683 lines
18 KiB
C++
683 lines
18 KiB
C++
#ifndef RIG_CLASS
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#define RIG_CLASS
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include<assimp/quaternion.h>
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#include<assimp/vector3.h>
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#include<assimp/matrix4x4.h>
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#include<glm/gtc/quaternion.hpp>
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#include "Mesh.h"
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class AssimpGLMHelpers
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{
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public:
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static inline glm::mat4 ConvertMatrixToGLMFormat(const aiMatrix4x4& from)
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{
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glm::mat4 to;
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//the a,b,c,d in assimp is the row ; the 1,2,3,4 is the column
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to[0][0] = from.a1; to[1][0] = from.a2; to[2][0] = from.a3; to[3][0] = from.a4;
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to[0][1] = from.b1; to[1][1] = from.b2; to[2][1] = from.b3; to[3][1] = from.b4;
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to[0][2] = from.c1; to[1][2] = from.c2; to[2][2] = from.c3; to[3][2] = from.c4;
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to[0][3] = from.d1; to[1][3] = from.d2; to[2][3] = from.d3; to[3][3] = from.d4;
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return to;
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}
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static inline glm::vec3 GetGLMVec(const aiVector3D& vec)
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{
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return glm::vec3(vec.x, vec.y, vec.z);
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}
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static inline glm::quat GetGLMQuat(const aiQuaternion& pOrientation)
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{
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return glm::quat(pOrientation.w, pOrientation.x, pOrientation.y, pOrientation.z);
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}
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};
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struct BoneInfo
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{
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/*id is index in finalBoneMatrices*/
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int id;
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/*offset matrix transforms vertex from model space to bone space*/
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glm::mat4 offset;
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};
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struct KeyPosition
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{
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glm::vec3 position;
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float timeStamp;
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};
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struct KeyRotation
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{
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glm::quat orientation;
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float timeStamp;
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};
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struct KeyScale
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{
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glm::vec3 scale;
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float timeStamp;
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};
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class Bone
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{
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private:
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std::vector<KeyPosition> m_Positions;
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std::vector<KeyRotation> m_Rotations;
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std::vector<KeyScale> m_Scales;
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int m_NumPositions;
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int m_NumRotations;
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int m_NumScalings;
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glm::mat4 m_LocalTransform;
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std::string m_Name;
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int m_ID;
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public:
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/*reads keyframes from aiNodeAnim*/
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Bone(const std::string& name, int ID, const aiNodeAnim* channel)
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:
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m_Name(name),
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m_ID(ID),
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m_LocalTransform(1.0f)
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{
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m_NumPositions = channel->mNumPositionKeys;
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for (int positionIndex = 0; positionIndex < m_NumPositions; ++positionIndex)
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{
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aiVector3D aiPosition = channel->mPositionKeys[positionIndex].mValue;
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float timeStamp = channel->mPositionKeys[positionIndex].mTime;
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KeyPosition data;
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data.position = AssimpGLMHelpers::GetGLMVec(aiPosition);
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data.timeStamp = timeStamp;
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m_Positions.push_back(data);
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}
