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Merge pull request #5030 from ZappoMan/team-teaching-scene-api
TEAM TEACHING - rendering avatar models as payload parts
This commit is contained in:
commit
d4fddad176
13 changed files with 174 additions and 91 deletions
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@ -292,6 +292,21 @@ 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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getHead()->getFaceModel().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 +519,20 @@ 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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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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if (_skeletonModel.needsFixupInScene()) {
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_skeletonModel.removeFromScene(scene, pendingChanges);
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_skeletonModel.addToScene(scene, pendingChanges);
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}
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if (getHead()->getFaceModel().needsFixupInScene()) {
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getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
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getHead()->getFaceModel().addToScene(scene, pendingChanges);
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}
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scene->enqueuePendingChanges(pendingChanges);
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{
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Glower glower(renderArgs, glowLevel);
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@ -518,7 +547,8 @@ 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 +165,15 @@ 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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std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
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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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@ -40,17 +40,6 @@ class Hand : public HandData {
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public:
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Hand(Avatar* owningAvatar);
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struct HandBall
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{
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glm::vec3 position; // the actual dynamic position of the ball at any given time
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glm::quat rotation; // the rotation of the ball
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glm::vec3 velocity; // the velocity of the ball
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float radius; // the radius of the ball
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bool isCollidable; // whether or not the ball responds to collisions
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bool isColliding; // ball is currently colliding
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float touchForce; // a scalar determining the amount that the cursor (or hand) is penetrating the ball
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};
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void simulate(float deltaTime, bool isMine);
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void render(RenderArgs* renderArgs, bool isMine);
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@ -298,7 +298,8 @@ void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustu
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renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
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}
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} else {
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_faceModel.render(renderArgs, alpha);
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// NOTE: we don't need to call this here because the model has been added as payload items
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//_faceModel.render(renderArgs, alpha);
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}
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}
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@ -1171,10 +1171,25 @@ 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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render::ScenePointer scene = Application::getInstance()->getMain3DScene();
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render::PendingChanges pendingChanges;
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if (_skeletonModel.needsFixupInScene()) {
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_skeletonModel.removeFromScene(scene, pendingChanges);
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_skeletonModel.addToScene(scene, pendingChanges);
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}
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if (getHead()->getFaceModel().needsFixupInScene()) {
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getHead()->getFaceModel().removeFromScene(scene, pendingChanges);
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getHead()->getFaceModel().addToScene(scene, pendingChanges);
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}
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scene->enqueuePendingChanges(pendingChanges);
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Camera *camera = Application::getInstance()->getCamera();
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const glm::vec3 cameraPos = camera->getPosition();
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@ -1195,7 +1210,9 @@ 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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@ -501,7 +501,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
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_viewState->getShadowViewFrustum() : _viewState->getCurrentViewFrustum();
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// Setup batch transform matrices
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gpu::Batch batch;
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gpu::Batch batch; // FIX ME - this is very suspicious!
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glm::mat4 projMat;
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Transform viewMat;
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frustum->evalProjectionMatrix(projMat);
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@ -509,7 +509,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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renderArgs->_batch = &batch;
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renderArgs->_batch = &batch; // FIX ME - this is very suspicious!
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_tree->lockForRead();
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@ -525,6 +525,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) {
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Model::endScene(renderArgs);
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_tree->unlock();
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// FIX ME - this is very suspicious!
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// glPushMatrix();
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// renderArgs->_context->render(batch);
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// glPopMatrix();
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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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@ -704,10 +706,26 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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int i2 = part.quadIndices[vIndex++];
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int i3 = part.quadIndices[vIndex++];
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glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
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glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
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glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
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glm::vec3 v3 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f)));
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glm::vec3 mv0 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f));
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glm::vec3 mv1 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f));
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glm::vec3 mv2 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f));
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glm::vec3 mv3 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f));
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// track the mesh parts in model space
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if (!atLeastOnePointInBounds) {
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thisPartBounds.setBox(mv0, 0.0f);
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atLeastOnePointInBounds = true;
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} else {
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thisPartBounds += mv0;
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}
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thisPartBounds += mv1;
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thisPartBounds += mv2;
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thisPartBounds += mv3;
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glm::vec3 v0 = calculateScaledOffsetPoint(mv0);
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glm::vec3 v1 = calculateScaledOffsetPoint(mv1);
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glm::vec3 v2 = calculateScaledOffsetPoint(mv2);
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glm::vec3 v3 = calculateScaledOffsetPoint(mv3);
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// Sam's recommended triangle slices
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Triangle tri1 = { v0, v1, v3 };
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@ -720,14 +738,6 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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thisMeshTriangles.push_back(tri1);
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thisMeshTriangles.push_back(tri2);
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if (!atLeastOnePointInBounds) {
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thisPartBounds.setBox(v0, 0.0f);
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atLeastOnePointInBounds = true;
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}
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thisPartBounds += v0;
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thisPartBounds += v1;
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thisPartBounds += v2;
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thisPartBounds += v3;
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}
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}
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@ -739,21 +749,27 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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int i1 = part.triangleIndices[vIndex++];
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int i2 = part.triangleIndices[vIndex++];
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glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
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glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
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glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
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glm::vec3 mv0 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f));
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glm::vec3 mv1 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f));
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glm::vec3 mv2 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f));
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// track the mesh parts in model space
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if (!atLeastOnePointInBounds) {
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thisPartBounds.setBox(mv0, 0.0f);
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atLeastOnePointInBounds = true;
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} else {
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thisPartBounds += mv0;
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}
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thisPartBounds += mv1;
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thisPartBounds += mv2;
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glm::vec3 v0 = calculateScaledOffsetPoint(mv0);
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glm::vec3 v1 = calculateScaledOffsetPoint(mv1);
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glm::vec3 v2 = calculateScaledOffsetPoint(mv2);
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Triangle tri = { v0, v1, v2 };
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thisMeshTriangles.push_back(tri);
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if (!atLeastOnePointInBounds) {
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thisPartBounds.setBox(v0, 0.0f);
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atLeastOnePointInBounds = true;
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}
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thisPartBounds += v0;
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thisPartBounds += v1;
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thisPartBounds += v2;
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}
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}
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_calculatedMeshPartBoxes[QPair<int,int>(i, j)] = thisPartBounds;
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@ -819,7 +835,6 @@ namespace render {
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template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
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if (args) {
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args->_elementsTouched++;
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//qDebug() << "would be TransparentMeshPart: " << payload->meshIndex << "," << payload->partIndex;
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
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}
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}
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@ -843,7 +858,9 @@ namespace render {
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template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
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if (payload) {
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return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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Item::Bound result = payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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//qDebug() << "payloadGetBound(OpaqueMeshPart) " << result;
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return result;
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}
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return render::Item::Bound();
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}
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@ -857,6 +874,10 @@ 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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qDebug() << "Model::addToScene : " << this->getURL().toString();
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@ -883,6 +904,8 @@ 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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@ -897,9 +920,8 @@ 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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qDebug() << "Model::removeFromScene : " << this->getURL().toString();
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}
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bool Model::render(RenderArgs* renderArgs, float alpha) {
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@ -1219,6 +1241,11 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
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return translatedExtents;
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}
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/// Returns the world space equivalent of some box in model space.
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AABox Model::calculateScaledOffsetAABox(const AABox& box) const {
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return AABox(calculateScaledOffsetExtents(Extents(box)));
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}
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glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
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// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
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glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f));
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||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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>)
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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; }
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue