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mdlpart: Reformat code, misc cleanup
This commit is contained in:
parent
9481c3e120
commit
1a97441647
2 changed files with 158 additions and 149 deletions
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@ -21,15 +21,20 @@
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#include "tiny_gltf.h"
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#ifndef USE_STANDALONE_WINDOW
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class VulkanWindow : public QWindow {
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class VulkanWindow : public QWindow
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{
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public:
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VulkanWindow(MDLPart* part, Renderer* renderer, QVulkanInstance* instance)
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: part(part), m_renderer(renderer), m_instance(instance) {
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VulkanWindow(MDLPart *part, Renderer *renderer, QVulkanInstance *instance)
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: part(part)
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, m_renderer(renderer)
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, m_instance(instance)
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{
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setSurfaceType(VulkanSurface);
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setVulkanInstance(instance);
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}
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void exposeEvent(QExposeEvent*) {
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void exposeEvent(QExposeEvent *)
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{
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if (isExposed()) {
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if (!m_initialized) {
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m_initialized = true;
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@ -43,18 +48,19 @@ public:
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}
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}
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bool event(QEvent* e) {
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bool event(QEvent *e)
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{
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switch (e->type()) {
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case QEvent::UpdateRequest:
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render();
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break;
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case QEvent::Resize: {
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QResizeEvent* resizeEvent = (QResizeEvent*)e;
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QResizeEvent *resizeEvent = (QResizeEvent *)e;
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auto surface = m_instance->surfaceForWindow(this);
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m_renderer->resize(surface, resizeEvent->size().width(), resizeEvent->size().height());
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} break;
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case QEvent::MouseButtonPress: {
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auto mouseEvent = dynamic_cast<QMouseEvent*>(e);
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auto mouseEvent = dynamic_cast<QMouseEvent *>(e);
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if (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton) {
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part->lastX = mouseEvent->position().x();
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@ -72,7 +78,7 @@ public:
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setCursor({});
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} break;
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case QEvent::MouseMove: {
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auto mouseEvent = dynamic_cast<QMouseEvent*>(e);
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auto mouseEvent = dynamic_cast<QMouseEvent *>(e);
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if (part->cameraMode != MDLPart::CameraMode::None) {
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const int deltaX = mouseEvent->position().x() - part->lastX;
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const int deltaY = mouseEvent->position().y() - part->lastY;
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@ -96,7 +102,7 @@ public:
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}
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} break;
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case QEvent::Wheel: {
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auto scrollEvent = dynamic_cast<QWheelEvent*>(e);
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auto scrollEvent = dynamic_cast<QWheelEvent *>(e);
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part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120?
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part->cameraDistance = std::clamp(part->cameraDistance, 1.0f, 4.0f);
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@ -106,7 +112,8 @@ public:
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return QWindow::event(e);
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}
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void render() {
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void render()
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{
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ImGui::SetCurrentContext(m_renderer->ctx);
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auto &io = ImGui::GetIO();
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@ -119,10 +126,7 @@ public:
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ImGui::Render();
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glm::vec3 position(
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part->cameraDistance * sin(part->yaw),
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part->cameraDistance * part->pitch,
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part->cameraDistance * cos(part->yaw));
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glm::vec3 position(part->cameraDistance * sin(part->yaw), part->cameraDistance * part->pitch, part->cameraDistance * cos(part->yaw));
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m_renderer->view = glm::lookAt(part->position + position, part->position, glm::vec3(0, -1, 0));
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@ -135,17 +139,20 @@ public:
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private:
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bool m_initialized = false;
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Renderer* m_renderer;
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QVulkanInstance* m_instance;
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MDLPart* part;
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Renderer *m_renderer;
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QVulkanInstance *m_instance;
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MDLPart *part;
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};
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#else
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#include "equipment.h"
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#include "standalonewindow.h"
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#include "equipment.h"
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#include "standalonewindow.h"
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#endif
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MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) {
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MDLPart::MDLPart(GameData *data, FileCache &cache)
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: data(data)