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m_NumRotations = channel->mNumRotationKeys;
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for (int rotationIndex = 0; rotationIndex < m_NumRotations; ++rotationIndex)
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{
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aiQuaternion aiOrientation = channel->mRotationKeys[rotationIndex].mValue;
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float timeStamp = channel->mRotationKeys[rotationIndex].mTime;
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KeyRotation data;
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data.orientation = AssimpGLMHelpers::GetGLMQuat(aiOrientation);
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data.timeStamp = timeStamp;
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m_Rotations.push_back(data);
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}
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m_NumScalings = channel->mNumScalingKeys;
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for (int keyIndex = 0; keyIndex < m_NumScalings; ++keyIndex)
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{
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aiVector3D scale = channel->mScalingKeys[keyIndex].mValue;
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float timeStamp = channel->mScalingKeys[keyIndex].mTime;
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KeyScale data;
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data.scale = AssimpGLMHelpers::GetGLMVec(scale);
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data.timeStamp = timeStamp;
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m_Scales.push_back(data);
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}
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}
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/*interpolates b/w positions,rotations & scaling keys based on the curren time of
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the animation and prepares the local transformation matrix by combining all keys
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tranformations*/
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void Update(float animationTime)
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{
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glm::mat4 translation = InterpolatePosition(animationTime);
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glm::mat4 rotation = InterpolateRotation(animationTime);
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glm::mat4 scale = InterpolateScaling(animationTime);
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m_LocalTransform = translation * rotation;// *scale;
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}
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glm::mat4 GetLocalTransform() { return m_LocalTransform; }
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std::string GetBoneName() const { return m_Name; }
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int GetBoneID() { return m_ID; }
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/* Gets the current index on mKeyPositions to interpolate to based on
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the current animation time*/
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int GetPositionIndex(float animationTime)
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{
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for (int index = 0; index < m_NumPositions - 1; ++index)
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{
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if (animationTime < m_Positions[index + 1].timeStamp)
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return index;
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}
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assert(0);
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}
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/* Gets the current index on mKeyRotations to interpolate to based on the
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current animation time*/
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int GetRotationIndex(float animationTime)
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{
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for (int index = 0; index < m_NumRotations - 1; ++index)
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{
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if (animationTime < m_Rotations[index + 1].timeStamp)
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return index;
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}
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assert(0);
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}
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/* Gets the current index on mKeyScalings to interpolate to based on the
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current animation time */
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int GetScaleIndex(float animationTime)
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{
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for (int index = 0; index < m_NumScalings - 1; ++index)
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{
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if (animationTime < m_Scales[index + 1].timeStamp)
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return index;
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}
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assert(0);
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}
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private:
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/* Gets normalized value for Lerp & Slerp*/
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float GetScaleFactor(float lastTimeStamp, float nextTimeStamp, float animationTime)
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{
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float scaleFactor = 0.0f;
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float midWayLength = animationTime - lastTimeStamp;
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float framesDiff = nextTimeStamp - lastTimeStamp;
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scaleFactor = midWayLength / framesDiff;
