Remove functionality for rendering collision meshes directly in the Model class

This commit is contained in:
sabrina-shanman 2018-06-07 11:48:15 -07:00
parent 0fd0a64e7f
commit 440c77905a
5 changed files with 34 additions and 178 deletions

View file

@ -1416,19 +1416,18 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
setCollisionMeshKey(entity->getCollisionMeshKey());
_needsCollisionGeometryUpdate = false;
ShapeType type = entity->getShapeType();
if (DependencyManager::get<EntityTreeRenderer>()->shouldRenderDebugHulls() && type != SHAPE_TYPE_STATIC_MESH && type != SHAPE_TYPE_NONE) {
if (DependencyManager::get<EntityTreeRenderer>()->shouldRenderDebugHulls() && type != SHAPE_TYPE_NONE) {
// NOTE: it is OK if _collisionMeshKey is nullptr
graphics::MeshPointer mesh = collisionMeshCache.getMesh(_collisionMeshKey);
// NOTE: the model will render the collisionGeometry if it has one
_model->setCollisionMesh(mesh);
// TODO: Start displaying collision model
} else {
if (_collisionMeshKey) {
// release mesh
collisionMeshCache.releaseMesh(_collisionMeshKey);
}
// clear model's collision geometry
graphics::MeshPointer mesh = nullptr;
_model->setCollisionMesh(mesh);
// TODO: Stop displaying collision model
}
}

View file

@ -98,11 +98,6 @@ void CauterizedModel::createVisibleRenderItemSet() {
}
}
void CauterizedModel::createCollisionRenderItemSet() {
// Temporary HACK: use base class method for now
Model::createCollisionRenderItemSet();
}
void CauterizedModel::updateClusterMatrices() {
PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
@ -186,12 +181,6 @@ void CauterizedModel::updateRenderItems() {
if (!_addedToScene) {
return;
}
glm::vec3 scale = getScale();
if (_collisionGeometry) {
// _collisionGeometry is already scaled
scale = glm::vec3(1.0f);
}
_needsUpdateClusterMatrices = true;
_renderItemsNeedUpdate = false;

View file

@ -32,8 +32,7 @@ public:
bool updateGeometry() override;
void createVisibleRenderItemSet() override;
void createCollisionRenderItemSet() override;
virtual void updateClusterMatrices() override;
void updateRenderItems() override;

