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https://github.com/lubosz/overte.git
synced 2025-04-23 16:14:01 +02:00
Fix for slight graphical glitches on loading avatars.
This commit is contained in:
parent
b4cb1457a2
commit
5b30f932c1
3 changed files with 188 additions and 182 deletions
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@ -19,8 +19,8 @@ FaceModel::FaceModel(Head* owningHead) :
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}
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void FaceModel::simulate(float deltaTime) {
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QVector<JointState> newJointStates = updateGeometry();
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if (!isActive()) {
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Model::simulate(deltaTime);
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return;
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}
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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@ -36,12 +36,13 @@ void FaceModel::simulate(float deltaTime) {
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setRotation(neckRotation);
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const float MODEL_SCALE = 0.0006f;
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE);
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setOffset(-_geometry->getFBXGeometry().neckPivot);
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setPupilDilation(_owningHead->getPupilDilation());
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setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
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Model::simulate(deltaTime);
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Model::simulate(deltaTime, true, newJointStates);
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}
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bool FaceModel::render(float alpha) {
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@ -157,146 +157,8 @@ void Model::updateShapePositions() {
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}
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void Model::simulate(float deltaTime, bool fullUpdate) {
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// update our LOD
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QVector<JointState> newJointStates = updateGeometry();
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if (!isActive()) {
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return;
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}
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// set up world vertices on first simulate after load
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (_jointStates.isEmpty()) {
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_jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates;
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foreach (const FBXMesh& mesh, geometry.meshes) {
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MeshState state;
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state.clusterMatrices.resize(mesh.clusters.size());
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if (mesh.springiness > 0.0f) {
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state.worldSpaceVertices.resize(mesh.vertices.size());
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state.vertexVelocities.resize(mesh.vertices.size());
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state.worldSpaceNormals.resize(mesh.vertices.size());
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}
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_meshStates.append(state);
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}
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foreach (const FBXAttachment& attachment, geometry.attachments) {
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Model* model = new Model(this);
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model->init();
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model->setURL(attachment.url);
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_attachments.append(model);
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}
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_resetStates = fullUpdate = true;
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createCollisionShapes();
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}
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// exit early if we don't have to perform a full update
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if (!(fullUpdate || _resetStates)) {
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return;
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}
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// update the world space transforms for all joints
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for (int i = 0; i < _jointStates.size(); i++) {
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updateJointState(i);
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}
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// update the attachment transforms and simulate them
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for (int i = 0; i < _attachments.size(); i++) {
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const FBXAttachment& attachment = geometry.attachments.at(i);
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Model* model = _attachments.at(i);
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glm::vec3 jointTranslation = _translation;
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glm::quat jointRotation = _rotation;
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getJointPosition(attachment.jointIndex, jointTranslation);
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getJointRotation(attachment.jointIndex, jointRotation);
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model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
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model->setRotation(jointRotation * attachment.rotation);
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model->setScale(_scale * attachment.scale);
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model->simulate(deltaTime);
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}
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for (int i = 0; i < _meshStates.size(); i++) {
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MeshState& state = _meshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix;
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}
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int vertexCount = state.worldSpaceVertices.size();
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if (vertexCount == 0) {
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continue;
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}
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glm::vec3* destVertices = state.worldSpaceVertices.data();
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glm::vec3* destVelocities = state.vertexVelocities.data();
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glm::vec3* destNormals = state.worldSpaceNormals.data();
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const glm::vec3* sourceVertices = mesh.vertices.constData();
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if (!mesh.blendshapes.isEmpty()) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
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// blend in each coefficient
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for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) {
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float coefficient = _blendshapeCoefficients[j];
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if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
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continue;
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}
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const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
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for (const int* index = mesh.blendshapes[j].indices.constData(),
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*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) {
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_blendedVertices[*index] += *vertex * coefficient;
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}
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}
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sourceVertices = _blendedVertices.constData();
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}
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glm::mat4 transform = glm::translate(_translation);
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if (mesh.clusters.size() > 1) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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// skin each vertex
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const glm::vec4* clusterIndices = mesh.clusterIndices.constData();
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const glm::vec4* clusterWeights = mesh.clusterWeights.constData();
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for (int j = 0; j < vertexCount; j++) {
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_blendedVertices[j] =
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glm::vec3(state.clusterMatrices[clusterIndices[j][0]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][1]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][2]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][3]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3];
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}
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sourceVertices = _blendedVertices.constData();
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} else {
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transform = state.clusterMatrices[0];
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}
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if (_resetStates) {
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for (int j = 0; j < vertexCount; j++) {
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destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f));
