// // Model.cpp // interface // // Created by Andrzej Kapolka on 10/18/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // #include #include #include "Application.h" #include "Model.h" using namespace std; Model::Model(QObject* parent) : QObject(parent), _pupilDilation(0.0f) { // we may have been created in the network thread, but we live in the main thread moveToThread(Application::getInstance()->thread()); } Model::~Model() { deleteGeometry(); } ProgramObject Model::_program; ProgramObject Model::_normalMapProgram; ProgramObject Model::_skinProgram; ProgramObject Model::_skinNormalMapProgram; int Model::_normalMapTangentLocation; Model::SkinLocations Model::_skinLocations; Model::SkinLocations Model::_skinNormalMapLocations; void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) { program.bind(); locations.clusterMatrices = program.uniformLocation("clusterMatrices"); locations.clusterIndices = program.attributeLocation("clusterIndices"); locations.clusterWeights = program.attributeLocation("clusterWeights"); locations.tangent = program.attributeLocation("tangent"); program.setUniformValue("diffuseMap", 0); program.setUniformValue("normalMap", 1); program.release(); } void Model::init() { if (!_program.isLinked()) { switchToResourcesParentIfRequired(); _program.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/model.vert"); _program.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag"); _program.link(); _program.bind(); _program.setUniformValue("texture", 0); _program.release(); _normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/model_normal_map.vert"); _normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model_normal_map.frag"); _normalMapProgram.link(); _normalMapProgram.bind(); _normalMapProgram.setUniformValue("diffuseMap", 0); _normalMapProgram.setUniformValue("normalMap", 1); _normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent"); _normalMapProgram.release(); _skinProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_model.vert"); _skinProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag"); _skinProgram.link(); initSkinProgram(_skinProgram, _skinLocations); _skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_model_normal_map.vert"); _skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model_normal_map.frag"); _skinNormalMapProgram.link(); initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations); } } void Model::reset() { _resetStates = true; foreach (Model* attachment, _attachments) { attachment->reset(); } } void Model::simulate(float deltaTime) { if (!isActive()) { return; } // set up world vertices on first simulate after load const FBXGeometry& geometry = _geometry->getFBXGeometry(); if (_jointStates.isEmpty()) { foreach (const FBXJoint& joint, geometry.joints) { JointState state; state.rotation = joint.rotation; _jointStates.append(state); } foreach (const FBXMesh& mesh, geometry.meshes) { MeshState state; state.clusterMatrices.resize(mesh.clusters.size()); if (mesh.springiness > 0.0f) { state.worldSpaceVertices.resize(mesh.vertices.size()); state.vertexVelocities.resize(mesh.vertices.size()); state.worldSpaceNormals.resize(mesh.vertices.size()); } _meshStates.append(state); } foreach (const FBXAttachment& attachment, geometry.attachments) { Model* model = new Model(this); model->init(); model->setURL(attachment.url); _attachments.append(model); } _resetStates = true; } // update the world space transforms for all joints for (int i = 0; i < _jointStates.size(); i++) { updateJointState(i); } // update the attachment transforms and simulate them for (int i = 0; i < _attachments.size(); i++) { const FBXAttachment& attachment = geometry.attachments.at(i); Model* model = _attachments.at(i); glm::vec3 jointTranslation = _translation; glm::quat jointRotation = _rotation; getJointPosition(attachment.jointIndex, jointTranslation); getJointRotation(attachment.jointIndex, jointRotation); model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale); model->setRotation(jointRotation * attachment.rotation); model->setScale(_scale * attachment.scale); model->simulate(deltaTime); } for (int i = 0; i < _meshStates.size(); i++) { MeshState& state = _meshStates[i]; const FBXMesh& mesh = geometry.meshes.at(i); for (int j = 0; j < mesh.clusters.size(); j++) { const FBXCluster& cluster = mesh.clusters.at(j); state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix; } int vertexCount = state.worldSpaceVertices.size(); if (vertexCount == 0) { continue; } glm::vec3* destVertices = state.worldSpaceVertices.data(); glm::vec3* destVelocities = state.vertexVelocities.data(); glm::vec3* destNormals = state.worldSpaceNormals.data(); const glm::vec3* sourceVertices = mesh.vertices.constData(); if (!mesh.blendshapes.isEmpty()) { _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3)); // blend in each coefficient for (int j = 0; j < _blendshapeCoefficients.size(); j++) { float coefficient = _blendshapeCoefficients[j]; if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) { continue; } const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData(); for (const int* index = mesh.blendshapes[j].indices.constData(), *end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) { _blendedVertices[*index] += *vertex * coefficient; } } sourceVertices = _blendedVertices.constData(); } glm::mat4 transform = glm::translate(_translation); if (mesh.clusters.size() > 1) { _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); // skin each vertex const glm::vec4* clusterIndices = mesh.clusterIndices.constData(); const glm::vec4* clusterWeights = mesh.clusterWeights.constData(); for (int j = 0; j < vertexCount; j++) { _blendedVertices[j] = glm::vec3(state.clusterMatrices[clusterIndices[j][0]] * glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] + glm::vec3(state.clusterMatrices[clusterIndices[j][1]] * glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] + glm::vec3(state.clusterMatrices[clusterIndices[j][2]] * glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] + glm::vec3(state.clusterMatrices[clusterIndices[j][3]] * glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3]; } sourceVertices = _blendedVertices.constData(); } else { transform = state.clusterMatrices[0]; } if (_resetStates) { for (int j = 0; j < vertexCount; j++) { destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)); destVelocities[j] = glm::vec3(); } } else { const float SPRINGINESS_MULTIPLIER = 200.0f; const float DAMPING = 5.0f; for (int j = 0; j < vertexCount; j++) { destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) * mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime; destVertices[j] += destVelocities[j] * deltaTime; } } for (int j = 0; j < vertexCount; j++) { destNormals[j] = glm::vec3(); const glm::vec3& middle = destVertices[j]; for (QVarLengthArray, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin(); connection != mesh.vertexConnections.at(j).constEnd(); connection++) { destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle, destVertices[connection->first] - middle)); } } } _resetStates = false; } bool Model::render(float alpha) { // render the attachments foreach (Model* attachment, _attachments) { attachment->render(alpha); } if (_meshStates.isEmpty()) { return false; } // set up blended buffer ids on first render after load/simulate const FBXGeometry& geometry = _geometry->getFBXGeometry(); const QVector& networkMeshes = _geometry->getMeshes(); if (_blendedVertexBufferIDs.isEmpty()) { foreach (const FBXMesh& mesh, geometry.meshes) { GLuint id = 0; if (!mesh.blendshapes.isEmpty() || mesh.springiness > 0.0f) { glGenBuffers(1, &id); glBindBuffer(GL_ARRAY_BUFFER, id); glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3), NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } _blendedVertexBufferIDs.append(id); QVector > dilated; dilated.resize(mesh.parts.size()); _dilatedTextures.append(dilated); } } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glDisable(GL_COLOR_MATERIAL); for (int i = 0; i < networkMeshes.size(); i++) { const NetworkMesh& networkMesh = networkMeshes.at(i); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID); const FBXMesh& mesh = geometry.meshes.at(i); int vertexCount = mesh.vertices.size(); glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID); ProgramObject* program = &_program; ProgramObject* skinProgram = &_skinProgram; SkinLocations* skinLocations = &_skinLocations; if (!mesh.tangents.isEmpty()) { program = &_normalMapProgram; skinProgram = &_skinNormalMapProgram; skinLocations = &_skinNormalMapLocations; } const MeshState& state = _meshStates.at(i); ProgramObject* activeProgram = program; int tangentLocation = _normalMapTangentLocation; if (state.worldSpaceVertices.isEmpty()) { glPushMatrix(); Application::getInstance()->loadTranslatedViewMatrix(_translation); if (state.clusterMatrices.size() > 1) { skinProgram->bind(); glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false, (const float*)state.clusterMatrices.constData()); int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) + mesh.texCoords.size() * sizeof(glm::vec2) + (mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0); skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4); skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT, offset + vertexCount * sizeof(glm::vec4), 4); skinProgram->enableAttributeArray(skinLocations->clusterIndices); skinProgram->enableAttributeArray(skinLocations->clusterWeights); activeProgram = skinProgram; tangentLocation = skinLocations->tangent; } else { glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]); program->bind(); } } else { program->bind(); } if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) { if (!mesh.tangents.isEmpty()) { activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3); activeProgram->enableAttributeArray(tangentLocation); } glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) + mesh.tangents.size() * sizeof(glm::vec3))); glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) + (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3))); } else { if (!mesh.tangents.isEmpty()) { activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, 0, 3); activeProgram->enableAttributeArray(tangentLocation); } glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3))); glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3))); glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i)); if (!state.worldSpaceVertices.isEmpty()) { glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData()); glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3), vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData()); } else { _blendedVertices.resize(max(_blendedVertices.size(), vertexCount)); _blendedNormals.resize(_blendedVertices.size()); memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3)); memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3)); // blend in each coefficient for (int j = 0; j < _blendshapeCoefficients.size(); j++) { float coefficient = _blendshapeCoefficients[j]; if (coefficient == 0.0f || j >= mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) { continue; } const float NORMAL_COEFFICIENT_SCALE = 0.01f; float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE; const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData(); const glm::vec3* normal = mesh.blendshapes[j].normals.constData(); for (const int* index = mesh.blendshapes[j].indices.constData(), *end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) { _blendedVertices[*index] += *vertex * coefficient; _blendedNormals[*index] += *normal * normalCoefficient; } } glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData()); glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3), vertexCount * sizeof(glm::vec3), _blendedNormals.constData()); } } glVertexPointer(3, GL_FLOAT, 0, 0); glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3))); if (!mesh.colors.isEmpty()) { glEnableClientState(GL_COLOR_ARRAY); } else { glColor3f(1.0f, 1.0f, 1.0f); } if (!mesh.texCoords.isEmpty()) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); } qint64 offset = 0; for (int j = 0; j < networkMesh.parts.size(); j++) { const NetworkMeshPart& networkPart = networkMesh.parts.at(j); const FBXMeshPart& part = mesh.parts.at(j); // apply material properties glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha); glm::vec4 specular = glm::vec4(part.specularColor, alpha); glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse); glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular); glMaterialf(GL_FRONT, GL_SHININESS, part.shininess); Texture* diffuseMap = networkPart.diffuseTexture.data(); if (mesh.isEye) { if (diffuseMap != NULL) { diffuseMap = (_dilatedTextures[i][j] = static_cast(diffuseMap)->getDilatedTexture(_pupilDilation)).data(); } } glBindTexture(GL_TEXTURE_2D, diffuseMap == NULL ? Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID()); if (!mesh.tangents.isEmpty()) { glActiveTexture(GL_TEXTURE1); Texture* normalMap = networkPart.normalTexture.data(); glBindTexture(GL_TEXTURE_2D, normalMap == NULL ? Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID()); glActiveTexture(GL_TEXTURE0); } glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset); offset += part.quadIndices.size() * sizeof(int); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(), GL_UNSIGNED_INT, (void*)offset); offset += part.triangleIndices.size() * sizeof(int); } if (!mesh.colors.isEmpty()) { glDisableClientState(GL_COLOR_ARRAY); } if (!mesh.texCoords.isEmpty()) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (!mesh.tangents.isEmpty()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); activeProgram->disableAttributeArray(tangentLocation); } if (state.worldSpaceVertices.isEmpty()) { if (state.clusterMatrices.size() > 1) { skinProgram->disableAttributeArray(skinLocations->clusterIndices); skinProgram->disableAttributeArray(skinLocations->clusterWeights); } glPopMatrix(); } activeProgram->release(); } // deactivate vertex arrays after drawing glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); // bind with 0 to switch back to normal operation glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); // restore all the default material settings Application::getInstance()->setupWorldLight(); return true; } int Model::getParentJointIndex(int jointIndex) const { return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).parentIndex : -1; } bool Model::getHeadPosition(glm::vec3& headPosition) const { return isActive() && getJointPosition(_geometry->getFBXGeometry().headJointIndex, headPosition); } bool Model::getNeckPosition(glm::vec3& neckPosition) const { return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition); } bool Model::getNeckRotation(glm::quat& neckRotation) const { return isActive() && getJointRotation(_geometry->getFBXGeometry().neckJointIndex, neckRotation); } bool Model::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const { if (!isActive()) { return false; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); return getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) && getJointPosition(geometry.rightEyeJointIndex, secondEyePosition); } bool Model::setLeftHandPosition(const glm::vec3& position) { return setJointPosition(getLeftHandJointIndex(), position); } bool Model::restoreLeftHandPosition(float percent) { return restoreJointPosition(getLeftHandJointIndex(), percent); } bool Model::setLeftHandRotation(const glm::quat& rotation) { return setJointRotation(getLeftHandJointIndex(), rotation); } float Model::getLeftArmLength() const { return getLimbLength(getLeftHandJointIndex()); } bool Model::setRightHandPosition(const glm::vec3& position) { return setJointPosition(getRightHandJointIndex(), position); } bool Model::restoreRightHandPosition(float percent) { return restoreJointPosition(getRightHandJointIndex(), percent); } bool Model::setRightHandRotation(const glm::quat& rotation) { return setJointRotation(getRightHandJointIndex(), rotation); } float Model::getRightArmLength() const { return getLimbLength(getRightHandJointIndex()); } void Model::setURL(const QUrl& url) { // don't recreate the geometry if it's the same URL if (_url == url) { return; } _url = url; // delete our local geometry and custom textures deleteGeometry(); _dilatedTextures.clear(); _geometry = Application::getInstance()->getGeometryCache()->getGeometry(url); } glm::vec4 Model::computeAverageColor() const { return _geometry ? _geometry->computeAverageColor() : glm::vec4(1.0f, 1.0f, 1.0f, 1.0f); } bool Model::findSpherePenetration(const glm::vec3& penetratorCenter, float penetratorRadius, glm::vec3& penetration, float boneScale, int skipIndex) const { const glm::vec3 relativeCenter = penetratorCenter - _translation; const FBXGeometry& geometry = _geometry->getFBXGeometry(); bool didPenetrate = false; glm::vec3 totalPenetration; float radiusScale = extractUniformScale(_scale) * boneScale; for (int i = 0; i < _jointStates.size(); i++) { const FBXJoint& joint = geometry.joints[i]; glm::vec3 end = extractTranslation(_jointStates[i].transform); float endRadius = joint.boneRadius * radiusScale; glm::vec3 start = end; float startRadius = joint.boneRadius * radiusScale; glm::vec3 bonePenetration; if (joint.parentIndex != -1) { if (skipIndex != -1) { int ancestorIndex = joint.parentIndex; do { if (ancestorIndex == skipIndex) { goto outerContinue; } ancestorIndex = geometry.joints[ancestorIndex].parentIndex; } while (ancestorIndex != -1); } start = extractTranslation(_jointStates[joint.parentIndex].transform); startRadius = geometry.joints[joint.parentIndex].boneRadius * radiusScale; } if (findSphereCapsulePenetration(relativeCenter, penetratorRadius, start, end, (startRadius + endRadius) / 2.0f, bonePenetration)) { totalPenetration = addPenetrations(totalPenetration, bonePenetration); didPenetrate = true; } outerContinue: ; } if (didPenetrate) { penetration = totalPenetration; return true; } return false; } void Model::updateJointState(int index) { JointState& state = _jointStates[index]; const FBXGeometry& geometry = _geometry->getFBXGeometry(); const FBXJoint& joint = geometry.joints.at(index); if (joint.