mirror of
https://github.com/overte-org/overte.git
synced 2025-08-07 21:30:33 +02:00
back out some changes to Model.cpp, change how rig pointer is delivered to model initilizer
This commit is contained in:
parent
fecdc08720
commit
7c8d52cbd1
12 changed files with 228 additions and 358 deletions
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@ -75,9 +75,9 @@ namespace render {
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}
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}
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Avatar::Avatar() :
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Avatar::Avatar(RigPointer rig) :
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AvatarData(),
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_skeletonModel(this),
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_skeletonModel(this, nullptr, rig),
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_skeletonOffset(0.0f),
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_bodyYawDelta(0.0f),
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_positionDeltaAccumulator(0.0f),
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@ -72,7 +72,7 @@ class Avatar : public AvatarData {
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Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
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public:
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Avatar();
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Avatar(RigPointer rig = nullptr);
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~Avatar();
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typedef render::Payload<AvatarData> Payload;
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@ -65,7 +65,7 @@ AvatarManager::AvatarManager(QObject* parent) :
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{
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// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
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qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
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_myAvatar = std::make_shared<MyAvatar>();
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_myAvatar = std::make_shared<MyAvatar>(std::make_shared<Rig>());
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auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver();
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packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket");
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@ -160,7 +160,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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}
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AvatarSharedPointer AvatarManager::newSharedAvatar() {
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return AvatarSharedPointer(std::make_shared<Avatar>());
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return AvatarSharedPointer(std::make_shared<Avatar>(std::make_shared<Rig>()));
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}
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// virtual
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@ -78,8 +78,8 @@ const float MyAvatar::ZOOM_MIN = 0.5f;
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const float MyAvatar::ZOOM_MAX = 25.0f;
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const float MyAvatar::ZOOM_DEFAULT = 1.5f;
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MyAvatar::MyAvatar() :
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Avatar(),
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MyAvatar::MyAvatar(RigPointer rig) :
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Avatar(rig),
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_gravity(0.0f, 0.0f, 0.0f),
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_wasPushing(false),
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_isPushing(false),
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@ -102,8 +102,8 @@ MyAvatar::MyAvatar() :
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_eyeContactTarget(LEFT_EYE),
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_realWorldFieldOfView("realWorldFieldOfView",
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DEFAULT_REAL_WORLD_FIELD_OF_VIEW_DEGREES),
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_rig(new Rig()),
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_firstPersonSkeletonModel(this, nullptr, _rig),
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_rig(rig),
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_firstPersonSkeletonModel(this, nullptr, rig),
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_prevShouldDrawHead(true)
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{
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_firstPersonSkeletonModel.setIsFirstPerson(true);
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@ -36,7 +36,7 @@ class MyAvatar : public Avatar {
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//TODO: make gravity feature work Q_PROPERTY(glm::vec3 gravity READ getGravity WRITE setGravity)
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public:
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MyAvatar();
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MyAvatar(RigPointer rig);
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~MyAvatar();
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QByteArray toByteArray();
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@ -42,6 +42,7 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
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_headClipDistance(DEFAULT_NEAR_CLIP),
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_isFirstPerson(false)
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{
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assert(_rig);
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assert(_owningAvatar);
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_enableShapes = true;
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}
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@ -269,7 +270,6 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
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}
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}
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void SkeletonModel::updateJointState(int index) {
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if (index < 0 && index >= _jointStates.size()) {
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return; // bail
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@ -297,7 +297,6 @@ void SkeletonModel::updateJointState(int index) {
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}
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}
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void SkeletonModel::maybeUpdateLeanRotation(const JointState& parentState, JointState& state) {
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if (!_owningAvatar->isMyAvatar()) {
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return;
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@ -184,17 +184,28 @@ void Rig::resetAllTransformsChanged() {
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}
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}
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glm::quat Rig::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority) {
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glm::quat Rig::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority, bool constrain) {
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glm::quat endRotation;
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return endRotation;
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}
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JointState& state = _jointStates[jointIndex];
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state.setRotationInBindFrame(rotation, priority);
