mirror of
https://github.com/overte-org/overte.git
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Merge branch 'rig' of github.com:howard-stearns/hifi into bromine
Conflicts: interface/src/avatar/SkeletonModel.cpp
This commit is contained in:
commit
1bf49d72f1
33 changed files with 263 additions and 443 deletions
|
@ -77,13 +77,6 @@ const glm::vec3 randVector() {
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return glm::vec3(randFloat() - 0.5f, randFloat() - 0.5f, randFloat() - 0.5f) * 2.0f;
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}
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void renderCollisionOverlay(int width, int height, float magnitude, float red, float blue, float green) {
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const float MIN_VISIBLE_COLLISION = 0.01f;
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if (magnitude > MIN_VISIBLE_COLLISION) {
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DependencyManager::get<GeometryCache>()->renderQuad(0, 0, width, height, glm::vec4(red, blue, green, magnitude));
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}
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}
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// Do some basic timing tests and report the results
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void runTimingTests() {
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// How long does it take to make a call to get the time?
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@ -23,8 +23,6 @@ const glm::vec3 randVector();
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void renderWorldBox(gpu::Batch& batch);
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void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);
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void runTimingTests();
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void runUnitTests();
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@ -54,7 +54,7 @@
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using namespace std;
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const glm::vec3 DEFAULT_UP_DIRECTION(0.0f, 1.0f, 0.0f);
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const float YAW_SPEED = 500.0f; // degrees/sec
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const float YAW_SPEED = 150.0f; // degrees/sec
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const float PITCH_SPEED = 100.0f; // degrees/sec
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const float DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES = 30.0f;
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@ -103,11 +103,8 @@ MyAvatar::MyAvatar(RigPointer rig) :
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_realWorldFieldOfView("realWorldFieldOfView",
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DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
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_rig(rig),
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_firstPersonSkeletonModel(this, nullptr, rig),
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_prevShouldDrawHead(true)
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{
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_firstPersonSkeletonModel.setIsFirstPerson(true);
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ShapeCollider::initDispatchTable();
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for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
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_driveKeys[i] = 0.0f;
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@ -141,7 +138,6 @@ QByteArray MyAvatar::toByteArray() {
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void MyAvatar::reset() {
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_skeletonModel.reset();
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_firstPersonSkeletonModel.reset();
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getHead()->reset();
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_targetVelocity = glm::vec3(0.0f);
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@ -200,7 +196,6 @@ void MyAvatar::simulate(float deltaTime) {
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{
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PerformanceTimer perfTimer("skeleton");
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_skeletonModel.simulate(deltaTime);
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_firstPersonSkeletonModel.simulate(deltaTime);
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}
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if (!_skeletonModel.hasSkeleton()) {
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@ -1028,15 +1023,8 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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if (_useFullAvatar) {
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_skeletonModel.setVisibleInScene(_prevShouldDrawHead, scene);
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const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile(PathUtils::resourcesPath() + "meshes/defaultAvatar_body.fst");
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_firstPersonSkeletonModel.setURL(_skeletonModelURL, DEFAULT_SKELETON_MODEL_URL, true, !isMyAvatar());
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_firstPersonSkeletonModel.setVisibleInScene(!_prevShouldDrawHead, scene);
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} else {
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_skeletonModel.setVisibleInScene(true, scene);
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_firstPersonSkeletonModel.setVisibleInScene(false, scene);
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_firstPersonSkeletonModel.reset();
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}
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}
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@ -1254,23 +1242,14 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
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const bool shouldDrawHead = shouldRenderHead(renderArgs);
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_skeletonModel.initWhenReady(scene);
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if (_useFullAvatar) {
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_firstPersonSkeletonModel.initWhenReady(scene);
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}
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if (shouldDrawHead != _prevShouldDrawHead) {
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if (_useFullAvatar) {
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if (shouldDrawHead) {
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_skeletonModel.setVisibleInScene(true, scene);
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_firstPersonSkeletonModel.setVisibleInScene(false, scene);
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} else {
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_skeletonModel.setVisibleInScene(false, scene);
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_firstPersonSkeletonModel.setVisibleInScene(true, scene);
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}
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_skeletonModel.setVisibleInScene(true, scene);
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_rig->setFirstPerson(!shouldDrawHead);
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} else {
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getHead()->getFaceModel().setVisibleInScene(shouldDrawHead, scene);
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}
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}
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_prevShouldDrawHead = shouldDrawHead;
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}
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@ -1291,22 +1270,34 @@ bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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void MyAvatar::updateOrientation(float deltaTime) {
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// Smoothly rotate body with arrow keys
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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float driveLeft = _driveKeys[ROT_LEFT] - _driveKeys[ROT_RIGHT];
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float targetSpeed = (_driveKeys[ROT_LEFT] - _driveKeys[ROT_RIGHT]) * YAW_SPEED;
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if (targetSpeed != 0.0f) {
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const float ROTATION_RAMP_TIMESCALE = 0.1f;
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float blend = deltaTime / ROTATION_RAMP_TIMESCALE;
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if (blend > 1.0f) {
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blend = 1.0f;
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}
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_bodyYawDelta = (1.0f - blend) * _bodyYawDelta + blend * targetSpeed;
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} else if (_bodyYawDelta != 0.0f) {
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// attenuate body rotation speed
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const float ROTATION_DECAY_TIMESCALE = 0.05f;
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float attenuation = 1.0f - deltaTime / ROTATION_DECAY_TIMESCALE;
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if (attenuation < 0.0f) {
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attenuation = 0.0f;
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}
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_bodyYawDelta *= attenuation;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabsf(_bodyYawDelta) < MINIMUM_ROTATION_RATE) {
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_bodyYawDelta = 0.0f;
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}
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}
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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// update body orientation by movement inputs
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setOrientation(getOrientation() *
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glm::quat(glm::radians(glm::vec3(0.0f, _bodyYawDelta, 0.0f) * deltaTime)));
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// decay body rotation momentum
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const float BODY_SPIN_FRICTION = 7.5f;
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float bodySpinMomentum = 1.0f - BODY_SPIN_FRICTION * deltaTime;
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if (bodySpinMomentum < 0.0f) { bodySpinMomentum = 0.0f; }
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_bodyYawDelta *= bodySpinMomentum;
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float MINIMUM_ROTATION_RATE = 2.0f;
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if (fabs(_bodyYawDelta) < MINIMUM_ROTATION_RATE) { _bodyYawDelta = 0.0f; }
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glm::quat(glm::radians(glm::vec3(0.0f, _bodyYawDelta * deltaTime, 0.0f))));
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if (qApp->isHMDMode()) {
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// these angles will be in radians
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@ -287,8 +287,6 @@ private:
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QString _fullAvatarModelName;
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RigPointer _rig;
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// used for rendering when in first person view or when in an HMD.
