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Kai Westerkamp
GraPa
Commits
bcc29328
Commit
bcc29328
authored
Jan 26, 2016
by
Kai Westerkamp
Browse files
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Plain Diff
BONES
parent
20755150
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4 changed files
with
215 additions
and
38 deletions
+215
-38
animate.frag
A5/Animation/animate.frag
+3
-0
animate.vert
A5/Animation/animate.vert
+21
-4
mesh.cpp
A5/Animation/mesh.cpp
+158
-27
mesh.h
A5/Animation/mesh.h
+33
-7
No files found.
A5/Animation/animate.frag
View file @
bcc29328
...
@@ -5,6 +5,8 @@ layout(location = 0) out vec3 color;
...
@@ -5,6 +5,8 @@ layout(location = 0) out vec3 color;
in
vec3
vCamPosition
;
in
vec3
vCamPosition
;
in
vec3
vCamNormal
;
in
vec3
vCamNormal
;
in
vec2
vUV
;
in
vec2
vUV
;
in
vec4
debugout
;
uniform
sampler2D
colorTexture
;
uniform
sampler2D
colorTexture
;
uniform
vec3
LightPos
;
uniform
vec3
LightPos
;
...
@@ -40,6 +42,7 @@ vec3 phong(vec3 lightPos){
...
@@ -40,6 +42,7 @@ vec3 phong(vec3 lightPos){
void
main
(
void
)
void
main
(
void
)
{
{
color
=
phong
(
LightPos
);
color
=
phong
(
LightPos
);
//color = debugout.xyz;
//color = texture2D(colorTexture,vUV).xyz;
//color = texture2D(colorTexture,vUV).xyz;
}
}
A5/Animation/animate.vert
View file @
bcc29328
...
@@ -2,27 +2,44 @@
...
@@ -2,27 +2,44 @@
layout
(
location
=
0
)
in
vec3
Position
;
layout
(
location
=
0
)
in
vec3
Position
;
layout
(
location
=
1
)
in
vec3
Normal
;
layout
(
location
=
1
)
in
vec3
Normal
;
layout
(
location
=
2
)
in
vec2
UV
;
layout
(
location
=
2
)
in
vec2
UV
;
layout
(
location
=
2
)
in
ivec4
BoneIDs
;
layout
(
location
=
3
)
in
ivec4
BoneIDs
;
layout
(
location
=
2
)
in
vec4
Weights
;
layout
(
location
=
4
)
in
vec4
Weights
;
out
vec3
vCamPosition
;
out
vec3
vCamPosition
;
out
vec3
vCamNormal
;
out
vec3
vCamNormal
;
out
vec2
vUV
;
out
vec2
vUV
;
out
vec4
debugout
;
uniform
mat4x4
MV
;
uniform
mat4x4
MV
;
uniform
mat4x4
MVP
;
uniform
mat4x4
MVP
;
uniform
mat3x3
N
;
uniform
mat3x3
N
;
uniform
mat4x4
Bones
[
100
];
void
main
(
void
)
void
main
(
void
)
{
{
vCamPosition
=
vec4
(
MV
*
vec4
(
Position
,
1
.
0
)).
xyz
;
debugout
=
vec4
(
BoneIDs
)
/
60
;
debugout
=
Weights
;
//debugout = vec4(1);
mat4x4
BoneTransform
=
Bones
[
BoneIDs
[
0
]]
*
Weights
[
0
];
BoneTransform
+=
Bones
[
BoneIDs
[
1
]]
*
Weights
[
1
];
BoneTransform
+=
Bones
[
BoneIDs
[
2
]]
*
Weights
[
2
];
BoneTransform
+=
Bones
[
BoneIDs
[
3
]]
*
Weights
[
3
];
vec4
Pos
=
BoneTransform
*
vec4
(
Position
,
1
.