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destVelocities[j] = glm::vec3();
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}
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} else {
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const float SPRINGINESS_MULTIPLIER = 200.0f;
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const float DAMPING = 5.0f;
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for (int j = 0; j < vertexCount; j++) {
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destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
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mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
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destVertices[j] += destVelocities[j] * deltaTime;
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}
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}
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for (int j = 0; j < vertexCount; j++) {
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destNormals[j] = glm::vec3();
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const glm::vec3& middle = destVertices[j];
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for (QVarLengthArray<QPair<int, int>, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin();
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connection != mesh.vertexConnections.at(j).constEnd(); connection++) {
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destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle,
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destVertices[connection->first] - middle));
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}
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}
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}
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_resetStates = false;
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// update our LOD, then simulate
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simulate(deltaTime, fullUpdate, updateGeometry());
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}
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bool Model::render(float alpha) {
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@ -577,6 +439,186 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi
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return collided;
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}
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QVector<Model::JointState> Model::updateGeometry() {
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QVector<JointState> newJointStates;
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if (_nextGeometry) {
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_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
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_nextGeometry->setLoadPriority(this, -_lodDistance);
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_nextGeometry->ensureLoading();
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if (_nextGeometry->isLoaded()) {
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applyNextGeometry();
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return newJointStates;
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}
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}
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if (!_geometry) {
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return newJointStates;
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}
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QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
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if (_geometry != geometry) {
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if (!_jointStates.isEmpty()) {
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// copy the existing joint states
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const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
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const FBXGeometry& newGeometry = geometry->getFBXGeometry();
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newJointStates = createJointStates(newGeometry);
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for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
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it != oldGeometry.jointIndices.constEnd(); it++) {
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int oldIndex = it.value() - 1;
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int newIndex = newGeometry.getJointIndex(it.key());
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if (newIndex != -1) {
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newJointStates[newIndex] = _jointStates.at(oldIndex);
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}
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}
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}
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deleteGeometry();
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_dilatedTextures.clear();
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_geometry = geometry;
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}
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_geometry->setLoadPriority(this, -_lodDistance);
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_geometry->ensureLoading();
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return newJointStates;
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}
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void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates) {
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if (!isActive()) {
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return;
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}
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// set up world vertices on first simulate after load
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (_jointStates.isEmpty()) {
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_jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates;
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foreach (const FBXMesh& mesh, geometry.meshes) {
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MeshState state;
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state.clusterMatrices.resize(mesh.clusters.size());
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if (mesh.springiness > 0.0f) {
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state.worldSpaceVertices.resize(mesh.vertices.size());
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state.vertexVelocities.resize(mesh.vertices.size());
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state.worldSpaceNormals.resize(mesh.vertices.size());
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}
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_meshStates.append(state);
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}
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foreach (const FBXAttachment& attachment, geometry.attachments) {
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Model* model = new Model(this);
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model->init();
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model->setURL(attachment.url);
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_attachments.append(model);
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}
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_resetStates = fullUpdate = true;
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createCollisionShapes();
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}
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// exit early if we don't have to perform a full update
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if (!(fullUpdate || _resetStates)) {
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return;
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}
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// update the world space transforms for all joints
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for (int i = 0; i < _jointStates.size(); i++) {
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updateJointState(i);
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}
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// update the attachment transforms and simulate them
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for (int i = 0; i < _attachments.size(); i++) {
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const FBXAttachment& attachment = geometry.attachments.at(i);
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Model* model = _attachments.at(i);
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glm::vec3 jointTranslation = _translation;
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glm::quat jointRotation = _rotation;
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getJointPosition(attachment.jointIndex, jointTranslation);
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getJointRotation(attachment.jointIndex, jointRotation);
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model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
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model->setRotation(jointRotation * attachment.rotation);
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model->setScale(_scale * attachment.scale);
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model->simulate(deltaTime);
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}
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for (int i = 0; i < _meshStates.size(); i++) {
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MeshState& state = _meshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix;
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}
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int vertexCount = state.worldSpaceVertices.size();
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if (vertexCount == 0) {
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continue;
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}
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glm::vec3* destVertices = state.worldSpaceVertices.data();
