mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 09:44:21 +02:00
merge upstream/master into "improved URL scheme"
Conflicts: interface/interface_en.ts
This commit is contained in:
commit
db40a955c9
17 changed files with 440 additions and 247 deletions
|
@ -106,18 +106,18 @@
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<context>
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<name>Menu</name>
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<message>
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<location filename="src/Menu.cpp" line="462"/>
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<location filename="src/Menu.cpp" line="463"/>
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<source>Open .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="464"/>
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<location filename="src/Menu.cpp" line="476"/>
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<location filename="src/Menu.cpp" line="465"/>
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<location filename="src/Menu.cpp" line="477"/>
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<source>Text files (*.ini)</source>
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<translation type="unfinished"></translation>
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</message>
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<message>
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<location filename="src/Menu.cpp" line="474"/>
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<location filename="src/Menu.cpp" line="475"/>
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<source>Save .ini config file</source>
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<translation type="unfinished"></translation>
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</message>
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|
|
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@ -282,8 +282,9 @@ Menu::Menu() :
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QMenu* avatarOptionsMenu = developerMenu->addMenu("Avatar Options");
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Avatars, 0, true);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionProxies);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderSkeletonCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderBoundingCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu,
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|
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@ -289,8 +289,9 @@ namespace MenuOption {
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const QString PlaySlaps = "Play Slaps";
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const QString Preferences = "Preferences...";
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const QString ReloadAllScripts = "Reload All Scripts";
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const QString RenderSkeletonCollisionProxies = "Skeleton Collision Proxies";
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const QString RenderHeadCollisionProxies = "Head Collision Proxies";
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const QString RenderSkeletonCollisionShapes = "Skeleton Collision Shapes";
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const QString RenderHeadCollisionShapes = "Head Collision Shapes";
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const QString RenderBoundingCollisionShapes = "Bounding Collision Shapes";
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const QString ResetAvatarSize = "Reset Avatar Size";
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const QString RunTimingTests = "Run Timing Tests";
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const QString SettingsImport = "Import Settings";
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@ -56,8 +56,7 @@ Avatar::Avatar() :
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_owningAvatarMixer(),
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_collisionFlags(0),
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_initialized(false),
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_shouldRenderBillboard(true),
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_modelsDirty(true)
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_shouldRenderBillboard(true)
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{
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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@ -118,21 +117,24 @@ void Avatar::simulate(float deltaTime) {
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getHand()->simulate(deltaTime, false);
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_skeletonModel.setLODDistance(getLODDistance());
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// copy joint data to skeleton
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for (int i = 0; i < _jointData.size(); i++) {
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const JointData& data = _jointData.at(i);
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_skeletonModel.setJointState(i, data.valid, data.rotation);
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}
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glm::vec3 headPosition = _position;
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if (!_shouldRenderBillboard && inViewFrustum) {
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_skeletonModel.simulate(deltaTime, _modelsDirty);
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_modelsDirty = false;
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if (_hasNewJointRotations) {
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for (int i = 0; i < _jointData.size(); i++) {
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const JointData& data = _jointData.at(i);
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_skeletonModel.setJointState(i, data.valid, data.rotation);
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}
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_skeletonModel.simulate(deltaTime);
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}
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_skeletonModel.simulate(deltaTime, _hasNewJointRotations);
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_hasNewJointRotations = false;
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glm::vec3 headPosition = _position;
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_skeletonModel.getHeadPosition(headPosition);
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Head* head = getHead();
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head->setPosition(headPosition);
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head->setScale(_scale);
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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}
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Head* head = getHead();
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head->setPosition(headPosition);
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head->setScale(_scale);
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head->simulate(deltaTime, false, _shouldRenderBillboard);
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// use speed and angular velocity to determine walking vs. standing
