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1361 lines
56 KiB
C++
1361 lines
56 KiB
C++
//
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// Model.cpp
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 10/18/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <QMetaType>
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#include <QRunnable>
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#include <QThreadPool>
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#include <glm/gtx/transform.hpp>
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#include <glm/gtx/norm.hpp>
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#include <GeometryUtil.h>
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#include "Application.h"
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#include "Model.h"
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#include <SphereShape.h>
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#include <CapsuleShape.h>
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#include <ShapeCollider.h>
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using namespace std;
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static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
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static int weakNetworkGeometryPointerTypeId = qRegisterMetaType<QWeakPointer<NetworkGeometry> >();
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static int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
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Model::Model(QObject* parent) :
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QObject(parent),
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_scale(1.0f, 1.0f, 1.0f),
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_shapesAreDirty(true),
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_boundingRadius(0.f),
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_boundingShape(),
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_boundingShapeLocalOffset(0.f),
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_lodDistance(0.0f),
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_pupilDilation(0.0f) {
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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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}
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Model::~Model() {
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deleteGeometry();
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}
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ProgramObject Model::_program;
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ProgramObject Model::_normalMapProgram;
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ProgramObject Model::_shadowProgram;
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ProgramObject Model::_skinProgram;
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ProgramObject Model::_skinNormalMapProgram;
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ProgramObject Model::_skinShadowProgram;
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int Model::_normalMapTangentLocation;
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Model::SkinLocations Model::_skinLocations;
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Model::SkinLocations Model::_skinNormalMapLocations;
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Model::SkinLocations Model::_skinShadowLocations;
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void Model::setScale(const glm::vec3& scale) {
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float scaleLength = glm::length(_scale);
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float relativeDeltaScale = glm::length(_scale - scale) / scaleLength;
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const float ONE_PERCENT = 0.01f;
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if (relativeDeltaScale > ONE_PERCENT || scaleLength < EPSILON) {
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_scale = scale;
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rebuildShapes();
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}
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}
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void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) {
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program.bind();
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locations.clusterMatrices = program.uniformLocation("clusterMatrices");
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locations.clusterIndices = program.attributeLocation("clusterIndices");
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locations.clusterWeights = program.attributeLocation("clusterWeights");
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locations.tangent = program.attributeLocation("tangent");
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program.setUniformValue("diffuseMap", 0);
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program.setUniformValue("normalMap", 1);
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program.release();
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}
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QVector<Model::JointState> Model::createJointStates(const FBXGeometry& geometry) {
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QVector<JointState> jointStates;
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foreach (const FBXJoint& joint, geometry.joints) {
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JointState state;
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state.translation = joint.translation;
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state.rotation = joint.rotation;
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jointStates.append(state);
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}
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// compute transforms
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// Unfortunately, the joints are not neccessarily in order from parents to children,
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// so we must iterate over the list multiple times until all are set correctly.
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QVector<bool> jointIsSet;
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int numJoints = jointStates.size();
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jointIsSet.fill(false, numJoints);
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int numJointsSet = 0;
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int lastNumJointsSet = -1;
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while (numJointsSet < numJoints && numJointsSet != lastNumJointsSet) {
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lastNumJointsSet = numJointsSet;
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for (int i = 0; i < numJoints; ++i) {
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if (jointIsSet[i]) {
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continue;
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}
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JointState& state = jointStates[i];
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const FBXJoint& joint = geometry.joints[i];
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int parentIndex = joint.parentIndex;
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if (parentIndex == -1) {
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glm::mat4 baseTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = baseTransform * geometry.offset * glm::translate(state.translation) * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = _rotation * combinedRotation;
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++numJointsSet;
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jointIsSet[i] = true;
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} else if (jointIsSet[parentIndex]) {
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const JointState& parentState = jointStates.at(parentIndex);
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glm::quat combinedRotation = joint.preRotation * state.rotation * joint.postRotation;
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state.transform = parentState.transform * glm::translate(state.translation) * joint.preTransform *
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glm::mat4_cast(combinedRotation) * joint.postTransform;
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state.combinedRotation = parentState.combinedRotation * combinedRotation;
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++numJointsSet;
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jointIsSet[i] = true;
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}
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}
