For now not touching normalizeVolumeFaces() to not brick dae uploadmaster
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078cc9b0c1
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4c60231c3f
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@ -334,6 +334,162 @@ void LLModel::normalizeVolumeFaces()
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}
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void LLModel::normalizeVolumeFacesAndWeights()
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{
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if (!mVolumeFaces.empty())
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{
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LLVector4a min, max;
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// For all of the volume faces
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// in the model, loop over
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// them and see what the extents
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// of the volume along each axis.
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min = mVolumeFaces[0].mExtents[0];
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max = mVolumeFaces[0].mExtents[1];
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for (U32 i = 1; i < mVolumeFaces.size(); ++i)
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{
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LLVolumeFace& face = mVolumeFaces[i];
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update_min_max(min, max, face.mExtents[0]);
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update_min_max(min, max, face.mExtents[1]);
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if (face.mTexCoords)
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{
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LLVector2& min_tc = face.mTexCoordExtents[0];
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LLVector2& max_tc = face.mTexCoordExtents[1];
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min_tc = face.mTexCoords[0];
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max_tc = face.mTexCoords[0];
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for (S32 j = 1; j < face.mNumVertices; ++j)
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{
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update_min_max(min_tc, max_tc, face.mTexCoords[j]);
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}
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}
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else
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{
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face.mTexCoordExtents[0].set(0, 0);
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face.mTexCoordExtents[1].set(1, 1);
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}
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}
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// Now that we have the extents of the model
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// we can compute the offset needed to center
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// the model at the origin.
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// Compute center of the model
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// and make it negative to get translation
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// needed to center at origin.
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LLVector4a trans;
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trans.setAdd(min, max);
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trans.mul(-0.5f);
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// Compute the total size along all
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// axes of the model.
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LLVector4a size;
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size.setSub(max, min);
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// Prevent division by zero.
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F32 x = size[0];
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F32 y = size[1];
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F32 z = size[2];
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F32 w = size[3];
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if (fabs(x) < F_APPROXIMATELY_ZERO)
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{
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x = 1.0;
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}
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if (fabs(y) < F_APPROXIMATELY_ZERO)
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{
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y = 1.0;
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}
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if (fabs(z) < F_APPROXIMATELY_ZERO)
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{
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z = 1.0;
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}
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size.set(x, y, z, w);
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// Compute scale as reciprocal of size
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LLVector4a scale;
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scale.splat(1.f);
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scale.div(size);
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LLVector4a inv_scale(1.f);
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inv_scale.div(scale);
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for (U32 i = 0; i < mVolumeFaces.size(); ++i)
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{
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LLVolumeFace& face = mVolumeFaces[i];
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// We shrink the extents so
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// that they fall within
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// the unit cube.
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// VFExtents change
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face.mExtents[0].add(trans);
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face.mExtents[0].mul(scale);
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face.mExtents[1].add(trans);
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face.mExtents[1].mul(scale);
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// For all the positions, we scale
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// the positions to fit within the unit cube.
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LLVector4a* pos = (LLVector4a*)face.mPositions;
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LLVector4a* norm = (LLVector4a*)face.mNormals;
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LLVector4a* t = (LLVector4a*)face.mTangents;
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for (S32 j = 0; j < face.mNumVertices; ++j)
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{
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pos[j].add(trans);
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pos[j].mul(scale);
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if (norm && !norm[j].equals3(LLVector4a::getZero()))
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{
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norm[j].mul(inv_scale);
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norm[j].normalize3();
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}
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if (t)
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{
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F32 w = t[j].getF32ptr()[3];
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t[j].mul(inv_scale);
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t[j].normalize3();
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t[j].getF32ptr()[3] = w;
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}
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}
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}
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weight_map old_weights = mSkinWeights;
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mSkinWeights.clear();
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mPosition.clear();
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for (auto& weights : old_weights)
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{
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LLVector4a pos(weights.first.mV[VX], weights.first.mV[VY], weights.first.mV[VZ]);
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pos.add(trans);
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pos.mul(scale);
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LLVector3 scaled_pos(pos.getF32ptr());
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mPosition.push_back(scaled_pos);
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mSkinWeights[scaled_pos] = weights.second;
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}
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// mNormalizedScale is the scale at which
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// we would need to multiply the model
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// by to get the original size of the
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// model instead of the normalized size.
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LLVector4a normalized_scale;
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normalized_scale.splat(1.f);
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normalized_scale.div(scale);
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mNormalizedScale.set(normalized_scale.getF32ptr());
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mNormalizedTranslation.set(trans.getF32ptr());
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mNormalizedTranslation *= -1.f;
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// remember normalized scale so original dimensions can be recovered for mesh processing (i.e. tangent generation)
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for (auto& face : mVolumeFaces)
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{
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face.mNormalizedScale = mNormalizedScale;
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}
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}
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}
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void LLModel::getNormalizedScaleTranslation(LLVector3& scale_out, LLVector3& translation_out) const
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{
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scale_out = mNormalizedScale;
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@ -202,6 +202,7 @@ public:
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void sortVolumeFacesByMaterialName();
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void normalizeVolumeFaces();
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void normalizeVolumeFacesAndWeights();
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void trimVolumeFacesToSize(U32 new_count = LL_SCULPT_MESH_MAX_FACES, LLVolume::face_list_t* remainder = NULL);
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void remapVolumeFaces();
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void optimizeVolumeFaces();
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@ -468,6 +468,8 @@ bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh&
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if (skinIdx >= 0)
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{
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vert.weights = glm::vec4(prim.mWeights[i]);
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auto accessorIdx = prim.mAttributes["JOINTS_0"];
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LL::GLTF::Accessor::ComponentType componentType = LL::GLTF::Accessor::ComponentType::UNSIGNED_BYTE;
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if (accessorIdx >= 0)
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@ -487,8 +489,11 @@ bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh&
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{
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vert.joints = glm::unpackUint4x16(prim.mJoints[i]);
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}
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vert.weights = glm::vec4(prim.mWeights[i]);
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else
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{
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vert.joints = glm::zero<glm::u16vec4>();
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vert.weights = glm::zero<glm::vec4>();
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}
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}
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vertices.push_back(vert);
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}
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@ -659,8 +664,8 @@ bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh&
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}
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}
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// Call normalizeVolumeFaces to compute proper extents
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pModel->normalizeVolumeFaces();
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// Call normalizeVolumeFacesAndWeights to compute proper extents
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pModel->normalizeVolumeFacesAndWeights();
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// Fill joint names, bind matrices and prepare to remap weight indices
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if (skinIdx >= 0)
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