overte-JulianGro/interface/src/renderer/Model.h
2014-07-24 08:42:34 -07:00

450 lines
16 KiB
C++

//
// 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 <QBitArray>
#include <QObject>
#include <QUrl>
#include <PhysicsEntity.h>
#include <AnimationCache.h>
#include "GeometryCache.h"
#include "InterfaceConfig.h"
#include "JointState.h"
#include "ProgramObject.h"
#include "TextureCache.h"
class QScriptEngine;
class AnimationHandle;
class Shape;
typedef QSharedPointer<AnimationHandle> AnimationHandlePointer;
typedef QWeakPointer<AnimationHandle> 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<float>& coefficients) { _blendshapeCoefficients = coefficients; }
const QVector<float>& 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<NetworkGeometry>& 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<AnimationHandlePointer>& 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<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
class LocalLight {
public:
glm::vec3 color;
glm::vec3 direction;
};
void setLocalLights(const QVector<LocalLight>& localLights) { _localLights = localLights; }
const QVector<LocalLight>& getLocalLights() const { return _localLights; }
void setShowTrueJointTransforms(bool show) { _showTrueJointTransforms = show; }
protected:
QSharedPointer<NetworkGeometry> _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<LocalLight> _localLights;
QVector<JointState> _jointStates;
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
};
QVector<MeshState> _meshStates;
// returns 'true' if needs fullUpdate after geometry change
bool updateGeometry();
virtual void setJointStates(QVector<JointState> 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<JointState> createJointStates(const FBXGeometry& geometry);
void initJointTransforms();
QSharedPointer<NetworkGeometry> _baseGeometry; ///< reference required to prevent collection of base
QSharedPointer<NetworkGeometry> _nextBaseGeometry;
QSharedPointer<NetworkGeometry> _nextGeometry;
float _lodDistance;
float _lodHysteresis;
float _nextLODHysteresis;
float _pupilDilation;
QVector<float> _blendshapeCoefficients;
QUrl _url;
QVector<QOpenGLBuffer> _blendedVertexBuffers;
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
QVector<Model*> _attachments;
QSet<WeakAnimationHandlePointer> _animationHandles;
QList<AnimationHandlePointer> _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<Model>)
Q_DECLARE_METATYPE(QWeakPointer<NetworkGeometry>)
Q_DECLARE_METATYPE(QVector<glm::vec3>)
Q_DECLARE_METATYPE(Model::LocalLight)
Q_DECLARE_METATYPE(QVector<Model::LocalLight>)
/// 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<int> _jointMappings;
float _frameIndex;
};
#endif // hifi_Model_h