Merge pull request #5030 from ZappoMan/team-teaching-scene-api

TEAM TEACHING - rendering avatar models as payload parts
This commit is contained in:
samcake 2015-06-03 00:27:09 -07:00
commit d4fddad176
13 changed files with 174 additions and 91 deletions

View file

@ -292,6 +292,21 @@ static TextRenderer* textRenderer(TextRendererType type) {
return displayNameRenderer;
}
bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
auto avatarPayload = new render::Payload<AvatarData>(self);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
_renderItemID = scene->allocateID();
pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
_skeletonModel.addToScene(scene, pendingChanges);
getHead()->getFaceModel().addToScene(scene, pendingChanges);
return true;
}
void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
pendingChanges.removeItem(_renderItemID);
_skeletonModel.removeFromScene(scene, pendingChanges);
}
void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
if (_referential) {
_referential->update();
@ -504,6 +519,20 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
}
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
render::PendingChanges pendingChanges;
if (_skeletonModel.needsFixupInScene()) {
_skeletonModel.removeFromScene(scene, pendingChanges);
_skeletonModel.addToScene(scene, pendingChanges);
}
if (getHead()->getFaceModel().needsFixupInScene()) {
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
getHead()->getFaceModel().addToScene(scene, pendingChanges);
}
scene->enqueuePendingChanges(pendingChanges);
{
Glower glower(renderArgs, glowLevel);
@ -518,7 +547,8 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
if (postLighting) {
getHand()->render(renderArgs, false);
} else {
_skeletonModel.render(renderArgs, 1.0f);
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
//_skeletonModel.render(renderArgs, 1.0f);
renderAttachments(renderArgs);
}
}

View file

@ -83,6 +83,12 @@ public:
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition,
bool postLighting = false);
bool addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges);
void removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges);
//setters
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
void setIsLookAtTarget(const bool isLookAtTarget) { _isLookAtTarget = isLookAtTarget; }

View file

@ -63,13 +63,8 @@ void AvatarManager::init() {
_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
auto avatarPayload = new render::Payload<AvatarData>(_myAvatar);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
static_cast<Avatar*>(_myAvatar.get())->_renderItemID = scene->allocateID();
render::PendingChanges pendingChanges;
pendingChanges.resetItem(static_cast<Avatar*>(_myAvatar.get())->_renderItemID, avatarPayloadPointer);
_myAvatar->addToScene(_myAvatar, scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
}
@ -145,18 +140,11 @@ AvatarSharedPointer AvatarManager::newSharedAvatar() {
// virtual
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
AvatarSharedPointer avatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
auto avatarPayload = new render::Payload<AvatarData>(avatar);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
static_cast<Avatar*>(avatar.get())->_renderItemID = scene->allocateID();
render::PendingChanges pendingChanges;
pendingChanges.resetItem(static_cast<Avatar*>(avatar.get())->_renderItemID, avatarPayloadPointer);
avatar->addToScene(avatar, scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
return avatar;
}
@ -177,17 +165,15 @@ void AvatarManager::removeAvatarMotionState(Avatar* avatar) {
void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
AvatarHash::iterator avatarIterator = _avatarHash.find(sessionUUID);
if (avatarIterator != _avatarHash.end()) {
Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
if (avatar != _myAvatar.get() && avatar->isInitialized()) {
removeAvatarMotionState(avatar);
std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
if (avatar != _myAvatar && avatar->isInitialized()) {
removeAvatarMotionState(avatar.get());
_avatarFades.push_back(avatarIterator.value());
_avatarHash.erase(avatarIterator);
}
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
render::PendingChanges pendingChanges;
pendingChanges.removeItem(avatar->_renderItemID);
avatar->removeFromScene(avatar, scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
}
}

View file

@ -40,17 +40,6 @@ class Hand : public HandData {
public:
Hand(Avatar* owningAvatar);
struct HandBall
{
glm::vec3 position; // the actual dynamic position of the ball at any given time
glm::quat rotation; // the rotation of the ball
glm::vec3 velocity; // the velocity of the ball
float radius; // the radius of the ball
bool isCollidable; // whether or not the ball responds to collisions
bool isColliding; // ball is currently colliding
float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
};
void simulate(float deltaTime, bool isMine);
void render(RenderArgs* renderArgs, bool isMine);

View file

@ -298,7 +298,8 @@ void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustu
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
}
} else {
_faceModel.render(renderArgs, alpha);
// NOTE: we don't need to call this here because the model has been added as payload items
//_faceModel.render(renderArgs, alpha);
}
}