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SkeletonModel _firstPersonSkeletonModel;
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bool _prevShouldDrawHead;
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};
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@ -40,8 +40,7 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
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_standingFoot(NO_FOOT),
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_standingOffset(0.0f),
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_clampedFootPosition(0.0f),
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_headClipDistance(DEFAULT_NEAR_CLIP),
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_isFirstPerson(false)
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_headClipDistance(DEFAULT_NEAR_CLIP)
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{
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assert(_rig);
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assert(_owningAvatar);
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@ -54,7 +53,7 @@ SkeletonModel::~SkeletonModel() {
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void SkeletonModel::initJointStates(QVector<JointState> states) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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_boundingRadius = _rig->initJointStates(states, parentTransform);
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_boundingRadius = _rig->initJointStates(states, parentTransform, geometry.neckJointIndex);
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// Determine the default eye position for avatar scale = 1.0
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int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
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@ -98,6 +97,29 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
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const float PALM_PRIORITY = DEFAULT_PRIORITY;
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const float LEAN_PRIORITY = DEFAULT_PRIORITY;
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void SkeletonModel::updateClusterMatrices() {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
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for (int i = 0; i < _meshStates.size(); i++) {
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MeshState& state = _meshStates[i];
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const FBXMesh& mesh = geometry.meshes.at(i);
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if (_showTrueJointTransforms) {
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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state.clusterMatrices[j] =
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modelToWorld * _rig->getJointTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
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}
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} else {
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for (int j = 0; j < mesh.clusters.size(); j++) {
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const FBXCluster& cluster = mesh.clusters.at(j);
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state.clusterMatrices[j] =
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modelToWorld * _rig->getJointVisibleTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
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}
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}
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}
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}
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void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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setTranslation(_owningAvatar->getSkeletonPosition());
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static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
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@ -154,8 +176,11 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
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}
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}
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if (_isFirstPerson) {
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cauterizeHead();
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// if (_isFirstPerson) {
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// cauterizeHead();
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// updateClusterMatrices();
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// }
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if (_rig->getJointsAreDirty()) {
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updateClusterMatrices();
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}
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@ -347,13 +372,15 @@ void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
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}
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renderOrientationDirections(jointIndex, position, _rotation * jointState.getRotation(), directionSize);
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renderOrientationDirections(batch, jointIndex, position, _rotation * jointState.getRotation(), directionSize);
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jointIndex = joint.parentIndex;
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} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
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}
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void SkeletonModel::renderOrientationDirections(int jointIndex, glm::vec3 position, const glm::quat& orientation, float size) {
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void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
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glm::vec3 position, const glm::quat& orientation, float size) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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if (!_jointOrientationLines.contains(jointIndex)) {
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@ -370,13 +397,13 @@ void SkeletonModel::renderOrientationDirections(int jointIndex, glm::vec3 positi
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glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
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glm::vec3 red(1.0f, 0.0f, 0.0f);
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geometryCache->renderLine(position, pRight, red, jointLineIDs._right);
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geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right);
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glm::vec3 green(0.0f, 1.0f, 0.0f);
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geometryCache->renderLine(position, pUp, green, jointLineIDs._up);
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geometryCache->renderLine(batch, position, pUp, green, jointLineIDs._up);
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glm::vec3 blue(0.0f, 0.0f, 1.0f);
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geometryCache->renderLine(position, pFront, blue, jointLineIDs._front);
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geometryCache->renderLine(batch, position, pFront, blue, jointLineIDs._front);
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}
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@ -689,7 +716,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
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// draw a green cylinder between the two points
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glm::vec3 origin(0.0f);
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Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(),
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Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(),
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glm::vec4(0.6f, 0.8f, 0.6f, alpha));
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}
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@ -697,56 +724,5 @@ bool SkeletonModel::hasSkeleton() {
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return isActive() ? _geometry->getFBXGeometry().rootJointIndex != -1 : false;
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}
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void SkeletonModel::initHeadBones() {
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_headBones.clear();
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const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
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const int neckJointIndex = fbxGeometry.neckJointIndex;
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std::queue<int> q;
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q.push(neckJointIndex);
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_headBones.push_back(neckJointIndex);
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// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
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while (q.size() > 0) {
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int jointIndex = q.front();
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for (int i = 0; i < fbxGeometry.joints.size(); i++) {
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const FBXJoint& fbxJoint = fbxGeometry.joints[i];
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if (jointIndex == fbxJoint.parentIndex) {
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_headBones.push_back(i);
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q.push(i);
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}
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}
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q.pop();
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}
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}
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void SkeletonModel::invalidateHeadBones() {
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_headBones.clear();
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}
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void SkeletonModel::cauterizeHead() {
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if (isActive()) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const int neckJointIndex = geometry.neckJointIndex;
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if (neckJointIndex > 0 && neckJointIndex < _rig->getJointStateCount()) {
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// lazy init of headBones
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if (_headBones.size() == 0) {
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initHeadBones();
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}
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|
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// preserve the translation for the neck
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// glm::vec4 trans = _jointStates[neckJointIndex].getTransform()[3];
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glm::vec4 trans = _rig->getJointTransform(neckJointIndex)[3];
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glm::vec4 zero(0, 0, 0, 0);
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for (const int &i : _headBones) {
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glm::mat4 newXform(zero, zero, zero, trans);
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_rig->setJointTransform(i, newXform);
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_rig->setJointVisibleTransform(i, newXform);
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}
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}
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}
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}
|
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|
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void SkeletonModel::onInvalidate() {
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invalidateHeadBones();
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}
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|
|
|
@ -106,9 +106,6 @@ public:
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|
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float getHeadClipDistance() const { return _headClipDistance; }
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|
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void setIsFirstPerson(bool value) { _isFirstPerson = value; }
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bool getIsFirstPerson() const { return _isFirstPerson; }
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||||
|
||||
virtual void onInvalidate() override;
|
||||
|
||||
signals:
|
||||
|
@ -132,6 +129,7 @@ protected:
|
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void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, int index);
|
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void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, int index);
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|
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void updateClusterMatrices();
|
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void cauterizeHead();
|
||||
void initHeadBones();
|
||||
void invalidateHeadBones();
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|
@ -139,7 +137,8 @@ protected:
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|||
private:
|
||||
|
||||
void renderJointConstraints(gpu::Batch& batch, int jointIndex);
|
||||
void renderOrientationDirections(int jointIndex, glm::vec3 position, const glm::quat& orientation, float size);
|
||||
void renderOrientationDirections(gpu::Batch& batch, int jointIndex,
|
||||
glm::vec3 position, const glm::quat& orientation, float size);
|
||||
|
||||
struct OrientationLineIDs {
|
||||
int _up;
|
||||
|
@ -167,9 +166,6 @@ private:
|
|||
glm::vec3 _clampedFootPosition;
|
||||
|
||||
float _headClipDistance; // Near clip distance to use if no separate head model
|
||||
|
||||
bool _isFirstPerson;
|
||||
std::vector<int> _headBones;
|
||||
};
|
||||
|
||||
#endif // hifi_SkeletonModel_h
|
||||
|
|
|
@ -529,7 +529,7 @@ void ApplicationCompositor::renderControllerPointers(gpu::Batch& batch) {
|
|||
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
|
||||
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
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||||
glm::vec4(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], 1.0f));
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||||
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationCache.cpp
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/14/14.