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}
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return jointStates;
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}
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void Model::init() {
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if (!_program.isLinked()) {
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_program.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model.vert");
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_program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
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_program.link();
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_program.bind();
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_program.setUniformValue("texture", 0);
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_program.release();
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
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+ "shaders/model_normal_map.vert");
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/model_normal_map.frag");
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_normalMapProgram.link();
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_normalMapProgram.bind();
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_normalMapProgram.setUniformValue("diffuseMap", 0);
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_normalMapProgram.setUniformValue("normalMap", 1);
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_normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_normalMapProgram.release();
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_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
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_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
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"shaders/model_shadow.frag");
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_shadowProgram.link();
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
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+ "shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/model.frag");
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_skinProgram.link();
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
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+ "shaders/skin_model_normal_map.vert");
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/model_normal_map.frag");
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_skinNormalMapProgram.link();
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_shadow.vert");
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow.frag");
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_skinShadowProgram.link();
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initSkinProgram(_skinShadowProgram, _skinShadowLocations);
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}
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}
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void Model::reset() {
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if (_jointStates.isEmpty()) {
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return;
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}
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foreach (Model* attachment, _attachments) {
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attachment->reset();
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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for (int i = 0; i < _jointStates.size(); i++) {
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_jointStates[i].rotation = geometry.joints.at(i).rotation;
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}
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}
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bool Model::updateGeometry() {
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// NOTE: this is a recursive call that walks all attachments, and their attachments
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bool needFullUpdate = false;
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for (int i = 0; i < _attachments.size(); i++) {
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Model* model = _attachments.at(i);
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if (model->updateGeometry()) {
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needFullUpdate = true;
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}
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}
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bool needToRebuild = false;
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if (_nextGeometry) {
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_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
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_nextGeometry->setLoadPriority(this, -_lodDistance);
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_nextGeometry->ensureLoading();
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if (_nextGeometry->isLoaded()) {
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applyNextGeometry();
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needToRebuild = true;
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}
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}
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if (!_geometry) {
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// geometry is not ready
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return false;
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}
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QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
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if (_geometry != geometry) {
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// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
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// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
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const FBXGeometry& newGeometry = geometry->getFBXGeometry();
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QVector<JointState> newJointStates = createJointStates(newGeometry);
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if (! _jointStates.isEmpty()) {
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// copy the existing joint states
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const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
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for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
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it != oldGeometry.jointIndices.constEnd(); it++) {
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int oldIndex = it.value() - 1;
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int newIndex = newGeometry.getJointIndex(it.key());
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if (newIndex != -1) {
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newJointStates[newIndex] = _jointStates.at(oldIndex);
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}
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}
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}
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deleteGeometry();
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_dilatedTextures.clear();
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_geometry = geometry;
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_jointStates = newJointStates;
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needToRebuild = true;
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} else if (_jointStates.isEmpty()) {
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const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
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if (fbxGeometry.joints.size() > 0) {
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_jointStates = createJointStates(fbxGeometry);
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needToRebuild = true;
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}
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}
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_geometry->setLoadPriority(this, -_lodDistance);
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_geometry->ensureLoading();
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if (needToRebuild) {
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const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
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foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
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MeshState state;
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state.clusterMatrices.resize(mesh.clusters.size());