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 * joint.preTransform * glm::mat4_cast(combinedRotation) * joint.postTransform; state.combinedRotation = _rotation * combinedRotation; } else { const JointState& parentState = _jointStates.at(joint.parentIndex); if (index == geometry.leanJointIndex) { maybeUpdateLeanRotation(parentState, joint, state); } else if (index == geometry.neckJointIndex) { maybeUpdateNeckRotation(parentState, joint, state); } else if (index == geometry.leftEyeJointIndex || index == geometry.rightEyeJointIndex) { maybeUpdateEyeRotation(parentState, joint, state); } glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation; state.transform = parentState.transform * joint.preTransform * glm::mat4_cast(combinedRotation) * joint.postTransform; state.combinedRotation = parentState.combinedRotation * combinedRotation; } } void Model::maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // nothing by default } void Model::maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // nothing by default } void Model::maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state) { // nothing by default } bool Model::getJointPosition(int jointIndex, glm::vec3& position) const { if (jointIndex == -1 || _jointStates.isEmpty()) { return false; } position = _translation + extractTranslation(_jointStates[jointIndex].transform); return true; } bool Model::getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind) const { if (jointIndex == -1 || _jointStates.isEmpty()) { return false; } rotation = _jointStates[jointIndex].combinedRotation * (fromBind ? _geometry->getFBXGeometry().joints[jointIndex].inverseBindRotation : _geometry->getFBXGeometry().joints[jointIndex].inverseDefaultRotation); return true; } bool Model::setJointPosition(int jointIndex, const glm::vec3& position, int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment) { if (jointIndex == -1 || _jointStates.isEmpty()) { return false; } glm::vec3 relativePosition = position - _translation; const FBXGeometry& geometry = _geometry->getFBXGeometry(); const QVector& freeLineage = geometry.joints.at(jointIndex).freeLineage; if (lastFreeIndex == -1) { lastFreeIndex = freeLineage.last(); } // this is a cyclic coordinate descent algorithm: see // http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d const int ITERATION_COUNT = 1; glm::vec3 worldAlignment = _rotation * alignment; for (int i = 0; i < ITERATION_COUNT; i++) { // first, we go from the joint upwards, rotating the end as close as possible to the target glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].transform); for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) { int index = freeLineage.at(j); const FBXJoint& joint = geometry.joints.at(index); if (!(joint.isFree || allIntermediatesFree)) { continue; } JointState& state = _jointStates[index]; glm::vec3 jointPosition = extractTranslation(state.transform); glm::vec3 jointVector = endPosition - jointPosition; glm::quat oldCombinedRotation = state.combinedRotation; applyRotationDelta(index, rotationBetween(jointVector, relativePosition - jointPosition)); endPosition = state.combinedRotation * glm::inverse(oldCombinedRotation) * jointVector + jointPosition; if (alignment != glm::vec3() && j > 1) { jointVector = endPosition - jointPosition; glm::vec3 positionSum; for (int k = j - 1; k > 0; k--) { int index = freeLineage.at(k); updateJointState(index); positionSum += extractTranslation(_jointStates.at(index).transform); } glm::vec3 projectedCenterOfMass = glm::cross(jointVector, glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector)); glm::vec3 projectedAlignment = glm::cross(jointVector, glm::cross(worldAlignment, jointVector)); const float LENGTH_EPSILON = 0.001f; if (glm::length(projectedCenterOfMass) > LENGTH_EPSILON && glm::length(projectedAlignment) > LENGTH_EPSILON) { applyRotationDelta(index, rotationBetween(projectedCenterOfMass, projectedAlignment)); } } } } // now update the joint states from the top for (int j = freeLineage.size() - 1; j >= 0; j--) { updateJointState(freeLineage.at(j)); } return true; } bool