// // Model.h // interface/src/renderer // // Created by Andrzej Kapolka on 10/18/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_Model_h #define hifi_Model_h #include #include #include #include "GeometryCache.h" #include "InterfaceConfig.h" #include "ProgramObject.h" #include "TextureCache.h" class Shape; /// A generic 3D model displaying geometry loaded from a URL. class Model : public QObject { Q_OBJECT public: Model(QObject* parent = NULL); virtual ~Model(); void setTranslation(const glm::vec3& translation) { _translation = translation; } const glm::vec3& getTranslation() const { return _translation; } void setRotation(const glm::quat& rotation) { _rotation = rotation; } const glm::quat& getRotation() const { return _rotation; } void setScale(const glm::vec3& scale); const glm::vec3& getScale() const { return _scale; } void setOffset(const glm::vec3& offset) { _offset = offset; } const glm::vec3& getOffset() const { return _offset; } void setPupilDilation(float dilation) { _pupilDilation = dilation; } float getPupilDilation() const { return _pupilDilation; } void setBlendshapeCoefficients(const QVector& coefficients) { _blendshapeCoefficients = coefficients; } const QVector& getBlendshapeCoefficients() const { return _blendshapeCoefficients; } bool isActive() const { return _geometry && _geometry->isLoaded(); } bool isRenderable() const { return !_meshStates.isEmpty(); } bool isLoadedWithTextures() const { return _geometry && _geometry->isLoadedWithTextures(); } void init(); void reset(); virtual void simulate(float deltaTime, bool fullUpdate = true); enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE }; bool render(float alpha = 1.0f, RenderMode mode = DEFAULT_RENDER_MODE); /// 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 /// \param delayLoad if true, don't load the model immediately; wait until actually requested Q_INVOKABLE void setURL(const QUrl& url, const QUrl& fallback = QUrl(), bool retainCurrent = false, bool delayLoad = false); const QUrl& getURL() const { return _url; } /// Sets the distance parameter used for LOD computations. void setLODDistance(float distance) { _lodDistance = distance; } /// Returns the extents of the model in its bind pose. Extents getBindExtents() const; /// Returns a reference to the shared geometry. const QSharedPointer& getGeometry() const { return _geometry; } /// Returns the number of joint states in the model. int getJointStateCount() const { return _jointStates.size(); } /// Fetches the joint state at the specified index. /// \return whether or not the joint state is "valid" (that is, non-default) bool getJointState(int index, glm::quat& rotation) const; /// Sets the joint state at the specified index. void setJointState(int index, bool valid, const glm::quat& rotation = glm::quat()); /// Returns the index of the left hand joint, or -1 if not found. int getLeftHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().leftHandJointIndex : -1; } /// Returns the index of the right hand joint, or -1 if not found. int getRightHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().rightHandJointIndex : -1; } /// Returns the index of the parent of the indexed joint, or -1 if not found. int getParentJointIndex(int jointIndex) const; /// Returns the index of the last free ancestor of the indexed joint, or -1 if not found. int getLastFreeJointIndex(int jointIndex) const; /// Returns the position of the head joint. /// \return whether or not the head was found bool getHeadPosition(glm::vec3& headPosition) const; /// Returns the position of the neck joint. /// \return whether or not the neck was found bool getNeckPosition(glm::vec3& neckPosition) const; /// Returns the rotation of the neck joint. /// \return whether or not the neck was found bool getNeckRotation(glm::quat& neckRotation) const; /// Retrieve the positions of up to two eye meshes. /// \return whether or not both eye meshes were found bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const; /// Retrieve the position of the left hand /// \return true whether or not the position was found bool getLeftHandPosition(glm::vec3& position) const; /// Retrieve the rotation of the left hand /// \return true whether or not the rotation was found bool getLeftHandRotation(glm::quat& rotation) const; /// Retrieve the position of the right hand /// \return true whether or not the position was found bool getRightHandPosition(glm::vec3& position) const; /// Retrieve the rotation of the right hand /// \return true whether or not the rotation was found bool getRightHandRotation(glm::quat& rotation) const; /// Restores some percentage of the default position of the left hand. /// \param percent the percentage of the default position to restore /// \return whether or not the left hand joint was found bool