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_meshStates.append(state);
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QOpenGLBuffer buffer;
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if (!mesh.blendshapes.isEmpty()) {
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buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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buffer.create();
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buffer.bind();
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buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
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buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
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buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
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mesh.normals.size() * sizeof(glm::vec3));
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buffer.release();
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}
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_blendedVertexBuffers.append(buffer);
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}
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foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
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Model* model = new Model(this);
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model->init();
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model->setURL(attachment.url);
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_attachments.append(model);
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}
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rebuildShapes();
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needFullUpdate = true;
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}
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return needFullUpdate;
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}
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bool Model::render(float alpha, RenderMode mode) {
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// render the attachments
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foreach (Model* attachment, _attachments) {
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attachment->render(alpha, mode);
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}
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if (_meshStates.isEmpty()) {
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return false;
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}
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// set up dilated textures on first render after load/simulate
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (_dilatedTextures.isEmpty()) {
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foreach (const FBXMesh& mesh, geometry.meshes) {
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QVector<QSharedPointer<Texture> > dilated;
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dilated.resize(mesh.parts.size());
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_dilatedTextures.append(dilated);
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}
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glDisable(GL_COLOR_MATERIAL);
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if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
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glDisable(GL_CULL_FACE);
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} else {
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glEnable(GL_CULL_FACE);
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}
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// render opaque meshes with alpha testing
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f * alpha);
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renderMeshes(alpha, mode, false);
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glDisable(GL_ALPHA_TEST);
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// render translucent meshes afterwards
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renderMeshes(alpha, mode, true);
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glDisable(GL_CULL_FACE);
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// deactivate vertex arrays after drawing
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// bind with 0 to switch back to normal operation
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// restore all the default material settings
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Application::getInstance()->setupWorldLight();
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return true;
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}
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Extents Model::getBindExtents() const {
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if (!isActive()) {
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return Extents();
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}
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const Extents& bindExtents = _geometry->getFBXGeometry().bindExtents;
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Extents scaledExtents = { bindExtents.minimum * _scale, bindExtents.maximum * _scale };
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return scaledExtents;
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}
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bool Model::getJointState(int index, glm::quat& rotation) const {
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if (index == -1 || index >= _jointStates.size()) {
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return false;
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}
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rotation = _jointStates.at(index).rotation;
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const glm::quat& defaultRotation = _geometry->getFBXGeometry().joints.at(index).rotation;
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return glm::abs(rotation.x - defaultRotation.x) >= EPSILON ||
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glm::abs(rotation.y - defaultRotation.y) >= EPSILON ||
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glm::abs(rotation.z - defaultRotation.z) >= EPSILON ||
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glm::abs(rotation.w - defaultRotation.w) >= EPSILON;
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}
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void Model::setJointState(int index, bool valid, const glm::quat& rotation) {
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if (index != -1 && index < _jointStates.size()) {
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_jointStates[index].rotation = valid ? rotation : _geometry->getFBXGeometry().joints.at(index).rotation;
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}
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}
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int Model::getParentJointIndex(int jointIndex) const {
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return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).parentIndex : -1;
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}
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int Model::getLastFreeJointIndex(int jointIndex) const {
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return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).freeLineage.last() : -1;
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}
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bool Model::getHeadPosition(glm::vec3& headPosition) const {
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return isActive() && getJointPosition(_geometry->getFBXGeometry().headJointIndex, headPosition);
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}
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bool Model::getNeckPosition(glm::vec3& neckPosition) const {
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return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
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}
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bool Model::getNeckRotation(glm::quat& neckRotation) const {
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return isActive() && getJointRotation(_geometry->getFBXGeometry().neckJointIndex, neckRotation);
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}
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bool Model::getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
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if (!isActive()) {
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return false;
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}
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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return getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
