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Kai Westerkamp
GraPa
Commits
10e12c16
Commit
10e12c16
authored
Jan 26, 2016
by
Kai Westerkamp
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Plain Diff
start of Animation/mainwidget.cpp
parent
bcc29328
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4 changed files
with
85 additions
and
18 deletions
+85
-18
mainwidget.cpp
A5/Animation/mainwidget.cpp
+4
-2
mainwidget.h
A5/Animation/mainwidget.h
+1
-0
mesh.cpp
A5/Animation/mesh.cpp
+74
-15
mesh.h
A5/Animation/mesh.h
+6
-1
No files found.
A5/Animation/mainwidget.cpp
View file @
10e12c16
...
@@ -2,7 +2,7 @@
...
@@ -2,7 +2,7 @@
MainWidget
::
MainWidget
()
MainWidget
::
MainWidget
()
{
{
startTime
=
QTime
::
currentTime
();
}
}
QSize
MainWidget
::
minimumSizeHint
()
const
QSize
MainWidget
::
minimumSizeHint
()
const
...
@@ -104,7 +104,9 @@ void MainWidget::paintGL(){
...
@@ -104,7 +104,9 @@ void MainWidget::paintGL(){
animationShader
->
setUniformValue
(
"colorTexture"
,
0
);
animationShader
->
setUniformValue
(
"colorTexture"
,
0
);
animationShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
animationShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
mesh
->
render
(
animationShader
,
m_view
*
rot
,
m_projection
);
time
=
startTime
.
msecsTo
(
QTime
::
currentTime
())
/
1000.0
;
mesh
->
render
(
animationShader
,
m_view
*
rot
,
m_projection
,(
float
)
time
);
animationShader
->
release
();
animationShader
->
release
();
update
();
update
();
...
...
A5/Animation/mainwidget.h
View file @
10e12c16
...
@@ -35,6 +35,7 @@ private:
...
@@ -35,6 +35,7 @@ private:
QOpenGLShaderProgram
*
animationShader
;
QOpenGLShaderProgram
*
animationShader
;
QMatrix4x4
m_projection
;
QMatrix4x4
m_projection
;
QMatrix4x4
m_view
;
QMatrix4x4
m_view
;
QTime
startTime
;
float
camDistance
;
float
camDistance
;
...
...
A5/Animation/mesh.cpp
View file @
10e12c16
...
@@ -284,8 +284,14 @@ void Mesh::updateBoneTransform(float TimeInSeconds){
...
@@ -284,8 +284,14 @@ void Mesh::updateBoneTransform(float TimeInSeconds){
if
(
!
scene
)
if
(
!
scene
)
return
;
return
;
const
aiAnimation
*
animation
=
scene
->
mAnimations
[
0
];
const
aiAnimation
*
animation
=
scene
->
mAnimations
[
0
];
float
TicksPerSecond
=
(
float
)(
animation
->
mTicksPerSecond
!=
0
?
animation
->
mTicksPerSecond
:
25.0
f
);
float
TimeInTicks
=
TimeInSeconds
*
TicksPerSecond
;
float
AnimationTime
=
fmod
(
TimeInTicks
,
(
float
)
animation
->
mDuration
);
//TODO calc time and get Anaimation;
//TODO calc time and get Anaimation;
updateBoneHeirachy
(
0.0
,
animation
,
this
->
rootNode
,
QMatrix4x4
());
updateBoneHeirachy
(
AnimationTime
,
animation
,
this
->
rootNode
,
QMatrix4x4
());
...
@@ -345,28 +351,81 @@ const aiNodeAnim* Mesh::findAnimOfNode(const aiAnimation* animation, QString Nod
...
