From 1a97441647531143338e4d4931b59766a03e8131 Mon Sep 17 00:00:00 2001 From: Joshua Goins Date: Thu, 12 Oct 2023 23:45:34 -0400 Subject: [PATCH] mdlpart: Reformat code, misc cleanup --- parts/mdl/mdlpart.cpp | 278 ++++++++++++++++++++++-------------------- parts/mdl/mdlpart.h | 29 ++--- 2 files changed, 158 insertions(+), 149 deletions(-) diff --git a/parts/mdl/mdlpart.cpp b/parts/mdl/mdlpart.cpp index 603c953..9773103 100644 --- a/parts/mdl/mdlpart.cpp +++ b/parts/mdl/mdlpart.cpp @@ -21,15 +21,20 @@ #include "tiny_gltf.h" #ifndef USE_STANDALONE_WINDOW -class VulkanWindow : public QWindow { +class VulkanWindow : public QWindow +{ public: - VulkanWindow(MDLPart* part, Renderer* renderer, QVulkanInstance* instance) - : part(part), m_renderer(renderer), m_instance(instance) { + VulkanWindow(MDLPart *part, Renderer *renderer, QVulkanInstance *instance) + : part(part) + , m_renderer(renderer) + , m_instance(instance) + { setSurfaceType(VulkanSurface); setVulkanInstance(instance); } - void exposeEvent(QExposeEvent*) { + void exposeEvent(QExposeEvent *) + { if (isExposed()) { if (!m_initialized) { m_initialized = true; @@ -43,70 +48,72 @@ public: } } - bool event(QEvent* e) { + bool event(QEvent *e) + { switch (e->type()) { - case QEvent::UpdateRequest: - render(); - break; - case QEvent::Resize: { - QResizeEvent* resizeEvent = (QResizeEvent*)e; - auto surface = m_instance->surfaceForWindow(this); - m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height()); - } break; - case QEvent::MouseButtonPress: { - auto mouseEvent = dynamic_cast(e); + case QEvent::UpdateRequest: + render(); + break; + case QEvent::Resize: { + QResizeEvent *resizeEvent = (QResizeEvent *)e; + auto surface = m_instance->surfaceForWindow(this); + m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height()); + } break; + case QEvent::MouseButtonPress: { + auto mouseEvent = dynamic_cast(e); - if (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton) { - part->lastX = mouseEvent->position().x(); - part->lastY = mouseEvent->position().y(); - part->cameraMode = mouseEvent->button() == Qt::MouseButton::LeftButton ? MDLPart::CameraMode::Orbit : MDLPart::CameraMode::Move; + if (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton) { + part->lastX = mouseEvent->position().x(); + part->lastY = mouseEvent->position().y(); + part->cameraMode = mouseEvent->button() == Qt::MouseButton::LeftButton ? MDLPart::CameraMode::Orbit : MDLPart::CameraMode::Move; - setKeyboardGrabEnabled(true); - setCursor(Qt::BlankCursor); + setKeyboardGrabEnabled(true); + setCursor(Qt::BlankCursor); + } + } break; + case QEvent::MouseButtonRelease: { + part->cameraMode = MDLPart::CameraMode::None; + + setKeyboardGrabEnabled(false); + setCursor({}); + } break; + case QEvent::MouseMove: { + auto mouseEvent = dynamic_cast(e); + if (part->cameraMode != MDLPart::CameraMode::None) { + const int deltaX = mouseEvent->position().x() - part->lastX; + const int deltaY = mouseEvent->position().y() - part->lastY; + + if (part->cameraMode == MDLPart::CameraMode::Orbit) { + part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers + part->pitch += deltaY * 0.01f; + } else { + const glm::vec3 position(part->cameraDistance * std::sin(part->yaw), + part->cameraDistance * part->pitch, + part->cameraDistance * std::cos(part->yaw)); + + const glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0}); + + part->position += glm::vec3{0, 1, 0} * (float)deltaY * 0.01f; + part->position.y = std::clamp(part->position.y, 0.0f, 10.0f); } - } break; - case QEvent::MouseButtonRelease: { - part->cameraMode = MDLPart::CameraMode::None; - setKeyboardGrabEnabled(false); - setCursor({}); - } break; - case QEvent::MouseMove: { - auto mouseEvent = dynamic_cast(e); - if (part->cameraMode != MDLPart::CameraMode::None) { - const