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getJointPosition(geometry.rightEyeJointIndex, secondEyePosition);
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}
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bool Model::getLeftHandPosition(glm::vec3& position) const {
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return getJointPosition(getLeftHandJointIndex(), position);
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}
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bool Model::getLeftHandRotation(glm::quat& rotation) const {
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return getJointRotation(getLeftHandJointIndex(), rotation);
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}
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bool Model::getRightHandPosition(glm::vec3& position) const {
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return getJointPosition(getRightHandJointIndex(), position);
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}
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bool Model::getRightHandRotation(glm::quat& rotation) const {
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return getJointRotation(getRightHandJointIndex(), rotation);
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}
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bool Model::restoreLeftHandPosition(float percent) {
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return restoreJointPosition(getLeftHandJointIndex(), percent);
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}
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bool Model::getLeftShoulderPosition(glm::vec3& position) const {
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return getJointPosition(getLastFreeJointIndex(getLeftHandJointIndex()), position);
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}
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float Model::getLeftArmLength() const {
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return getLimbLength(getLeftHandJointIndex());
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}
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bool Model::restoreRightHandPosition(float percent) {
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return restoreJointPosition(getRightHandJointIndex(), percent);
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}
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bool Model::getRightShoulderPosition(glm::vec3& position) const {
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return getJointPosition(getLastFreeJointIndex(getRightHandJointIndex()), position);
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}
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float Model::getRightArmLength() const {
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return getLimbLength(getRightHandJointIndex());
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}
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void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bool delayLoad) {
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// don't recreate the geometry if it's the same URL
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if (_url == url) {
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return;
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}
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_url = url;
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// if so instructed, keep the current geometry until the new one is loaded
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_nextBaseGeometry = _nextGeometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback, delayLoad);
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_nextLODHysteresis = NetworkGeometry::NO_HYSTERESIS;
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if (!retainCurrent || !isActive() || _nextGeometry->isLoaded()) {
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applyNextGeometry();
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}
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}
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void Model::clearShapes() {
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for (int i = 0; i < _jointShapes.size(); ++i) {
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delete _jointShapes[i];
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}
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_jointShapes.clear();
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}
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void Model::rebuildShapes() {
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clearShapes();
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (geometry.joints.isEmpty()) {
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return;
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}
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int numJoints = geometry.joints.size();
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QVector<glm::mat4> transforms;
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transforms.fill(glm::mat4(), numJoints);
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QVector<glm::quat> combinedRotations;
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combinedRotations.fill(glm::quat(), numJoints);
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QVector<bool> shapeIsSet;
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shapeIsSet.fill(false, numJoints);
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int rootIndex = 0;
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float uniformScale = extractUniformScale(_scale);
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int numShapesSet = 0;
|
|
int lastNumShapesSet = -1;
|
|
while (numShapesSet < numJoints && numShapesSet != lastNumShapesSet) {
|
|
lastNumShapesSet = numShapesSet;
|
|
for (int i = 0; i < numJoints; ++i) {
|
|
if (shapeIsSet[i]) {
|
|
continue;
|
|
}
|
|
const FBXJoint& joint = geometry.joints[i];
|
|
int parentIndex = joint.parentIndex;
|
|
if (parentIndex == -1) {
|
|
rootIndex = i;
|
|
glm::mat4 baseTransform = glm::mat4_cast(_rotation) * uniformScale * glm::translate(_offset);
|
|
glm::quat combinedRotation = joint.preRotation * joint.rotation * joint.postRotation;
|
|
transforms[i] = baseTransform * geometry.offset * glm::translate(joint.translation) * joint.preTransform *
|
|
glm::mat4_cast(combinedRotation) * joint.postTransform;
|
|
combinedRotations[i] = _rotation * combinedRotation;
|
|
++numShapesSet;
|
|
shapeIsSet[i] = true;
|
|
} else if (shapeIsSet[parentIndex]) {
|
|
glm::quat combinedRotation = joint.preRotation * joint.rotation * joint.postRotation;
|
|
transforms[i] = transforms[parentIndex] * glm::translate(joint.translation) * joint.preTransform *
|
|
glm::mat4_cast(combinedRotation) * joint.postTransform;
|
|
combinedRotations[i] = combinedRotations[parentIndex] * combinedRotation;
|
|
++numShapesSet;
|
|
shapeIsSet[i] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// joint shapes
|
|
Extents totalExtents;
|
|
totalExtents.reset();
|
|
for (int i = 0; i < _jointStates.size(); i++) {
|
|
const FBXJoint& joint = geometry.joints[i];
|
|
|
|
glm::vec3 worldPosition = extractTranslation(transforms[i]);
|
|
Extents shapeExtents;
|
|
shapeExtents.reset();
|
|
|
|
float radius = uniformScale * joint.boneRadius;
|
|
float halfHeight = 0.5f * uniformScale * joint.distanceToParent;
|
|
Shape::Type type = joint.shapeType;
|
|
if (type == Shape::CAPSULE_SHAPE && halfHeight < EPSILON) {
|
|
// this capsule is effectively a sphere
|
|
type = Shape::SPHERE_SHAPE;
|
|
}
|
|
if (type == Shape::CAPSULE_SHAPE) {
|
|
CapsuleShape* capsule = new CapsuleShape(radius, halfHeight);
|
|
capsule->setPosition(worldPosition);
|
|
capsule->setRotation(combinedRotations[i] * joint.shapeRotation);
|
|
_jointShapes.push_back(capsule);
|
|
|
|
glm::vec3 endPoint;
|
|
capsule->getEndPoint(endPoint);
|
|
glm::vec3 startPoint;
|
|
capsule->getStartPoint(startPoint);
|
|
|
|
// add some points that bound a sphere at the center of the capsule
|
|
glm::vec3 axis = glm::vec3(radius);
|
|
shapeExtents.addPoint(worldPosition + axis);
|
|
shapeExtents.addPoint(worldPosition - axis);
|
|
|
|
// add the two furthest surface points of the capsule
|
|
axis = (halfHeight + radius) * glm::normalize(endPoint - startPoint);
|
|
shapeExtents.addPoint(worldPosition + axis);
|
|
shapeExtents.addPoint(worldPosition - axis);
|
|
|
|
totalExtents.addExtents(shapeExtents);
|
|
} else if (type == Shape::SPHERE_SHAPE) {
|
|
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);
|
|
} else {
|
|
// this shape type is not handled and the joint shouldn't collide,
|
|
// however we must have a shape for each joint,
|
|
// so we make a bogus sphere with zero radius.
