Revert "Revert "Fix ModelBlender crash""

This reverts commit f274cdcc7f.
This commit is contained in:
Brad Hefta-Gaub 2016-03-21 11:42:25 -07:00
parent 091e34e792
commit 492e71345a
23 changed files with 165 additions and 339 deletions

View file

@ -222,7 +222,6 @@ void Agent::executeScript() {
scriptedAvatar->setForceFaceTrackerConnected(true);
// call model URL setters with empty URLs so our avatar, if user, will have the default models
scriptedAvatar->setFaceModelURL(QUrl());
scriptedAvatar->setSkeletonModelURL(QUrl());
// give this AvatarData object to the script engine

View file

@ -757,7 +757,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
connect(&nodeList->getPacketReceiver(), &PacketReceiver::dataReceived,
bandwidthRecorder.data(), &BandwidthRecorder::updateInboundData);
connect(&getMyAvatar()->getSkeletonModel(), &SkeletonModel::skeletonLoaded,
// FIXME -- I'm a little concerned about this.
connect(getMyAvatar()->getSkeletonModel().get(), &SkeletonModel::skeletonLoaded,
this, &Application::checkSkeleton, Qt::QueuedConnection);
// Setup the userInputMapper with the actions
@ -4603,7 +4604,7 @@ void Application::notifyPacketVersionMismatch() {
}
void Application::checkSkeleton() {
if (getMyAvatar()->getSkeletonModel().isActive() && !getMyAvatar()->getSkeletonModel().hasSkeleton()) {
if (getMyAvatar()->getSkeletonModel()->isActive() && !getMyAvatar()->getSkeletonModel()->hasSkeleton()) {
qCDebug(interfaceapp) << "MyAvatar model has no skeleton";
QString message = "Your selected avatar body has no skeleton.\n\nThe default body will be loaded...";