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if (_speed + fabs(_bodyYawDelta) > 0.2) {
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|
@ -210,11 +212,19 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Avatars)) {
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renderBody(renderMode);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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_skeletonModel.renderCollisionProxies(0.7f);
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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_skeletonModel.updateShapePositions();
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_skeletonModel.renderJointCollisionShapes(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionProxies)) {
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getHead()->getFaceModel().renderCollisionProxies(0.7f);
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes)) {
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getHead()->getFaceModel().updateShapePositions();
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getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes)) {
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getHead()->getFaceModel().updateShapePositions();
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getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f);
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_skeletonModel.updateShapePositions();
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_skeletonModel.renderBoundingCollisionShapes(0.7f);
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}
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// quick check before falling into the code below:
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@ -653,9 +663,6 @@ int Avatar::parseDataAtOffset(const QByteArray& packet, int offset) {
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const float MOVE_DISTANCE_THRESHOLD = 0.001f;
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_moving = glm::distance(oldPosition, _position) > MOVE_DISTANCE_THRESHOLD;
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// note that we need to update our models
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_modelsDirty = true;
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return bytesRead;
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}
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@ -192,7 +192,6 @@ private:
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bool _initialized;
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QScopedPointer<Texture> _billboardTexture;
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bool _shouldRenderBillboard;
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bool _modelsDirty;
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void renderBillboard();
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@ -19,10 +19,7 @@ FaceModel::FaceModel(Head* owningHead) :
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}
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void FaceModel::simulate(float deltaTime) {
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QVector<JointState> newJointStates = updateGeometry();
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if (!isActive()) {
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return;
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}
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updateGeometry();
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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glm::vec3 neckPosition;
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if (!owningAvatar->getSkeletonModel().getNeckPosition(neckPosition)) {
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@ -37,12 +34,14 @@ void FaceModel::simulate(float deltaTime) {
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const float MODEL_SCALE = 0.0006f;
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setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale() * MODEL_SCALE);
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setOffset(-_geometry->getFBXGeometry().neckPivot);
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if (isActive()) {
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setOffset(-_geometry->getFBXGeometry().neckPivot);
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}
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setPupilDilation(_owningHead->getPupilDilation());
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setBlendshapeCoefficients(_owningHead->getBlendshapeCoefficients());
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Model::simulate(deltaTime, true, newJointStates);
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Model::simulateInternal(deltaTime);
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}
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void FaceModel::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) {
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@ -254,7 +254,7 @@ void Hand::render(bool isMine) {
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_renderAlpha = 1.0;
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionProxies)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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// draw a green sphere at hand joint location, which is actually near the wrist)
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for (size_t i = 0; i < getNumPalms(); i++) {
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PalmData& palm = getPalms()[i];
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@ -11,6 +11,7 @@
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#include <QBuffer>
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#include <glm/gtx/norm.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <QtCore/QTimer>
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@ -20,6 +21,8 @@
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#include <PacketHeaders.h>
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#include <SharedUtil.h>
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#include <ShapeCollider.h>
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#include "Application.h"
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#include "Audio.h"
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#include "Environment.h"
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@ -83,9 +86,9 @@ void MyAvatar::reset() {
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getHead()->reset();
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getHand()->reset();
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setVelocity(glm::vec3(0,0,0));
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setThrust(glm::vec3(0,0,0));
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setOrientation(glm::quat(glm::vec3(0,0,0)));
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setVelocity(glm::vec3(0.f));
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setThrust(glm::vec3(0.f));
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setOrientation(glm::quat(glm::vec3(0.f)));
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}
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void MyAvatar::setMoveTarget(const glm::vec3 moveTarget) {
