mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-19 13:44:20 +02:00
Merge remote-tracking branch 'upstream/master' into render_cursor
This commit is contained in:
commit
fa27550df4
30 changed files with 301 additions and 808 deletions
|
@ -18,3 +18,4 @@ Script.load("notifications.js");
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Script.load("users.js");
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Script.load("grab.js");
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Script.load("pointer.js");
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Script.load("directory.js");
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||||
|
|
92
examples/directory.js
Normal file
92
examples/directory.js
Normal file
|
@ -0,0 +1,92 @@
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|||
//
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// directory.js
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// examples
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//
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// Created by David Rowe on 8 Jun 2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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Script.include("libraries/globals.js");
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var directory = (function () {
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var DIRECTORY_URL = "https://metaverse.highfidelity.com/directory",
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directoryWindow,
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DIRECTORY_BUTTON_URL = HIFI_PUBLIC_BUCKET + "images/tools/directory.svg",
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BUTTON_WIDTH = 50,
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BUTTON_HEIGHT = 50,
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BUTTON_ALPHA = 0.9,
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BUTTON_MARGIN = 8,
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directoryButton,
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EDIT_TOOLBAR_BUTTONS = 10, // Number of buttons in edit.js toolbar
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viewport;
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function updateButtonPosition() {
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Overlays.editOverlay(directoryButton, {
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x: viewport.x - BUTTON_WIDTH - BUTTON_MARGIN,
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y: (viewport.y - (EDIT_TOOLBAR_BUTTONS + 1) * (BUTTON_HEIGHT + BUTTON_MARGIN) - BUTTON_MARGIN) / 2 - 1
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});
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}
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||||
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function onMousePressEvent(event) {
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var clickedOverlay;
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clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
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if (clickedOverlay === directoryButton) {
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if (directoryWindow.url !== DIRECTORY_URL) {
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directoryWindow.setURL(DIRECTORY_URL);
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}
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directoryWindow.setVisible(true);
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directoryWindow.raise();
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}
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}
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function onDomainChanged() {
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directoryWindow.setVisible(false);
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}
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function onScriptUpdate() {
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var oldViewport = viewport;
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viewport = Controller.getViewportDimensions();
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if (viewport.x !== oldViewport.x || viewport.y !== oldViewport.y) {
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updateButtonPosition();
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}
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}
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function setUp() {
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viewport = Controller.getViewportDimensions();
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directoryWindow = new WebWindow('Directory', DIRECTORY_URL, 900, 700, false);
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directoryWindow.setVisible(false);
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directoryButton = Overlays.addOverlay("image", {
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imageURL: DIRECTORY_BUTTON_URL,
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width: BUTTON_WIDTH,
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height: BUTTON_HEIGHT,
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x: viewport.x - BUTTON_WIDTH - BUTTON_MARGIN,
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y: BUTTON_MARGIN,
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alpha: BUTTON_ALPHA,
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visible: true
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});
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updateButtonPosition();
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Controller.mousePressEvent.connect(onMousePressEvent);
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Window.domainChanged.connect(onDomainChanged);
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Script.update.connect(onScriptUpdate);
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}
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function tearDown() {
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Overlays.deleteOverlay(directoryButton);
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}
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setUp();
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Script.scriptEnding.connect(tearDown);
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}());
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|
@ -360,6 +360,10 @@
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var elVoxelVolumeSizeZ = document.getElementById("property-voxel-volume-size-z");
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var elVoxelSurfaceStyle = document.getElementById("property-voxel-surface-style");
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var elHyperlinkHref = document.getElementById("property-hyperlink-href");
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var elHyperlinkDescription = document.getElementById("property-hyperlink-description");
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||||
|
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if (window.EventBridge !== undefined) {
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EventBridge.scriptEventReceived.connect(function(data) {
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|
@ -467,6 +471,9 @@
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elScriptURL.value = properties.script;
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elUserData.value = properties.userData;
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elHyperlinkHref.value = properties.href;
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elHyperlinkDescription.value = properties.description;
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|
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for (var i = 0; i < allSections.length; i++) {
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for (var j = 0; j < allSections[i].length; j++) {
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allSections[i][j].style.display = 'none';
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|
@ -612,6 +619,8 @@
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elLocked.addEventListener('change', createEmitCheckedPropertyUpdateFunction('locked'));
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elName.addEventListener('change', createEmitTextPropertyUpdateFunction('name'));
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elHyperlinkHref.addEventListener('change', createEmitTextPropertyUpdateFunction('href'));
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elHyperlinkDescription.addEventListener('change', createEmitTextPropertyUpdateFunction('description'));
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elVisible.addEventListener('change', createEmitCheckedPropertyUpdateFunction('visible'));
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var positionChangeFunction = createEmitVec3PropertyUpdateFunction(
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|
@ -850,7 +859,6 @@
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elVoxelVolumeSizeZ.addEventListener('change', voxelVolumeSizeChangeFunction);
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elVoxelSurfaceStyle.addEventListener('change', createEmitTextPropertyUpdateFunction('voxelSurfaceStyle'));
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elMoveSelectionToGrid.addEventListener("click", function() {
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EventBridge.emitWebEvent(JSON.stringify({
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type: "action",
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|
@ -937,6 +945,18 @@
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<input type="text" id="property-name"></input>
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</div>
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</div>
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<div class="property">
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<div class="label">Hyperlink</div>
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<div class="input-area">Href<br></div>
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<div class="value">
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<input id="property-hyperlink-href" class="url"></input>
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</div>
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<div class="input-area">Description<br></div> <div class="value">
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<input id="property-hyperlink-description" class="url"></input>
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</div>
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</div>
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<div class="property">
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<span class="label">Locked</span>
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<span class="value">
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|
|
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@ -524,8 +524,16 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_window->setVisible(true);
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_glWidget->setFocusPolicy(Qt::StrongFocus);
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_glWidget->setFocus();
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#ifdef Q_OS_MAC
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// OSX doesn't seem to provide for hiding the cursor only on the GL widget
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_window->setCursor(Qt::BlankCursor);
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#else
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// On windows and linux, hiding the top level cursor also means it's invisible
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// when hovering over the window menu, which is a pain, so only hide it for
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// the GL surface
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_glWidget->setCursor(Qt::BlankCursor);
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#endif
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// enable mouse tracking; otherwise, we only get drag events
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_glWidget->setMouseTracking(true);