View file

@ -79,7 +79,6 @@ namespace render {
Avatar::Avatar(RigPointer rig) :
AvatarData(),
_skeletonModel(this, nullptr, rig),
_skeletonOffset(0.0f),
_bodyYawDelta(0.0f),
_positionDeltaAccumulator(0.0f),
@ -100,6 +99,8 @@ Avatar::Avatar(RigPointer rig) :
// give the pointer to our head to inherited _headData variable from AvatarData
_headData = static_cast<HeadData*>(new Head(this));
_skeletonModel = std::make_shared<SkeletonModel>(this, nullptr, rig);
}
Avatar::~Avatar() {
@ -112,19 +113,19 @@ Avatar::~Avatar() {
void Avatar::init() {
getHead()->init();
_skeletonModel.init();
_skeletonModel->init();
_initialized = true;
}
glm::vec3 Avatar::getChestPosition() const {
// for now, let's just assume that the "chest" is halfway between the root and the neck
glm::vec3 neckPosition;
return _skeletonModel.getNeckPosition(neckPosition) ? (getPosition() + neckPosition) * 0.5f : getPosition();
return _skeletonModel->getNeckPosition(neckPosition) ? (getPosition() + neckPosition) * 0.5f : getPosition();
}
glm::vec3 Avatar::getNeckPosition() const {
glm::vec3 neckPosition;
return _skeletonModel.getNeckPosition(neckPosition) ? neckPosition : getPosition();
return _skeletonModel->getNeckPosition(neckPosition) ? neckPosition : getPosition();
}
@ -137,10 +138,10 @@ AABox Avatar::getBounds() const {
// Except, that getPartBounds produces an infinite, uncentered bounding box when the model is not yet parsed,
// and we want a centered one. NOTE: There is code that may never try to render, and thus never load and get the
// real model bounds, if this is unrealistically small.
if (!_skeletonModel.isRenderable()) {
if (!_skeletonModel->isRenderable()) {
return AABox(getPosition(), getUniformScale()); // approximately 2m tall, scaled to user request.
}
return _skeletonModel.getPartBounds(0, 0, getPosition(), getOrientation());
return _skeletonModel->getPartBounds(0, 0, getPosition(), getOrientation());
}
void Avatar::animateScaleChanges(float deltaTime) {
@ -191,8 +192,8 @@ void Avatar::simulate(float deltaTime) {
if (_shouldAnimate && !_shouldSkipRender && inView) {
{
PerformanceTimer perfTimer("skeleton");
_skeletonModel.getRig()->copyJointsFromJointData(_jointData);
_skeletonModel.simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
_skeletonModel->getRig()->copyJointsFromJointData(_jointData);
_skeletonModel->simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
locationChanged(); // joints changed, so if there are any children, update them.
_hasNewJointRotations = false;
_hasNewJointTranslations = false;
@ -200,7 +201,7 @@ void Avatar::simulate(float deltaTime) {
{
PerformanceTimer perfTimer("head");
glm::vec3 headPosition = getPosition();
_skeletonModel.getHeadPosition(headPosition);
_skeletonModel->getHeadPosition(headPosition);
Head* head = getHead();
head->setPosition(headPosition);
head->setScale(getUniformScale());
@ -295,8 +296,7 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
_renderItemID = scene->allocateID();
pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
_skeletonModel.addToScene(scene, pendingChanges);
getHead()->getFaceModel().addToScene(scene, pendingChanges);
_skeletonModel->addToScene(scene, pendingChanges);
for (auto& attachmentModel : _attachmentModels) {
attachmentModel->addToScene(scene, pendingChanges);
@ -308,8 +308,7 @@ bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene>
void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
pendingChanges.removeItem(_renderItemID);
render::Item::clearID(_renderItemID);
_skeletonModel.removeFromScene(scene, pendingChanges);
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
_skeletonModel->removeFromScene(scene, pendingChanges);
for (auto& attachmentModel : _attachmentModels) {
attachmentModel->removeFromScene(scene, pendingChanges);
}
@ -340,12 +339,12 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
if (_handState & IS_FINGER_POINTING_FLAG) {
int leftIndexTip = getJointIndex("LeftHandIndex4");
int leftIndexTipJoint = getJointIndex("LeftHandIndex3");
havePosition = _skeletonModel.getJointPositionInWorldFrame(leftIndexTip, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftIndexTipJoint, rotation);
havePosition = _skeletonModel->getJointPositionInWorldFrame(leftIndexTip, position);
haveRotation = _skeletonModel->getJointRotationInWorldFrame(leftIndexTipJoint, rotation);
} else {
int leftHand = _skeletonModel.getLeftHandJointIndex();
havePosition = _skeletonModel.getJointPositionInWorldFrame(leftHand, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(leftHand, rotation);
int leftHand = _skeletonModel->getLeftHandJointIndex();
havePosition = _skeletonModel->getJointPositionInWorldFrame(leftHand, position);
haveRotation = _skeletonModel->getJointRotationInWorldFrame(leftHand, rotation);
}
if (havePosition && haveRotation) {
@ -364,12 +363,12 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
if (_handState & IS_FINGER_POINTING_FLAG) {
int rightIndexTip = getJointIndex("RightHandIndex4");
int rightIndexTipJoint = getJointIndex("RightHandIndex3");
havePosition = _skeletonModel.getJointPositionInWorldFrame(rightIndexTip, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightIndexTipJoint, rotation);
havePosition = _skeletonModel->getJointPositionInWorldFrame(rightIndexTip, position);
haveRotation = _skeletonModel->getJointRotationInWorldFrame(rightIndexTipJoint, rotation);
} else {
int rightHand = _skeletonModel.getRightHandJointIndex();
havePosition = _skeletonModel.getJointPositionInWorldFrame(rightHand, position);
haveRotation = _skeletonModel.getJointRotationInWorldFrame(rightHand, rotation);
int rightHand = _skeletonModel->getRightHandJointIndex();
havePosition = _skeletonModel->getJointPositionInWorldFrame(rightHand, position);
haveRotation = _skeletonModel->getJointRotationInWorldFrame(rightHand, rotation);
}
if (havePosition && haveRotation) {
@ -426,7 +425,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
const float LIGHT_EXPONENT = 1.0f;
const float LIGHT_CUTOFF = glm::radians(80.0f);
float distance = BASE_LIGHT_DISTANCE * getUniformScale();
glm::vec3 position = glm::mix(_skeletonModel.getTranslation(), getHead()->getFaceModel().getTranslation(), 0.9f);
glm::vec3 position = _skeletonModel->getTranslation();
glm::quat orientation = getOrientation();
foreach (const AvatarManager::LocalLight& light, DependencyManager::get<AvatarManager>()->getLocalLights()) {
glm::vec3 direction = orientation * light.direction;
@ -436,10 +435,10 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
}
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel.isRenderable()) {
if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel->isRenderable()) {
PROFILE_RANGE_BATCH(batch, __FUNCTION__":skeletonBoundingCollisionShapes");
const float BOUNDING_SHAPE_ALPHA = 0.7f;
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
_skeletonModel->renderBoundingCollisionShapes(*renderArgs->_batch, getUniformScale(), BOUNDING_SHAPE_ALPHA);
}
// If this is the avatar being looked at, render a little ball above their head
@ -468,7 +467,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
* (1.0f - ((float)(now - getHead()->getLookingAtMeStarted()))
/ (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND));
if (alpha > 0.0f) {
QSharedPointer<NetworkGeometry> geometry = _skeletonModel.getGeometry();
QSharedPointer<NetworkGeometry> geometry = _skeletonModel->getGeometry();
if (geometry && geometry->isLoaded()) {
const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye
const float RADIUS_INCREMENT = 0.005f;
@ -539,14 +538,9 @@ void Avatar::fixupModelsInScene() {
// fix them up in the scene
render::ScenePointer scene = qApp->getMain3DScene();
render::PendingChanges pendingChanges;
if (_skeletonModel.isRenderable() && _skeletonModel.needsFixupInScene()) {
_skeletonModel.removeFromScene(scene, pendingChanges);
_skeletonModel.addToScene(scene, pendingChanges);
}
Model& faceModel = getHead()->getFaceModel();
if (faceModel.isRenderable() && faceModel.needsFixupInScene()) {
faceModel.removeFromScene(scene, pendingChanges);
faceModel.addToScene(scene, pendingChanges);
if (_skeletonModel->isRenderable() && _skeletonModel->needsFixupInScene()) {
_skeletonModel->removeFromScene(scene, pendingChanges);
_skeletonModel->addToScene(scene, pendingChanges);
}
for (auto& attachmentModel : _attachmentModels) {
if (attachmentModel->isRenderable() && attachmentModel->needsFixupInScene()) {
@ -564,14 +558,7 @@ void Avatar::fixupModelsInScene() {
}
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
fixupModelsInScene();
{
if (_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable()) {
getHead()->render(renderArgs, 1.0f, renderFrustum);
}
}
getHead()->renderLookAts(renderArgs);
}
@ -593,8 +580,8 @@ void Avatar::simulateAttachments(float deltaTime) {
model->setRotation(getOrientation() * Quaternions::Y_180);
model->simulate(deltaTime);
} else {
if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
if (_skeletonModel->getJointPositionInWorldFrame(jointIndex, jointPosition) &&
_skeletonModel->getJointRotationInWorldFrame(jointIndex, jointRotation)) {
model->setTranslation(jointPosition + jointRotation * attachment.translation * getUniformScale());
model->setRotation(jointRotation * attachment.rotation);
model->setScaleToFit(true, getUniformScale() * attachment.scale, true); // hack to force rescale
@ -635,7 +622,7 @@ glm::vec3 Avatar::getDisplayNamePosition() const {
glm::vec3 bodyUpDirection = getBodyUpDirection();
DEBUG_VALUE("bodyUpDirection =", bodyUpDirection);
if (getSkeletonModel().getNeckPosition(namePosition)) {
if (getSkeletonModel()->getNeckPosition(namePosition)) {