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, cache(cache)
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{
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auto viewportLayout = new QVBoxLayout();
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viewportLayout->setContentsMargins(0, 0, 0, 0);
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setLayout(viewportLayout);
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@ -168,7 +175,7 @@ MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) {
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standaloneWindow = new StandaloneWindow(renderer);
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renderer->initSwapchain(standaloneWindow->getSurface(renderer->instance), 640, 480);
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QTimer* timer = new QTimer();
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QTimer *timer = new QTimer();
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connect(timer, &QTimer::timeout, this, [this] {
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standaloneWindow->render();
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});
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@ -179,21 +186,22 @@ MDLPart::MDLPart(GameData* data, FileCache& cache) : data(data), cache(cache) {
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connect(this, &MDLPart::skeletonChanged, this, &MDLPart::reloadBoneData);
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}
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void MDLPart::exportModel(const QString& fileName) {
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void MDLPart::exportModel(const QString &fileName)
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{
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const int selectedModel = 0;
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const int selectedLod = 0;
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const physis_MDL& model = models[selectedModel].model;
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const physis_LOD& lod = model.lods[selectedLod];
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const physis_MDL &model = models[selectedModel].model;
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const physis_LOD &lod = model.lods[selectedLod];
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tinygltf::Model gltfModel;
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gltfModel.asset.generator = "Novus";
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auto& gltfSkeletonNode = gltfModel.nodes.emplace_back();
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auto &gltfSkeletonNode = gltfModel.nodes.emplace_back();
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gltfSkeletonNode.name = skeleton->root_bone->name;
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for (int i = 0; i < model.num_affected_bones; i++) {
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auto& node = gltfModel.nodes.emplace_back();
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auto &node = gltfModel.nodes.emplace_back();
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node.name = model.affected_bone_names[i];
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int real_bone_id = 0;
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@ -203,7 +211,7 @@ void MDLPart::exportModel(const QString& fileName) {
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}
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}
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auto& real_bone = skeleton->bones[real_bone_id];
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auto &real_bone = skeleton->bones[real_bone_id];
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node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]};
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node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]};
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node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]};
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@ -218,7 +226,7 @@ void MDLPart::exportModel(const QString& fileName) {
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}
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}
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auto& real_bone = skeleton->bones[real_bone_id];
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auto &real_bone = skeleton->bones[real_bone_id];
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if (real_bone.parent_bone != nullptr) {
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for (int k = 0; k < model.num_affected_bones; k++) {
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if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) {
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@ -230,7 +238,7 @@ void MDLPart::exportModel(const QString& fileName) {
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}
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}
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auto& gltfSkin = gltfModel.skins.emplace_back();
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auto &gltfSkin = gltfModel.skins.emplace_back();
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gltfSkin.name = gltfSkeletonNode.name;
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gltfSkin.skeleton = 0;
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for (int i = 1; i < gltfModel.nodes.size(); i++) {
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@ -241,16 +249,16 @@ void MDLPart::exportModel(const QString& fileName) {
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{
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gltfSkin.inverseBindMatrices = gltfModel.accessors.size();
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auto& inverseAccessor = gltfModel.accessors.emplace_back();
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auto &inverseAccessor = gltfModel.accessors.emplace_back();
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inverseAccessor.bufferView = gltfModel.bufferViews.size();
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inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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inverseAccessor.count = model.num_affected_bones;
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inverseAccessor.type = TINYGLTF_TYPE_MAT4;
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auto& inverseBufferView = gltfModel.bufferViews.emplace_back();
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auto &inverseBufferView = gltfModel.bufferViews.emplace_back();
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inverseBufferView.buffer = gltfModel.buffers.size();
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auto& inverseBuffer = gltfModel.buffers.emplace_back();
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auto &inverseBuffer = gltfModel.buffers.emplace_back();
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for (int i = 0; i < model.num_affected_bones; i++) {
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int real_bone_id = 0;
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for (int k = 0; k < skeleton->num_bones; k++) {
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}
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}
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auto& real_bone = skeleton->bones[real_bone_id];
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auto &real_bone = skeleton->bones[real_bone_id];
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auto inverseMatrix = boneData[real_bone.index].inversePose;
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auto inverseMatrixCPtr = reinterpret_cast<uint8_t*>(glm::value_ptr(inverseMatrix));
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auto inverseMatrixCPtr = reinterpret_cast<uint8_t *>(glm::value_ptr(inverseMatrix));
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inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16);
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}