int deltaX = mouseEvent->position().x() - part->lastX; - const int deltaY = mouseEvent->position().y() - part->lastY; + part->lastX = mouseEvent->position().x(); + part->lastY = mouseEvent->position().y(); + } + } break; + case QEvent::Wheel: { + auto scrollEvent = dynamic_cast(e); - if (part->cameraMode == MDLPart::CameraMode::Orbit) { - part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers - part->pitch += deltaY * 0.01f; - } else { - const glm::vec3 position(part->cameraDistance * std::sin(part->yaw), - part->cameraDistance * part->pitch, - part->cameraDistance * std::cos(part->yaw)); - - const glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0}); - - part->position += glm::vec3{0, 1, 0} * (float)deltaY * 0.01f; - part->position.y = std::clamp(part->position.y, 0.0f, 10.0f); - } - - part->lastX = mouseEvent->position().x(); - part->lastY = mouseEvent->position().y(); - } - } break; - case QEvent::Wheel: { - auto scrollEvent = dynamic_cast(e); - - part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120? - part->cameraDistance = std::clamp(part->cameraDistance, 1.0f, 4.0f); - } break; + part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120? + part->cameraDistance = std::clamp(part->cameraDistance, 1.0f, 4.0f); + } break; } return QWindow::event(e); } - void render() { + void render() + { ImGui::SetCurrentContext(m_renderer->ctx); auto &io = ImGui::GetIO(); @@ -115,14 +122,11 @@ public: ImGui::NewFrame(); if (part->requestUpdate) - part->requestUpdate(); + part->requestUpdate(); ImGui::Render(); - glm::vec3 position( - part->cameraDistance * sin(part->yaw), - part->cameraDistance * part->pitch, - part->cameraDistance * cos(part->yaw)); + glm::vec3 position(part->cameraDistance * sin(part->yaw), part->cameraDistance * part->pitch, part->cameraDistance * cos(part->yaw)); m_renderer->view = glm::lookAt(part->position + position, part->position, glm::vec3(0, -1, 0)); @@ -135,17 +139,20 @@ public: private: bool m_initialized = false; - Renderer* m_renderer; - QVulkanInstance* m_instance; - MDLPart* part; + Renderer *m_renderer; + QVulkanInstance *m_instance; + MDLPart *part; }; #else - #include "equipment.h" - #include "standalonewindow.h" +#include "equipment.h" +#include "standalonewindow.h" #endif -MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) { +MDLPart::MDLPart(GameData *data, FileCache &cache) + : data(data) + , cache(cache) +{ auto viewportLayout = new QVBoxLayout(); viewportLayout->setContentsMargins(0, 0, 0, 0); setLayout(viewportLayout); @@ -168,7 +175,7 @@ MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) { standaloneWindow = new StandaloneWindow(renderer); renderer->initSwapchain(standaloneWindow->getSurface(renderer->instance), 640, 480); - QTimer* timer = new QTimer(); + QTimer *timer = new QTimer(); connect(timer, &QTimer::timeout, this, [this] { standaloneWindow->render(); }); @@ -179,21 +186,22 @@ MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) { connect(this, &MDLPart::skeletonChanged, this, &MDLPart::reloadBoneData); } -void MDLPart::exportModel(const QString& fileName) { +void MDLPart::exportModel(const QString &fileName) +{ const int selectedModel = 0; const int selectedLod = 0; - const physis_MDL& model = models[selectedModel].model; - const physis_LOD& lod = model.lods[selectedLod]; + const physis_MDL &model = models[selectedModel].model; + const physis_LOD &lod = model.lods[selectedLod]; tinygltf::Model gltfModel; gltfModel.asset.generator = "Novus"; - auto& gltfSkeletonNode = gltfModel.nodes.emplace_back(); + auto &gltfSkeletonNode = gltfModel.nodes.emplace_back(); gltfSkeletonNode.name = skeleton->root_bone->name; for (int i = 0; i < model.num_affected_bones; i++) { - auto& node = gltfModel.nodes.emplace_back(); + auto &node = gltfModel.nodes.emplace_back(); node.name = model.affected_bone_names[i]; int real_bone_id = 0; @@ -203,7 +211,7 @@ void MDLPart::exportModel(const QString& fileName) { } } - auto& real_bone = skeleton->bones[real_bone_id]; + auto &real_bone = skeleton->bones[real_bone_id]; node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]}; node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]}; node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]}; @@ -218,7 +226,7 @@ void MDLPart::exportModel(const QString& fileName) { } } - auto& real_bone = skeleton->bones[real_bone_id]; + auto &real_bone = skeleton->bones[real_bone_id]; if (real_bone.parent_bone != nullptr) { for (int k = 0; k < model.num_affected_bones; k++) { if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) { @@ -230,7 +238,7 @@ void MDLPart::exportModel(const QString& fileName) { } } - auto& gltfSkin = gltfModel.skins.emplace_back(); + auto &gltfSkin = gltfModel.skins.emplace_back(); gltfSkin.name = gltfSkeletonNode.name; gltfSkin.skeleton = 0; for (int i = 1; i < gltfModel.nodes.size(); i++) { @@ -241,16 +249,16 @@ void MDLPart::exportModel(const QString& fileName) { { gltfSkin.inverseBindMatrices = gltfModel.accessors.size(); - auto& inverseAccessor = gltfModel.accessors.emplace_back(); + auto &inverseAccessor = gltfModel.accessors.emplace_back(); inverseAccessor.bufferView = gltfModel.bufferViews.size(); inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; inverseAccessor.count = model.num_affected_bones; inverseAccessor.type = TINYGLTF_TYPE_MAT4; - auto& inverseBufferView = gltfModel.bufferViews.emplace_back(); + auto &inverseBufferView = gltfModel.bufferViews.emplace_back(); inverseBufferView.buffer = gltfModel.buffers.size(); - auto& inverseBuffer = gltfModel.buffers.emplace_back(); + auto &inverseBuffer = gltfModel.buffers.emplace_back(); for (int i = 0; i < model.num_affected_bones; i++) { int real_bone_id = 0; for (int k = 0; k < skeleton->num_bones; k++) { @@ -259,9 +267,9 @@ void MDLPart::exportModel(const QString& fileName) { } } - auto& real_bone = skeleton->bones[real_bone_id]; + auto &real_bone = skeleton->bones[real_bone_id]; auto inverseMatrix = boneData[real_bone.index].inversePose; - auto inverseMatrixCPtr = reinterpret_cast(glm::value_ptr(inverseMatrix)); + auto inverseMatrixCPtr = reinterpret_cast(glm::value_ptr(inverseMatrix)); inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16); } @@ -270,18 +278,19 @@ void MDLPart::exportModel(const QString& fileName) { } for (int i = 0; i < lod.num_parts; i++) { - auto& gltfNode = gltfModel.nodes.emplace_back();; + auto &gltfNode = gltfModel.nodes.emplace_back(); + ; gltfNode.name = models[0].name.toStdString() + " Part " + std::to_string(i) + ".0"; gltfNode.skin = 0; gltfSkeletonNode.children.push_back(gltfModel.nodes.size()); gltfNode.mesh = gltfModel.meshes.size(); - auto& gltfMesh = gltfModel.meshes.emplace_back(); + auto &gltfMesh = gltfModel.meshes.emplace_back(); gltfMesh.name = gltfNode.name + " Mesh Attribute"; - auto& gltfPrimitive = gltfMesh.primitives.emplace_back(); + auto &gltfPrimitive = gltfMesh.primitives.emplace_back(); gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size(); gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1; gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 2; @@ -291,45 +300,45 @@ void MDLPart::exportModel(const QString& fileName) { // Vertices { - auto& positionAccessor = gltfModel.accessors.emplace_back(); + auto &positionAccessor = gltfModel.accessors.emplace_back(); positionAccessor.bufferView = gltfModel.bufferViews.size(); positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; positionAccessor.count = lod.parts[i].num_vertices; positionAccessor.type = TINYGLTF_TYPE_VEC3; - auto& uvAccessor = gltfModel.accessors.emplace_back(); + auto &uvAccessor = gltfModel.accessors.emplace_back(); uvAccessor.bufferView = gltfModel.bufferViews.size(); uvAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; uvAccessor.count = lod.parts[i].num_vertices; uvAccessor.type = TINYGLTF_TYPE_VEC2; uvAccessor.byteOffset = offsetof(Vertex, uv); - auto& normalAccessor = gltfModel.accessors.emplace_back(); + auto &normalAccessor = gltfModel.accessors.emplace_back(); normalAccessor.bufferView = gltfModel.bufferViews.size(); normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; normalAccessor.count = lod.parts[i].num_vertices; normalAccessor.type = TINYGLTF_TYPE_VEC3; normalAccessor.byteOffset = offsetof(Vertex, normal); - auto& boneWeightAccessor = gltfModel.accessors.emplace_back(); + auto &boneWeightAccessor = gltfModel.accessors.emplace_back(); boneWeightAccessor.bufferView = gltfModel.bufferViews.size(); boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT; boneWeightAccessor.count = lod.parts[i].num_vertices; boneWeightAccessor.type = TINYGLTF_TYPE_VEC4; boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight); - auto& boneIdAccessor = gltfModel.accessors.emplace_back(); + auto &boneIdAccessor = gltfModel.accessors.emplace_back(); boneIdAccessor.bufferView = gltfModel.bufferViews.size(); boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_BYTE; boneIdAccessor.count = lod.parts[i].num_vertices; boneIdAccessor.type = TINYGLTF_TYPE_VEC4; boneIdAccessor.byteOffset = offsetof(Vertex, bone_id); - auto& vertexBufferView = gltfModel.bufferViews.emplace_back(); + auto &vertexBufferView = gltfModel.bufferViews.emplace_back(); vertexBufferView.buffer = gltfModel.buffers.size(); vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER; - auto& vertexBuffer = gltfModel.buffers.emplace_back(); + auto &vertexBuffer = gltfModel.buffers.emplace_back(); vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex)); memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size()); @@ -340,17 +349,17 @@ void MDLPart::exportModel(const QString& fileName) { // Indices { gltfPrimitive.indices = gltfModel.accessors.size(); - auto& indexAccessor = gltfModel.accessors.emplace_back(); + auto &indexAccessor = gltfModel.accessors.emplace_back(); indexAccessor.bufferView = gltfModel.bufferViews.size(); indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT; indexAccessor.count = lod.parts[i].num_indices; indexAccessor.type = TINYGLTF_TYPE_SCALAR; - auto& indexBufferView = gltfModel.bufferViews.emplace_back(); + auto &indexBufferView = gltfModel.bufferViews.emplace_back(); indexBufferView.buffer = gltfModel.buffers.size(); indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER; - auto& indexBuffer = gltfModel.buffers.emplace_back(); + auto &indexBuffer = gltfModel.buffers.emplace_back(); indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t)); memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size()); @@ -367,7 +376,8 @@ void MDLPart::exportModel(const QString& fileName) { loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true); } -void MDLPart::clear() { +void MDLPart::clear() +{ models.clear(); Q_EMIT modelChanged(); @@ -380,10 +390,9 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vectoraddModel(mdl, lod); model.name = name; - std::transform( - materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material& mat) { - return createMaterial(mat); - }); + std::transform(materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material &mat) { + return createMaterial(mat); + }); if (materials.empty()) { model.materials.push_back(createMaterial(physis_Material{})); @@ -394,7 +403,8 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector(newSkeleton); firstTimeSkeletonDataCalculated = false; @@ -402,8 +412,9 @@ void MDLPart::setSkeleton(physis_Skeleton