float headHeight = getHeadHeight();
DEBUG_VALUE("namePosition =", namePosition);
DEBUG_VALUE("headHeight =", headHeight);
@ -780,46 +767,46 @@ QVector<glm::quat> Avatar::getJointRotations() const {
if (QThread::currentThread() != thread()) {
return AvatarData::getJointRotations();
}
QVector<glm::quat> jointRotations(_skeletonModel.getJointStateCount());
for (int i = 0; i < _skeletonModel.getJointStateCount(); ++i) {
_skeletonModel.getJointRotation(i, jointRotations[i]);
QVector<glm::quat> jointRotations(_skeletonModel->getJointStateCount());
for (int i = 0; i < _skeletonModel->getJointStateCount(); ++i) {
_skeletonModel->getJointRotation(i, jointRotations[i]);
}
return jointRotations;
}
glm::quat Avatar::getJointRotation(int index) const {
glm::quat rotation;
_skeletonModel.getJointRotation(index, rotation);
_skeletonModel->getJointRotation(index, rotation);
return rotation;
}
glm::vec3 Avatar::getJointTranslation(int index) const {
glm::vec3 translation;
_skeletonModel.getJointTranslation(index, translation);
_skeletonModel->getJointTranslation(index, translation);
return translation;
}
glm::quat Avatar::getDefaultJointRotation(int index) const {
glm::quat rotation;
_skeletonModel.getRelativeDefaultJointRotation(index, rotation);
_skeletonModel->getRelativeDefaultJointRotation(index, rotation);
return rotation;
}
glm::vec3 Avatar::getDefaultJointTranslation(int index) const {
glm::vec3 translation;
_skeletonModel.getRelativeDefaultJointTranslation(index, translation);
_skeletonModel->getRelativeDefaultJointTranslation(index, translation);
return translation;
}
glm::quat Avatar::getAbsoluteJointRotationInObjectFrame(int index) const {
glm::quat rotation;
_skeletonModel.getAbsoluteJointRotationInRigFrame(index, rotation);
_skeletonModel->getAbsoluteJointRotationInRigFrame(index, rotation);
return Quaternions::Y_180 * rotation;
}
glm::vec3 Avatar::getAbsoluteJointTranslationInObjectFrame(int index) const {
glm::vec3 translation;
_skeletonModel.getAbsoluteJointTranslationInRigFrame(index, translation);
_skeletonModel->getAbsoluteJointTranslationInRigFrame(index, translation);
return Quaternions::Y_180 * translation;
}
@ -830,7 +817,7 @@ int Avatar::getJointIndex(const QString& name) const {
Q_RETURN_ARG(int, result), Q_ARG(const QString&, name));
return result;
}
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointIndex(name) : -1;
return _skeletonModel->isActive() ? _skeletonModel->getGeometry()->getFBXGeometry().getJointIndex(name) : -1;
}
QStringList Avatar::getJointNames() const {
@ -840,7 +827,7 @@ QStringList Avatar::getJointNames() const {
Q_RETURN_ARG(QStringList, result));
return result;
}
return _skeletonModel.isActive() ? _skeletonModel.getGeometry()->getFBXGeometry().getJointNames() : QStringList();
return _skeletonModel->isActive() ? _skeletonModel->getGeometry()->getFBXGeometry().getJointNames() : QStringList();
}
glm::vec3 Avatar::getJointPosition(int index) const {
@ -851,7 +838,7 @@ glm::vec3 Avatar::getJointPosition(int index) const {
return position;
}
glm::vec3 position;
_skeletonModel.getJointPositionInWorldFrame(index, position);
_skeletonModel->getJointPositionInWorldFrame(index, position);
return position;
}
@ -863,7 +850,7 @@ glm::vec3 Avatar::getJointPosition(const QString& name) const {
return position;
}
glm::vec3 position;
_skeletonModel.getJointPositionInWorldFrame(getJointIndex(name), position);
_skeletonModel->getJointPositionInWorldFrame(getJointIndex(name), position);
return position;
}
@ -872,14 +859,9 @@ void Avatar::scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const {
positionToScale = getPosition() + getUniformScale() * (positionToScale - getPosition());
}
void Avatar::setFaceModelURL(const QUrl& faceModelURL) {
AvatarData::setFaceModelURL(faceModelURL);
getHead()->getFaceModel().setURL(_faceModelURL);
}
void Avatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
AvatarData::setSkeletonModelURL(skeletonModelURL);
_skeletonModel.setURL(_skeletonModelURL);
_skeletonModel->setURL(_skeletonModelURL);
}
// create new model, can return an instance of a SoftAttachmentModel rather then Model
@ -912,12 +894,12 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
for (int i = 0; i < attachmentData.size(); i++) {
if (i == (int)_attachmentModels.size()) {
// if number of attachments has been increased, we need to allocate a new model
_attachmentModels.push_back(allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel.getRig()));
_attachmentModels.push_back(allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig()));
}
else if (i < oldAttachmentData.size() && oldAttachmentData[i].isSoft != attachmentData[i].isSoft) {
// if the attachment has changed type, we need to re-allocate a new one.
_attachmentsToRemove.push_back(_attachmentModels[i]);
_attachmentModels[i] = allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel.getRig());
_attachmentModels[i] = allocateAttachmentModel(attachmentData[i].isSoft, _skeletonModel->getRig());
}
_attachmentModels[i]->setURL(attachmentData[i].modelURL);
}
@ -1004,24 +986,14 @@ void Avatar::renderJointConnectingCone(gpu::Batch& batch, glm::vec3 position1, g
}
float Avatar::getSkeletonHeight() const {
Extents extents = _skeletonModel.getBindExtents();
Extents extents = _skeletonModel->getBindExtents();
return extents.maximum.y - extents.minimum.y;
}
float Avatar::getHeadHeight() const {
Extents extents = getHead()->getFaceModel().getMeshExtents();
if (!extents.isEmpty() && extents.isValid()) {
// HACK: We have a really odd case when fading out for some models where this value explodes
float result = extents.maximum.y - extents.minimum.y;
if (result >= 0.0f && result < 100.0f * getUniformScale() ) {
return result;
}
}
extents = _skeletonModel.getMeshExtents();
Extents extents = _skeletonModel->getMeshExtents();
glm::vec3 neckPosition;
if (!extents.isEmpty() && extents.isValid() && _skeletonModel.getNeckPosition(neckPosition)) {
if (!extents.isEmpty() && extents.isValid() && _skeletonModel->getNeckPosition(neckPosition)) {
return extents.maximum.y / 2.0f - neckPosition.y + getPosition().y;
}
@ -1030,7 +1002,7 @@ float Avatar::getHeadHeight() const {
}
float Avatar::getPelvisFloatingHeight() const {
return -_skeletonModel.getBindExtents().minimum.y;
return -_skeletonModel->getBindExtents().minimum.y;
}
void Avatar::setShowDisplayName(bool showDisplayName) {
@ -1058,9 +1030,9 @@ void Avatar::setShowDisplayName(bool showDisplayName) {
// virtual
void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
float uniformScale = getUniformScale();
shapeInfo.setCapsuleY(uniformScale * _skeletonModel.getBoundingCapsuleRadius(),
0.5f * uniformScale * _skeletonModel.getBoundingCapsuleHeight());
shapeInfo.setOffset(uniformScale * _skeletonModel.getBoundingCapsuleOffset());
shapeInfo.setCapsuleY(uniformScale * _skeletonModel->getBoundingCapsuleRadius(),
0.5f * uniformScale * _skeletonModel->getBoundingCapsuleHeight());
shapeInfo.setOffset(uniformScale * _skeletonModel->getBoundingCapsuleOffset());
}
void Avatar::setMotionState(AvatarMotionState* motionState) {
@ -1098,12 +1070,12 @@ glm::vec3 Avatar::getUncachedLeftPalmPosition() const {
assert(QThread::currentThread() == thread()); // main thread access only
glm::quat leftPalmRotation;
glm::vec3 leftPalmPosition;
if (_skeletonModel.getLeftGrabPosition(leftPalmPosition)) {
if (_skeletonModel->getLeftGrabPosition(leftPalmPosition)) {
return leftPalmPosition;
}
// avatar didn't have a LeftHandMiddle1 joint, fall back on this:
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftPalmRotation);
getSkeletonModel().getLeftHandPosition(leftPalmPosition);
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getLeftHandJointIndex(), leftPalmRotation);
getSkeletonModel()->getLeftHandPosition(leftPalmPosition);
leftPalmPosition += HAND_TO_PALM_OFFSET * glm::inverse(leftPalmRotation);
return leftPalmPosition;
}
@ -1111,7 +1083,7 @@ glm::vec3 Avatar::getUncachedLeftPalmPosition() const {
glm::quat Avatar::getUncachedLeftPalmRotation() const {
assert(QThread::currentThread() == thread()); // main thread access only
glm::quat leftPalmRotation;
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getLeftHandJointIndex(), leftPalmRotation);
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getLeftHandJointIndex(), leftPalmRotation);
return leftPalmRotation;
}
@ -1119,12 +1091,12 @@ glm::vec3 Avatar::getUncachedRightPalmPosition() const {
assert(QThread::currentThread() == thread()); // main thread access only
glm::quat rightPalmRotation;
glm::vec3 rightPalmPosition;
if (_skeletonModel.getRightGrabPosition(rightPalmPosition)) {
if (_skeletonModel->getRightGrabPosition(rightPalmPosition)) {
return rightPalmPosition;
}
// avatar didn't have a RightHandMiddle1 joint, fall back on this:
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightPalmRotation);
getSkeletonModel().getRightHandPosition(rightPalmPosition);
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getRightHandJointIndex(), rightPalmRotation);
getSkeletonModel()->getRightHandPosition(rightPalmPosition);
rightPalmPosition += HAND_TO_PALM_OFFSET * glm::inverse(rightPalmRotation);
return rightPalmPosition;
}
@ -1132,7 +1104,7 @@ glm::vec3 Avatar::getUncachedRightPalmPosition() const {
glm::quat Avatar::getUncachedRightPalmRotation() const {
assert(QThread::currentThread() == thread()); // main thread access only
glm::quat rightPalmRotation;
getSkeletonModel().getJointRotationInWorldFrame(getSkeletonModel().getRightHandJointIndex(), rightPalmRotation);
getSkeletonModel()->getJointRotationInWorldFrame(getSkeletonModel()->getRightHandJointIndex(), rightPalmRotation);
return rightPalmRotation;
}