0
);
//Pos = vec4(Position,1.0);
vCamPosition
=
vec4
(
MV
*
Pos
).
xyz
;
vCamNormal
=
N
*
Normal
;
vCamNormal
=
N
*
Normal
;
vUV
=
UV
;
vUV
=
UV
;
gl_Position
=
MVP
*
vec4
(
Position
,
1
.
0
)
;
gl_Position
=
MVP
*
Pos
;
}
}
...
...
A5/Animation/mesh.cpp
View file @
bcc29328
#include "mesh.h"
#include "mesh.h"
void
Vertex
::
AddBoneData
(
uint
BoneID
,
float
Weight
){
void
Vertex
::
AddBoneData
(
uint
BoneID
,
float
Weight
){
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
if
(
weights
[
i
]
==
0.0
)
{
if
(
weights
[
i
]
==
0.0
)
{
IDs
[
i
]
=
BoneID
;
IDs
[
i
]
=
BoneID
;
weights
[
i
]
=
Weight
;
weights
[
i
]
=
Weight
;
//qDebug()<<"Add"<<i<<BoneID<<Weight<<pos;
return
;
return
;
}
}
}
}
qCritical
()
<<
"More tahn 4 Bones at Vertex"
;
qCritical
()
<<
"More tahn 4 Bones at Vertex"
<<
pos
<<
BoneID
<<
Weight
<<
"added:"
<<
IDs
[
0
]
<<
weights
[
0
]
<<
IDs
[
1
]
<<
weights
[
1
]
<<
IDs
[
2
]
<<
weights
[
2
]
<<
IDs
[
3
]
<<
weights
[
3
];
}
}
Mesh
::
MeshEntry
::
MeshEntry
()
Mesh
::
MeshEntry
::
MeshEntry
()
...
@@ -64,15 +67,17 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -64,15 +67,17 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
{
{
loaded
=
false
;
loaded
=
false
;
this
->
f
=
f
;
this
->
f
=
f
;
Assimp
::
Importer
importer
;
numberOfBones
=
0
;
this
->
scene
=
importer
.
ReadFile
(
fileName
.
toStdString
(),
scene
=
NULL
;
//aiProcess_CalcTangentSpace |
scene
=
importer
.
ReadFile
(
fileName
.
toStdString
(),
aiProcess_GenSmoothNormals
|
//aiProcess_CalcTangentSpace |
//aiProcess_JoinIdenticalVertices |
aiProcess_GenSmoothNormals
|
//aiProcess_SortByPType |
//aiProcess_JoinIdenticalVertices |
// ? aiProcess_FlipUVs |
//aiProcess_SortByPType |
aiProcess_Triangulate
// ? aiProcess_FlipUVs |
);
aiProcess_Triangulate
);
qDebug
()
<<
"File Read"
;
qDebug
()
<<
"File Read"
;
if
(
!
scene
)
if
(
!
scene
)
{
{
...
@@ -101,6 +106,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -101,6 +106,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
for
(
int
i
=
0
;
i
<
entries
.
size
()
;
i
++
)
{
for
(
int
i
=
0
;
i
<
entries
.
size
()
;
i
++
)
{
aiMesh
*
meshEntry
=
scene
->
mMeshes
[
i
];
aiMesh
*
meshEntry
=
scene
->
mMeshes
[
i
];
initMeshEntry
(
i
,
meshEntry
);
initMeshEntry
(
i
,
meshEntry
);
}
}
}
else
{
}
else
{
qWarning
()
<<
"No Mesh found"
;
qWarning
()
<<
"No Mesh found"
;
...
@@ -115,7 +121,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -115,7 +121,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
//TODO init Nodes
//TODO init Nodes
if
(
scene
->
mRootNode
!=
NULL
)
if
(
scene
->
mRootNode
!=
NULL
)
{
{
initNode
(
scene
,
scene
->
mRootNode
,
rootNode
);
initNode
(
scene
,
scene
->
mRootNode
,
rootNode
,
QString
()
);
}
else
{
}
else
{
rootNode
.
transformation
.
setToIdentity
();
rootNode
.
transformation
.
setToIdentity
();
rootNode
.
children
.
resize
(
0
);
rootNode
.
children
.
resize
(
0
);
...