|
|
// TODO: implement collision groups for more control over what collides with what
|
|
SphereShape* sphere = new SphereShape(0.f, worldPosition);
|
|
_jointShapes.push_back(sphere);
|
|
}
|
|
}
|
|
|
|
// bounding shape
|
|
// NOTE: we assume that the longest side of totalExtents is the yAxis
|
|
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
|
|
// the radius is half the RMS of the X and Z sides:
|
|
float capsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
|
|
_boundingShape.setRadius(capsuleRadius);
|
|
_boundingShape.setHalfHeight(0.5f * diagonal.y - capsuleRadius);
|
|
|
|
glm::quat inverseRotation = glm::inverse(_rotation);
|
|
glm::vec3 rootPosition = extractTranslation(transforms[rootIndex]);
|
|
_boundingShapeLocalOffset = inverseRotation * (0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition);
|
|
_boundingShape.setPosition(_translation - _rotation * _boundingShapeLocalOffset);
|
|
_boundingShape.setRotation(_rotation);
|
|
}
|
|
|
|
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);
|
|
_boundingShape.setRotation(_rotation);
|
|
}
|
|
}
|
|
|
|
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();
|
|
float minDistance = FLT_MAX;
|
|
float radiusScale = extractUniformScale(_scale);
|
|
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;
|
|
if (joint.parentIndex != -1) {
|
|
start = extractTranslation(_jointStates[joint.parentIndex].transform);
|
|
startRadius = geometry.joints[joint.parentIndex].boneRadius * radiusScale;
|
|
}
|
|
// for now, use average of start and end radii
|
|
float capsuleDistance;
|
|
if (findRayCapsuleIntersection(relativeOrigin, direction, start, end,
|
|
(startRadius + endRadius) / 2.0f, capsuleDistance)) {
|
|
minDistance = qMin(minDistance, capsuleDistance);
|
|
}
|
|
}
|
|
if (minDistance < FLT_MAX) {
|
|
distance = minDistance;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Model::findCollisions(const QVector<const Shape*> shapes, CollisionList& collisions) {
|
|
bool collided = false;
|
|
for (int i = 0; i < shapes.size(); ++i) {
|
|
const Shape* theirShape = shapes[i];
|
|
for (int j = 0; j < _jointShapes.size(); ++j) {
|
|
const Shape* ourShape = _jointShapes[j];
|
|
if (ShapeCollider::collideShapes(theirShape, ourShape, collisions)) {
|
|
collided = true;
|
|
}
|
|
}
|
|
}
|
|
return collided;
|
|
}
|
|
|
|
bool Model::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius,
|
|
CollisionList& collisions, int skipIndex) {
|
|
bool collided = false;
|
|
SphereShape sphere(sphereRadius, sphereCenter);
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
for (int i = 0; i < _jointShapes.size(); i++) {
|
|
const FBXJoint& joint = geometry.joints[i];
|
|
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);
|
|
}
|
|
}
|
|
if (ShapeCollider::collideShapes(&sphere, _jointShapes[i], collisions)) {
|
|
CollisionInfo* collision = collisions.getLastCollision();
|
|
collision->_type = MODEL_COLLISION;
|
|
collision->_data = (void*)(this);
|
|
collision->_flags = i;
|
|
collided = true;
|
|
}
|
|
outerContinue: ;
|
|
}
|
|
return collided;
|
|
}
|
|
|
|
bool Model::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
|
|
bool collided = false;
|
|
PlaneShape planeShape(plane);
|
|
for (int i = 0; i < _jointShapes.size(); i++) {
|
|
if (ShapeCollider::collideShapes(&planeShape, _jointShapes[i], collisions)) {
|
|
CollisionInfo* collision = collisions.getLastCollision();
|
|
collision->_type = MODEL_COLLISION;
|
|
collision->_data = (void*)(this);
|
|
collision->_flags = i;
|
|
collided = true;
|
|
}
|
|
}
|
|
return collided;
|
|
}
|
|
|
|
class Blender : public QRunnable {
|
|
public:
|
|
|
|
Blender(Model* model, const QWeakPointer<NetworkGeometry>& geometry,
|
|
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients);
|
|
|
|
virtual void run();
|
|
|
|
private:
|
|
|
|
QPointer<Model> _model;
|
|
QWeakPointer<NetworkGeometry> _geometry;
|
|
QVector<FBXMesh> _meshes;
|
|
QVector<float> _blendshapeCoefficients;
|
|
};
|
|
|
|
Blender::Blender(Model* model, const QWeakPointer<NetworkGeometry>& geometry,
|
|
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients) :
|
|
_model(model),
|
|
_geometry(geometry),
|
|
_meshes(meshes),
|
|
_blendshapeCoefficients(blendshapeCoefficients) {
|
|
}
|
|
|
|
void Blender::run() {
|
|
// make sure the model/geometry still exists
|
|
if (_model.isNull() || _geometry.isNull()) {
|
|
return;
|
|
}
|
|
QVector<glm::vec3> vertices, normals;
|
|
int offset = 0;
|
|
foreach (const FBXMesh& mesh, _meshes) {