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||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationCache.h
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/14/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationHandle.cpp
|
||||
// interface/src/renderer
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
|
@ -176,8 +176,7 @@ void AnimationHandle::replaceMatchingPriorities(float newPriority) {
|
|||
for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
int mapping = _jointMappings.at(i);
|
||||
if (mapping != -1) {
|
||||
JointState state = _rig->getJointState(mapping);
|
||||
if (_priority == state._animationPriority) {
|
||||
if (_priority == _rig->getJointAnimatinoPriority(mapping)) {
|
||||
_rig->setJointAnimatinoPriority(mapping, newPriority);
|
||||
}
|
||||
}
|
||||
|
@ -188,8 +187,7 @@ void AnimationHandle::restoreJoints() {
|
|||
for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
int mapping = _jointMappings.at(i);
|
||||
if (mapping != -1) {
|
||||
JointState state = _rig->getJointState(mapping);
|
||||
_rig->restoreJointRotation(mapping, 1.0f, state._animationPriority);
|
||||
_rig->restoreJointRotation(mapping, 1.0f, _rig->getJointAnimatinoPriority(mapping));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationHandle.h
|
||||
// interface/src/renderer
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationLoop.cpp
|
||||
// libraries/animation
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 11/12/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationLoop.h
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Brad Hefta-Gaub on 11/12/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationObject.cpp
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/17/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// AnimationObject.h
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 4/17/14.
|
||||
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// JointState.cpp
|
||||
// interface/src/renderer
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// JointState.h
|
||||
// interface/src/renderer
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// Rig.cpp
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Howard Stearns, Seth Alves, Anthony Thibault, Andrew Meadows on 7/15/15.
|
||||
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
|
||||
|
@ -9,6 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <queue>
|
||||
|
||||
#include "AnimationHandle.h"
|
||||
|
||||
#include "Rig.h"
|
||||
|
@ -48,9 +50,9 @@ void Rig::deleteAnimations() {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform) {
|
||||
float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform, int neckJointIndex) {
|
||||
_jointStates = states;
|
||||
_neckJointIndex = neckJointIndex;
|
||||
initJointTransforms(parentTransform);
|
||||
|
||||
int numStates = _jointStates.size();
|
||||
|
@ -66,6 +68,8 @@ float Rig::initJointStates(QVector<JointState> states, glm::mat4 parentTransform
|
|||
_jointStates[i].slaveVisibleTransform();
|
||||
}
|
||||
|
||||
initHeadBones();
|
||||
|
||||
return radius;
|
||||
}
|
||||
|
||||
|
@ -106,7 +110,8 @@ JointState Rig::getJointState(int jointIndex) const {
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return JointState();
|
||||
}
|
||||
return _jointStates[jointIndex];
|
||||
// return _jointStates[jointIndex];
|
||||
return maybeCauterizeHead(jointIndex);
|
||||
}
|
||||
|
||||
bool Rig::getJointStateRotation(int index, glm::quat& rotation) const {
|
||||
|
@ -144,6 +149,13 @@ void Rig::clearJointAnimationPriority(int index) {
|
|||
}
|
||||
}
|
||||
|
||||
float Rig::getJointAnimatinoPriority(int index) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
return _jointStates[index]._animationPriority;
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void Rig::setJointAnimatinoPriority(int index, float newPriority) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
_jointStates[index]._animationPriority = newPriority;
|
||||
|
@ -173,7 +185,8 @@ bool Rig::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position,
|
|||
return false;
|
||||
}
|
||||
// position is in world-frame
|
||||
position = translation + rotation * _jointStates[jointIndex].getPosition();
|
||||
// position = translation + rotation * _jointStates[jointIndex].getPosition();
|
||||
position = translation + rotation * maybeCauterizeHead(jointIndex).getPosition();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -182,7 +195,7 @@ bool Rig::getJointPosition(int jointIndex, glm::vec3& position) const {
|
|||
return false;
|
||||
}
|
||||
// position is in model-frame
|
||||
position = extractTranslation(_jointStates[jointIndex].getTransform());
|
||||
position = extractTranslation(maybeCauterizeHead(jointIndex).getTransform());
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -190,7 +203,7 @@ bool Rig::getJointRotationInWorldFrame(int jointIndex, glm::quat& result, const
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
result = rotation * _jointStates[jointIndex].getRotation();
|
||||
result = rotation * maybeCauterizeHead(jointIndex).getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -198,7 +211,7 @@ bool Rig::getJointRotation(int jointIndex, glm::quat& rotation) const {
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
rotation = _jointStates[jointIndex].getRotation();
|
||||
rotation = maybeCauterizeHead(jointIndex).getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -206,7 +219,7 @@ bool Rig::getJointCombinedRotation(int jointIndex, glm::quat& result, const glm:
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
result = rotation * _jointStates[jointIndex].getRotation();
|
||||
result = rotation * maybeCauterizeHead(jointIndex).getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -217,7 +230,7 @@ bool Rig::getVisibleJointPositionInWorldFrame(int jointIndex, glm::vec3& positio
|
|||
return false;
|
||||
}
|
||||
// position is in world-frame
|
||||
position = translation + rotation * _jointStates[jointIndex].getVisiblePosition();
|
||||
position = translation + rotation * maybeCauterizeHead(jointIndex).getVisiblePosition();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -225,7 +238,7 @@ bool Rig::getVisibleJointRotationInWorldFrame(int jointIndex, glm::quat& result,
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
result = rotation * _jointStates[jointIndex].getVisibleRotation();
|
||||
result = rotation * maybeCauterizeHead(jointIndex).getVisibleRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -233,14 +246,14 @@ glm::mat4 Rig::getJointTransform(int jointIndex) const {
|
|||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return glm::mat4();
|
||||
}
|
||||
return _jointStates[jointIndex].getTransform();
|
||||
return maybeCauterizeHead(jointIndex).getTransform();
|
||||
}
|
||||
|
||||
glm::mat4 Rig::getJointVisibleTransform(int jointIndex) const {
|
||||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return glm::mat4();
|
||||
}
|
||||
return _jointStates[jointIndex].getVisibleTransform();
|
||||
return maybeCauterizeHead(jointIndex).getVisibleTransform();
|
||||
}
|
||||
|
||||
void Rig::simulateInternal(float deltaTime, glm::mat4 parentTransform) {
|
||||
|
@ -492,7 +505,7 @@ glm::vec3 Rig::getJointDefaultTranslationInConstrainedFrame(int jointIndex) {
|
|||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return glm::vec3();
|
||||
}
|
||||
return _jointStates[jointIndex].getDefaultTranslationInConstrainedFrame();
|
||||
return maybeCauterizeHead(jointIndex).getDefaultTranslationInConstrainedFrame();
|
||||
}
|
||||
|
||||
glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, bool constrain) {
|
||||
|
@ -537,5 +550,53 @@ glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
|
|||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return glm::quat();
|
||||
}
|
||||
return _jointStates[jointIndex].getDefaultRotationInParentFrame();
|
||||
return maybeCauterizeHead(jointIndex).getDefaultRotationInParentFrame();
|
||||
}
|
||||
|
||||
void Rig::initHeadBones() {
|
||||
if (_neckJointIndex == -1) {
|
||||
return;
|
||||
}
|
||||
_headBones.clear();
|
||||
std::queue<int> q;
|
||||
q.push(_neckJointIndex);
|
||||
_headBones.push_back(_neckJointIndex);
|
||||
|
||||
// fbxJoints only hold links to parents not children, so we have to do a bit of extra work here.
|
||||
while (q.size() > 0) {
|
||||
int jointIndex = q.front();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& fbxJoint = _jointStates[i].getFBXJoint();
|
||||
if (jointIndex == fbxJoint.parentIndex) {
|
||||
_headBones.push_back(i);
|
||||
q.push(i);
|
||||
}
|
||||
}
|
||||
q.pop();
|
||||
}
|
||||
}
|
||||
|
||||
JointState Rig::maybeCauterizeHead(int jointIndex) const {
|
||||
// if (_headBones.contains(jointIndex)) {
|
||||
// XXX fix this... make _headBones a hash? add a flag to JointState?
|
||||
if (_neckJointIndex != -1 &&
|
||||
_isFirstPerson &&
|
||||
std::find(_headBones.begin(), _headBones.end(), jointIndex) != _headBones.end()) {
|
||||
glm::vec4 trans = _jointStates[jointIndex].getTransform()[3];
|
||||
glm::vec4 zero(0, 0, 0, 0);
|
||||
glm::mat4 newXform(zero, zero, zero, trans);
|
||||
JointState jointStateCopy = _jointStates[jointIndex];
|
||||
jointStateCopy.setTransform(newXform);
|
||||
jointStateCopy.setVisibleTransform(newXform);
|
||||
return jointStateCopy;
|
||||
} else {
|
||||
return _jointStates[jointIndex];
|
||||
}
|
||||
}
|
||||
|
||||
void Rig::setFirstPerson(bool isFirstPerson) {
|
||||
if (_isFirstPerson != isFirstPerson) {
|
||||
_isFirstPerson = isFirstPerson;
|
||||
_jointsAreDirty = true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
//
|
||||
// Rig.h
|
||||
// libraries/script-engine/src/
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Produces animation data and hip placement for the current timestamp.
|
||||
//
|
||||
|
@ -11,14 +11,18 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
/* TBD:
|
||||
- What iare responsibilities of Animation/AnimationPointer/AnimationCache/AnimationDetails/AnimationObject/AnimationLoop?
|
||||
- What are responsibilities of Animation/AnimationPointer/AnimationCache/AnimationDetails/AnimationObject/AnimationLoop?
|
||||
Is there common/copied code (e.g., ScriptableAvatar::update)?
|
||||
- How do attachments interact with the physics of the attached entity? E.g., do hand joints need to reflect held object physics?
|
||||
- Is there any current need (i.e., for initial campatability) to have multiple animations per role (e.g., idle) with the system choosing randomly?
|
||||
- How do attachments interact with the physics of the attached entity? E.g., do hand joints need to reflect held object
|
||||
physics?
|
||||
- Is there any current need (i.e., for initial campatability) to have multiple animations per role (e.g., idle) with the
|
||||
system choosing randomly?
|
||||
|
||||
- Distribute some doc from here to the right files if it turns out to be correct:
|
||||
- AnimationDetails is a script-useable copy of animation state, analogous to EntityItemProperties, but without anything equivalent to editEntity.
|
||||
But what's the intended difference vs AnimationObjection? Maybe AnimationDetails is to Animation as AnimationObject is to AnimationPointer?
|
||||
- AnimationDetails is a script-useable copy of animation state, analogous to EntityItemProperties, but without anything
|
||||
equivalent to editEntity.
|
||||
But what's the intended difference vs AnimationObjection? Maybe AnimationDetails is to Animation as AnimationObject
|
||||
is to AnimationPointer?
