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📄 physique.cpp

📁 Cal3D实现虚拟角色 Cal3D实现虚拟角色
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//****************************************************************************//// physique.cpp                                                               //// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger                       ////****************************************************************************//// This library is free software; you can redistribute it and/or modify it    //// under the terms of the GNU Lesser General Public License as published by   //// the Free Software Foundation; either version 2.1 of the License, or (at    //// your option) any later version.                                            ////****************************************************************************//#ifdef HAVE_CONFIG_H#include "config.h"#endif//****************************************************************************//// Includes                                                                   ////****************************************************************************//#include "cal3d/error.h"#include "cal3d/physique.h"#include "cal3d/coremodel.h"#include "cal3d/model.h"#include "cal3d/mesh.h"#include "cal3d/submesh.h"#include "cal3d/skeleton.h"#include "cal3d/bone.h"#include "cal3d/coresubmesh.h"#include "cal3d/coresubmorphtarget.h" /*****************************************************************************//** Constructs the physique instance.  *  * This function is the default constructor of the physique instance.  *****************************************************************************/CalPhysique::CalPhysique(CalModel* pModel)  : m_pModel(0)  , m_Normalize(true){  assert(pModel);  m_pModel = pModel;  m_axisFactorX = 1.0f;  m_axisFactorY = 1.0f;  m_axisFactorZ = 1.0f;} /*****************************************************************************//** Calculates the transformed vertex data.  *  * This function calculates and returns the transformed vertex data of a  * specific submesh.  *  * @param pSubmesh A pointer to the submesh from which the vertex data should  *                 be calculated and returned.  * @param pVertexBuffer A pointer to the user-provided buffer where the vertex  *                      data is written to.  *  * @return The number of vertices written to the buffer.  *****************************************************************************/int CalPhysique::calculateVertices(CalSubmesh *pSubmesh, float *pVertexBuffer, int stride){  if(stride <= 0)  {	  stride = 3*sizeof(float);  }  // get bone vector of the skeleton  std::vector<CalBone *>& vectorBone = m_pModel->getSkeleton()->getVectorBone();  // get vertex vector of the core submesh  std::vector<CalCoreSubmesh::Vertex>& vectorVertex = pSubmesh->getCoreSubmesh()->getVectorVertex();  // get physical property vector of the core submesh  std::vector<CalCoreSubmesh::PhysicalProperty>& vectorPhysicalProperty = pSubmesh->getCoreSubmesh()->getVectorPhysicalProperty();  // get the number of vertices  int vertexCount;  vertexCount = pSubmesh->getVertexCount();    // get the sub morph target vector from the core sub mesh  std::vector<CalCoreSubMorphTarget*>& vectorSubMorphTarget =  pSubmesh->getCoreSubmesh()->getVectorCoreSubMorphTarget();  // calculate the base weight  float baseWeight = pSubmesh->getBaseWeight();  // get the number of morph targets  int morphTargetCount = pSubmesh->getMorphTargetWeightCount();  // calculate all submesh vertices  int vertexId;  for(vertexId = 0; vertexId < vertexCount; ++vertexId)  {    // get the vertex    CalCoreSubmesh::Vertex& vertex = vectorVertex[vertexId];        // blend the morph targets    CalVector position(0,0,0);    if(baseWeight == 1.0f)    {       position.x = vertex.position.x;       position.y = vertex.position.y;       position.z = vertex.position.z;    }    else    {      position.x = baseWeight*vertex.position.x;      position.y = baseWeight*vertex.position.y;      position.z = baseWeight*vertex.position.z;      int morphTargetId;      for(morphTargetId=0; morphTargetId < morphTargetCount;++morphTargetId)      {        CalCoreSubMorphTarget::BlendVertex& blendVertex =        vectorSubMorphTarget[morphTargetId]->getVectorBlendVertex()[vertexId];        float currentWeight = pSubmesh->getMorphTargetWeight(morphTargetId);        position.x += currentWeight*blendVertex.position.x;        position.y += currentWeight*blendVertex.position.y;        position.z += currentWeight*blendVertex.position.z;      }    }    // initialize vertex    float x, y, z;    x = 0.0f;    y = 0.0f;    z = 0.0f;    // blend together all vertex influences    size_t influenceCount=vertex.vectorInfluence.size();    if(influenceCount == 0) 	{      x = position.x;      y = position.y;      z = position.z;    } 	else 	{		for(size_t influenceId = 0; influenceId < influenceCount; ++influenceId)		{			// get the influence			CalCoreSubmesh::Influence& influence = vertex.vectorInfluence[influenceId];						// get the bone of the influence vertex			CalBone *pBone;			pBone = vectorBone[influence.boneId];						// transform vertex with current state of the bone			CalVector v(position);			v *= pBone->getTransformMatrix();			v += pBone->getTranslationBoneSpace();						x += influence.weight * v.x;			y += influence.weight * v.y;			z += influence.weight * v.z;		}	}    // save vertex position    if(pSubmesh->getCoreSubmesh()->getSpringCount() > 0 && pSubmesh->hasInternalData())    {      // get the pgysical property of the vertex      CalCoreSubmesh::PhysicalProperty& physicalProperty = vectorPhysicalProperty[vertexId];      // assign new vertex position if there is no vertex weight      if(physicalProperty.weight == 0.0f)      {        pVertexBuffer[0] = x * m_axisFactorX;        pVertexBuffer[1] = y * m_axisFactorY;        pVertexBuffer[2] = z * m_axisFactorZ;      }    }    else    {      pVertexBuffer[0] = x * m_axisFactorX;      pVertexBuffer[1] = y * m_axisFactorY;      pVertexBuffer[2] = z * m_axisFactorZ;    }    // next vertex position in buffer    pVertexBuffer = (float *)(((char *)pVertexBuffer) + stride) ;  }  return vertexCount;} /*****************************************************************************//** Calculates one transformed vertex.  *  * This function calculates and returns a transformed vertex of a  * specific submesh.  *  * @param pSubmesh A pointer to the submesh from which the vertex should  *                 be calculated and returned.  * @param vertexId The id of the vertex that should be transformed.  *  * @return The number of vertices written to the buffer.  *****************************************************************************/CalVector CalPhysique::calculateVertex(CalSubmesh *pSubmesh, int vertexId){  // get bone vector of the skeleton  std::vector<CalBone *>& vectorBone = m_pModel->getSkeleton()->getVectorBone();  // get vertex of the core submesh  std::vector<CalCoreSubmesh::Vertex>& vectorVertex = pSubmesh->getCoreSubmesh()->getVectorVertex();  // get physical property vector of the core submesh  //std::vector<CalCoreSubmesh::PhysicalProperty>& vectorPhysicalProperty = pSubmesh->getCoreSubmesh()->getVectorPhysicalProperty();  // get the sub morph target vector from the core sub mesh  std::vector<CalCoreSubMorphTarget*>& vectorSubMorphTarget =  pSubmesh->getCoreSubmesh()->getVectorCoreSubMorphTarget();  // calculate the base weight  float baseWeight = pSubmesh->getBaseWeight();  // get the number of morph targets  int morphTargetCount = pSubmesh->getMorphTargetWeightCount();  // get the vertex  CalCoreSubmesh::Vertex& vertex = vectorVertex[vertexId];  // blend the morph targets  CalVector position(0,0,0);  if(baseWeight == 1.0f)  {    position.x = vertex.position.x;    position.y = vertex.position.y;    position.z = vertex.position.z;  }  else  {    position.x = baseWeight*vertex.position.x;    position.y = baseWeight*vertex.position.y;    position.z = baseWeight*vertex.position.z;    int morphTargetId;    for(morphTargetId=0; morphTargetId < morphTargetCount;++morphTargetId)    {      CalCoreSubMorphTarget::BlendVertex& blendVertex =	vectorSubMorphTarget[morphTargetId]->getVectorBlendVertex()[vertexId];      float currentWeight = pSubmesh->getMorphTargetWeight(morphTargetId);      position.x += currentWeight*blendVertex.position.x;      position.y += currentWeight*blendVertex.position.y;      position.z += currentWeight*blendVertex.position.z;    }  }  // initialize vertex  float x, y, z;  x = 0.0f;  y = 0.0f;  z = 0.0f;  // blend together all vertex influences  int influenceId;  int influenceCount=(int)vertex.vectorInfluence.size();  if(influenceCount == 0)   {    x = position.x;    y = position.y;    z = position.z;  }   else   {	  for(influenceId = 0; influenceId < influenceCount; ++influenceId)	  {		  // get the influence		  CalCoreSubmesh::Influence& influence = vertex.vectorInfluence[influenceId];		  		  // get the bone of the influence vertex		  CalBone *pBone;		  pBone = vectorBone[influence.boneId];		  		  // transform vertex with current state of the bone		  CalVector v(position);		  v *= pBone->getTransformMatrix();		  v += pBone->getTranslationBoneSpace();		  		  x += influence.weight * v.x;		  y += influence.weight * v.y;		  z += influence.weight * v.z;	  }  }  /*  // save vertex position  if(pSubmesh->getCoreSubmesh()->getSpringCount() > 0 && pSubmesh->hasInternalData())  {    // get the pgysical property of the vertex    CalCoreSubmesh::PhysicalProperty& physicalProperty = vectorPhysicalProperty[vertexId];    // assign new vertex position if there is no vertex weight    if(physicalProperty.weight == 0.0f)    {      pVertexBuffer[0] = x;      pVertexBuffer[1] = y;      pVertexBuffer[2] = z;    }  }  else  {    pVertexBuffer[0] = x;    pVertexBuffer[1] = y;    pVertexBuffer[2] = z;  }  */  // return the vertex  //return CalVector(x, y, z);  return CalVector(x*m_axisFactorX,y*m_axisFactorY,z*m_axisFactorZ);} /*****************************************************************************//** Calculates the transformed tangent space data.  *  * This function calculates and returns the transformed tangent space data of a  * specific submesh.  *  * @param pSubmesh A pointer to the submesh from which the tangent space data   *                 should be calculated and returned.  * @param mapId  * @param pTangentSpaceBuffer A pointer to the user-provided buffer where the tangent   *                 space data is written to.  *  * @return The number of tangent spaces written to the buffer.  *****************************************************************************/int CalPhysique::calculateTangentSpaces(CalSubmesh *pSubmesh, int mapId, float *pTangentSpaceBuffer, int stride){  if((mapId < 0) || (mapId >= (int)pSubmesh->getCoreSubmesh()->getVectorVectorTangentSpace().size())) return false;  if(stride <= 0)  {	  stride = 4*sizeof(float);  }  // get bone vector of the skeleton  std::vector<CalBone *>& vectorBone = m_pModel->getSkeleton()->getVectorBone();  // get vertex vector of the submesh  std::vector<CalCoreSubmesh::Vertex>& vectorVertex = pSubmesh->getCoreSubmesh()->getVectorVertex();  // get tangent space vector of the submesh  std::vector<CalCoreSubmesh::TangentSpace>& vectorTangentSpace = pSubmesh->getCoreSubmesh()->getVectorVectorTangentSpace()[mapId];    // get the number of vertices  int vertexCount;  vertexCount = pSubmesh->getVertexCount();  // calculate normal for all submesh vertices

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