mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 23:33:48 +02:00
commit
f677858891
2 changed files with 124 additions and 74 deletions
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@ -57,21 +57,29 @@ void ModelTreeRenderer::render(RenderMode renderMode) {
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const FBXGeometry* ModelTreeRenderer::getGeometryForModel(const ModelItem& modelItem) {
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const FBXGeometry* result = NULL;
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Model* model = getModel(modelItem);
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if (model) {
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result = &model->getGeometry()->getFBXGeometry();
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}
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return result;
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}
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Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) {
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Model* model = NULL;
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if (modelItem.isKnownID()) {
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if (_knownModelsItemModels.find(modelItem.getID()) != _knownModelsItemModels.end()) {
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model = _knownModelsItemModels[modelItem.getID()];
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} else {
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// Make sure we only create new models on the thread that owns the ModelTreeRenderer
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "getModel", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(Model*, model), Q_ARG(const ModelItem&, modelItem));
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return model;
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}
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model = new Model();
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model->init();
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model->setURL(QUrl(modelItem.getModelURL()));
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@ -81,6 +89,13 @@ Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) {
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if (_unknownModelsItemModels.find(modelItem.getCreatorTokenID()) != _unknownModelsItemModels.end()) {
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model = _unknownModelsItemModels[modelItem.getCreatorTokenID()];
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} else {
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// Make sure we only create new models on the thread that owns the ModelTreeRenderer
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "getModel", Qt::BlockingQueuedConnection,
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Q_RETURN_ARG(Model*, model), Q_ARG(const ModelItem&, modelItem));
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return model;
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}
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model = new Model();
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model->init();
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model->setURL(QUrl(modelItem.getModelURL()));
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@ -187,92 +202,122 @@ void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args)
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if (drawAsModel) {
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glPushMatrix();
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{
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const float alpha = 1.0f;
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Model* model = getModel(modelItem);
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model->setScaleToFit(true, radius * 2.0f);
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model->setSnapModelToCenter(true);
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// set the rotation
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glm::quat rotation = modelItem.getModelRotation();
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model->setRotation(rotation);
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// set the position
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model->setTranslation(position);
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// handle animations..
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if (modelItem.hasAnimation()) {
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if (!modelItem.jointsMapped()) {
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QStringList modelJointNames = model->getJointNames();
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modelItem.mapJoints(modelJointNames);
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if (model) {
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model->setScaleToFit(true, radius * 2.0f);
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model->setSnapModelToCenter(true);
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// set the rotation
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glm::quat rotation = modelItem.getModelRotation();
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model->setRotation(rotation);
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// set the position
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model->setTranslation(position);
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// handle animations..
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if (modelItem.hasAnimation()) {
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if (!modelItem.jointsMapped()) {
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QStringList modelJointNames = model->getJointNames();
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modelItem.mapJoints(modelJointNames);
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}
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QVector<glm::quat> frameData = modelItem.getAnimationFrame();
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for (int i = 0; i < frameData.size(); i++) {
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model->setJointState(i, true, frameData[i]);
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}
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}
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// make sure to simulate so everything gets set up correctly for rendering
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model->simulate(0.0f);
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// TODO: should we allow modelItems to have alpha on their models?
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Model::RenderMode modelRenderMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE
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? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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if (modelItem.getGlowLevel() > 0.0f) {
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Glower glower(modelItem.getGlowLevel());
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if (model->isActive()) {
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model->render(alpha, modelRenderMode);
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} else {
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// if we couldn't get a model, then just draw a sphere
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glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glutSolidSphere(radius, 15, 15);
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glPopMatrix();
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}
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} else {
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if (model->isActive()) {
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model->render(alpha, modelRenderMode);
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} else {
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// if we couldn't get a model, then just draw a sphere
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glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glutSolidSphere(radius, 15, 15);
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glPopMatrix();
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}
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}
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QVector<glm::quat> frameData = modelItem.getAnimationFrame();
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for (int i = 0; i < frameData.size(); i++) {
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model->setJointState(i, true, frameData[i]);
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}
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}
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// make sure to simulate so everything gets set up correctly for rendering
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model->simulate(0.0f);
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if (!isShadowMode && displayModelBounds) {
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// TODO: should we allow modelItems to have alpha on their models?