|
||||
*/
|
||||
|
||||
#ifndef __hifi__Rig__
|
||||
|
@ -51,7 +55,7 @@ public:
|
|||
const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
|
||||
void deleteAnimations();
|
||||
|
||||
float initJointStates(QVector<JointState> states, glm::mat4 parentTransform);
|
||||
float initJointStates(QVector<JointState> states, glm::mat4 parentTransform, int neckJointIndex);
|
||||
bool jointStatesEmpty() { return _jointStates.isEmpty(); };
|
||||
int getJointStateCount() const { return _jointStates.size(); }
|
||||
|
||||
|
@ -60,11 +64,12 @@ public:
|
|||
void reset(const QVector<FBXJoint>& fbxJoints);
|
||||
bool getJointStateRotation(int index, glm::quat& rotation) const;
|
||||
void applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority);
|
||||
JointState getJointState(int jointIndex) const;
|
||||
JointState getJointState(int jointIndex) const; // XXX
|
||||
bool getVisibleJointState(int index, glm::quat& rotation) const;
|
||||
void clearJointState(int index);
|
||||
void clearJointStates();
|
||||
void clearJointAnimationPriority(int index);
|
||||
float getJointAnimatinoPriority(int index);
|
||||
void setJointAnimatinoPriority(int index, float newPriority);
|
||||
void setJointState(int index, bool valid, const glm::quat& rotation, float priority);
|
||||
void restoreJointRotation(int index, float fraction, float priority);
|
||||
|
@ -102,11 +107,23 @@ public:
|
|||
virtual void updateJointState(int index, glm::mat4 parentTransform) = 0;
|
||||
virtual void updateFaceJointState(int index, glm::mat4 parentTransform) = 0;
|
||||
|
||||
virtual void setFirstPerson(bool isFirstPerson);
|
||||
virtual bool getIsFirstPerson() const { return _isFirstPerson; }
|
||||
|
||||
bool getJointsAreDirty() { return _jointsAreDirty; }
|
||||
|
||||
protected:
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
QSet<AnimationHandlePointer> _animationHandles;
|
||||
QList<AnimationHandlePointer> _runningAnimations;
|
||||
|
||||
JointState maybeCauterizeHead(int jointIndex) const;
|
||||
void initHeadBones();
|
||||
bool _isFirstPerson = false;
|
||||
std::vector<int> _headBones;
|
||||
bool _jointsAreDirty = false;
|
||||
int _neckJointIndex = -1;
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__Rig__) */
|
||||
|
|
|
@ -1087,7 +1087,7 @@ void AvatarData::setJointMappingsFromNetworkReply() {
|
|||
}
|
||||
|
||||
networkReply->deleteLater();
|
||||
emit jointsLoaded();
|
||||
emit jointMappingLoaded();
|
||||
}
|
||||
|
||||
void AvatarData::sendAvatarDataPacket() {
|
||||
|
|
|
@ -313,7 +313,7 @@ public:
|
|||
bool shouldDie() const { return _owningAvatarMixer.isNull() || getUsecsSinceLastUpdate() > AVATAR_SILENCE_THRESHOLD_USECS; }
|
||||
|
||||
signals:
|
||||
void jointsLoaded(); // So that test cases or anyone waiting on asynchronous loading can be informed.
|
||||
void jointMappingLoaded(); // So that test cases or anyone waiting on asynchronous loading can be informed.
|
||||
|
||||
public slots:
|
||||
void sendAvatarDataPacket();
|
||||
|
|
|
@ -92,9 +92,12 @@ GLBackend::GLBackend() :
|
|||
{
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [] {
|
||||
qCDebug(gpulogging) << "GL Version: " << QString((const char*) glGetString(GL_VERSION));
|
||||
qCDebug(gpulogging) << "GL Shader Language Version: " << QString((const char*) glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
qCDebug(gpulogging) << "GL Vendor: " << QString((const char*) glGetString(GL_VENDOR));
|
||||
qCDebug(gpulogging) << "GL Version: " << QString((const char*) glGetString(GL_VERSION));
|
||||
|
||||
qCDebug(gpulogging) << "GL Shader Language Version: " << QString((const char*) glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
|
||||
qCDebug(gpulogging) << "GL Vendor: " << QString((const char*) glGetString(GL_VENDOR));
|
||||
|
||||
qCDebug(gpulogging) << "GL Renderer: " << QString((const char*) glGetString(GL_RENDERER));
|
||||
|
||||
#ifdef WIN32
|
||||
|
@ -143,15 +146,6 @@ void GLBackend::render(Batch& batch) {
|
|||
}
|
||||
}
|
||||
|
||||
void GLBackend::renderBatch(Batch& batch, bool syncCache) {
|
||||
qCDebug(gpulogging) << "GLBackend::renderBatch : Deprecated call, don;t do it!!!";
|
||||
GLBackend backend;
|
||||
if (syncCache) {
|
||||
backend.syncCache();
|
||||
}
|
||||
backend.render(batch);
|
||||
}
|
||||
|
||||
bool GLBackend::checkGLError(const char* name) {
|
||||
GLenum error = glGetError();
|
||||
if (!error) {
|
||||
|
|
|
@ -38,15 +38,6 @@ public:
|
|||
// Let's try to avoid to do that as much as possible!
|
||||
virtual void syncCache();
|
||||
|
||||
// Render Batch create a local Context and execute the batch with it
|
||||
// WARNING:
|
||||
// if syncCache is true, then the gpu::GLBackend will synchornize
|
||||
// its cache with the current gl state and it's BAD
|
||||
// If you know you don't rely on any state changed by naked gl calls then
|
||||
// leave to false where it belongs
|
||||
// if true, the needed resync IS EXPENSIVE
|
||||
static void renderBatch(Batch& batch, bool syncCache = false);
|
||||
|
||||
static bool checkGLError(const char* name = nullptr);
|
||||
|
||||
// Only checks in debug builds
|
||||
|
|
|
@ -21,7 +21,6 @@
|
|||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "GeometryCache.h"
|
||||
#include "RenderUtil.h"
|
||||
#include "TextureCache.h"
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
|
@ -542,30 +541,34 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
batch.setFramebuffer(framebufferCache->getPrimaryFramebuffer());
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
|
||||
batch.setResourceTexture(0, _copyFBO->getRenderBuffer(0));
|
||||
|
||||
// TODO why doesn't this blit work? It only seems to affect a small area below the rear view mirror.
