overte/libraries/render-utils/src/Model.h

451 lines
16 KiB
C++

//
// 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 <QBitArray>
#include <QObject>
#include <QUrl>
#include <QMutex>
#include <unordered_map>
#include <unordered_set>
#include <functional>
#include <AABox.h>
#include <DependencyManager.h>
#include <GeometryUtil.h>
#include <gpu/Batch.h>
#include <render/Forward.h>
#include <render/Scene.h>
#include <Transform.h>
#include <SpatiallyNestable.h>
#include <TriangleSet.h>
#include "GeometryCache.h"
#include "TextureCache.h"
#include "Rig.h"
class AbstractViewStateInterface;
class QScriptEngine;
class ViewFrustum;
namespace render {
class Scene;
class Transaction;
typedef unsigned int ItemID;
}
class MeshPartPayload;
class ModelMeshPartPayload;
class ModelRenderLocations;
inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
return qHash(a.get(), seed);
}
class Model;
using ModelPointer = std::shared_ptr<Model>;
using ModelWeakPointer = std::weak_ptr<Model>;
/// A generic 3D model displaying geometry loaded from a URL.
class Model : public QObject, public std::enable_shared_from_this<Model> {
Q_OBJECT
public:
typedef RenderArgs::RenderMode RenderMode;
static void setAbstractViewStateInterface(AbstractViewStateInterface* viewState) { _viewState = viewState; }
Model(QObject* parent = nullptr, SpatiallyNestable* spatiallyNestableOverride = nullptr);
virtual ~Model();
inline ModelPointer getThisPointer() const {
return std::static_pointer_cast<Model>(std::const_pointer_cast<Model>(shared_from_this()));
}
/// Sets the URL of the model to render.
// Should only be called from the model's rendering thread to avoid access violations of changed geometry.
Q_INVOKABLE void setURL(const QUrl& url);
const QUrl& getURL() const { return _url; }
// new Scene/Engine rendering support
void setVisibleInScene(bool newValue, const render::ScenePointer& scene);
void setLayeredInFront(bool layered, const render::ScenePointer& scene);
bool needsFixupInScene() const;
bool needsReload() const { return _needsReload; }
bool initWhenReady(const render::ScenePointer& scene);
bool addToScene(const render::ScenePointer& scene,
render::Transaction& transaction) {
auto getters = render::Item::Status::Getters(0);
return addToScene(scene, transaction, getters);
}
bool addToScene(const render::ScenePointer& scene,
render::Transaction& transaction,
render::Item::Status::Getters& statusGetters);
void removeFromScene(const render::ScenePointer& scene, render::Transaction& transaction);
bool isRenderable() const;
bool isVisible() const { return _isVisible; }
bool isLayeredInFront() const { return _isLayeredInFront; }
virtual void updateRenderItems();
void setRenderItemsNeedUpdate() { _renderItemsNeedUpdate = true; }
bool getRenderItemsNeedUpdate() { return _renderItemsNeedUpdate; }
AABox getRenderableMeshBound() const;
const render::ItemIDs& fetchRenderItemIDs() const;
bool maybeStartBlender();
/// Sets blended vertices computed in a separate thread.
void setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geometry,
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
bool isLoaded() const { return (bool)_renderGeometry && _renderGeometry->isGeometryLoaded(); }
void setIsWireframe(bool isWireframe) { _isWireframe = isWireframe; }
bool isWireframe() const { return _isWireframe; }
void init();
void reset();
void setSnapModelToRegistrationPoint(bool snapModelToRegistrationPoint, const glm::vec3& registrationPoint);
bool getSnapModelToRegistrationPoint() { return _snapModelToRegistrationPoint; }
virtual void simulate(float deltaTime, bool fullUpdate = true);
virtual void updateClusterMatrices();
/// Returns a reference to the shared geometry.
const Geometry::Pointer& getGeometry() const { return _renderGeometry; }
/// Returns a reference to the shared collision geometry.
const Geometry::Pointer& getCollisionGeometry() const { return _collisionGeometry; }
const QVariantMap getTextures() const { assert(isLoaded()); return _renderGeometry->getTextures(); }
Q_INVOKABLE void setTextures(const QVariantMap& textures);
/// Provided as a convenience, will crash if !isLoaded()
// And so that getGeometry() isn't chained everywhere
const FBXGeometry& getFBXGeometry() const { assert(isLoaded()); return _renderGeometry->getFBXGeometry(); }
bool isActive() const { return isLoaded(); }
bool didVisualGeometryRequestFail() const { return _visualGeometryRequestFailed; }
bool didCollisionGeometryRequestFail() const { return _collisionGeometryRequestFailed; }
bool convexHullContains(glm::vec3 point);
QStringList getJointNames() const;
/// Sets the joint state at the specified index.
void setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority);
void setJointRotation(int index, bool valid, const glm::quat& rotation, float priority);
void setJointTranslation(int index, bool valid, const glm::vec3& translation, float priority);
bool findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
BoxFace& face, glm::vec3& surfaceNormal,
QString& extraInfo, bool pickAgainstTriangles = false, bool allowBackface = false);
void setOffset(const glm::vec3& offset);
const glm::vec3& getOffset() const { return _offset; }
void setScaleToFit(bool scaleToFit, float largestDimension = 0.0f, bool forceRescale = false);
void setScaleToFit(bool scaleToFit, const glm::vec3& dimensions, bool forceRescale = false);
bool getScaleToFit() const { return _scaleToFit; } /// is scale to fit enabled
void setSnapModelToCenter(bool snapModelToCenter) {
setSnapModelToRegistrationPoint(snapModelToCenter, glm::vec3(0.5f,0.5f,0.5f));
};
bool getSnapModelToCenter() {
return _snapModelToRegistrationPoint && _registrationPoint == glm::vec3(0.5f,0.5f,0.5f);
}
/// Returns the number of joint states in the model.
int getJointStateCount() const { return (int)_rig.getJointStateCount(); }
bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const;
bool getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const;
/// \param jointIndex index of joint in model structure
/// \param rotation[out] rotation of joint in model-frame
/// \return true if joint exists
bool getJointRotation(int jointIndex, glm::quat& rotation) const;
bool getJointTranslation(int jointIndex, glm::vec3& translation) const;
// model frame
bool getAbsoluteJointRotationInRigFrame(int jointIndex, glm::quat& rotationOut) const;
bool getAbsoluteJointTranslationInRigFrame(int jointIndex, glm::vec3& translationOut) const;
bool getRelativeDefaultJointRotation(int jointIndex, glm::quat& rotationOut) const;
bool getRelativeDefaultJointTranslation(int jointIndex, glm::vec3& translationOut) const;
/// Returns the index of the parent of the indexed joint, or -1 if not found.
int getParentJointIndex(int jointIndex) const;
void inverseKinematics(int jointIndex, glm::vec3 position, const glm::quat& rotation, float priority);
/// Returns the extents of the model in its bind pose.
Extents getBindExtents() const;
/// Returns the extents of the model's mesh
Extents getMeshExtents() const;
void setTranslation(const glm::vec3& translation);
void setRotation(const glm::quat& rotation);
const glm::vec3& getTranslation() const { return _translation; }
const glm::quat& getRotation() const { return _rotation; }
glm::vec3 getNaturalDimensions() const;
Transform getTransform() const;
void setScale(const glm::vec3& scale);
const glm::vec3& getScale() const { return _scale; }
/// enables/disables scale to fit behavior, the model will be automatically scaled to the specified largest dimension
bool getIsScaledToFit() const { return _scaledToFit; } /// is model scaled to fit
glm::vec3 getScaleToFitDimensions() const; /// the dimensions model is scaled to, including inferred y/z
int getBlendshapeCoefficientsNum() const { return _blendshapeCoefficients.size(); }
float getBlendshapeCoefficient(int index) const {
return ((index < 0) && (index >= _blendshapeCoefficients.size())) ? 0.0f : _blendshapeCoefficients.at(index);
}
Rig& getRig() { return _rig; }
const Rig& getRig() const { return _rig; }
const glm::vec3& getRegistrationPoint() const { return _registrationPoint; }
// returns 'true' if needs fullUpdate after geometry change
virtual bool updateGeometry();
void setCollisionMesh(model::MeshPointer mesh);
void setLoadingPriority(float priority) { _loadingPriority = priority; }
size_t getRenderInfoVertexCount() const { return _renderInfoVertexCount; }
size_t getRenderInfoTextureSize();
int getRenderInfoTextureCount();
int getRenderInfoDrawCalls() const { return _renderInfoDrawCalls; }
bool getRenderInfoHasTransparent() const { return _renderInfoHasTransparent; }
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
gpu::BufferPointer clusterBuffer;
};
const MeshState& getMeshState(int index) { return _meshStates.at(index); }
uint32_t getGeometryCounter() const { return _deleteGeometryCounter; }
const QMap<render::ItemID, render::PayloadPointer>& getRenderItems() const { return _modelMeshRenderItemsMap; }
void renderDebugMeshBoxes(gpu::Batch& batch);
int getResourceDownloadAttempts() { return _renderWatcher.getResourceDownloadAttempts(); }
int getResourceDownloadAttemptsRemaining() { return _renderWatcher.getResourceDownloadAttemptsRemaining(); }
Q_INVOKABLE MeshProxyList getMeshes();
public slots:
void loadURLFinished(bool success);
signals:
void setURLFinished(bool success);
void setCollisionModelURLFinished(bool success);
protected:
bool addedToScene() const { return _addedToScene; }
void setBlendshapeCoefficients(const QVector<float>& coefficients) { _blendshapeCoefficients = coefficients; }
const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
/// Returns the unscaled extents of the model's mesh
Extents getUnscaledMeshExtents() const;
/// Clear the joint states
void clearJointState(int index);
/// Returns the index of the last free ancestor of the indexed joint, or -1 if not found.