@@ -139,25 +145,30 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -139,25 +145,30 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
}
}
}
}
void
Mesh
::
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
){
void
Mesh
::
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
,
QString
debugoffset
){
newNode
.
name
=
node
->
mName
.
length
!=
0
?
node
->
mName
.
C_Str
()
:
""
;
newNode
.
name
=
node
->
mName
.
length
!=
0
?
node
->
mName
.
C_Str
()
:
""
;
newNode
.
transformation
=
QMatrix4x4
(
node
->
mTransformation
[
0
]);
newNode
.
transformation
=
QMatrix4x4
(
node
->
mTransformation
[
0
]);
newNode
.
meshes
.
resize
(
node
->
mNumMeshes
);
newNode
.
meshes
.
resize
(
node
->
mNumMeshes
);
bool
debug
=
false
;
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
"NodeName"
<<
newNode
.
name
;
if
(
boneMap
.
find
(
newNode
.
name
)
!=
boneMap
.
end
()){
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
"hasBone"
;
}
qDebug
()
<<
"NodeName"
<<
newNode
.
name
;
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
" NumMeshes"
<<
newNode
.
meshes
.
size
();
qDebug
()
<<
" NumMeshes"
<<
newNode
.
meshes
.
size
();
for
(
uint
i
=
0
;
i
<
node
->
mNumMeshes
;
++
i
)
for
(
uint
i
=
0
;
i
<
node
->
mNumMeshes
;
++
i
)
{
{
newNode
.
meshes
[
i
]
=
node
->
mMeshes
[
i
];
newNode
.
meshes
[
i
]
=
node
->
mMeshes
[
i
];
qDebug
()
<<
" MeshName"
<<
entries
[
newNode
.
meshes
[
i
]].
name
;
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
" MeshName"
<<
entries
[
newNode
.
meshes
[
i
]].
name
;
}
}
qDebug
()
<<
" NumChildren"
<<
node
->
mNumChildren
;
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
" NumChildren"
<<
node
->
mNumChildren
;
QString
newDebug
=
QString
(
debugoffset
).
append
(
" "
);
for
(
uint
i
=
0
;
i
<
node
->
mNumChildren
;
++
i
)
for
(
uint
i
=
0
;
i
<
node
->
mNumChildren
;
++
i
)
{
{
newNode
.
children
.
push_back
(
Node
());
newNode
.
children
.
push_back
(
Node
());
initNode
(
scene
,
node
->
mChildren
[
i
],
newNode
.
children
[
i
]);
initNode
(
scene
,
node
->
mChildren
[
i
],
newNode
.
children
[
i
]
,
newDebug
);
}
}
}
}
...
@@ -232,11 +243,126 @@ void Mesh::initMeshEntry(int index, aiMesh * entry){
...
@@ -232,11 +243,126 @@ void Mesh::initMeshEntry(int index, aiMesh * entry){
Indices
.
push_back
(
face
.
mIndices
[
2
]);
Indices
.
push_back
(
face
.
mIndices
[
2
]);
}
}
entries
[
index
].
init
(
f
,
Vertices
,
Indices
);
entries
[
index
].
name
=
entry
->
mName
.
length
!=
0
?
entry
->
mName
.
C_Str
()
:
""
;
entries
[
index
].
name
=
entry
->
mName
.
length
!=
0
?
entry
->
mName
.
C_Str
()
:
""
;
entries
[
index
].
materialIndex
=
entry
->
mMaterialIndex
;
entries
[
index
].
materialIndex
=
entry
->
mMaterialIndex
;
qDebug
()
<<
"Loaded Mesh:"
<<
entries
[
index
].
name
;
qDebug
()
<<
"Loaded Mesh:"
<<
entries
[
index
].
name
;
if
(
entry
->
HasBones
()){
for
(
uint
i
=
0
;
i
<
entry
->
mNumBones
;
i
++
){
int
index
=
0
;
QString
BoneName
=
QString
(
entry
->
mBones
[
i
]
->
mName
.
data
);
if
(
boneMap
.
find
(
BoneName
)
==
boneMap
.
end
())
{
// Allocate an index for a new bone
index
=
numberOfBones
;
numberOfBones
++
;
BoneInfo
bi
;
bones
.
push_back
(
bi
);
bones
[
index
].