|
|
if (mesh.blendshapes.isEmpty()) {
|
|
continue;
|
|
}
|
|
vertices += mesh.vertices;
|
|
normals += mesh.normals;
|
|
glm::vec3* meshVertices = vertices.data() + offset;
|
|
glm::vec3* meshNormals = normals.data() + offset;
|
|
offset += mesh.vertices.size();
|
|
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
|
|
for (int i = 0, n = qMin(_blendshapeCoefficients.size(), mesh.blendshapes.size()); i < n; i++) {
|
|
float vertexCoefficient = _blendshapeCoefficients.at(i);
|
|
if (vertexCoefficient < EPSILON) {
|
|
continue;
|
|
}
|
|
float normalCoefficient = vertexCoefficient * NORMAL_COEFFICIENT_SCALE;
|
|
const FBXBlendshape& blendshape = mesh.blendshapes.at(i);
|
|
for (int j = 0; j < blendshape.indices.size(); j++) {
|
|
int index = blendshape.indices.at(j);
|
|
meshVertices[index] += blendshape.vertices.at(j) * vertexCoefficient;
|
|
meshNormals[index] += blendshape.normals.at(j) * normalCoefficient;
|
|
}
|
|
}
|
|
}
|
|
|
|
// post the result to the geometry cache, which will dispatch to the model if still alive
|
|
QMetaObject::invokeMethod(Application::getInstance()->getGeometryCache(), "setBlendedVertices",
|
|
Q_ARG(const QPointer<Model>&, _model), Q_ARG(const QWeakPointer<NetworkGeometry>&, _geometry),
|
|
Q_ARG(const QVector<glm::vec3>&, vertices), Q_ARG(const QVector<glm::vec3>&, normals));
|
|
}
|
|
|
|
void Model::simulate(float deltaTime, bool fullUpdate) {
|
|
fullUpdate = updateGeometry() || fullUpdate;
|
|
if (isActive() && fullUpdate) {
|
|
simulateInternal(deltaTime);
|
|
}
|
|
}
|
|
|
|
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);
|
|
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);
|
|
|
|
if (model->isActive()) {
|
|
model->simulateInternal(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;
|
|
}
|
|
}
|
|
|
|
// post the blender
|
|
if (geometry.hasBlendedMeshes()) {
|
|
QThreadPool::globalInstance()->start(new Blender(this, _geometry, geometry.meshes, _blendshapeCoefficients));
|
|
}
|
|
}
|
|
|
|
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 * 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) {
|
|
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 * glm::translate(state.translation) * 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<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
|
if (freeLineage.isEmpty()) {
|
|
return false;
|
|
}
|
|
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));
|
|
}
|
|
_shapesAreDirty = true;
|
|
|
|
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;
|
|
}
|
|
|
|
void Model::setJointTranslation(int jointIndex, const glm::vec3& translation) {
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
const FBXJoint& joint = geometry.joints.at(jointIndex);
|
|
|
|
glm::mat4 parentTransform;
|
|
if (joint.parentIndex == -1) {
|
|
parentTransform = glm::mat4_cast(_rotation) * glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
|
|
|
} else {
|
|
parentTransform = _jointStates.at(joint.parentIndex).transform;
|
|
}
|
|
JointState& state = _jointStates[jointIndex];
|
|
glm::vec3 preTranslation = extractTranslation(joint.preTransform * glm::mat4_cast(joint.preRotation *
|
|
state.rotation * joint.postRotation) * joint.postTransform);
|
|
state.translation = glm::vec3(glm::inverse(parentTransform) * glm::vec4(translation, 1.0f)) - preTranslation;
|
|
}
|
|
|
|
bool Model::restoreJointPosition(int jointIndex, float percent) {
|
|
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
|
return false;
|
|
}
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
|
|
|
foreach (int index, freeLineage) {
|
|
JointState& state = _jointStates[index];
|
|
const FBXJoint& joint = geometry.joints.at(index);
|
|
state.rotation = safeMix(state.rotation, joint.rotation, percent);
|
|
state.translation = glm::mix(state.translation, joint.translation, percent);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
float Model::getLimbLength(int jointIndex) const {
|
|
if (jointIndex == -1 || _jointStates.isEmpty()) {
|
|
return 0.0f;
|
|
}
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
const QVector<int>& 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, bool propagate) {
|
|
JointState& state = _jointStates[jointIndex];
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
const FBXJoint& joint = geometry.joints[jointIndex];
|
|
if (!constrain || (joint.rotationMin == glm::vec3(-PI, -PI, -PI) &&
|
|
joint.rotationMax == glm::vec3(PI, PI, PI))) {
|
|
// no constraints
|
|