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@ -674,6 +677,28 @@ void MyAvatar::updateThrust(float deltaTime) {
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_thrust -= _driveKeys[LEFT] * _scale * THRUST_MAG_LATERAL * _thrustMultiplier * deltaTime * right;
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_thrust += _driveKeys[UP] * _scale * THRUST_MAG_UP * _thrustMultiplier * deltaTime * up;
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_thrust -= _driveKeys[DOWN] * _scale * THRUST_MAG_DOWN * _thrustMultiplier * deltaTime * up;
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// attenuate thrust when in penetration
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if (glm::dot(_thrust, _lastBodyPenetration) > 0.f) {
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const float MAX_BODY_PENETRATION_DEPTH = 0.6f * _skeletonModel.getBoundingShapeRadius();
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float penetrationFactor = glm::min(1.f, glm::length(_lastBodyPenetration) / MAX_BODY_PENETRATION_DEPTH);
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glm::vec3 penetrationDirection = glm::normalize(_lastBodyPenetration);
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// attenuate parallel component
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glm::vec3 parallelThrust = glm::dot(_thrust, penetrationDirection) * penetrationDirection;
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// attenuate perpendicular component (friction)
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glm::vec3 perpendicularThrust = _thrust - parallelThrust;
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// recombine to get the final thrust
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_thrust = (1.f - penetrationFactor) * parallelThrust + (1.f - penetrationFactor * penetrationFactor) * perpendicularThrust;
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// attenuate the growth of _thrustMultiplier when in penetration
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// otherwise the avatar will eventually be able to tunnel through the obstacle
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_thrustMultiplier *= (1.f - penetrationFactor * penetrationFactor);
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} else if (_thrustMultiplier < 1.f) {
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// rapid healing of attenuated thrustMultiplier after penetration event
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_thrustMultiplier = 1.f;
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}
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_lastBodyPenetration = glm::vec3(0.f);
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_bodyYawDelta -= _driveKeys[ROT_RIGHT] * YAW_SPEED * deltaTime;
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_bodyYawDelta += _driveKeys[ROT_LEFT] * YAW_SPEED * deltaTime;
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getHead()->setBasePitch(getHead()->getBasePitch() + (_driveKeys[ROT_UP] - _driveKeys[ROT_DOWN]) * PITCH_SPEED * deltaTime);
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@ -683,8 +708,9 @@ void MyAvatar::updateThrust(float deltaTime) {
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const float THRUST_INCREASE_RATE = 1.05f;
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const float MAX_THRUST_MULTIPLIER = 75.0f;
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//printf("m = %.3f\n", _thrustMultiplier);
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if (_thrustMultiplier < MAX_THRUST_MULTIPLIER) {
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_thrustMultiplier *= 1.f + deltaTime * THRUST_INCREASE_RATE;
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_thrustMultiplier *= 1.f + deltaTime * THRUST_INCREASE_RATE;
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if (_thrustMultiplier > MAX_THRUST_MULTIPLIER) {
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_thrustMultiplier = MAX_THRUST_MULTIPLIER;
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}
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} else {
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_thrustMultiplier = 1.f;
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|
@ -868,6 +894,9 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
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return false;
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}
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static CollisionList bodyCollisions(16);
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const float BODY_COLLISION_RESOLVE_TIMESCALE = 0.5f; // seconds
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void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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|
@ -879,14 +908,7 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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updateShapePositions();
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float myBoundingRadius = getBoundingRadius();
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/* TODO: Andrew to fix Avatar-Avatar body collisions
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// HACK: body-body collision uses two coaxial capsules with axes parallel to y-axis
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// TODO: make the collision work without assuming avatar orientation
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Extents myStaticExtents = _skeletonModel.getStaticExtents();
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glm::vec3 staticScale = myStaticExtents.maximum - myStaticExtents.minimum;
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float myCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
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float myCapsuleHeight = staticScale.y;
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*/
|
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const float BODY_COLLISION_RESOLVE_FACTOR = deltaTime / BODY_COLLISION_RESOLVE_TIMESCALE;
|
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|
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foreach (const AvatarSharedPointer& avatarPointer, avatars) {
|
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Avatar* avatar = static_cast<Avatar*>(avatarPointer.data());
|
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|
@ -901,19 +923,27 @@ void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
|
|||
}
|
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float theirBoundingRadius = avatar->getBoundingRadius();
|
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if (distance < myBoundingRadius + theirBoundingRadius) {
|
||||
/* TODO: Andrew to fix Avatar-Avatar body collisions
|
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Extents theirStaticExtents = _skeletonModel.getStaticExtents();
|
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glm::vec3 staticScale = theirStaticExtents.maximum - theirStaticExtents.minimum;
|
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float theirCapsuleRadius = 0.25f * (staticScale.x + staticScale.z);
|
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float theirCapsuleHeight = staticScale.y;
|
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|
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glm::vec3 penetration(0.f);
