
|
||||
mesh.vertices << v1;
|
||||
meshPart.triangleIndices.append(mesh.vertices.count());
|
||||
mesh.vertices << v2;
|
||||
|
||||
glm::vec3 n0, n1, n2;
|
||||
if (face.normalIndices.count()) {
|
||||
n0 = checked_at(normals, face.normalIndices[0]);
|
||||
n1 = checked_at(normals, face.normalIndices[1]);
|
||||
n2 = checked_at(normals, face.normalIndices[2]);
|
||||
} else {
|
||||
// generate normals from triangle plane if not provided
|
||||
n0 = n1 = n2 = glm::cross(v1 - v0, v2 - v0);
|
||||
}
|
||||
|
||||
mesh.normals.append(n0);
|
||||
mesh.normals.append(n1);
|
||||
mesh.normals.append(n2);
|
||||
|
||||
if (face.textureUVIndices.count()) {
|
||||
mesh.texCoords <<
|
||||
checked_at(textureUVs, face.textureUVIndices[0]) <<
|
||||
checked_at(textureUVs, face.textureUVIndices[1]) <<
|
||||
checked_at(textureUVs, face.textureUVIndices[2]);
|
||||
} else {
|
||||
glm::vec2 corner(0.0f, 1.0f);
|
||||
mesh.texCoords << corner << corner << corner;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if we got a hint about units, scale all the points
|
||||
if (scaleGuess != 1.0f) {
|
||||
for (int i = 0; i < mesh.vertices.size(); i++) {
|
||||
mesh.vertices[i] *= scaleGuess;
|
||||
}
|
||||
}
|
||||
mesh.meshExtents.reset();
|
||||
foreach(const glm::vec3& vertex, mesh.vertices) {
|
||||
mesh.meshExtents.addPoint(vertex);
|
||||
geometry.meshExtents.addPoint(vertex);
|
||||
}
|
||||
|
||||
mesh.meshExtents.reset();
|
||||
foreach (const glm::vec3& vertex, mesh.vertices) {
|
||||
mesh.meshExtents.addPoint(vertex);
|
||||
geometry.meshExtents.addPoint(vertex);
|
||||
}
|
||||
// Build the single mesh.
|
||||
FBXReader::buildModelMesh(mesh, url.toString());
|
||||
|
||||
FBXReader::buildModelMesh(mesh, url.toString());
|
||||
// fbxDebugDump(geometry);
|
||||
// fbxDebugDump(geometry);
|
||||
} catch(const std::exception& e) {
|
||||
qCDebug(modelformat) << "OBJ reader fail: " << e.what();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue