// // Model.h // interface/src/renderer // // Created by Andrzej Kapolka on 10/18/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_Model_h #define hifi_Model_h #include #include #include #include "Transform.h" #include #include #include #include "AnimationHandle.h" #include "GeometryCache.h" #include "InterfaceConfig.h" #include "JointState.h" #include "ProgramObject.h" #include "TextureCache.h" class QScriptEngine; class Shape; class RenderArgs; class ViewFrustum; #include "gpu/Stream.h" #include "gpu/Batch.h" /// A generic 3D model displaying geometry loaded from a URL. class Model : public QObject, public PhysicsEntity { Q_OBJECT public: Model(QObject* parent = NULL); 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); 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 void setScaleToFit(bool scaleToFit, const glm::vec3& dimensions); void setSnapModelToCenter(bool snapModelToCenter) { setSnapModelToRegistrationPoint(snapModelToCenter, glm::vec3(0.5f,0.5f,0.5f)); }; bool getSnapModelToCenter() { return _snapModelToRegistrationPoint && _registrationPoint == glm::vec3(0.5f,0.5f,0.5f); } void setSnapModelToRegistrationPoint(bool snapModelToRegistrationPoint, const glm::vec3& registrationPoint); bool getSnapModelToRegistrationPoint() { return _snapModelToRegistrationPoint; } void setScale(const glm::vec3& scale); const glm::vec3& getScale() const { return _scale; } void setOffset(const glm::vec3& offset); const glm::vec3& getOffset() const { return _offset; } void setPupilDilation(float dilation) { _pupilDilation = dilation; } float getPupilDilation() const { return _pupilDilation; } void setBlendshapeCoefficients(const QVector& coefficients) { _blendshapeCoefficients = coefficients; } const QVector& getBlendshapeCoefficients() const { return _blendshapeCoefficients; } bool isActive() const { return _geometry && _geometry->isLoaded(); } bool isRenderable() const { return !_meshStates.isEmpty() || (isActive() && _geometry->getMeshes().isEmpty()); } bool isLoadedWithTextures() const { return _geometry && _geometry->isLoadedWithTextures(); } void init(); void reset(); virtual void simulate(float deltaTime, bool fullUpdate = true); enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE }; bool render(float alpha = 1.0f, RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL); // Scene rendering support static void startScene(); bool renderInScene(float alpha = 1.0f, RenderArgs* args = NULL); static void endScene(RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL); /// Sets the URL of the model to render. /// \param fallback the URL of a fallback model to render if the requested model fails to load /// \param retainCurrent if true, keep rendering the current model until the new one is loaded /// \param delayLoad if true, don't load the model immediately; wait until actually requested Q_INVOKABLE void setURL(const QUrl& url, const QUrl& fallback = QUrl(), bool retainCurrent = false, bool delayLoad = false); const QUrl& getURL() const { return _url; } /// Sets the distance parameter used for LOD computations. void setLODDistance(float distance) { _lodDistance = distance; } /// Returns the extents of the model in its bind pose. Extents getBindExtents() const; /// Returns the extents of the model's mesh Extents getMeshExtents() const; /// Returns the unscaled extents of the model's mesh Extents getUnscaledMeshExtents() const; /// Returns the scaled equivalent of some extents in model space. Extents calculateScaledOffsetExtents(const Extents& extents) const; /// Returns a reference to the shared geometry. const QSharedPointer& getGeometry() const { return _geometry; } /// Returns the number of joint states in the model. int getJointStateCount() const { return _jointStates.size(); } /// Fetches the joint state at the specified index. /// \return whether or not the joint state is "valid" (that is, non-default) bool getJointState(int index, glm::quat& rotation) const; /// Fetches the visible joint state at the specified index. /// \return whether or not the joint state is "valid" (that is, non-default) bool getVisibleJointState(int index, glm::quat& rotation) const; /// Clear the joint states void clearJointState(int index); /// Clear