|
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if (findAvatarAvatarPenetration(_position, myCapsuleRadius, myCapsuleHeight,
|
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avatar->getPosition(), theirCapsuleRadius, theirCapsuleHeight, penetration)) {
|
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// move the avatar out by half the penetration
|
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setPosition(_position - 0.5f * penetration);
|
||||
// collide our body against theirs
|
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QVector<const Shape*> myShapes;
|
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_skeletonModel.getBodyShapes(myShapes);
|
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QVector<const Shape*> theirShapes;
|
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avatar->getSkeletonModel().getBodyShapes(theirShapes);
|
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bodyCollisions.clear();
|
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// TODO: add method to ShapeCollider for colliding lists of shapes
|
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foreach (const Shape* myShape, myShapes) {
|
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foreach (const Shape* theirShape, theirShapes) {
|
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ShapeCollider::shapeShape(myShape, theirShape, bodyCollisions);
|
||||
}
|
||||
}
|
||||
*/
|
||||
glm::vec3 totalPenetration(0.f);
|
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for (int j = 0; j < bodyCollisions.size(); ++j) {
|
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CollisionInfo* collision = bodyCollisions.getCollision(j);
|
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totalPenetration = addPenetrations(totalPenetration, collision->_penetration);
|
||||
}
|
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if (glm::length2(totalPenetration) > EPSILON) {
|
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setPosition(getPosition() - BODY_COLLISION_RESOLVE_FACTOR * totalPenetration);
|
||||
}
|
||||
_lastBodyPenetration += totalPenetration;
|
||||
|
||||
// collide our hands against them
|
||||
// TODO: make this work when we can figure out when the other avatar won't yeild
|
||||
|
|
|
@ -121,6 +121,7 @@ private:
|
|||
bool _isThrustOn;
|
||||
float _thrustMultiplier;
|
||||
glm::vec3 _moveTarget;
|
||||
glm::vec3 _lastBodyPenetration;
|
||||
int _moveTargetStepCounter;
|
||||
QWeakPointer<AvatarData> _lookAtTargetAvatar;
|
||||
glm::vec3 _targetAvatarPosition;
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "Menu.h"
|
||||
#include "SkeletonModel.h"
|
||||
|
||||
SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
|
||||
SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
|
||||
_owningAvatar(owningAvatar) {
|
||||
}
|
||||
|
||||
|
@ -63,7 +63,7 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
}
|
||||
|
||||
void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const {
|
||||
if (jointIndex < 0 || jointIndex >= int(_shapes.size())) {
|
||||
if (jointIndex < 0 || jointIndex >= int(_jointShapes.size())) {
|
||||
return;
|
||||
}
|
||||
if (jointIndex == getLeftHandJointIndex()
|
||||
|
@ -75,16 +75,16 @@ void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes)
|
|||
int parentIndex = joint.parentIndex;
|
||||
if (i == jointIndex) {
|
||||
// this shape is the hand
|
||||
shapes.push_back(_shapes[i]);
|
||||
shapes.push_back(_jointShapes[i]);
|
||||
if (parentIndex != -1) {
|
||||
// also add the forearm
|
||||
shapes.push_back(_shapes[parentIndex]);
|
||||
shapes.push_back(_jointShapes[parentIndex]);
|
||||
}
|
||||
} else {
|
||||
while (parentIndex != -1) {
|
||||
if (parentIndex == jointIndex) {
|
||||
// this shape is a child of the hand
|
||||
shapes.push_back(_shapes[i]);
|
||||
shapes.push_back(_jointShapes[i]);
|
||||
break;
|
||||
}
|
||||
parentIndex = geometry.joints[parentIndex].parentIndex;
|
||||
|
@ -94,6 +94,12 @@ void SkeletonModel::getHandShapes(int jointIndex, QVector<const Shape*>& shapes)
|
|||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::getBodyShapes(QVector<const Shape*>& shapes) const {
|
||||
// for now we push a single bounding shape,
|
||||
// but later we could push a subset of joint shapes
|
||||
shapes.push_back(&_boundingShape);
|
||||
}
|
||||
|
||||
class IndexValue {
|
||||
public:
|
||||
int index;
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
#ifndef __interface__SkeletonModel__
|
||||
#define __interface__SkeletonModel__
|
||||
|
||||
|
||||
#include "renderer/Model.h"
|
||||
|
||||
class Avatar;
|
||||
|
@ -28,8 +27,11 @@ public:
|
|||
/// \param shapes[out] list in which is stored pointers to hand shapes
|
||||
void getHandShapes(int jointIndex, QVector<const Shape*>& shapes) const;
|
||||
|
||||
/// \param shapes[out] list of shapes for body collisions
|
||||
void getBodyShapes(QVector<const Shape*>& shapes) const;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
void applyHandPosition(int jointIndex, const glm::vec3& position);
|
||||
|
||||
void applyPalmData(int jointIndex, const QVector<int>& fingerJointIndices,
|
||||
|
|
|
@ -41,6 +41,11 @@ bool Extents::containsPoint(const glm::vec3& point) const {
|
|||
&& point.z >= minimum.z && point.z <= maximum.z);
|
||||
}
|
||||
|
||||
void Extents::addExtents(const Extents& extents) {
|
||||
minimum = glm::min(minimum, extents.minimum);
|
||||
maximum = glm::max(maximum, extents.maximum);
|
||||
}
|
||||
|
||||
void Extents::addPoint(const glm::vec3& point) {
|
||||
minimum = glm::min(minimum, point);
|
||||
maximum = glm::max(maximum, point);
|
||||
|
@ -1343,7 +1348,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
}
|
||||
|
||||
geometry.bindExtents.reset();
|
||||
geometry.staticExtents.reset();
|
||||
geometry.meshExtents.reset();
|
||||
|
||||
for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
|
||||
|
@ -1511,8 +1515,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
JointShapeInfo& jointShapeInfo = jointShapeInfos[jointIndex];
|
||||
jointShapeInfo.boneBegin = rotateMeshToJoint * (radiusScale * (boneBegin - boneEnd));
|
||||
|
||||
bool jointIsStatic = joint.freeLineage.isEmpty();
|
||||
glm::vec3 jointTranslation = extractTranslation(geometry.offset * joint.bindTransform);
|
||||
float totalWeight = 0.0f;
|
||||
for (int j = 0; j < cluster.indices.size(); j++) {
|
||||
int oldIndex = cluster.indices.at(j);
|
||||
|
@ -1534,10 +1536,6 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
jointShapeInfo.extents.addPoint(vertexInJointFrame);
|
||||
jointShapeInfo.averageVertex += vertexInJointFrame;
|
||||
++jointShapeInfo.numVertices;
|
||||
if (jointIsStatic) {
|
||||
// expand the extents of static (nonmovable) joints
|
||||
geometry.staticExtents.addPoint(vertex + jointTranslation);
|
||||
}
|
||||
}
|
||||
|
||||
// look for an unused slot in the weights vector
|
||||
|
|
|
@ -30,6 +30,10 @@ public:
|
|||
/// set minimum and maximum to FLT_MAX and -FLT_MAX respectively
|
||||
void reset();
|
||||
|
||||
/// \param extents another intance of extents
|
||||
/// expand current limits to contain other extents
|
||||
void addExtents(const Extents& extents);
|
||||
|
||||
/// \param point new point to compare against existing limits
|
||||
/// compare point to current limits and expand them if necessary to contain point
|
