From 0ae7411bf0ccb59bb4340989968c77700fbe0e9b Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Tue, 10 Jun 2014 13:37:53 -0700 Subject: [PATCH] fix some bugs in models --- interface/src/models/ModelTreeRenderer.cpp | 193 +++++++++++++-------- libraries/models/src/ModelTreeElement.cpp | 5 + 2 files changed, 124 insertions(+), 74 deletions(-) diff --git a/interface/src/models/ModelTreeRenderer.cpp b/interface/src/models/ModelTreeRenderer.cpp index 68bebd7b99..b20bdce8f5 100644 --- a/interface/src/models/ModelTreeRenderer.cpp +++ b/interface/src/models/ModelTreeRenderer.cpp @@ -57,21 +57,29 @@ void ModelTreeRenderer::render(RenderMode renderMode) { const FBXGeometry* ModelTreeRenderer::getGeometryForModel(const ModelItem& modelItem) { const FBXGeometry* result = NULL; + Model* model = getModel(modelItem); if (model) { result = &model->getGeometry()->getFBXGeometry(); - } return result; } Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) { Model* model = NULL; - + if (modelItem.isKnownID()) { if (_knownModelsItemModels.find(modelItem.getID()) != _knownModelsItemModels.end()) { model = _knownModelsItemModels[modelItem.getID()]; } else { + + // Make sure we only create new models on the thread that owns the ModelTreeRenderer + if (QThread::currentThread() != thread()) { + QMetaObject::invokeMethod(this, "getModel", Qt::BlockingQueuedConnection, + Q_RETURN_ARG(Model*, model), Q_ARG(const ModelItem&, modelItem)); + return model; + } + model = new Model(); model->init(); model->setURL(QUrl(modelItem.getModelURL())); @@ -81,6 +89,13 @@ Model* ModelTreeRenderer::getModel(const ModelItem& modelItem) { if (_unknownModelsItemModels.find(modelItem.getCreatorTokenID()) != _unknownModelsItemModels.end()) { model = _unknownModelsItemModels[modelItem.getCreatorTokenID()]; } else { + // Make sure we only create new models on the thread that owns the ModelTreeRenderer + if (QThread::currentThread() != thread()) { + QMetaObject::invokeMethod(this, "getModel", Qt::BlockingQueuedConnection, + Q_RETURN_ARG(Model*, model), Q_ARG(const ModelItem&, modelItem)); + return model; + } + model = new Model(); model->init(); model->setURL(QUrl(modelItem.getModelURL())); @@ -187,92 +202,122 @@ void ModelTreeRenderer::renderElement(OctreeElement* element, RenderArgs* args) if (drawAsModel) { glPushMatrix(); + { const float alpha = 1.0f; Model* model = getModel(modelItem); - - model->setScaleToFit(true, radius * 2.0f); - model->setSnapModelToCenter(true); - - // set the rotation - glm::quat rotation = modelItem.getModelRotation(); - model->setRotation(rotation); - - // set the position - model->setTranslation(position); - // handle animations.. - if (modelItem.hasAnimation()) { - if (!modelItem.jointsMapped()) { - QStringList modelJointNames = model->getJointNames(); - modelItem.mapJoints(modelJointNames); + if (model) { + model->setScaleToFit(true, radius * 2.0f); + model->setSnapModelToCenter(true); + + // set the rotation + glm::quat rotation = modelItem.getModelRotation(); + model->setRotation(rotation); + + // set the position + model->setTranslation(position); + + // handle animations.. + if (modelItem.hasAnimation()) { + if (!modelItem.jointsMapped()) { + QStringList modelJointNames = model->getJointNames(); + modelItem.mapJoints(modelJointNames); + } + + QVector frameData = modelItem.getAnimationFrame(); + for (int i = 0; i < frameData.size(); i++) { + model->setJointState(i, true, frameData[i]); + } + } + + // make sure to simulate so everything gets set up correctly for rendering + model->simulate(0.0f); + + // TODO: should we allow modelItems to have alpha on their models? + Model::RenderMode modelRenderMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE + ? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE; + + if (modelItem.getGlowLevel() > 0.0f) { + Glower glower(modelItem.getGlowLevel()); + + if (model->isActive()) { + model->render(alpha, modelRenderMode); + } else { + // if we couldn't get a model, then just draw a sphere + glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]); + glPushMatrix(); + glTranslatef(position.x, position.y, position.z); + glutSolidSphere(radius, 15, 15); + glPopMatrix(); + } + } else { + if (model->isActive()) { + model->render(alpha, modelRenderMode); + } else { + // if we couldn't get a model, then just draw a sphere + glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]); + glPushMatrix(); + glTranslatef(position.x, position.y, position.z); + glutSolidSphere(radius, 15, 15); + glPopMatrix(); + } } - QVector frameData = modelItem.getAnimationFrame(); - for (int i = 0; i < frameData.size(); i++) { - model->setJointState(i, true, frameData[i]); - } - } - - // make sure to simulate so everything gets set up correctly for rendering - model->simulate(0.0f); + if (!isShadowMode && displayModelBounds) { - // TODO: should we allow modelItems to have alpha on their models? - Model::RenderMode modelRenderMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE - ? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE; - - if (modelItem.getGlowLevel() > 0.0f) { - Glower glower(modelItem.getGlowLevel()); - model->render(alpha, modelRenderMode); + glm::vec3 unRotatedMinimum = model->getUnscaledMeshExtents().minimum; + glm::vec3 unRotatedMaximum = model->getUnscaledMeshExtents().maximum; + glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum; + + float width = unRotatedExtents.x; + float height = unRotatedExtents.y; + float depth = unRotatedExtents.z; + + Extents rotatedExtents = model->getUnscaledMeshExtents(); + calculateRotatedExtents(rotatedExtents, rotation); + + glm::vec3 rotatedSize = rotatedExtents.maximum - rotatedExtents.minimum; + + const glm::vec3& modelScale = model->getScale(); + + glPushMatrix(); + glTranslatef(position.x, position.y, position.z); + + // draw the orignal bounding cube + glColor4f(1.0f, 1.0f, 0.0f, 1.0f); + glutWireCube(size); + + // draw the rotated bounding cube + glColor4f(0.0f, 0.0f, 1.0f, 1.0f); + glPushMatrix(); + glScalef(rotatedSize.x * modelScale.x, rotatedSize.y * modelScale.y, rotatedSize.z * modelScale.z); + glutWireCube(1.0); + glPopMatrix(); + + // draw the model relative bounding box + glm::vec3 axis = glm::axis(rotation); + glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); + glScalef(width * modelScale.x, height * modelScale.y, depth * modelScale.z); + glColor3f(0.0f, 1.0f, 0.0f); + glutWireCube(1.0); + + glPopMatrix(); + + } } else { - model->render(alpha, modelRenderMode); - } - - if (!isShadowMode && displayModelBounds) { - - glm::vec3 unRotatedMinimum = model->getUnscaledMeshExtents().minimum; - glm::vec3 unRotatedMaximum = model->getUnscaledMeshExtents().maximum; - glm::vec3 unRotatedExtents = unRotatedMaximum - unRotatedMinimum; - - float width = unRotatedExtents.x; - float height = unRotatedExtents.y; - float depth = unRotatedExtents.z; - - Extents rotatedExtents = model->getUnscaledMeshExtents(); - calculateRotatedExtents(rotatedExtents, rotation); - - glm::vec3 rotatedSize = rotatedExtents.maximum - rotatedExtents.minimum; - - const glm::vec3& modelScale = model->getScale(); - + // if we couldn't get a model, then just draw a sphere + glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]); glPushMatrix(); glTranslatef(position.x, position.y, position.z); - - // draw the orignal bounding cube - glColor4f(1.0f, 1.0f, 0.0f, 1.0f); - glutWireCube(size); - - // draw the rotated bounding cube - glColor4f(0.0f, 0.0f, 1.0f, 1.0f); - glPushMatrix(); - glScalef(rotatedSize.x * modelScale.x, rotatedSize.y * modelScale.y, rotatedSize.z * modelScale.z); - glutWireCube(1.0); - glPopMatrix(); - - // draw the model relative bounding box - glm::vec3 axis = glm::axis(rotation); - glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); - glScalef(width * modelScale.x, height * modelScale.y, depth * modelScale.z); - glColor3f(0.0f, 1.0f, 0.0f); - glutWireCube(1.0); - + glutSolidSphere(radius, 15, 15); glPopMatrix(); - } - + } glPopMatrix(); } else { - glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]); + //glColor3ub(modelItem.getColor()[RED_INDEX],modelItem.getColor()[GREEN_INDEX],modelItem.getColor()[BLUE_INDEX]); + glColor3f(1.0f, 0.0f, 0.0f); glPushMatrix(); glTranslatef(position.x, position.y, position.z); glutSolidSphere(radius, 15, 15); diff --git a/libraries/models/src/ModelTreeElement.cpp b/libraries/models/src/ModelTreeElement.cpp index b0c7e125b4..75b9670d0f 100644 --- a/libraries/models/src/ModelTreeElement.cpp +++ b/libraries/models/src/ModelTreeElement.cpp @@ -186,6 +186,11 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons if (fbxGeometry && fbxGeometry->meshExtents.isValid()) { Extents extents = fbxGeometry->meshExtents; + // NOTE: If the model has a bad mesh, then extents will be 0,0,0 & 0,0,0 + if (extents.minimum == extents.maximum && extents.minimum == glm::vec3(0,0,0)) { + extents.maximum = glm::vec3(1.0f,1.0f,1.0f); // in this case we will simulate the unit cube + } + // NOTE: these extents are model space, so we need to scale and center them accordingly // size is our "target size in world space" // we need to set our model scale so that the extents of the mesh, fit in a cube that size...