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state.setRotationInBindFrame(rotation, priority, constrain);
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endRotation = state.getRotationInBindFrame();
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return endRotation;
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}
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glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, bool constrain) {
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glm::quat endRotation;
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return endRotation;
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}
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JointState& state = _jointStates[jointIndex];
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state.setRotationInConstrainedFrame(targetRotation, priority, constrain);
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endRotation = state.getRotationInConstrainedFrame();
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return endRotation;
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}
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void Rig::applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority) {
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if (jointIndex == -1 || _jointStates.isEmpty()) {
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return;
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@ -54,7 +54,9 @@ public:
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void clearJointStates();
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void setJointState(int index, bool valid, const glm::quat& rotation, float priority);
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void clearJointAnimationPriority(int index);
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glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
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glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority, bool constrain = false);
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glm::quat setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation,
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float priority, bool constrain = false);
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void applyJointRotationDelta(int jointIndex, const glm::quat& delta, bool constrain, float priority);
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QVector<JointState> getJointStates() { return _jointStates; }
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@ -83,7 +83,6 @@ Model::Model(QObject* parent, RigPointer rig) :
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_isWireframe(false),
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_renderCollisionHull(false),
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_rig(rig) {
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// we may have been created in the network thread, but we live in the main thread
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if (_viewState) {
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moveToThread(_viewState->getMainThread());
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@ -114,9 +113,11 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
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gpu::Shader::makeProgram(*program, slotBindings);
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auto locations = std::make_shared<Locations>();
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initLocations(program, *locations);
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auto state = std::make_shared<gpu::State>();
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// Backface on shadow
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@ -133,8 +134,7 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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// Blend on transparent
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state->setBlendFunction(key.isTranslucent(),
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gpu::State::ONE, gpu::State::BLEND_OP_ADD,
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gpu::State::INV_SRC_ALPHA, // For transparent only, this keep the highlight intensity
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gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, // For transparent only, this keep the highlight intensity
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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// Good to go add the brand new pipeline
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@ -145,13 +145,8 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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if (!key.isWireFrame()) {
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RenderKey wireframeKey(key.getRaw() | RenderKey::IS_WIREFRAME);
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<<<<<<< HEAD
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gpu::StatePointer wireframeState = gpu::StatePointer(new gpu::State(state->getValues()));
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=======
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auto wireframeState = std::make_shared<gpu::State>(state->getValues());
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>>>>>>> cf88bce0820df76a55473370db0fcb8c5fe6763d
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wireframeState->setFillMode(gpu::State::FILL_LINE);
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// create a new RenderPipeline with the same shader side and the mirrorState
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@ -173,13 +168,8 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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if (!key.isWireFrame()) {
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RenderKey wireframeKey(key.getRaw() | RenderKey::IS_MIRROR | RenderKey::IS_WIREFRAME);
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<<<<<<< HEAD
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gpu::StatePointer wireframeState = gpu::StatePointer(new gpu::State(state->getValues()));;
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=======
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auto wireframeState = std::make_shared<gpu::State>(state->getValues());
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>>>>>>> cf88bce0820df76a55473370db0fcb8c5fe6763d
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wireframeState->setFillMode(gpu::State::FILL_LINE);
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// create a new RenderPipeline with the same shader side and the mirrorState
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@ -262,9 +252,6 @@ QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
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};
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void Model::initJointTransforms() {
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if (_rig) {
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_rig->initJointTransforms(_scale, _offset);
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} else {
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// compute model transforms
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int numStates = _jointStates.size();
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for (int i = 0; i < numStates; ++i) {
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@ -281,7 +268,6 @@ void Model::initJointTransforms() {
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state.initTransform(parentState.getTransform());
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}
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}
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}
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}
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void Model::init() {
