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421 lines
17 KiB
C++
421 lines
17 KiB
C++
//
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// RenderableModelEntityItem.cpp
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// interface/src
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//
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// Created by Brad Hefta-Gaub on 8/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <gpu/GPUConfig.h>
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#include <QJsonDocument>
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#include <DeferredLightingEffect.h>
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#include <Model.h>
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#include <PerfStat.h>
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#include "EntityTreeRenderer.h"
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#include "RenderableModelEntityItem.h"
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EntityItem* RenderableModelEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return new RenderableModelEntityItem(entityID, properties);
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}
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RenderableModelEntityItem::~RenderableModelEntityItem() {
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assert(_myRenderer || !_model); // if we have a model, we need to know our renderer
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if (_myRenderer && _model) {
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_myRenderer->releaseModel(_model);
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_model = NULL;
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}
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}
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bool RenderableModelEntityItem::setProperties(const EntityItemProperties& properties) {
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QString oldModelURL = getModelURL();
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bool somethingChanged = ModelEntityItem::setProperties(properties);
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if (somethingChanged && oldModelURL != getModelURL()) {
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_needsModelReload = true;
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}
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return somethingChanged;
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}
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int RenderableModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData) {
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QString oldModelURL = getModelURL();
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int bytesRead = ModelEntityItem::readEntitySubclassDataFromBuffer(data, bytesLeftToRead,
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args, propertyFlags, overwriteLocalData);
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if (oldModelURL != getModelURL()) {
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_needsModelReload = true;
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}
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return bytesRead;
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}
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void RenderableModelEntityItem::remapTextures() {
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if (!_model) {
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return; // nothing to do if we don't have a model
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}
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if (!_model->isLoadedWithTextures()) {
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return; // nothing to do if the model has not yet loaded its default textures
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}
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if (!_originalTexturesRead && _model->isLoadedWithTextures()) {
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const QSharedPointer<NetworkGeometry>& networkGeometry = _model->getGeometry();
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if (networkGeometry) {
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_originalTextures = networkGeometry->getTextureNames();
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_originalTexturesRead = true;
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}
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}
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if (_currentTextures == _textures) {
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return; // nothing to do if our recently mapped textures match our desired textures
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}
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// since we're changing here, we need to run through our current texture map
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// and any textures in the recently mapped texture, that is not in our desired
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// textures, we need to "unset"
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QJsonDocument currentTexturesAsJson = QJsonDocument::fromJson(_currentTextures.toUtf8());
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QJsonObject currentTexturesAsJsonObject = currentTexturesAsJson.object();
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QVariantMap currentTextureMap = currentTexturesAsJsonObject.toVariantMap();
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QJsonDocument texturesAsJson = QJsonDocument::fromJson(_textures.toUtf8());
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QJsonObject texturesAsJsonObject = texturesAsJson.object();
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QVariantMap textureMap = texturesAsJsonObject.toVariantMap();
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foreach(const QString& key, currentTextureMap.keys()) {
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// if the desired texture map (what we're setting the textures to) doesn't
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// contain this texture, then remove it by setting the URL to null
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if (!textureMap.contains(key)) {
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QUrl noURL;
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qDebug() << "Removing texture named" << key << "by replacing it with no URL";
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_model->setTextureWithNameToURL(key, noURL);
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}
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}
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// here's where we remap any textures if needed...
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foreach(const QString& key, textureMap.keys()) {
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QUrl newTextureURL = textureMap[key].toUrl();
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qDebug() << "Updating texture named" << key << "to texture at URL" << newTextureURL;
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_model->setTextureWithNameToURL(key, newTextureURL);
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}
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_currentTextures = _textures;
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}
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void RenderableModelEntityItem::render(RenderArgs* args) {
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PerformanceTimer perfTimer("RMEIrender");
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assert(getType() == EntityTypes::Model);
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bool drawAsModel = hasModel();
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glm::vec3 position = getPosition();
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glm::vec3 dimensions = getDimensions();
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float size = glm::length(dimensions);
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if (drawAsModel) {
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remapTextures();
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glPushMatrix();
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{
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float alpha = getLocalRenderAlpha();
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if (!_model || _needsModelReload) {
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// TODO: this getModel() appears to be about 3% of model render time. We should optimize
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PerformanceTimer perfTimer("getModel");
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EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
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getModel(renderer);
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}
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if (_model) {
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// handle animations..