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return scaleFactor;
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}
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/*figures out which position keys to interpolate b/w and performs the interpolation
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and returns the translation matrix*/
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glm::mat4 InterpolatePosition(float animationTime)
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{
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if (1 == m_NumPositions)
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return glm::translate(glm::mat4(1.0f), m_Positions[0].position);
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int p0Index = GetPositionIndex(animationTime);
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_Positions[p0Index].timeStamp,
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m_Positions[p1Index].timeStamp, animationTime);
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glm::vec3 finalPosition = glm::mix(m_Positions[p0Index].position,
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m_Positions[p1Index].position, scaleFactor);
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return glm::translate(glm::mat4(1.0f), finalPosition);
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}
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/*figures out which rotations keys to interpolate b/w and performs the interpolation
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and returns the rotation matrix*/
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glm::mat4 InterpolateRotation(float animationTime)
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{
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if (1 == m_NumRotations)
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{
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auto rotation = glm::normalize(m_Rotations[0].orientation);
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return glm::mat4_cast(rotation);
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}
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int p0Index = GetRotationIndex(animationTime);
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_Rotations[p0Index].timeStamp,
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m_Rotations[p1Index].timeStamp, animationTime);
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glm::quat finalRotation = glm::slerp(m_Rotations[p0Index].orientation,
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m_Rotations[p1Index].orientation, scaleFactor);
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finalRotation = glm::normalize(finalRotation);
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return glm::mat4_cast(finalRotation);
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}
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/*figures out which scaling keys to interpolate b/w and performs the interpolation
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and returns the scale matrix*/
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glm::mat4 InterpolateScaling(float animationTime)
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{
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if (1 == m_NumScalings)
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return glm::scale(glm::mat4(1.0f), m_Scales[0].scale);
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int p0Index = GetScaleIndex(animationTime);
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int p1Index = p0Index + 1;
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float scaleFactor = GetScaleFactor(m_Scales[p0Index].timeStamp,
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m_Scales[p1Index].timeStamp, animationTime);
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glm::vec3 finalScale = glm::mix(m_Scales[p0Index].scale, m_Scales[p1Index].scale
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, scaleFactor);
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return glm::scale(glm::mat4(1.0f), finalScale);
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}
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};
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class RigMesh : public Object, public Renderable, public t_package, public RigMeshData {
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friend class Model;
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protected:
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public:
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VAO vao;
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VBO vbo;
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EBO ebo;
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RigMesh() {
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};
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RigMesh(const std::vector<RigVertex>& meshvertices, const std::vector<GLuint>& meshindices/*, std::vector<Texture> textures*/)
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{
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InitializeMesh(meshvertices, meshindices);
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};
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void InitializeMesh(const std::vector<RigVertex>& meshvertices, const std::vector<GLuint>& meshindices) {
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vertices = meshvertices;
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indices = meshindices;
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this->shadertype = MeshShader;
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GenerateRenderData();
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//NormalizeVertices();
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UpdateVertices();
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}
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void GenerateRenderData() {
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vbo.GenerateID();
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vao.GenerateID();
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ebo.GenerateID();
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if (vertices.size() <= 0 or indices.size() <= 0) {
