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https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge pull request #13350 from sabrina-shanman/bulletcollisionrenderonly
Remove functionality for rendering collision models directly in the Model class
This commit is contained in:
commit
2483c45f40
12 changed files with 32 additions and 244 deletions
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@ -2241,9 +2241,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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DependencyManager::get<EntityTreeRenderer>()->setSetPrecisionPickingOperator([&](unsigned int rayPickID, bool value) {
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DependencyManager::get<PickManager>()->setPrecisionPicking(rayPickID, value);
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});
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EntityTreeRenderer::setRenderDebugHullsOperator([] {
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return Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowHulls);
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});
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// Preload Tablet sounds
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DependencyManager::get<TabletScriptingInterface>()->preloadSounds();
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@ -205,10 +205,6 @@ void Application::runRenderFrame(RenderArgs* renderArgs) {
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RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
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if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowHulls)) {
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renderDebugFlags = static_cast<RenderArgs::DebugFlags>(renderDebugFlags |
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static_cast<int>(RenderArgs::RENDER_DEBUG_HULLS));
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}
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renderArgs->_debugFlags = renderDebugFlags;
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}
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@ -725,7 +725,6 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(physicsOptionsMenu, MenuOption::PhysicsShowOwned,
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0, false, drawStatusConfig, SLOT(setShowNetwork(bool)));
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}
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addCheckableActionToQMenuAndActionHash(physicsOptionsMenu, MenuOption::PhysicsShowHulls, 0, false, qApp->getEntities().data(), SIGNAL(setRenderDebugHulls()));
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addCheckableActionToQMenuAndActionHash(physicsOptionsMenu, MenuOption::PhysicsShowBulletWireframe, 0, false, qApp, SLOT(setShowBulletWireframe(bool)));
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addCheckableActionToQMenuAndActionHash(physicsOptionsMenu, MenuOption::PhysicsShowBulletAABBs, 0, false, qApp, SLOT(setShowBulletAABBs(bool)));
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@ -141,7 +141,6 @@ namespace MenuOption {
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const QString Overlays = "Show Overlays";
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const QString PackageModel = "Package Model as .fst...";
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const QString Pair = "Pair";
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const QString PhysicsShowHulls = "Draw Collision Shapes";
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const QString PhysicsShowOwned = "Highlight Simulation Ownership";
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const QString VerboseLogging = "Verbose Logging";
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const QString PhysicsShowBulletWireframe = "Show Bullet Collision";
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@ -42,7 +42,6 @@
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size_t std::hash<EntityItemID>::operator()(const EntityItemID& id) const { return qHash(id); }
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std::function<bool()> EntityTreeRenderer::_entitiesShouldFadeFunction;
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std::function<bool()> EntityTreeRenderer::_renderDebugHullsOperator = [] { return false; };
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QString resolveScriptURL(const QString& scriptUrl) {
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auto normalizedScriptUrl = DependencyManager::get<ResourceManager>()->normalizeURL(scriptUrl);
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@ -116,14 +116,10 @@ public:
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EntityItemPointer getEntity(const EntityItemID& id);
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void onEntityChanged(const EntityItemID& id);
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static void setRenderDebugHullsOperator(std::function<bool()> renderDebugHullsOperator) { _renderDebugHullsOperator = renderDebugHullsOperator; }
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static bool shouldRenderDebugHulls() { return _renderDebugHullsOperator(); }
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signals:
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void enterEntity(const EntityItemID& entityItemID);
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void leaveEntity(const EntityItemID& entityItemID);
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void collisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
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void setRenderDebugHulls();
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public slots:
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void addingEntity(const EntityItemID& entityID);
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@ -259,8 +255,6 @@ private:
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static int _entitiesScriptEngineCount;
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static CalculateEntityLoadingPriority _calculateEntityLoadingPriorityFunc;
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static std::function<bool()> _entitiesShouldFadeFunction;
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static std::function<bool()> _renderDebugHullsOperator;
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};
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@ -23,7 +23,6 @@
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#include <QtCore/QUrlQuery>
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#include <AbstractViewStateInterface.h>
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#include <CollisionRenderMeshCache.h>
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#include <Model.h>
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#include <PerfStat.h>
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#include <render/Scene.h>
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@ -35,8 +34,6 @@
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#include "EntitiesRendererLogging.h"
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static CollisionRenderMeshCache collisionMeshCache;
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void ModelEntityWrapper::setModel(const ModelPointer& model) {
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withWriteLock([&] {
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if (_model != model) {
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@ -1052,10 +1049,7 @@ using namespace render;
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using namespace render::entities;
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ModelEntityRenderer::ModelEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
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connect(DependencyManager::get<EntityTreeRenderer>().data(), &EntityTreeRenderer::setRenderDebugHulls, this, [&] {
