Merge pull request #8192 from AndrewMeadows/simple-hull-shapes

experimental ModelEntityItem collision shape options (no visual debugging)
This commit is contained in:
Brad Hefta-Gaub 2016-07-08 08:55:11 -07:00 committed by GitHub
commit 5f71f77445
8 changed files with 113 additions and 74 deletions

View file

@ -430,7 +430,8 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0;
bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0
&& getShapeType() == SHAPE_TYPE_COMPOUND;
if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) {
_showCollisionHull = shouldShowCollisionHull;
render::PendingChanges pendingChanges;
@ -600,7 +601,7 @@ bool RenderableModelEntityItem::isReadyToComputeShape() {
// the model is still being downloaded.
return false;
} else if (type == SHAPE_TYPE_STATIC_MESH) {
} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
return (_model && _model->isLoaded());
}
return true;
@ -614,7 +615,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
// should never fall in here when collision model not fully loaded
// hence we assert that all geometries exist and are loaded
assert(_model->isLoaded() && _model->isCollisionLoaded());
assert(_model && _model->isLoaded() && _model->isCollisionLoaded());
const FBXGeometry& collisionGeometry = _model->getCollisionFBXGeometry();
ShapeInfo::PointCollection& pointCollection = info.getPointCollection();
@ -698,14 +699,19 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
}
}
info.setParams(type, dimensions, _compoundShapeURL);
} else if (type == SHAPE_TYPE_STATIC_MESH) {
} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
updateModelBounds();
// should never fall in here when model not fully loaded
assert(_model && _model->isLoaded());
// compute meshPart local transforms
QVector<glm::mat4> localTransforms;
const FBXGeometry& geometry = _model->getFBXGeometry();
int numberOfMeshes = geometry.meshes.size();
const FBXGeometry& fbxGeometry = _model->getFBXGeometry();
int numberOfMeshes = fbxGeometry.meshes.size();
int totalNumVertices = 0;
for (int i = 0; i < numberOfMeshes; i++) {
const FBXMesh& mesh = geometry.meshes.at(i);
const FBXMesh& mesh = fbxGeometry.meshes.at(i);
if (mesh.clusters.size() > 0) {
const FBXCluster& cluster = mesh.clusters.at(0);
auto jointMatrix = _model->getRig()->getJointTransform(cluster.jointIndex);
@ -723,30 +729,42 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
return;
}
updateModelBounds();
// should never fall in here when collision model not fully loaded
assert(_model->isLoaded());
auto& meshes = _model->getGeometry()->getGeometry()->getMeshes();
int32_t numMeshes = (int32_t)(meshes.size());
ShapeInfo::PointCollection& pointCollection = info.getPointCollection();
pointCollection.clear();
ShapeInfo::PointList points;
ShapeInfo::TriangleIndices& triangleIndices = info.getTriangleIndices();
auto& meshes = _model->getGeometry()->getGeometry()->getMeshes();
if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
pointCollection.resize(numMeshes);
} else {
pointCollection.resize(1);
}
Extents extents;
int meshCount = 0;
int pointListIndex = 0;
for (auto& mesh : meshes) {
const gpu::BufferView& vertices = mesh->getVertexBuffer();
const gpu::BufferView& indices = mesh->getIndexBuffer();
const gpu::BufferView& parts = mesh->getPartBuffer();
ShapeInfo::PointList& points = pointCollection[pointListIndex];
// reserve room
int32_t sizeToReserve = (int32_t)(vertices.getNumElements());
if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
// a list of points for each mesh
pointListIndex++;
} else {
// only one list of points
sizeToReserve += (int32_t)((gpu::Size)points.size());
}
points.reserve(sizeToReserve);
// copy points
const glm::mat4& localTransform = localTransforms[meshCount];
uint32_t meshIndexOffset = (uint32_t)points.size();
const glm::mat4& localTransform = localTransforms[meshCount];
gpu::BufferView::Iterator<const glm::vec3> vertexItr = vertices.cbegin<const glm::vec3>();
points.reserve((int32_t)((gpu::Size)points.size() + vertices.getNumElements()));