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@ -410,9 +396,6 @@ void Model::init() {
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}
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void Model::reset() {
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if (_rig) {
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_rig->resetJoints();
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} else {
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if (_jointStates.isEmpty()) {
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return;
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}
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@ -420,7 +403,6 @@ void Model::reset() {
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation, 0.0f);
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}
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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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@ -446,8 +428,6 @@ bool Model::updateGeometry() {
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return false;
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}
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bool jointStatesEmpty = _rig ? _rig->jointStatesEmpty() : _jointStates.isEmpty();
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QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
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if (_geometry != geometry) {
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@ -456,7 +436,7 @@ bool Model::updateGeometry() {
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const FBXGeometry& newGeometry = geometry->getFBXGeometry();
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QVector<JointState> newJointStates = createJointStates(newGeometry);
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if (! jointStatesEmpty) {
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if (! _jointStates.isEmpty()) {
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// copy the existing joint states
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const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
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for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
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@ -464,11 +444,7 @@ bool Model::updateGeometry() {
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int oldIndex = it.value() - 1;
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int newIndex = newGeometry.getJointIndex(it.key());
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if (newIndex != -1) {
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JointState jointState;
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if (!getJointStateAtIndex(oldIndex, jointState)) {
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return false;
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}
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newJointStates[newIndex].copyState(jointState);
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newJointStates[newIndex].copyState(_jointStates[oldIndex]);
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}
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}
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}
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@ -481,7 +457,7 @@ bool Model::updateGeometry() {
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invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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initJointStates(newJointStates);
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needToRebuild = true;
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} else if (jointStatesEmpty) {
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} else if (_jointStates.isEmpty()) {
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const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
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if (fbxGeometry.joints.size() > 0) {
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initJointStates(createJointStates(fbxGeometry));
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@ -499,15 +475,9 @@ bool Model::updateGeometry() {
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foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
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MeshState state;
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state.clusterMatrices.resize(mesh.clusters.size());
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<<<<<<< HEAD
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_meshStates.append(state);
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gpu::BufferPointer buffer(new gpu::Buffer());
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=======
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_meshStates.append(state);
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auto buffer = std::make_shared<gpu::Buffer>();
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>>>>>>> cf88bce0820df76a55473370db0fcb8c5fe6763d
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if (!mesh.blendshapes.isEmpty()) {
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buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
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buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
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@ -523,9 +493,6 @@ bool Model::updateGeometry() {
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// virtual
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void Model::initJointStates(QVector<JointState> states) {
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if (_rig) {
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_boundingRadius = _rig->initJointStates(_scale, _offset, states);
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} else {
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_jointStates = states;
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initJointTransforms();
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@ -542,7 +509,6 @@ void Model::initJointStates(QVector<JointState> states) {
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_jointStates[i].slaveVisibleTransform();
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}
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_boundingRadius = radius;
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}
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}
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bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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@ -1106,40 +1072,28 @@ glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
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bool Model::getJointState(int index, glm::quat& rotation) const {
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if (_rig) {
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return _rig->getJointState(index, rotation);
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} else {
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if (index == -1 || index >= _jointStates.size()) {
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return false;
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}
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const JointState& state = _jointStates.at(index);
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rotation = state.getRotationInConstrainedFrame();
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return !state.rotationIsDefault(rotation);
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}
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}
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bool Model::getVisibleJointState(int index, glm::quat& rotation) const {
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if (_rig) {
