// // 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 #include #include "GeometryCache.h" #include "InterfaceConfig.h" #include "JointState.h" #include "ProgramObject.h" #include "TextureCache.h" class QScriptEngine; class AnimationHandle; class Shape; typedef QSharedPointer AnimationHandlePointer; typedef QWeakPointer WeakAnimationHandlePointer; const int MAX_LOCAL_LIGHTS = 2; /// A generic 3D model displaying geometry loaded from a URL. class Model : public QObject, public PhysicsEntity { Q_OBJECT public: /// Registers the script types associated with models. static void registerMetaTypes(QScriptEngine* engine); 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 bool getScaleToFitDimension() const { return _scaleToFitLargestDimension; } /// the dimension model is scaled to void setSnapModelToCenter(bool snapModelToCenter); bool getSnapModelToCenter() { return _snapModelToCenter; } 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, bool receiveShadows = true); /// 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 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; /// 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; QStringList getJointNames() const; AnimationHandlePointer createAnimationHandle(); const QList& getRunningAnimations() const { return _runningAnimations; } // virtual overrides from PhysicsEntity virtual void buildShapes(); virtual void updateShapePositions(); void renderJointCollisionShapes(float alpha); /// Sets blended vertices computed in a separate thread. void setBlendedVertices(const QVector& vertices, const QVector& normals); class LocalLight { public: glm::vec3 color; glm::vec3 direction; }; void setLocalLights(const QVector& localLights) { _localLights = localLights; } const QVector& getLocalLights() const { return _localLights; } void setShowTrueJointTransforms(bool show) { _showTrueJointTransforms = show; } protected: QSharedPointer _geometry; glm::vec3 _scale; glm::vec3 _offset; bool _scaleToFit; /// If you set scaleToFit, we will calculate scale based on MeshExtents float _scaleToFitLargestDimension; /// this is the dimension that scale to fit will use bool _scaledToFit; /// have we scaled to fit bool _snapModelToCenter; /// is the model's offset automatically adjusted to center around 0,0,0 in model space bool _snappedToCenter; /// are we currently snapped to center bool _showTrueJointTransforms; QVector _localLights; 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 snapToCenter(); 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); void inverseKinematics(int jointIndex, glm::vec3 position, const glm::quat& rotation, float priority); /// 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(); void renderMeshes(float alpha, RenderMode mode, bool translucent, bool receiveShadows); 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; QVector _blendedVertexBuffers; QVector > > _dilatedTextures; QVector _attachments; QSet _animationHandles; QList _runningAnimations; glm::vec4 _localLightColors[MAX_LOCAL_LIGHTS]; glm::vec4 _localLightDirections[MAX_LOCAL_LIGHTS]; static ProgramObject _program; static ProgramObject _normalMapProgram; static ProgramObject _specularMapProgram; static ProgramObject _normalSpecularMapProgram; static ProgramObject _shadowMapProgram; static ProgramObject _shadowNormalMapProgram; static ProgramObject _shadowSpecularMapProgram; static ProgramObject _shadowNormalSpecularMapProgram; static ProgramObject _cascadedShadowMapProgram; static ProgramObject _cascadedShadowNormalMapProgram; static ProgramObject _cascadedShadowSpecularMapProgram; static ProgramObject _cascadedShadowNormalSpecularMapProgram; static ProgramObject _shadowProgram; static ProgramObject _skinProgram; static ProgramObject _skinNormalMapProgram; static ProgramObject _skinSpecularMapProgram; static ProgramObject _skinNormalSpecularMapProgram; static ProgramObject _skinShadowMapProgram; static ProgramObject _skinShadowNormalMapProgram; static ProgramObject _skinShadowSpecularMapProgram; static ProgramObject _skinShadowNormalSpecularMapProgram; static ProgramObject _skinCascadedShadowMapProgram; static ProgramObject _skinCascadedShadowNormalMapProgram; static ProgramObject _skinCascadedShadowSpecularMapProgram; static ProgramObject _skinCascadedShadowNormalSpecularMapProgram; static ProgramObject _skinShadowProgram; static int _normalMapTangentLocation; static int _normalSpecularMapTangentLocation; static int _shadowNormalMapTangentLocation; static int _shadowNormalSpecularMapTangentLocation; static int _cascadedShadowNormalMapTangentLocation; static int _cascadedShadowNormalSpecularMapTangentLocation; static int _cascadedShadowMapDistancesLocation; static int _cascadedShadowNormalMapDistancesLocation; static int _cascadedShadowSpecularMapDistancesLocation; static int _cascadedShadowNormalSpecularMapDistancesLocation; class Locations { public: int localLightColors; int localLightDirections; int tangent; int shadowDistances; }; static Locations _locations; static Locations _normalMapLocations; static Locations _specularMapLocations; static Locations _normalSpecularMapLocations; static Locations _shadowMapLocations; static Locations _shadowNormalMapLocations; static Locations _shadowSpecularMapLocations; static Locations _shadowNormalSpecularMapLocations; static Locations _cascadedShadowMapLocations; static Locations _cascadedShadowNormalMapLocations; static Locations _cascadedShadowSpecularMapLocations; static Locations _cascadedShadowNormalSpecularMapLocations; static void initProgram(ProgramObject& program, Locations& locations, int specularTextureUnit = 1, int shadowTextureUnit = 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 _skinShadowMapLocations; static SkinLocations _skinShadowNormalMapLocations; static SkinLocations _skinShadowSpecularMapLocations; static SkinLocations _skinShadowNormalSpecularMapLocations; static SkinLocations _skinCascadedShadowMapLocations; static SkinLocations _skinCascadedShadowNormalMapLocations; static SkinLocations _skinCascadedShadowSpecularMapLocations; static SkinLocations _skinCascadedShadowNormalSpecularMapLocations; static SkinLocations _skinShadowLocations; static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1, int shadowTextureUnit = 1); }; Q_DECLARE_METATYPE(QPointer) Q_DECLARE_METATYPE(QWeakPointer) Q_DECLARE_METATYPE(QVector) Q_DECLARE_METATYPE(Model::LocalLight) Q_DECLARE_METATYPE(QVector) /// Represents a handle to a model animation. class AnimationHandle : public QObject { Q_OBJECT public: void setRole(const QString& role) { _role = role; } const QString& getRole() const { return _role; } void setURL(const QUrl& url); const QUrl& getURL() const { return _url; } void setFPS(float fps) { _fps = fps; } float getFPS() const { return _fps; } void setPriority(float priority); float getPriority() const { return _priority; } void setLoop(bool loop) { _loop = loop; } bool getLoop() const { return _loop; } void setHold(bool hold) { _hold = hold; } bool getHold() const { return _hold; } void setStartAutomatically(bool startAutomatically); bool getStartAutomatically() const { return _startAutomatically; } void setFirstFrame(float firstFrame) { _firstFrame = firstFrame; } float getFirstFrame() const { return _firstFrame; } void setLastFrame(float lastFrame) { _lastFrame = lastFrame; } float getLastFrame() const { return _lastFrame; } void setMaskedJoints(const QStringList& maskedJoints); const QStringList& getMaskedJoints() const { return _maskedJoints; } void setRunning(bool running); bool isRunning() const { return _running; } void setFrameIndex(float frameIndex) { _frameIndex = glm::clamp(_frameIndex, _firstFrame, _lastFrame); } float getFrameIndex() const { return _frameIndex; } AnimationDetails getAnimationDetails() const; signals: void runningChanged(bool running); public slots: void start() { setRunning(true); } void stop() { setRunning(false); } private: friend class Model; AnimationHandle(Model* model); void simulate(float deltaTime); void applyFrame(float frameIndex); void replaceMatchingPriorities(float newPriority); Model* _model; WeakAnimationHandlePointer _self; AnimationPointer _animation; QString _role; QUrl _url; float _fps; float _priority; bool _loop; bool _hold; bool _startAutomatically; float _firstFrame; float _lastFrame; QStringList _maskedJoints; bool _running; QVector _jointMappings; float _frameIndex; }; #endif // hifi_Model_h