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|
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@ -107,6 +107,9 @@ Avatar::Avatar() :
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}
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Avatar::~Avatar() {
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for(auto attachment : _unusedAttachments) {
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delete attachment;
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}
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}
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const float BILLBOARD_LOD_DISTANCE = 40.0f;
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@ -298,6 +301,11 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
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pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
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_skeletonModel.addToScene(scene, pendingChanges);
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getHead()->getFaceModel().addToScene(scene, pendingChanges);
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for (auto attachmentModel : _attachmentModels) {
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attachmentModel->addToScene(scene, pendingChanges);
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}
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return true;
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}
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@ -305,6 +313,9 @@ void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::S
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pendingChanges.removeItem(_renderItemID);
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_skeletonModel.removeFromScene(scene, pendingChanges);
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getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
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for (auto attachmentModel : _attachmentModels) {
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attachmentModel->removeFromScene(scene, pendingChanges);
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}
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}
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void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
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@ -517,7 +528,7 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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return glm::angleAxis(angle * proportion, axis);
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}
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void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
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void Avatar::fixupModelsInScene() {
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// check to see if when we added our models to the scene they were ready, if they were not ready, then
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// fix them up in the scene
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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@ -530,8 +541,24 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
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getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
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getHead()->getFaceModel().addToScene(scene, pendingChanges);
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}
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for (auto attachmentModel : _attachmentModels) {
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if (attachmentModel->needsFixupInScene()) {
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attachmentModel->removeFromScene(scene, pendingChanges);
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attachmentModel->addToScene(scene, pendingChanges);
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}
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}
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for (auto attachmentModelToRemove : _attachmentsToRemove) {
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attachmentModelToRemove->removeFromScene(scene, pendingChanges);
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_unusedAttachments << attachmentModelToRemove;
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}
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_attachmentsToRemove.clear();
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scene->enqueuePendingChanges(pendingChanges);
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}
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void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
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fixupModelsInScene();
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{
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Glower glower(renderArgs, glowLevel);
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@ -545,10 +572,6 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
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if (postLighting) {
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getHand()->render(renderArgs, false);
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} else {
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// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
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//_skeletonModel.render(renderArgs, 1.0f);
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renderAttachments(renderArgs);
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}
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}
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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@ -572,22 +595,14 @@ void Avatar::simulateAttachments(float deltaTime) {
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_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
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model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
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||||
model->setRotation(jointRotation * attachment.rotation);
|
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model->setScaleToFit(true, _scale * attachment.scale);
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model->setScaleToFit(true, _scale * attachment.scale, true); // hack to force rescale
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model->setSnapModelToCenter(false); // hack to force resnap
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model->setSnapModelToCenter(true);
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model->simulate(deltaTime);
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}
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||||
}
|
||||
}
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||||
|
||||
void Avatar::renderAttachments(RenderArgs* args) {
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// RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
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||||
// RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
|
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/*
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foreach (Model* model, _attachmentModels) {
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model->render(args, 1.0f);
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||||
}
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||||
*/
|
||||
}
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||||
|
||||
void Avatar::updateJointMappings() {
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// no-op; joint mappings come from skeleton model
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}
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|
@ -945,12 +960,18 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
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|||
}
|
||||
// make sure we have as many models as attachments
|
||||
while (_attachmentModels.size() < attachmentData.size()) {
|
||||
Model* model = new Model(this);
|
||||
Model* model = nullptr;
|
||||
if (_unusedAttachments.size() > 0) {
|
||||
model = _unusedAttachments.takeFirst();
|
||||
} else {
|
||||
model = new Model(this);
|
||||
}
|
||||
model->init();
|
||||
_attachmentModels.append(model);
|
||||
}
|
||||
while (_attachmentModels.size() > attachmentData.size()) {
|
||||
delete _attachmentModels.takeLast();
|
||||
auto attachmentModel = _attachmentModels.takeLast();
|
||||
_attachmentsToRemove << attachmentModel;
|
||||
}
|
||||
|
||||
// update the urls
|
||||
|
|
|
@ -195,6 +195,8 @@ protected:
|
|||
SkeletonModel _skeletonModel;
|
||||
glm::vec3 _skeletonOffset;
|
||||
QVector<Model*> _attachmentModels;
|
||||
QVector<Model*> _attachmentsToRemove;
|
||||
QVector<Model*> _unusedAttachments;
|
||||
float _bodyYawDelta;
|
||||
|
||||
// These position histories and derivatives are in the world-frame.
|
||||
|
@ -234,9 +236,9 @@ protected:
|
|||
void renderDisplayName(RenderArgs* renderArgs);
|
||||
virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel = 0.0f);
|
||||
virtual bool shouldRenderHead(const RenderArgs* renderArgs, const glm::vec3& cameraPosition) const;
|
||||
virtual void fixupModelsInScene();
|
||||
|
||||
void simulateAttachments(float deltaTime);
|
||||
virtual void renderAttachments(RenderArgs* args);
|
||||
|
||||
virtual void updateJointMappings();
|
||||
|
||||
|
|
|
@ -1178,44 +1178,10 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
|
|||
|
||||
// check to see if when we added our models to the scene they were ready, if they were not ready, then
|
||||
// fix them up in the scene
|
||||
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
|
||||
render::PendingChanges pendingChanges;
|
||||
if (_skeletonModel.needsFixupInScene()) {
|
||||
_skeletonModel.removeFromScene(scene, pendingChanges);
|
||||
_skeletonModel.addToScene(scene, pendingChanges);
|
||||
}
|
||||
if (getHead()->getFaceModel().needsFixupInScene()) {
|
||||
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
|
||||
getHead()->getFaceModel().addToScene(scene, pendingChanges);
|
||||
}
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
fixupModelsInScene();
|
||||
|
||||
Camera *camera = Application::getInstance()->getCamera();
|
||||
const glm::vec3 cameraPos = camera->getPosition();
|
||||
const glm::vec3 cameraPos = Application::getInstance()->getCamera()->getPosition();
|
||||
|
||||
|
||||
// HACK: comment this block which possibly change the near and break the rendering 5/6/2015
|
||||
// Only tweak the frustum near far if it's not shadow
|
||||
/* if (renderMode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
|
||||
if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
|
||||
renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
|
||||
} else {
|
||||
float clipDistance = _skeletonModel.getHeadClipDistance();
|
||||
clipDistance = glm::length(getEyePosition()
|
||||
+ camera->getOrientation() * glm::vec3(0.0f, 0.0f, -clipDistance) - cameraPos);
|
||||
renderFrustum->setNearClip(clipDistance);
|
||||
}
|
||||
}*/
|
||||
|
||||
// Render the body's voxels and head
|
||||
if (!postLighting) {
|
||||
|
||||
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
|
||||
//_skeletonModel.render(renderArgs, 1.0f);
|
||||
renderAttachments(renderArgs);
|
||||
}
|
||||
|
||||
// Render head so long as the camera isn't inside it
|
||||
if (shouldRenderHead(renderArgs, cameraPos)) {
|
||||
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
|
||||
|
@ -1571,27 +1537,6 @@ void MyAvatar::updateMotionBehavior() {
|
|||
_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
|
||||
}
|
||||
|
||||
void MyAvatar::renderAttachments(RenderArgs* args) {
|
||||
if (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON || args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
Avatar::renderAttachments(args);
|
||||
return;
|
||||
}
|
||||
const FBXGeometry& geometry = _skeletonModel.getGeometry()->getFBXGeometry();
|
||||
QString headJointName = (geometry.headJointIndex == -1) ? QString() : geometry.joints.at(geometry.headJointIndex).name;
|
||||
// RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
|
||||
// RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
|
||||
|
||||
// FIX ME - attachments need to be added to scene too...