the joint animation priority void clearJointAnimationPriority(int index); /// Sets the joint state at the specified index. void setJointState(int index, bool valid, const glm::quat& rotation = glm::quat(), float priority = 1.0f); /// Returns the index of the parent of the indexed joint, or -1 if not found. int getParentJointIndex(int jointIndex) const; /// Returns the index of the last free ancestor of the indexed joint, or -1 if not found. int getLastFreeJointIndex(int jointIndex) const; bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const; bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const; bool getJointCombinedRotation(int jointIndex, glm::quat& rotation) const; bool getVisibleJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const; bool getVisibleJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const; /// \param jointIndex index of joint in model structure /// \param position[out] position of joint in model-frame /// \return true if joint exists bool getJointPosition(int jointIndex, glm::vec3& position) const; /// \param jointIndex index of joint in model structure /// \param rotation[out] rotation of joint in model-frame /// \return true if joint exists bool getJointRotation(int jointIndex, glm::quat& rotation) const; QStringList getJointNames() const; AnimationHandlePointer createAnimationHandle(); const QList& getRunningAnimations() const { return _runningAnimations; } // virtual overrides from PhysicsEntity virtual void buildShapes(); virtual void updateShapePositions(); virtual void renderJointCollisionShapes(float alpha); bool maybeStartBlender(); /// Sets blended vertices computed in a separate thread. void setBlendedVertices(int blendNumber, const QWeakPointer& geometry, const QVector& vertices, const QVector& normals); void setShowTrueJointTransforms(bool show) { _showTrueJointTransforms = show; } QVector& getJointStates() { return _jointStates; } const QVector& getJointStates() const { return _jointStates; } void inverseKinematics(int jointIndex, glm::vec3 position, const glm::quat& rotation, float priority); Q_INVOKABLE void setTextureWithNameToURL(const QString& name, const QUrl& url) { _geometry->setTextureWithNameToURL(name, url); } bool findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, QString& extraInfo) const; protected: QSharedPointer _geometry; glm::vec3 _scale; glm::vec3 _offset; static float FAKE_DIMENSION_PLACEHOLDER; bool _scaleToFit; /// If you set scaleToFit, we will calculate scale based on MeshExtents glm::vec3 _scaleToFitDimensions; /// this is the dimensions that scale to fit will use bool _scaledToFit; /// have we scaled to fit bool _snapModelToRegistrationPoint; /// is the model's offset automatically adjusted to a registration point in model space bool _snappedToRegistrationPoint; /// are we currently snapped to a registration point glm::vec3 _registrationPoint; /// the point in model space our center is snapped to bool _showTrueJointTransforms; QVector _jointStates; class MeshState { public: QVector clusterMatrices; }; QVector _meshStates; // returns 'true' if needs fullUpdate after geometry change bool updateGeometry(); virtual void setJointStates(QVector states); void setScaleInternal(const glm::vec3& scale); void scaleToFit(); void snapToRegistrationPoint(); void simulateInternal(float deltaTime); /// Updates the state of the joint at the specified index. virtual void updateJointState(int index); virtual void updateVisibleJointStates(); /// \param jointIndex index of joint in model structure /// \param position position of joint in model-frame /// \param rotation rotation of joint in model-frame /// \param useRotation false if rotation should be ignored /// \param lastFreeIndex /// \param allIntermediatesFree /// \param alignment /// \return true if joint exists bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation = glm::quat(), bool useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false, const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f), float priority = 1.0f); /// Restores the indexed joint to its default position. /// \param fraction the fraction 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 fraction = 1.0f, float priority = 