construct geometry for new shape types

This commit is contained in:
Andrew Meadows 2016-07-06 10:51:15 -07:00
parent 431043e195
commit 33d732c446

View file

@ -423,7 +423,8 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
// check to see if when we added our models to the scene they were ready, if they were not ready, then // check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene // fix them up in the scene
bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0; bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0
&& getShapeType() == SHAPE_TYPE_COMPOUND;
if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) { if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) {
_showCollisionHull = shouldShowCollisionHull; _showCollisionHull = shouldShowCollisionHull;
render::PendingChanges pendingChanges; render::PendingChanges pendingChanges;
@ -691,7 +692,13 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
} }
} }
info.setParams(type, dimensions, _compoundShapeURL); info.setParams(type, dimensions, _compoundShapeURL);
} else if (type == SHAPE_TYPE_STATIC_MESH) { assert(pointCollection.size() > 0); // adebug
} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
updateModelBounds();
// should never fall in here when model not fully loaded
assert(_model->isLoaded());
// compute meshPart local transforms // compute meshPart local transforms
QVector<glm::mat4> localTransforms; QVector<glm::mat4> localTransforms;
const FBXGeometry& geometry = _model->getFBXGeometry(); const FBXGeometry& geometry = _model->getFBXGeometry();
@ -716,30 +723,42 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
return; return;
} }
updateModelBounds(); auto& meshes = _model->getGeometry()->getGeometry()->getMeshes();
int32_t numMeshes = (int32_t)(meshes.size());
// should never fall in here when collision model not fully loaded
assert(_model->isLoaded());
ShapeInfo::PointCollection& pointCollection = info.getPointCollection(); ShapeInfo::PointCollection& pointCollection = info.getPointCollection();
pointCollection.clear(); pointCollection.clear();
if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
ShapeInfo::PointList points; pointCollection.resize(numMeshes);
ShapeInfo::TriangleIndices& triangleIndices = info.getTriangleIndices(); } else {
auto& meshes = _model->getGeometry()->getGeometry()->getMeshes(); pointCollection.resize(1);
}
Extents extents; Extents extents;
int meshCount = 0; int meshCount = 0;
int pointListIndex = 0;
for (auto& mesh : meshes) { for (auto& mesh : meshes) {
const gpu::BufferView& vertices = mesh->getVertexBuffer(); const gpu::BufferView& vertices = mesh->getVertexBuffer();
const gpu::BufferView& indices = mesh->getIndexBuffer(); const gpu::BufferView& indices = mesh->getIndexBuffer();
const gpu::BufferView& parts = mesh->getPartBuffer(); const gpu::BufferView& parts = mesh->getPartBuffer();
ShapeInfo::PointList& points = pointCollection[pointListIndex];
// reserve room
int32_t sizeToReserve = (int32_t)(vertices.getNumElements());
if (type == SHAPE_TYPE_SIMPLE_COMPOUND) {
// a list of points for each mesh
pointListIndex++;
} else {
// only one list of points
sizeToReserve += (int32_t)((gpu::Size)points.size());
}
points.reserve(sizeToReserve);
// copy points // copy points
const glm::mat4& localTransform = localTransforms[meshCount];
uint32_t meshIndexOffset = (uint32_t)points.size(); uint32_t meshIndexOffset = (uint32_t)points.size();
const glm::mat4& localTransform = localTransforms[meshCount];
gpu::BufferView::Iterator<const glm::vec3> vertexItr = vertices.cbegin<const glm::vec3>(); gpu::BufferView::Iterator<const glm::vec3> vertexItr = vertices.cbegin<const glm::vec3>();
points.reserve((int32_t)((gpu::Size)points.size() + vertices.getNumElements()));
while (vertexItr != vertices.cend<const glm::vec3>()) { while (vertexItr != vertices.cend<const glm::vec3>()) {
glm::vec3 point = extractTranslation(localTransform * glm::translate(*vertexItr)); glm::vec3 point = extractTranslation(localTransform * glm::translate(*vertexItr));
points.push_back(point); points.push_back(point);