|
||||
/*
|
||||
for (int i = 0; i < _attachmentData.size(); i++) {
|
||||
const QString& jointName = _attachmentData.at(i).jointName;
|
||||
if (jointName != headJointName && jointName != "Head") {
|
||||
_attachmentModels.at(i)->render(args, 1.0f);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
//Renders sixense laser pointers for UI selection with controllers
|
||||
void MyAvatar::renderLaserPointers() {
|
||||
const float PALM_TIP_ROD_RADIUS = 0.002f;
|
||||
|
|
|
@ -197,9 +197,6 @@ public slots:
|
|||
signals:
|
||||
void transformChanged();
|
||||
|
||||
protected:
|
||||
virtual void renderAttachments(RenderArgs* args);
|
||||
|
||||
private:
|
||||
|
||||
// These are made private for MyAvatar so that you will use the "use" methods instead
|
||||
|
|
|
@ -31,7 +31,7 @@ WindowScriptingInterface::WindowScriptingInterface() :
|
|||
_formResult(QDialog::Rejected)
|
||||
{
|
||||
const DomainHandler& domainHandler = DependencyManager::get<NodeList>()->getDomainHandler();
|
||||
connect(&domainHandler, &DomainHandler::hostnameChanged, this, &WindowScriptingInterface::domainChanged);
|
||||
connect(&domainHandler, &DomainHandler::connectedToDomain, this, &WindowScriptingInterface::domainChanged);
|
||||
connect(Application::getInstance(), &Application::svoImportRequested, this, &WindowScriptingInterface::svoImportRequested);
|
||||
connect(Application::getInstance(), &Application::domainConnectionRefused, this, &WindowScriptingInterface::domainConnectionRefused);
|
||||
}
|
||||
|
|
|
@ -9,15 +9,18 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "RenderableBoxEntityItem.h"
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <ObjectMotionState.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "RenderableBoxEntityItem.h"
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
|
||||
EntityItemPointer RenderableBoxEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
return EntityItemPointer(new RenderableBoxEntityItem(entityID, properties));
|
||||
|
@ -27,23 +30,11 @@ void RenderableBoxEntityItem::render(RenderArgs* args) {
|
|||
PerformanceTimer perfTimer("RenderableBoxEntityItem::render");
|
||||
Q_ASSERT(getType() == EntityTypes::Box);
|
||||
glm::vec4 cubeColor(toGlm(getXColor()), getLocalRenderAlpha());
|
||||
|
||||
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
|
||||
bool highlightSimulationOwnership = false;
|
||||
if (debugSimulationOwnership) {
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
highlightSimulationOwnership = (getSimulatorID() == myNodeID);
|
||||
}
|
||||
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
if (highlightSimulationOwnership) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
} else {
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidCube(batch, 1.0f, cubeColor);
|
||||
|
||||
RenderableDebugableEntityItem::render(this, args);
|
||||
};
|
||||
|
|
|
@ -13,7 +13,6 @@
|
|||
#define hifi_RenderableBoxEntityItem_h
|
||||
|
||||
#include <BoxEntityItem.h>
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
#include "RenderableEntityItem.h"
|
||||
|
||||
class RenderableBoxEntityItem : public BoxEntityItem {
|
||||
|
|
|
@ -10,58 +10,57 @@
|
|||
//
|
||||
|
||||
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <DeferredLightingEffect.h>
|
||||
#include <PhysicsEngine.h>
|
||||
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
#include <ObjectMotionState.h>
|
||||
|
||||
|
||||
void RenderableDebugableEntityItem::renderBoundingBox(EntityItem* entity, RenderArgs* args,
|
||||
float puffedOut, glm::vec4& color) {
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(entity->getTransformToCenter());
|
||||
Transform transform = entity->getTransformToCenter();
|
||||
//transform.postScale(entity->getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f + puffedOut, color);
|
||||
}
|
||||
|
||||
void RenderableDebugableEntityItem::renderHoverDot(EntityItem* entity, RenderArgs* args) {
|
||||
const int SLICES = 8, STACKS = 8;
|
||||
float radius = 0.05f;
|
||||
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
Transform transform = entity->getTransformToCenter();
|
||||
// Cancel true dimensions and set scale to 2 * radius (diameter)
|
||||
transform.postScale(2.0f * glm::vec3(radius, radius, radius) / entity->getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, blueColor);
|
||||
}
|
||||
|
||||
void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args) {
|
||||
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
|
||||
if (args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP) {
|
||||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
Transform transform = entity->getTransformToCenter();
|
||||
transform.postScale(entity->getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
bool highlightSimulationOwnership = (entity->getSimulatorID() == myNodeID);
|
||||
if (highlightSimulationOwnership) {
|
||||
glm::vec4 greenColor(0.0f, 1.0f, 0.2f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.08f, greenColor);
|
||||
}
|
||||
|
||||
if (debugSimulationOwnership) {
|
||||
quint64 now = usecTimestampNow();
|
||||
if (now - entity->getLastEditedFromRemote() < 0.1f * USECS_PER_SECOND) {
|
||||
glm::vec4 redColor(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.2f, redColor);
|
||||
renderBoundingBox(entity, args, 0.16f, redColor);
|
||||
}
|
||||
|
||||
if (now - entity->getLastBroadcast() < 0.2f * USECS_PER_SECOND) {
|
||||
glm::vec4 yellowColor(1.0f, 1.0f, 0.2f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.3f, yellowColor);
|
||||
renderBoundingBox(entity, args, 0.24f, yellowColor);
|
||||
}
|
||||
|
||||
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
|
||||
if (motionState && motionState->isActive()) {
|
||||
renderHoverDot(entity, args);
|
||||
glm::vec4 blueColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
renderBoundingBox(entity, args, 0.32f, blueColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,7 +17,6 @@
|
|||
class RenderableDebugableEntityItem {
|
||||
public:
|
||||
static void renderBoundingBox(EntityItem* entity, RenderArgs* args, float puffedOut, glm::vec4& color);
|
||||
static void renderHoverDot(EntityItem* entity, RenderArgs* args);
|
||||
static void render(EntityItem* entity, RenderArgs* args);
|
||||
};
|
||||
|
||||
|
|
|
@ -201,14 +201,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
glm::vec3 position = getPosition();
|
||||
glm::vec3 dimensions = getDimensions();
|
||||
|
||||
bool debugSimulationOwnership = args->_debugFlags & RenderArgs::RENDER_DEBUG_SIMULATION_OWNERSHIP;
|
||||
bool highlightSimulationOwnership = false;
|
||||
if (debugSimulationOwnership) {
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
highlightSimulationOwnership = (getSimulatorID() == myNodeID);
|
||||
}
|
||||
|
||||
if (hasModel()) {
|
||||
if (_model) {
|
||||
if (QUrl(getModelURL()) != _model->getURL()) {
|
||||
|
@ -274,11 +266,6 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (highlightSimulationOwnership) {
|
||||
glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
RenderableDebugableEntityItem::renderBoundingBox(this, args, 0.0f, greenColor);
|
||||
}
|
||||
} else {
|
||||
glm::vec4 greenColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
RenderableDebugableEntityItem::renderBoundingBox(this, args, 0.0f, greenColor);
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "RenderableSphereEntityItem.h"
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <gpu/GPUConfig.h>
|
||||
|
@ -18,7 +20,7 @@
|
|||
#include <DeferredLightingEffect.h>
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "RenderableSphereEntityItem.h"
|
||||
#include "RenderableDebugableEntityItem.h"
|
||||
|
||||
