mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 03:53:52 +02:00
mostly getting attachments working again
This commit is contained in:
parent
aa05d9f67c
commit
e06422825a
4 changed files with 43 additions and 132 deletions
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@ -582,7 +582,9 @@ void Avatar::simulateAttachments(float deltaTime) {
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_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
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model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
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model->setRotation(jointRotation * attachment.rotation);
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model->setScaleToFit(true, _scale * attachment.scale);
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model->setScaleToFit(true, _scale * attachment.scale, true); // hack to force rescale
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model->setSnapModelToCenter(false); // hack to force resnap
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model->setSnapModelToCenter(true);
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model->simulate(deltaTime);
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}
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}
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@ -1196,23 +1196,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
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}
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scene->enqueuePendingChanges(pendingChanges);
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Camera *camera = Application::getInstance()->getCamera();
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const glm::vec3 cameraPos = camera->getPosition();
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// HACK: comment this block which possibly change the near and break the rendering 5/6/2015
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// Only tweak the frustum near far if it's not shadow
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/* if (renderMode != RenderArgs::SHADOW_RENDER_MODE) {
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// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
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if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
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renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
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} else {
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float clipDistance = _skeletonModel.getHeadClipDistance();
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clipDistance = glm::length(getEyePosition()
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+ camera->getOrientation() * glm::vec3(0.0f, 0.0f, -clipDistance) - cameraPos);
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renderFrustum->setNearClip(clipDistance);
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}
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}*/
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const glm::vec3 cameraPos = Application::getInstance()->getCamera()->getPosition();
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// Render head so long as the camera isn't inside it
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if (shouldRenderHead(renderArgs, cameraPos)) {
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@ -435,6 +435,7 @@ bool Model::updateGeometry() {
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QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
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if (_geometry != geometry) {
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// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
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// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
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@ -811,71 +812,41 @@ void Model::renderSetup(RenderArgs* args) {
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}
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class TransparentMeshPart {
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class MeshPartPayload {
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public:
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TransparentMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
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typedef render::Payload<TransparentMeshPart> Payload;
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MeshPartPayload(bool transparent, Model* model, int meshIndex, int partIndex) :
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transparent(transparent), model(model), url(model->getURL()), meshIndex(meshIndex), partIndex(partIndex) { }
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typedef render::Payload<MeshPartPayload> Payload;
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typedef Payload::DataPointer Pointer;
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Model* model;
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bool transparent;
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Model* model;
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QUrl url;
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int meshIndex;
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int partIndex;
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};
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namespace render {
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template <> const ItemKey payloadGetKey(const TransparentMeshPart::Pointer& payload) {
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template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
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if (!payload->model->isVisible()) {
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return ItemKey::Builder().withInvisible().build();
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}
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return ItemKey::Builder::transparentShape();
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return payload->transparent ? ItemKey::Builder::transparentShape() : ItemKey::Builder::opaqueShape();
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}
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template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
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template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
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if (payload) {
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return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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}
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return render::Item::Bound();
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}
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template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
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template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args) {
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if (args) {
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, payload->transparent);
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}
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}
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}
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class OpaqueMeshPart {
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public:
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OpaqueMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
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typedef render::Payload<OpaqueMeshPart> Payload;
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typedef Payload::DataPointer Pointer;
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Model* model;
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int meshIndex;
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int partIndex;
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};
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namespace render {
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template <> const ItemKey payloadGetKey(const OpaqueMeshPart::Pointer& payload) {
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if (!payload->model->isVisible()) {
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return ItemKey::Builder().withInvisible().build();
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}
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return ItemKey::Builder::opaqueShape();
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}
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template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
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if (payload) {
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Item::Bound result = payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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//qDebug() << "payloadGetBound(OpaqueMeshPart) " << result;
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return result;
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}
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return render::Item::Bound();
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}
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template <> void payloadRender(const OpaqueMeshPart::Pointer& payload, RenderArgs* args) {
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if (args) {
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
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}
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}
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/* template <> const model::MaterialKey& shapeGetMaterialKey(const OpaqueMeshPart::Pointer& payload) {
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/* template <> const model::MaterialKey& shapeGetMaterialKey(const MeshPartPayload::Pointer& payload) {
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return payload->model->getPartMaterial(payload->meshIndex, payload->partIndex);
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}*/
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}
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@ -902,16 +873,17 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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foreach (auto renderItem, _transparentRenderItems) {
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auto item = scene->allocateID();