View file

@ -84,8 +84,8 @@ public:
bool getIsLookAtTarget() const { return _isLookAtTarget; }
//getters
bool isInitialized() const { return _initialized; }
SkeletonModel& getSkeletonModel() { return _skeletonModel; }
const SkeletonModel& getSkeletonModel() const { return _skeletonModel; }
SkeletonModelPointer getSkeletonModel() { return _skeletonModel; }
const SkeletonModelPointer getSkeletonModel() const { return _skeletonModel; }
glm::vec3 getChestPosition() const;
float getUniformScale() const { return getScale().y; }
const Head* getHead() const { return static_cast<const Head*>(_headData); }
@ -114,7 +114,6 @@ public:
virtual bool setAbsoluteJointRotationInObjectFrame(int index, const glm::quat& rotation) override { return false; }
virtual bool setAbsoluteJointTranslationInObjectFrame(int index, const glm::vec3& translation) override { return false; }
virtual void setFaceModelURL(const QUrl& faceModelURL) override;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData) override;
@ -144,7 +143,7 @@ public:
void scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const;
void slamPosition(const glm::vec3& position);
virtual void updateAttitude() override { _skeletonModel.updateAttitude(); }
virtual void updateAttitude() override { _skeletonModel->updateAttitude(); }
// Call this when updating Avatar position with a delta. This will allow us to
// _accurately_ measure position changes and compute the resulting velocity
@ -188,7 +187,7 @@ protected:
void setMotionState(AvatarMotionState* motionState);
SkeletonModel _skeletonModel;
SkeletonModelPointer _skeletonModel;
glm::vec3 _skeletonOffset;
std::vector<std::shared_ptr<Model>> _attachmentModels;
std::vector<std::shared_ptr<Model>> _attachmentsToRemove;

View file

@ -1,58 +0,0 @@
//
// FaceModel.cpp
// interface/src/avatar
//
// Created by Andrzej Kapolka on 9/16/13.
// 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 <glm/gtx/transform.hpp>
#include "Avatar.h"
#include "FaceModel.h"
#include "Head.h"
#include "Menu.h"
FaceModel::FaceModel(Head* owningHead, RigPointer rig) :
Model(rig, nullptr),
_owningHead(owningHead)
{
assert(_rig);
}
void FaceModel::simulate(float deltaTime, bool fullUpdate) {
updateGeometry();
Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
glm::vec3 neckPosition;
if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
neckPosition = owningAvatar->getPosition();
}
setTranslation(neckPosition);
glm::quat neckParentRotation = owningAvatar->getOrientation();
setRotation(neckParentRotation);
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
setPupilDilation(_owningHead->getPupilDilation());
setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
// FIXME - this is very expensive, we shouldn't do it if we don't have to
//invalidCalculatedMeshBoxes();
if (isActive()) {
setOffset(-_geometry->getFBXGeometry().neckPivot);
Model::simulateInternal(deltaTime);
}
}
bool FaceModel::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
if (!isActive()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
return getJointPositionInWorldFrame(geometry.leftEyeJointIndex, firstEyePosition) &&
getJointPositionInWorldFrame(geometry.rightEyeJointIndex, secondEyePosition);
}

View file

@ -1,38 +0,0 @@
//
// FaceModel.h
// interface/src/avatar
//
// Created by Andrzej Kapolka on 9/16/13.
// 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_FaceModel_h
#define hifi_FaceModel_h
#include <Model.h>
class Head;
/// A face formed from a linear mix of blendshapes according to a set of coefficients.
class FaceModel : public Model {
Q_OBJECT
public:
FaceModel(Head* owningHead, RigPointer rig);
virtual void simulate(float deltaTime, bool fullUpdate = true);
/// Retrieve the positions of up to two eye meshes.
/// \return whether or not both eye meshes were found
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
private:
Head* _owningHead;
};
#endif // hifi_FaceModel_h

View file

@ -62,20 +62,17 @@ Head::Head(Avatar* owningAvatar) :
_isLookingAtMe(false),
_lookingAtMeStarted(0),
_wasLastLookingAtMe(0),
_faceModel(this, std::make_shared<Rig>()),
_leftEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()),
_rightEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID())
{
}
void Head::init() {
_faceModel.init();
}
void Head::reset() {
_baseYaw = _basePitch = _baseRoll = 0.0f;
_leanForward = _leanSideways = 0.0f;
_faceModel.reset();
}
void Head::simulate(float deltaTime, bool isMine, bool billboard) {
@ -233,12 +230,6 @@ void Head::simulate(float deltaTime, bool isMine, bool billboard) {
}
_leftEyePosition = _rightEyePosition = getPosition();
if (!billboard) {
_faceModel.simulate(deltaTime);
if (!_faceModel.getEyePositions(_leftEyePosition, _rightEyePosition)) {
static_cast<Avatar*>(_owningAvatar)->getSkeletonModel().getEyePositions(_leftEyePosition, _rightEyePosition);
}
}
_eyePosition = calculateAverageEyePosition();
}
@ -411,7 +402,7 @@ glm::quat Head::getEyeRotation(const glm::vec3& eyePosition) const {
}
glm::vec3 Head::getScalePivot() const {
return _faceModel.isActive() ? _faceModel.getTranslation() : _position;
return _position;
}
void Head::setFinalPitch(float finalPitch) {

View file

@ -18,7 +18,6 @@
#include <HeadData.h>
#include "FaceModel.h"
#include "world.h"
@ -76,9 +75,6 @@ public:
glm::vec3 getLeftEarPosition() const { return _leftEyePosition + (getRightDirection() * -EYE_EAR_GAP) + (getFrontDirection() * -EYE_EAR_GAP); }
glm::vec3 getMouthPosition() const { return _eyePosition - getUpDirection() * glm::length(_rightEyePosition - _leftEyePosition); }
FaceModel& getFaceModel() { return _faceModel; }
const FaceModel& getFaceModel() const { return _faceModel; }
bool getReturnToCenter() const { return _returnHeadToCenter; } // Do you want head to try to return to center (depends on interface detected)
float getAverageLoudness() const { return _averageLoudness; }
/// \return the point about which scaling occurs.
@ -150,7 +146,6 @@ private:
bool _isLookingAtMe;
quint64 _lookingAtMeStarted;
quint64 _wasLastLookingAtMe;
FaceModel _faceModel;
glm::vec3 _correctedLookAtPosition;
@ -162,8 +157,6 @@ private:
void renderLookatTarget(RenderArgs* renderArgs, glm::vec3 lookatPosition);
void calculateMouthShapes();
void applyEyelidOffset(glm::quat headOrientation);
friend class FaceModel;
};
#endif // hifi_Head_h