@ -747,55 +766,57 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
++vertexItr; ++vertexItr;
} }
// copy triangleIndices if (type == SHAPE_TYPE_STATIC_MESH) {
triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements())); // copy into triangleIndices
gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>(); ShapeInfo::TriangleIndices& triangleIndices = info.getTriangleIndices();
while (partItr != parts.cend<const model::Mesh::Part>()) { triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
if (partItr->_topology == model::Mesh::TRIANGLES) { while (partItr != parts.cend<const model::Mesh::Part>()) {
assert(partItr->_numIndices % 3 == 0); if (partItr->_topology == model::Mesh::TRIANGLES) {
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex; assert(partItr->_numIndices % 3 == 0);
auto indexEnd = indexItr + partItr->_numIndices; auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
while (indexItr != indexEnd) { auto indexEnd = indexItr + partItr->_numIndices;
triangleIndices.push_back(*indexItr + meshIndexOffset); while (indexItr != indexEnd) {
++indexItr;
}
} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
assert(partItr->_numIndices > 2);
uint32_t approxNumIndices = 3 * partItr->_numIndices;
if (approxNumIndices > (uint32_t)(triangleIndices.capacity() - triangleIndices.size())) {
// we underestimated the final size of triangleIndices so we pre-emptively expand it
triangleIndices.reserve(triangleIndices.size() + approxNumIndices);
}
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
auto indexEnd = indexItr + (partItr->_numIndices - 2);
// first triangle uses the first three indices
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
// the rest use previous and next index
uint32_t triangleCount = 1;
while (indexItr != indexEnd) {
if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
if (triangleCount % 2 == 0) {
// even triangles use first two indices in order
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
} else {
// odd triangles swap order of first two indices
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
}
triangleIndices.push_back(*indexItr + meshIndexOffset); triangleIndices.push_back(*indexItr + meshIndexOffset);
++triangleCount; ++indexItr;
}
} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
assert(partItr->_numIndices > 2);
uint32_t approxNumIndices = 3 * partItr->_numIndices;
if (approxNumIndices > (uint32_t)(triangleIndices.capacity() - triangleIndices.size())) {
// we underestimated the final size of triangleIndices so we pre-emptively expand it
triangleIndices.reserve(triangleIndices.size() + approxNumIndices);
}
auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
auto indexEnd = indexItr + (partItr->_numIndices - 2);
// first triangle uses the first three indices
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
// the rest use previous and next index
uint32_t triangleCount = 1;
while (indexItr != indexEnd) {
if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
if (triangleCount % 2 == 0) {
// even triangles use first two indices in order
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
} else {
// odd triangles swap order of first two indices
triangleIndices.push_back(*(indexItr - 1) + meshIndexOffset);
triangleIndices.push_back(*(indexItr - 2) + meshIndexOffset);
}
triangleIndices.push_back(*indexItr + meshIndexOffset);
++triangleCount;
}
++indexItr;
} }
++indexItr;
} }
++partItr;
} }
++partItr;
} }
++meshCount; ++meshCount;
} }
@ -808,12 +829,13 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
scaleToFit[i] = 1.0f; scaleToFit[i] = 1.0f;
} }
} }
for (int i = 0; i < points.size(); ++i) { for (auto points : pointCollection) {
points[i] = (points[i] * scaleToFit); for (int i = 0; i < points.size(); ++i) {
points[i] = (points[i] * scaleToFit);
}
} }
pointCollection.push_back(points); info.setParams(type, 0.5f * dimensions, _modelURL);
info.setParams(SHAPE_TYPE_STATIC_MESH, 0.5f * dimensions, _modelURL);
} else { } else {
ModelEntityItem::computeShapeInfo(info); ModelEntityItem::computeShapeInfo(info);
info.setParams(type, 0.5f * dimensions); info.setParams(type, 0.5f * dimensions);