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if (hasAnimation()) {
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if (!jointsMapped()) {
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QStringList modelJointNames = _model->getJointNames();
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mapJoints(modelJointNames);
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}
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if (jointsMapped()) {
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QVector<glm::quat> frameData = 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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}
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glm::quat rotation = getRotation();
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bool movingOrAnimating = isMoving() || isAnimatingSomething();
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if ((movingOrAnimating || _needsInitialSimulation) && _model->isActive()) {
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_model->setScaleToFit(true, dimensions);
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(rotation);
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_model->setTranslation(position);
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// make sure to simulate so everything gets set up correctly for rendering
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{
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PerformanceTimer perfTimer("_model->simulate");
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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}
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if (_model->isActive()) {
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// TODO: this is the majority of model render time. And rendering of a cube model vs the basic Box render
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// is significantly more expensive. Is there a way to call this that doesn't cost us as much?
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PerformanceTimer perfTimer("model->render");
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// filter out if not needed to render
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if (args && (args->_renderMode == RenderArgs::SHADOW_RENDER_MODE)) {
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// if (movingOrAnimating) {
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{
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_model->renderInScene(alpha, args);
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}
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} else {
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_model->renderInScene(alpha, args);
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}
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} else {
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// if we couldn't get a model, then just draw a cube
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glm::vec4 color(getColor()[RED_INDEX]/255, getColor()[GREEN_INDEX]/255, getColor()[BLUE_INDEX]/255, 1.0f);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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DependencyManager::get<DeferredLightingEffect>()->renderWireCube(size, color);
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glPopMatrix();
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}
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} else {
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// if we couldn't get a model, then just draw a cube
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glm::vec4 color(getColor()[RED_INDEX]/255, getColor()[GREEN_INDEX]/255, getColor()[BLUE_INDEX]/255, 1.0f);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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DependencyManager::get<DeferredLightingEffect>()->renderWireCube(size, color);
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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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glm::vec4 color(getColor()[RED_INDEX]/255, getColor()[GREEN_INDEX]/255, getColor()[BLUE_INDEX]/255, 1.0f);
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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DependencyManager::get<DeferredLightingEffect>()->renderWireCube(size, color);
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glPopMatrix();
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}
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}
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Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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Model* result = NULL;
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// make sure our renderer is setup
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if (!_myRenderer) {
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_myRenderer = renderer;
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}
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assert(_myRenderer == renderer); // you should only ever render on one renderer
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if (QThread::currentThread() != _myRenderer->thread()) {
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return _model;
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}
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_needsModelReload = false; // this is the reload
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// if we have a URL, then we will want to end up returning a model...
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if (!getModelURL().isEmpty()) {
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// if we have a previously allocated model, but its URL doesn't match
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// then we need to let our renderer update our model for us.
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if (_model && QUrl(getModelURL()) != _model->getURL()) {
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result = _model = _myRenderer->updateModel(_model, getModelURL(), getCollisionModelURL());
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_needsInitialSimulation = true;
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} else if (!_model) { // if we don't yet have a model, then we want our renderer to allocate one
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result = _model = _myRenderer->allocateModel(getModelURL(), getCollisionModelURL());
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_needsInitialSimulation = true;
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} else { // we already have the model we want...
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result = _model;
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}
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} else { // if our desired URL is empty, we may need to delete our existing model
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if (_model) {
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_myRenderer->releaseModel(_model);
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result = _model = NULL;
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_needsInitialSimulation = true;
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}
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}
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return result;
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}
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bool RenderableModelEntityItem::needsToCallUpdate() const {
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return _needsInitialSimulation || ModelEntityItem::needsToCallUpdate();
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}
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EntityItemProperties RenderableModelEntityItem::getProperties() const {
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EntityItemProperties properties = ModelEntityItem::getProperties(); // get the properties from our base class
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if (_originalTexturesRead) {
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properties.setTextureNames(_originalTextures);
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}
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return properties;
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}
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bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
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void** intersectedObject, bool precisionPicking) const {
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if (!_model) {
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return true;
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}
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//qDebug() << "RenderableModelEntityItem::findDetailedRayIntersection() precisionPicking:" << precisionPicking;
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QString extraInfo;
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return _model->findRayIntersectionAgainstSubMeshes(origin, direction, distance, face, extraInfo, precisionPicking);
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}
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void RenderableModelEntityItem::setCollisionModelURL(const QString& url) {
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ModelEntityItem::setCollisionModelURL(url);
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if (_model) {
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_model->setCollisionModelURL(QUrl(url));
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}
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}
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bool RenderableModelEntityItem::hasCollisionModel() const {
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if (_model) {
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return ! _model->getCollisionURL().isEmpty();
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} else {
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return !_collisionModelURL.isEmpty();
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}
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}
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const QString& RenderableModelEntityItem::getCollisionModelURL() const {
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// assert (!_model || _collisionModelURL == _model->getCollisionURL().toString());
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return _collisionModelURL;
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}
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bool RenderableModelEntityItem::isReadyToComputeShape() {
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if (!_model) {
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return false; // hmm...