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@ -270,18 +278,19 @@ void MDLPart::exportModel(const QString& fileName) {
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}
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for (int i = 0; i < lod.num_parts; i++) {
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auto& gltfNode = gltfModel.nodes.emplace_back();;
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auto &gltfNode = gltfModel.nodes.emplace_back();
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;
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gltfNode.name = models[0].name.toStdString() + " Part " + std::to_string(i) + ".0";
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gltfNode.skin = 0;
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gltfSkeletonNode.children.push_back(gltfModel.nodes.size());
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gltfNode.mesh = gltfModel.meshes.size();
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auto& gltfMesh = gltfModel.meshes.emplace_back();
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auto &gltfMesh = gltfModel.meshes.emplace_back();
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gltfMesh.name = gltfNode.name + " Mesh Attribute";
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auto& gltfPrimitive = gltfMesh.primitives.emplace_back();
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auto &gltfPrimitive = gltfMesh.primitives.emplace_back();
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gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size();
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gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1;
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gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 2;
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@ -291,45 +300,45 @@ void MDLPart::exportModel(const QString& fileName) {
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// Vertices
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{
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auto& positionAccessor = gltfModel.accessors.emplace_back();
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auto &positionAccessor = gltfModel.accessors.emplace_back();
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positionAccessor.bufferView = gltfModel.bufferViews.size();
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positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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positionAccessor.count = lod.parts[i].num_vertices;
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positionAccessor.type = TINYGLTF_TYPE_VEC3;
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auto& uvAccessor = gltfModel.accessors.emplace_back();
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auto &uvAccessor = gltfModel.accessors.emplace_back();
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uvAccessor.bufferView = gltfModel.bufferViews.size();
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uvAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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uvAccessor.count = lod.parts[i].num_vertices;
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uvAccessor.type = TINYGLTF_TYPE_VEC2;
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uvAccessor.byteOffset = offsetof(Vertex, uv);
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auto& normalAccessor = gltfModel.accessors.emplace_back();
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auto &normalAccessor = gltfModel.accessors.emplace_back();
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normalAccessor.bufferView = gltfModel.bufferViews.size();
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normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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normalAccessor.count = lod.parts[i].num_vertices;
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normalAccessor.type = TINYGLTF_TYPE_VEC3;
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normalAccessor.byteOffset = offsetof(Vertex, normal);
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auto& boneWeightAccessor = gltfModel.accessors.emplace_back();
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auto &boneWeightAccessor = gltfModel.accessors.emplace_back();
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boneWeightAccessor.bufferView = gltfModel.bufferViews.size();
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boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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boneWeightAccessor.count = lod.parts[i].num_vertices;
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boneWeightAccessor.type = TINYGLTF_TYPE_VEC4;
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boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight);
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auto& boneIdAccessor = gltfModel.accessors.emplace_back();
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auto &boneIdAccessor = gltfModel.accessors.emplace_back();
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boneIdAccessor.bufferView = gltfModel.bufferViews.size();
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boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_BYTE;
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boneIdAccessor.count = lod.parts[i].num_vertices;
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boneIdAccessor.type = TINYGLTF_TYPE_VEC4;
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boneIdAccessor.byteOffset = offsetof(Vertex, bone_id);
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auto& vertexBufferView = gltfModel.bufferViews.emplace_back();
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auto &vertexBufferView = gltfModel.bufferViews.emplace_back();
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vertexBufferView.buffer = gltfModel.buffers.size();
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vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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auto& vertexBuffer = gltfModel.buffers.emplace_back();
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auto &vertexBuffer = gltfModel.buffers.emplace_back();
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vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex));
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memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size());
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@ -340,17 +349,17 @@ void MDLPart::exportModel(const QString& fileName) {
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// Indices
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{
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gltfPrimitive.indices = gltfModel.accessors.size();
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auto& indexAccessor = gltfModel.accessors.emplace_back();
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auto &indexAccessor = gltfModel.accessors.emplace_back();
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indexAccessor.bufferView = gltfModel.bufferViews.size();
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indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
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indexAccessor.count = lod.parts[i].num_indices;
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indexAccessor.type = TINYGLTF_TYPE_SCALAR;
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auto& indexBufferView = gltfModel.bufferViews.emplace_back();
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auto &indexBufferView = gltfModel.bufferViews.emplace_back();
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indexBufferView.buffer = gltfModel.buffers.size();
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indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
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auto& indexBuffer = gltfModel.buffers.emplace_back();