||||
void addPoint(const glm::vec3& point);
|
||||
|
@ -174,7 +178,6 @@ public:
|
|||
glm::vec3 neckPivot;
|
||||
|
||||
Extents bindExtents;
|
||||
Extents staticExtents;
|
||||
Extents meshExtents;
|
||||
|
||||
QVector<FBXAttachment> attachments;
|
||||
|
|
|
@ -32,9 +32,11 @@ Model::Model(QObject* parent) :
|
|||
QObject(parent),
|
||||
_scale(1.0f, 1.0f, 1.0f),
|
||||
_shapesAreDirty(true),
|
||||
_boundingRadius(0.f),
|
||||
_boundingShape(),
|
||||
_boundingShapeLocalOffset(0.f),
|
||||
_lodDistance(0.0f),
|
||||
_pupilDilation(0.0f),
|
||||
_boundingRadius(0.f) {
|
||||
_pupilDilation(0.0f) {
|
||||
// we may have been created in the network thread, but we live in the main thread
|
||||
moveToThread(Application::getInstance()->thread());
|
||||
}
|
||||
|
@ -54,6 +56,14 @@ Model::SkinLocations Model::_skinLocations;
|
|||
Model::SkinLocations Model::_skinNormalMapLocations;
|
||||
Model::SkinLocations Model::_skinShadowLocations;
|
||||
|
||||
void Model::setScale(const glm::vec3& scale) {
|
||||
glm::vec3 deltaScale = _scale - scale;
|
||||
if (glm::length2(deltaScale) > EPSILON) {
|
||||
_scale = scale;
|
||||
rebuildShapes();
|
||||
}
|
||||
}
|
||||
|
||||
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) {
|
||||
program.bind();
|
||||
locations.clusterMatrices = program.uniformLocation("clusterMatrices");
|
||||
|
@ -73,6 +83,44 @@ QVector<Model::JointState> Model::createJointStates(const FBXGeometry& geometry)
|
|||
state.rotation = joint.rotation;
|
||||
jointStates.append(state);
|
||||
}
|
||||
|
||||
// compute transforms
|
||||
// Unfortunately, the joints are not neccessarily in order from parents to children,
|
||||
// so we must iterate over the list multiple times until all are set correctly.
|
||||
QVector<bool> jointIsSet;
|
||||
int numJoints = jointStates.size();
|
||||
jointIsSet.fill(false, numJoints);
|
||||
int numJointsSet = 0;
|
||||
int lastNumJointsSet = -1;
|
||||
while (numJointsSet < numJoints && numJointsSet != lastNumJointsSet) {
|
||||
lastNumJointsSet = numJointsSet;
|
||||
for (int i = 0; i < numJoints; ++i) {
|
||||
if (jointIsSet[i]) {
|
||||
continue;
|
||||
}
|
||||
JointState& state = jointStates[i];
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
int parentIndex = joint.parentIndex;
|
||||
if (parentIndex == -1) {
|
||||
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
|
||||
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
|
||||
state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
|
||||
glm::mat4_cast(combinedRotation) * joint.postTransform;
|
||||
state.combinedRotation = _rotation * combinedRotation;
|
||||
++numJointsSet;
|
||||
jointIsSet[i] = true;
|
||||
} else if (jointIsSet[parentIndex]) {
|
||||
const JointState& parentState = jointStates.at(parentIndex);
|
||||
glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
|
||||
state.transform = parentState.transform * glm::translate(state.translation) * joint.preTransform *
|
||||
glm::mat4_cast(combinedRotation) * joint.postTransform;
|
||||
state.combinedRotation = parentState.combinedRotation * combinedRotation;
|
||||
++numJointsSet;
|
||||
jointIsSet[i] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return jointStates;
|
||||
}
|
||||
|
||||
|
@ -142,60 +190,95 @@ void Model::reset() {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::clearShapes() {
|
||||
for (int i = 0; i < _shapes.size(); ++i) {
|
||||
delete _shapes[i];
|
||||
}
|
||||
_shapes.clear();
|
||||
}
|
||||
|
||||
void Model::createCollisionShapes() {
|
||||
clearShapes();
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
glm::vec3 meshCenter = _jointStates[i].combinedRotation * joint.shapePosition;
|
||||
glm::vec3 position = _rotation * (extractTranslation(_jointStates[i].transform) + uniformScale * meshCenter) + _translation;
|
||||
|
||||
float radius = uniformScale * joint.boneRadius;
|
||||
if (joint.shapeType == Shape::CAPSULE_SHAPE) {
|
||||
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
|
||||
CapsuleShape* shape = new CapsuleShape(radius, halfHeight);
|
||||
shape->setPosition(position);
|
||||
_shapes.push_back(shape);
|
||||
} else {
|
||||
SphereShape* shape = new SphereShape(radius, position);
|
||||
_shapes.push_back(shape);
|
||||
bool Model::updateGeometry() {
|
||||
// NOTE: this is a recursive call that walks all attachments, and their attachments
|
||||
bool needFullUpdate = false;
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
Model* model = _attachments.at(i);
|
||||
if (model->updateGeometry()) {
|
||||
needFullUpdate = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Model::updateShapePositions() {
|
||||
if (_shapesAreDirty && _shapes.size() == _jointStates.size()) {
|
||||
_boundingRadius = 0.f;
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
// shape position and rotation need to be in world-frame
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
_shapes[i]->setPosition(worldPosition);
|
||||
_shapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance2 = glm::distance2(worldPosition, _translation);
|
||||
if (distance2 > _boundingRadius) {
|
||||
_boundingRadius = distance2;
|
||||
bool needToRebuild = false;
|
||||
if (_nextGeometry) {
|
||||
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
|
||||
_nextGeometry->setLoadPriority(this, -_lodDistance);
|
||||
_nextGeometry->ensureLoading();
|
||||
if (_nextGeometry->isLoaded()) {
|
||||
applyNextGeometry();
|
||||
needToRebuild = true;
|
||||
}
|
||||
}
|
||||
if (!_geometry) {
|
||||
// geometry is not ready
|
||||
return false;
|
||||
}
|
||||
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
|
||||
// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
|
||||
|
||||
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
|
||||
QVector<JointState> newJointStates = createJointStates(newGeometry);
|
||||
if (! _jointStates.isEmpty()) {
|
||||
// copy the existing joint states
|
||||
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
|
||||
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
|
||||
it != oldGeometry.jointIndices.constEnd(); it++) {
|
||||
int oldIndex = it.value() - 1;
|
||||
int newIndex = newGeometry.getJointIndex(it.key());
|
||||
if (newIndex != -1) {
|
||||
newJointStates[newIndex] = _jointStates.at(oldIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
_jointStates = newJointStates;
|
||||
needToRebuild = true;
|
||||
} else if (_jointStates.isEmpty()) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
if (fbxGeometry.joints.size() > 0) {
|
||||
_jointStates = createJointStates(fbxGeometry);
|
||||
needToRebuild = true;
|
||||
}
|
||||
_boundingRadius = sqrtf(_boundingRadius);
|
||||
_shapesAreDirty = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::simulate(float deltaTime, bool fullUpdate) {
|
||||
// update our LOD, then simulate
|
||||
simulate(deltaTime, fullUpdate, updateGeometry());
|
||||
_geometry->setLoadPriority(this, -_lodDistance);
|
||||
_geometry->ensureLoading();
|
||||
|
||||
if (needToRebuild) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
_meshStates.append(state);
|
||||
|
||||
QOpenGLBuffer buffer;
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
|
||||
buffer.create();
|
||||
buffer.bind();
|
||||
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
|
||||
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
|
||||
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
