mirror of
https://github.com/overte-org/overte.git
synced 2025-08-04 09:03:28 +02:00
first cut at rendering avatars as individual model items
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parent
507158e510
commit
4ce27f1483
7 changed files with 84 additions and 35 deletions
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@ -292,6 +292,20 @@ static TextRenderer* textRenderer(TextRendererType type) {
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return displayNameRenderer;
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}
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bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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auto avatarPayload = new render::Payload<AvatarData>(self);
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auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
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_renderItemID = scene->allocateID();
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pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
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_skeletonModel.addToScene(scene, pendingChanges);
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return true;
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}
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void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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pendingChanges.removeItem(_renderItemID);
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_skeletonModel.removeFromScene(scene, pendingChanges);
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}
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void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
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if (_referential) {
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_referential->update();
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@ -504,6 +518,17 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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}
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void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
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// check to see if when we added our models to the scene they were ready, if they were not ready, then
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// fix them up in the scene
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if (_skeletonModel.needsFixupInScene()) {
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qDebug() << "Avatar::renderBody() FIXING _skeletonModel";
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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_skeletonModel.removeFromScene(scene, pendingChanges);
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_skeletonModel.addToScene(scene, pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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}
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{
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Glower glower(renderArgs, glowLevel);
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@ -518,7 +543,8 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
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if (postLighting) {
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getHand()->render(renderArgs, false);
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} else {
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_skeletonModel.render(renderArgs, 1.0f);
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// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
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//_skeletonModel.render(renderArgs, 1.0f);
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renderAttachments(renderArgs);
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}
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}
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@ -83,6 +83,12 @@ public:
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virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition,
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bool postLighting = false);
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bool addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges);
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void removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges);
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//setters
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void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
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void setIsLookAtTarget(const bool isLookAtTarget) { _isLookAtTarget = isLookAtTarget; }
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@ -63,13 +63,8 @@ void AvatarManager::init() {
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_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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auto avatarPayload = new render::Payload<AvatarData>(_myAvatar);
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auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
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static_cast<Avatar*>(_myAvatar.get())->_renderItemID = scene->allocateID();
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render::PendingChanges pendingChanges;
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pendingChanges.resetItem(static_cast<Avatar*>(_myAvatar.get())->_renderItemID, avatarPayloadPointer);
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_myAvatar->addToScene(_myAvatar, scene, pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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}
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@ -145,18 +140,11 @@ AvatarSharedPointer AvatarManager::newSharedAvatar() {
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// virtual
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AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
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AvatarSharedPointer avatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
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std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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auto avatarPayload = new render::Payload<AvatarData>(avatar);
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auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
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static_cast<Avatar*>(avatar.get())->_renderItemID = scene->allocateID();
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render::PendingChanges pendingChanges;
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pendingChanges.resetItem(static_cast<Avatar*>(avatar.get())->_renderItemID, avatarPayloadPointer);
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avatar->addToScene(avatar, scene, pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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return avatar;
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}
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@ -177,17 +165,19 @@ void AvatarManager::removeAvatarMotionState(Avatar* avatar) {
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void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
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AvatarHash::iterator avatarIterator = _avatarHash.find(sessionUUID);
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if (avatarIterator != _avatarHash.end()) {
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Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
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if (avatar != _myAvatar.get() && avatar->isInitialized()) {
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removeAvatarMotionState(avatar);
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//Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
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std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
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// FIX ME! Can we just say (avatar != _myAvatar)
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if (avatar != _myAvatar && avatar->isInitialized()) {
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removeAvatarMotionState(avatar.get());
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_avatarFades.push_back(avatarIterator.value());
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_avatarHash.erase(avatarIterator);
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}
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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pendingChanges.removeItem(avatar->_renderItemID);
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avatar->removeFromScene(avatar, scene, pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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}
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}
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@ -1168,10 +1168,21 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
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}
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void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
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if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
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return; // wait until both models are loaded
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}
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// check to see if when we added our models to the scene they were ready, if they were not ready, then
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// fix them up in the scene
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if (_skeletonModel.needsFixupInScene()) {
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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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_skeletonModel.removeFromScene(scene, pendingChanges);
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_skeletonModel.addToScene(scene, pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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}
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Camera *camera = Application::getInstance()->getCamera();
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const glm::vec3 cameraPos = camera->getPosition();
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@ -1192,7 +1203,9 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
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// Render the body's voxels and head
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if (!postLighting) {
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_skeletonModel.render(renderArgs, 1.0f);
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// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
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//_skeletonModel.render(renderArgs, 1.0f);
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renderAttachments(renderArgs);
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}
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@ -255,9 +255,12 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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}