View file

@ -1171,10 +1171,25 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
}
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
return; // wait until both models are loaded
}
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
render::PendingChanges pendingChanges;
if (_skeletonModel.needsFixupInScene()) {
_skeletonModel.removeFromScene(scene, pendingChanges);
_skeletonModel.addToScene(scene, pendingChanges);
}
if (getHead()->getFaceModel().needsFixupInScene()) {
getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
getHead()->getFaceModel().addToScene(scene, pendingChanges);
}
scene->enqueuePendingChanges(pendingChanges);
Camera *camera = Application::getInstance()->getCamera();
const glm::vec3 cameraPos = camera->getPosition();
@ -1195,7 +1210,9 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
// Render the body's voxels and head
if (!postLighting) {
_skeletonModel.render(renderArgs, 1.0f);
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
//_skeletonModel.render(renderArgs, 1.0f);
renderAttachments(renderArgs);
}

View file

@ -255,9 +255,12 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
}
void SkeletonModel::updateJointState(int index) {
if (index > _jointStates.size()) {
return; // bail
}
JointState& state = _jointStates[index];
const FBXJoint& joint = state.getFBXJoint();
if (joint.parentIndex != -1) {
if (joint.parentIndex != -1 && joint.parentIndex <= _jointStates.size()) {
const JointState& parentState = _jointStates.at(joint.parentIndex);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (index == geometry.leanJointIndex) {

View file

@ -501,7 +501,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
_viewState->getShadowViewFrustum() : _viewState->getCurrentViewFrustum();
// Setup batch transform matrices
gpu::Batch batch;
gpu::Batch batch; // FIX ME - this is very suspicious!
glm::mat4 projMat;
Transform viewMat;
frustum->evalProjectionMatrix(projMat);
@ -509,7 +509,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
renderArgs->_batch = &batch;
renderArgs->_batch = &batch; // FIX ME - this is very suspicious!
_tree->lockForRead();
@ -525,6 +525,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
Model::endScene(renderArgs);
_tree->unlock();
// FIX ME - this is very suspicious!
// glPushMatrix();
// renderArgs->_context->render(batch);
// glPopMatrix();