@@ -345,28 +351,81 @@ const aiNodeAnim* Mesh::findAnimOfNode(const aiAnimation* animation, QString Nod
QVector3D
Mesh
::
calcInterpolatedScaling
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
QVector3D
Mesh
::
calcInterpolatedScaling
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
int
index
=
nodeAnimation
->
mNumScalingKeys
/
2
;
if
(
nodeAnimation
->
mNumScalingKeys
==
1
){
//index = 0;
return
convert
(
nodeAnimation
->
mScalingKeys
[
0
].
mValue
);
aiVector3D
scale
=
nodeAnimation
->
mScalingKeys
[
index
].
mValue
;
}
return
QVector3D
(
scale
.
x
,
scale
.
y
,
scale
.
z
);
//Index find
int
index
=
0
;
for
(
uint
i
=
0
;
i
<
nodeAnimation
->
mNumScalingKeys
-
1
;
i
++
)
{
if
(
AnimTime
<
(
float
)
nodeAnimation
->
mScalingKeys
[
i
+
1
].
mTime
)
{
index
=
i
;
break
;
}
}
float
DeltaTime
=
(
float
)(
nodeAnimation
->
mScalingKeys
[
index
+
1
].
mTime
-
nodeAnimation
->
mScalingKeys
[
index
].
mTime
);
float
Factor
=
(
AnimTime
-
(
float
)
nodeAnimation
->
mScalingKeys
[
index
].
mTime
)
/
DeltaTime
;
QVector3D
start
=
convert
(
nodeAnimation
->
mScalingKeys
[
index
].
mValue
);
QVector3D
end
=
convert
(
nodeAnimation
->
mScalingKeys
[
index
+
1
].
mValue
);
return
linInterpolate
(
start
,
end
,
Factor
);
}
}
QQuaternion
Mesh
::
calcInterpolatedRotation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
QQuaternion
Mesh
::
calcInterpolatedRotation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
int
index
=
nodeAnimation
->
mNumRotationKeys
/
2
;
if
(
nodeAnimation
->
mNumRotationKeys
==
1
){
// index = 0;
return
convert
(
nodeAnimation
->
mRotationKeys
[
0
].
mValue
);
aiQuaternion
quat
=
nodeAnimation
->
mRotationKeys
[
index
].
mValue
;
}
return
QQuaternion
(
quat
.
w
,
quat
.
x
,
quat
.
y
,
quat
.
z
);
//Index find
int
index
=
0
;
for
(
uint
i
=
0
;
i
<
nodeAnimation
->
mNumRotationKeys
-
1
;
i
++
)
{
if
(
AnimTime
<
(
float
)
nodeAnimation
->
mRotationKeys
[
i
+
1
].
mTime
)
{
index
=
i
;
break
;
}
}
float
DeltaTime
=
(
float
)(
nodeAnimation
->
mRotationKeys
[
index
+
1
].
mTime
-
nodeAnimation
->
mRotationKeys
[
index
].
mTime
);
float
Factor
=
(
AnimTime
-
(
float
)
nodeAnimation
->
mRotationKeys
[
index
].
mTime
)
/
DeltaTime
;
// qDebug()<<AnimTime<<DeltaTime<<Factor;
const
aiQuaternion
start
=
nodeAnimation
->
mRotationKeys
[
index
].
mValue
;
const
aiQuaternion
end
=
nodeAnimation
->
mRotationKeys
[
index
+
1
].
mValue
;
aiQuaternion
RotationQ
;
aiQuaternion
::
Interpolate
(
RotationQ
,
start
,
end
,
Factor
);
return
convert
(
RotationQ
);
//return convert(start);
}
}
QVector3D
Mesh
::
calcInterpolatedTranslation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
QVector3D
Mesh
::
calcInterpolatedTranslation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
int
index
=
nodeAnimation
->
mNumScalingKeys
/
2
;
if
(
nodeAnimation
->
mNumPositionKeys
==
1
){
// index = 0;
convert
(
nodeAnimation
->
mPositionKeys
[
0
].
mValue
);
aiVector3D
pos
=
nodeAnimation
->
mPositionKeys
[
index
].