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std::cout << "NO VERTICES OR INDICES DURING RENDER DATA INTIALIZATION\n";
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}
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else {
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vao.Bind();
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ebo.Bind();
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vbo.BufferData(&vertices[0], vertices.size() * sizeof(RigVertex));
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ebo.BufferData(&indices[0], indices.size() * sizeof(GLuint));
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vbo.Bind();
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ebo.Bind();
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vao.LinkVBO(vbo, 0, 3, GL_FLOAT, sizeof(RigVertex), (void*)0);
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vao.LinkVBO(vbo, 1, 3, GL_FLOAT, sizeof(RigVertex), (void*)offsetof(RigVertex, Normal));
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vao.LinkVBO(vbo, 2, 2, GL_FLOAT, sizeof(RigVertex), (void*)offsetof(RigVertex, TexCoords));
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vbo.Bind();
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glEnableVertexAttribArray(3);
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glVertexAttribIPointer(3, 4, GL_INT, sizeof(RigVertex), (void*)offsetof(RigVertex, m_BoneIDs));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(RigVertex), (void*)offsetof(RigVertex, m_Weights));
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vao.Unbind();
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vbo.Unbind();
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ebo.Unbind();
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}
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}
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virtual ~RigMesh() {
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vao.Delete();
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vbo.Delete();
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ebo.Delete();
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//delete this;
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}
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float GetVolume() const {
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float runningtotal = 0.0f;
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for (int i = 0; i < indices.size() / 3; i++) {
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runningtotal += VolumeOfTriangle(vertices[indices[i * 3]].Position, vertices[indices[i * 3 + 1]].Position, vertices[indices[i * 3 + 2]].Position);
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}
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return runningtotal * t.GetScale().x * t.GetScale().y * t.GetScale().z;
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}
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virtual RigMesh* Clone() override {
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RigMesh* tr = new RigMesh(*this);
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tr->GenerateRenderData();
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return tr;
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};
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void Clear() {
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vertices = std::vector<RigVertex>();
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indices = std::vector<GLuint>();
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}
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glm::vec3 GetAABB() const {
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if (vertices.empty()) {
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return glm::vec3(0.0f);
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}
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glm::vec3 min(FLT_MAX);
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glm::vec3 max(-FLT_MAX);
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for (const RigVertex& vertex : vertices) {
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min = glm::min(min, vertex.Position);
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max = glm::max(max, vertex.Position);
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}
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return (max - min) * t.GetScale();
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}
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void SetVertices(std::vector<RigVertex>& e) {
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glBufferSubData(GL_ARRAY_BUFFER, NULL, sizeof(e), &e[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo.ID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(e), &e[0], GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void UpdateVertices() {
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if (vertices.size() > 0) {
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glBufferSubData(GL_ARRAY_BUFFER, NULL, sizeof(vertices), &vertices[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbo.ID);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(RigVertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else std::cout << "NO VERTICES IN THIS MESH!!!!\n";
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}
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void UpdateIndices() {
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if (ebo.ID == 0) {
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std::cout << "EBO NOT INITIALIZED\m";
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return;
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}
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if (indices.size() > 0) {
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, NULL, sizeof(indices), &indices[0]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo.ID);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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else std::cout << "NO INDICES IN THIS MESH!!!!\n";
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}
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/*
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void NormalizeVertices() {
