From 5b30f932c1e88d1ff6ccdc262477bac0456be384 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 13 Mar 2014 14:09:12 -0700 Subject: [PATCH] Fix for slight graphical glitches on loading avatars. --- interface/src/avatar/FaceModel.cpp | 5 +- interface/src/renderer/Model.cpp | 361 +++++++++++++++-------------- interface/src/renderer/Model.h | 4 +- 3 files changed, 188 insertions(+), 182 deletions(-) diff --git a/interface/src/avatar/FaceModel.cpp b/interface/src/avatar/FaceModel.cpp index f4ee6859ed..db6c3fe98d 100644 --- a/interface/src/avatar/FaceModel.cpp +++ b/interface/src/avatar/FaceModel.cpp @@ -19,8 +19,8 @@ FaceModel::FaceModel(Head* owningHead) : } void FaceModel::simulate(float deltaTime) { + QVector newJointStates = updateGeometry(); if (!isActive()) { - Model::simulate(deltaTime); return; } Avatar* owningAvatar = static_cast(_owningHead->_owningAvatar); @@ -36,12 +36,13 @@ void FaceModel::simulate(float deltaTime) { setRotation(neckRotation); const float MODEL_SCALE = 0.0006f; setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE); + setOffset(-_geometry->getFBXGeometry().neckPivot); setPupilDilation(_owningHead->getPupilDilation()); setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients()); - Model::simulate(deltaTime); + Model::simulate(deltaTime, true, newJointStates); } bool FaceModel::render(float alpha) { diff --git a/interface/src/renderer/Model.cpp b/interface/src/renderer/Model.cpp index 9951a94dd5..60fae5e596 100644 --- a/interface/src/renderer/Model.cpp +++ b/interface/src/renderer/Model.cpp @@ -157,146 +157,8 @@ void Model::updateShapePositions() { } void Model::simulate(float deltaTime, bool fullUpdate) { - // update our LOD - QVector newJointStates = updateGeometry(); - if (!isActive()) { - return; - } - - // set up world vertices on first simulate after load - const FBXGeometry& geometry = _geometry->getFBXGeometry(); - if (_jointStates.isEmpty()) { - _jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates; - foreach (const FBXMesh& mesh, geometry.meshes) { - MeshState state; - state.clusterMatrices.resize(mesh.clusters.size()); - if (mesh.springiness > 0.0f) { - state.worldSpaceVertices.resize(mesh.vertices.size()); - state.vertexVelocities.resize(mesh.vertices.size()); - state.worldSpaceNormals.resize(mesh.vertices.size()); - } - _meshStates.append(state); - } - foreach (const FBXAttachment& attachment, geometry.attachments) { - Model* model = new Model(this); - model->init(); - model->setURL(attachment.url); - _attachments.append(model); - } - _resetStates = fullUpdate = true; - createCollisionShapes(); - } - - // exit early if we don't have to perform a full update - if (!(fullUpdate || _resetStates)) { - return; - } - - // update the world space transforms for all joints - for (int i = 0; i < _jointStates.size(); i++) { - updateJointState(i); - } - - // update the attachment transforms and simulate them - for (int i = 0; i < _attachments.size(); i++) { - const FBXAttachment& attachment = geometry.attachments.at(i); - Model* model = _attachments.at(i); - - glm::vec3 jointTranslation = _translation; - glm::quat jointRotation = _rotation; - getJointPosition(attachment.jointIndex, jointTranslation); - getJointRotation(attachment.jointIndex, jointRotation); - - model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale); - model->setRotation(jointRotation * attachment.rotation); - model->setScale(_scale * attachment.scale); - - model->simulate(deltaTime); - } - - for (int i = 0; i < _meshStates.size(); i++) { - MeshState& state = _meshStates[i]; - const FBXMesh& mesh = geometry.meshes.at(i); - for (int j = 0; j < mesh.clusters.size(); j++) { - const FBXCluster& cluster = mesh.clusters.at(j); - state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix; - } - int vertexCount = state.worldSpaceVertices.size(); - if (vertexCount == 0) { - continue; - } - glm::vec3* destVertices = state.worldSpaceVertices.data(); - glm::vec3* destVelocities = state.vertexVelocities.data(); - glm::vec3* destNormals = state.worldSpaceNormals.data(); - - const glm::vec3* sourceVertices = mesh.vertices.constData(); - if (!mesh.blendshapes.isEmpty()) { - _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); - memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3)); - - // blend in each coefficient - for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) { - float coefficient = _blendshapeCoefficients[j]; - if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) { - continue; - } - const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData(); - for (const int* index = mesh.blendshapes[j].indices.constData(), - *end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) { - _blendedVertices[*index] += *vertex * coefficient; - } - } - sourceVertices = _blendedVertices.constData(); - } - glm::mat4 transform = glm::translate(_translation); - if (mesh.clusters.size() > 1) { - _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); - - // skin each vertex - const glm::vec4* clusterIndices = mesh.clusterIndices.constData(); - const glm::vec4* clusterWeights = mesh.clusterWeights.constData(); - for (int j = 0; j < vertexCount; j++) { - _blendedVertices[j] = - glm::vec3(state.clusterMatrices[clusterIndices[j][0]] * - glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] + - glm::vec3(state.clusterMatrices[clusterIndices[j][1]] * - glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] + - glm::vec3(state.clusterMatrices[clusterIndices[j][2]] * - glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] + - glm::vec3(state.clusterMatrices[clusterIndices[j][3]] * - glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3]; - } - sourceVertices = _blendedVertices.constData(); - - } else { - transform = state.clusterMatrices[0]; - } - if (_resetStates) { - for (int j = 0; j < vertexCount; j++) { - destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)); - destVelocities[j] = glm::vec3(); - } - } else { - const float SPRINGINESS_MULTIPLIER = 200.0f; - const float DAMPING = 5.0f; - for (int j = 0; j < vertexCount; j++) { - destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) * - mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime; - destVertices[j] += destVelocities[j] * deltaTime; - } - } - for (int j = 0; j < vertexCount; j++) { - destNormals[j] = glm::vec3(); - - const glm::vec3& middle = destVertices[j]; - for (QVarLengthArray, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin(); - connection != mesh.vertexConnections.at(j).constEnd(); connection++) { - destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle, - destVertices[connection->first] - middle)); - } - } - } - _resetStates = false; + // update our LOD, then simulate + simulate(deltaTime, fullUpdate, updateGeometry()); } bool Model::render(float alpha) { @@ -577,6 +439,186 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi return collided; } +QVector Model::updateGeometry() { + QVector newJointStates; + if (_nextGeometry) { + _nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis); + _nextGeometry->setLoadPriority(this, -_lodDistance); + _nextGeometry->ensureLoading(); + if (_nextGeometry->isLoaded()) { + applyNextGeometry(); + return newJointStates; + } + } + if (!_geometry) { + return newJointStates; + } + QSharedPointer geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis); + if (_geometry != geometry) { + if (!_jointStates.isEmpty()) { + // copy the existing joint states + const FBXGeometry& oldGeometry = _geometry->getFBXGeometry(); + const FBXGeometry& newGeometry = geometry->getFBXGeometry(); + newJointStates = createJointStates(newGeometry); + for (QHash::const_iterator it = oldGeometry.jointIndices.constBegin(); + it != oldGeometry.jointIndices.constEnd(); it++) { + int oldIndex = it.value() - 1; + int newIndex = newGeometry.getJointIndex(it.key()); + if (newIndex != -1) { + newJointStates[newIndex] = _jointStates.at(oldIndex); + } + } + } + deleteGeometry(); + _dilatedTextures.clear(); + _geometry = geometry; + } + _geometry->setLoadPriority(this, -_lodDistance); + _geometry->ensureLoading(); + return newJointStates; +} + +void Model::simulate(float deltaTime, bool fullUpdate, const QVector& newJointStates) { + if (!isActive()) { + return; + } + + // set up world vertices on first simulate after load + const FBXGeometry& geometry = _geometry->getFBXGeometry(); + if (_jointStates.isEmpty()) { + _jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates; + foreach (const FBXMesh& mesh, geometry.meshes) { + MeshState state; + state.clusterMatrices.resize(mesh.clusters.size()); + if (mesh.springiness > 0.0f) { + state.worldSpaceVertices.resize(mesh.vertices.size()); + state.vertexVelocities.resize(mesh.vertices.size()); + state.worldSpaceNormals.resize(mesh.vertices.size()); + } + _meshStates.append(state); + } + foreach (const FBXAttachment& attachment, geometry.attachments) { + Model* model = new Model(this); + model->init(); + model->setURL(attachment.url); + _attachments.append(model); + } + _resetStates = fullUpdate = true; + createCollisionShapes(); + } + + // exit early if we don't have to perform a full update + if (!(fullUpdate || _resetStates)) { + return; + } + + // update the world space transforms for all joints + for (int i = 0; i < _jointStates.size(); i++) { + updateJointState(i); + } + + // update the attachment transforms and simulate them + for (int i = 0; i < _attachments.size(); i++) { + const FBXAttachment& attachment = geometry.attachments.at(i); + Model* model = _attachments.at(i); + + glm::vec3 jointTranslation = _translation; + glm::quat jointRotation = _rotation; + getJointPosition(attachment.jointIndex, jointTranslation); + getJointRotation(attachment.jointIndex, jointRotation); + + model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale); + model->setRotation(jointRotation * attachment.rotation); + model->setScale(_scale * attachment.scale); + + model->simulate(deltaTime); + } + + for (int i = 0; i < _meshStates.size(); i++) { + MeshState& state = _meshStates[i]; + const FBXMesh& mesh = geometry.meshes.at(i); + for (int j = 0; j < mesh.clusters.size(); j++) { + const FBXCluster& cluster = mesh.clusters.at(j); + state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix; + } + int vertexCount = state.worldSpaceVertices.size(); + if (vertexCount == 0) { + continue; + } + glm::vec3* destVertices = state.worldSpaceVertices.data(); + glm::vec3* destVelocities = state.vertexVelocities.data(); + glm::vec3* destNormals = state.worldSpaceNormals.data(); + + const glm::vec3* sourceVertices = mesh.vertices.constData(); + if (!mesh.blendshapes.isEmpty()) { + _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); + memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3)); + + // blend in each coefficient + for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) { + float coefficient = _blendshapeCoefficients[j]; + if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) { + continue; + } + const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData(); + for (const int* index = mesh.blendshapes[j].indices.constData(), + *end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) { + _blendedVertices[*index] += *vertex * coefficient; + } + } + sourceVertices = _blendedVertices.constData(); + } + glm::mat4 transform = glm::translate(_translation); + if (mesh.clusters.size() > 1) { + _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); + + // skin each vertex + const glm::vec4* clusterIndices = mesh.clusterIndices.constData(); + const glm::vec4* clusterWeights = mesh.clusterWeights.constData(); + for (int j = 0; j < vertexCount; j++) { + _blendedVertices[j] = + glm::vec3(state.clusterMatrices[clusterIndices[j][0]] * + glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] + + glm::vec3(state.clusterMatrices[clusterIndices[j][1]] * + glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] + + glm::vec3(state.clusterMatrices[clusterIndices[j][2]] * + glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] + + glm::vec3(state.clusterMatrices[clusterIndices[j][3]] * + glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3]; + } + sourceVertices = _blendedVertices.constData(); + + } else { + transform = state.clusterMatrices[0]; + } + if (_resetStates) { + for (int j = 0; j < vertexCount; j++) { + destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)); + destVelocities[j] = glm::vec3(); + } + } else { + const float SPRINGINESS_MULTIPLIER = 200.0f; + const float DAMPING = 5.0f; + for (int j = 0; j < vertexCount; j++) { + destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) * + mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime; + destVertices[j] += destVelocities[j] * deltaTime; + } + } + for (int j = 0; j < vertexCount; j++) { + destNormals[j] = glm::vec3(); + + const glm::vec3& middle = destVertices[j]; + for (QVarLengthArray, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin(); + connection != mesh.vertexConnections.at(j).constEnd(); connection++) { + destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle, + destVertices[connection->first] - middle)); + } + } + } + _resetStates = false; +} + void Model::updateJointState(int index) { _shapesAreDirty = true; JointState& state = _jointStates[index]; @@ -873,45 +915,6 @@ void Model::applyCollision(CollisionInfo& collision) { } } -QVector Model::updateGeometry() { - QVector newJointStates; - if (_nextGeometry) { - _nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis); - _nextGeometry->setLoadPriority(this, -_lodDistance); - _nextGeometry->ensureLoading(); - if (_nextGeometry->isLoaded()) { - applyNextGeometry(); - return newJointStates; - } - } - if (!_geometry) { - return newJointStates; - } - QSharedPointer geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis); - if (_geometry != geometry) { - if (!_jointStates.isEmpty()) { - // copy the existing joint states - const FBXGeometry& oldGeometry = _geometry->getFBXGeometry(); - const FBXGeometry& newGeometry = geometry->getFBXGeometry(); - newJointStates = createJointStates(newGeometry); - for (QHash::const_iterator it = oldGeometry.jointIndices.constBegin(); - it != oldGeometry.jointIndices.constEnd(); it++) { - int oldIndex = it.value() - 1; - int newIndex = newGeometry.getJointIndex(it.key()); - if (newIndex != -1) { - newJointStates[newIndex] = _jointStates.at(oldIndex); - } - } - } - deleteGeometry(); - _dilatedTextures.clear(); - _geometry = geometry; - } - _geometry->setLoadPriority(this, -_lodDistance); - _geometry->ensureLoading(); - return newJointStates; -} - void Model::applyNextGeometry() { // delete our local geometry and custom textures deleteGeometry(); diff --git a/interface/src/renderer/Model.h b/interface/src/renderer/Model.h index ae38423242..165465d2cc 100644 --- a/interface/src/renderer/Model.h +++ b/interface/src/renderer/Model.h @@ -226,6 +226,9 @@ protected: QVector _meshStates; + QVector updateGeometry(); + void simulate(float deltaTime, bool fullUpdate, const QVector& newJointStates); + /// Updates the state of the joint at the specified index. virtual void updateJointState(int index); @@ -256,7 +259,6 @@ protected: private: - QVector updateGeometry(); void applyNextGeometry(); void deleteGeometry(); void renderMeshes(float alpha, bool translucent);