0.0f); /// 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; private: friend class AnimationHandle; void applyNextGeometry(); void deleteGeometry(); QVector createJointStates(const FBXGeometry& geometry); void initJointTransforms(); QSharedPointer _baseGeometry; ///< reference required to prevent collection of base QSharedPointer _nextBaseGeometry; QSharedPointer _nextGeometry; float _lodDistance; float _lodHysteresis; float _nextLODHysteresis; float _pupilDilation; QVector _blendshapeCoefficients; QUrl _url; gpu::Buffers _blendedVertexBuffers; gpu::Transforms _transforms; gpu::Batch _renderBatch; QVector > > _dilatedTextures; QVector _attachments; QSet _animationHandles; QList _runningAnimations; QVector _blendedBlendshapeCoefficients; int _blendNumber; int _appliedBlendNumber; static ProgramObject _program; static ProgramObject _normalMapProgram; static ProgramObject _specularMapProgram; static ProgramObject _normalSpecularMapProgram; static ProgramObject _translucentProgram; static ProgramObject _shadowProgram; static ProgramObject _skinProgram; static ProgramObject _skinNormalMapProgram; static ProgramObject _skinSpecularMapProgram; static ProgramObject _skinNormalSpecularMapProgram; static ProgramObject _skinTranslucentProgram; static ProgramObject _skinShadowProgram; static int _normalMapTangentLocation; static int _normalSpecularMapTangentLocation; class Locations { public: int tangent; int alphaThreshold; }; static Locations _locations; static Locations _normalMapLocations; static Locations _specularMapLocations; static Locations _normalSpecularMapLocations; static Locations _translucentLocations; static void initProgram(ProgramObject& program, Locations& locations, int specularTextureUnit = 1); class SkinLocations : public Locations { public: int clusterMatrices; int clusterIndices; int clusterWeights; }; static SkinLocations _skinLocations; static SkinLocations _skinNormalMapLocations; static SkinLocations _skinSpecularMapLocations; static SkinLocations _skinNormalSpecularMapLocations; static SkinLocations _skinShadowLocations; static SkinLocations _skinTranslucentLocations; static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1); QVector _calculatedMeshBoxes; bool _calculatedMeshBoxesValid; void recalcuateMeshBoxes(); void segregateMeshGroups(); // used to calculate our list of translucent vs opaque meshes bool _meshGroupsKnown; QMap _unsortedMeshesTranslucent; QMap _unsortedMeshesTranslucentTangents; QMap _unsortedMeshesTranslucentTangentsSpecular; QMap _unsortedMeshesTranslucentSpecular; QMap _unsortedMeshesTranslucentSkinned; QMap _unsortedMeshesTranslucentTangentsSkinned; QMap _unsortedMeshesTranslucentTangentsSpecularSkinned; QMap _unsortedMeshesTranslucentSpecularSkinned; QMap _unsortedMeshesOpaque; QMap _unsortedMeshesOpaqueTangents; QMap _unsortedMeshesOpaqueTangentsSpecular; QMap _unsortedMeshesOpaqueSpecular; QMap _unsortedMeshesOpaqueSkinned; QMap _unsortedMeshesOpaqueTangentsSkinned; QMap _unsortedMeshesOpaqueTangentsSpecularSkinned; QMap _unsortedMeshesOpaqueSpecularSkinned; QVector _meshesTranslucent; QVector _meshesTranslucentTangents; QVector _meshesTranslucentTangentsSpecular; QVector _meshesTranslucentSpecular; QVector _meshesTranslucentSkinned; QVector _meshesTranslucentTangentsSkinned; QVector _meshesTranslucentTangentsSpecularSkinned; QVector _meshesTranslucentSpecularSkinned; QVector _meshesOpaque; QVector _meshesOpaqueTangents; QVector _meshesOpaqueTangentsSpecular; QVector _meshesOpaqueSpecular; QVector _meshesOpaqueSkinned; QVector _meshesOpaqueTangentsSkinned; QVector _meshesOpaqueTangentsSpecularSkinned; QVector _meshesOpaqueSpecularSkinned; // Scene rendering support static QVector _modelsInScene; static void endSceneSimple(RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL); static void endSceneSplitPass(RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL); // helper functions used by render() or renderInScene() void renderSetup(RenderArgs* args); bool renderCore(float alpha, RenderMode mode, RenderArgs* args); int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL); }; Q_DECLARE_METATYPE(QPointer) Q_DECLARE_METATYPE(QWeakPointer) Q_DECLARE_METATYPE(QVector) #endif // hifi_Model_h