|
||||
auto destFbo = framebufferCache->getPrimaryFramebuffer();
|
||||
// gpu::Vec4i vp = args->_viewport;
|
||||
// batch.blit(_copyFBO, vp, framebufferCache->getPrimaryFramebuffer(), vp);
|
||||
batch.setFramebuffer(destFbo);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
||||
float sMin = args->_viewport.x / (float)framebufferSize.width();
|
||||
float sWidth = args->_viewport.z / (float)framebufferSize.width();
|
||||
float tMin = args->_viewport.y / (float)framebufferSize.height();
|
||||
float tHeight = args->_viewport.w / (float)framebufferSize.height();
|
||||
{
|
||||
float sMin = args->_viewport.x / (float)framebufferSize.width();
|
||||
float sWidth = args->_viewport.z / (float)framebufferSize.width();
|
||||
float tMin = args->_viewport.y / (float)framebufferSize.height();
|
||||
float tHeight = args->_viewport.w / (float)framebufferSize.height();
|
||||
Transform model;
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
}
|
||||
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
|
||||
Transform model;
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
|
||||
batch.setResourceTexture(0, _copyFBO->getRenderBuffer(0));
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
framebufferCache->releaseFramebuffer(_copyFBO);
|
||||
}
|
||||
|
|
|
@ -54,12 +54,6 @@ const int NUM_TRIANGLES_PER_QUAD = 2;
|
|||
const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD;
|
||||
const int NUM_COORDS_PER_VERTEX = 3;
|
||||
|
||||
void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
|
||||
gpu::Batch batch;
|
||||
renderSphere(batch, radius, slices, stacks, color, solid, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
|
||||
bool registered = (id != UNKNOWN_ID);
|
||||
|
||||
|
@ -304,12 +298,6 @@ void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, in
|
|||
}
|
||||
}
|
||||
|
||||
void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) {
|
||||
gpu::Batch batch;
|
||||
renderGrid(batch, xDivisions, yDivisions, color);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color) {
|
||||
IntPair key(xDivisions, yDivisions);
|
||||
Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions), glm::vec3(color.z, color.y, xDivisions));
|
||||
|
@ -384,12 +372,6 @@ void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions
|
|||
batch.draw(gpu::LINES, vertices, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderGrid(batch, x, y, width, height, rows, cols, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
// TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
|
||||
void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
|
||||
#ifdef WANT_DEBUG
|
||||
|
@ -691,12 +673,6 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, con
|
|||
#endif
|
||||
}
|
||||
|
||||
void GeometryCache::renderVertices(gpu::Primitive primitiveType, int id) {
|
||||
gpu::Batch batch;
|
||||
renderVertices(batch, primitiveType, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id) {
|
||||
BatchItemDetails& details = _registeredVertices[id];
|
||||
if (details.isCreated) {
|
||||
|
@ -706,12 +682,6 @@ void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveTy
|
|||
}
|
||||
}
|
||||
|
||||
void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
|
||||
gpu::Batch batch;
|
||||
renderSolidCube(batch, size, color);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
|
||||
Vec2Pair colorKey(glm::vec2(color.x, color.y), glm::vec2(color.z, color.y));
|
||||
const int FLOATS_PER_VERTEX = 3;
|
||||
|
@ -833,12 +803,6 @@ void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::ve
|
|||
batch.drawIndexed(gpu::TRIANGLES, indices);
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
|
||||
gpu::Batch batch;
|
||||
renderWireCube(batch, size, color);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
|
||||
Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y));
|
||||
const int FLOATS_PER_VERTEX = 3;
|
||||
|
@ -922,12 +886,6 @@ void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec
|
|||
batch.drawIndexed(gpu::LINES, indices);
|
||||
}
|
||||
|
||||
void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderBevelCornersRect(batch, x, y, width, height, bevelDistance, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
|
||||
bool registered = (id != UNKNOWN_ID);
|
||||
Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance));
|
||||
|
@ -1029,12 +987,6 @@ void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int
|
|||
batch.draw(gpu::TRIANGLE_STRIP, details.vertices, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderQuad(batch, minCorner, maxCorner, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
|
||||
bool registered = (id != UNKNOWN_ID);
|
||||
Vec4Pair key(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y), color);
|
||||
|
@ -1111,12 +1063,6 @@ void GeometryCache::renderUnitCube(gpu::Batch& batch) {
|
|||
renderSolidCube(batch, 1, color);
|
||||
}
|
||||
|
||||
void GeometryCache::renderUnitQuad(const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderUnitQuad(batch, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id) {
|
||||
static const glm::vec2 topLeft(-1, 1);
|
||||
static const glm::vec2 bottomRight(1, -1);
|
||||
|
@ -1126,14 +1072,6 @@ void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, in
|
|||
}
|
||||
|
||||
|
||||
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
|
||||
const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderQuad(batch, minCorner, maxCorner, texCoordMinCorner, texCoordMaxCorner, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
|
||||
const glm::vec4& color, int id) {
|
||||
|
@ -1214,12 +1152,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
|
|||
batch.draw(gpu::QUADS, 4, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderQuad(batch, minCorner, maxCorner, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
|
||||
bool registered = (id != UNKNOWN_ID);
|
||||
Vec3PairVec4 key(Vec3Pair(minCorner, maxCorner), color);
|
||||
|
@ -1291,17 +1223,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
|
|||
batch.draw(gpu::QUADS, 4, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
|
||||
const glm::vec3& bottomRight, const glm::vec3& topRight,
|
||||
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
|
||||
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
|
||||
const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderQuad(batch, topLeft, bottomLeft, bottomRight, topRight, texCoordTopLeft, texCoordBottomLeft,
|
||||
texCoordBottomRight, texCoordTopRight, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
|
||||
const glm::vec3& bottomRight, const glm::vec3& topRight,
|
||||
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
|
||||
|
@ -1395,12 +1316,6 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
|
|||
batch.draw(gpu::QUADS, 4, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
|
||||
gpu::Batch batch;
|
||||
renderDashedLine(batch, start, end, color, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
|
||||
bool registered = (id != UNKNOWN_ID);
|
||||
Vec3PairVec2Pair key(Vec3Pair(start, end), Vec2Pair(glm::vec2(color.x, color.y), glm::vec2(color.z, color.w)));
|
||||
|
@ -1555,13 +1470,6 @@ void GeometryCache::BatchItemDetails::clear() {
|
|||
stream.reset();
|
||||
}
|
||||
|
||||
void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id) {
|
||||
gpu::Batch batch;
|
||||
renderLine(batch, p1, p2, color1, color2, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id) {
|
||||
|
||||
|
@ -1646,12 +1554,6 @@ void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm
|
|||
batch.draw(gpu::LINES, 2, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id) {
|
||||
gpu::Batch batch;
|
||||
renderLine(batch, p1, p2, color1, color2, id);
|
||||
gpu::GLBackend::renderBatch(batch);
|
||||
}
|
||||
|
||||
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id) {
|
||||
|
||||
|
|
|
@ -129,56 +129,35 @@ public:
|
|||
int allocateID() { return _nextID++; }
|
||||
static const int UNKNOWN_ID;
|
||||
|
||||
void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
|
||||
{ renderSphere(radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
|
||||
void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID)