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Model::RenderMode modelRenderMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE
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? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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if (modelItem.getGlowLevel() > 0.0f) {
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Glower glower(modelItem.getGlowLevel());
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model->render(alpha, modelRenderMode);
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glm::vec3 unRotatedMinimum = model->getUnscaledMeshExtents().minimum;
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glm::vec3 unRotatedMaximum = model->getUnscaledMeshExtents().maximum;
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glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum;
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float width = unRotatedExtents.x;
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float height = unRotatedExtents.y;
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float depth = unRotatedExtents.z;
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Extents rotatedExtents = model->getUnscaledMeshExtents();
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calculateRotatedExtents(rotatedExtents, rotation);
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glm::vec3 rotatedSize = rotatedExtents.maximum - rotatedExtents.minimum;
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const glm::vec3& modelScale = model->getScale();
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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// draw the orignal bounding cube
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glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
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glutWireCube(size);
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// draw the rotated bounding cube
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glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
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glPushMatrix();
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glScalef(rotatedSize.x * modelScale.x, rotatedSize.y * modelScale.y, rotatedSize.z * modelScale.z);
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glutWireCube(1.0);
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glPopMatrix();
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// draw the model relative bounding box
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(width * modelScale.x, height * modelScale.y, depth * modelScale.z);
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glColor3f(0.0f, 1.0f, 0.0f);
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glutWireCube(1.0);
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glPopMatrix();
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}
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} else {
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model->render(alpha, modelRenderMode);
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}
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if (!isShadowMode && displayModelBounds) {
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glm::vec3 unRotatedMinimum = model->getUnscaledMeshExtents().minimum;
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glm::vec3 unRotatedMaximum = model->getUnscaledMeshExtents().maximum;
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glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum;
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float width = unRotatedExtents.x;
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float height = unRotatedExtents.y;
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float depth = unRotatedExtents.z;
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Extents rotatedExtents = model->getUnscaledMeshExtents();
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calculateRotatedExtents(rotatedExtents, rotation);
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glm::vec3 rotatedSize = rotatedExtents.maximum - rotatedExtents.minimum;
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const glm::vec3& modelScale = model->getScale();
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// if we couldn't get a model, then just draw a sphere
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glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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// draw the orignal bounding cube
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glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
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glutWireCube(size);
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// draw the rotated bounding cube
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glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
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glPushMatrix();
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glScalef(rotatedSize.x * modelScale.x, rotatedSize.y * modelScale.y, rotatedSize.z * modelScale.z);
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glutWireCube(1.0);
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glPopMatrix();
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// draw the model relative bounding box
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glScalef(width * modelScale.x, height * modelScale.y, depth * modelScale.z);
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glColor3f(0.0f, 1.0f, 0.0f);
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glutWireCube(1.0);
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glutSolidSphere(radius, 15, 15);
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glPopMatrix();
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}
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}
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glPopMatrix();
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} else {
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glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]);
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//glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]);
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glColor3f(1.0f, 0.0f, 0.0f);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glutSolidSphere(radius, 15, 15);
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@ -186,6 +186,11 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
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if (fbxGeometry && fbxGeometry->meshExtents.isValid()) {
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Extents extents = fbxGeometry->meshExtents;
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// NOTE: If the model has a bad mesh, then extents will be 0,0,0 & 0,0,0
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if (extents.minimum == extents.maximum && extents.minimum == glm::vec3(0,0,0)) {
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extents.maximum = glm::vec3(1.0f,1.0f,1.0f); // in this case we will simulate the unit cube
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}
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// NOTE: these extents are model space, so we need to scale and center them accordingly
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// size is our "target size in world space"
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// we need to set our model scale so that the extents of the mesh, fit in a cube that size...
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