View file

@ -48,50 +48,10 @@ float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
#define HTTP_INVALID_COM "http://invalid.com"
const int NUM_COLLISION_HULL_COLORS = 24;
std::vector<graphics::MaterialPointer> _collisionMaterials;
void initCollisionMaterials() {
// generates bright colors in red, green, blue, yellow, magenta, and cyan spectrums
// (no browns, greys, or dark shades)
float component[NUM_COLLISION_HULL_COLORS] = {
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.2f, 0.4f, 0.6f, 0.8f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
0.8f, 0.6f, 0.4f, 0.2f
};
_collisionMaterials.reserve(NUM_COLLISION_HULL_COLORS);
// each component gets the same cuve
// but offset by a multiple of one third the full width
int numComponents = 3;
int sectionWidth = NUM_COLLISION_HULL_COLORS / numComponents;
int greenPhase = sectionWidth;
int bluePhase = 2 * sectionWidth;
// we stride through the colors to scatter adjacent shades
// so they don't tend to group together for large models
for (int i = 0; i < sectionWidth; ++i) {
for (int j = 0; j < numComponents; ++j) {
graphics::MaterialPointer material;
material = std::make_shared<graphics::Material>();
int index = j * sectionWidth + i;
float red = component[index % NUM_COLLISION_HULL_COLORS];
float green = component[(index + greenPhase) % NUM_COLLISION_HULL_COLORS];
float blue = component[(index + bluePhase) % NUM_COLLISION_HULL_COLORS];
material->setAlbedo(glm::vec3(red, green, blue));
material->setMetallic(0.02f);
material->setRoughness(0.5f);
_collisionMaterials.push_back(material);
}
}
}
Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
QObject(parent),
_renderGeometry(),
_collisionGeometry(),
_renderWatcher(_renderGeometry),
_spatiallyNestableOverride(spatiallyNestableOverride),
_translation(0.0f),
@ -310,16 +270,6 @@ void Model::updateRenderItems() {
});
}
Transform collisionMeshOffset;
collisionMeshOffset.setIdentity();
foreach(auto itemID, self->_collisionRenderItemsMap.keys()) {
transaction.updateItem<MeshPartPayload>(itemID, [renderItemKeyGlobalFlags, modelTransform, collisionMeshOffset](MeshPartPayload& data) {
// update the model transform for this render item.
data.updateKey(renderItemKeyGlobalFlags);
data.updateTransform(modelTransform, collisionMeshOffset);
});
}
AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
});
}
@ -777,11 +727,14 @@ void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
data.updateKey(renderItemsKey);
});
}
//TODO: Remove
#ifdef RENDER_MODEL_BOUNDING_BOXES
foreach(auto item, _collisionRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [renderItemsKey](ModelMeshPartPayload& data) {
data.updateKey(renderItemsKey);
});
}
#endif
scene->enqueueTransaction(transaction);
}
@ -862,49 +815,37 @@ const render::ItemKey Model::getRenderItemKeyGlobalFlags() const {
bool Model::addToScene(const render::ScenePointer& scene,
render::Transaction& transaction,
render::Item::Status::Getters& statusGetters) {
bool readyToRender = _collisionGeometry || isLoaded();
if (!_addedToScene && readyToRender) {
createRenderItemSet();
if (!_addedToScene && isLoaded()) {
updateClusterMatrices();
if (_modelMeshRenderItems.empty()) {
createVisibleRenderItemSet();
}
}
bool somethingAdded = false;
if (_collisionGeometry) {
if (_collisionRenderItemsMap.empty()) {
foreach (auto renderItem, _collisionRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
if (_collisionRenderItems.empty() && statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
transaction.resetItem(item, renderPayload);
_collisionRenderItemsMap.insert(item, renderPayload);
if (_modelMeshRenderItemsMap.empty()) {
bool hasTransparent = false;
size_t verticesCount = 0;
foreach(auto renderItem, _modelMeshRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
if (_modelMeshRenderItemsMap.empty() && statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
somethingAdded = !_collisionRenderItemsMap.empty();
transaction.resetItem(item, renderPayload);
hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
verticesCount += renderItem.get()->getVerticesCount();
_modelMeshRenderItemsMap.insert(item, renderPayload);
_modelMeshRenderItemIDs.emplace_back(item);
}
} else {
if (_modelMeshRenderItemsMap.empty()) {
somethingAdded = !_modelMeshRenderItemsMap.empty();
bool hasTransparent = false;
size_t verticesCount = 0;
foreach(auto renderItem, _modelMeshRenderItems) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
if (_modelMeshRenderItemsMap.empty() && statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
transaction.resetItem(item, renderPayload);
hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
verticesCount += renderItem.get()->getVerticesCount();
_modelMeshRenderItemsMap.insert(item, renderPayload);
_modelMeshRenderItemIDs.emplace_back(item);
}
somethingAdded = !_modelMeshRenderItemsMap.empty();
_renderInfoVertexCount = verticesCount;
_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
_renderInfoHasTransparent = hasTransparent;
}
_renderInfoVertexCount = verticesCount;
_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
_renderInfoHasTransparent = hasTransparent;
}
if (somethingAdded) {
@ -926,11 +867,6 @@ void Model::removeFromScene(const render::ScenePointer& scene, render::Transacti
_modelMeshMaterialNames.clear();
_modelMeshRenderItemShapes.clear();
foreach(auto item, _collisionRenderItemsMap.keys()) {
transaction.removeItem(item);
}
_collisionRenderItems.clear();
_collisionRenderItemsMap.clear();
_addedToScene = false;
_renderInfoVertexCount = 0;
@ -1505,7 +1441,6 @@ void Model::deleteGeometry() {
_rig.destroyAnimGraph();
_blendedBlendshapeCoefficients.clear();
_renderGeometry.reset();
_collisionGeometry.reset();
}
void Model::overrideModelTransformAndOffset(const Transform& transform, const glm::vec3& offset) {
@ -1533,19 +1468,6 @@ const render::ItemIDs& Model::fetchRenderItemIDs() const {
return _modelMeshRenderItemIDs;
}
void Model::createRenderItemSet() {
updateClusterMatrices();
if (_collisionGeometry) {
if (_collisionRenderItems.empty()) {
createCollisionRenderItemSet();
}
} else {
if (_modelMeshRenderItems.empty()) {
createVisibleRenderItemSet();
}
}
};
void Model::createVisibleRenderItemSet() {
assert(isLoaded());
const auto& meshes = _renderGeometry->getMeshes();
@ -1592,41 +1514,6 @@ void Model::createVisibleRenderItemSet() {
}
}
void Model::createCollisionRenderItemSet() {
assert((bool)_collisionGeometry);
if (_collisionMaterials.empty()) {
initCollisionMaterials();
}
const auto& meshes = _collisionGeometry->getMeshes();
// We should not have any existing renderItems if we enter this section of code
Q_ASSERT(_collisionRenderItems.isEmpty());
Transform identity;
identity.setIdentity();
Transform offset;
offset.postTranslate(_offset);
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
uint32_t numMeshes = (uint32_t)meshes.size();
for (uint32_t i = 0; i < numMeshes; i++) {
const auto& mesh = meshes.at(i);
if (!mesh) {
continue;
}
// Create the render payloads
int numParts = (int)mesh->getNumParts();
for (int partIndex = 0; partIndex < numParts; partIndex++) {
graphics::MaterialPointer& material = _collisionMaterials[partIndex % NUM_COLLISION_HULL_COLORS];
auto payload = std::make_shared<MeshPartPayload>(mesh, partIndex, material);
payload->updateTransform(identity, offset);
_collisionRenderItems << payload;
}
}
}
bool Model::isRenderable() const {
return !_meshStates.empty() || (isLoaded() && _renderGeometry->getMeshes().empty());
}
@ -1710,15 +1597,6 @@ public:
}
};
void Model::setCollisionMesh(graphics::MeshPointer mesh) {
if (mesh) {
_collisionGeometry = std::make_shared<CollisionRenderGeometry>(mesh);
} else {
_collisionGeometry.reset();
}
_needsFixupInScene = true;
}
ModelBlender::ModelBlender() :
_pendingBlenders(0) {
}

