Repesenting the collision meshes of a Model correctly

This commit is contained in:
samcake 2015-12-08 16:45:12 -08:00
parent 4b03001c61
commit 1adf2cc8ba
4 changed files with 45 additions and 37 deletions

View file

@ -106,6 +106,7 @@ public:
bool setAttribute(Slot slot, Frequency frequency = PER_VERTEX);
bool setAttribute(Slot slot, Slot channel, Frequency frequency = PER_VERTEX);
bool hasAttribute(Slot slot) const { return (_attributes.find(slot) != _attributes.end()); }
protected:
AttributeMap _attributes;

View file

@ -39,30 +39,31 @@ namespace render {
using namespace render;
MeshPartPayload::MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex,
glm::vec3 position, glm::quat orientation) :
MeshPartPayload::MeshPartPayload(Model* model, model::MeshPointer drawMesh, int meshIndex, int partIndex, int shapeIndex,
glm::vec3 position, glm::quat orientation, bool applyMeshJoints) :
model(model),
_drawMesh(drawMesh),
meshIndex(meshIndex),
partIndex(partIndex),
_shapeID(shapeIndex),
_modelPosition(position),
_modelOrientation(orientation) {
_modelOrientation(orientation),
_applyMeshJoints(applyMeshJoints) {
initCache();
}
void MeshPartPayload::initCache() {
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
const NetworkMesh& networkMesh = *(networkMeshes.at(meshIndex).get());
_drawMesh = networkMesh._mesh;
if (_drawMesh) {
auto vertexFormat = _drawMesh->getVertexFormat();
_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
_isSkinned = vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT) && vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_INDEX);
const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
_hasColorAttrib = !mesh.colors.isEmpty();
_isBlendShaped = !mesh.blendshapes.isEmpty();
_isSkinned = !mesh.clusterIndices.isEmpty();
const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
_isBlendShaped = !mesh.blendshapes.isEmpty();
_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
}
auto networkMaterial = model->_geometry->getShapeMaterial(_shapeID);
if (networkMaterial) {
@ -219,25 +220,34 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ModelRender::Locatio
}
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const {
// Still relying on the raw data from the model
const Model::MeshState& state = model->_meshStates.at(meshIndex);
if (_applyMeshJoints) {
// Still relying on the raw data from the model
const Model::MeshState& state = model->_meshStates.at(meshIndex);
Transform transform;
if (state.clusterBuffer) {
if (model->_cauterizeBones) {
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.cauterizedClusterBuffer);
Transform transform;
if (state.clusterBuffer) {
if (model->_cauterizeBones) {
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.cauterizedClusterBuffer);
} else {
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
}
} else {
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
if (model->_cauterizeBones) {
transform = Transform(state.cauterizedClusterMatrices[0]);
} else {
transform = Transform(state.clusterMatrices[0]);
}
}
transform.preTranslate(_modelPosition);
batch.setModelTransform(transform);
} else {
if (model->_cauterizeBones) {
transform = Transform(state.cauterizedClusterMatrices[0]);
} else {
transform = Transform(state.clusterMatrices[0]);
}
Transform transform;
transform.setTranslation(_modelPosition);
transform.setRotation(_modelOrientation);
transform.postScale(model->getScale());
transform.postTranslate(model->getOffset());
batch.setModelTransform(transform);
}
transform.preTranslate(_modelPosition);
batch.setModelTransform(transform);
}
@ -280,13 +290,7 @@ void MeshPartPayload::render(RenderArgs* args) const {
// sanity check
return; // FIXME!
}
// guard against partially loaded meshes
if (partIndex >= mesh.parts.size()) {
return;
}
model::MaterialKey drawMaterialKey;
if (_drawMaterial) {
drawMaterialKey = _drawMaterial->getKey();

View file

@ -24,7 +24,7 @@ class Model;
class MeshPartPayload {
public:
MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, glm::vec3 position, glm::quat orientation);
MeshPartPayload(Model* model, model::MeshPointer drawMesh, int meshIndex, int partIndex, int shapeIndex, glm::vec3 position, glm::quat orientation, bool applyMeshJoints = true);
typedef render::Payload<MeshPartPayload> Payload;
typedef Payload::DataPointer Pointer;
@ -36,6 +36,7 @@ public:
glm::vec3 _modelPosition;
glm::quat _modelOrientation;
// can replace the material used to draw that item
void updateDrawMaterial(model::MaterialPointer material);
@ -62,6 +63,7 @@ public:
bool _hasColorAttrib = false;
bool _isSkinned = false;
bool _isBlendShaped = false;
bool _applyMeshJoints = true;
};
namespace render {

View file

@ -90,7 +90,7 @@ void Model::setScale(const glm::vec3& scale) {
_scaledToFit = false;
}
const float METERS_PER_MILLIMETER = 0.01f;
const float METERS_PER_MILLIMETER = 0.01f;
void Model::setScaleInternal(const glm::vec3& scale) {
if (glm::distance(_scale, scale) > METERS_PER_MILLIMETER) {
@ -1147,11 +1147,12 @@ void Model::segregateMeshGroups() {
int shapeID = 0;
for (int i = 0; i < (int)networkMeshes.size(); i++) {
const FBXMesh& mesh = geometry.meshes.at(i);
const NetworkMesh& networkMesh = *(networkMeshes.at(i).get());
// Create the render payloads
int totalParts = mesh.parts.size();
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
auto renderItem = std::make_shared<MeshPartPayload>(this, i, partIndex, shapeID, _translation, _rotation);
auto renderItem = std::make_shared<MeshPartPayload>(this, networkMesh._mesh, i, partIndex, shapeID, _translation, _rotation, !showingCollisionHull);
if (showingCollisionHull) {
renderItem->updateDrawMaterial(ModelRender::getCollisionHullMaterial());
}