// // ModelOverlay.cpp // // // Created by Clement on 6/30/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "ModelOverlay.h" #include #include "Application.h" QString const ModelOverlay::TYPE = "model"; ModelOverlay::ModelOverlay() : _model(std::make_shared(std::make_shared())), _modelTextures(QVariantMap()) { _model->init(); _isLoaded = false; } ModelOverlay::ModelOverlay(const ModelOverlay* modelOverlay) : Volume3DOverlay(modelOverlay), _model(std::make_shared(std::make_shared())), _modelTextures(QVariantMap()), _url(modelOverlay->_url), _updateModel(false) { _model->init(); if (_url.isValid()) { _updateModel = true; _isLoaded = false; } } void ModelOverlay::update(float deltatime) { if (_updateModel) { _updateModel = false; _model->setSnapModelToCenter(true); if (_scaleToFit) { _model->setScaleToFit(true, getScale() * getDimensions()); } else { _model->setScale(getScale()); } _model->setRotation(getRotation()); _model->setTranslation(getPosition()); _model->setURL(_url); _model->simulate(deltatime, true); } else { _model->simulate(deltatime); } _isLoaded = _model->isActive(); } bool ModelOverlay::addToScene(Overlay::Pointer overlay, std::shared_ptr scene, render::PendingChanges& pendingChanges) { Volume3DOverlay::addToScene(overlay, scene, pendingChanges); _model->addToScene(scene, pendingChanges); return true; } void ModelOverlay::removeFromScene(Overlay::Pointer overlay, std::shared_ptr scene, render::PendingChanges& pendingChanges) { Volume3DOverlay::removeFromScene(overlay, scene, pendingChanges); _model->removeFromScene(scene, pendingChanges); } void ModelOverlay::render(RenderArgs* args) { // check to see if when we added our model to the scene they were ready, if they were not ready, then // fix them up in the scene render::ScenePointer scene = qApp->getMain3DScene(); render::PendingChanges pendingChanges; if (_model->needsFixupInScene()) { _model->removeFromScene(scene, pendingChanges); _model->addToScene(scene, pendingChanges); } _model->setVisibleInScene(_visible, scene); _model->setLayeredInFront(getDrawInFront(), scene); scene->enqueuePendingChanges(pendingChanges); } void ModelOverlay::setProperties(const QVariantMap& properties) { auto origPosition = getPosition(); auto origRotation = getRotation(); auto origDimensions = getDimensions(); auto origScale = getScale(); Base3DOverlay::setProperties(properties); auto scale = properties["scale"]; if (scale.isValid()) { setScale(vec3FromVariant(scale)); } auto dimensions = properties["dimensions"]; if (dimensions.isValid()) { _scaleToFit = true; setDimensions(vec3FromVariant(dimensions)); } else if (scale.isValid()) { // if "scale" property is set but "dimentions" is not. // do NOT scale to fit. _scaleToFit = false; } if (origPosition != getPosition() || origRotation != getRotation() || origDimensions != getDimensions() || origScale != getScale()) { _updateModel = true; } auto urlValue = properties["url"]; if (urlValue.isValid() && urlValue.canConvert()) { _url = urlValue.toString(); _updateModel = true; _isLoaded = false; } auto texturesValue = properties["textures"]; if (texturesValue.isValid() && texturesValue.canConvert(QVariant::Map)) { QVariantMap textureMap = texturesValue.toMap(); QMetaObject::invokeMethod(_model.get(), "setTextures", Qt::AutoConnection, Q_ARG(const QVariantMap&, textureMap)); } } QVariant ModelOverlay::getProperty(const QString& property) { if (property == "url") { return _url.toString(); } if (property == "dimensions" || property == "size") { return vec3toVariant(getDimensions()); } if (property == "scale") { return vec3toVariant(getScale()); } if (property == "textures") { if (_modelTextures.size() > 0) { QVariantMap textures; foreach(const QString& key, _modelTextures.keys()) { textures[key] = _modelTextures[key].toString(); } return textures; } else { return QVariant(); } } return Volume3DOverlay::getProperty(property); } bool ModelOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, glm::vec3& surfaceNormal) { QString subMeshNameTemp; return _model->findRayIntersectionAgainstSubMeshes(origin, direction, distance, face, surfaceNormal, subMeshNameTemp); } bool ModelOverlay::findRayIntersectionExtraInfo(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, glm::vec3& surfaceNormal, QString& extraInfo) { return _model->findRayIntersectionAgainstSubMeshes(origin, direction, distance, face, surfaceNormal, extraInfo); } ModelOverlay* ModelOverlay::createClone() const { return new ModelOverlay(this); } void ModelOverlay::locationChanged(bool tellPhysics) { Base3DOverlay::locationChanged(tellPhysics); if (_model && _model->isActive()) { _model->setRotation(getRotation()); _model->setTranslation(getPosition()); } }