Adding bounding capsule shape for Model

Also:
Cleaned up the automatic geometry LOD loading
Removed staticExtents data member from FBXGeometry
Split debug rendering of bounding shapes from joint shapes
This commit is contained in:
Andrew Meadows 2014-04-01 09:25:25 -07:00
parent 5406490719
commit 1bbdc9d78b
14 changed files with 337 additions and 221 deletions

View file

@ -113,18 +113,18 @@
<context>
<name>Menu</name>
<message>
<location filename="src/Menu.cpp" line="459"/>
<location filename="src/Menu.cpp" line="460"/>
<source>Open .ini config file</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="src/Menu.cpp" line="461"/>
<location filename="src/Menu.cpp" line="473"/>
<location filename="src/Menu.cpp" line="462"/>
<location filename="src/Menu.cpp" line="474"/>
<source>Text files (*.ini)</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="src/Menu.cpp" line="471"/>
<location filename="src/Menu.cpp" line="472"/>
<source>Save .ini config file</source>
<translation type="unfinished"></translation>
</message>

View file

@ -282,8 +282,9 @@ Menu::Menu() :
QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionProxies);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionShapes);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderBoundingCollisionShapes);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,

View file

@ -285,8 +285,9 @@ namespace MenuOption {
const QString PlaySlaps = "Play Slaps";
const QString Preferences = "Preferences...";
const QString ReloadAllScripts = "Reload All Scripts";
const QString RenderSkeletonCollisionProxies = "Skeleton Collision Proxies";
const QString RenderHeadCollisionProxies = "Head Collision Proxies";
const QString RenderSkeletonCollisionShapes = "Skeleton Collision Shapes";
const QString RenderHeadCollisionShapes = "Head Collision Shapes";
const QString RenderBoundingCollisionShapes = "Bounding Collision Shapes";
const QString ResetAvatarSize = "Reset Avatar Size";
const QString RunTimingTests = "Run Timing Tests";
const QString SettingsImport = "Import Settings";

View file

@ -56,8 +56,7 @@ Avatar::Avatar() :
_owningAvatarMixer(),
_collisionFlags(0),
_initialized(false),
_shouldRenderBillboard(true),
_modelsDirty(true)
_shouldRenderBillboard(true)
{
// we may have been created in the network thread, but we live in the main thread
moveToThread(Application::getInstance()->thread());
@ -125,8 +124,7 @@ void Avatar::simulate(float deltaTime) {
}
glm::vec3 headPosition = _position;
if (!_shouldRenderBillboard && inViewFrustum) {
_skeletonModel.simulate(deltaTime, _modelsDirty);
_modelsDirty = false;
_skeletonModel.simulate(deltaTime);
_skeletonModel.getHeadPosition(headPosition);
}
Head* head = getHead();
@ -210,11 +208,19 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
renderBody(renderMode);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
_skeletonModel.renderCollisionProxies(0.7f);
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
_skeletonModel.updateShapePositions();
_skeletonModel.renderJointCollisionShapes(0.7f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
getHead()->getFaceModel().renderCollisionProxies(0.7f);
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes)) {
getHead()->getFaceModel().updateShapePositions();
getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes)) {
_skeletonModel.updateShapePositions();
_skeletonModel.renderBoundingCollisionShapes(0.7f);
getHead()->getFaceModel().updateShapePositions();
getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f);
}
// quick check before falling into the code below:
@ -650,9 +656,6 @@ int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
const float MOVE_DISTANCE_THRESHOLD = 0.001f;
_moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD;
// note that we need to update our models
_modelsDirty = true;
return bytesRead;
}

View file

@ -192,7 +192,6 @@ private:
bool _initialized;
QScopedPointer<Texture> _billboardTexture;
bool _shouldRenderBillboard;
bool _modelsDirty;
void renderBillboard();