View file

@ -167,11 +167,6 @@ MyAvatar::MyAvatar(RigPointer rig) :
}
auto recordingInterface = DependencyManager::get<RecordingScriptingInterface>();
if (recordingInterface->getPlayerUseHeadModel() && dummyAvatar.getFaceModelURL().isValid() &&
(dummyAvatar.getFaceModelURL() != getFaceModelURL())) {
// FIXME
//myAvatar->setFaceModelURL(_dummyAvatar.getFaceModelURL());
}
if (recordingInterface->getPlayerUseSkeletonModel() && dummyAvatar.getSkeletonModelURL().isValid() &&
(dummyAvatar.getSkeletonModelURL() != getSkeletonModelURL())) {
@ -237,7 +232,7 @@ void MyAvatar::reset(bool andReload) {
// Reset dynamic state.
_wasPushing = _isPushing = _isBraking = false;
_follow.deactivate();
_skeletonModel.reset();
_skeletonModel->reset();
getHead()->reset();
_targetVelocity = glm::vec3(0.0f);
setThrust(glm::vec3(0.0f));
@ -343,10 +338,10 @@ void MyAvatar::simulate(float deltaTime) {
{
PerformanceTimer perfTimer("skeleton");
_skeletonModel.simulate(deltaTime);
_skeletonModel->simulate(deltaTime);
}
if (!_skeletonModel.hasSkeleton()) {
if (!_skeletonModel->hasSkeleton()) {
// All the simulation that can be done has been done
return;
}
@ -361,7 +356,7 @@ void MyAvatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("head");
Head* head = getHead();
glm::vec3 headPosition;
if (!_skeletonModel.getHeadPosition(headPosition)) {
if (!_skeletonModel->getHeadPosition(headPosition)) {
headPosition = getPosition();
}
head->setPosition(headPosition);
@ -716,7 +711,7 @@ void MyAvatar::setEnableDebugDrawSensorToWorldMatrix(bool isEnabled) {
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
render::ScenePointer scene = qApp->getMain3DScene();
_skeletonModel.setVisibleInScene(isEnabled, scene);
_skeletonModel->setVisibleInScene(isEnabled, scene);
}
void MyAvatar::setUseAnimPreAndPostRotations(bool isEnabled) {
@ -783,7 +778,7 @@ void MyAvatar::loadData() {
void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
Settings settings;
settings.beginGroup("savedAttachmentData");
settings.beginGroup(_skeletonModel.getURL().toString());
settings.beginGroup(_skeletonModel->getURL().toString());
settings.beginGroup(attachment.modelURL.toString());
settings.setValue("jointName", attachment.jointName);
@ -806,7 +801,7 @@ void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
AttachmentData MyAvatar::loadAttachmentData(const QUrl& modelURL, const QString& jointName) const {
Settings settings;
settings.beginGroup("savedAttachmentData");
settings.beginGroup(_skeletonModel.getURL().toString());
settings.beginGroup(_skeletonModel->getURL().toString());
settings.beginGroup(modelURL.toString());
AttachmentData attachment;
@ -951,17 +946,17 @@ eyeContactTarget MyAvatar::getEyeContactTarget() {
}
glm::vec3 MyAvatar::getDefaultEyePosition() const {
return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel.getDefaultEyeModelPosition();
return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel->getDefaultEyeModelPosition();
}
const float SCRIPT_PRIORITY = 1.0f + 1.0f;
const float RECORDER_PRIORITY = 1.0f + 1.0f;
void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
int numStates = glm::min(_skeletonModel.getJointStateCount(), jointRotations.size());
int numStates = glm::min(_skeletonModel->getJointStateCount(), jointRotations.size());
for (int i = 0; i < numStates; ++i) {
// HACK: ATM only Recorder calls setJointRotations() so we hardcode its priority here
_skeletonModel.setJointRotation(i, true, jointRotations[i], RECORDER_PRIORITY);
_skeletonModel->setJointRotation(i, true, jointRotations[i], RECORDER_PRIORITY);
}
}
@ -1009,18 +1004,11 @@ void MyAvatar::clearJointsData() {
_rig->clearJointStates();
}
void MyAvatar::setFaceModelURL(const QUrl& faceModelURL) {
Avatar::setFaceModelURL(faceModelURL);
render::ScenePointer scene = qApp->getMain3DScene();
getHead()->getFaceModel().setVisibleInScene(_prevShouldDrawHead, scene);
}
void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
Avatar::setSkeletonModelURL(skeletonModelURL);
render::ScenePointer scene = qApp->getMain3DScene();
_skeletonModel.setVisibleInScene(true, scene);
_skeletonModel->setVisibleInScene(true, scene);
_headBoneSet.clear();
}
@ -1051,10 +1039,6 @@ void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelN
}
}
if (!getFaceModelURLString().isEmpty()) {
setFaceModelURL(QString());
}
const QString& urlString = fullAvatarURL.toString();
if (urlString.isEmpty() || (fullAvatarURL != getSkeletonModelURL())) {
qApp->setRawAvatarUpdateThreading(false);
@ -1088,10 +1072,10 @@ glm::vec3 MyAvatar::getSkeletonPosition() const {
void MyAvatar::rebuildCollisionShape() {
// compute localAABox
float scale = getUniformScale();
float radius = scale * _skeletonModel.getBoundingCapsuleRadius();
float height = scale * _skeletonModel.getBoundingCapsuleHeight() + 2.0f * radius;
float radius = scale * _skeletonModel->getBoundingCapsuleRadius();
float height = scale * _skeletonModel->getBoundingCapsuleHeight() + 2.0f * radius;
glm::vec3 corner(-radius, -0.5f * height, -radius);
corner += scale * _skeletonModel.getBoundingCapsuleOffset();
corner += scale * _skeletonModel->getBoundingCapsuleOffset();
glm::vec3 diagonal(2.0f * radius, height, 2.0f * radius);
_characterController.setLocalBoundingBox(corner, diagonal);
}
@ -1243,7 +1227,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName,
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
if (!_skeletonModel.isRenderable()) {
if (!_skeletonModel->isRenderable()) {
return; // wait until all models are loaded
}
@ -1283,8 +1267,8 @@ void MyAvatar::setVisibleInSceneIfReady(Model* model, render::ScenePointer scene
void MyAvatar::initHeadBones() {
int neckJointIndex = -1;
if (_skeletonModel.getGeometry()) {
neckJointIndex = _skeletonModel.getGeometry()->getFBXGeometry().neckJointIndex;
if (_skeletonModel->getGeometry()) {
neckJointIndex = _skeletonModel->getGeometry()->getFBXGeometry().neckJointIndex;
}
if (neckJointIndex == -1) {
return;
@ -1297,8 +1281,8 @@ void MyAvatar::initHeadBones() {
// 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 < _skeletonModel.getJointStateCount(); i++) {
if (jointIndex == _skeletonModel.getParentJointIndex(i)) {
for (int i = 0; i < _skeletonModel->getJointStateCount(); i++) {
if (jointIndex == _skeletonModel->getParentJointIndex(i)) {
_headBoneSet.insert(i);
q.push(i);
}
@ -1312,7 +1296,7 @@ void MyAvatar::setAnimGraphUrl(const QUrl& url) {
return;
}
destroyAnimGraph();
_skeletonModel.reset(); // Why is this necessary? Without this, we crash in the next render.
_skeletonModel->reset(); // Why is this necessary? Without this, we crash in the next render.
_animGraphUrl = url;
initAnimGraph();
}
@ -1351,9 +1335,9 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
render::ScenePointer scene = qApp->getMain3DScene();
const bool shouldDrawHead = shouldRenderHead(renderArgs);
if (_skeletonModel.initWhenReady(scene)) {
if (_skeletonModel->initWhenReady(scene)) {
initHeadBones();
_skeletonModel.setCauterizeBoneSet(_headBoneSet);
_skeletonModel->setCauterizeBoneSet(_headBoneSet);
initAnimGraph();
}
@ -1362,7 +1346,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
auto animSkeleton = _rig->getAnimSkeleton();
// the rig is in the skeletonModel frame
AnimPose xform(glm::vec3(1), _skeletonModel.getRotation(), _skeletonModel.getTranslation());
AnimPose xform(glm::vec3(1), _skeletonModel->getRotation(), _skeletonModel->getTranslation());
if (_enableDebugDrawDefaultPose && animSkeleton) {
glm::vec4 gray(0.2f, 0.2f, 0.2f, 0.2f);
@ -1402,7 +1386,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
DebugDraw::getInstance().updateMyAvatarRot(getOrientation());
if (shouldDrawHead != _prevShouldDrawHead) {
_skeletonModel.setCauterizeBones(!shouldDrawHead);
_skeletonModel->setCauterizeBones(!shouldDrawHead);
}
_prevShouldDrawHead = shouldDrawHead;
}