EntityItemPointer RenderableSphereEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
|
||||
return EntityItemPointer(new RenderableSphereEntityItem(entityID, properties));
|
||||
|
@ -39,4 +41,6 @@ void RenderableSphereEntityItem::render(RenderArgs* args) {
|
|||
gpu::Batch& batch = *args->_batch;
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, 0.5f, SLICES, STACKS, sphereColor);
|
||||
|
||||
RenderableDebugableEntityItem::render(this, args);
|
||||
};
|
||||
|
|
|
@ -70,7 +70,9 @@ EntityItem::EntityItem(const EntityItemID& entityItemID) :
|
|||
_dirtyFlags(0),
|
||||
_element(nullptr),
|
||||
_physicsInfo(nullptr),
|
||||
_simulated(false)
|
||||
_simulated(false),
|
||||
_href(""),
|
||||
_description("")
|
||||
{
|
||||
quint64 now = usecTimestampNow();
|
||||
_lastSimulated = now;
|
||||
|
@ -117,6 +119,8 @@ EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& param
|
|||
requestedProperties += PROP_MARKETPLACE_ID;
|
||||
requestedProperties += PROP_NAME;
|
||||
requestedProperties += PROP_SIMULATOR_ID;
|
||||
requestedProperties += PROP_HREF;
|
||||
requestedProperties += PROP_DESCRIPTION;
|
||||
|
||||
return requestedProperties;
|
||||
}
|
||||
|
@ -246,6 +250,9 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
|
|||
APPEND_ENTITY_PROPERTY(PROP_MARKETPLACE_ID, getMarketplaceID());
|
||||
APPEND_ENTITY_PROPERTY(PROP_NAME, getName());
|
||||
APPEND_ENTITY_PROPERTY(PROP_COLLISION_SOUND_URL, getCollisionSoundURL());
|
||||
APPEND_ENTITY_PROPERTY(PROP_HREF, getHref());
|
||||
APPEND_ENTITY_PROPERTY(PROP_DESCRIPTION, getDescription());
|
||||
|
||||
|
||||
appendSubclassData(packetData, params, entityTreeElementExtraEncodeData,
|
||||
requestedProperties,
|
||||
|
@ -573,6 +580,9 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
|
|||
|
||||
READ_ENTITY_PROPERTY(PROP_NAME, QString, setName);
|
||||
READ_ENTITY_PROPERTY(PROP_COLLISION_SOUND_URL, QString, setCollisionSoundURL);
|
||||
READ_ENTITY_PROPERTY(PROP_HREF, QString, setHref);
|
||||
READ_ENTITY_PROPERTY(PROP_DESCRIPTION, QString, setDescription);
|
||||
|
||||
bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
|
||||
|
||||
////////////////////////////////////
|
||||
|
@ -905,6 +915,8 @@ EntityItemProperties EntityItem::getProperties() const {
|
|||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(simulatorID, getSimulatorID);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(marketplaceID, getMarketplaceID);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(name, getName);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(href, getHref);
|
||||
COPY_ENTITY_PROPERTY_TO_PROPERTIES(description, getDescription);
|
||||
|
||||
properties._defaultSettings = false;
|
||||
|
||||
|
@ -963,6 +975,8 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
|
|||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(userData, setUserData);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(marketplaceID, setMarketplaceID);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(name, setName);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(href, setHref);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(description, setDescription);
|
||||
|
||||
if (somethingChanged) {
|
||||
uint64_t now = usecTimestampNow();
|
||||
|
|
|
@ -203,7 +203,14 @@ public:
|
|||
|
||||
inline const glm::quat& getRotation() const { return _transform.getRotation(); }
|
||||
inline void setRotation(const glm::quat& rotation) { _transform.setRotation(rotation); }
|
||||
|
||||
|
||||
// Hyperlink related getters and setters
|
||||
QString getHref() const { return _href; }
|
||||
void setHref(QString value) { _href = value; }
|
||||
|
||||
QString getDescription() const { return _description; }
|
||||
void setDescription(QString value) { _description = value; }
|
||||
|
||||
/// Dimensions in meters (0.0 - TREE_SCALE)
|
||||
inline const glm::vec3& getDimensions() const { return _transform.getScale(); }
|
||||
virtual void setDimensions(const glm::vec3& value);
|
||||
|
@ -415,6 +422,8 @@ protected:
|
|||
quint64 _simulatorIDChangedTime; // when was _simulatorID last updated?
|
||||
QString _marketplaceID;
|
||||
QString _name;
|
||||
QString _href; //Hyperlink href
|
||||
QString _description; //Hyperlink description
|
||||
|
||||
// NOTE: Damping is applied like this: v *= pow(1 - damping, dt)
|
||||
//
|
||||
|
|
|
@ -347,6 +347,9 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
|
|||
CHECK_PROPERTY_CHANGE(PROP_VOXEL_SURFACE_STYLE, voxelSurfaceStyle);
|
||||
CHECK_PROPERTY_CHANGE(PROP_LINE_WIDTH, lineWidth);
|
||||
CHECK_PROPERTY_CHANGE(PROP_LINE_POINTS, linePoints);
|
||||
CHECK_PROPERTY_CHANGE(PROP_HREF, href);
|
||||
CHECK_PROPERTY_CHANGE(PROP_DESCRIPTION, description);
|
||||
|
||||
changedProperties += _stage.getChangedProperties();
|
||||
changedProperties += _atmosphere.getChangedProperties();
|
||||
changedProperties += _skybox.getChangedProperties();
|
||||
|
@ -439,7 +442,9 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine, bool
|
|||
COPY_PROPERTY_TO_QSCRIPTVALUE(voxelSurfaceStyle);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(lineWidth);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(linePoints);
|
||||
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(href);
|
||||
COPY_PROPERTY_TO_QSCRIPTVALUE(description);
|
||||
|
||||
// Sitting properties support
|
||||
if (!skipDefaults) {
|
||||
QScriptValue sittingPoints = engine->newObject();
|
||||
|
@ -548,6 +553,9 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object, bool
|
|||
COPY_PROPERTY_FROM_QSCRIPTVALUE(voxelSurfaceStyle, uint16_t, setVoxelSurfaceStyle);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(lineWidth, float, setLineWidth);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(linePoints, qVectorVec3, setLinePoints);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(href, QString, setHref);
|
||||
COPY_PROPERTY_FROM_QSCRIPTVALUE(description, QString, setDescription);
|
||||
|
||||
|
||||
if (!honorReadOnly) {
|
||||
// this is used by the json reader to set things that we don't want javascript to able to affect.
|
||||
|
@ -712,6 +720,8 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType command, EntityItem
|
|||
APPEND_ENTITY_PROPERTY(PROP_LOCKED, properties.getLocked());
|
||||
APPEND_ENTITY_PROPERTY(PROP_USER_DATA, properties.getUserData());
|
||||
APPEND_ENTITY_PROPERTY(PROP_SIMULATOR_ID, properties.getSimulatorID());
|
||||
APPEND_ENTITY_PROPERTY(PROP_HREF, properties.getHref());
|
||||
APPEND_ENTITY_PROPERTY(PROP_DESCRIPTION, properties.getDescription());
|
||||
|
||||
if (properties.getType() == EntityTypes::Web) {
|
||||
APPEND_ENTITY_PROPERTY(PROP_SOURCE_URL, properties.getSourceUrl());
|
||||
|
@ -962,6 +972,8 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
|
|||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_LOCKED, bool, setLocked);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_USER_DATA, QString, setUserData);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_SIMULATOR_ID, QUuid, setSimulatorID);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_HREF, QString, setHref);
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DESCRIPTION, QString, setDescription);
|
||||
|
||||
if (properties.getType() == EntityTypes::Web) {
|
||||
READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_SOURCE_URL, QString, setSourceUrl);
|
||||
|
@ -1147,6 +1159,9 @@ void EntityItemProperties::markAllChanged() {
|
|||
_lineWidthChanged = true;
|
||||
_linePointsChanged = true;
|
||||
|
||||
_hrefChanged = true;
|
||||
_descriptionChanged = true;
|
||||
|
||||
}
|
||||
|
||||
/// The maximum bounding cube for the entity, independent of it's rotation.
