Face3d
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#include <Model.hpp>
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struct | ModelInfo |
Public Member Functions | |
Model (const ModelInfo &modelInfo) | |
void | rotate (GLfloat val) |
void | scale (GLfloat val) |
void | render () |
Private Member Functions | |
void | load (const std::string &path) |
load mesh data from file More... | |
void | processNode (aiNode *node, const aiScene *scene) |
Mesh | processMesh (aiMesh *mesh, const aiScene *scene, std::string name) |
void | calcScalingFactors () |
glm::vec3 | moveGenericVertex (const glm::vec3 &genericVertex) |
Private Attributes | |
ModelInfo | m_ModelInfo |
FaceCoordinates3d | m_FaceCoords |
GLuint | m_TextureFrontID = 0 |
GLuint | m_TextureSideID = 0 |
GLuint | m_SamplerID = 0 |
std::shared_ptr< std::vector< Mesh > > | m_pMeshes |
GLuint | m_ShaderID =0 |
GLuint | m_MVPMatrixLocation = 0 |
GLuint | m_TextureFrontSamplerLocation = 0 |
GLuint | m_TextureSideSamplerLocation = 0 |
GLuint | m_ChinVerticalPosLocation = 0 |
GLuint | m_EyeVerticalPosLocation = 0 |
GLuint | m_LEyeTexVerticalPosLocation = 0 |
GLuint | m_REyeTexVerticalPosLocation = 0 |
GLuint | m_ChinTexVerticalPosLocation = 0 |
glm::mat4 | m_MVPMatrix |
GLfloat | m_RotationAngle = 0.0f |
GLfloat | m_ScaleVal = 1.0f |
GLfloat | m_fx =0 |
GLfloat | m_fy =0 |
GLfloat | m_fz =0 |
definition of a model of an object containing meshes and vertices
Face3D::Model::Model | ( | const ModelInfo & | modelInfo | ) |
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calculate the scaling factors to resize the generic face such that it looks like the face on the images
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load mesh data from file
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move a vrtex of the generic model to its final position according to the face detection
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void Face3D::Model::render | ( | ) |
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