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Kai Westerkamp
GraPa
Commits
e3c9a72d
Commit
e3c9a72d
authored
Feb 01, 2016
by
Kai Westerkamp
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1 changed file
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67 additions
and
48 deletions
+67
-48
mesh.cpp
A5/Animation/mesh.cpp
+67
-48
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A5/Animation/mesh.cpp
View file @
e3c9a72d
...
@@ -118,7 +118,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -118,7 +118,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
}
}
qDebug
()
<<
"Mesh Read"
;
qDebug
()
<<
"Mesh Read"
;
//
TODO
init Nodes
//init Nodes
if
(
scene
->
mRootNode
!=
NULL
)
if
(
scene
->
mRootNode
!=
NULL
)
{
{
initNode
(
scene
,
scene
->
mRootNode
,
rootNode
,
QString
());
initNode
(
scene
,
scene
->
mRootNode
,
rootNode
,
QString
());
...
@@ -138,22 +138,55 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -138,22 +138,55 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
globalInverseTransform
=
rootNode
.
transformation
.
inverted
();
globalInverseTransform
=
rootNode
.
transformation
.
inverted
();
//Test Interpolation:
// //Test Interpolation:
if
(
false
){
// if(false){
const
aiAnimation
*
animation
=
scene
->
mAnimations
[
0
];
// const aiAnimation* animation = scene->mAnimations[0];
const
aiNodeAnim
*
nodeAnimation
=
findAnimOfNode
(
animation
,
"upperarm.R"
);
// const aiNodeAnim *nodeAnimation = findAnimOfNode(animation,"upperarm.R");
qDebug
()
<<
"KeyFrames"
;
// qDebug()<<"KeyFrames";
for
(
uint
i
=
0
;
i
<
nodeAnimation
->
mNumPositionKeys
;
i
++
){
// for(uint i = 0; i < nodeAnimation->mNumPositionKeys; i++){
qDebug
()
<<
nodeAnimation
->
mPositionKeys
[
i
].
mTime
<<
convert
(
nodeAnimation
->
mPositionKeys
[
i
].
mValue
);
// qDebug()<<nodeAnimation->mPositionKeys[i].mTime<<convert(nodeAnimation->mPositionKeys[i].mValue);
}
// }
qDebug
()
<<
"Interpolated"
;
// qDebug()<<"Interpolated";
for
(
float
f
=
0.0
;
f
<
(
float
)
animation
->
mDuration
;
f
+=
0.5
f
){
// for(float f = 0.0; f < (float)animation->mDuration; f += 0.5f){
qDebug
()
<<
f
<<
calcInterpolatedTranslation
(
f
,
nodeAnimation
);
// qDebug()<<f<<calcInterpolatedTranslation(f,nodeAnimation);
}
// }
}
// }
// for (int i = 0; i < scene->mNumAnimations; ++i) {
// const aiAnimation* animation = scene->mAnimations[i];
//Todo read skeleton
// qDebug()<<"Animation"<<animation->mName.C_Str();
// switch (animation->mChannels[0]->mPreState) {
// case aiAnimBehaviour_CONSTANT:
// qDebug()<<"Pre"<<"aiAnimBehaviour_CONSTANT";
// break;
// case aiAnimBehaviour_REPEAT: // use start or end
// qDebug()<<"Pre"<<"aiAnimBehaviour_REPEAT";
// break;
// case aiAnimBehaviour_LINEAR: // linear interpolate
// qDebug()<<"Pre"<<"aiAnimBehaviour_LINEAR";
// break;
// case aiAnimBehaviour_DEFAULT: // take default node transformation
// qDebug()<<"Pre"<<"aiAnimBehaviour_DEFAULT";
// break;
// default:
// qDebug()<<"Pre"<<"not";
// }
// switch (animation->mChannels[0]->mPostState) {
// case aiAnimBehaviour_CONSTANT:
// qDebug()<<"Post"<<"aiAnimBehaviour_CONSTANT";
// break;
// case aiAnimBehaviour_REPEAT: // use start or end
// qDebug()<<"Post"<<"aiAnimBehaviour_REPEAT";
// break;
// case aiAnimBehaviour_LINEAR: // linear interpolate
// qDebug()<<"Post"<<"aiAnimBehaviour_LINEAR";
// break;
// case aiAnimBehaviour_DEFAULT: // take default node transformation
// qDebug()<<"Post"<<"aiAnimBehaviour_DEFAULT";
// break;
// default:
// qDebug()<<"Post"<<"not";
// }
// }
loaded
=
true
;
loaded
=
true
;
}
}
...