View file

@ -406,6 +406,7 @@ void Model::reset() {
}
_meshGroupsKnown = false;
_readyWhenAdded = false; // in case any of our users are using scenes
}
bool Model::updateGeometry() {
@ -456,6 +457,7 @@ bool Model::updateGeometry() {
_dilatedTextures.clear();
_geometry = geometry;
_meshGroupsKnown = false;
_readyWhenAdded = false; // in case any of our users are using scenes
initJointStates(newJointStates);
needToRebuild = true;
} else if (_jointStates.isEmpty()) {
@ -704,10 +706,26 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
int i2 = part.quadIndices[vIndex++];
int i3 = part.quadIndices[vIndex++];
glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
glm::vec3 v3 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f)));
glm::vec3 mv0 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f));
glm::vec3 mv1 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f));
glm::vec3 mv2 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f));
glm::vec3 mv3 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f));
// track the mesh parts in model space
if (!atLeastOnePointInBounds) {
thisPartBounds.setBox(mv0, 0.0f);
atLeastOnePointInBounds = true;
} else {
thisPartBounds += mv0;
}
thisPartBounds += mv1;
thisPartBounds += mv2;
thisPartBounds += mv3;
glm::vec3 v0 = calculateScaledOffsetPoint(mv0);
glm::vec3 v1 = calculateScaledOffsetPoint(mv1);
glm::vec3 v2 = calculateScaledOffsetPoint(mv2);
glm::vec3 v3 = calculateScaledOffsetPoint(mv3);
// Sam's recommended triangle slices
Triangle tri1 = { v0, v1, v3 };
@ -720,14 +738,6 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
thisMeshTriangles.push_back(tri1);
thisMeshTriangles.push_back(tri2);
if (!atLeastOnePointInBounds) {
thisPartBounds.setBox(v0, 0.0f);
atLeastOnePointInBounds = true;
}
thisPartBounds += v0;
thisPartBounds += v1;
thisPartBounds += v2;
thisPartBounds += v3;
}
}
@ -739,21 +749,27 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
int i1 = part.triangleIndices[vIndex++];
int i2 = part.triangleIndices[vIndex++];
glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
glm::vec3 mv0 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f));
glm::vec3 mv1 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f));
glm::vec3 mv2 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f));
// track the mesh parts in model space
if (!atLeastOnePointInBounds) {
thisPartBounds.setBox(mv0, 0.0f);
atLeastOnePointInBounds = true;
} else {
thisPartBounds += mv0;
}
thisPartBounds += mv1;
thisPartBounds += mv2;
glm::vec3 v0 = calculateScaledOffsetPoint(mv0);
glm::vec3 v1 = calculateScaledOffsetPoint(mv1);
glm::vec3 v2 = calculateScaledOffsetPoint(mv2);
Triangle tri = { v0, v1, v2 };
thisMeshTriangles.push_back(tri);
if (!atLeastOnePointInBounds) {
thisPartBounds.setBox(v0, 0.0f);
atLeastOnePointInBounds = true;
}
thisPartBounds += v0;
thisPartBounds += v1;
thisPartBounds += v2;
}
}
_calculatedMeshPartBoxes[QPair<int,int>(i, j)] = thisPartBounds;
@ -819,7 +835,6 @@ namespace render {
template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
if (args) {
args->_elementsTouched++;
//qDebug() << "would be TransparentMeshPart: " << payload->meshIndex << "," << payload->partIndex;
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
}
}
@ -843,7 +858,9 @@ namespace render {
template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
if (payload) {
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
Item::Bound result = payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
//qDebug() << "payloadGetBound(OpaqueMeshPart) " << result;
return result;
}
return render::Item::Bound();
}
@ -857,6 +874,10 @@ namespace render {
bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
if (!_meshGroupsKnown && isLoadedWithTextures()) {
segregateMeshGroups();
}
bool somethingAdded = false;
qDebug() << "Model::addToScene : " << this->getURL().toString();
@ -883,6 +904,8 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
_renderItems << item;
somethingAdded = true;
}
_readyWhenAdded = readyToAddToScene();
return somethingAdded;
}
@ -897,9 +920,8 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
pendingChanges.removeItem(item);
}
_renderItems.clear();
_readyWhenAdded = false;
qDebug() << "Model::removeFromScene : " << this->getURL().toString();
}
bool Model::render(RenderArgs* renderArgs, float alpha) {
@ -1219,6 +1241,11 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
return translatedExtents;
}
/// Returns the world space equivalent of some box in model space.
AABox Model::calculateScaledOffsetAABox(const AABox& box) const {
return AABox(calculateScaledOffsetExtents(Extents(box)));
}
glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f));
@ -1539,6 +1566,12 @@ void Model::snapToRegistrationPoint() {
}
void Model::simulate(float deltaTime, bool fullUpdate) {
/*
qDebug() << "Model::simulate()";
qDebug() << " _translation:" << _translation;
qDebug() << " _rotation:" << _rotation;
*/
fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit)
|| (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint);
@ -1929,6 +1962,7 @@ void Model::applyNextGeometry() {
_baseGeometry = _nextBaseGeometry;
_geometry = _nextGeometry;
_meshGroupsKnown = false;
_readyWhenAdded = false; // in case any of our users are using scenes
_nextBaseGeometry.reset();
_nextGeometry.reset();
}
@ -2216,23 +2250,15 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
recalculateMeshBoxes(true);
}
if (_calculatedMeshPartBoxesValid && _calculatedMeshPartBoxes.contains(QPair<int,int>(meshIndex, partIndex))) {
return _calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)];
}
if (!_calculatedMeshBoxesValid) {
return _calculatedMeshBoxes[meshIndex];
return calculateScaledOffsetAABox(_calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)]);
}
return AABox();
}
void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
renderSetup(args);
/*
if (translucent) {
renderCore(args, 1.0f);
return;
if (!_readyWhenAdded) {
return; // bail asap
}
*/
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch& batch = *(args->_batch);
@ -2243,13 +2269,13 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
_transforms.push_back(Transform());
}
// _transforms[0] = _viewState->getViewTransform();
// args->_viewFrustum->evalViewTransform(_transforms[0]);
// _transforms[0] = _viewState->getViewTransform();
// args->_viewFrustum->evalViewTransform(_transforms[0]);
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
// _transforms[0].setTranslation(_translation);
// _transforms[0].setTranslation(_translation);
// batch.setViewTransform(_transforms[0]);
// batch.setViewTransform(_transforms[0]);
// const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
@ -2259,10 +2285,15 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
// guard against partially loaded meshes
if (meshIndex >= networkMeshes.size() || meshIndex >= geometry.meshes.size() || meshIndex >= _meshStates.size() ) {
return;
}
const NetworkMesh& networkMesh = networkMeshes.at(meshIndex);
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
const MeshState& state = _meshStates.at(meshIndex);
bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
bool hasTangents = !mesh.tangents.isEmpty();
bool hasSpecular = mesh.hasSpecularTexture();
@ -2287,6 +2318,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
if (meshIndex < 0 || meshIndex >= networkMeshes.size() || meshIndex > geometry.meshes.size()) {
_meshGroupsKnown = false; // regenerate these lists next time around.
_readyWhenAdded = false; // in case any of our users are using scenes
return; // FIXME!
}
@ -2328,6 +2360,11 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
qint64 offset = 0;
// guard against partially loaded meshes
if (partIndex >= networkMesh.parts.size() || partIndex >= mesh.parts.size()) {
return;
}
const NetworkMeshPart& networkPart = networkMesh.parts.at(partIndex);
const FBXMeshPart& part = mesh.parts.at(partIndex);
model::MaterialPointer material = part._material;
@ -2352,8 +2389,13 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
Texture* diffuseMap = networkPart.diffuseTexture.data();
if (mesh.isEye && diffuseMap) {
diffuseMap = (_dilatedTextures[meshIndex][partIndex] =
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
// FIXME - guard against out of bounds here
if (meshIndex < _dilatedTextures.size()) {
if (partIndex < _dilatedTextures[meshIndex].size()) {
diffuseMap = (_dilatedTextures[meshIndex][partIndex] =
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
}
}
}
static bool showDiffuse = true;
if (showDiffuse && diffuseMap) {
@ -2623,6 +2665,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
_meshGroupsKnown = false; // regenerate these lists next time around.
_readyWhenAdded = false; // in case any of our users are using scenes
continue;
}