|
||||
|
|
|
@ -148,6 +148,8 @@ public:
|
|||
DEFINE_PROPERTY_REF(PROP_SOURCE_URL, SourceUrl, sourceUrl, QString);
|
||||
DEFINE_PROPERTY(PROP_LINE_WIDTH, LineWidth, lineWidth, float);
|
||||
DEFINE_PROPERTY_REF(LINE_POINTS, LinePoints, linePoints, QVector<glm::vec3>);
|
||||
DEFINE_PROPERTY_REF(PROP_HREF, Href, href, QString);
|
||||
DEFINE_PROPERTY_REF(PROP_DESCRIPTION, Description, description, QString);
|
||||
|
||||
static QString getBackgroundModeString(BackgroundMode mode);
|
||||
|
||||
|
@ -295,6 +297,8 @@ inline QDebug operator<<(QDebug debug, const EntityItemProperties& properties) {
|
|||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelVolumeSize, voxelVolumeSize, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelData, voxelData, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, VoxelSurfaceStyle, voxelSurfaceStyle, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, Href, href, "");
|
||||
DEBUG_PROPERTY_IF_CHANGED(debug, properties, Description, description, "");
|
||||
|
||||
properties.getStage().debugDump();
|
||||
properties.getAtmosphere().debugDump();
|
||||
|
|
|
@ -117,6 +117,10 @@ enum EntityPropertyList {
|
|||
//for lines
|
||||
PROP_LINE_WIDTH,
|
||||
PROP_LINE_POINTS,
|
||||
|
||||
// used by hyperlinks
|
||||
PROP_HREF,
|
||||
PROP_DESCRIPTION,
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ATTENTION: add new properties ABOVE this line
|
||||
|
|
|
@ -2646,34 +2646,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping,
|
|||
}
|
||||
}
|
||||
geometry.palmDirection = parseVec3(mapping.value("palmDirection", "0, -1, 0").toString());
|
||||
|
||||
// process attachments
|
||||
QVariantHash attachments = mapping.value("attach").toHash();
|
||||
for (QVariantHash::const_iterator it = attachments.constBegin(); it != attachments.constEnd(); it++) {
|
||||
FBXAttachment attachment;
|
||||
attachment.jointIndex = modelIDs.indexOf(processID(it.key()));
|
||||
attachment.scale = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
QVariantList properties = it->toList();
|
||||
if (properties.isEmpty()) {
|
||||
attachment.url = it->toString();
|
||||
} else {
|
||||
attachment.url = properties.at(0).toString();
|
||||
|
||||
if (properties.size() >= 2) {
|
||||
attachment.translation = parseVec3(properties.at(1).toString());
|
||||
|
||||
if (properties.size() >= 3) {
|
||||
attachment.rotation = glm::quat(glm::radians(parseVec3(properties.at(2).toString())));
|
||||
|
||||
if (properties.size() >= 4) {
|
||||
attachment.scale = parseVec3(properties.at(3).toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
geometry.attachments.append(attachment);
|
||||
}
|
||||
|
||||
// Add sitting points
|
||||
QVariantHash sittingPoints = mapping.value("sit").toHash();
|
||||
|
|
|
@ -189,17 +189,6 @@ public:
|
|||
Q_DECLARE_METATYPE(FBXAnimationFrame)
|
||||
Q_DECLARE_METATYPE(QVector<FBXAnimationFrame>)
|
||||
|
||||
/// An attachment to an FBX document.
|
||||
class FBXAttachment {
|
||||
public:
|
||||
|
||||
int jointIndex;
|
||||
QUrl url;
|
||||
glm::vec3 translation;
|
||||
glm::quat rotation;
|
||||
glm::vec3 scale;
|
||||
};
|
||||
|
||||
/// A point where an avatar can sit
|
||||
class SittingPoint {
|
||||
public:
|
||||
|
@ -256,9 +245,7 @@ public:
|
|||
Extents meshExtents;
|
||||
|
||||
QVector<FBXAnimationFrame> animationFrames;
|
||||
|
||||
QVector<FBXAttachment> attachments;
|
||||
|
||||
|
||||
int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
|
||||
QStringList getJointNames() const;
|
||||
|
||||
|
|
|
@ -124,7 +124,9 @@ FSTReader::ModelType FSTReader::getTypeFromName(const QString& name) {
|
|||
_namesToTypes["head"] = HEAD_MODEL ;
|
||||
_namesToTypes["body"] = BODY_ONLY_MODEL;
|
||||
_namesToTypes["body+head"] = HEAD_AND_BODY_MODEL;
|
||||
_namesToTypes["attachment"] = ATTACHMENT_MODEL;
|
||||
|
||||
// NOTE: this is not yet implemented, but will be used to allow you to attach fully independent models to your avatar
|
||||
_namesToTypes["attachment"] = ATTACHMENT_MODEL;
|
||||
}
|
||||
return _namesToTypes[name];
|
||||
}
|
||||
|
|
|
@ -544,7 +544,6 @@ void fbxDebugDump(const FBXGeometry& fbxgeo) {
|
|||
qCDebug(modelformat) << "---------------- fbxGeometry ----------------";
|
||||
qCDebug(modelformat) << " hasSkeletonJoints =" << fbxgeo.hasSkeletonJoints;
|
||||
qCDebug(modelformat) << " offset =" << fbxgeo.offset;
|
||||
qCDebug(modelformat) << " attachments.count() = " << fbxgeo.attachments.count();
|
||||
qCDebug(modelformat) << " meshes.count() =" << fbxgeo.meshes.count();
|
||||
foreach (FBXMesh mesh, fbxgeo.meshes) {
|
||||
qCDebug(modelformat) << " vertices.count() =" << mesh.vertices.count();
|
||||
|
|
|
@ -180,10 +180,6 @@ btCollisionShape* EntityMotionState::computeNewShape() {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
|
||||
// we alwasy resend packets for objects that have stopped moving up to some max limit.
|
||||
const int MAX_NUM_NON_MOVING_UPDATES = 5;
|
||||
|
||||
bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
|
||||
if (!_body || !_entity) {
|
||||
return false;
|
||||
|
@ -495,6 +491,10 @@ void EntityMotionState::measureBodyAcceleration() {
|
|||
glm::vec3 velocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_measuredAcceleration = (velocity / powf(1.0f - _body->getLinearDamping(), dt) - _lastVelocity) * invDt;
|
||||
_lastVelocity = velocity;
|
||||
if (numSubsteps > PHYSICS_ENGINE_MAX_NUM_SUBSTEPS && !_candidateForOwnership) {
|
||||
_loopsSinceOwnershipBid = 0;
|
||||
_loopsWithoutOwner = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
|
||||
|
|
|
@ -53,8 +53,6 @@ const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = EntityItem::DIRTY_TRANSFORM | Enti
|
|||
class OctreeEditPacketSender;
|
||||
class PhysicsEngine;
|
||||
|
||||
extern const int MAX_NUM_NON_MOVING_UPDATES;
|
||||
|
||||
class ObjectMotionState : public btMotionState {
|
||||
public:
|
||||
// These poroperties of the PhysicsEngine are "global" within the context of all ObjectMotionStates
|
||||
|
|
|
@ -227,8 +227,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
// (3) synchronize outgoing motion states
|
||||
// (4) send outgoing packets
|
||||
|
||||
const int MAX_NUM_SUBSTEPS = 4;
|
||||
const float MAX_TIMESTEP = (float)MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
const float MAX_TIMESTEP = (float)PHYSICS_ENGINE_MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
float dt = 1.0e-6f * (float)(_clock.getTimeMicroseconds());
|
||||
_clock.reset();
|
||||
float timeStep = btMin(dt, MAX_TIMESTEP);
|
||||
|
@ -245,7 +244,7 @@ void PhysicsEngine::stepSimulation() {
|
|||
_characterController->preSimulation(timeStep);
|
||||
}
|
||||
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
int numSubsteps = _dynamicsWorld->stepSimulation(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
|
||||
if (numSubsteps > 0) {
|
||||
BT_PROFILE("postSimulation");
|
||||
_numSubsteps += (uint32_t)numSubsteps;
|
||||
|
|
|
@ -405,9 +405,6 @@ void Model::reset() {
|
|||
if (_jointStates.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->reset();
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation, 0.0f);
|
||||
|
@ -419,14 +416,7 @@ void Model::reset() {
|
|||
}
|
||||
|
||||
bool Model::updateGeometry() {
|
||||
// NOTE: this is a recursive call that walks all attachments, and their attachments
|
||||
bool needFullUpdate = false;
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
Model* model = _attachments.at(i);
|
||||
if (model->updateGeometry()) {
|
||||
needFullUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool needToRebuild = false;
|
||||
if (_nextGeometry) {
|
||||
|
@ -445,6 +435,7 @@ bool Model::updateGeometry() {
|
|||
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
|
||||
// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
|
||||
// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
|
||||
|
||||
|
@ -499,12 +490,6 @@ bool Model::updateGeometry() {
|
|||
}
|
||||
_blendedVertexBuffers.push_back(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
needFullUpdate = true;
|
||||
}
|
||||
return needFullUpdate;
|
||||
|
@ -827,71 +812,41 @@ void Model::renderSetup(RenderArgs* args) {
|
|||
}
|
||||
|
||||
|
||||
class TransparentMeshPart {
|
||||
class MeshPartPayload {
|
||||
public:
|
||||
TransparentMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<TransparentMeshPart> Payload;
|
||||
MeshPartPayload(bool transparent, Model* model, int meshIndex, int partIndex) :
|
||||