|
||||
mesh.normals.size() * sizeof(glm::vec3));
|
||||
buffer.release();
|
||||
}
|
||||
_blendedVertexBuffers.append(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
rebuildShapes();
|
||||
needFullUpdate = true;
|
||||
}
|
||||
return needFullUpdate;
|
||||
}
|
||||
|
||||
bool Model::render(float alpha, bool forShadowMap) {
|
||||
|
@ -264,15 +347,6 @@ Extents Model::getBindExtents() const {
|
|||
return scaledExtents;
|
||||
}
|
||||
|
||||
Extents Model::getStaticExtents() const {
|
||||
if (!isActive()) {
|
||||
return Extents();
|
||||
}
|
||||
const Extents& staticExtents = _geometry->getFBXGeometry().staticExtents;
|
||||
Extents scaledExtents = { staticExtents.minimum * _scale, staticExtents.maximum * _scale };
|
||||
return scaledExtents;
|
||||
}
|
||||
|
||||
bool Model::getJointState(int index, glm::quat& rotation) const {
|
||||
if (index == -1 || index >= _jointStates.size()) {
|
||||
return false;
|
||||
|
@ -375,6 +449,107 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
|
|||
}
|
||||
}
|
||||
|
||||
void Model::clearShapes() {
|
||||
for (int i = 0; i < _jointShapes.size(); ++i) {
|
||||
delete _jointShapes[i];
|
||||
}
|
||||
_jointShapes.clear();
|
||||
}
|
||||
|
||||
void Model::rebuildShapes() {
|
||||
clearShapes();
|
||||
|
||||
if (_jointStates.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// make sure all the joints are updated correctly before we try to create their shapes
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i);
|
||||
}
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
glm::quat inverseRotation = glm::inverse(_rotation);
|
||||
glm::vec3 rootPosition(0.f);
|
||||
|
||||
// joint shapes
|
||||
Extents totalExtents;
|
||||
totalExtents.reset();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
Extents shapeExtents;
|
||||
shapeExtents.reset();
|
||||
|
||||
if (joint.parentIndex == -1) {
|
||||
rootPosition = worldPosition;
|
||||
}
|
||||
|
||||
float radius = uniformScale * joint.boneRadius;
|
||||
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
|
||||
if (joint.shapeType == Shape::CAPSULE_SHAPE && halfHeight > EPSILON) {
|
||||
CapsuleShape* capsule = new CapsuleShape(radius, halfHeight);
|
||||
capsule->setPosition(worldPosition);
|
||||
capsule->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
_jointShapes.push_back(capsule);
|
||||
|
||||
glm::vec3 endPoint;
|
||||
capsule->getEndPoint(endPoint);
|
||||
glm::vec3 startPoint;
|
||||
capsule->getStartPoint(startPoint);
|
||||
glm::vec3 axis = (halfHeight + radius) * glm::normalize(endPoint - startPoint);
|
||||
shapeExtents.addPoint(worldPosition + axis);
|
||||
shapeExtents.addPoint(worldPosition - axis);
|
||||
} else {
|
||||
SphereShape* sphere = new SphereShape(radius, worldPosition);
|
||||
_jointShapes.push_back(sphere);
|
||||
|
||||
glm::vec3 axis = glm::vec3(radius);
|
||||
shapeExtents.addPoint(worldPosition + axis);
|
||||
shapeExtents.addPoint(worldPosition - axis);
|
||||
}
|
||||
totalExtents.addExtents(shapeExtents);
|
||||
}
|
||||
|
||||
// bounding shape
|
||||
// NOTE: we assume that the longest side of totalExtents is the yAxis
|
||||
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
|
||||
float capsuleRadius = 0.25f * (diagonal.x + diagonal.z); // half the average of x and z
|
||||
_boundingShape.setRadius(capsuleRadius);
|
||||
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
|
||||
_boundingShapeLocalOffset = inverseRotation * (0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition);
|
||||
}
|
||||
|
||||
void Model::updateShapePositions() {
|
||||
if (_shapesAreDirty && _jointShapes.size() == _jointStates.size()) {
|
||||
glm::vec3 rootPosition(0.f);
|
||||
_boundingRadius = 0.f;
|
||||
float uniformScale = extractUniformScale(_scale);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
// shape position and rotation need to be in world-frame
|
||||
glm::vec3 jointToShapeOffset = uniformScale * (_jointStates[i].combinedRotation * joint.shapePosition);
|
||||
glm::vec3 worldPosition = extractTranslation(_jointStates[i].transform) + jointToShapeOffset + _translation;
|
||||
_jointShapes[i]->setPosition(worldPosition);
|
||||
_jointShapes[i]->setRotation(_jointStates[i].combinedRotation * joint.shapeRotation);
|
||||
float distance2 = glm::distance2(worldPosition, _translation);
|
||||
if (distance2 > _boundingRadius) {
|
||||
_boundingRadius = distance2;
|
||||
}
|
||||
if (joint.parentIndex == -1) {
|
||||
rootPosition = worldPosition;
|
||||
}
|
||||
}
|
||||
_boundingRadius = sqrtf(_boundingRadius);
|
||||
_shapesAreDirty = false;
|
||||
_boundingShape.setPosition(rootPosition + _rotation * _boundingShapeLocalOffset);
|
||||
}
|
||||
}
|
||||
|
||||
bool Model::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
|
||||
const glm::vec3 relativeOrigin = origin - _translation;
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
@ -408,8 +583,8 @@ bool Model::findCollisions(const QVector<const Shape*> shapes, CollisionList& co
|
|||
bool collided = false;
|
||||
for (int i = 0; i < shapes.size(); ++i) {
|
||||
const Shape* theirShape = shapes[i];
|
||||
for (int j = 0; j < _shapes.size(); ++j) {
|
||||
const Shape* ourShape = _shapes[j];
|
||||
for (int j = 0; j < _jointShapes.size(); ++j) {
|
||||
const Shape* ourShape = _jointShapes[j];
|
||||
if (ShapeCollider::shapeShape(theirShape, ourShape, collisions)) {
|
||||
collided = true;
|
||||
}
|
||||
|
@ -421,10 +596,9 @@ bool Model::findCollisions(const QVector<const Shape*> shapes, CollisionList& co
|
|||
bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius,
|
||||
CollisionList& collisions, int skipIndex) {
|
||||
bool collided = false;
|
||||
updateShapePositions();
|
||||
SphereShape sphere(sphereRadius, sphereCenter);
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
for (int i = 0; i < _shapes.size(); i++) {
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
if (joint.parentIndex != -1) {
|
||||
if (skipIndex != -1) {
|
||||
|
@ -438,7 +612,7 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi
|
|||
} while (ancestorIndex != -1);
|
||||
}
|
||||
}
|
||||
if (ShapeCollider::shapeShape(&sphere, _shapes[i], collisions)) {
|
||||
if (ShapeCollider::shapeShape(&sphere, _jointShapes[i], collisions)) {
|
||||
CollisionInfo* collision = collisions.getLastCollision();
|
||||
collision->_type = MODEL_COLLISION;
|
||||
collision->_data = (void*)(this);
|
||||
|
@ -450,45 +624,6 @@ bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadi
|
|||
return collided;
|
||||
}
|
||||
|
||||
QVector<Model::JointState> Model::updateGeometry() {
|
||||
QVector<JointState> newJointStates;
|
||||
if (_nextGeometry) {
|
||||
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
|
||||
_nextGeometry->setLoadPriority(this, -_lodDistance);
|
||||
_nextGeometry->ensureLoading();
|
||||
if (_nextGeometry->isLoaded()) {
|
||||
applyNextGeometry();
|
||||
return newJointStates;
|
||||
}
|
||||
}
|
||||
if (!_geometry) {
|
||||
return newJointStates;
|
||||
}
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
if (!_jointStates.isEmpty()) {
|
||||
// copy the existing joint states
|
||||
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
|
||||
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
|
||||
newJointStates = createJointStates(newGeometry);
|
||||
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
|
||||
it != oldGeometry.jointIndices.constEnd(); it++) {