int getLastFreeJointIndex(int jointIndex) const;
/// \param jointIndex index of joint in model structure
/// \param position[out] position of joint in model-frame
/// \return true if joint exists
bool getJointPosition(int jointIndex, glm::vec3& position) const;
Geometry::Pointer _renderGeometry; // only ever set by its watcher
Geometry::Pointer _collisionGeometry;
GeometryResourceWatcher _renderWatcher;
SpatiallyNestable* _spatiallyNestableOverride;
glm::vec3 _translation; // this is the translation in world coordinates to the model's registration point
glm::quat _rotation;
glm::vec3 _scale;
// For entity models this is the translation for the minimum extent of the model (in original mesh coordinate space)
// to the model's registration point. For avatar models this is the translation from the avatar's hips, as determined
// by the default pose, to the origin.
glm::vec3 _offset;
static float FAKE_DIMENSION_PLACEHOLDER;
bool _scaleToFit; /// If you set scaleToFit, we will calculate scale based on MeshExtents
glm::vec3 _scaleToFitDimensions; /// this is the dimensions that scale to fit will use
bool _scaledToFit; /// have we scaled to fit
bool _snapModelToRegistrationPoint; /// is the model's offset automatically adjusted to a registration point in model space
bool _snappedToRegistrationPoint; /// are we currently snapped to a registration point
glm::vec3 _registrationPoint = glm::vec3(0.5f); /// the point in model space our center is snapped to
QVector<MeshState> _meshStates;
virtual void initJointStates();
void setScaleInternal(const glm::vec3& scale);
void scaleToFit();
void snapToRegistrationPoint();
void computeMeshPartLocalBounds();
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
/// Restores the indexed joint to its default position.
/// \param fraction the fraction 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 fraction = 1.0f, float priority = 0.0f);
/// 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;
/// Allow sub classes to force invalidating the bboxes
void invalidCalculatedMeshBoxes() {
_triangleSetsValid = false;
}
// hook for derived classes to be notified when setUrl invalidates the current model.
virtual void onInvalidate() {};
protected:
virtual void deleteGeometry();
void initJointTransforms();
QVector<float> _blendshapeCoefficients;
QUrl _url;
bool _isVisible;
gpu::Buffers _blendedVertexBuffers;
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
QVector<float> _blendedBlendshapeCoefficients;
int _blendNumber;
int _appliedBlendNumber;
QMutex _mutex;
bool _triangleSetsValid { false };
void calculateTriangleSets();
QVector<TriangleSet> _modelSpaceMeshTriangleSets; // model space triangles for all sub meshes
void createRenderItemSet();
virtual void createVisibleRenderItemSet();
virtual void createCollisionRenderItemSet();
bool _isWireframe;
// debug rendering support
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
static AbstractViewStateInterface* _viewState;
QVector<std::shared_ptr<MeshPartPayload>> _collisionRenderItems;
QMap<render::ItemID, render::PayloadPointer> _collisionRenderItemsMap;
QVector<std::shared_ptr<ModelMeshPartPayload>> _modelMeshRenderItems;
QMap<render::ItemID, render::PayloadPointer> _modelMeshRenderItemsMap;
render::ItemIDs _modelMeshRenderItemIDs;
bool _addedToScene { false }; // has been added to scene
bool _needsFixupInScene { true }; // needs to be removed/re-added to scene
bool _needsReload { true };
bool _needsUpdateClusterMatrices { true };
mutable bool _needsUpdateTextures { true };
friend class ModelMeshPartPayload;
Rig _rig;
uint32_t _deleteGeometryCounter { 0 };
bool _visualGeometryRequestFailed { false };
bool _collisionGeometryRequestFailed { false };
bool _renderItemsNeedUpdate { false };
size_t _renderInfoVertexCount { 0 };
int _renderInfoTextureCount { 0 };
size_t _renderInfoTextureSize { 0 };
bool _hasCalculatedTextureInfo { false };
int _renderInfoDrawCalls { 0 };
int _renderInfoHasTransparent { false };
bool _isLayeredInFront { false };
private:
float _loadingPriority { 0.0f };
void calculateTextureInfo();
};
Q_DECLARE_METATYPE(ModelPointer)
Q_DECLARE_METATYPE(Geometry::WeakPointer)
/// Handle management of pending models that need blending
class ModelBlender : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
/// Adds the specified model to the list requiring vertex blends.
void noteRequiresBlend(ModelPointer model);
public slots:
void setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
private:
using Mutex = std::mutex;
using Lock = std::unique_lock<Mutex>;
ModelBlender();
virtual ~ModelBlender();
std::set<ModelWeakPointer, std::owner_less<ModelWeakPointer>> _modelsRequiringBlends;
int _pendingBlenders;
Mutex _mutex;
};
#endif // hifi_Model_h