|
||||
{ renderSphere(batch, radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); }
|
||||
|
||||
void renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID);
|
||||
void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID);
|
||||
|
||||
void renderGrid(int xDivisions, int yDivisions, const glm::vec4& color);
|
||||
void renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color);
|
||||
void renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
void renderSolidCube(float size, const glm::vec4& color);
|
||||
void renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color);
|
||||
void renderWireCube(float size, const glm::vec4& color);
|
||||
void renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color);
|
||||
void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
void renderUnitCube(gpu::Batch& batch);
|
||||
void renderUnitQuad(const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
|
||||
void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
|
||||
|
||||
void renderQuad(int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
|
||||
{ renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
|
||||
void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
|
||||
{ renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
|
||||
|
||||
// TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos
|
||||
// if the color changes by the corners are the same, as evidenced by the audio meter which should turn white
|
||||
// when it's clipping
|
||||
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
|
||||
const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
|
||||
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
|
||||
const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
void renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
|
||||
const glm::vec3& bottomRight, const glm::vec3& topRight,
|
||||
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
|
||||
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
|
||||
const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
|
||||
const glm::vec3& bottomRight, const glm::vec3& topRight,
|
||||
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
|
||||
|
@ -186,53 +165,33 @@ public:
|
|||
const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
|
||||
void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(p1, p2, color, color, id); }
|
||||
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(batch, p1, p2, color, color, id); }
|
||||
|
||||
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
|
||||
{ renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
|
||||
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
|
||||
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
|
||||
|
||||
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(p1, p2, color, color, id); }
|
||||
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(batch, p1, p2, color, color, id); }
|
||||
|
||||
void renderLine(const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
|
||||
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
|
||||
|
||||
void renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID);
|
||||
|
||||
void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(p1, p2, glm::vec4(color, 1.0f), id); }
|
||||
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); }
|
||||
|
||||
void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(p1, p2, color, color, id); }
|
||||
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
|
||||
{ renderLine(batch, p1, p2, color, color, id); }
|
||||
|
||||
|
||||
void renderLine(const glm::vec2& p1, const glm::vec2& p2,
|
||||
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
|
||||
{ renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
|
||||
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
|
||||
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
|
||||
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
|
||||
|
||||
void renderLine(const glm::vec2& p1, const glm::vec2& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
|
||||
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
|
||||
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
|
||||
|
||||
|
@ -240,7 +199,6 @@ public:
|
|||
void updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color);
|
||||
void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color);
|
||||
void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id);
|
||||
void renderVertices(gpu::Primitive primitiveType, int id);
|
||||
|
||||
/// Loads geometry from the specified URL.
|
||||
/// \param fallback a fallback URL to load if the desired one is unavailable
|
||||
|
|
|
@ -478,7 +478,7 @@ bool Model::updateGeometry() {
|
|||
void Model::initJointStates(QVector<JointState> states) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_boundingRadius = _rig->initJointStates(states, parentTransform);
|
||||
_boundingRadius = _rig->initJointStates(states, parentTransform, geometry.neckJointIndex);
|
||||
}
|
||||
|
||||
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
|
||||
|
@ -916,7 +916,7 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
|
|||
_readyWhenAdded = false;
|
||||
}
|
||||
|
||||
void Model::renderDebugMeshBoxes() {
|
||||
void Model::renderDebugMeshBoxes(gpu::Batch& batch) {
|
||||
int colorNdx = 0;
|
||||
_mutex.lock();
|
||||
foreach(AABox box, _calculatedMeshBoxes) {
|
||||
|
@ -965,7 +965,7 @@ void Model::renderDebugMeshBoxes() {
|
|||
{ 0.0f, 0.5f, 0.5f, 1.0f } };
|
||||
|
||||
DependencyManager::get<GeometryCache>()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]);
|
||||
DependencyManager::get<GeometryCache>()->renderVertices(gpu::LINES, _debugMeshBoxesID);
|
||||
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::LINES, _debugMeshBoxesID);
|
||||
colorNdx++;
|
||||
}
|
||||
_mutex.unlock();
|
||||
|
@ -1341,28 +1341,6 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::updateClusterMatrices() {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
if (_showTrueJointTransforms) {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] =
|
||||
modelToWorld * _rig->getJointTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] =
|
||||
modelToWorld * _rig->getJointVisibleTransform(cluster.jointIndex) * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Model::simulateInternal(float deltaTime) {
|
||||
// update the world space transforms for all joints
|
||||
|
||||
|
|
|
@ -308,9 +308,6 @@ protected:
|
|||
_calculatedMeshTrianglesValid = false;
|
||||
}
|
||||
|
||||
// rebuild the clusterMatrices from the current jointStates
|
||||
void updateClusterMatrices();
|
||||
|
||||
// hook for derived classes to be notified when setUrl invalidates the current model.
|
||||
virtual void onInvalidate() {};
|
||||
|
||||
|
@ -386,7 +383,7 @@ private:
|
|||
|
||||
|
||||
// debug rendering support
|
||||
void renderDebugMeshBoxes();
|
||||
void renderDebugMeshBoxes(gpu::Batch& batch);
|
||||
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
|
||||
|
||||
// helper functions used by render() or renderInScene()
|
||||
|
|
|
@ -1,25 +0,0 @@
|
|||
//
|
||||
// RenderUtil.cpp
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Andrzej Kapolka on 8/15/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <DependencyManager.h>
|
||||
#include "GeometryCache.h"
|
||||
|
||||
#include "RenderUtil.h"
|
||||
|
||||
void renderFullscreenQuad(float sMin, float sMax, float tMin, float tMax) {
|
||||
glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glm::vec2 topLeft(-1.0f, -1.0f);
|
||||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(sMin, tMin);
|
||||
glm::vec2 texCoordBottomRight(sMax, tMax);
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color);
|
||||
}
|
|
@ -1,18 +0,0 @@
|
|||
//
|
||||
// RenderUtil.h
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Andrzej Kapolka on 8/15/13.
|
||||
// Copyright 2013 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#ifndef hifi_RenderUtil_h
|
||||
#define hifi_RenderUtil_h
|
||||
|
||||
/// Renders a quad from (-1, -1, 0) to (1, 1, 0) with texture coordinates from (sMin, tMin) to (sMax, tMax).