View file

@ -19,8 +19,8 @@ FaceModel::FaceModel(Head* owningHead) :
}
void FaceModel::simulate(float deltaTime) {
QVector<JointState> newJointStates = updateGeometry();
if (!isActive()) {
bool geometryIsUpToDate = updateGeometry();
if (!geometryIsUpToDate) {
return;
}
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
@ -42,7 +42,7 @@ void FaceModel::simulate(float deltaTime) {
setPupilDilation(_owningHead->getPupilDilation());
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
Model::simulate(deltaTime, true, newJointStates);
Model::simulateInternal(deltaTime);
}
void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {

View file

@ -253,7 +253,7 @@ void Hand::render(bool isMine) {
_renderAlpha = 1.0;
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
// draw a green sphere at hand joint location, which is actually near the wrist)
for (size_t i = 0; i < getNumPalms(); i++) {
PalmData& palm = getPalms()[i];

View file

@ -20,6 +20,11 @@
#include <PacketHeaders.h>
#include <SharedUtil.h>
#ifdef ANDREW_HACKERY
#include <ShapeCollider.h>
#include <StreamUtils.h>
#endif ANDREW_HACKERY
#include "Application.h"
#include "Audio.h"
#include "Environment.h"
@ -867,6 +872,8 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
return false;
}
static CollisionList bodyCollisions(16);
void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
// Reset detector for nearest avatar
_distanceToNearestAvatar = std::numeric_limits<float>::max();
@ -878,15 +885,6 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
updateShapePositions();
float myBoundingRadius = getBoundingRadius();
/* TODO: Andrew to fix Avatar-Avatar body collisions
// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
// TODO: make the collision work without assuming avatar orientation
Extents myStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
float myCapsuleHeight = staticScale.y;
*/
foreach (const AvatarSharedPointer& avatarPointer, avatars) {
Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
if (static_cast<Avatar*>(this) == avatar) {
@ -900,19 +898,26 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
}
float theirBoundingRadius = avatar->getBoundingRadius();
if (distance < myBoundingRadius + theirBoundingRadius) {
/* TODO: Andrew to fix Avatar-Avatar body collisions
Extents theirStaticExtents = _skeletonModel.getStaticExtents();
glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
float theirCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
float theirCapsuleHeight = staticScale.y;
glm::vec3 penetration(0.f);
if (findAvatarAvatarPenetration(_position, myCapsuleRadius, myCapsuleHeight,
avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
// move the avatar out by half the penetration
setPosition(_position - 0.5f * penetration);
#ifdef ANDREW_HACKERY
QVector<const Shape*> myShapes;
_skeletonModel.getBodyShapes(myShapes);
QVector<const Shape*> theirShapes;
avatar->getSkeletonModel().getBodyShapes(theirShapes);
bodyCollisions.clear();
foreach (const Shape* myShape, myShapes) {
foreach (const Shape* theirShape, theirShapes) {
ShapeCollider::shapeShape(myShape, theirShape, bodyCollisions);
if (bodyCollisions.size() > 0) {
std::cout << "adebug myPos = " << myShape->getPosition()
<< " myRadius = " << myShape->getBoundingRadius()
<< " theirPos = " << theirShape->getPosition()
<< " theirRadius = " << theirShape->getBoundingRadius()
<< std::endl; // adebug
std::cout << "adebug collision count = " << bodyCollisions.size() << std::endl; // adebug
}
}
}
*/
#endif // ANDREW_HACKERY
// collide our hands against them
// TODO: make this work when we can figure out when the other avatar won't yeild

View file

@ -14,17 +14,17 @@
#include "Menu.h"
#include "SkeletonModel.h"
SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
_owningAvatar(owningAvatar) {
}
void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
void SkeletonModel::simulate(float deltaTime) {
setTranslation(_owningAvatar->getPosition());
setRotation(_owningAvatar->getOrientation() * glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f)));
const float MODEL_SCALE = 0.0006f;
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale() * MODEL_SCALE);
Model::simulate(deltaTime, fullUpdate);
Model::simulate(deltaTime);
if (!(isActive() && _owningAvatar->isMyAvatar())) {
return; // only simulate for own avatar
@ -94,6 +94,12 @@ void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes)
}
}
void SkeletonModel::getBodyShapes(QVector<const Shape*>& shapes) const {
// for now we push a single bounding shape,
// but later we could push a subset of joint shapes
shapes.push_back(&_boundingShape);
}
class IndexValue {
public:
int index;