restoreLeftHandPosition(float percent = 1.0f); /// Gets the position of the left shoulder. /// \return whether or not the left shoulder joint was found bool getLeftShoulderPosition(glm::vec3& position) const; /// Returns the extended length from the left hand to its last free ancestor. float getLeftArmLength() const; /// Restores some percentage of the default position of the right hand. /// \param percent the percentage of the default position to restore /// \return whether or not the right hand joint was found bool restoreRightHandPosition(float percent = 1.0f); /// Gets the position of the right shoulder. /// \return whether or not the right shoulder joint was found bool getRightShoulderPosition(glm::vec3& position) const; /// 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 /// \param collisions list to store collision results /// \return true if at least one shape collided agains Model bool findCollisions(const QVector shapes, CollisionList& collisions); bool findSphereCollisions(const glm::vec3& penetratorCenter, float penetratorRadius, CollisionList& collisions, int skipIndex = -1); bool findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions); /// \param collision details about the collisions /// \return true if the collision is against a moveable joint bool collisionHitsMoveableJoint(CollisionInfo& collision) const; /// \param collision details about the collision /// Use the collision to affect the model 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& vertices, const QVector& normals); protected: QSharedPointer _geometry; glm::vec3 _translation; glm::quat _rotation; glm::vec3 _scale; glm::vec3 _offset; class JointState { public: glm::vec3 translation; // translation relative to parent glm::quat rotation; // rotation relative to parent glm::mat4 transform; // rotation to world frame + translation in model frame glm::quat combinedRotation; // rotation from joint local to world frame }; bool _shapesAreDirty; QVector _jointStates; QVector _jointShapes; float _boundingRadius; CapsuleShape _boundingShape; glm::vec3 _boundingShapeLocalOffset; class MeshState { public: QVector clusterMatrices; }; QVector _meshStates; // 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); virtual void maybeUpdateLeanRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); virtual void maybeUpdateNeckRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); virtual void maybeUpdateEyeRotation(const JointState& parentState, const FBXJoint& joint, JointState& state); bool getJointPosition(int jointIndex, glm::vec3& position) const; bool getJointRotation(int jointIndex, glm::quat& rotation, bool fromBind = false) const; bool setJointPosition(int jointIndex, const glm::vec3& translation, const glm::quat& rotation = glm::quat(), bool useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false, const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f)); bool setJointRotation(int jointIndex, const glm::quat& rotation, bool fromBind = false); void setJointTranslation(int jointIndex, const glm::vec3& translation); /// Restores the indexed joint to its default position. /// \param percent the percentage of the default position to apply (i.e., 0.25f to slerp one fourth of the way to /// the original position /// \return true if the joint was found bool restoreJointPosition(int jointIndex, float percent = 1.0f); /// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's /// first free ancestor. float getLimbLength(int jointIndex) const; void applyRotationDelta(int jointIndex, const glm::quat& delta, bool constrain = true); private: void applyNextGeometry(); void deleteGeometry(); void renderMeshes(float alpha, RenderMode mode, bool translucent); QVector createJointStates(const FBXGeometry& geometry); QSharedPointer _baseGeometry; ///< reference required to prevent collection of base QSharedPointer _nextBaseGeometry; QSharedPointer _nextGeometry; float _lodDistance; float _lodHysteresis; float _nextLODHysteresis; float _pupilDilation; QVector _blendshapeCoefficients; QUrl _url; QVector _blendedVertexBuffers; QVector > > _dilatedTextures; QVector _attachments; static ProgramObject _program; static ProgramObject _normalMapProgram; static ProgramObject _shadowProgram; static ProgramObject _skinProgram; static ProgramObject _skinNormalMapProgram; static ProgramObject _skinShadowProgram; static int _normalMapTangentLocation; class SkinLocations { public: int clusterMatrices; int clusterIndices; int clusterWeights; int tangent; }; static SkinLocations _skinLocations; static SkinLocations _skinNormalMapLocations; static SkinLocations _skinShadowLocations; static void initSkinProgram(ProgramObject& program, SkinLocations& locations); }; Q_DECLARE_METATYPE(QPointer) Q_DECLARE_METATYPE(QWeakPointer) Q_DECLARE_METATYPE(QVector) #endif // hifi_Model_h