View file

@ -178,8 +178,6 @@ public:
Q_INVOKABLE float getHeadFinalRoll() const { return getHead()->getFinalRoll(); }
Q_INVOKABLE float getHeadFinalPitch() const { return getHead()->getFinalPitch(); }
Q_INVOKABLE float getHeadDeltaPitch() const { return getHead()->getDeltaPitch(); }
Q_INVOKABLE int getFaceBlendCoefNum() const { return getHead()->getFaceModel().getBlendshapeCoefficientsNum(); }
Q_INVOKABLE float getFaceBlendCoef(int index) const { return getHead()->getFaceModel().getBlendshapeCoefficient(index); }
Q_INVOKABLE glm::vec3 getEyePosition() const { return getHead()->getEyePosition(); }
@ -279,7 +277,7 @@ public slots:
void setEnableDebugDrawPosition(bool isEnabled);
void setEnableDebugDrawHandControllers(bool isEnabled);
void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled);
bool getEnableMeshVisible() const { return _skeletonModel.isVisible(); }
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
void setEnableMeshVisible(bool isEnabled);
void setUseAnimPreAndPostRotations(bool isEnabled);
void setEnableInverseKinematics(bool isEnabled);
@ -328,7 +326,6 @@ private:
bool cameraInsideHead() const;
// These are made private for MyAvatar so that you will use the "use" methods instead
virtual void setFaceModelURL(const QUrl& faceModelURL) override;
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL) override;
void setVisibleInSceneIfReady(Model* model, render::ScenePointer scene, bool visiblity);

View file

@ -18,6 +18,10 @@
class Avatar;
class MuscleConstraint;
class SkeletonModel;
using SkeletonModelPointer = std::shared_ptr<SkeletonModel>;
using SkeletonModelWeakPointer = std::weak_ptr<SkeletonModel>;
/// A skeleton loaded from a model.
class SkeletonModel : public Model {
Q_OBJECT

View file

@ -79,6 +79,6 @@ void SoftAttachmentModel::updateClusterMatrices(glm::vec3 modelPosition, glm::qu
// post the blender if we're not currently waiting for one to finish
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
DependencyManager::get<ModelBlender>()->noteRequiresBlend(this);
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
}
}

View file

@ -57,7 +57,6 @@ AvatarData::AvatarData() :
_hasNewJointRotations(true),
_hasNewJointTranslations(true),
_headData(NULL),
_faceModelURL("http://invalid.com"),
_displayNameTargetAlpha(1.0f),
_displayNameAlpha(1.0f),
_billboard(),
@ -989,18 +988,14 @@ bool AvatarData::hasIdentityChangedAfterParsing(const QByteArray& data) {
QDataStream packetStream(data);
QUuid avatarUUID;
QUrl faceModelURL, skeletonModelURL;
QUrl unusedModelURL; // legacy faceModel support
QUrl skeletonModelURL;
QVector<AttachmentData> attachmentData;
QString displayName;
packetStream >> avatarUUID >> faceModelURL >> skeletonModelURL >> attachmentData >> displayName;
packetStream >> avatarUUID >> unusedModelURL >> skeletonModelURL >> attachmentData >> displayName;
bool hasIdentityChanged = false;
if (faceModelURL != _faceModelURL) {
setFaceModelURL(faceModelURL);
hasIdentityChanged = true;
}
if (skeletonModelURL != _skeletonModelURL) {
setSkeletonModelURL(skeletonModelURL);
hasIdentityChanged = true;
@ -1025,7 +1020,9 @@ QByteArray AvatarData::identityByteArray() {
QUrl emptyURL("");
const QUrl& urlToSend = (_skeletonModelURL == AvatarData::defaultFullAvatarModelUrl()) ? emptyURL : _skeletonModelURL;
identityStream << QUuid() << _faceModelURL << urlToSend << _attachmentData << _displayName;
QUrl unusedModelURL; // legacy faceModel support
identityStream << QUuid() << unusedModelURL << urlToSend << _attachmentData << _displayName;
return identityData;
}
@ -1038,12 +1035,6 @@ bool AvatarData::hasBillboardChangedAfterParsing(const QByteArray& data) {
return true;
}
void AvatarData::setFaceModelURL(const QUrl& faceModelURL) {
_faceModelURL = faceModelURL;
qCDebug(avatars) << "Changing face model for avatar to" << _faceModelURL.toString();
}
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
if (expanded == _skeletonModelURL) {
@ -1445,9 +1436,6 @@ JointData jointDataFromJsonValue(const QJsonValue& json) {
QJsonObject AvatarData::toJson() const {
QJsonObject root;
if (!getFaceModelURL().isEmpty()) {
root[JSON_AVATAR_HEAD_MODEL] = getFaceModelURL().toString();
}
if (!getSkeletonModelURL().isEmpty()) {
root[JSON_AVATAR_BODY_MODEL] = getSkeletonModelURL().toString();
}
@ -1514,15 +1502,6 @@ void AvatarData::fromJson(const QJsonObject& json) {
_headData->fromJson(json[JSON_AVATAR_HEAD].toObject());
}
if (json.contains(JSON_AVATAR_HEAD_MODEL)) {
auto faceModelURL = json[JSON_AVATAR_HEAD_MODEL].toString();
if (faceModelURL != getFaceModelURL().toString()) {
QUrl faceModel(faceModelURL);
if (faceModel.isValid()) {
setFaceModelURL(faceModel);
}
}
}
if (json.contains(JSON_AVATAR_BODY_MODEL)) {
auto bodyModelURL = json[JSON_AVATAR_BODY_MODEL].toString();
if (bodyModelURL != getSkeletonModelURL().toString()) {