transparent(transparent), model(model), url(model->getURL()), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
bool transparent;
|
||||
Model* model;
|
||||
QUrl url;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const TransparentMeshPart::Pointer& payload) {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
|
||||
if (!payload->model->isVisible()) {
|
||||
return ItemKey::Builder().withInvisible().build();
|
||||
}
|
||||
return ItemKey::Builder::transparentShape();
|
||||
return payload->transparent ? ItemKey::Builder::transparentShape() : ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
|
||||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args) {
|
||||
if (args) {
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, payload->transparent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class OpaqueMeshPart {
|
||||
public:
|
||||
OpaqueMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<OpaqueMeshPart> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const OpaqueMeshPart::Pointer& payload) {
|
||||
if (!payload->model->isVisible()) {
|
||||
return ItemKey::Builder().withInvisible().build();
|
||||
}
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
|
||||
if (payload) {
|
||||
Item::Bound result = payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
|
||||
//qDebug() << "payloadGetBound(OpaqueMeshPart) " << result;
|
||||
return result;
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const OpaqueMeshPart::Pointer& payload, RenderArgs* args) {
|
||||
if (args) {
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
|
||||
}
|
||||
}
|
||||
/* template <> const model::MaterialKey& shapeGetMaterialKey(const OpaqueMeshPart::Pointer& payload) {
|
||||
/* template <> const model::MaterialKey& shapeGetMaterialKey(const MeshPartPayload::Pointer& payload) {
|
||||
return payload->model->getPartMaterial(payload->meshIndex, payload->partIndex);
|
||||
}*/
|
||||
}
|
||||
|
@ -916,24 +871,19 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
|
||||
bool somethingAdded = false;
|
||||
|
||||
// allow the attachments to add to scene
|
||||
foreach (Model* attachment, _attachments) {
|
||||
bool attachementSomethingAdded = attachment->addToScene(scene, pendingChanges);
|
||||
somethingAdded = somethingAdded || attachementSomethingAdded;
|
||||
}
|
||||
|
||||
foreach (auto renderItem, _transparentRenderItems) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = TransparentMeshPart::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new TransparentMeshPart::Payload(renderData));
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
}
|
||||
|
||||
foreach (auto renderItem, _opaqueRenderItems) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = OpaqueMeshPart::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new OpaqueMeshPart::Payload(renderData));
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
|
@ -945,11 +895,6 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
}
|
||||
|
||||
void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
|
||||
// allow the attachments to remove to scene
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->removeFromScene(scene, pendingChanges);
|
||||
}
|
||||
|
||||
foreach (auto item, _renderItems.keys()) {
|
||||
pendingChanges.removeItem(item);
|
||||
}
|
||||
|
@ -957,210 +902,6 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
|
|||
_readyWhenAdded = false;
|
||||
}
|
||||
|
||||
bool Model::render(RenderArgs* renderArgs, float alpha) {
|
||||
return true; //
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// render the attachments
|
||||
foreach (Model* attachment, _attachments) {
|
||||
attachment->render(renderArgs, alpha);
|
||||
}
|
||||
if (_meshStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
renderSetup(renderArgs);
|
||||
return renderCore(renderArgs, alpha);
|
||||
}
|
||||
|
||||
bool Model::renderCore(RenderArgs* args, float alpha) {
|
||||
return true;
|
||||
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
if (!_viewState) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto mode = args->_renderMode;
|
||||
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
_renderBatch.clear();
|
||||
gpu::Batch& batch = _renderBatch;
|
||||
|
||||
// Setup the projection matrix
|
||||
if (args && args->_viewFrustum) {
|
||||
glm::mat4 proj;
|
||||
// If for easier debug depending on the pass
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
args->_viewFrustum->evalProjectionMatrix(proj);
|
||||
} else {
|
||||
args->_viewFrustum->evalProjectionMatrix(proj);
|
||||
}
|
||||
batch.setProjectionTransform(proj);
|
||||
}
|
||||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
|
||||
_transforms[0] = _viewState->getViewTransform();
|
||||
|
||||
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
|
||||
_transforms[0].preTranslate(-_translation);
|
||||
|
||||
batch.setViewTransform(_transforms[0]);
|
||||
|
||||
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE);
|
||||
*/
|
||||
/*if (mode != RenderArgs::SHADOW_RENDER_MODE)*/ {
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
|
||||
}
|
||||
|
||||
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
|
||||
|
||||
|
||||
//renderMeshes(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, forceRenderMeshes);
|
||||
int opaqueMeshPartsRendered = 0;
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, false, args, true);
|
||||
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, false, args, true);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, false, args, true);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
int translucentMeshPartsRendered = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, false, args, true);
|
||||
|
||||
{
|
||||
GLenum buffers[1];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
|
||||
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, false, args, true);
|
||||
|
||||
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
|
||||
}
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Back to no program
|
||||
GLBATCH(glUseProgram)(0);
|
||||
|
||||
// Render!
|
||||
{
|
||||
PROFILE_RANGE("render Batch");
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPushMatrix();
|
||||
#endif
|
||||
|
||||
::gpu::GLBackend::renderBatch(batch, true); // force sync with gl state here
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPopMatrix();
|
||||
#endif
|
||||
}
|
||||
|
||||
// restore all the default material settings
|
||||
_viewState->setupWorldLight();
|
||||
|
||||
#ifdef WANT_DEBUG_MESHBOXES
|
||||
renderDebugMeshBoxes();
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Model::renderDebugMeshBoxes() {
|
||||
int colorNdx = 0;
|
||||
_mutex.lock();
|
||||
|
@ -1267,12 +1008,12 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
|
|||
|
||||
Extents translatedExtents = { rotatedExtents.minimum + _translation,
|
||||
rotatedExtents.maximum + _translation };
|
||||
|
||||
return translatedExtents;
|
||||
}
|
||||
|
||||
/// Returns the world space equivalent of some box in model space.
|
||||
AABox Model::calculateScaledOffsetAABox(const AABox& box) const {
|
||||
|
||||
return AABox(calculateScaledOffsetExtents(Extents(box)));
|
||||
}
|
||||
|
||||
|
@ -1341,9 +1082,10 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
|
|||
if (_url == url && _geometry && _geometry->getURL() == url) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
_readyWhenAdded = false; // reset out render items.
|
||||
_needsReload = true;
|
||||
invalidCalculatedMeshBoxes();
|
||||
|
||||
_url = url;
|
||||
|
||||
|
@ -1532,7 +1274,7 @@ void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
||||
void Model::setScaleToFit(bool scaleToFit, float largestDimension, bool forceRescale) {
|
||||
// NOTE: if the model is not active, then it means we don't actually know the true/natural dimensions of the
|
||||
// mesh, and so we can't do the needed calculations for scaling to fit to a single largest dimension. In this
|
||||
// case we will record that we do want to do this, but we will stick our desired single dimension into the
|
||||
|
@ -1545,7 +1287,7 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
|||
return;
|
||||
}
|
||||
|
||||
if (_scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
||||
if (forceRescale || _scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
||||
_scaleToFit = scaleToFit;
|
||||
|
||||
// we only need to do this work if we're "turning on" scale to fit.