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auto &indexBuffer = gltfModel.buffers.emplace_back();
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indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t));
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memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size());
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@ -367,7 +376,8 @@ void MDLPart::exportModel(const QString& fileName) {
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loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true);
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}
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void MDLPart::clear() {
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void MDLPart::clear()
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{
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models.clear();
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Q_EMIT modelChanged();
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@ -380,8 +390,7 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector<physis_M
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auto model = renderer->addModel(mdl, lod);
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model.name = name;
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std::transform(
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materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material& mat) {
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std::transform(materials.begin(), materials.end(), std::back_inserter(model.materials), [this](const physis_Material &mat) {
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return createMaterial(mat);
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});
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@ -394,7 +403,8 @@ void MDLPart::addModel(physis_MDL mdl, const QString &name, std::vector<physis_M
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Q_EMIT modelChanged();
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}
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void MDLPart::setSkeleton(physis_Skeleton newSkeleton) {
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void MDLPart::setSkeleton(physis_Skeleton newSkeleton)
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{
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skeleton = std::make_unique<physis_Skeleton>(newSkeleton);
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firstTimeSkeletonDataCalculated = false;
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@ -402,8 +412,9 @@ void MDLPart::setSkeleton(physis_Skeleton newSkeleton) {
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Q_EMIT skeletonChanged();
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}
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void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) {
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QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char*)buffer.data, buffer.size));
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void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer)
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{
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QJsonDocument document = QJsonDocument::fromJson(QByteArray((const char *)buffer.data, buffer.size));
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for (auto boneObj : document.object()[QLatin1String("Data")].toArray()) {
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QJsonArray matrix = boneObj.toObject()[QLatin1String("Matrix")].toArray();
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QString boneName = boneObj.toObject()[QLatin1String("Name")].toString();
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@ -416,7 +427,7 @@ void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) {
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for (int i = 0; i < skeleton->num_bones; i++) {
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if (std::string_view{skeleton->bones[i].name} == boneName.toStdString()) {
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auto& data = boneData[i];
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auto &data = boneData[i];
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data.deformRaceMatrix = actualMatrix;
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}
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@ -426,7 +437,8 @@ void MDLPart::loadRaceDeformMatrices(physis_Buffer buffer) {
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}
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}
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void MDLPart::clearSkeleton() {
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void MDLPart::clearSkeleton()
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{
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skeleton.reset();
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firstTimeSkeletonDataCalculated = false;
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@ -434,7 +446,8 @@ void MDLPart::clearSkeleton() {
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Q_EMIT skeletonChanged();
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}
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void MDLPart::reloadRenderer() {
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void MDLPart::reloadRenderer()
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{
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reloadBoneData();
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#ifndef USE_STANDALONE_WINDOW
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@ -444,7 +457,8 @@ void MDLPart::reloadRenderer() {
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#endif
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}
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void MDLPart::reloadBoneData() {
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void MDLPart::reloadBoneData()
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{
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if (skeleton) {
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if (!firstTimeSkeletonDataCalculated) {
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if (boneData.empty()) {
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@ -453,7 +467,7 @@ void MDLPart::reloadBoneData() {
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calculateBoneInversePose(*skeleton, *skeleton->root_bone, nullptr);
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for (auto& bone : boneData) {
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for (auto &bone : boneData) {
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bone.inversePose = glm::inverse(bone.inversePose);
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}
|
||||
firstTimeSkeletonDataCalculated = true;
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||||
|
@ -462,13 +476,12 @@ void MDLPart::reloadBoneData() {
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// update data
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calculateBone(*skeleton, *skeleton->root_bone, nullptr);
|
||||
|
||||
for (auto& model : models) {
|
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for (auto &model : models) {
|
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// we want to map the actual affected bones to bone ids
|
||||
std::map<int, int> boneMapping;
|
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for (int i = 0; i < model.model.num_affected_bones; i++) {
|
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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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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<RenderModel> models;
|
||||
|
||||
Renderer* renderer;
|
||||
VulkanWindow* vkWindow;
|
||||
StandaloneWindow* standaloneWindow;
|
||||
Renderer *renderer;
|
||||
VulkanWindow *vkWindow;
|
||||
StandaloneWindow *standaloneWindow;
|
||||
bool firstTimeSkeletonDataCalculated = false;
|
||||
};
|
Loading…
Add table
Reference in a new issue