-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathBone.cpp
59 lines (47 loc) · 2.59 KB
/
Bone.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
#include "Bone.h"
#include <iostream>
#include <glm/gtx/string_cast.hpp>
#include "AssimpToGlmHelper.h"
Bone::Bone(aiBone* aiBone, vector<glm::vec3> meshPositions, vector<glm::vec3> meshNormals) {
name = aiBone->mName.C_Str();
offsetMatrix = AssimpToGlmHelper::convertAiMat4ToGlmMat4(aiBone->mOffsetMatrix);
for (int i = 0; i < aiBone->mNumWeights; i++) {
aiVertexWeight vw = aiBone->mWeights[i];
defaultPositions.push_back(meshPositions.at(vw.mVertexId));
defaultNormals.push_back(meshNormals.at(vw.mVertexId));
vertexIds.push_back(vw.mVertexId);
weights.push_back(vw.mWeight);
}
currentPositions = defaultPositions;
currentNormals = defaultNormals;
assert(currentPositions.size() == currentNormals.size() && currentNormals.size() == weights.size());
}
Bone::~Bone() {
}
void Bone::applyTransform(glm::mat4 positionTransform, glm::mat4 rotationTransform, glm::mat4 scalingTransform) {
/*
for (int i = 0; i < defaultPositions.size(); i++) {
glm::vec3 positionA = defaultPositions.at(i);
glm::vec4 tempPosition(defaultPositions.at(i).x, defaultPositions.at(i).y, defaultPositions.at(i).z, 1.0f);
tempPosition = tempPosition * positionTransform;
glm::vec3 positionB(tempPosition.x / tempPosition.w, tempPosition.y / tempPosition.w, tempPosition.z / tempPosition.w);
glm::vec3 positionAtoB = positionB - positionA;
glm::vec3 interpolatedPosition = (positionA + weights.at(i) * positionAtoB);
glm::mat4 currentPositionTransform = glm::translate(glm::mat4(1.0f), interpolatedPosition - positionA);
glm::quat rotationA(1.0f, 0.0f, 0.0f, 0.0f);
glm::vec4 tempRotation(defaultPositions.at(i).x, defaultPositions.at(i).y, defaultPositions.at(i).z, 1.0f);
tempRotation = tempRotation * rotationTransform;
glm::vec3 rotationB(tempRotation.x / tempRotation.w, tempRotation.y / tempRotation.w, tempRotation.z / tempRotation.w);
glm::vec3 rotationAtoB = positionB - positionA;
glm::vec3 interpolatedRotation = (rotationA + weights.at(i) * rotationAtoB);
glm::mat4 currentRotationTransform = glm::translate(glm::mat4(1.0f), interpolatedRotation - rotationA);
glm::vec3 scalingA = defaultPositions.at(i);
glm::vec4 tempScaling(defaultPositions.at(i).x, defaultPositions.at(i).y, defaultPositions.at(i).z, 1.0f);
tempScaling = tempScaling * scalingTransform;
glm::vec3 scalingB(tempScaling.x / tempScaling.w, tempScaling.y / tempScaling.w, tempScaling.z / tempScaling.w);
glm::vec3 scalingAtoB = positionB - positionA;
glm::vec3 interpolatedScaling = (scalingA + weights.at(i) * scalingAtoB);
glm::mat4 currentPositionTransform = glm::scale(glm::mat4(1.0f), interpolatedScaling - scalingA);
}
*/
}