|
||||
|
@ -1555,7 +1297,7 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
|
|||
float maxScale = largestDimension / maxDimension;
|
||||
glm::vec3 modelMeshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
|
||||
glm::vec3 dimensions = modelMeshDimensions * maxScale;
|
||||
|
||||
|
||||
_scaleToFitDimensions = dimensions;
|
||||
_scaledToFit = false; // force rescaling
|
||||
}
|
||||
|
@ -1626,7 +1368,6 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
|
|||
}
|
||||
|
||||
void Model::simulateInternal(float deltaTime) {
|
||||
// NOTE: this is a recursive call that walks all attachments, and their attachments
|
||||
// update the world space transforms for all joints
|
||||
|
||||
// update animations
|
||||
|
@ -1643,31 +1384,7 @@ void Model::simulateInternal(float deltaTime) {
|
|||
|
||||
_shapesAreDirty = !_shapes.isEmpty();
|
||||
|
||||
// update the attachment transforms and simulate them
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
const FBXAttachment& attachment = geometry.attachments.at(i);
|
||||
Model* model = _attachments.at(i);
|
||||
|
||||
glm::vec3 jointTranslation = _translation;
|
||||
glm::quat jointRotation = _rotation;
|
||||
if (_showTrueJointTransforms) {
|
||||
getJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
|
||||
getJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
|
||||
} else {
|
||||
getVisibleJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
|
||||
getVisibleJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
|
||||
}
|
||||
|
||||
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
|
||||
model->setRotation(jointRotation * attachment.rotation);
|
||||
model->setScale(_scale * attachment.scale);
|
||||
|
||||
if (model->isActive()) {
|
||||
model->simulateInternal(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
|
@ -2005,10 +1722,6 @@ void Model::applyNextGeometry() {
|
|||
}
|
||||
|
||||
void Model::deleteGeometry() {
|
||||
foreach (Model* attachment, _attachments) {
|
||||
delete attachment;
|
||||
}
|
||||
_attachments.clear();
|
||||
_blendedVertexBuffers.clear();
|
||||
_jointStates.clear();
|
||||
_meshStates.clear();
|
||||
|
@ -2082,7 +1795,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
glm::mat4 scale = glm::scale(partBounds.getDimensions());
|
||||
glm::mat4 modelToWorldMatrix = translation * scale;
|
||||
batch.setModelTransform(modelToWorldMatrix);
|
||||
//qDebug() << "partBounds:" << partBounds;
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif //def DEBUG_BOUNDING_PARTS
|
||||
|
@ -2172,16 +1884,18 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
|
||||
// guard against partially loaded meshes
|
||||
if (partIndex >= networkMesh.parts.size() || partIndex >= mesh.parts.size()) {
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
const NetworkMeshPart& networkPart = networkMesh.parts.at(partIndex);
|
||||
const FBXMeshPart& part = mesh.parts.at(partIndex);
|
||||
model::MaterialPointer material = part._material;
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
if (material == nullptr) {
|
||||
// qCDebug(renderutils) << "WARNING: material == nullptr!!!";
|
||||
qCDebug(renderutils) << "WARNING: material == nullptr!!!";
|
||||
}
|
||||
#endif
|
||||
|
||||
if (material != nullptr) {
|
||||
|
||||
|
@ -2283,8 +1997,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
}
|
||||
|
||||
void Model::segregateMeshGroups() {
|
||||
_renderBuckets.clear();
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
|
@ -2294,6 +2006,9 @@ void Model::segregateMeshGroups() {
|
|||
qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
|
||||
return;
|
||||
}
|
||||
|
||||
_transparentRenderItems.clear();
|
||||
_opaqueRenderItems.clear();
|
||||
|
||||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
for (int i = 0; i < networkMeshes.size(); i++) {
|
||||
|
@ -2318,62 +2033,15 @@ void Model::segregateMeshGroups() {
|
|||
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
|
||||
// this is a good place to create our renderPayloads
|
||||
if (translucentMesh) {
|
||||
_transparentRenderItems << std::shared_ptr<TransparentMeshPart>(new TransparentMeshPart(this, i, partIndex));
|
||||
_transparentRenderItems << std::shared_ptr<MeshPartPayload>(new MeshPartPayload(true, this, i, partIndex));
|
||||
} else {
|
||||
_opaqueRenderItems << std::shared_ptr<OpaqueMeshPart>(new OpaqueMeshPart(this, i, partIndex));
|
||||
_opaqueRenderItems << std::shared_ptr<MeshPartPayload>(new MeshPartPayload(false, this, i, partIndex));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
QString materialID;
|
||||
|
||||
// create a material name from all the parts. If there's one part, this will be a single material and its
|
||||
// true name. If however the mesh has multiple parts the name will be all the part's materials mashed together
|
||||
// which will result in those parts being sorted away from single material parts.
|
||||
QString lastPartMaterialID;
|
||||
foreach(FBXMeshPart part, mesh.parts) {
|
||||
if (part.materialID != lastPartMaterialID) {
|
||||
materialID += part.materialID;
|
||||
}
|
||||
lastPartMaterialID = part.materialID;
|
||||
}
|
||||
const bool wantDebug = false;
|
||||
if (wantDebug) {
|
||||
qCDebug(renderutils) << "materialID:" << materialID << "parts:" << mesh.parts.size();
|
||||
}
|
||||
|
||||
RenderKey key(translucentMesh, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe);
|
||||
|
||||
// reuse or create the bucket corresponding to that key and insert the mesh as unsorted
|
||||
_renderBuckets[key.getRaw()]._unsortedMeshes.insertMulti(materialID, i);
|
||||
}
|
||||
|
||||
for(auto& b : _renderBuckets) {
|
||||
foreach(auto i, b.second._unsortedMeshes) {
|
||||
b.second._meshes.append(i);
|
||||
}
|
||||
b.second._unsortedMeshes.clear();
|
||||
}
|
||||
|
||||
_meshGroupsKnown = true;
|
||||
}
|
||||
|
||||
QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// depending on which parameters we were called with, pick the correct mesh group to render
|
||||
QVector<int>* whichList = NULL;
|
||||
|
||||
RenderKey key(translucent, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
|
||||
|
||||
auto bucket = _renderBuckets.find(key.getRaw());
|
||||
if (bucket != _renderBuckets.end()) {
|
||||
whichList = &(*bucket).second._meshes;
|
||||
}
|
||||
|
||||
return whichList;
|
||||
}
|
||||
|
||||
void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations) {
|
||||
|
@ -2402,212 +2070,6 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
}
|
||||
}
|
||||
|
||||
int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
bool forceRenderSomeMeshes) {
|
||||
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
int meshPartsRendered = 0;
|
||||
|
||||
//Pick the mesh list with the requested render flags
|
||||
QVector<int>* whichList = pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
|
||||
if (!whichList) {
|
||||
return 0;
|
||||
}
|
||||
QVector<int>& list = *whichList;
|
||||
|
||||
// If this list has nothing to render, then don't bother proceeding. This saves us on binding to programs
|
||||
if (list.empty()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
Locations* locations = nullptr;
|
||||
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe,
|
||||
args, locations);
|
||||
meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
|
||||
args, locations, forceRenderSomeMeshes);
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
|
||||
int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
|
||||
Locations* locations, bool forceRenderMeshes) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
QString lastMaterialID;
|
||||
int meshPartsRendered = 0;
|
||||
updateVisibleJointStates();
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
// i is the "index" from the original networkMeshes QVector...
|
||||
foreach (int i, list) {
|
||||
|
||||
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
|
||||
// to false to rebuild out mesh groups.