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_needsCollisionGeometryUpdate = true;
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emit requestRenderUpdate();
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});
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}
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void ModelEntityRenderer::setKey(bool didVisualGeometryRequestSucceed) {
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@ -1215,10 +1209,6 @@ bool ModelEntityRenderer::needsRenderUpdate() const {
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if (model->getRenderItemsNeedUpdate()) {
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return true;
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}
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if (_needsCollisionGeometryUpdate) {
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return true;
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}
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}
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return Parent::needsRenderUpdate();
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}
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@ -1285,12 +1275,7 @@ bool ModelEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPoin
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}
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void ModelEntityRenderer::setCollisionMeshKey(const void*key) {
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if (key != _collisionMeshKey) {
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if (_collisionMeshKey) {
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collisionMeshCache.releaseMesh(_collisionMeshKey);
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}
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_collisionMeshKey = key;
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}
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_collisionMeshKey = key;
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}
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void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) {
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@ -1339,7 +1324,6 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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_didLastVisualGeometryRequestSucceed = didVisualGeometryRequestSucceed;
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});
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connect(model.get(), &Model::requestRenderUpdate, this, &ModelEntityRenderer::requestRenderUpdate);
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connect(entity.get(), &RenderableModelEntityItem::requestCollisionGeometryUpdate, this, &ModelEntityRenderer::flagForCollisionGeometryUpdate);
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model->setLoadingPriority(EntityTreeRenderer::getEntityLoadingPriority(*entity));
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entity->setModel(model);
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withWriteLock([&] { _model = model; });
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@ -1412,26 +1396,6 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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model->setCanCastShadow(_canCastShadow, scene);
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}
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if (_needsCollisionGeometryUpdate) {
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setCollisionMeshKey(entity->getCollisionMeshKey());
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_needsCollisionGeometryUpdate = false;
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ShapeType type = entity->getShapeType();
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if (DependencyManager::get<EntityTreeRenderer>()->shouldRenderDebugHulls() && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
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// NOTE: it is OK if _collisionMeshKey is nullptr
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graphics::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
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// NOTE: the model will render the collisionGeometry if it has one
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_model->setCollisionMesh(mesh);
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} else {
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if (_collisionMeshKey) {
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// release mesh
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collisionMeshCache.releaseMesh(_collisionMeshKey);
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}
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// clear model's collision geometry
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graphics::MeshPointer mesh = nullptr;
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_model->setCollisionMesh(mesh);
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}
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}
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{
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DETAILED_PROFILE_RANGE(simulation_physics, "Fixup");
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if (model->needsFixupInScene()) {
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@ -1487,11 +1451,6 @@ void ModelEntityRenderer::setIsVisibleInSecondaryCamera(bool value) {
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setKey(_didLastVisualGeometryRequestSucceed);
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}
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void ModelEntityRenderer::flagForCollisionGeometryUpdate() {
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_needsCollisionGeometryUpdate = true;
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emit requestRenderUpdate();
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}
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// NOTE: this only renders the "meta" portion of the Model, namely it renders debugging items
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void ModelEntityRenderer::doRender(RenderArgs* args) {
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DETAILED_PROFILE_RANGE(render_detail, "MetaModelRender");
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@ -161,7 +161,6 @@ protected:
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virtual bool needsRenderUpdate() const override;
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virtual void doRender(RenderArgs* args) override;
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virtual void doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) override;
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void flagForCollisionGeometryUpdate();
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void setCollisionMeshKey(const void* key);
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render::hifi::Tag getTagMask() const override;
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@ -189,7 +188,6 @@ private:
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#endif
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bool _needsJointSimulation { false };
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bool _needsCollisionGeometryUpdate { false };
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const void* _collisionMeshKey { nullptr };
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// used on client side
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@ -47,7 +47,7 @@ bool CauterizedModel::updateGeometry() {
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return needsFullUpdate;
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}
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void CauterizedModel::createVisibleRenderItemSet() {