state.rotation = state.rotation * glm::inverse(state.combinedRotation) * delta * state.combinedRotation;
|
|
state.combinedRotation = delta * state.combinedRotation;
|
|
return;
|
|
}
|
|
glm::quat targetRotation = delta * state.combinedRotation;
|
|
glm::quat newRotation = glm::quat(glm::clamp(safeEulerAngles(state.rotation *
|
|
glm::inverse(state.combinedRotation) * targetRotation), joint.rotationMin, joint.rotationMax));
|
|
state.combinedRotation = state.combinedRotation * glm::inverse(state.rotation) * newRotation;
|
|
state.rotation = newRotation;
|
|
|
|
if (propagate && targetRotation != state.combinedRotation &&
|
|
joint.parentIndex != -1 && geometry.joints[joint.parentIndex].isFree) {
|
|
applyRotationDelta(joint.parentIndex, targetRotation * glm::inverse(state.combinedRotation), true, true);
|
|
state.combinedRotation = _jointStates.at(joint.parentIndex).combinedRotation * state.rotation;
|
|
}
|
|
}
|
|
|
|
const int BALL_SUBDIVISIONS = 10;
|
|
|
|
void Model::renderJointCollisionShapes(float alpha) {
|
|
glPushMatrix();
|
|
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
|
for (int i = 0; i < _jointShapes.size(); i++) {
|
|
glPushMatrix();
|
|
|
|
Shape* shape = _jointShapes[i];
|
|
|
|
if (shape->getType() == Shape::SPHERE_SHAPE) {
|
|
// shapes are stored in world-frame, so we have to transform into model frame
|
|
glm::vec3 position = shape->getPosition() - _translation;
|
|
glTranslatef(position.x, position.y, position.z);
|
|
const glm::quat& rotation = shape->getRotation();
|
|
glm::vec3 axis = glm::axis(rotation);
|
|
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
|
|
|
|
// draw a grey sphere at shape position
|
|
glColor4f(0.75f, 0.75f, 0.75f, alpha);
|
|
glutSolidSphere(shape->getBoundingRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
|
} else if (shape->getType() == Shape::CAPSULE_SHAPE) {
|
|
CapsuleShape* capsule = static_cast<CapsuleShape*>(shape);
|
|
|
|
// draw a blue sphere at the capsule endpoint
|
|
glm::vec3 endPoint;
|
|
capsule->getEndPoint(endPoint);
|
|
endPoint = endPoint - _translation;
|
|
glTranslatef(endPoint.x, endPoint.y, endPoint.z);
|
|
glColor4f(0.6f, 0.6f, 0.8f, alpha);
|
|
glutSolidSphere(capsule->getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
|
|
|
|
// draw a yellow sphere at the capsule startpoint
|
|
glm::vec3 startPoint;
|
|
capsule->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(capsule->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, capsule->getRadius(), capsule->getRadius());
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
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
|
|
const FBXJoint& joint = _geometry->getFBXGeometry().joints[collision._flags];
|
|
if (joint.parentIndex == -1 || _jointStates.isEmpty()) {
|
|
return false;
|
|
}
|
|
// an empty freeLineage means the joint can't move
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
int jointIndex = collision._flags;
|
|
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
|
return !freeLineage.isEmpty();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Model::applyCollision(CollisionInfo& collision) {
|
|
if (collision._type != MODEL_COLLISION) {
|
|
return;
|
|
}
|
|
|
|
glm::vec3 jointPosition(0.f);
|
|
int jointIndex = collision._flags;
|
|
if (getJointPosition(jointIndex, jointPosition)) {
|
|
const FBXJoint& joint = _geometry->getFBXGeometry().joints[jointIndex];
|
|
if (joint.parentIndex != -1) {
|
|
// compute the approximate distance (travel) that the joint needs to move
|
|
glm::vec3 start;
|
|
getJointPosition(joint.parentIndex, start);
|
|
glm::vec3 contactPoint = collision._contactPoint - start;
|
|
glm::vec3 penetrationEnd = contactPoint + collision._penetration;
|
|
glm::vec3 axis = glm::cross(contactPoint, penetrationEnd);
|
|
float travel = glm::length(axis);
|
|
const float MIN_TRAVEL = 1.0e-8f;
|
|
if (travel > MIN_TRAVEL) {
|
|
// compute the new position of the joint
|
|
float angle = asinf(travel / (glm::length(contactPoint) * glm::length(penetrationEnd)));
|
|
axis = glm::normalize(axis);
|
|
glm::vec3 end;
|
|
getJointPosition(jointIndex, end);
|
|
glm::vec3 newEnd = start + glm::angleAxis(angle, axis) * (end - start);
|
|
// try to move it
|
|
setJointPosition(jointIndex, newEnd, -1, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Model::setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
|
|
if (_blendedVertexBuffers.isEmpty()) {
|
|
return;
|
|
}
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
int index = 0;
|
|