View file

@ -9,7 +9,6 @@
#ifndef __interface__SkeletonModel__
#define __interface__SkeletonModel__
#include "renderer/Model.h"
class Avatar;
@ -22,14 +21,17 @@ public:
SkeletonModel(Avatar* owningAvatar);
void simulate(float deltaTime, bool fullUpdate = true);
void simulate(float deltaTime);
/// \param jointIndex index of hand joint
/// \param shapes[out] list in which is stored pointers to hand shapes
void getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const;
/// \param shapes[out] list of shapes for body collisions
void getBodyShapes(QVector<const Shape*>& shapes) const;
protected:
void applyHandPosition(int jointIndex, const glm::vec3& position);
void applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,

View file

@ -41,6 +41,11 @@ bool Extents::containsPoint(const glm::vec3& point) const {
&& point.z >= minimum.z && point.z <= maximum.z);
}
void Extents::addExtents(const Extents& extents) {
minimum = glm::min(minimum, extents.minimum);
maximum = glm::max(maximum, extents.maximum);
}
void Extents::addPoint(const glm::vec3& point) {
minimum = glm::min(minimum, point);
maximum = glm::max(maximum, point);
@ -1337,7 +1342,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
}
geometry.bindExtents.reset();
geometry.staticExtents.reset();
geometry.meshExtents.reset();
for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
@ -1505,8 +1509,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
JointShapeInfo& jointShapeInfo = jointShapeInfos[jointIndex];
jointShapeInfo.boneBegin = rotateMeshToJoint * (radiusScale * (boneBegin - boneEnd));
bool jointIsStatic = joint.freeLineage.isEmpty();
glm::vec3 jointTranslation = extractTranslation(geometry.offset * joint.bindTransform);
float totalWeight = 0.0f;
for (int j = 0; j < cluster.indices.size(); j++) {
int oldIndex = cluster.indices.at(j);
@ -1528,10 +1530,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
jointShapeInfo.extents.addPoint(vertexInJointFrame);
jointShapeInfo.averageVertex += vertexInJointFrame;
++jointShapeInfo.numVertices;
if (jointIsStatic) {
// expand the extents of static (nonmovable) joints
geometry.staticExtents.addPoint(vertex + jointTranslation);
}
}
// look for an unused slot in the weights vector

View file

@ -30,6 +30,10 @@ public:
/// set minimum and maximum to FLT_MAX and -FLT_MAX respectively
void reset();
/// \param extents another intance of extents
/// expand current limits to contain other extents
void addExtents(const Extents& extents);
/// \param point new point to compare against existing limits
/// compare point to current limits and expand them if necessary to contain point
void addPoint(const glm::vec3& point);
@ -174,7 +178,6 @@ public:
glm::vec3 neckPivot;
Extents bindExtents;
Extents staticExtents;
Extents meshExtents;
QVector<FBXAttachment> attachments;