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void CauterizedModel::createRenderItemSet() {
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if (_isCauterized) {
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assert(isLoaded());
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const auto& meshes = _renderGeometry->getMeshes();
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@ -94,15 +94,10 @@ void CauterizedModel::createVisibleRenderItemSet() {
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}
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}
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} else {
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Model::createVisibleRenderItemSet();
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Model::createRenderItemSet();
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}
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}
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void CauterizedModel::createCollisionRenderItemSet() {
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// Temporary HACK: use base class method for now
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Model::createCollisionRenderItemSet();
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}
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void CauterizedModel::updateClusterMatrices() {
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PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
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@ -186,12 +181,6 @@ void CauterizedModel::updateRenderItems() {
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if (!_addedToScene) {
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return;
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}
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glm::vec3 scale = getScale();
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if (_collisionGeometry) {
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// _collisionGeometry is already scaled
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scale = glm::vec3(1.0f);
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}
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_needsUpdateClusterMatrices = true;
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_renderItemsNeedUpdate = false;
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@ -31,9 +31,8 @@ public:
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void deleteGeometry() override;
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bool updateGeometry() override;
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void createVisibleRenderItemSet() override;
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void createCollisionRenderItemSet() override;
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void createRenderItemSet() override;
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virtual void updateClusterMatrices() override;
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void updateRenderItems() override;
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@ -47,51 +47,9 @@ int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
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float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
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#define HTTP_INVALID_COM "http://invalid.com"
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const int NUM_COLLISION_HULL_COLORS = 24;
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std::vector<graphics::MaterialPointer> _collisionMaterials;
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void initCollisionMaterials() {
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// generates bright colors in red, green, blue, yellow, magenta, and cyan spectrums
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// (no browns, greys, or dark shades)
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float component[NUM_COLLISION_HULL_COLORS] = {
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.2f, 0.4f, 0.6f, 0.8f,
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1.0f, 1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f, 1.0f,
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0.8f, 0.6f, 0.4f, 0.2f
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};
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_collisionMaterials.reserve(NUM_COLLISION_HULL_COLORS);
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// each component gets the same cuve
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// but offset by a multiple of one third the full width
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int numComponents = 3;
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int sectionWidth = NUM_COLLISION_HULL_COLORS / numComponents;
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int greenPhase = sectionWidth;
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int bluePhase = 2 * sectionWidth;
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// we stride through the colors to scatter adjacent shades
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// so they don't tend to group together for large models
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for (int i = 0; i < sectionWidth; ++i) {
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for (int j = 0; j < numComponents; ++j) {
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graphics::MaterialPointer material;
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material = std::make_shared<graphics::Material>();
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int index = j * sectionWidth + i;
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float red = component[index % NUM_COLLISION_HULL_COLORS];
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float green = component[(index + greenPhase) % NUM_COLLISION_HULL_COLORS];
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float blue = component[(index + bluePhase) % NUM_COLLISION_HULL_COLORS];
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material->setAlbedo(glm::vec3(red, green, blue));
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material->setMetallic(0.02f);
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material->setRoughness(0.5f);
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_collisionMaterials.push_back(material);
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}
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}
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}
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Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
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QObject(parent),
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_renderGeometry(),
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_collisionGeometry(),
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_renderWatcher(_renderGeometry),
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_spatiallyNestableOverride(spatiallyNestableOverride),
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_translation(0.0f),
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@ -310,16 +268,6 @@ void Model::updateRenderItems() {
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});
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}
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Transform collisionMeshOffset;
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collisionMeshOffset.setIdentity();
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foreach(auto itemID, self->_collisionRenderItemsMap.keys()) {
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transaction.updateItem<MeshPartPayload>(itemID, [renderItemKeyGlobalFlags, modelTransform, collisionMeshOffset](MeshPartPayload& data) {
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// update the model transform for this render item.