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glm::vec3* destVelocities = state.vertexVelocities.data();
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glm::vec3* destNormals = state.worldSpaceNormals.data();
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const glm::vec3* sourceVertices = mesh.vertices.constData();
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if (!mesh.blendshapes.isEmpty()) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
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// blend in each coefficient
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for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) {
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float coefficient = _blendshapeCoefficients[j];
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if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
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continue;
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}
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const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
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for (const int* index = mesh.blendshapes[j].indices.constData(),
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*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) {
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_blendedVertices[*index] += *vertex * coefficient;
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}
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}
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sourceVertices = _blendedVertices.constData();
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}
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glm::mat4 transform = glm::translate(_translation);
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if (mesh.clusters.size() > 1) {
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_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
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// skin each vertex
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const glm::vec4* clusterIndices = mesh.clusterIndices.constData();
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const glm::vec4* clusterWeights = mesh.clusterWeights.constData();
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for (int j = 0; j < vertexCount; j++) {
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_blendedVertices[j] =
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glm::vec3(state.clusterMatrices[clusterIndices[j][0]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][1]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][2]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] +
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glm::vec3(state.clusterMatrices[clusterIndices[j][3]] *
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glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3];
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}
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sourceVertices = _blendedVertices.constData();
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} else {
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transform = state.clusterMatrices[0];
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}
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if (_resetStates) {
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for (int j = 0; j < vertexCount; j++) {
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destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f));
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destVelocities[j] = glm::vec3();
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}
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} else {
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const float SPRINGINESS_MULTIPLIER = 200.0f;
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const float DAMPING = 5.0f;
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for (int j = 0; j < vertexCount; j++) {
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destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
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mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
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destVertices[j] += destVelocities[j] * deltaTime;
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}
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}
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for (int j = 0; j < vertexCount; j++) {
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destNormals[j] = glm::vec3();
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const glm::vec3& middle = destVertices[j];
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for (QVarLengthArray<QPair<int, int>, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin();
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connection != mesh.vertexConnections.at(j).constEnd(); connection++) {
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destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle,
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destVertices[connection->first] - middle));
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}
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}
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}
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_resetStates = false;
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}
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void Model::updateJointState(int index) {
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_shapesAreDirty = true;
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JointState& state = _jointStates[index];
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@ -873,45 +915,6 @@ void Model::applyCollision(CollisionInfo& collision) {
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}
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}
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QVector<Model::JointState> Model::updateGeometry() {
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QVector<JointState> newJointStates;
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if (_nextGeometry) {
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_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
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_nextGeometry->setLoadPriority(this, -_lodDistance);
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_nextGeometry->ensureLoading();
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if (_nextGeometry->isLoaded()) {
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applyNextGeometry();
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return newJointStates;
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}
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}
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if (!_geometry) {
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return newJointStates;
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}
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QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
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if (_geometry != geometry) {
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if (!_jointStates.isEmpty()) {
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// copy the existing joint states
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const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
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const FBXGeometry& newGeometry = geometry->getFBXGeometry();
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newJointStates = createJointStates(newGeometry);
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for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
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it != oldGeometry.jointIndices.constEnd(); it++) {
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int oldIndex = it.value() - 1;
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int newIndex = newGeometry.getJointIndex(it.key());
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if (newIndex != -1) {
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newJointStates[newIndex] = _jointStates.at(oldIndex);
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}
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}
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}
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deleteGeometry();
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_dilatedTextures.clear();
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_geometry = geometry;
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}
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_geometry->setLoadPriority(this, -_lodDistance);
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_geometry->ensureLoading();
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return newJointStates;
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}
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void Model::applyNextGeometry() {
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// delete our local geometry and custom textures
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deleteGeometry();
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@ -226,6 +226,9 @@ protected:
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QVector<MeshState> _meshStates;
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QVector<JointState> updateGeometry();
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void simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates);
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/// Updates the state of the joint at the specified index.
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virtual void updateJointState(int index);
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|
||||
|
@ -256,7 +259,6 @@ protected:
|
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|
||||
private:
|
||||
|
||||
QVector<JointState> updateGeometry();
|
||||
void applyNextGeometry();
|
||||
void deleteGeometry();
|
||||
void renderMeshes(float alpha, bool translucent);
|
||||
|
|
Loading…
Reference in a new issue