while (vertexItr != vertices.cend<const glm::vec3>()) {
glm::vec3 point = extractTranslation(localTransform * glm::translate(*vertexItr));
points.push_back(point);
@ -754,55 +772,57 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
++vertexItr;
}
// copy triangleIndices
triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
while (partItr != parts.cend<const model::Mesh::Part>()) {
if (partItr->_topology == model::Mesh::TRIANGLES) {
assert(partItr->_numIndices % 3 == 0);
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
auto indexEnd = indexItr + partItr->_numIndices;
while (indexItr != indexEnd) {
triangleIndices.push_back(*indexItr + meshIndexOffset);
++indexItr;
}
} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
assert(partItr->_numIndices > 2);
uint32_t approxNumIndices = 3 * partItr->_numIndices;
if (approxNumIndices > (uint32_t)(triangleIndices.capacity() - triangleIndices.size())) {
// we underestimated the final size of triangleIndices so we pre-emptively expand it
triangleIndices.reserve(triangleIndices.size() + approxNumIndices);
}
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
auto indexEnd = indexItr + (partItr->_numIndices - 2);
// first triangle uses the first three indices
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
// the rest use previous and next index
uint32_t triangleCount = 1;
while (indexItr != indexEnd) {
if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
if (triangleCount % 2 == 0) {
// even triangles use first two indices in order
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
} else {
// odd triangles swap order of first two indices
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
}
if (type == SHAPE_TYPE_STATIC_MESH) {
// copy into triangleIndices
ShapeInfo::TriangleIndices& triangleIndices = info.getTriangleIndices();
triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
while (partItr != parts.cend<const model::Mesh::Part>()) {
if (partItr->_topology == model::Mesh::TRIANGLES) {
assert(partItr->_numIndices % 3 == 0);
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
auto indexEnd = indexItr + partItr->_numIndices;
while (indexItr != indexEnd) {
triangleIndices.push_back(*indexItr + meshIndexOffset);
++triangleCount;
++indexItr;
}
} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
assert(partItr->_numIndices > 2);
uint32_t approxNumIndices = 3 * partItr->_numIndices;
if (approxNumIndices > (uint32_t)(triangleIndices.capacity() - triangleIndices.size())) {
// we underestimated the final size of triangleIndices so we pre-emptively expand it
triangleIndices.reserve(triangleIndices.size() + approxNumIndices);
}
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
auto indexEnd = indexItr + (partItr->_numIndices - 2);
// first triangle uses the first three indices
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
// the rest use previous and next index
uint32_t triangleCount = 1;
while (indexItr != indexEnd) {
if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
if (triangleCount % 2 == 0) {
// even triangles use first two indices in order
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
} else {
// odd triangles swap order of first two indices
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
}
triangleIndices.push_back(*indexItr + meshIndexOffset);
++triangleCount;
}
++indexItr;
}
++indexItr;
}
++partItr;
}
++partItr;
}
++meshCount;
}
@ -815,12 +835,13 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
scaleToFit[i] = 1.0f;
}
}
for (int i = 0; i < points.size(); ++i) {
points[i] = (points[i] * scaleToFit);
for (auto points : pointCollection) {
for (int i = 0; i < points.size(); ++i) {
points[i] = (points[i] * scaleToFit);
}
}
pointCollection.push_back(points);
info.setParams(SHAPE_TYPE_STATIC_MESH, 0.5f * dimensions, _modelURL);
info.setParams(type, 0.5f * dimensions, _modelURL);
} else {
ModelEntityItem::computeShapeInfo(info);
info.setParams(type, 0.5f * dimensions);