newSkeleton) { Q_EMIT skeletonChanged(); } -void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) { - QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char*)buffer.data, buffer.size)); +void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) +{ + QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char *)buffer.data, buffer.size)); for (auto boneObj : document.object()[QLatin1String("Data")].toArray()) { QJsonArray matrix = boneObj.toObject()[QLatin1String("Matrix")].toArray(); QString boneName = boneObj.toObject()[QLatin1String("Name")].toString(); @@ -416,7 +427,7 @@ void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) { for (int i = 0; i < skeleton->num_bones; i++) { if (std::string_view{skeleton->bones[i].name} == boneName.toStdString()) { - auto& data = boneData[i]; + auto &data = boneData[i]; data.deformRaceMatrix = actualMatrix; } @@ -426,7 +437,8 @@ void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) { } } -void MDLPart::clearSkeleton() { +void MDLPart::clearSkeleton() +{ skeleton.reset(); firstTimeSkeletonDataCalculated = false; @@ -434,7 +446,8 @@ void MDLPart::clearSkeleton() { Q_EMIT skeletonChanged(); } -void MDLPart::reloadRenderer() { +void MDLPart::reloadRenderer() +{ reloadBoneData(); #ifndef USE_STANDALONE_WINDOW @@ -444,7 +457,8 @@ void MDLPart::reloadRenderer() { #endif } -void MDLPart::reloadBoneData() { +void MDLPart::reloadBoneData() +{ if (skeleton) { if (!firstTimeSkeletonDataCalculated) { if (boneData.empty()) { @@ -453,7 +467,7 @@ void MDLPart::reloadBoneData() { calculateBoneInversePose(*skeleton, *skeleton->root_bone, nullptr); - for (auto& bone : boneData) { + for (auto &bone : boneData) { bone.inversePose = glm::inverse(bone.inversePose); } firstTimeSkeletonDataCalculated = true; @@ -462,13 +476,12 @@ void MDLPart::reloadBoneData() { // update data calculateBone(*skeleton, *skeleton->root_bone, nullptr); - for (auto& model : models) { + for (auto &model : models) { // we want to map the actual affected bones to bone ids std::map boneMapping; for (int i = 0; i < model.model.num_affected_bones; i++) { for (int k = 0; k < skeleton->num_bones; k++) { - if (std::string_view{skeleton->bones[k].name} == - std::string_view{model.model.affected_bone_names[i]}) { + if (std::string_view{skeleton->bones[k].name} == std::string_view{model.model.affected_bone_names[i]}) { boneMapping[i] = k; } } @@ -481,7 +494,8 @@ void MDLPart::reloadBoneData() { } } -RenderMaterial MDLPart::createMaterial(const physis_Material& material) { +RenderMaterial MDLPart::createMaterial(const physis_Material &material) +{ RenderMaterial newMaterial; for (int i = 0; i < material.num_textures; i++) { @@ -494,40 +508,41 @@ RenderMaterial MDLPart::createMaterial(const physis_Material& material) { char type = t[t.length() - 5]; switch (type) { - case 'm': { + case 'm': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.multiTexture = new RenderTexture(tex); - } - case 'd': { + } + case 'd': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.diffuseTexture = new RenderTexture(tex); - } break; - case 'n': { + } break; + case 'n': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.normalTexture = new RenderTexture(tex); - } break; - case 's': { + } break; + case 's': { auto texture = physis_texture_parse(cache.lookupFile(QLatin1String(material.textures[i]))); auto tex = renderer->addTexture(texture.width, texture.height, texture.rgba, texture.rgba_size); newMaterial.specularTexture = new RenderTexture(tex); - } break; - default: - qDebug() << "unhandled type" << type; - break; + } break; + default: + qDebug() << "unhandled type" << type; + break; } } return newMaterial; } -void MDLPart::calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone) { +void MDLPart::calculateBoneInversePose(physis_Skeleton &skeleton, physis_Bone &bone, physis_Bone *parent_bone) +{ const glm::mat4 parentMatrix = parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].inversePose; glm::mat4 local = glm::mat4(1.0f); @@ -538,16 +553,15 @@ void MDLPart::calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& b boneData[bone.index].inversePose = parentMatrix * local; for (int i = 0; i < skeleton.num_bones; i++) { - if (skeleton.bones[i].parent_bone != nullptr && - std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) { + if (skeleton.bones[i].parent_bone != nullptr && std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) { calculateBoneInversePose(skeleton, skeleton.bones[i], &bone); } } } -void MDLPart::calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone) { - const glm::mat4 parent_matrix = - parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].localTransform; +void MDLPart::calculateBone(physis_Skeleton &skeleton, physis_Bone &bone, const physis_Bone *parent_bone) +{ + const glm::mat4 parent_matrix = parent_bone == nullptr ? glm::mat4(1.0f) : boneData[parent_bone->index].localTransform; glm::mat4 local = glm::mat4(1.0f); local = glm::translate(local, glm::vec3(bone.position[0], bone.position[1], bone.position[2])); @@ -555,12 +569,10 @@ void MDLPart::calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const local = glm::scale(local, glm::vec3(bone.scale[0], bone.scale[1], bone.scale[2])); boneData[bone.index].localTransform = parent_matrix * local; - boneData[bone.index].finalTransform = - boneData[bone.index].localTransform * boneData[bone.index].deformRaceMatrix * boneData[bone.index].inversePose; + boneData[bone.index].finalTransform = boneData[bone.index].localTransform * boneData[bone.index].deformRaceMatrix * boneData[bone.index].inversePose; for (int i = 0; i < skeleton.num_bones; i++) { - if (skeleton.bones[i].parent_bone != nullptr && - std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) { + if (skeleton.bones[i].parent_bone != nullptr && std::string_view{skeleton.bones[i].parent_bone->name} == std::string_view{bone.name}) { calculateBone(skeleton, skeleton.bones[i], &bone); } } diff --git a/parts/mdl/mdlpart.h b/parts/mdl/mdlpart.h index f0d3ffd..be68597 100644 --- a/parts/mdl/mdlpart.h +++ b/parts/mdl/mdlpart.h @@ -15,22 +15,19 @@ class VulkanWindow; class StandaloneWindow; class FileCache; -class MDLPart : public QWidget { +class MDLPart : public QWidget +{ Q_OBJECT public: - explicit MDLPart(GameData* data, FileCache& cache); + explicit MDLPart(GameData *data, FileCache &cache); - void exportModel(const QString& fileName); + void exportModel(const QString &fileName); int lastX = -1; int lastY = -1; - enum class CameraMode { - None, - Orbit, - Move - }; + enum class CameraMode { None, Orbit, Move }; CameraMode cameraMode = CameraMode::None; float pitch = 0.0f; @@ -75,18 +72,18 @@ public Q_SLOTS: void reloadRenderer(); private: - RenderMaterial createMaterial(const physis_Material& mat); + RenderMaterial createMaterial(const physis_Material &mat); - void calculateBoneInversePose(physis_Skeleton& skeleton, physis_Bone& bone, physis_Bone* parent_bone); - void calculateBone(physis_Skeleton& skeleton, physis_Bone& bone, const physis_Bone* parent_bone); + void calculateBoneInversePose(physis_Skeleton &skeleton, physis_Bone &bone, physis_Bone *parent_bone); + void calculateBone(physis_Skeleton &skeleton, physis_Bone &bone, const physis_Bone *parent_bone); - GameData* data = nullptr; - FileCache& cache; + GameData *data = nullptr; + FileCache &cache; std::vector models; - Renderer* renderer; - VulkanWindow* vkWindow; - StandaloneWindow* standaloneWindow; + Renderer *renderer; + VulkanWindow *vkWindow; + StandaloneWindow *standaloneWindow; bool firstTimeSkeletonDataCalculated = false; }; \ No newline at end of file