View file

@ -158,7 +158,6 @@ class AvatarData : public QObject, public SpatiallyNestable {
Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness WRITE setAudioAverageLoudness)
Q_PROPERTY(QString displayName READ getDisplayName WRITE setDisplayName)
Q_PROPERTY(QString faceModelURL READ getFaceModelURLFromScript WRITE setFaceModelURLFromScript)
Q_PROPERTY(QString skeletonModelURL READ getSkeletonModelURLFromScript WRITE setSkeletonModelURLFromScript)
Q_PROPERTY(QVector<AttachmentData> attachmentData READ getAttachmentData WRITE setAttachmentData)
Q_PROPERTY(QString billboardURL READ getBillboardURL WRITE setBillboardFromURL)
@ -296,11 +295,8 @@ public:
bool hasBillboardChangedAfterParsing(const QByteArray& data);
const QUrl& getFaceModelURL() const { return _faceModelURL; }
QString getFaceModelURLString() const { return _faceModelURL.toString(); }
const QUrl& getSkeletonModelURL() const { return _skeletonModelURL; }
const QString& getDisplayName() const { return _displayName; }
virtual void setFaceModelURL(const QUrl& faceModelURL);
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
virtual void setDisplayName(const QString& displayName);
@ -322,9 +318,6 @@ public:
void setBillboardFromURL(const QString& billboardURL);
const QString& getBillboardURL() { return _billboardURL; }
QString getFaceModelURLFromScript() const { return _faceModelURL.toString(); }
void setFaceModelURLFromScript(const QString& faceModelString) { setFaceModelURL(faceModelString); }
QString getSkeletonModelURLFromScript() const { return _skeletonModelURL.toString(); }
void setSkeletonModelURLFromScript(const QString& skeletonModelString) { setSkeletonModelURL(QUrl(skeletonModelString)); }
@ -383,7 +376,6 @@ protected:
HeadData* _headData;
QUrl _faceModelURL; // These need to be empty so that on first time setting them they will not short circuit
QUrl _skeletonModelURL; // These need to be empty so that on first time setting them they will not short circuit
QUrl _skeletonFBXURL;
QVector<AttachmentData> _attachmentData;

View file

@ -122,10 +122,6 @@ void AvatarHashMap::processAvatarIdentityPacket(QSharedPointer<ReceivedMessage>
// mesh URL for a UUID, find avatar in our list
auto avatar = newOrExistingAvatar(sessionUUID, sendingNode);
if (avatar->getFaceModelURL() != faceMeshURL) {
avatar->setFaceModelURL(faceMeshURL);
}
if (avatar->getSkeletonModelURL().isEmpty() || (avatar->getSkeletonModelURL() != skeletonURL)) {
avatar->setSkeletonModelURL(skeletonURL); // Will expand "" to default and so will not continuously fire
}

View file

@ -420,7 +420,7 @@ const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer en
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
assert(modelEntityItem); // we need this!!!
Model* model = modelEntityItem->getModel(this);
ModelPointer model = modelEntityItem->getModel(this);
if (model) {
result = &model->getGeometry()->getFBXGeometry();
}
@ -428,8 +428,8 @@ const FBXGeometry* EntityTreeRenderer::getGeometryForEntity(EntityItemPointer en
return result;
}
const Model* EntityTreeRenderer::getModelForEntityItem(EntityItemPointer entityItem) {
const Model* result = NULL;
ModelPointer EntityTreeRenderer::getModelForEntityItem(EntityItemPointer entityItem) {
ModelPointer result = nullptr;
if (entityItem->getType() == EntityTypes::Model) {
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
@ -445,7 +445,7 @@ const FBXGeometry* EntityTreeRenderer::getCollisionGeometryForEntity(EntityItemP
std::shared_ptr<RenderableModelEntityItem> modelEntityItem =
std::dynamic_pointer_cast<RenderableModelEntityItem>(entityItem);
if (modelEntityItem->hasCompoundShapeURL()) {
Model* model = modelEntityItem->getModel(this);
ModelPointer model = modelEntityItem->getModel(this);
if (model) {
const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = model->getCollisionGeometry();
if (collisionNetworkGeometry && collisionNetworkGeometry->isLoaded()) {
@ -461,25 +461,25 @@ void EntityTreeRenderer::processEraseMessage(ReceivedMessage& message, const Sha
std::static_pointer_cast<EntityTree>(_tree)->processEraseMessage(message, sourceNode);
}
Model* EntityTreeRenderer::allocateModel(const QString& url, const QString& collisionUrl) {
Model* model = NULL;
ModelPointer EntityTreeRenderer::allocateModel(const QString& url, const QString& collisionUrl) {
ModelPointer model = nullptr;
// Make sure we only create and delete models on the thread that owns the EntityTreeRenderer
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "allocateModel", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(Model*, model),
Q_RETURN_ARG(ModelPointer, model),
Q_ARG(const QString&, url));
return model;
}
model = new Model(std::make_shared<Rig>());
model = std::make_shared<Model>(std::make_shared<Rig>());
model->init();
model->setURL(QUrl(url));
model->setCollisionModelURL(QUrl(collisionUrl));
return model;
}
Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, const QString& collisionUrl) {
Model* model = NULL;
ModelPointer EntityTreeRenderer::updateModel(ModelPointer original, const QString& newUrl, const QString& collisionUrl) {
ModelPointer model = nullptr;
// The caller shouldn't call us if the URL doesn't need to change. But if they
// do, we just return their original back to them.
@ -490,8 +490,8 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
// Before we do any creating or deleting, make sure we're on our renderer thread
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "updateModel", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(Model*, model),
Q_ARG(Model*, original),
Q_RETURN_ARG(ModelPointer, model),
Q_ARG(ModelPointer, original),
Q_ARG(const QString&, newUrl));
return model;
@ -500,11 +500,11 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
// at this point we know we need to replace the model, and we know we're on the
// correct thread, so we can do all our work.
if (original) {
delete original; // delete the old model...
original.reset(); // delete the old model...
}
// create the model and correctly initialize it with the new url
model = new Model(std::make_shared<Rig>());
model = std::make_shared<Model>(std::make_shared<Rig>());
model->init();
model->setURL(QUrl(newUrl));
model->setCollisionModelURL(QUrl(collisionUrl));
@ -512,19 +512,19 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
return model;
}
void EntityTreeRenderer::releaseModel(Model* model) {
void EntityTreeRenderer::releaseModel(ModelPointer model) {
// If we're not on the renderer's thread, then remember this model to be deleted later
if (QThread::currentThread() != thread()) {
_releasedModels << model;
} else { // otherwise just delete it right away
delete model;
model.reset();
}
}
void EntityTreeRenderer::deleteReleasedModels() {
if (_releasedModels.size() > 0) {
foreach(Model* model, _releasedModels) {
delete model;
foreach(ModelPointer model, _releasedModels) {
model.reset();
}
_releasedModels.clear();
}