|
||||
int oldIndex = it.value() - 1;
|
||||
int newIndex = newGeometry.getJointIndex(it.key());
|
||||
if (newIndex != -1) {
|
||||
newJointStates[newIndex] = _jointStates.at(oldIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
}
|
||||
_geometry->setLoadPriority(this, -_lodDistance);
|
||||
_geometry->ensureLoading();
|
||||
return newJointStates;
|
||||
}
|
||||
|
||||
class Blender : public QRunnable {
|
||||
public:
|
||||
|
||||
|
@ -551,53 +686,23 @@ void Blender::run() {
|
|||
Q_ARG(const QVector<glm::vec3>&, vertices), Q_ARG(const QVector<glm::vec3>&, normals));
|
||||
}
|
||||
|
||||
void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates) {
|
||||
if (!isActive()) {
|
||||
return;
|
||||
void Model::simulate(float deltaTime, bool fullUpdate) {
|
||||
fullUpdate = updateGeometry() || fullUpdate;
|
||||
if (isActive() && fullUpdate) {
|
||||
simulateInternal(deltaTime);
|
||||
}
|
||||
|
||||
// set up world vertices on first simulate after load
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (_jointStates.isEmpty()) {
|
||||
_jointStates = newJointStates.isEmpty() ? createJointStates(geometry) : newJointStates;
|
||||
foreach (const FBXMesh& mesh, geometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
_meshStates.append(state);
|
||||
|
||||
QOpenGLBuffer buffer;
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
|
||||
buffer.create();
|
||||
buffer.bind();
|
||||
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
|
||||
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
|
||||
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
|
||||
mesh.normals.size() * sizeof(glm::vec3));
|
||||
buffer.release();
|
||||
}
|
||||
_blendedVertexBuffers.append(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, geometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
model->init();
|
||||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
fullUpdate = true;
|
||||
createCollisionShapes();
|
||||
}
|
||||
|
||||
// exit early if we don't have to perform a full update
|
||||
if (!fullUpdate) {
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Model::simulateInternal(float deltaTime) {
|
||||
// NOTE: this is a recursive call that walks all attachments, and their attachments
|
||||
// update the world space transforms for all joints
|
||||
for (int i = 0; i < _jointStates.size(); i++) {
|
||||
updateJointState(i);
|
||||
}
|
||||
_shapesAreDirty = true;
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
// update the attachment transforms and simulate them
|
||||
for (int i = 0; i < _attachments.size(); i++) {
|
||||
const FBXAttachment& attachment = geometry.attachments.at(i);
|
||||
|
@ -612,7 +717,9 @@ void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>
|
|||
model->setRotation(jointRotation * attachment.rotation);
|
||||
model->setScale(_scale * attachment.scale);
|
||||
|
||||
model->simulate(deltaTime);
|
||||
if (model->isActive()) {
|
||||
model->simulateInternal(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
|
@ -631,7 +738,6 @@ void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>
|
|||
}
|
||||
|
||||
void Model::updateJointState(int index) {
|
||||
_shapesAreDirty = true;
|
||||
JointState& state = _jointStates[index];
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const FBXJoint& joint = geometry.joints.at(index);
|
||||
|
@ -643,7 +749,7 @@ void Model::updateJointState(int index) {
|
|||
state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
|
||||
glm::mat4_cast(combinedRotation) * joint.postTransform;
|
||||
state.combinedRotation = _rotation * combinedRotation;
|
||||
|
||||
|
||||
} else {
|
||||
const JointState& parentState = _jointStates.at(joint.parentIndex);
|
||||
if (index == geometry.leanJointIndex) {
|
||||
|
@ -749,6 +855,7 @@ bool Model::setJointPosition(int jointIndex, const glm::vec3& position, int last
|
|||
for (int j = freeLineage.size() - 1; j >= 0; j--) {
|
||||
updateJointState(freeLineage.at(j));
|
||||
}
|
||||
_shapesAreDirty = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -827,15 +934,15 @@ void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool cons
|
|||
state.rotation = newRotation;
|
||||
}
|
||||
|
||||
void Model::renderCollisionProxies(float alpha) {
|
||||
const int BALL_SUBDIVISIONS = 10;
|
||||
|
||||
void Model::renderJointCollisionShapes(float alpha) {
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
updateShapePositions();
|
||||
const int BALL_SUBDIVISIONS = 10;
|
||||
for (int i = 0; i < _shapes.size(); i++) {
|
||||
for (int i = 0; i < _jointShapes.size(); i++) {
|
||||
glPushMatrix();
|
||||
|
||||
Shape* shape = _shapes[i];
|
||||
Shape* shape = _jointShapes[i];
|
||||
|
||||
if (shape->getType() == Shape::SPHERE_SHAPE) {
|
||||
// shapes are stored in world-frame, so we have to transform into model frame
|
||||
|
@ -878,6 +985,36 @@ void Model::renderCollisionProxies(float alpha) {
|
|||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Model::renderBoundingCollisionShapes(float alpha) {
|
||||
glPushMatrix();
|
||||
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
|
||||
// draw a blue sphere at the capsule endpoint
|
||||
glm::vec3 endPoint;
|
||||
_boundingShape.getEndPoint(endPoint);
|
||||
endPoint = endPoint - _translation;
|
||||
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
||||
glColor4f(0.6f, 0.6f, 0.8f, alpha);
|
||||
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a yellow sphere at the capsule startpoint
|
||||
glm::vec3 startPoint;
|
||||
_boundingShape.getStartPoint(startPoint);
|
||||
startPoint = startPoint - _translation;
|
||||
glm::vec3 axis = endPoint - startPoint;
|
||||
glTranslatef(-axis.x, -axis.y, -axis.z);
|
||||
glColor4f(0.8f, 0.8f, 0.6f, alpha);
|
||||
glutSolidSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
||||
|
||||
// draw a green cylinder between the two points
|
||||
glm::vec3 origin(0.f);
|
||||
glColor4f(0.6f, 0.8f, 0.6f, alpha);
|
||||
Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius());
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
bool Model::collisionHitsMoveableJoint(CollisionInfo& collision) const {
|
||||
if (collision._type == MODEL_COLLISION) {
|
||||
// the joint is pokable by a collision if it exists and is free to move
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
#include <QObject>
|
||||
#include <QUrl>
|
||||
|
||||
#include <CapsuleShape.h>
|
||||
|
||||
#include "GeometryCache.h"
|
||||
#include "InterfaceConfig.h"
|
||||
#include "ProgramObject.h"
|
||||
|
@ -34,7 +36,7 @@ public:
|
|||
void setRotation(const glm::quat& rotation) { _rotation = rotation; }
|
||||
const glm::quat& getRotation() const { return _rotation; }
|
||||
|
||||
void setScale(const glm::vec3& scale) { _scale = scale; }
|
||||
void setScale(const glm::vec3& scale);
|
||||
const glm::vec3& getScale() const { return _scale; }
|
||||
|
||||
void setOffset(const glm::vec3& offset) { _offset = offset; }
|
||||
|
@ -54,12 +56,9 @@ public:
|
|||
|
||||
void init();
|
||||
void reset();
|
||||
void clearShapes();
|
||||
void createCollisionShapes();
|
||||
void updateShapePositions();
|
||||
void simulate(float deltaTime, bool fullUpdate = true);
|
||||
virtual void simulate(float deltaTime, bool fullUpdate = true);
|
||||
bool render(float alpha = 1.0f, bool forShadowMap = false);
|
||||
|
||||
|
||||
/// Sets the URL of the model to render.