View file

@ -101,6 +101,8 @@ const char* shapeTypeNames[] = {
"hull",
"plane",
"compound",
"simple-hull",
"simple-compound",
"static-mesh"
};
@ -123,6 +125,8 @@ void buildStringToShapeTypeLookup() {
addShapeType(SHAPE_TYPE_HULL);
addShapeType(SHAPE_TYPE_PLANE);
addShapeType(SHAPE_TYPE_COMPOUND);
addShapeType(SHAPE_TYPE_SIMPLE_HULL);
addShapeType(SHAPE_TYPE_SIMPLE_COMPOUND);
addShapeType(SHAPE_TYPE_STATIC_MESH);
}

View file

@ -49,7 +49,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
case PacketType::EntityAdd:
case PacketType::EntityEdit:
case PacketType::EntityData:
return VERSION_MODEL_ENTITIES_SUPPORT_STATIC_MESH;
return VERSION_MODEL_ENTITIES_SUPPORT_SIMPLE_HULLS;
case PacketType::AvatarIdentity:
case PacketType::AvatarData:
case PacketType::BulkAvatarData:

View file

@ -181,6 +181,7 @@ const PacketVersion VERSION_ENTITIES_NO_FLY_ZONES = 58;
const PacketVersion VERSION_ENTITIES_MORE_SHAPES = 59;
const PacketVersion VERSION_ENTITIES_PROPERLY_ENCODE_SHAPE_EDITS = 60;
const PacketVersion VERSION_MODEL_ENTITIES_SUPPORT_STATIC_MESH = 61;
const PacketVersion VERSION_MODEL_ENTITIES_SUPPORT_SIMPLE_HULLS = 62;
enum class AvatarMixerPacketVersion : PacketVersion {
TranslationSupport = 17,

View file

@ -204,7 +204,7 @@ btTriangleIndexVertexArray* createStaticMeshArray(const ShapeInfo& info) {
if (numIndices < INT16_MAX) {
int16_t* indices = static_cast<int16_t*>((void*)(mesh.m_triangleIndexBase));
for (int32_t i = 0; i < numIndices; ++i) {
indices[i] = triangleIndices[i];
indices[i] = (int16_t)triangleIndices[i];
}
} else {
int32_t* indices = static_cast<int32_t*>((void*)(mesh.m_triangleIndexBase));
@ -257,7 +257,9 @@ btCollisionShape* ShapeFactory::createShapeFromInfo(const ShapeInfo& info) {
shape = new btCapsuleShape(radius, height);
}
break;
case SHAPE_TYPE_COMPOUND: {
case SHAPE_TYPE_COMPOUND:
case SHAPE_TYPE_SIMPLE_HULL:
case SHAPE_TYPE_SIMPLE_COMPOUND: {
const ShapeInfo::PointCollection& pointCollection = info.getPointCollection();
uint32_t numSubShapes = info.getNumSubShapes();
if (numSubShapes == 1) {

View file

@ -83,12 +83,19 @@ void ShapeInfo::setOffset(const glm::vec3& offset) {
}
uint32_t ShapeInfo::getNumSubShapes() const {
if (_type == SHAPE_TYPE_NONE) {
return 0;
} else if (_type == SHAPE_TYPE_COMPOUND) {
return _pointCollection.size();
switch (_type) {
case SHAPE_TYPE_NONE:
return 0;
case SHAPE_TYPE_COMPOUND:
case SHAPE_TYPE_SIMPLE_COMPOUND:
return _pointCollection.size();
case SHAPE_TYPE_SIMPLE_HULL:
case SHAPE_TYPE_STATIC_MESH:
assert(_pointCollection.size() == 1);
// yes fall through to default
default:
return 1;
}
return 1;
}
int ShapeInfo::getLargestSubshapePointCount() const {

View file

@ -39,6 +39,8 @@ enum ShapeType {
SHAPE_TYPE_HULL,
SHAPE_TYPE_PLANE,
SHAPE_TYPE_COMPOUND,
SHAPE_TYPE_SIMPLE_HULL,
SHAPE_TYPE_SIMPLE_COMPOUND,
SHAPE_TYPE_STATIC_MESH
};

View file

@ -1646,6 +1646,8 @@
<option value="box">Box</option>
<option value="sphere">Sphere</option>
<option value="compound">Compound</option>
<option value="simple-hull">One Hull</option>
<option value="simple-compound">Hull Per Submesh</option>
<option value="static-mesh">Static Mesh</option>
</select>
</div>