mesh-append works, mesh-transform doesn't?

This commit is contained in:
Seth Alves 2017-03-16 17:26:07 -07:00
parent 200550aba9
commit bbad6a0eb7
4 changed files with 114 additions and 5 deletions

View file

@ -1550,3 +1550,16 @@ bool EntityScriptingInterface::AABoxIntersectsCapsule(const glm::vec3& low, cons
AABox aaBox(low, dimensions);
return aaBox.findCapsulePenetration(start, end, radius, penetration);
}
glm::mat4 EntityScriptingInterface::getEntityTransform(const QUuid& entityID) {
glm::mat4 result;
if (_entityTree) {
_entityTree->withReadLock([&] {
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(EntityItemID(entityID));
if (entity) {
result = entity->getEntityToWorldMatrix();
}
});
}
return result;
}

View file

@ -294,6 +294,7 @@ public slots:
Q_INVOKABLE bool AABoxIntersectsCapsule(const glm::vec3& low, const glm::vec3& dimensions,
const glm::vec3& start, const glm::vec3& end, float radius);
Q_INVOKABLE glm::mat4 getEntityTransform(const QUuid& entityID);
signals:
void collisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);

View file

@ -55,7 +55,6 @@ QString ModelScriptingInterface::meshToOBJ(MeshProxyList in) {
QScriptValue ModelScriptingInterface::appendMeshes(MeshProxyList in) {
model::MeshPointer result(new model::Mesh());
int attributeTypeNormal = gpu::Stream::InputSlot::NORMAL; // libraries/gpu/src/gpu/Stream.h
size_t totalVertexCount { 0 };
@ -72,11 +71,11 @@ QScriptValue ModelScriptingInterface::appendMeshes(MeshProxyList in) {
unsigned char* combinedVertexData = new unsigned char[combinedVertexSize];
unsigned char* combinedVertexDataCursor = combinedVertexData;
gpu::Resource::Size combinedNormalSize = totalVertexCount * sizeof(glm::vec3);
gpu::Resource::Size combinedNormalSize = totalAttributeCount * sizeof(glm::vec3);
unsigned char* combinedNormalData = new unsigned char[combinedNormalSize];
unsigned char* combinedNormalDataCursor = combinedNormalData;
gpu::Resource::Size combinedIndexSize = totalVertexCount * sizeof(uint32_t);
gpu::Resource::Size combinedIndexSize = totalIndexCount * sizeof(uint32_t);
unsigned char* combinedIndexData = new unsigned char[combinedIndexSize];
unsigned char* combinedIndexDataCursor = combinedIndexData;
@ -96,7 +95,7 @@ QScriptValue ModelScriptingInterface::appendMeshes(MeshProxyList in) {
// normal data
const gpu::BufferView& normalsBufferView = mesh->getAttributeBuffer(attributeTypeNormal);
gpu::BufferView::Index numNormals = (gpu::BufferView::Index)mesh->getNumAttributes();
gpu::BufferView::Index numNormals = (gpu::BufferView::Index)mesh->getNumAttributes();
for (gpu::BufferView::Index i = 0; i < numNormals; i ++) {
glm::vec3 normal = normalsBufferView.get<glm::vec3>(i);
memcpy(combinedNormalDataCursor, &normal, sizeof(normal));
@ -106,7 +105,7 @@ QScriptValue ModelScriptingInterface::appendMeshes(MeshProxyList in) {
// face data
const gpu::BufferView& indexBufferView = mesh->getIndexBuffer();
gpu::BufferView::Index numIndexes = (gpu::BufferView::Index)mesh->getNumAttributes();
gpu::BufferView::Index numIndexes = (gpu::BufferView::Index)mesh->getNumIndices();
for (gpu::BufferView::Index i = 0; i < numIndexes; i ++) {
uint32_t index = indexBufferView.get<uint32_t>(i);
index += indexStartOffset;
@ -117,6 +116,8 @@ QScriptValue ModelScriptingInterface::appendMeshes(MeshProxyList in) {
indexStartOffset += numVertices;
}
model::MeshPointer result(new model::Mesh());
gpu::Element vertexElement = gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ);
gpu::Buffer* combinedVertexBuffer = new gpu::Buffer(combinedVertexSize, combinedVertexData);
gpu::BufferPointer combinedVertexBufferPointer(combinedVertexBuffer);
@ -135,6 +136,99 @@ QScriptValue ModelScriptingInterface::appendMeshes(MeshProxyList in) {
gpu::BufferView combinedIndexesBufferView(combinedIndexesBufferPointer, indexElement);
result->setIndexBuffer(combinedIndexesBufferView);
std::vector<model::Mesh::Part> parts;
parts.emplace_back(model::Mesh::Part((model::Index)0, // startIndex
(model::Index)result->getNumIndices(), // numIndices
(model::Index)0, // baseVertex
model::Mesh::TRIANGLES)); // topology
result->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part),
(gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
MeshProxy* resultProxy = new MeshProxy(result);
return meshToScriptValue(_modelScriptEngine, resultProxy);
}
QScriptValue ModelScriptingInterface::transformMesh(glm::mat4 transform, MeshProxy* meshProxy) {
int attributeTypeNormal = gpu::Stream::InputSlot::NORMAL; // libraries/gpu/src/gpu/Stream.h
MeshPointer mesh = meshProxy->getMeshPointer();
gpu::Resource::Size vertexSize = mesh->getNumVertices() * sizeof(glm::vec3);
unsigned char* resultVertexData = new unsigned char[vertexSize];
unsigned char* vertexDataCursor = resultVertexData;
gpu::Resource::Size normalSize = mesh->getNumAttributes() * sizeof(glm::vec3);
unsigned char* resultNormalData = new unsigned char[normalSize];
unsigned char* normalDataCursor = resultNormalData;
gpu::Resource::Size indexSize = mesh->getNumIndices() * sizeof(uint32_t);
unsigned char* resultIndexData = new unsigned char[indexSize];
unsigned char* indexDataCursor = resultIndexData;
// vertex data
const gpu::BufferView& vertexBufferView = mesh->getVertexBuffer();
gpu::BufferView::Index numVertices = (gpu::BufferView::Index)mesh->getNumVertices();
for (gpu::BufferView::Index i = 0; i < numVertices; i ++) {
glm::vec3 pos = vertexBufferView.get<glm::vec3>(i);
pos = glm::vec3(transform * glm::vec4(pos, 0.0f));
memcpy(vertexDataCursor, &pos, sizeof(pos));
vertexDataCursor += sizeof(pos);
}
// normal data
const gpu::BufferView& normalsBufferView = mesh->getAttributeBuffer(attributeTypeNormal);
gpu::BufferView::Index numNormals = (gpu::BufferView::Index)mesh->getNumAttributes();
for (gpu::BufferView::Index i = 0; i < numNormals; i ++) {
glm::vec3 normal = normalsBufferView.get<glm::vec3>(i);
normal = glm::vec3(transform * glm::vec4(normal, 0.0f));
memcpy(normalDataCursor, &normal, sizeof(normal));
normalDataCursor += sizeof(normal);
}
// TODO -- other attributes
// face data
const gpu::BufferView& indexBufferView = mesh->getIndexBuffer();
gpu::BufferView::Index numIndexes = (gpu::BufferView::Index)mesh->getNumIndices();
for (gpu::BufferView::Index i = 0; i < numIndexes; i ++) {
uint32_t index = indexBufferView.get<uint32_t>(i);
memcpy(indexDataCursor, &index, sizeof(index));
indexDataCursor += sizeof(index);
}
model::MeshPointer result(new model::Mesh());
gpu::Element vertexElement = gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ);
gpu::Buffer* resultVertexBuffer = new gpu::Buffer(vertexSize, resultVertexData);
gpu::BufferPointer resultVertexBufferPointer(resultVertexBuffer);
gpu::BufferView resultVertexBufferView(resultVertexBufferPointer, vertexElement);
result->setVertexBuffer(resultVertexBufferView);
gpu::Element normalElement = gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ);
gpu::Buffer* resultNormalsBuffer = new gpu::Buffer(normalSize, resultNormalData);
gpu::BufferPointer resultNormalsBufferPointer(resultNormalsBuffer);
gpu::BufferView resultNormalsBufferView(resultNormalsBufferPointer, normalElement);
result->addAttribute(attributeTypeNormal, resultNormalsBufferView);
gpu::Element indexElement = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::RAW);
gpu::Buffer* resultIndexesBuffer = new gpu::Buffer(indexSize, resultIndexData);
gpu::BufferPointer resultIndexesBufferPointer(resultIndexesBuffer);
gpu::BufferView resultIndexesBufferView(resultIndexesBufferPointer, indexElement);
result->setIndexBuffer(resultIndexesBufferView);
std::vector<model::Mesh::Part> parts;
parts.emplace_back(model::Mesh::Part((model::Index)0, // startIndex
(model::Index)result->getNumIndices(), // numIndices
(model::Index)0, // baseVertex
model::Mesh::TRIANGLES)); // topology
result->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part),
(gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));
MeshProxy* resultProxy = new MeshProxy(result);
return meshToScriptValue(_modelScriptEngine, resultProxy);
}

View file

@ -30,6 +30,7 @@ public:
Q_INVOKABLE QString meshToOBJ(MeshProxyList in);
Q_INVOKABLE QScriptValue appendMeshes(MeshProxyList in);
Q_INVOKABLE QScriptValue transformMesh(glm::mat4 transform, MeshProxy* meshProxy);
private:
ScriptEngine* _modelScriptEngine { nullptr };