for (int i = 0; i < geometry.meshes.size(); i++) {
|
|
const FBXMesh& mesh = geometry.meshes.at(i);
|
|
if (mesh.blendshapes.isEmpty()) {
|
|
continue;
|
|
}
|
|
QOpenGLBuffer& buffer = _blendedVertexBuffers[i];
|
|
buffer.bind();
|
|
buffer.write(0, vertices.constData() + index, mesh.vertices.size() * sizeof(glm::vec3));
|
|
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), normals.constData() + index,
|
|
mesh.normals.size() * sizeof(glm::vec3));
|
|
buffer.release();
|
|
index += mesh.vertices.size();
|
|
}
|
|
}
|
|
|
|
void Model::applyNextGeometry() {
|
|
// delete our local geometry and custom textures
|
|
deleteGeometry();
|
|
_dilatedTextures.clear();
|
|
_lodHysteresis = _nextLODHysteresis;
|
|
|
|
// we retain a reference to the base geometry so that its reference count doesn't fall to zero
|
|
_baseGeometry = _nextBaseGeometry;
|
|
_geometry = _nextGeometry;
|
|
_nextBaseGeometry.reset();
|
|
_nextGeometry.reset();
|
|
}
|
|
|
|
void Model::deleteGeometry() {
|
|
foreach (Model* attachment, _attachments) {
|
|
delete attachment;
|
|
}
|
|
_attachments.clear();
|
|
_blendedVertexBuffers.clear();
|
|
_jointStates.clear();
|
|
_meshStates.clear();
|
|
clearShapes();
|
|
|
|
if (_geometry) {
|
|
_geometry->clearLoadPriority(this);
|
|
}
|
|
}
|
|
|
|
void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
|
|
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
|
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
|
|
|
|
for (int i = 0; i < networkMeshes.size(); i++) {
|
|
// exit early if the translucency doesn't match what we're drawing
|
|
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
|
if (translucent ? (networkMesh.getTranslucentPartCount() == 0) :
|
|
(networkMesh.getTranslucentPartCount() == networkMesh.parts.size())) {
|
|
continue;
|
|
}
|
|
const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
|
|
|
|
const FBXMesh& mesh = geometry.meshes.at(i);
|
|
int vertexCount = mesh.vertices.size();
|
|
if (vertexCount == 0) {
|
|
// sanity check
|
|
continue;
|
|
}
|
|
|
|
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
|
|
|
|
ProgramObject* program = &_program;
|
|
ProgramObject* skinProgram = &_skinProgram;
|
|
SkinLocations* skinLocations = &_skinLocations;
|
|
if (mode == SHADOW_RENDER_MODE) {
|
|
program = &_shadowProgram;
|
|
skinProgram = &_skinShadowProgram;
|
|
skinLocations = &_skinShadowLocations;
|
|
|
|
} else if (!mesh.tangents.isEmpty()) {
|
|
program = &_normalMapProgram;
|
|
skinProgram = &_skinNormalMapProgram;
|
|
skinLocations = &_skinNormalMapLocations;
|
|
}
|
|
|
|
const MeshState& state = _meshStates.at(i);
|
|
ProgramObject* activeProgram = program;
|
|
int tangentLocation = _normalMapTangentLocation;
|
|
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();
|
|
}
|
|
|
|
if (mesh.blendshapes.isEmpty()) {
|
|
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
|
|
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() || mode == SHADOW_RENDER_MODE)) {
|
|
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)));
|
|
_blendedVertexBuffers[i].bind();
|
|
}
|
|
glVertexPointer(3, GL_FLOAT, 0, 0);
|
|
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
|
|
|
if (!mesh.colors.isEmpty()) {
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
} else {
|
|
glColor4f(1.0f, 1.0f, 1.0f, alpha);
|
|
}
|
|
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);
|
|
if (networkPart.isTranslucent() != translucent) {
|
|
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
|
|
continue;
|
|
}
|
|
// apply material properties
|
|
if (mode == SHADOW_RENDER_MODE) {
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
} else {
|
|
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 && diffuseMap) {
|
|
diffuseMap = (_dilatedTextures[i][j] =
|
|
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
|
|
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
|
|
|
if (!mesh.tangents.isEmpty()) {
|
|
glActiveTexture(GL_TEXTURE1);
|
|
Texture* normalMap = networkPart.normalTexture.data();
|
|
glBindTexture(GL_TEXTURE_2D, !normalMap ?
|
|
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() || mode == SHADOW_RENDER_MODE)) {
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
activeProgram->disableAttributeArray(tangentLocation);
|
|
}
|
|
|
|
if (state.clusterMatrices.size() > 1) {
|
|
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
|
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
|
}
|
|
glPopMatrix();
|
|
|
|
activeProgram->release();
|
|
}
|
|
}
|