View file

@ -32,9 +32,11 @@ Model::Model(QObject* parent) :
QObject(parent),
_scale(1.0f, 1.0f, 1.0f),
_shapesAreDirty(true),
_boundingRadius(0.f),
_boundingShape(),
_boundingShapeLocalOffset(0.f),
_lodDistance(0.0f),
_pupilDilation(0.0f),
_boundingRadius(0.f) {
_pupilDilation(0.0f) {
// we may have been created in the network thread, but we live in the main thread
moveToThread(Application::getInstance()->thread());
}
@ -73,6 +75,44 @@ QVector<Model::JointState> Model::createJointStates(const FBXGeometry& geometry)
state.rotation = joint.rotation;
jointStates.append(state);
}
// compute transforms
// Unfortunately, the joints are not neccessarily in order from parents to children,
// so we must iterate over the list multiple times until all are set correctly.
QVector<bool> jointIsSet;
int numJoints = jointStates.size();
jointIsSet.fill(false, numJoints);
int numJointsSet = 0;
int lastNumJointsSet = -1;
while (numJointsSet < numJoints && numJointsSet != lastNumJointsSet) {
lastNumJointsSet = numJointsSet;
for (int i = 0; i < numJoints; ++i) {
if (jointIsSet[i]) {
continue;
}
JointState& state = jointStates[i];
const FBXJoint& joint = geometry.joints[i];
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = _rotation * combinedRotation;
++numJointsSet;
jointIsSet[i] = true;
} else if (jointIsSet[parentIndex]) {
const JointState& parentState = jointStates.at(parentIndex);
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
state.transform = parentState.transform * glm::translate(state.translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = parentState.combinedRotation * combinedRotation;
++numJointsSet;
jointIsSet[i] = true;
}
}
}
return jointStates;
}
@ -135,65 +175,87 @@ void Model::reset() {
}
}
void Model::clearShapes() {
for (int i = 0; i < _jointShapes.size(); ++i) {
delete _jointShapes[i];
}
_jointShapes.clear();
}
// return 'true' if geometry is up to date
bool Model::updateGeometry() {
bool needToRebuild = false;
void Model::createJointCollisionShapes() {
clearShapes();
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float uniformScale = extractUniformScale(_scale);
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
glm::vec3 meshCenter = _jointStates[i].combinedRotation * joint.shapePosition;
glm::vec3 position = _rotation * (extractTranslation(_jointStates[i].transform) + uniformScale * meshCenter) + _translation;
float radius = uniformScale * joint.boneRadius;
if (joint.shapeType == Shape::CAPSULE_SHAPE) {
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
CapsuleShape* shape = new CapsuleShape(radius, halfHeight);
shape->setPosition(position);
_jointShapes.push_back(shape);
} else {
SphereShape* shape = new SphereShape(radius, position);
_jointShapes.push_back(shape);
if (_nextGeometry) {
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
_nextGeometry->setLoadPriority(this, -_lodDistance);
_nextGeometry->ensureLoading();
if (_nextGeometry->isLoaded()) {
applyNextGeometry();
needToRebuild = true;
}
}
}
if (!_geometry) {
// geometry is not ready
return false;
}
void Model::createBoundingShape() {
//const FBXGeometry& geometry = _geometry->getFBXGeometry();
//float uniformScale = extractUniformScale(_scale);
}
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
if (_geometry != geometry) {
// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
void Model::updateShapePositions() {
if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
_boundingRadius = 0.f;
float uniformScale = extractUniformScale(_scale);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
// shape position and rotation need to be in world-frame
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
_jointShapes[i]->setPosition(worldPosition);
_jointShapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
float distance2 = glm::distance2(worldPosition, _translation);
if (distance2 > _boundingRadius) {
_boundingRadius = distance2;
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
QVector<JointState> newJointStates = createJointStates(newGeometry);
if (! _jointStates.isEmpty()) {
// copy the existing joint states
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
it != oldGeometry.jointIndices.constEnd(); it++) {
int oldIndex = it.value() - 1;
int newIndex = newGeometry.getJointIndex(it.key());
if (newIndex != -1) {
newJointStates[newIndex] = _jointStates.at(oldIndex);
}
}
}
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
_jointStates = newJointStates;
needToRebuild = true;
} else if (_jointStates.isEmpty()) {
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
if (fbxGeometry.joints.size() > 0) {
_jointStates = createJointStates(fbxGeometry);
needToRebuild = true;
}
_boundingRadius = sqrtf(_boundingRadius);
_shapesAreDirty = false;
}
}