Model::setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind) { if (jointIndex == -1 || _jointStates.isEmpty()) { return false; } JointState& state = _jointStates[jointIndex]; state.rotation = state.rotation * glm::inverse(state.combinedRotation) * rotation * glm::inverse(fromBind ? _geometry->getFBXGeometry().joints.at(jointIndex).inverseBindRotation : _geometry->getFBXGeometry().joints.at(jointIndex).inverseDefaultRotation); return true; } bool Model::restoreJointPosition(int jointIndex, float percent) { if (jointIndex == -1 || _jointStates.isEmpty()) { return false; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); const QVector& freeLineage = geometry.joints.at(jointIndex).freeLineage; foreach (int index, freeLineage) { _jointStates[index].rotation = safeMix(_jointStates[index].rotation, geometry.joints.at(index).rotation, percent); } return true; } float Model::getLimbLength(int jointIndex) const { if (jointIndex == -1 || _jointStates.isEmpty()) { return 0.0f; } const FBXGeometry& geometry = _geometry->getFBXGeometry(); const QVector& freeLineage = geometry.joints.at(jointIndex).freeLineage; float length = 0.0f; float lengthScale = (_scale.x + _scale.y + _scale.z) / 3.0f; for (int i = freeLineage.size() - 2; i >= 0; i--) { length += geometry.joints.at(freeLineage.at(i)).distanceToParent * lengthScale; } return length; } void Model::applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain) { JointState& state = _jointStates[jointIndex]; const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex]; if (!constrain || (joint.rotationMin == glm::vec3(-180.0f, -180.0f, -180.0f) && joint.rotationMax == glm::vec3(180.0f, 180.0f, 180.0f))) { // no constraints state.rotation = state.rotation * glm::inverse(state.combinedRotation) * delta * state.combinedRotation; state.combinedRotation = delta * state.combinedRotation; return; } glm::quat newRotation = glm::quat(glm::radians(glm::clamp(safeEulerAngles(state.rotation * glm::inverse(state.combinedRotation) * delta * state.combinedRotation), joint.rotationMin, joint.rotationMax))); state.combinedRotation = state.combinedRotation * glm::inverse(state.rotation) * newRotation; state.rotation = newRotation; } void Model::renderCollisionProxies(float alpha) { glPushMatrix(); Application::getInstance()->loadTranslatedViewMatrix(_translation); const FBXGeometry& geometry = _geometry->getFBXGeometry(); float uniformScale = extractUniformScale(_scale); for (int i = 0; i < _jointStates.size(); i++) { glPushMatrix(); glm::vec3 position = extractTranslation(_jointStates[i].transform); glTranslatef(position.x, position.y, position.z); glm::quat rotation; getJointRotation(i, rotation); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z); glColor4f(0.75f, 0.75f, 0.75f, alpha); float scaledRadius = geometry.joints[i].boneRadius * uniformScale; const int BALL_SUBDIVISIONS = 10; glutSolidSphere(scaledRadius, BALL_SUBDIVISIONS, BALL_SUBDIVISIONS); glPopMatrix(); int parentIndex = geometry.joints[i].parentIndex; if (parentIndex != -1) { Avatar::renderJointConnectingCone(extractTranslation(_jointStates[parentIndex].transform), position, geometry.joints[parentIndex].boneRadius * uniformScale, scaledRadius); } } glPopMatrix(); } void Model::setJointTranslation(int jointIndex, int parentIndex, int childIndex, const glm::vec3& translation) { const FBXGeometry& geometry = _geometry->getFBXGeometry(); JointState& state = _jointStates[jointIndex]; if (childIndex != -1 && geometry.joints.at(jointIndex).isFree) { // if there's a child, then I must adjust *my* rotation glm::vec3 childTranslation = extractTranslation(_jointStates.at(childIndex).transform); applyRotationDelta(jointIndex, rotationBetween(childTranslation - extractTranslation(state.transform), childTranslation - translation)); } if (parentIndex != -1 && geometry.joints.at(parentIndex).isFree) { // if there's a parent, then I must adjust *its* rotation JointState& parent = _jointStates[parentIndex]; glm::vec3 parentTranslation = extractTranslation(parent.transform); applyRotationDelta(parentIndex, rotationBetween(extractTranslation(state.transform) - parentTranslation, translation - parentTranslation)); } ::setTranslation(state.transform, translation); } void Model::deleteGeometry() { foreach (Model* attachment, _attachments) { delete attachment; } _attachments.clear(); foreach (GLuint id, _blendedVertexBufferIDs) { glDeleteBuffers(1, &id); } _blendedVertexBufferIDs.clear(); _jointStates.clear(); _meshStates.clear(); }