BoneOffset
=
QMatrix4x4
(
entry
->
mBones
[
i
]
->
mOffsetMatrix
[
0
]);
boneMap
[
BoneName
]
=
index
;
}
else
{
index
=
boneMap
[
BoneName
];
}
for
(
uint
j
=
0
;
j
<
entry
->
mBones
[
i
]
->
mNumWeights
;
j
++
)
{
uint
VertexID
=
entry
->
mBones
[
i
]
->
mWeights
[
j
].
mVertexId
;
float
Weight
=
entry
->
mBones
[
i
]
->
mWeights
[
j
].
mWeight
;
Vertices
[
VertexID
].
AddBoneData
(
index
,
Weight
);
}
}
}
entries
[
index
].
init
(
f
,
Vertices
,
Indices
);
}
void
Mesh
::
updateBoneTransform
(
float
TimeInSeconds
){
if
(
!
scene
)
return
;
const
aiAnimation
*
animation
=
scene
->
mAnimations
[
0
];
//TODO calc time and get Anaimation;
updateBoneHeirachy
(
0.0
,
animation
,
this
->
rootNode
,
QMatrix4x4
());
}
void
Mesh
::
updateBoneHeirachy
(
float
AnimTime
,
const
aiAnimation
*
animation
,
Node
node
,
QMatrix4x4
parentTransform
){
QMatrix4x4
nodeTransformation
=
node
.
transformation
;
//Find channel
const
aiNodeAnim
*
nodeAnimation
=
findAnimOfNode
(
animation
,
node
.
name
);
//calc Tcurrent Trasnformation;
if
(
nodeAnimation
)
{
QVector3D
scale
=
calcInterpolatedScaling
(
AnimTime
,
nodeAnimation
);
QQuaternion
rot
=
calcInterpolatedRotation
(
AnimTime
,
nodeAnimation
);
QVector3D
trans
=
calcInterpolatedTranslation
(
AnimTime
,
nodeAnimation
);
//qDebug()<<"calc"<<scale<<rot<<trans;
nodeTransformation
.
setToIdentity
();
nodeTransformation
.
translate
(
trans
);
nodeTransformation
.
rotate
(
rot
);
nodeTransformation
.
scale
(
scale
);
}
//Update Bone and children
QMatrix4x4
GlobalTransform
=
parentTransform
*
nodeTransformation
;
if
(
boneMap
.
find
(
node
.
name
)
!=
boneMap
.
end
())
{
int
index
=
boneMap
[
node
.
name
];
bones
[
index
].
FinalTransformation
=
globalInverseTransform
*
GlobalTransform
*
bones
[
index
].
BoneOffset
;
}
for
(
int
i
=
0
;
i
<
node
.
children
.
size
();
++
i
)
{
updateBoneHeirachy
(
AnimTime
,
animation
,
node
.
children
[
i
],
GlobalTransform
);
}
}
const
aiNodeAnim
*
Mesh
::
findAnimOfNode
(
const
aiAnimation
*
animation
,
QString
NodeName
){
for
(
uint
i
=
0
;
i
<
animation
->
mNumChannels
;
i
++
)
{
const
aiNodeAnim
*
nodeanim
=
animation
->
mChannels
[
i
];
if
(
QString
(
nodeanim
->
mNodeName
.
data
)
==
NodeName
)
{
return
nodeanim
;
}
}
return
NULL
;
}
QVector3D
Mesh
::
calcInterpolatedScaling
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
int
index
=
nodeAnimation
->
mNumScalingKeys
/
2
;
//index = 0;
aiVector3D
scale
=
nodeAnimation
->
mScalingKeys
[
index
].