void Model::simulate(float deltaTime, bool fullUpdate) {
// update our LOD, then simulate
simulate(deltaTime, fullUpdate, updateGeometry());
_geometry->setLoadPriority(this, -_lodDistance);
_geometry->ensureLoading();
if (needToRebuild) {
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
_meshStates.append(state);
QOpenGLBuffer buffer;
if (!mesh.blendshapes.isEmpty()) {
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
buffer.create();
buffer.bind();
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
mesh.normals.size() * sizeof(glm::vec3));
buffer.release();
}
_blendedVertexBuffers.append(buffer);
}
foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
Model* model = new Model(this);
model->init();
model->setURL(attachment.url);
_attachments.append(model);
}
createShapes();
}
return true;
}
bool Model::render(float alpha, bool forShadowMap) {
@ -262,15 +324,6 @@ Extents Model::getBindExtents() const {
return scaledExtents;
}
Extents Model::getStaticExtents() const {
if (!isActive()) {
return Extents();
}
const Extents& staticExtents = _geometry->getFBXGeometry().staticExtents;
Extents scaledExtents = { staticExtents.minimum * _scale, staticExtents.maximum * _scale };
return scaledExtents;
}
bool Model::getJointState(int index, glm::quat& rotation) const {
if (index == -1 || index >= _jointStates.size()) {
return false;
@ -373,6 +426,90 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
}
}
void Model::clearShapes() {
for (int i = 0; i < _jointShapes.size(); ++i) {
delete _jointShapes[i];
}
_jointShapes.clear();
}
void Model::createShapes() {
clearShapes();
const FBXGeometry& geometry = _geometry->getFBXGeometry();
float uniformScale = extractUniformScale(_scale);
glm::quat inverseRotation = glm::inverse(_rotation);
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
// joint shapes
Extents totalExtents;
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
Extents shapeExtents;
float radius = uniformScale * joint.boneRadius;
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
if (joint.shapeType == Shape::CAPSULE_SHAPE && halfHeight > EPSILON) {
CapsuleShape* capsule = new CapsuleShape(radius, halfHeight);
capsule->setPosition(worldPosition);
capsule->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
_jointShapes.push_back(capsule);
glm::vec3 endPoint;
capsule->getEndPoint(endPoint);
glm::vec3 startPoint;
capsule->getStartPoint(startPoint);
glm::vec3 axis = (halfHeight + radius) * glm::normalize(endPoint - startPoint);
shapeExtents.addPoint(inverseRotation * (worldPosition + axis - _translation));
shapeExtents.addPoint(inverseRotation * (worldPosition - axis - _translation));
} else {
SphereShape* sphere = new SphereShape(radius, worldPosition);
_jointShapes.push_back(sphere);
glm::vec3 axis = glm::vec3(radius);
shapeExtents.addPoint(inverseRotation * (worldPosition + axis - _translation));
shapeExtents.addPoint(inverseRotation * (worldPosition - axis - _translation));
}
totalExtents.addExtents(shapeExtents);
}
// bounding shape
// NOTE: we assume that the longest side of totalExtents is the yAxis
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
float capsuleRadius = 0.25f * (diagonal.x + diagonal.z); // half the average of x and z
_boundingShape.setRadius(capsuleRadius);
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
_boundingShapeLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum);
}
void Model::updateShapePositions() {
if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
_boundingRadius = 0.f;
float uniformScale = extractUniformScale(_scale);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
const FBXJoint& joint = geometry.joints[i];
// shape position and rotation need to be in world-frame
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
_jointShapes[i]->setPosition(worldPosition);
_jointShapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
float distance2 = glm::distance2(worldPosition, _translation);
if (distance2 > _boundingRadius) {
_boundingRadius = distance2;
}
}
_boundingRadius = sqrtf(_boundingRadius);
_shapesAreDirty = false;
}
_boundingShape.setPosition(_translation + _rotation * _boundingShapeLocalOffset);
}
bool Model::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
const glm::vec3 relativeOrigin = origin - _translation;
const FBXGeometry& geometry = _geometry->getFBXGeometry();
@ -419,7 +556,6 @@ bool Model::findCollisions(const QVector<const Shape*> shapes, CollisionList& co
bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius,
CollisionList& collisions, int skipIndex) {
bool collided = false;
updateShapePositions();
SphereShape sphere(sphereRadius, sphereCenter);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointShapes.size(); i++) {
@ -448,45 +584,6 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi