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if (vertices.size() == 0) {
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std::cout << "TRIED TO NORMALIZE ZERO VERTICES???\n";
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throw;
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}
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float biggestx = -FLT_MAX;
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float smallestx = FLT_MAX;
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float biggesty = -FLT_MAX;
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float smallesty = FLT_MAX;
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float biggestz = -FLT_MAX;
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float smallestz = FLT_MAX;
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for (RigVertex& vertex : vertices) {
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biggestx = glm::max(biggestx, vertex.Position.x);
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smallestx = glm::min(smallestx, vertex.Position.x);
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biggesty = glm::max(biggesty, vertex.Position.y);
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smallesty = glm::min(smallesty, vertex.Position.y);
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biggestz = glm::max(biggestz, vertex.Position.z);
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smallestz = glm::min(smallestz, vertex.Position.z);
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}
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float xf = biggestx - smallestx;
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float yf = biggesty - smallesty;
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float zf = biggestz - smallestz;
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float midx = (biggestx + smallestx) / 2.0f;
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float midy = (biggesty + smallesty) / 2.0f;
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float midz = (biggestz + smallestz) / 2.0f;
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t.TranslateBy(glm::vec3(midx, midy, midz) * t.GetScale());
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t.ScaleBy(glm::vec3(xf, yf, zf));
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glm::vec3 scale = t.GetScale();
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if (scale.x == 0.0f) {
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t.ScaleToX(xf);
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}
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if (scale.y == 0.0f) {
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t.ScaleToY(yf);
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}
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if (scale.z == 0.0f) {
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t.ScaleToZ(zf);
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}
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for (RigVertex& vertex : vertices) {
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vertex.Position = glm::vec3(
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(vertex.Position.x - midx) / xf,
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(vertex.Position.y - midy) / yf,
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(vertex.Position.z - midz) / zf
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);
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if (xf == 0.0f) {
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vertex.Position.x = 0.0f;
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}
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if (yf == 0.0f) {
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vertex.Position.y = 0.0f;
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}
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if (zf == 0.0f) {
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vertex.Position.z = 0.0f;
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}
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}
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}
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*/
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void Render(Shader& ShaderProgram, glm::mat4 modelmat) {
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glm::mat4 topass = modelmat * t.GetMatrix();
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ShaderProgram.SetMat4("modl", topass);
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vao.Bind();
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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vao.Unbind();
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};
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void DeleteRenderData() {
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vbo.Delete();
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ebo.Delete();
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vao.Delete();
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}
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virtual void Delete() override {
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DeleteRenderData();
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Object::Delete();
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}
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public:
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//random ass funcs
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bool RayIntersectsMeshNoInfo(const Ray& ray)
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{
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glm::mat4 inverse = glm::inverse(t.GetMatrix());
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glm::vec3 ray_origin = glm::vec3(inverse * glm::vec4(ray.origin, 1.0f));
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glm::vec3 ray_direction = glm::vec3(inverse * glm::vec4(ray.direction, 0.0f));
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for (int i = 0; i < indices.size() / 3; i++) {
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std::optional<glm::vec3> intersection = RayIntersectsTriangle({ ray_origin,ray_direction }, { vertices[indices[i * 3]].Position, vertices[indices[i * 3 + 1]].Position,vertices[indices[i * 3 + 2]].Position });