View file

@ -29,6 +29,9 @@ class Model;
class ScriptEngine;
class ZoneEntityItem;
class Model;
using ModelPointer = std::shared_ptr<Model>;
using ModelWeakPointer = std::weak_ptr<Model>;
// Generic client side Octree renderer class.
class EntityTreeRenderer : public OctreeRenderer, public EntityItemFBXService, public Dependency {
@ -53,7 +56,7 @@ public:
virtual void init();
virtual const FBXGeometry* getGeometryForEntity(EntityItemPointer entityItem);
virtual const Model* getModelForEntityItem(EntityItemPointer entityItem);
virtual ModelPointer getModelForEntityItem(EntityItemPointer entityItem);
virtual const FBXGeometry* getCollisionGeometryForEntity(EntityItemPointer entityItem);
/// clears the tree
@ -63,13 +66,13 @@ public:
void reloadEntityScripts();
/// if a renderable entity item needs a model, we will allocate it for them
Q_INVOKABLE Model* allocateModel(const QString& url, const QString& collisionUrl);
Q_INVOKABLE ModelPointer allocateModel(const QString& url, const QString& collisionUrl);
/// if a renderable entity item needs to update the URL of a model, we will handle that for the entity
Q_INVOKABLE Model* updateModel(Model* original, const QString& newUrl, const QString& collisionUrl);
Q_INVOKABLE ModelPointer updateModel(ModelPointer original, const QString& newUrl, const QString& collisionUrl);
/// if a renderable entity item is done with a model, it should return it to us
void releaseModel(Model* model);
void releaseModel(ModelPointer model);
void deleteReleasedModels();
@ -129,7 +132,7 @@ private:
void applyZonePropertiesToScene(std::shared_ptr<ZoneEntityItem> zone);
void checkAndCallPreload(const EntityItemID& entityID, const bool reload = false);
QList<Model*> _releasedModels;
QList<ModelPointer> _releasedModels;
RayToEntityIntersectionResult findRayIntersectionWorker(const PickRay& ray, Octree::lockType lockType,
bool precisionPicking, const QVector<EntityItemID>& entityIdsToInclude = QVector<EntityItemID>(),
const QVector<EntityItemID>& entityIdsToDiscard = QVector<EntityItemID>());

View file

@ -463,8 +463,8 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
}
}
Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
Model* result = NULL;
ModelPointer RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
ModelPointer result = nullptr;
if (!renderer) {
return result;
@ -506,7 +506,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
// release interest
_myRenderer->releaseModel(_model);
result = _model = NULL;
result = _model = nullptr;
_needsInitialSimulation = true;
}

View file

@ -57,7 +57,7 @@ public:
BoxFace& face, glm::vec3& surfaceNormal,
void** intersectedObject, bool precisionPicking) const override;
Model* getModel(EntityTreeRenderer* renderer);
ModelPointer getModel(EntityTreeRenderer* renderer);
virtual bool needsToCallUpdate() const override;
virtual void update(const quint64& now) override;
@ -87,7 +87,7 @@ private:
QVariantMap parseTexturesToMap(QString textures);
void remapTextures();
Model* _model = nullptr;
ModelPointer _model = nullptr;
bool _needsInitialSimulation = true;
bool _needsModelReload = true;
EntityTreeRenderer* _myRenderer = nullptr;

View file

@ -25,6 +25,9 @@ typedef std::shared_ptr<EntityTree> EntityTreePointer;
#include "DeleteEntityOperator.h"
class Model;
using ModelPointer = std::shared_ptr<Model>;
using ModelWeakPointer = std::weak_ptr<Model>;
class EntitySimulation;
class NewlyCreatedEntityHook {
@ -35,7 +38,7 @@ public:
class EntityItemFBXService {
public:
virtual const FBXGeometry* getGeometryForEntity(EntityItemPointer entityItem) = 0;
virtual const Model* getModelForEntityItem(EntityItemPointer entityItem) = 0;
virtual ModelPointer getModelForEntityItem(EntityItemPointer entityItem) = 0;
virtual const FBXGeometry* getCollisionGeometryForEntity(EntityItemPointer entityItem) = 0;
};
@ -171,7 +174,7 @@ public:
const FBXGeometry* getGeometryForEntity(EntityItemPointer entityItem) {
return _fbxService ? _fbxService->getGeometryForEntity(entityItem) : NULL;
}
const Model* getModelForEntityItem(EntityItemPointer entityItem) {
ModelPointer getModelForEntityItem(EntityItemPointer entityItem) {
return _fbxService ? _fbxService->getModelForEntityItem(entityItem) : NULL;
}

View file

@ -48,9 +48,11 @@ QStringList FBXGeometry::getJointNames() const {
}
bool FBXGeometry::hasBlendedMeshes() const {
foreach (const FBXMesh& mesh, meshes) {
if (!mesh.blendshapes.isEmpty()) {
return true;
if (!meshes.isEmpty()) {
foreach (const FBXMesh& mesh, meshes) {
if (!mesh.blendshapes.isEmpty()) {
return true;
}
}
}
return false;

View file

@ -1069,7 +1069,7 @@ void Model::updateClusterMatrices(glm::vec3 modelPosition, glm::quat modelOrient
// post the blender if we're not currently waiting for one to finish
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
DependencyManager::get<ModelBlender>()->noteRequiresBlend(this);
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
}
}
@ -1277,16 +1277,14 @@ ModelBlender::ModelBlender() :
ModelBlender::~ModelBlender() {
}
void ModelBlender::noteRequiresBlend(Model* model) {
void ModelBlender::noteRequiresBlend(ModelPointer model) {
if (_pendingBlenders < QThread::idealThreadCount()) {
if (model->maybeStartBlender()) {
_pendingBlenders++;
}
return;
}
if (!_modelsRequiringBlends.contains(model)) {
_modelsRequiringBlends.append(model);
}
_modelsRequiringBlends.insert(model);
}
void ModelBlender::setBlendedVertices(const QPointer<Model>& model, int blendNumber,
@ -1295,8 +1293,9 @@ void ModelBlender::setBlendedVertices(const QPointer<Model>& model, int blendNum
model->setBlendedVertices(blendNumber, geometry, vertices, normals);
}
_pendingBlenders--;
while (!_modelsRequiringBlends.isEmpty()) {
Model* nextModel = _modelsRequiringBlends.takeFirst();
while (!_modelsRequiringBlends.empty()) {
auto fistItem = _modelsRequiringBlends.begin();
ModelPointer nextModel = fistItem->lock();
if (nextModel && nextModel->maybeStartBlender()) {
_pendingBlenders++;
return;

View file

@ -50,8 +50,13 @@ inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
return qHash(a.get(), seed);
}
class Model;
using ModelPointer = std::shared_ptr<Model>;
using ModelWeakPointer = std::weak_ptr<Model>;
/// A generic 3D model displaying geometry loaded from a URL.
class Model : public QObject {
class Model : public QObject, public std::enable_shared_from_this<Model> {
Q_OBJECT
public:
@ -63,6 +68,9 @@ public:
Model(RigPointer rig, QObject* parent = nullptr);
virtual ~Model();
inline ModelPointer getThisPointer() const {
return std::static_pointer_cast<Model>(std::const_pointer_cast<Model>(shared_from_this()));
}
/// Sets the URL of the model to render.
Q_INVOKABLE void setURL(const QUrl& url);
@ -387,7 +395,7 @@ class ModelBlender : public QObject, public Dependency {
public:
/// Adds the specified model to the list requiring vertex blends.
void noteRequiresBlend(Model* model);
void noteRequiresBlend(ModelPointer model);
public slots:
void setBlendedVertices(const QPointer<Model>& model, int blendNumber, const QWeakPointer<NetworkGeometry>& geometry,
@ -397,7 +405,7 @@ private:
ModelBlender();
virtual ~ModelBlender();
QList<QPointer<Model> > _modelsRequiringBlends;
std::set<ModelWeakPointer, std::owner_less<ModelWeakPointer>> _modelsRequiringBlends;
int _pendingBlenders;
};