|
||||
/// \param fallback the URL of a fallback model to render if the requested model fails to load
|
||||
/// \param retainCurrent if true, keep rendering the current model until the new one is loaded
|
||||
|
@ -75,9 +74,6 @@ public:
|
|||
/// Returns the extents of the model in its bind pose.
|
||||
Extents getBindExtents() const;
|
||||
|
||||
/// Returns the extents of the unmovable joints of the model.
|
||||
Extents getStaticExtents() const;
|
||||
|
||||
/// Returns a reference to the shared geometry.
|
||||
const QSharedPointer<NetworkGeometry>& getGeometry() const { return _geometry; }
|
||||
|
||||
|
@ -159,6 +155,12 @@ public:
|
|||
/// Returns the extended length from the right hand to its first free ancestor.
|
||||
float getRightArmLength() const;
|
||||
|
||||
void clearShapes();
|
||||
void rebuildShapes();
|
||||
void updateShapePositions();
|
||||
void renderJointCollisionShapes(float alpha);
|
||||
void renderBoundingCollisionShapes(float alpha);
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
|
||||
|
||||
/// \param shapes list of pointers shapes to test against Model
|
||||
|
@ -169,8 +171,6 @@ public:
|
|||
bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius,
|
||||
CollisionList& collisions, int skipIndex = -1);
|
||||
|
||||
void renderCollisionProxies(float alpha);
|
||||
|
||||
/// \param collision details about the collisions
|
||||
/// \return true if the collision is against a moveable joint
|
||||
bool collisionHitsMoveableJoint(CollisionInfo& collision) const;
|
||||
|
@ -180,6 +180,7 @@ public:
|
|||
void applyCollision(CollisionInfo& collision);
|
||||
|
||||
float getBoundingRadius() const { return _boundingRadius; }
|
||||
float getBoundingShapeRadius() const { return _boundingShape.getRadius(); }
|
||||
|
||||
/// Sets blended vertices computed in a separate thread.
|
||||
void setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
|
||||
|
@ -203,7 +204,11 @@ protected:
|
|||
|
||||
bool _shapesAreDirty;
|
||||
QVector<JointState> _jointStates;
|
||||
QVector<Shape*> _shapes;
|
||||
QVector<Shape*> _jointShapes;
|
||||
|
||||
float _boundingRadius;
|
||||
CapsuleShape _boundingShape;
|
||||
glm::vec3 _boundingShapeLocalOffset;
|
||||
|
||||
class MeshState {
|
||||
public:
|
||||
|
@ -212,9 +217,11 @@ protected:
|
|||
|
||||
QVector<MeshState> _meshStates;
|
||||
|
||||
QVector<JointState> updateGeometry();
|
||||
void simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates);
|
||||
|
||||
// returns 'true' if needs fullUpdate after geometry change
|
||||
bool updateGeometry();
|
||||
|
||||
void simulateInternal(float deltaTime);
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
virtual void updateJointState(int index);
|
||||
|
||||
|
@ -248,6 +255,7 @@ private:
|
|||
void applyNextGeometry();
|
||||
void deleteGeometry();
|
||||
void renderMeshes(float alpha, bool forShadowMap, bool translucent);
|
||||
QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
|
||||
QSharedPointer<NetworkGeometry> _baseGeometry; ///< reference required to prevent collection of base
|
||||
QSharedPointer<NetworkGeometry> _nextBaseGeometry;
|
||||
|
@ -267,8 +275,6 @@ private:
|
|||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
float _boundingRadius;
|
||||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _normalMapProgram;
|
||||
static ProgramObject _shadowProgram;
|
||||
|
@ -291,7 +297,6 @@ private:
|
|||
static SkinLocations _skinShadowLocations;
|
||||
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
|
||||
static QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
|
@ -40,6 +40,7 @@ AvatarData::AvatarData() :
|
|||
_handState(0),
|
||||
_keyState(NO_KEY_DOWN),
|
||||
_isChatCirclingEnabled(false),
|
||||
_hasNewJointRotations(true),
|
||||
_headData(NULL),
|
||||
_handData(NULL),
|
||||
_displayNameBoundingRect(),
|
||||
|
@ -483,6 +484,7 @@ int AvatarData::parseDataAtOffset(const QByteArray& packet, int offset) {
|
|||
}
|
||||
}
|
||||
} // numJoints * 8 bytes
|
||||
_hasNewJointRotations = true;
|
||||
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
|
|
@ -242,6 +242,8 @@ protected:
|
|||
|
||||
bool _isChatCirclingEnabled;
|
||||
|
||||
bool _hasNewJointRotations; // set in AvatarData, cleared in Avatar
|
||||
|
||||
HeadData* _headData;
|
||||
HandData* _handData;
|
||||
|
||||
|
|
Loading…
Reference in a new issue