return collided;
}
QVector<Model::JointState> Model::updateGeometry() {
QVector<JointState> newJointStates;
if (_nextGeometry) {
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
_nextGeometry->setLoadPriority(this, -_lodDistance);
_nextGeometry->ensureLoading();
if (_nextGeometry->isLoaded()) {
applyNextGeometry();
return newJointStates;
}
}
if (!_geometry) {
return newJointStates;
}
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
if (_geometry != geometry) {
if (!_jointStates.isEmpty()) {
// copy the existing joint states
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
newJointStates = createJointStates(newGeometry);
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
it != oldGeometry.jointIndices.constEnd(); it++) {
int oldIndex = it.value() - 1;
int newIndex = newGeometry.getJointIndex(it.key());
if (newIndex != -1) {
newJointStates[newIndex] = _jointStates.at(oldIndex);
}
}
}
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
}
_geometry->setLoadPriority(this, -_lodDistance);
_geometry->ensureLoading();
return newJointStates;
}
class Blender : public QRunnable {
public:
@ -549,53 +646,23 @@ void Blender::run() {
Q_ARG(const QVector<glm::vec3>&, vertices), Q_ARG(const QVector<glm::vec3>&, normals));
}
void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates) {
if (!isActive()) {
void Model::simulate(float deltaTime) {
bool geometryIsUpToDate = updateGeometry();
if (!geometryIsUpToDate) {
return;
}
// set up world vertices on first simulate after load
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (_jointStates.isEmpty()) {
_jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates;
foreach (const FBXMesh& mesh, geometry.meshes) {
MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
_meshStates.append(state);
QOpenGLBuffer buffer;
if (!mesh.blendshapes.isEmpty()) {
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
buffer.create();
buffer.bind();
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
mesh.normals.size() * sizeof(glm::vec3));
buffer.release();
}
_blendedVertexBuffers.append(buffer);
}
foreach (const FBXAttachment& attachment, geometry.attachments) {
Model* model = new Model(this);
model->init();
model->setURL(attachment.url);
_attachments.append(model);
}
fullUpdate = true;
createJointCollisionShapes();
}
// exit early if we don't have to perform a full update
if (!fullUpdate) {
return;
}
simulateInternal(deltaTime);
}
void Model::simulateInternal(float deltaTime) {
// update the world space transforms for all joints
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// update the attachment transforms and simulate them
for (int i = 0; i < _attachments.size(); i++) {
const FBXAttachment& attachment = geometry.attachments.at(i);
@ -641,7 +708,7 @@ void Model::updateJointState(int index) {
state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
glm::mat4_cast(combinedRotation) * joint.postTransform;
state.combinedRotation = _rotation * combinedRotation;
} else {
const JointState& parentState = _jointStates.at(joint.parentIndex);
if (index == geometry.leanJointIndex) {
@ -825,11 +892,11 @@ void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool cons
state.rotation = newRotation;
}
void Model::renderCollisionProxies(float alpha) {
const int BALL_SUBDIVISIONS = 10;
void Model::renderJointCollisionShapes(float alpha) {
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation);
updateShapePositions();
const int BALL_SUBDIVISIONS = 10;
for (int i = 0; i < _jointShapes.size(); i++) {
glPushMatrix();
@ -876,6 +943,36 @@ void Model::renderCollisionProxies(float alpha) {
glPopMatrix();
}
void Model::renderBoundingCollisionShapes(float alpha) {
glPushMatrix();
Application::getInstance()->loadTranslatedViewMatrix(_translation);
// draw a blue sphere at the capsule endpoint
glm::vec3 endPoint;
_boundingShape.getEndPoint(endPoint);
endPoint = endPoint - _translation;
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
glColor4f(0.6f, 0.6f, 0.8f, alpha);
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
// draw a yellow sphere at the capsule startpoint
glm::vec3 startPoint;
_boundingShape.getStartPoint(startPoint);
startPoint = startPoint - _translation;
glm::vec3 axis = endPoint - startPoint;
glTranslatef(-axis.x, -axis.y, -axis.z);
glColor4f(0.8f, 0.8f, 0.6f, alpha);
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
// draw a green cylinder between the two points
glm::vec3 origin(0.f);
glColor4f(0.6f, 0.8f, 0.6f, alpha);
Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius());
glPopMatrix();
}
bool Model::collisionHitsMoveableJoint(CollisionInfo& collision) const {
if (collision._type == MODEL_COLLISION) {
// the joint is pokable by a collision if it exists and is free to move