mValue
;
return
QVector3D
(
scale
.
x
,
scale
.
y
,
scale
.
z
);
}
QQuaternion
Mesh
::
calcInterpolatedRotation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
int
index
=
nodeAnimation
->
mNumRotationKeys
/
2
;
// index = 0;
aiQuaternion
quat
=
nodeAnimation
->
mRotationKeys
[
index
].
mValue
;
return
QQuaternion
(
quat
.
w
,
quat
.
x
,
quat
.
y
,
quat
.
z
);
}
QVector3D
Mesh
::
calcInterpolatedTranslation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
){
int
index
=
nodeAnimation
->
mNumScalingKeys
/
2
;
// index = 0;
aiVector3D
pos
=
nodeAnimation
->
mPositionKeys
[
index
].
mValue
;
return
QVector3D
(
pos
.
x
,
pos
.
y
,
pos
.
z
);
}
}
...
@@ -254,10 +380,15 @@ void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P){
...
@@ -254,10 +380,15 @@ void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P){
f
->
glEnableVertexAttribArray
(
boneIndex
);
f
->
glEnableVertexAttribArray
(
boneIndex
);
f
->
glEnableVertexAttribArray
(
boneweightIndex
);
f
->
glEnableVertexAttribArray
(
boneweightIndex
);
QMatrix4x4
M
;
M
.
setToIdentity
();
renderNode
(
shader
,
rootNode
,
V
,
P
,
M
);
updateBoneTransform
(
0.0
);
QVector
<
QMatrix4x4
>
boneTransforms
=
QVector
<
QMatrix4x4
>
(
bones
.
size
());
for
(
int
i
=
0
;
i
<
bones
.
size
();
i
++
){
boneTransforms
[
i
]
=
bones
[
i
].
FinalTransformation
;
}
shader
->
setUniformValueArray
(
"Bones"
,
boneTransforms
.
constData
(),
bones
.
size
());
renderNode
(
shader
,
rootNode
,
V
,
P
,
QMatrix4x4
());
f
->
glDisableVertexAttribArray
(
positionIndex
);
f
->
glDisableVertexAttribArray
(
positionIndex
);
...
@@ -282,7 +413,7 @@ void Mesh::renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMa
...
@@ -282,7 +413,7 @@ void Mesh::renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMa
shader
->
setUniformValue
(
"N"
,
normalMat
);
shader
->
setUniformValue
(
"N"
,
normalMat
);
for
(
int
i
=
0
;
i
<
node
.
meshes
.
size
()
;
i
++
)
{
for
(
int
i
=
0
;
i
<
node
.
meshes
.
size
()
;
i
++
)
{
int
index
=
node
.
meshes
[
i
];
int
index
=
node
.
meshes
[
i
];
//load Material
//load Material
renderMesh
(
shader
,
index
);
renderMesh
(
shader
,
index
);
}
}
...
@@ -309,10 +440,10 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index)
...
@@ -309,10 +440,10 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index)
// Draw Vertex Array
// Draw Vertex Array
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
VB
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
VB
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glVertexAttribPointer
(
normalIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
12
);
//
3*4
f
->
glVertexAttribPointer
(
normalIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
12
);
//
12
f
->
glVertexAttribPointer
(
uvIndex
,
2
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
24
);
//
(3+3)*4
f
->
glVertexAttribPointer
(
uvIndex
,
2
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
24
);
//
12+12
f
->
glVertexAttribIPointer
(
boneIndex
,
4
,
GL_INT
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
32
);
//
(3+3+2)*4
f
->
glVertexAttribIPointer
(
boneIndex
,
4
,
GL_INT
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
32
);
//
12+12+8
f
->
glVertexAttribPointer
(
boneweightIndex
,
4
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
48
);
//
(3+3+2+4)*4
f
->
glVertexAttribPointer
(
boneweightIndex
,
4
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
48
);
//
12+12+8+16
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB
);
f
->
glDrawElements
(
GL_TRIANGLES
,
entries
[
index
].
numIndex
,
GL_UNSIGNED_INT
,
0
);
f
->
glDrawElements
(
GL_TRIANGLES
,
entries
[
index
].
numIndex
,
GL_UNSIGNED_INT
,
0
);
...
