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mdlpart: Reformat code, misc cleanup

This commit is contained in:
Joshua Goins 2023-10-12 23:45:34 -04:00
parent 9481c3e120
commit 1a97441647
2 changed files with 158 additions and 149 deletions

View file

@ -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) {
: 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;
@ -43,7 +48,8 @@ public:
}
}
bool event(QEvent* e) {
bool event(QEvent *e)
{
switch (e->type()) {
case QEvent::UpdateRequest:
render();
@ -106,7 +112,8 @@ public:
return QWindow::event(e);
}
void render() {
void render()
{
ImGui::SetCurrentContext(m_renderer->ctx);
auto &io = ImGui::GetIO();
@ -119,10 +126,7 @@ public:
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));
@ -145,7 +149,10 @@ private:
#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);
@ -179,7 +186,8 @@ 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;
@ -270,7 +278,8 @@ 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;
@ -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();
@ -380,8 +390,7 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector<physis_M
auto model = renderer->addModel(mdl, lod);
model.name = name;
std::transform(
materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material& mat) {
std::transform(materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material &mat) {
return createMaterial(mat);
});
@ -394,7 +403,8 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector<physis_M
Q_EMIT modelChanged();
}
void MDLPart::setSkeleton(physis_Skeleton newSkeleton) {
void MDLPart::setSkeleton(physis_Skeleton newSkeleton)
{
skeleton = std::make_unique<physis_Skeleton>(newSkeleton);
firstTimeSkeletonDataCalculated = false;
@ -402,7 +412,8 @@ void MDLPart::setSkeleton(physis_Skeleton newSkeleton) {
Q_EMIT skeletonChanged();
}
void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) {
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();
@ -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()) {
@ -467,8 +481,7 @@ void MDLPart::reloadBoneData() {
std::map<int, int> 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++) {
@ -527,7 +541,8 @@ RenderMaterial MDLPart::createMaterial(const physis_Material& material) {
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);
}
}

View file

@ -15,7 +15,8 @@ class VulkanWindow;
class StandaloneWindow;
class FileCache;
class MDLPart : public QWidget {
class MDLPart : public QWidget
{
Q_OBJECT
public:
@ -26,11 +27,7 @@ public:
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;