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return _rig->getVisibleJointState(index, rotation);
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} else {
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if (index == -1 || index >= _jointStates.size()) {
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return false;
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}
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const JointState& state = _jointStates.at(index);
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rotation = state.getVisibleRotationInConstrainedFrame();
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return !state.rotationIsDefault(rotation);
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}
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}
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void Model::clearJointState(int index) {
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if (_rig) {
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_rig->clearJointState(index);
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} else {
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if (index != -1 && index < _jointStates.size()) {
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JointState& state = _jointStates[index];
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state.setRotationInConstrainedFrame(glm::quat(), 0.0f);
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}
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}
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}
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void Model::clearJointAnimationPriority(int index) {
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}
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void Model::setJointState(int index, bool valid, const glm::quat& rotation, float priority) {
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if (_rig) {
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_rig->setJointState(index, valid, rotation, priority);
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} else {
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if (index != -1 && index < _jointStates.size()) {
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JointState& state = _jointStates[index];
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if (valid) {
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@ -1164,7 +1115,6 @@ void Model::setJointState(int index, bool valid, const glm::quat& rotation, floa
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state.restoreRotation(1.0f, priority);
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}
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}
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}
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}
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int Model::getParentJointIndex(int jointIndex) const {
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@ -1238,82 +1188,62 @@ void Model::setCollisionModelURL(const QUrl& url) {
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_collisionGeometry = DependencyManager::get<GeometryCache>()->getGeometry(url, QUrl(), true);
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}
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bool Model::getJointStateAtIndex(int jointIndex, JointState& jointState) const {
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if (_rig) {
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return _rig->getJointStateAtIndex(jointIndex, jointState);
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} else {
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bool Model::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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jointState = _jointStates[jointIndex];
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return true;
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}
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}
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bool Model::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
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JointState jointState;
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if (!getJointStateAtIndex(jointIndex, jointState)) {
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return false;
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}
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// position is in world-frame
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position = _translation + _rotation * jointState.getPosition();
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position = _translation + _rotation * _jointStates[jointIndex].getPosition();
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return true;
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}
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bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
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JointState jointState;
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if (!getJointStateAtIndex(jointIndex, jointState)) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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// position is in model-frame
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position = extractTranslation(jointState.getTransform());
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position = extractTranslation(_jointStates[jointIndex].getTransform());
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return true;
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}
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bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
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JointState jointState;
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if (!getJointStateAtIndex(jointIndex, jointState)) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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rotation = _rotation * jointState.getRotation();
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rotation = _rotation * _jointStates[jointIndex].getRotation();
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return true;
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}
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bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const {
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JointState jointState;
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if (!getJointStateAtIndex(jointIndex, jointState)) {
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if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
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return false;
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}
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rotation = jointState.getRotation();
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rotation = _jointStates[jointIndex].getRotation();
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return true;
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}
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bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const {
|
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JointState jointState;
|
||||
if (!getJointStateAtIndex(jointIndex, jointState)) {
|
||||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
rotation = _rotation * jointState.getRotation();
|
||||
rotation = _rotation * _jointStates[jointIndex].getRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Model::getVisibleJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
|
||||
JointState jointState;
|
||||
if (!getJointStateAtIndex(jointIndex, jointState)) {
|
||||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
// position is in world-frame
|
||||
position = _translation + _rotation * jointState.getVisiblePosition();
|
||||