@@ -168,6 +201,7 @@ Mesh::~Mesh()
...
@@ -168,6 +201,7 @@ Mesh::~Mesh()
void
Mesh
::
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
,
QString
debugoffset
){
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
;
bool
debug
=
false
;
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
"NodeName"
<<
newNode
.
name
;
if
(
debug
)
qDebug
()
<<
debugoffset
.
toStdString
().
c_str
()
<<
"NodeName"
<<
newNode
.
name
;
...
@@ -400,7 +434,6 @@ void Mesh::updateBoneTransform(float TimeInSeconds, int animIndex){
...
@@ -400,7 +434,6 @@ void Mesh::updateBoneTransform(float TimeInSeconds, int animIndex){
float
TimeInTicks
=
TimeInSeconds
*
TicksPerSecond
;
float
TimeInTicks
=
TimeInSeconds
*
TicksPerSecond
;
float
AnimationTime
=
fmod
(
TimeInTicks
,
(
float
)
animation
->
mDuration
);
float
AnimationTime
=
fmod
(
TimeInTicks
,
(
float
)
animation
->
mDuration
);
//TODO calc time and get Anaimation;
updateBoneHeirachy
(
AnimationTime
,
animation
,
this
->
rootNode
,
QMatrix4x4
());
updateBoneHeirachy
(
AnimationTime
,
animation
,
this
->
rootNode
,
QMatrix4x4
());
...
@@ -417,18 +450,9 @@ void Mesh::updateBoneHeirachy(float AnimTime,const aiAnimation* animation, Node
...
@@ -417,18 +450,9 @@ void Mesh::updateBoneHeirachy(float AnimTime,const aiAnimation* animation, Node
//calc Tcurrent Trasnformation;
//calc Tcurrent Trasnformation;
if
(
nodeAnimation
)
{
if
(
nodeAnimation
)
{
// if(node.name.endsWith("upperarm.L")){
QVector3D
scale
=
calcInterpolatedScaling
(
AnimTime
,
nodeAnimation
,
node
);
// qDebug()<<node.name;
// for (uint i = 0 ; i < nodeAnimation->mNumPositionKeys ; i++) {
// qDebug()<<convert(nodeAnimation->mPositionKeys[i].mValue)<<nodeAnimation->mPositionKeys[i].mTime;
// }
// }
QVector3D
scale
=
calcInterpolatedScaling
(
AnimTime
,
nodeAnimation
);
QQuaternion
rot
=
calcInterpolatedRotation
(
AnimTime
,
nodeAnimation
);
QQuaternion
rot
=
calcInterpolatedRotation
(
AnimTime
,
nodeAnimation
);
QVector3D
trans
=
calcInterpolatedTranslation
(
AnimTime
,
nodeAnimation
);
QVector3D
trans
=
calcInterpolatedTranslation
(
AnimTime
,
nodeAnimation
,
node
);
//qDebug()<<"calc"<<scale<<rot<<trans;
//qDebug()<<"calc"<<scale<<rot<<trans;
nodeTransformation
.
setToIdentity
();
nodeTransformation
.
setToIdentity
();
...
@@ -527,27 +551,35 @@ QVector3D Mesh::calcInterpolatedVectorKey(float AnimTime,const aiNodeAnim *nodeA
...