mValue
;
}
return
QVector3D
(
pos
.
x
,
pos
.
y
,
pos
.
z
);
//Index find
int
index
=
0
;
for
(
uint
i
=
0
;
i
<
nodeAnimation
->
mNumPositionKeys
-
1
;
i
++
)
{
if
(
AnimTime
<
(
float
)
nodeAnimation
->
mPositionKeys
[
i
+
1
].
mTime
)
{
index
=
i
;
break
;
}
}
float
DeltaTime
=
(
float
)(
nodeAnimation
->
mPositionKeys
[
index
+
1
].
mTime
-
nodeAnimation
->
mPositionKeys
[
index
].
mTime
);
float
Factor
=
(
AnimTime
-
(
float
)
nodeAnimation
->
mPositionKeys
[
index
].
mTime
)
/
DeltaTime
;
QVector3D
start
=
convert
(
nodeAnimation
->
mPositionKeys
[
index
].
mValue
);
QVector3D
end
=
convert
(
nodeAnimation
->
mPositionKeys
[
index
+
1
].
mValue
);
return
linInterpolate
(
start
,
end
,
Factor
);
}
}
void
Mesh
::
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
){
void
Mesh
::
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
,
float
TimeInSeconds
){
if
(
!
loaded
)
if
(
!
loaded
)
return
;
return
;
if
(
f
==
NULL
){
if
(
f
==
NULL
){
...
@@ -381,7 +440,7 @@ void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P){
...
@@ -381,7 +440,7 @@ void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P){
f
->
glEnableVertexAttribArray
(
boneweightIndex
);
f
->
glEnableVertexAttribArray
(
boneweightIndex
);
updateBoneTransform
(
0.0
);
updateBoneTransform
(
TimeInSeconds
);
QVector
<
QMatrix4x4
>
boneTransforms
=
QVector
<
QMatrix4x4
>
(
bones
.
size
());
QVector
<
QMatrix4x4
>
boneTransforms
=
QVector
<
QMatrix4x4
>
(
bones
.
size
());
for
(
int
i
=
0
;
i
<
bones
.
size
();
i
++
){
for
(
int
i
=
0
;
i
<
bones
.
size
();
i
++
){
boneTransforms
[
i
]
=
bones
[
i
].
FinalTransformation
;
boneTransforms
[
i
]
=
bones
[
i
].
FinalTransformation
;
...
...
A5/Animation/mesh.h
View file @
10e12c16
...
@@ -47,7 +47,7 @@ public:
...
@@ -47,7 +47,7 @@ public:
void
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
);
void
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
,
float
TimeInSeconds
);
private
:
private
:
...
@@ -138,6 +138,11 @@ private:
...
@@ -138,6 +138,11 @@ private:
void
renderNode
(
QOpenGLShaderProgram
*
shader
,
Node
&
node
,
QMatrix4x4
V
,
QMatrix4x4
P
,
QMatrix4x4
M
);
void
renderNode
(
QOpenGLShaderProgram
*
shader
,
Node
&
node
,
QMatrix4x4
V
,
QMatrix4x4
P
,
QMatrix4x4
M
);
void
renderMesh
(
QOpenGLShaderProgram
*
shader
,
int
index
);
void
renderMesh
(
QOpenGLShaderProgram
*
shader
,
int
index
);
QVector3D
convert
(
aiVector3D
in
){
return
QVector3D
(
in
.
x
,
in
.
y
,
in
.
z
);}
QQuaternion
convert
(
aiQuaternion
quat
){
return
QQuaternion
(
quat
.
w
,
quat
.
x
,
quat
.
y
,
quat
.
z
);}
QVector3D
linInterpolate
(
QVector3D
start
,
QVector3D
end
,
float
Factor
){
return
(
1
.
0
-
Factor
)
*
start
+
Factor
*
end
;}
};
};
#endif // MESH_H
#endif // MESH_H
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