...
A5/Animation/mesh.h
View file @
bcc29328
...
@@ -23,21 +23,20 @@ struct Vertex
...
@@ -23,21 +23,20 @@ struct Vertex
uint
IDs
[
4
];
uint
IDs
[
4
];
float
weights
[
4
];
float
weights
[
4
];
Vertex
()
{
Vertex
(){}
Vertex
(
const
QVector3D
&
pos
,
const
QVector3D
&
normal
,
const
QVector2D
&
tex
)
{
for
(
int
i
=
0
;
i
<
4
;
i
++
){
for
(
int
i
=
0
;
i
<
4
;
i
++
){
IDs
[
i
]
=
0
;
IDs
[
i
]
=
0
;
weights
[
i
]
=
0
;
weights
[
i
]
=
0
;
}
}
}
Vertex
(
const
QVector3D
&
pos
,
const
QVector3D
&
normal
,
const
QVector2D
&
tex
)
{
this
->
pos
=
pos
;
this
->
pos
=
pos
;
this
->
tex
=
tex
;
this
->
tex
=
tex
;
this
->
normal
=
normal
;
this
->
normal
=
normal
;
}
}
void
AddBoneData
(
uint
BoneID
,
float
Weight
);
void
AddBoneData
(
uint
BoneID
,
float
Weight
);
};
};
class
Mesh
class
Mesh
...
@@ -86,6 +85,18 @@ private:
...
@@ -86,6 +85,18 @@ private:
QVector3D
Intensity
;
QVector3D
Intensity
;
};
};
struct
BoneInfo
{
QMatrix4x4
BoneOffset
;
QMatrix4x4
FinalTransformation
;
BoneInfo
()
{
BoneOffset
.
setToIdentity
();
FinalTransformation
.
setToIdentity
();
}
};
struct
Node
struct
Node
{
{
Node
();
Node
();
...
@@ -96,18 +107,33 @@ private:
...
@@ -96,18 +107,33 @@ private:
};
};
const
aiScene
*
scene
;
const
aiScene
*
scene
;
Assimp
::
Importer
importer
;
QMatrix4x4
globalInverseTransform
;
QMatrix4x4
globalInverseTransform
;
QVector
<
MeshEntry
>
entries
;
QVector
<
MeshEntry
>
entries
;
QVector
<
MaterialInfo
>
materials
;
QVector
<
MaterialInfo
>
materials
;
QVector
<
BoneInfo
>
bones
;
QMap
<
QString
,
int
>
boneMap
;
int
numberOfBones
;
Node
rootNode
;
Node
rootNode
;
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLFunctions_4_3_Core
*
f
;
bool
loaded
;
bool
loaded
;
void
initMeshEntry
(
int
i
,
aiMesh
*
entry
);
void
initMeshEntry
(
int
i
,
aiMesh
*
entry
);
void
initMaterial
(
QString
dir
,
unsigned
int
i
,
const
aiMaterial
*
material
);
void
initMaterial
(
QString
dir
,
unsigned
int
i
,
const
aiMaterial
*
material
);
void
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
);
void
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
,
QString
debugoffset
);
void
updateBoneTransform
(
float
TimeInSeconds
);
void
updateBoneHeirachy
(
float
AnimTime
,
const
aiAnimation
*
animation
,
Node
node
,
QMatrix4x4
parentTransform
);
const
aiNodeAnim
*
findAnimOfNode
(
const
aiAnimation
*
animation
,
QString
NodeName
);
QVector3D
calcInterpolatedScaling
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
);
QQuaternion
calcInterpolatedRotation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
);
QVector3D
calcInterpolatedTranslation
(
float
AnimTime
,
const
aiNodeAnim
*
nodeAnimation
);
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
);
...
...
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