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void SkeletonModel::updateJointState(int index) {
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if (index > _jointStates.size()) {
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return; // bail
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}
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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if (joint.parentIndex != -1) {
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if (joint.parentIndex != -1 && joint.parentIndex <= _jointStates.size()) {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (index == geometry.leanJointIndex) {
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@ -406,6 +406,7 @@ void Model::reset() {
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}
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_meshGroupsKnown = false;
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_readyWhenAdded = false; // in case any of our users are using scenes
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}
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bool Model::updateGeometry() {
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@ -456,6 +457,7 @@ bool Model::updateGeometry() {
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_dilatedTextures.clear();
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_geometry = geometry;
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_meshGroupsKnown = false;
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_readyWhenAdded = false; // in case any of our users are using scenes
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initJointStates(newJointStates);
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needToRebuild = true;
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} else if (_jointStates.isEmpty()) {
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@ -812,7 +814,7 @@ namespace render {
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template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
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if (payload) {
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return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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//return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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}
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return render::Item::Bound();
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}
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@ -857,6 +859,10 @@ namespace render {
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bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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if (!_meshGroupsKnown && isLoadedWithTextures()) {
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segregateMeshGroups();
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}
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bool somethingAdded = false;
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// allow the attachments to add to scene
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foreach (Model* attachment, _attachments) {
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@ -880,6 +886,8 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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_renderItems << item;
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somethingAdded = true;
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}
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_readyWhenAdded = readyToAddToScene();
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return somethingAdded;
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}
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@ -894,6 +902,7 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
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pendingChanges.removeItem(item);
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}
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_renderItems.clear();
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_readyWhenAdded = false;
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}
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bool Model::render(RenderArgs* renderArgs, float alpha) {
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@ -1921,6 +1930,7 @@ void Model::applyNextGeometry() {
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_baseGeometry = _nextBaseGeometry;
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_geometry = _nextGeometry;
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_meshGroupsKnown = false;
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_readyWhenAdded = false; // in case any of our users are using scenes
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_nextBaseGeometry.reset();
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_nextGeometry.reset();
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}
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@ -2210,21 +2220,16 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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if (_calculatedMeshPartBoxesValid && _calculatedMeshPartBoxes.contains(QPair<int,int>(meshIndex, partIndex))) {
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return _calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)];
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}
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if (!_calculatedMeshBoxesValid) {
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if (!_calculatedMeshBoxesValid && _calculatedMeshBoxes.size() > meshIndex) {
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return _calculatedMeshBoxes[meshIndex];
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}
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return AABox();
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}
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void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
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renderSetup(args);
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/*
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if (translucent) {
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renderCore(args, 1.0f);
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return;
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if (!_readyWhenAdded) {
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return; // bail asap
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}
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*/
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auto textureCache = DependencyManager::get<TextureCache>();
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gpu::Batch& batch = *(args->_batch);
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@ -2236,23 +2241,25 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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}
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_transforms[0] = _viewState->getViewTransform();
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// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
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_transforms[0].preTranslate(-_translation);
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batch.setViewTransform(_transforms[0]);
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const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
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const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
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auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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// guard against partially loaded meshes
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if (meshIndex >= networkMeshes.size() || meshIndex >= geometry.meshes.size() || meshIndex >= _meshStates.size() ) {
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return;
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}
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const NetworkMesh& networkMesh = networkMeshes.at(meshIndex);
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const FBXMesh& mesh = geometry.meshes.at(meshIndex);
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const MeshState& state = _meshStates.at(meshIndex);
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bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
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bool hasTangents = !mesh.tangents.isEmpty();
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bool hasSpecular = mesh.hasSpecularTexture();
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@ -2277,6 +2284,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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if (meshIndex < 0 || meshIndex >= networkMeshes.size() || meshIndex > geometry.meshes.size()) {
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_meshGroupsKnown = false; // regenerate these lists next time around.
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_readyWhenAdded = false; // in case any of our users are using scenes
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return; // FIXME!
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}
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@ -2606,6 +2614,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
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_meshGroupsKnown = false; // regenerate these lists next time around.
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_readyWhenAdded = false; // in case any of our users are using scenes
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continue;
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}
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@ -123,6 +123,7 @@ public:
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static void endScene(RenderArgs* args);
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// new Scene/Engine rendering support
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bool needsFixupInScene() { return !_readyWhenAdded && readyToAddToScene(); }
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bool readyToAddToScene(RenderArgs* renderArgs = nullptr) { return isRenderable() && isActive() && isLoadedWithTextures(); }
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bool addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
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void removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
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@ -542,6 +543,7 @@ private:
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QSet<std::shared_ptr<TransparentMeshPart>> _transparentRenderItems;
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QSet<std::shared_ptr<OpaqueMeshPart>> _opaqueRenderItems;
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QSet<render::ItemID> _renderItems;
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bool _readyWhenAdded = false;
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};
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Q_DECLARE_METATYPE(QPointer<Model>)
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