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auto renderData = TransparentMeshPart::Pointer(renderItem);
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auto renderPayload = render::PayloadPointer(new TransparentMeshPart::Payload(renderData));
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auto renderData = MeshPartPayload::Pointer(renderItem);
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auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
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pendingChanges.resetItem(item, renderPayload);
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_renderItems.insert(item, renderPayload);
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somethingAdded = true;
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}
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foreach (auto renderItem, _opaqueRenderItems) {
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auto item = scene->allocateID();
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auto renderData = OpaqueMeshPart::Pointer(renderItem);
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auto renderPayload = render::PayloadPointer(new OpaqueMeshPart::Payload(renderData));
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auto renderData = MeshPartPayload::Pointer(renderItem);
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auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
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pendingChanges.resetItem(item, renderPayload);
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_renderItems.insert(item, renderPayload);
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somethingAdded = true;
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@ -1036,12 +1008,12 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
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Extents translatedExtents = { rotatedExtents.minimum + _translation,
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rotatedExtents.maximum + _translation };
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return translatedExtents;
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}
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/// Returns the world space equivalent of some box in model space.
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AABox Model::calculateScaledOffsetAABox(const AABox& box) const {
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return AABox(calculateScaledOffsetExtents(Extents(box)));
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}
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@ -1110,9 +1082,10 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
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if (_url == url && _geometry && _geometry->getURL() == url) {
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return;
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}
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_readyWhenAdded = false; // reset out render items.
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_needsReload = true;
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invalidCalculatedMeshBoxes();
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_url = url;
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@ -1301,7 +1274,7 @@ void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions) {
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}
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}
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void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
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void Model::setScaleToFit(bool scaleToFit, float largestDimension, bool forceRescale) {
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// NOTE: if the model is not active, then it means we don't actually know the true/natural dimensions of the
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// mesh, and so we can't do the needed calculations for scaling to fit to a single largest dimension. In this
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// case we will record that we do want to do this, but we will stick our desired single dimension into the
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@ -1314,7 +1287,7 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
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return;
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}
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if (_scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
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if (forceRescale || _scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
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_scaleToFit = scaleToFit;
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// we only need to do this work if we're "turning on" scale to fit.
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@ -1324,7 +1297,7 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
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float maxScale = largestDimension / maxDimension;
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glm::vec3 modelMeshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
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glm::vec3 dimensions = modelMeshDimensions * maxScale;
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_scaleToFitDimensions = dimensions;
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_scaledToFit = false; // force rescaling
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}
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@ -1822,7 +1795,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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glm::mat4 scale = glm::scale(partBounds.getDimensions());
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glm::mat4 modelToWorldMatrix = translation * scale;
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batch.setModelTransform(modelToWorldMatrix);
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//qDebug() << "partBounds:" << partBounds;
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DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
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}
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#endif //def DEBUG_BOUNDING_PARTS
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@ -1912,16 +1884,18 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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// guard against partially loaded meshes
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if (partIndex >= networkMesh.parts.size() || partIndex >= mesh.parts.size()) {
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return;
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return;
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}
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const NetworkMeshPart& networkPart = networkMesh.parts.at(partIndex);
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const FBXMeshPart& part = mesh.parts.at(partIndex);
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model::MaterialPointer material = part._material;
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#ifdef WANT_DEBUG
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if (material == nullptr) {
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// qCDebug(renderutils) << "WARNING: material == nullptr!!!";
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qCDebug(renderutils) << "WARNING: material == nullptr!!!";
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}
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#endif
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if (material != nullptr) {
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@ -2023,8 +1997,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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}
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void Model::segregateMeshGroups() {
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_renderBuckets.clear();
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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@ -2034,6 +2006,9 @@ void Model::segregateMeshGroups() {
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qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
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return;
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}
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_transparentRenderItems.clear();
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_opaqueRenderItems.clear();
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// Run through all of the meshes, and place them into their segregated, but unsorted buckets
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for (int i = 0; i < networkMeshes.size(); i++) {
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@ -2058,43 +2033,12 @@ void Model::segregateMeshGroups() {
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for (int partIndex = 0; partIndex < totalParts; partIndex++) {
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// this is a good place to create our renderPayloads
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if (translucentMesh) {
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_transparentRenderItems << std::shared_ptr<TransparentMeshPart>(new TransparentMeshPart(this, i, partIndex));
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_transparentRenderItems << std::shared_ptr<MeshPartPayload>(new MeshPartPayload(true, this, i, partIndex));
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} else {
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_opaqueRenderItems << std::shared_ptr<OpaqueMeshPart>(new OpaqueMeshPart(this, i, partIndex));
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_opaqueRenderItems << std::shared_ptr<MeshPartPayload>(new MeshPartPayload(false, this, i, partIndex));
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}
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}
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QString materialID;
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// create a material name from all the parts. If there's one part, this will be a single material and its
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// true name. If however the mesh has multiple parts the name will be all the part's materials mashed together
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// which will result in those parts being sorted away from single material parts.