@@ -527,27 +551,35 @@ QVector3D Mesh::calcInterpolatedVectorKey(float AnimTime,const aiNodeAnim *nodeA
return
start
;
return
start
;
}
}
if
(
index
==
0
){
if
(
linear
){
return
linInterpolate
(
start
,
end
,
Factor
);
}
if
(
index
==
0
){
//Start
switch
(
nodeAnimation
->
mPreState
)
{
switch
(
nodeAnimation
->
mPreState
)
{
case
aiAnimBehaviour_CONSTANT
:
// nearest Key
case
aiAnimBehaviour_CONSTANT
:
// nearest Key
return
Factor
<
0.5
f
?
start
:
end
;
return
Factor
<
0.5
f
?
start
:
end
;
break
;
break
;
case
aiAnimBehaviour_REPEAT
:
// use start or end
case
aiAnimBehaviour_REPEAT
:
// use start or end
//TODO
QVector3D
before
=
convert
(
keys
[
index
-
1
].
mValue
);
QVector3D
after
=
convert
(
keys
[
numberOfKeys
-
1
].
mValue
);
return
Catmul
(
before
,
start
,
end
,
after
,
Factor
);
case
aiAnimBehaviour_LINEAR
:
// linear interpolate
case
aiAnimBehaviour_LINEAR
:
// linear interpolate
return
linInterpolate
(
start
,
end
,
Factor
);
return
linInterpolate
(
start
,
end
,
Factor
);
case
aiAnimBehaviour_DEFAULT
:
// take default node transformation
case
aiAnimBehaviour_DEFAULT
:
// take default node transformation
//TODO
//TODO
aiNodes haben nur translation rotation und scalierung nicht getrennt gespeichert
default
:
default
:
return
linInterpolate
(
start
,
end
,
Factor
);
return
linInterpolate
(
start
,
end
,
Factor
);
}
}
}
else
if
((
index
+
2
)
==
numberOfKeys
){
}
else
if
((
index
+
2
)
==
numberOfKeys
){
// Ende
switch
(
nodeAnimation
->
mPostState
)
{
switch
(
nodeAnimation
->
mPostState
)
{
case
aiAnimBehaviour_CONSTANT
:
// nearest Key
case
aiAnimBehaviour_CONSTANT
:
// nearest Key
return
Factor
<
0.5
f
?
start
:
end
;
return
Factor
<
0.5
f
?
start
:
end
;
break
;
break
;
case
aiAnimBehaviour_REPEAT
:
// use start or end
case
aiAnimBehaviour_REPEAT
:
// use start or end
//TODO
QVector3D
before
=
convert
(
keys
[
index
-
1
].
mValue
);
QVector3D
after
=
convert
(
keys
[
0
].
mValue
);
return
Catmul
(
before
,
start
,
end
,
after
,
Factor
);
case
aiAnimBehaviour_LINEAR
:
// linear interpolate
case
aiAnimBehaviour_LINEAR
:
// linear interpolate
return
linInterpolate
(
start
,
end
,
Factor
);
return
linInterpolate
(
start
,
end
,
Factor
);
case
aiAnimBehaviour_DEFAULT
:
// take default node transformation
case
aiAnimBehaviour_DEFAULT
:
// take default node transformation
...
@@ -555,23 +587,10 @@ QVector3D Mesh::calcInterpolatedVectorKey(float AnimTime,const aiNodeAnim *nodeA
...
@@ -555,23 +587,10 @@ QVector3D Mesh::calcInterpolatedVectorKey(float AnimTime,const aiNodeAnim *nodeA
default
:
default
:
return
linInterpolate
(
start
,
end
,
Factor
);
return
linInterpolate
(
start
,
end
,
Factor
);
}
}
}
else
{
}
else
{
if
(
linear
)
return
linInterpolate
(
start
,
end
,
Factor
);
QVector3D
before
=
convert
(
keys
[
index
-
1
].
mValue
);
QVector3D
before
=
convert
(
keys
[
index
-
1
].
mValue
);
QVector3D
after
=
convert
(
keys
[
index
+
2
].
mValue
);
QVector3D
after
=
convert
(
keys
[
index
+
2
].
mValue
);
return
Catmul
(
before
,
start
,
end
,
after
,
Factor
);
// if(before.distanceToPoint(start) == 0|| end.distanceToPoint(after) == 0){
// qDebug()<<"Zeror before or after"<<AnimTime;
// return linInterpolate(start,end,Factor);
// }
QVector3D
interpolated
=
Catmul
(
before
,
start
,
end
,
after
,
Factor
);
//qDebug()<<nodeAnimation->mNodeName.C_Str()<<AnimTime<<start<<end<<interpolated;
return
interpolated
;
}
}
}
}
...
...
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