View file

@ -153,8 +153,6 @@ public:
/// Returns a reference to the shared geometry.
const Geometry::Pointer& getGeometry() const { return _renderGeometry; }
/// Returns a reference to the shared collision geometry.
const Geometry::Pointer& getCollisionGeometry() const { return _collisionGeometry; }
const QVariantMap getTextures() const { assert(isLoaded()); return _renderGeometry->getTextures(); }
Q_INVOKABLE virtual void setTextures(const QVariantMap& textures);
@ -260,7 +258,6 @@ public:
// returns 'true' if needs fullUpdate after geometry change
virtual bool updateGeometry();
void setCollisionMesh(graphics::MeshPointer mesh);
void setLoadingPriority(float priority) { _loadingPriority = priority; }
@ -362,7 +359,6 @@ protected:
bool getJointPosition(int jointIndex, glm::vec3& position) const;
Geometry::Pointer _renderGeometry; // only ever set by its watcher
Geometry::Pointer _collisionGeometry;
GeometryResourceWatcher _renderWatcher;
@ -430,9 +426,7 @@ protected:
QVector<TriangleSet> _modelSpaceMeshTriangleSets; // model space triangles for all sub meshes
void createRenderItemSet();
virtual void createVisibleRenderItemSet();
virtual void createCollisionRenderItemSet();
bool _isWireframe;
bool _useDualQuaternionSkinning { false };
@ -443,9 +437,6 @@ protected:
static AbstractViewStateInterface* _viewState;
QVector<std::shared_ptr<MeshPartPayload>> _collisionRenderItems;
QMap<render::ItemID, render::PayloadPointer> _collisionRenderItemsMap;
QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
render::ItemIDs _modelMeshRenderItemIDs;