position = _translation + _rotation * _jointStates[jointIndex].getVisiblePosition();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Model::getVisibleJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
|
||||
JointState jointState;
|
||||
if (!getJointStateAtIndex(jointIndex, jointState)) {
|
||||
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
|
||||
return false;
|
||||
}
|
||||
rotation = _rotation * jointState.getVisibleRotation();
|
||||
rotation = _rotation * _jointStates[jointIndex].getVisibleRotation();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -1508,20 +1438,12 @@ void Model::updateClusterMatrices() {
|
|||
if (_showTrueJointTransforms) {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
JointState jointState;
|
||||
if (!getJointStateAtIndex(cluster.jointIndex, jointState)) {
|
||||
return;
|
||||
}
|
||||
state.clusterMatrices[j] = modelToWorld * jointState.getTransform() * cluster.inverseBindMatrix;
|
||||
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getTransform() * cluster.inverseBindMatrix;
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
JointState jointState;
|
||||
if (!getJointStateAtIndex(cluster.jointIndex, jointState)) {
|
||||
return;
|
||||
}
|
||||
state.clusterMatrices[j] = modelToWorld * jointState.getVisibleTransform() * cluster.inverseBindMatrix;
|
||||
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getVisibleTransform() * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1535,17 +1457,12 @@ void Model::simulateInternal(float deltaTime) {
|
|||
handle->simulate(deltaTime);
|
||||
}
|
||||
|
||||
if (_rig) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_rig->updateJointStates(parentTransform);
|
||||
_rig->resetAllTransformsChanged();
|
||||
} else {
|
||||
updateJointStates();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i);
|
||||
}
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].resetTransformChanged();
|
||||
}
|
||||
}
|
||||
|
||||
_shapesAreDirty = !_shapes.isEmpty();
|
||||
|
||||
|
@ -1557,20 +1474,12 @@ void Model::simulateInternal(float deltaTime) {
|
|||
if (_showTrueJointTransforms) {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
JointState jointState;
|
||||
if (!getJointStateAtIndex(cluster.jointIndex, jointState)) {
|
||||
return;
|
||||
}
|
||||
state.clusterMatrices[j] = modelToWorld * jointState.getTransform() * cluster.inverseBindMatrix;
|
||||
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getTransform() * cluster.inverseBindMatrix;
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
JointState jointState;
|
||||
if (!getJointStateAtIndex(cluster.jointIndex, jointState)) {
|
||||
return;
|
||||
}
|
||||
state.clusterMatrices[j] = modelToWorld * jointState.getVisibleTransform() * cluster.inverseBindMatrix;
|
||||
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getVisibleTransform() * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1582,15 +1491,7 @@ void Model::simulateInternal(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::updateJointStates() {
|
||||
assert(!_rig);
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i);
|
||||
}
|
||||
}
|
||||
|
||||
void Model::updateJointState(int index) {
|
||||
assert(!_rig);
|
||||
JointState& state = _jointStates[index];
|
||||
const FBXJoint& joint = state.getFBXJoint();
|
||||
|
||||
|
@ -1614,38 +1515,13 @@ void Model::updateVisibleJointStates() {
|
|||
// no need to update visible transforms
|
||||
return;
|
||||
}
|
||||
if (_rig) {
|
||||
_rig->updateVisibleJointStates();
|
||||
} else {
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
_jointStates[i].slaveVisibleTransform();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glm::quat Model::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority) {
|
||||
glm::quat endRotation;
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return endRotation;
|
||||
}
|
||||
JointState& state = _jointStates[jointIndex];
|
||||
state.setRotationInBindFrame(rotation, priority);
|
||||
endRotation = state.getRotationInBindFrame();
|
||||
return endRotation;
|
||||
}
|
||||
|
||||
|
||||
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
|
||||
if (_rig) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
bool result = _rig->setJointPosition(jointIndex, position, rotation, useRotation, lastFreeIndex, allIntermediatesFree,
|
||||
alignment, priority, parentTransform);
|
||||
_shapesAreDirty = !_shapes.isEmpty();
|
||||
return result;
|
||||
}
|
||||
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1730,16 +1606,8 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const gl
|
|||
return true;
|
||||
}
|
||||
|
||||
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition,
|
||||
const glm::quat& targetRotation, float priority) {
|
||||
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority) {
|
||||
// NOTE: targetRotation is from bind- to model-frame
|
||||
if (_rig) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 topParentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_rig->inverseKinematics( endIndex, targetPosition, targetRotation, priority, topParentTransform);
|
||||
_shapesAreDirty = !_shapes.isEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
if (endIndex == -1 || _jointStates.isEmpty()) {
|
||||
return;
|
||||
|
@ -1854,9 +1722,6 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition,
|
|||
}
|
||||
|
||||
bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
|
||||
if (_rig) {
|
||||
return _rig->restoreJointPosition(jointIndex, fraction, priority);
|
||||
}
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1871,9 +1736,6 @@ bool Model::restoreJointPosition(int jointIndex, float fraction, float priority)
|
|||
}
|
||||
|
||||
float Model::getLimbLength(int jointIndex) const {
|
||||
if (_rig) {
|
||||
return _rig->getLimbLength(jointIndex, _scale);
|
||||
}
|
||||
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
@ -1955,9 +1817,6 @@ void Model::applyNextGeometry() {
|
|||
void Model::deleteGeometry() {
|
||||
_blendedVertexBuffers.clear();
|
||||
_jointStates.clear();
|
||||
if (_rig) {
|
||||
_rig->clearJointStates();
|
||||
}
|
||||
_meshStates.clear();
|
||||
clearShapes();
|
||||
|
||||
|
|
|
@ -64,7 +64,7 @@ public:
|
|||
|
||||
static void setAbstractViewStateInterface(AbstractViewStateInterface* viewState) { _viewState = viewState; }
|
||||
|
||||
Model(QObject* parent = NULL, RigPointer rig = nullptr);
|
||||
Model(QObject* parent = nullptr, RigPointer rig = nullptr);
|
||||
virtual ~Model();
|
||||
|
||||
/// enables/disables scale to fit behavior, the model will be automatically scaled to the specified largest dimension
|
||||
|
@ -206,6 +206,7 @@ public:
|
|||
|
||||
QStringList getJointNames() const;
|
||||
|
||||
AnimationHandlePointer createAnimationHandle();
|
||||
|
||||
const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
|
||||
|
||||
|
@ -259,7 +260,6 @@ protected:
|
|||
|
||||
bool _showTrueJointTransforms;
|
||||
|
||||
bool getJointStateAtIndex(int jointIndex, JointState& jointState) const;
|
||||
QVector<JointState> _jointStates;
|
||||
|
||||
class MeshState {
|
||||
|
@ -281,13 +281,10 @@ protected:
|
|||
void simulateInternal(float deltaTime);
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
void updateJointStates();
|
||||
virtual void updateJointState(int index);
|
||||
|
||||
virtual void updateVisibleJointStates();
|
||||
|
||||
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
|
||||
|
||||
/// \param jointIndex index of joint in model structure
|
||||
/// \param position position of joint in model-frame
|
||||
/// \param rotation rotation of joint in model-frame
|
||||
|
|
|
@ -113,6 +113,8 @@ void vhacd::VHACDUtil::fattenMeshes(const FBXMesh& mesh, FBXMesh& result,
|
|||
int index1 = triangles[i * 3 + 1] + indexStartOffset;
|
||||
int index2 = triangles[i * 3 + 2] + indexStartOffset;
|
||||
|
||||
// TODO: skip triangles with a normal that points more negative-y than positive-y
|
||||
|
||||
glm::vec3 p0 = result.vertices[index0];
|
||||
glm::vec3 p1 = result.vertices[index1];
|
||||
glm::vec3 p2 = result.vertices[index2];
|
||||
|
|
Loading…
Reference in a new issue