View file

@ -12,6 +12,8 @@
#include <QObject>
#include <QUrl>
#include <CapsuleShape.h>
#include "GeometryCache.h"
#include "InterfaceConfig.h"
#include "ProgramObject.h"
@ -54,13 +56,9 @@ public:
void init();
void reset();
void clearShapes();
void createJointCollisionShapes();
void createBoundingShape();
void updateShapePositions();
void simulate(float deltaTime, bool fullUpdate = true);
void simulate(float deltaTime);
bool render(float alpha = 1.0f, bool forShadowMap = false);
/// Sets the URL of the model to render.
/// \param fallback the URL of a fallback model to render if the requested model fails to load
/// \param retainCurrent if true, keep rendering the current model until the new one is loaded
@ -76,9 +74,6 @@ public:
/// Returns the extents of the model in its bind pose.
Extents getBindExtents() const;
/// Returns the extents of the unmovable joints of the model.
Extents getStaticExtents() const;
/// Returns a reference to the shared geometry.
const QSharedPointer<NetworkGeometry>& getGeometry() const { return _geometry; }
@ -160,6 +155,12 @@ public:
/// Returns the extended length from the right hand to its first free ancestor.
float getRightArmLength() const;
void clearShapes();
void createShapes();
void updateShapePositions();
void renderJointCollisionShapes(float alpha);
void renderBoundingCollisionShapes(float alpha);
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
/// \param shapes list of pointers shapes to test against Model
@ -170,8 +171,6 @@ public:
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
CollisionList& collisions, int skipIndex = -1);
void renderCollisionProxies(float alpha);
/// \param collision details about the collisions
/// \return true if the collision is against a moveable joint
bool collisionHitsMoveableJoint(CollisionInfo& collision) const;
@ -206,6 +205,10 @@ protected:
QVector<JointState> _jointStates;
QVector<Shape*> _jointShapes;
float _boundingRadius;
CapsuleShape _boundingShape;
glm::vec3 _boundingShapeLocalOffset;
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
@ -213,8 +216,8 @@ protected:
QVector<MeshState> _meshStates;
QVector<JointState> updateGeometry();
void simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates);
bool updateGeometry();
void simulateInternal(float deltaTime);
/// Updates the state of the joint at the specified index.
virtual void updateJointState(int index);
@ -249,6 +252,7 @@ private:
void applyNextGeometry();
void deleteGeometry();
void renderMeshes(float alpha, bool forShadowMap, bool translucent);
QVector<JointState> createJointStates(const FBXGeometry& geometry);
QSharedPointer<NetworkGeometry> _baseGeometry; ///< reference required to prevent collection of base
QSharedPointer<NetworkGeometry> _nextBaseGeometry;
@ -268,8 +272,6 @@ private:
QVector<Model*> _attachments;
float _boundingRadius;
static ProgramObject _program;
static ProgramObject _normalMapProgram;
static ProgramObject _shadowProgram;
@ -292,7 +294,6 @@ private:
static SkinLocations _skinShadowLocations;
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
static QVector<JointState> createJointStates(const FBXGeometry& geometry);
};
Q_DECLARE_METATYPE(QPointer<Model>)