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if (intersection.has_value()) {
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return true;
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}
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}
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return false;
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}
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std::optional<std::vector<glm::vec3>> RayIntersectsMesh(const Ray& ray, Mesh* mesh)
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{
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//USE THIS AFTER A CHEAPER CHECK
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std::vector<glm::vec3> intersections = {};
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glm::mat4 inverse = glm::inverse(t.GetMatrix());
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glm::vec3 ray_origin = glm::vec3(inverse * glm::vec4(ray.origin, 1.0f));
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glm::vec3 ray_direction = glm::vec3(inverse * glm::vec4(ray.direction, 0.0f));
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std::map<float, IntersectionData> sorted;
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for (int i = 0; i < indices.size() / 3; i++) {
|
|
std::optional<glm::vec3> intersection = RayIntersectsTriangle({ ray_origin,ray_direction }, { vertices[indices[i * 3]].Position, vertices[indices[i * 3 + 1]].Position,vertices[indices[i * 3 + 2]].Position });
|
|
if (intersection.has_value()) {
|
|
sorted[Magnitude2(intersection.value() - ray_origin)] = { intersection.value(),i };
|
|
|
|
//intersections.push_back(intersection.value());
|
|
}
|
|
}
|
|
|
|
if (intersections.size() > 0) return intersections;
|
|
else return {};
|
|
}
|
|
|
|
public:
|
|
|
|
private:
|
|
|
|
};
|
|
|
|
class Rig : public Renderable, public t_package {
|
|
public:
|
|
std::vector<RigMesh*> meshes;
|
|
std::vector<Bone> bones;
|
|
public:
|
|
std::map<std::string, BoneInfo> m_BoneInfoMap;
|
|
int m_BoneCounter = 0;
|
|
std::string directory;
|
|
|
|
Rig(std::string path) {
|
|
shadertype = RigShader;
|
|
LoadRig(path);
|
|
}
|
|
|
|
void Render(Shader& shader) override {
|
|
shader.Activate();
|
|
|
|
glm::mat4 rigmat = t.GetMatrix();
|
|
for (auto p : meshes) {
|
|
p->Render(shader, rigmat);
|
|
}
|
|
}
|
|
|
|
void Render(Shader& shader, glm::mat4 mat) {
|
|
shader.Activate();
|
|
|
|
glm::mat4 rigmat = t.GetMatrix();
|
|
for (auto p : meshes) {
|
|
p->Render(shader, mat);
|
|
}
|
|
}
|
|
|
|
void LoadRig(std::string path) {
|
|
Assimp::Importer import;
|
|
const aiScene* scene = import.ReadFile(path,
|
|
aiProcess_Triangulate |
|
|
aiProcess_FlipUVs
|
|
);
|
|
|
|
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
|
{
|
|
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << '\n';
|
|
return;
|
|
}
|
|
directory = path.substr(0, path.find_last_of('/'));
|
|
|
|
processNode(scene->mRootNode, scene);
|
|
}
|
|
private:
|
|
void processNode(aiNode* node, const aiScene* scene) {
|
|
// process all the node's meshes (if any)
|
|
for (unsigned int i = 0; i < node->mNumMeshes; i++)
|
|
{
|
|
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
|
meshes.push_back(processRigMesh(mesh, scene));
|
|
}
|
|
// then do the same for each of its children
|
|
for (unsigned int i = 0; i < node->mNumChildren; i++)
|
|
{
|
|
processNode(node->mChildren[i], scene);
|
|
}
|
|
};
|
|
|
|
RigMesh* processRigMesh(aiMesh* mesh, const aiScene* scene)
|
|
{
|
|
std::vector<RigVertex> vertices;
|
|
std::vector<unsigned int> indices;
|
|
|
|
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
|
{
|
|
RigVertex vertex;
|
|
|
|
glm::vec3 vector;
|
|
vector.x = mesh->mVertices[i].x;
|
|
vector.y = mesh->mVertices[i].y;
|
|
vector.z = mesh->mVertices[i].z;
|
|
vertex.Position = vector;
|
|
|
|
vector.x = mesh->mNormals[i].x;
|
|
vector.y = mesh->mNormals[i].y;
|
|
vector.z = mesh->mNormals[i].z;
|
|
vertex.Normal = vector;
|
|
|
|
// process vertex positions, normals and texture coordinates
|
|
|
|
if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
|
|
{
|
|
glm::vec2 vec;
|
|
vec.x = mesh->mTextureCoords[0][i].x;
|
|
vec.y = mesh->mTextureCoords[0][i].y;
|
|
vertex.TexCoords = vec;
|
|
}
|
|
else {
|
|
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
|
|
}
|
|
|
|
for (int i = 0; i < MAX_BONE_INFLUENCE; i++)
|
|
{
|
|
vertex.m_BoneIDs[i] = -1;
|
|
vertex.m_Weights[i] = 0.0f;
|
|
}
|
|
|
|
vertices.push_back(vertex);
|
|
}
|
|
// process indices
|
|
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
|
|
{
|
|
aiFace face = mesh->mFaces[i];
|
|
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
|
indices.push_back(face.mIndices[j]);
|
|
}
|
|
|
|
ExtractBoneWeightForVertices(vertices, mesh, scene);
|
|
|
|
return new RigMesh(vertices, indices);
|
|
}
|
|
|
|
void SetVertexBoneData(RigVertex& vertex, int boneID, float weight)
|
|
{
|
|
for (int i = 0; i < MAX_BONE_INFLUENCE; ++i)
|
|
{
|
|
if (vertex.m_BoneIDs[i] < 0)
|
|
{
|
|
vertex.m_Weights[i] = weight;
|
|
vertex.m_BoneIDs[i] = boneID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void ExtractBoneWeightForVertices(std::vector<RigVertex>& vertices, aiMesh* mesh, const aiScene* scene)
|
|
{
|
|
auto& boneInfoMap = m_BoneInfoMap;
|
|
int& boneCount = m_BoneCounter;
|
|
|
|
for (int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
|
|
{
|
|
int boneID = -1;
|
|
std::string boneName = mesh->mBones[boneIndex]->mName.C_Str();
|
|
if (boneInfoMap.find(boneName) == boneInfoMap.end())
|
|
{
|
|
BoneInfo newBoneInfo;
|
|
newBoneInfo.id = boneCount;
|
|
newBoneInfo.offset = AssimpGLMHelpers::ConvertMatrixToGLMFormat(mesh->mBones[boneIndex]->mOffsetMatrix);
|
|
boneInfoMap[boneName] = newBoneInfo;
|
|
boneID = boneCount;
|
|
boneCount++;
|
|
}
|
|
else
|
|
{
|
|
boneID = boneInfoMap[boneName].id;
|
|
}
|
|
assert(boneID != -1);
|
|
auto weights = mesh->mBones[boneIndex]->mWeights;
|
|
int numWeights = mesh->mBones[boneIndex]->mNumWeights;
|
|
|
|
for (int weightIndex = 0; weightIndex < numWeights; ++weightIndex)
|
|
{
|
|
int vertexId = weights[weightIndex].mVertexId;
|
|
float weight = weights[weightIndex].mWeight;
|
|
assert(vertexId <= vertices.size());
|
|
SetVertexBoneData(vertices[vertexId], boneID, weight);
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
#endif |