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data.updateKey(renderItemKeyGlobalFlags);
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data.updateTransform(modelTransform, collisionMeshOffset);
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});
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}
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AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
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});
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}
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@ -777,11 +725,6 @@ void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
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data.updateKey(renderItemsKey);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [renderItemsKey](ModelMeshPartPayload& data) {
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data.updateKey(renderItemsKey);
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});
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}
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scene->enqueueTransaction(transaction);
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}
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@ -862,49 +805,37 @@ const render::ItemKey Model::getRenderItemKeyGlobalFlags() const {
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bool Model::addToScene(const render::ScenePointer& scene,
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render::Transaction& transaction,
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render::Item::Status::Getters& statusGetters) {
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bool readyToRender = _collisionGeometry || isLoaded();
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if (!_addedToScene && readyToRender) {
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createRenderItemSet();
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if (!_addedToScene && isLoaded()) {
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updateClusterMatrices();
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if (_modelMeshRenderItems.empty()) {
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createRenderItemSet();
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}
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}
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bool somethingAdded = false;
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if (_collisionGeometry) {
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if (_collisionRenderItemsMap.empty()) {
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foreach (auto renderItem, _collisionRenderItems) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
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if (_collisionRenderItems.empty() && statusGetters.size()) {
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renderPayload->addStatusGetters(statusGetters);
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}
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transaction.resetItem(item, renderPayload);
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_collisionRenderItemsMap.insert(item, renderPayload);
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if (_modelMeshRenderItemsMap.empty()) {
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bool hasTransparent = false;
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size_t verticesCount = 0;
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foreach(auto renderItem, _modelMeshRenderItems) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
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if (_modelMeshRenderItemsMap.empty() && statusGetters.size()) {
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renderPayload->addStatusGetters(statusGetters);
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}
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somethingAdded = !_collisionRenderItemsMap.empty();
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transaction.resetItem(item, renderPayload);
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hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
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verticesCount += renderItem.get()->getVerticesCount();
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_modelMeshRenderItemsMap.insert(item, renderPayload);
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_modelMeshRenderItemIDs.emplace_back(item);
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}
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} else {
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if (_modelMeshRenderItemsMap.empty()) {
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somethingAdded = !_modelMeshRenderItemsMap.empty();
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bool hasTransparent = false;
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size_t verticesCount = 0;
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foreach(auto renderItem, _modelMeshRenderItems) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
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if (_modelMeshRenderItemsMap.empty() && statusGetters.size()) {
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renderPayload->addStatusGetters(statusGetters);
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}
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transaction.resetItem(item, renderPayload);
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hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
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verticesCount += renderItem.get()->getVerticesCount();
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_modelMeshRenderItemsMap.insert(item, renderPayload);
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_modelMeshRenderItemIDs.emplace_back(item);
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}
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somethingAdded = !_modelMeshRenderItemsMap.empty();
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_renderInfoVertexCount = verticesCount;
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_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
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_renderInfoHasTransparent = hasTransparent;
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}
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_renderInfoVertexCount = verticesCount;
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_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