|
||||
|
||||
if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
|
||||
_meshGroupsKnown = false; // regenerate these lists next time around.
|
||||
_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
|
||||
continue;
|
||||
}
|
||||
|
||||
// exit early if the translucency doesn't match what we're drawing
|
||||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
|
||||
batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
// sanity check
|
||||
continue;
|
||||
}
|
||||
|
||||
// if we got here, then check to see if this mesh is in view
|
||||
if (args) {
|
||||
bool shouldRender = true;
|
||||
if (args->_viewFrustum) {
|
||||
|
||||
shouldRender = forceRenderMeshes ||
|
||||
args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
|
||||
|
||||
if (shouldRender && !forceRenderMeshes) {
|
||||
float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
|
||||
shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
|
||||
distance);
|
||||
}
|
||||
}
|
||||
|
||||
if (!shouldRender) {
|
||||
continue; // skip this mesh
|
||||
}
|
||||
}
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
batch.setModelTransform(Transform());
|
||||
} else {
|
||||
batch.setModelTransform(Transform(state.clusterMatrices[0]));
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputStream(0, *networkMesh._vertexStream);
|
||||
} else {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputBuffer(0, _blendedVertexBuffers[i], 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, _blendedVertexBuffers[i], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, *networkMesh._vertexStream);
|
||||
}
|
||||
|
||||
if (mesh.colors.isEmpty()) {
|
||||
GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
qint64 offset = 0;
|
||||
for (int j = 0; j < networkMesh.parts.size(); j++) {
|
||||
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
|
||||
const FBXMeshPart& part = mesh.parts.at(j);
|
||||
model::MaterialPointer material = part._material;
|
||||
if ((networkPart.isTranslucent() || part.opacity != 1.0f) != translucent) {
|
||||
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
|
||||
continue;
|
||||
}
|
||||
|
||||
// apply material properties
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else {
|
||||
if (lastMaterialID != part.materialID) {
|
||||
const bool wantDebug = false;
|
||||
if (wantDebug) {
|
||||
qCDebug(renderutils) << "Material Changed ---------------------------------------------";
|
||||
qCDebug(renderutils) << "part INDEX:" << j;
|
||||
qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
|
||||
}
|
||||
|
||||
if (locations->materialBufferUnit >= 0) {
|
||||
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
|
||||
}
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye && diffuseMap) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
||||
}
|
||||
static bool showDiffuse = true;
|
||||
if (showDiffuse && diffuseMap) {
|
||||
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
|
||||
|
||||
} else {
|
||||
batch.setUniformTexture(0, textureCache->getWhiteTexture());
|
||||
}
|
||||
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
glm::mat4 texcoordTransform[2];
|
||||
if (!part.diffuseTexture.transform.isIdentity()) {
|
||||
part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
if (!part.emissiveTexture.transform.isIdentity()) {
|
||||
part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
batch.setUniformTexture(1, !normalMap ?
|
||||
textureCache->getBlueTexture() : normalMap->getGPUTexture());
|
||||
|
||||
}
|
||||
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: For unkwon reason (yet!) this code that should be assigned only if the material changes need to be called for every
|
||||
// drawcall with an emissive, so let's do it for now.
|
||||
if (locations->emissiveTextureUnit >= 0) {
|
||||
// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
|
||||
float emissiveOffset = part.emissiveParams.x;
|
||||
float emissiveScale = part.emissiveParams.y;
|
||||
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
lastMaterialID = part.materialID;
|
||||
}
|
||||
|
||||
meshPartsRendered++;
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
ModelBlender::ModelBlender() :
|
||||
_pendingBlenders(0) {
|
||||
|
|
|
@ -51,17 +51,11 @@ namespace render {
|
|||
class PendingChanges;
|
||||
typedef unsigned int ItemID;
|
||||
}
|
||||
class OpaqueMeshPart;
|
||||
class TransparentMeshPart;
|
||||
class MeshPartPayload;
|
||||
|
||||
inline uint qHash(const std::shared_ptr<TransparentMeshPart>& a, uint seed) {
|
||||
inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
|
||||
return qHash(a.get(), seed);
|
||||
}
|
||||
inline uint qHash(const std::shared_ptr<OpaqueMeshPart>& a, uint seed) {
|
||||
return qHash(a.get(), seed);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject, public PhysicsEntity {
|
||||
|
@ -77,7 +71,7 @@ public:
|
|||
virtual ~Model();
|
||||
|
||||
/// enables/disables scale to fit behavior, the model will be automatically scaled to the specified largest dimension
|
||||
void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f);
|
||||
void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f, bool forceRescale = false);
|
||||
bool getScaleToFit() const { return _scaleToFit; } /// is scale to fit enabled
|
||||
bool getIsScaledToFit() const { return _scaledToFit; } /// is model scaled to fit
|
||||
const glm::vec3& getScaleToFitDimensions() const { return _scaleToFitDimensions; } /// the dimensions model is scaled to
|
||||
|
@ -350,8 +344,6 @@ private:
|
|||
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
QSet<WeakAnimationHandlePointer> _animationHandles;
|
||||
|
||||
QList<AnimationHandlePointer> _runningAnimations;
|
||||
|
@ -401,18 +393,8 @@ private:
|
|||
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
|
||||
|
||||
// helper functions used by render() or renderInScene()
|
||||
bool renderCore(RenderArgs* args, float alpha);
|
||||
int renderMeshes(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args = NULL,
|
||||
bool forceRenderMeshes = false);
|
||||
|
||||
|
||||
void setupBatchTransform(gpu::Batch& batch, RenderArgs* args);
|
||||
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe);
|
||||
|
||||
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
RenderArgs* args, Locations* locations,
|
||||
bool forceRenderSomeMeshes = false);
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations);
|
||||
|
@ -523,35 +505,15 @@ private:
|
|||
};
|
||||
static RenderPipelineLib _renderPipelineLib;
|
||||
|
||||
|
||||
class RenderBucket {
|
||||
public:
|
||||
QVector<int> _meshes;
|
||||
QMap<QString, int> _unsortedMeshes;
|
||||
};
|
||||
typedef std::unordered_map<int, RenderBucket> BaseRenderBucketMap;
|
||||
class RenderBucketMap : public BaseRenderBucketMap {
|
||||
public:
|
||||
typedef RenderKey Key;
|
||||
};
|
||||
RenderBucketMap _renderBuckets;
|
||||
|
||||
bool _renderCollisionHull;
|
||||
|
||||
|
||||
QSet<std::shared_ptr<TransparentMeshPart>> _transparentRenderItems;
|
||||
QSet<std::shared_ptr<OpaqueMeshPart>> _opaqueRenderItems;
|
||||
QSet<std::shared_ptr<MeshPartPayload>> _transparentRenderItems;
|
||||
QSet<std::shared_ptr<MeshPartPayload>> _opaqueRenderItems;
|
||||
QMap<render::ItemID, render::PayloadPointer> _renderItems;
|
||||
bool _readyWhenAdded = false;
|
||||
bool _needsReload = true;
|
||||
|
||||
|
||||
private:
|
||||
// FIX ME - We want to get rid of this interface for rendering...
|
||||
// right now the only remaining user are Avatar attachments.
|
||||
// that usage has been temporarily disabled...
|
||||
bool render(RenderArgs* renderArgs, float alpha = 1.0f);
|
||||
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
const int PHYSICS_ENGINE_MAX_NUM_SUBSTEPS = 4;
|
||||
const float PHYSICS_ENGINE_FIXED_SUBSTEP = 1.0f / 60.0f;
|
||||
|
||||
// return incremental rotation (Bullet-style) caused by angularVelocity over timeStep
|
||||
|
|
Loading…
Reference in a new issue