View file

@ -123,6 +123,7 @@ public:
static void endScene(RenderArgs* args);
// new Scene/Engine rendering support
bool needsFixupInScene() { return !_readyWhenAdded && readyToAddToScene(); }
bool readyToAddToScene(RenderArgs* renderArgs = nullptr) { return isRenderable() && isActive() && isLoadedWithTextures(); }
bool addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
void removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
@ -157,6 +158,9 @@ public:
/// Returns the scaled equivalent of some extents in model space.
Extents calculateScaledOffsetExtents(const Extents& extents) const;
/// Returns the world space equivalent of some box in model space.
AABox calculateScaledOffsetAABox(const AABox& box) const;
/// Returns the scaled equivalent of a point in model space.
glm::vec3 calculateScaledOffsetPoint(const glm::vec3& point) const;
@ -542,6 +546,7 @@ private:
QSet<std::shared_ptr<TransparentMeshPart>> _transparentRenderItems;
QSet<std::shared_ptr<OpaqueMeshPart>> _opaqueRenderItems;
QSet<render::ItemID> _renderItems;
bool _readyWhenAdded = false;
};
Q_DECLARE_METATYPE(QPointer<Model>)

View file

@ -42,12 +42,6 @@ glm::vec3 AABox::calcCenter() const {
return center;
}
glm::vec3 AABox::calcTopFarLeft() const {
glm::vec3 topFarLeft(_corner);
topFarLeft += _scale;
return topFarLeft;
};
void AABox::scale(float scale) {
_corner = _corner * scale;
_scale = _scale * scale;

View file

@ -47,7 +47,11 @@ public:
float getLargestDimension() const { return glm::max(_scale.x, glm::max(_scale.y, _scale.z)); }
glm::vec3 calcCenter() const;
glm::vec3 calcTopFarLeft() const;
glm::vec3 calcTopFarLeft() const { return _corner + _scale; }
const glm::vec3& getMinimum() const { return _corner; }
glm::vec3 getMaximum() const { return _corner + _scale; }
glm::vec3 getVertex(BoxVertex vertex) const;
const glm::vec3& getMinimumPoint() const { return _corner; }

View file

@ -23,6 +23,10 @@ class AABox;
class Extents {
public:
Extents(const glm::vec3& minimum, const glm::vec3& maximum) : minimum(minimum), maximum(maximum) { }
Extents() { reset(); }
Extents(const AABox& box) { reset(); add(box); }
/// set minimum and maximum to FLT_MAX and -FLT_MAX respectively
void reset();
@ -58,7 +62,7 @@ public:
/// \return new Extents which is original rotated around orign by rotation
Extents getRotated(const glm::quat& rotation) const {
Extents temp = { minimum, maximum };
Extents temp(minimum, maximum);
temp.rotate(rotation);
return temp;
}