Add origin and offsets
Origin point for a model part can be set with `origin` in model.toml; position and scale offsets can be set with `pos_offset` and `scale_offset` respectively.
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TODO.md
13
TODO.md
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@ -1,8 +1,11 @@
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# Before 1.0
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## model
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- scale offset
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- position offset (or origin)
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## graphics
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- prevent stretching from windows aspect ratio
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- prevent stretching from window aspect ratio
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- smoothing
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## docs
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- model format documentation
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## vision
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- fix worse facemark on dnn mode (maybe due to non-square roi?)
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@ -2,6 +2,7 @@
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#include <vector>
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#include <zip.h>
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#include <fmt/core.h>
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#include <glm/vec2.hpp>
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#include <tomlcpp.hpp> //dynamically link tomlcpp if it becomes common in repositories
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#include <model.hpp>
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#include <config.hpp>
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@ -11,7 +12,7 @@
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#define BUFFER_SIZE_TEXTURE 16777220 // 16 MiB
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#define SUPPORTED_MODEL_MAJOR 0
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#define SUPPORTED_MODEL_MINOR 2
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#define SUPPORTED_MODEL_MINOR 3
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void textureFromArchive(zip_t* archive, const char* path, ModelPart* part, size_t slot, std::string triggerName) {
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zip_file_t* textureFile = zip_fopen(archive, path, 0);
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@ -112,9 +113,9 @@ Model::Model(const char* path) {
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newPart.setFollowTarget(parentResult.second);
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if (factorResult.first) {
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newPart.setFollowFactor((float)factorResult.second);
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newPart.factor = (float)factorResult.second;
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} else {
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newPart.setFollowFactor(1.0f);
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newPart.factor = 1.0f;
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}
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}
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@ -123,10 +124,35 @@ Model::Model(const char* path) {
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auto scaleFacResult = partsVec[i].getDouble("scale_factor");
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if (rotFacResult.first) {
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newPart.setRotationFactor((float)rotFacResult.second);
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newPart.rotFactor = (float)rotFacResult.second;
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}
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if (scaleFacResult.first) {
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newPart.setScaleFactor((float)scaleFacResult.second);
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newPart.scaleFactor = (float)scaleFacResult.second;
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}
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// origin
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auto originArray = partsVec[i].getArray("origin");
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if (originArray) {
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auto originVec = *originArray->getDoubleVector();
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newPart.origin = glm::vec2((float)originVec[0], (float)originVec[1]);
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}
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// offsets
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auto posOffsetArray = partsVec[i].getArray("pos_offset");
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if (posOffsetArray) {
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auto offsetVec = *posOffsetArray->getDoubleVector();
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newPart.posOffset = glm::vec2((float)offsetVec[0], (float)offsetVec[1]);
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}
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auto scaleOffsetArray = partsVec[i].getArray("scale_offset");
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if (scaleOffsetArray) {
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auto offsetVec = *scaleOffsetArray->getDoubleVector();
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newPart.scaleOffset = glm::vec2((float)offsetVec[0], (float)offsetVec[1]);
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}
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// texture
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@ -40,22 +40,11 @@ void ModelPart::setFollowTarget(std::string followTarget) {
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follow = bindStringToNum[followTarget];
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}
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void ModelPart::setFollowFactor(float followFactor) {
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factor = followFactor;
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}
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void ModelPart::setRotationFactor(float rotationFactor) {
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rotFactor = rotationFactor;
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}
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void ModelPart::setScaleFactor(float scaleFac) {
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scaleFactor = scaleFac;
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}
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void ModelPart::setTransform(glm::vec2 position, float rotation, float scale) {
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transMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(position.x, -position.y, 0.0f));
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transMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(position.x, -position.y, 0.0f) + glm::vec3(posOffset, 0.0f));
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transMatrix = glm::rotate(transMatrix, rotation * rotFactor, glm::vec3(0.0f, 0.0f, 1.0f));
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transMatrix = glm::scale(transMatrix, glm::vec3(1,1,1) + (scale - 1) * scaleFactor);
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transMatrix = glm::scale(transMatrix, glm::vec3(1,1,1) + (scale - 1 + glm::vec3(scaleOffset, 0.0f)) * scaleFactor);
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transMatrix = glm::translate(transMatrix, glm::vec3(-origin, 0.0f));
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}
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void ModelPart::processFaceData(struct FaceData faceData) {
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@ -24,6 +24,9 @@ class ModelPart {
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glm::mat4 transMatrix = glm::mat4(1.0f);
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bool empty = true;
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public:
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int bind = BIND_NULL;
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int follow = BIND_NULL;
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float factor = 0.0f; //default factor of 0 so part will not follow a null by default
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@ -31,19 +34,18 @@ class ModelPart {
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float rotFactor = 1.0f;
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float scaleFactor = 1.0f;
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bool empty = true;
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glm::vec2 posOffset = glm::vec2(0,0);
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glm::vec2 scaleOffset = glm::vec2(0,0);
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glm::vec2 origin = glm::vec2(0,0);
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public:
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ModelPart();
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void bindAndDraw();
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void setBind(std::string bindString);
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void setFollowTarget(std::string followString);
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void setFollowFactor(float followFactor);
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void setRotationFactor(float rotationFactor);
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void setScaleFactor(float scaleFactor);
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void setBind(std::string bindName);
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void setFollowTarget(std::string followTarget);
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void setTransform(glm::vec2 position, float rotation, float scale);
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