|
||||
void renderFullscreenQuad(float sMin = 0.0f, float sMax = 1.0f, float tMin = 0.0f, float tMax = 1.0f);
|
||||
|
||||
#endif // hifi_RenderUtil_h
|
|
@ -325,19 +325,6 @@ void ImageReader::run() {
|
|||
auto ntex = dynamic_cast<NetworkTexture*>(&*texture);
|
||||
if (ntex && (ntex->getType() == CUBE_TEXTURE)) {
|
||||
qCDebug(renderutils) << "Cube map size:" << _url << image.width() << image.height();
|
||||
} else {
|
||||
|
||||
// enforce a fixed maximum area (1024 * 2048)
|
||||
const int MAXIMUM_AREA_SIZE = 2097152;
|
||||
if (imageArea > MAXIMUM_AREA_SIZE) {
|
||||
float scaleRatio = sqrtf((float)MAXIMUM_AREA_SIZE) / sqrtf((float)imageArea);
|
||||
int resizeWidth = static_cast<int>(std::floor(scaleRatio * static_cast<float>(image.width())));
|
||||
int resizeHeight = static_cast<int>(std::floor(scaleRatio * static_cast<float>(image.height())));
|
||||
qCDebug(renderutils) << "Image greater than maximum size:" << _url << image.width() << image.height() <<
|
||||
" scaled to:" << resizeWidth << resizeHeight;
|
||||
image = image.scaled(resizeWidth, resizeHeight, Qt::IgnoreAspectRatio);
|
||||
imageArea = image.width() * image.height();
|
||||
}
|
||||
}
|
||||
|
||||
int opaquePixels = 0;
|
||||
|
|
|
@ -40,30 +40,55 @@
|
|||
*/
|
||||
|
||||
#include <iostream>
|
||||
//#include "FSTReader.h"
|
||||
// There are two good ways we could organize this:
|
||||
// 1. Create a MyAvatar the same way that Interface does, and poke at it.
|
||||
// We can't do that because MyAvatar (and even Avatar) are in interface, not a library, and our build system won't allow that dependency.
|
||||
// 2. Create just the minimum skeleton in the most direct way possible, using only very basic library APIs (such as fbx).
|
||||
// I don't think we can do that because not everything we need is exposed directly from, e.g., the fst and fbx readers.
|
||||
// So here we do neither. Using as much as we can from AvatarData (which is in the avatar and further requires network and audio), and
|
||||
// duplicating whatever other code we need from (My)Avatar. Ugh. We may refactor that later, but right now, cleaning this up is not on our critical path.
|
||||
#include <PathUtils.h>
|
||||
|
||||
#include "AvatarData.h"
|
||||
#include "OBJReader.h"
|
||||
#include "FBXReader.h"
|
||||
|
||||
#include "AvatarRig.h" // We might later test Rig vs AvatarRig separately, but for now, we're concentrating on the main use case.
|
||||
#include "RigTests.h"
|
||||
|
||||
QTEST_MAIN(RigTests)
|
||||
|
||||
void RigTests::initTestCase() {
|
||||
AvatarData avatar;
|
||||
QEventLoop loop; // Create an event loop that will quit when we get the finished signal
|
||||
QObject::connect(&avatar, &AvatarData::jointsLoaded, &loop, &QEventLoop::quit);
|
||||
avatar.setSkeletonModelURL(QUrl("https://hifi-public.s3.amazonaws.com/marketplace/contents/4a690585-3fa3-499e-9f8b-fd1226e561b1/e47e6898027aa40f1beb6adecc6a7db5.fst")); // Zach
|
||||
//std::cout << "sleep start" << std::endl;
|
||||
loop.exec(); // Nothing is going to happen on this whole run thread until we get this
|
||||
_rig = new Rig();
|
||||
}
|
||||
|
||||
void RigTests::dummyPassTest() {
|
||||
// There are two good ways we could organize this:
|
||||
// 1. Create a MyAvatar the same way that Interface does, and poke at it.
|
||||
// We can't do that because MyAvatar (and even Avatar) are in interface, not a library, and our build system won't allow that dependency.
|
||||
// 2. Create just the minimum skeleton in the most direct way possible, using only very basic library APIs (such as fbx).
|
||||
// I don't think we can do that because not everything we need is exposed directly from, e.g., the fst and fbx readers.
|
||||
// So here we do neither. Using as much as we can from AvatarData (which is in the avatar and further requires network and audio), and
|
||||
// duplicating whatever other code we need from (My)Avatar. Ugh. We may refactor that later, but right now, cleaning this up is not on our critical path.
|
||||
|
||||
// Joint mapping from fst
|
||||
auto avatar = std::make_shared<AvatarData>();
|
||||
QEventLoop loop; // Create an event loop that will quit when we get the finished signal
|
||||
QObject::connect(avatar.get(), &AvatarData::jointMappingLoaded, &loop, &QEventLoop::quit);
|
||||
avatar->setSkeletonModelURL(QUrl("https://hifi-public.s3.amazonaws.com/marketplace/contents/4a690585-3fa3-499e-9f8b-fd1226e561b1/e47e6898027aa40f1beb6adecc6a7db5.fst")); // Zach fst
|
||||
loop.exec(); // Blocking all further tests until signalled.
|
||||
|
||||
// Joint geometry from fbx.
|
||||
QUrl fbxUrl("https://s3.amazonaws.com/hifi-public/models/skeletons/Zack/Zack.fbx");
|
||||
QNetworkReply* netReply = OBJReader().request(fbxUrl, false); // Just a convenience hack for synchronoud http request
|
||||
QCOMPARE(netReply->isFinished() && (netReply->attribute(QNetworkRequest::HttpStatusCodeAttribute).toInt() == 200), true);
|
||||
FBXGeometry geometry = readFBX(netReply->readAll(), QVariantHash());
|
||||
QCOMPARE(geometry.joints.count(), avatar->getJointNames().count());
|
||||
|
||||
QVector<JointState> jointStates;
|
||||
for (int i = 0; i < geometry.joints.size(); ++i) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
JointState state;
|
||||
state.setFBXJoint(&joint);
|
||||
jointStates.append(state);
|
||||
}
|
||||
|
||||
_rig = std::make_shared<AvatarRig>();
|
||||
_rig->initJointStates(jointStates, glm::mat4(), geometry.neckJointIndex);
|
||||
std::cout << "Rig is ready " << geometry.joints.count() << " joints " << std::endl;
|
||||
}
|
||||
|
||||
/*void RigTests::dummyPassTest() {
|
||||
bool x = true;
|
||||
std::cout << "dummyPassTest x=" << x << std::endl;
|
||||
QCOMPARE(x, true);
|
||||
|
@ -73,4 +98,4 @@ void RigTests::dummyFailTest() {
|
|||
bool x = false;
|
||||
std::cout << "dummyFailTest x=" << x << std::endl;
|
||||
QCOMPARE(x, true);
|
||||
}
|
||||
}*/
|
||||
|
|
|
@ -46,11 +46,11 @@ class RigTests : public QObject {
|
|||
|
||||
private slots:
|
||||
void initTestCase();
|
||||
void dummyPassTest();
|
||||
void dummyFailTest();
|
||||
/*void dummyPassTest();
|
||||
void dummyFailTest();*/
|
||||
|
||||
private:
|
||||
Rig* _rig;
|
||||
RigPointer _rig;
|
||||
};
|
||||
|
||||
#endif // hifi_RigTests_h
|
||||
|
|
Loading…
Reference in a new issue