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}
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if (_model->getCollisionURL().isEmpty()) {
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// no collision-model url, so we're ready to compute a shape (of type None).
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return true;
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}
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const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = _model->getCollisionGeometry();
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if (! collisionNetworkGeometry.isNull() && collisionNetworkGeometry->isLoadedWithTextures()) {
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// we have a _collisionModelURL AND a collisionNetworkGeometry AND it's fully loaded.
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return true;
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}
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// the model is still being downloaded.
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return false;
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}
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void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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if (_model->getCollisionURL().isEmpty()) {
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info.setParams(getShapeType(), 0.5f * getDimensions());
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} else {
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const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = _model->getCollisionGeometry();
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const FBXGeometry& collisionGeometry = collisionNetworkGeometry->getFBXGeometry();
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const QSharedPointer<NetworkGeometry> renderNetworkGeometry = _model->getGeometry();
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const FBXGeometry& renderGeometry = renderNetworkGeometry->getFBXGeometry();
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_points.clear();
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unsigned int i = 0;
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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// each meshPart is a convex hull
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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QVector<glm::vec3> pointsInPart;
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// run through all the triangles and (uniquely) add each point to the hull
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unsigned int triangleCount = meshPart.triangleIndices.size() / 3;
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for (unsigned int j = 0; j < triangleCount; j++) {
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unsigned int p0Index = meshPart.triangleIndices[j*3];
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unsigned int p1Index = meshPart.triangleIndices[j*3+1];
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unsigned int p2Index = meshPart.triangleIndices[j*3+2];
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glm::vec3 p0 = mesh.vertices[p0Index];
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glm::vec3 p1 = mesh.vertices[p1Index];
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glm::vec3 p2 = mesh.vertices[p2Index];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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}
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}
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// run through all the quads and (uniquely) add each point to the hull
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unsigned int quadCount = meshPart.quadIndices.size() / 4;
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assert((unsigned int)meshPart.quadIndices.size() == quadCount*4);
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for (unsigned int j = 0; j < quadCount; j++) {
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unsigned int p0Index = meshPart.quadIndices[j*4];
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unsigned int p1Index = meshPart.quadIndices[j*4+1];
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unsigned int p2Index = meshPart.quadIndices[j*4+2];
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unsigned int p3Index = meshPart.quadIndices[j*4+3];
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glm::vec3 p0 = mesh.vertices[p0Index];
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glm::vec3 p1 = mesh.vertices[p1Index];
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glm::vec3 p2 = mesh.vertices[p2Index];
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glm::vec3 p3 = mesh.vertices[p3Index];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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}
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if (!pointsInPart.contains(p3)) {
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pointsInPart << p3;
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}
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}
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if (pointsInPart.size() == 0) {
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qDebug() << "Warning -- meshPart has no faces";
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continue;
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}
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// add next convex hull
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QVector<glm::vec3> newMeshPoints;
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_points << newMeshPoints;
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// add points to the new convex hull
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_points[i++] << pointsInPart;
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}
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}
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// We expect that the collision model will have the same units and will be displaced
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// from its origin in the same way the visual model is. The visual model has
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// been centered and probably scaled. We take the scaling and offset which were applied
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// to the visual model and apply them to the collision model (without regard for the
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// collision model's extents).
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glm::vec3 scale = _dimensions / renderGeometry.getUnscaledMeshExtents().size();
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// multiply each point by scale before handing the point-set off to the physics engine
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for (int i = 0; i < _points.size(); i++) {
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for (int j = 0; j < _points[i].size(); j++) {
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// compensate for registraion
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_points[i][j] += _model->getOffset();
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// scale so the collision points match the model points
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_points[i][j] *= scale;
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}
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}
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info.setParams(getShapeType(), _dimensions, _collisionModelURL);
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info.setConvexHulls(_points);
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}
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}
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ShapeType RenderableModelEntityItem::getShapeType() const {
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// XXX make hull an option in edit.js ?
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if (!_model || _model->getCollisionURL().isEmpty()) {
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return _shapeType;
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} else if (_points.size() == 1) {
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return SHAPE_TYPE_CONVEX_HULL;
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} else {
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return SHAPE_TYPE_COMPOUND;
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}
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}
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