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QString lastPartMaterialID;
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foreach(FBXMeshPart part, mesh.parts) {
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if (part.materialID != lastPartMaterialID) {
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materialID += part.materialID;
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}
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lastPartMaterialID = part.materialID;
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}
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const bool wantDebug = false;
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if (wantDebug) {
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qCDebug(renderutils) << "materialID:" << materialID << "parts:" << mesh.parts.size();
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}
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RenderKey key(translucentMesh, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe);
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// reuse or create the bucket corresponding to that key and insert the mesh as unsorted
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_renderBuckets[key.getRaw()]._unsortedMeshes.insertMulti(materialID, i);
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}
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for(auto& b : _renderBuckets) {
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foreach(auto i, b.second._unsortedMeshes) {
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b.second._meshes.append(i);
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}
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b.second._unsortedMeshes.clear();
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}
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_meshGroupsKnown = true;
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}
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@ -51,17 +51,11 @@ namespace render {
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class PendingChanges;
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typedef unsigned int ItemID;
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}
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class OpaqueMeshPart;
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class TransparentMeshPart;
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class MeshPartPayload;
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inline uint qHash(const std::shared_ptr<TransparentMeshPart>& a, uint seed) {
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inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
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return qHash(a.get(), seed);
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}
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inline uint qHash(const std::shared_ptr<OpaqueMeshPart>& a, uint seed) {
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return qHash(a.get(), seed);
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}
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/// A generic 3D model displaying geometry loaded from a URL.
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class Model : public QObject, public PhysicsEntity {
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virtual ~Model();
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/// enables/disables scale to fit behavior, the model will be automatically scaled to the specified largest dimension
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void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f);
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void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f, bool forceRescale = false);
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bool getScaleToFit() const { return _scaleToFit; } /// is scale to fit enabled
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bool getIsScaledToFit() const { return _scaledToFit; } /// is model scaled to fit
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const glm::vec3& getScaleToFitDimensions() const { return _scaleToFitDimensions; } /// the dimensions model is scaled to
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@ -511,24 +505,11 @@ private:
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};
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static RenderPipelineLib _renderPipelineLib;
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class RenderBucket {
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public:
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QVector<int> _meshes;
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QMap<QString, int> _unsortedMeshes;
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};
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typedef std::unordered_map<int, RenderBucket> BaseRenderBucketMap;
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class RenderBucketMap : public BaseRenderBucketMap {
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public:
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typedef RenderKey Key;
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};
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RenderBucketMap _renderBuckets;
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bool _renderCollisionHull;
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QSet<std::shared_ptr<TransparentMeshPart>> _transparentRenderItems;
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QSet<std::shared_ptr<OpaqueMeshPart>> _opaqueRenderItems;
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QSet<std::shared_ptr<MeshPartPayload>> _transparentRenderItems;
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QSet<std::shared_ptr<MeshPartPayload>> _opaqueRenderItems;
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QMap<render::ItemID, render::PayloadPointer> _renderItems;
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bool _readyWhenAdded = false;
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bool _needsReload = true;
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