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_renderInfoHasTransparent = hasTransparent;
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}
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if (somethingAdded) {
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@ -926,11 +857,6 @@ void Model::removeFromScene(const render::ScenePointer& scene, render::Transacti
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_modelMeshMaterialNames.clear();
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_modelMeshRenderItemShapes.clear();
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.removeItem(item);
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}
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_collisionRenderItems.clear();
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_collisionRenderItemsMap.clear();
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_addedToScene = false;
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_renderInfoVertexCount = 0;
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@ -1504,7 +1430,6 @@ void Model::deleteGeometry() {
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_rig.destroyAnimGraph();
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_blendedBlendshapeCoefficients.clear();
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_renderGeometry.reset();
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_collisionGeometry.reset();
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}
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void Model::overrideModelTransformAndOffset(const Transform& transform, const glm::vec3& offset) {
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@ -1533,19 +1458,6 @@ const render::ItemIDs& Model::fetchRenderItemIDs() const {
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}
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void Model::createRenderItemSet() {
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updateClusterMatrices();
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if (_collisionGeometry) {
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if (_collisionRenderItems.empty()) {
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createCollisionRenderItemSet();
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}
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} else {
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if (_modelMeshRenderItems.empty()) {
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createVisibleRenderItemSet();
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}
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}
|
||||
};
|
||||
|
||||
void Model::createVisibleRenderItemSet() {
|
||||
assert(isLoaded());
|
||||
const auto& meshes = _renderGeometry->getMeshes();
|
||||
|
||||
|
@ -1591,41 +1503,6 @@ void Model::createVisibleRenderItemSet() {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::createCollisionRenderItemSet() {
|
||||
assert((bool)_collisionGeometry);
|
||||
if (_collisionMaterials.empty()) {
|
||||
initCollisionMaterials();
|
||||
}
|
||||
|
||||
const auto& meshes = _collisionGeometry->getMeshes();
|
||||
|
||||
// We should not have any existing renderItems if we enter this section of code
|
||||
Q_ASSERT(_collisionRenderItems.isEmpty());
|
||||
|
||||
Transform identity;
|
||||
identity.setIdentity();
|
||||
Transform offset;
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
uint32_t numMeshes = (uint32_t)meshes.size();
|
||||
for (uint32_t i = 0; i < numMeshes; i++) {
|
||||
const auto& mesh = meshes.at(i);
|
||||
if (!mesh) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Create the render payloads
|
||||
int numParts = (int)mesh->getNumParts();
|
||||
for (int partIndex = 0; partIndex < numParts; partIndex++) {
|
||||
graphics::MaterialPointer& material = _collisionMaterials[partIndex % NUM_COLLISION_HULL_COLORS];
|
||||
auto payload = std::make_shared<MeshPartPayload>(mesh, partIndex, material);
|
||||
payload->updateTransform(identity, offset);
|
||||
_collisionRenderItems << payload;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Model::isRenderable() const {
|
||||
return !_meshStates.empty() || (isLoaded() && _renderGeometry->getMeshes().empty());
|
||||
}
|
||||
|
@ -1709,15 +1586,6 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
void Model::setCollisionMesh(graphics::MeshPointer mesh) {
|
||||
if (mesh) {
|
||||
_collisionGeometry = std::make_shared<CollisionRenderGeometry>(mesh);
|
||||
} else {
|
||||
_collisionGeometry.reset();
|
||||
}
|
||||
_needsFixupInScene = true;
|
||||
}
|
||||
|
||||
ModelBlender::ModelBlender() :
|
||||
_pendingBlenders(0) {
|
||||
}
|
||||
|
|
|
@ -153,8 +153,6 @@ public:
|
|||
|
||||
/// Returns a reference to the shared geometry.
|
||||
const Geometry::Pointer& getGeometry() const { return _renderGeometry; }
|
||||
/// Returns a reference to the shared collision geometry.
|
||||
const Geometry::Pointer& getCollisionGeometry() const { return _collisionGeometry; }
|
||||
|
||||
const QVariantMap getTextures() const { assert(isLoaded()); return _renderGeometry->getTextures(); }
|
||||
Q_INVOKABLE virtual void setTextures(const QVariantMap& textures);
|
||||
|
@ -260,7 +258,6 @@ public:
|
|||
|
||||
// returns 'true' if needs fullUpdate after geometry change
|
||||
virtual bool updateGeometry();
|
||||
void setCollisionMesh(graphics::MeshPointer mesh);
|
||||
|
||||
void setLoadingPriority(float priority) { _loadingPriority = priority; }
|
||||
|
||||
|
@ -362,7 +359,6 @@ protected:
|
|||
bool getJointPosition(int jointIndex, glm::vec3& position) const;
|
||||
|
||||
Geometry::Pointer _renderGeometry; // only ever set by its watcher
|
||||
Geometry::Pointer _collisionGeometry;
|
||||
|
||||
GeometryResourceWatcher _renderWatcher;
|
||||
|
||||
|
@ -430,9 +426,7 @@ protected:
|
|||
QVector<TriangleSet> _modelSpaceMeshTriangleSets; // model space triangles for all sub meshes
|
||||
|
||||
|
||||
void createRenderItemSet();
|
||||
virtual void createVisibleRenderItemSet();
|
||||
virtual void createCollisionRenderItemSet();
|
||||
virtual void createRenderItemSet();
|
||||
|
||||
bool _isWireframe;
|
||||
bool _useDualQuaternionSkinning { false };
|
||||
|
@ -443,9 +437,6 @@ protected:
|
|||
|
||||
static AbstractViewStateInterface* _viewState;
|
||||
|
||||
QVector<std::shared_ptr<MeshPartPayload>> _collisionRenderItems;
|
||||
QMap<render::ItemID, render::PayloadPointer> _collisionRenderItemsMap;
|
||||
|
||||
QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
|
||||
QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
|
||||
render::ItemIDs _modelMeshRenderItemIDs;
|
||||
|
|
Loading…
Reference in a new issue