// // Model.h // interface // // Created by Andrzej Kapolka on 10/18/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #ifndef __interface__Model__ #define __interface__Model__ #include #include #include "GeometryCache.h" #include "InterfaceConfig.h" #include "ProgramObject.h" #include "TextureCache.h" /// A generic 3D model displaying geometry loaded from a URL. class Model : public QObject { Q_OBJECT public: Model(QObject* parent = NULL); virtual ~Model(); void setTranslation(const glm::vec3& translation) { _translation = translation; } const glm::vec3& getTranslation() const { return _translation; } void setRotation(const glm::quat& rotation) { _rotation = rotation; } const glm::quat& getRotation() const { return _rotation; } void setScale(const glm::vec3& scale) { _scale = scale; } const glm::vec3& getScale() const { return _scale; } void setOffset(const glm::vec3& offset) { _offset = offset; } const glm::vec3& getOffset() const { return _offset; } void setPupilDilation(float dilation) { _pupilDilation = dilation; } float getPupilDilation() const { return _pupilDilation; } void setBlendshapeCoefficients(const std::vector& coefficients) { _blendshapeCoefficients = coefficients; } const std::vector& getBlendshapeCoefficients() const { return _blendshapeCoefficients; } bool isActive() const { return _geometry && _geometry->isLoaded(); } void init(); void reset(); void simulate(float deltaTime); bool render(float alpha); Q_INVOKABLE void setURL(const QUrl& url); const QUrl& getURL() const { return _url; } /// Returns the position of the head joint. /// \return whether or not the head was found bool getHeadPosition(glm::vec3& headPosition) const; /// Returns the position of the neck joint. /// \return whether or not the neck was found bool getNeckPosition(glm::vec3& neckPosition) const; /// Returns the rotation of the neck joint. /// \return whether or not the neck was found bool getNeckRotation(glm::quat& neckRotation) const; /// Retrieve the positions of up to two eye meshes. /// \return whether or not both eye meshes were found bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const; /// Sets the position of the left hand using inverse kinematics. /// \return whether or not the left hand joint was found bool setLeftHandPosition(const glm::vec3& position); /// Restores some percentage of the default position of the left hand. /// \param percent the percentage of the default position to restore /// \return whether or not the left hand joint was found bool restoreLeftHandPosition(float percent = 1.0f); /// Sets the rotation of the left hand. /// \return whether or not the left hand joint was found bool setLeftHandRotation(const glm::quat& rotation); /// Returns the extended length from the left hand to its first free ancestor. float getLeftArmLength() const; /// Sets the position of the right hand using inverse kinematics. /// \return whether or not the right hand joint was found bool setRightHandPosition(const glm::vec3& position); /// Restores some percentage of the default position of the right hand. /// \param percent the percentage of the default position to restore /// \return whether or not the right hand joint was found bool restoreRightHandPosition(float percent = 1.0f); /// Sets the rotation of the right hand. /// \return whether or not the right hand joint was found bool setRightHandRotation(const glm::quat& rotation); /// Returns the extended length from the right hand to its first free ancestor. float getRightArmLength() const; /// Returns the average color of all meshes in the geometry. glm::vec4 computeAverageColor() const; protected: QSharedPointer _geometry; glm::vec3 _translation; glm::quat _rotation; glm::vec3 _scale; glm::vec3 _offset; class JointState { public: glm::quat rotation; glm::mat4 transform; glm::quat combinedRotation; }; QVector _jointStates; class MeshState { public: QVector clusterMatrices; QVector worldSpaceVertices; QVector vertexVelocities; QVector worldSpaceNormals; }; QVector _meshStates; /// Updates the state of the joint at the specified index. virtual void updateJointState(int index); virtual void maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); virtual void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); bool getJointPosition(int jointIndex, glm::vec3& position) const; bool getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind = false) const; bool setJointPosition(int jointIndex, const glm::vec3& position, int lastFreeIndex = -1, const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f)); bool setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind = false); /// Restores the indexed joint to its default position. /// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to /// the original position /// \return true if the joint was found bool restoreJointPosition(int jointIndex, float percent = 1.0f); /// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's /// first free ancestor. float getLimbLength(int jointIndex) const; void applyRotationDelta(int jointIndex, const glm::quat& delta); private: void setJointTranslation(int jointIndex, int parentIndex, int childIndex, const glm::vec3& translation); void deleteGeometry(); float _pupilDilation; std::vector _blendshapeCoefficients; QUrl _url; QVector _blendedVertexBufferIDs; QVector > > _dilatedTextures; bool _resetStates; QVector _blendedVertices; QVector _blendedNormals; QVector _attachments; static ProgramObject _program; static ProgramObject _normalMapProgram; static ProgramObject _skinProgram; static ProgramObject _skinNormalMapProgram; static int _normalMapTangentLocation; class SkinLocations { public: int clusterMatrices; int clusterIndices; int clusterWeights; int tangent; }; static SkinLocations _skinLocations; static SkinLocations _skinNormalMapLocations; static void initSkinProgram(ProgramObject& program, SkinLocations& locations); }; #endif /* defined(__interface__Model__) */