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1748 lines
69 KiB
C++
1748 lines
69 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 "Model.h"
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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 <shared/QtHelpers.h>
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#include <GeometryUtil.h>
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#include <PathUtils.h>
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#include <PerfStat.h>
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#include <ViewFrustum.h>
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#include <GLMHelpers.h>
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#include <TBBHelpers.h>
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#include <model-networking/SimpleMeshProxy.h>
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#include <graphics-scripting/Forward.h>
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#include <graphics/BufferViewHelpers.h>
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#include <DualQuaternion.h>
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#include <glm/gtc/packing.hpp>
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#include "AbstractViewStateInterface.h"
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#include "MeshPartPayload.h"
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#include "RenderUtilsLogging.h"
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#include <Trace.h>
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using namespace std;
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int nakedModelPointerTypeId = qRegisterMetaType<ModelPointer>();
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int weakGeometryResourceBridgePointerTypeId = qRegisterMetaType<Geometry::WeakPointer >();
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int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
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float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
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#define HTTP_INVALID_COM "http://invalid.com"
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Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
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QObject(parent),
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_renderGeometry(),
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_renderWatcher(_renderGeometry),
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_spatiallyNestableOverride(spatiallyNestableOverride),
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_translation(0.0f),
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_rotation(),
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_scale(1.0f, 1.0f, 1.0f),
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_scaleToFit(false),
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_scaleToFitDimensions(1.0f),
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_scaledToFit(false),
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_snapModelToRegistrationPoint(false),
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_snappedToRegistrationPoint(false),
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_url(HTTP_INVALID_COM),
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_blendNumber(0),
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_appliedBlendNumber(0),
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_isWireframe(false),
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_renderItemKeyGlobalFlags(render::ItemKey::Builder().withVisible().withTagBits(render::hifi::TAG_ALL_VIEWS).build())
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{
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// we may have been created in the network thread, but we live in the main thread
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if (_viewState) {
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moveToThread(_viewState->getMainThread());
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}
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setSnapModelToRegistrationPoint(true, glm::vec3(0.5f));
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connect(&_renderWatcher, &GeometryResourceWatcher::finished, this, &Model::loadURLFinished);
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}
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Model::~Model() {
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deleteGeometry();
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}
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AbstractViewStateInterface* Model::_viewState = NULL;
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bool Model::needsFixupInScene() const {
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return (_needsFixupInScene || !_addedToScene) && !_needsReload && isLoaded();
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}
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void Model::setTranslation(const glm::vec3& translation) {
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_translation = translation;
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updateRenderItems();
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}
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void Model::setRotation(const glm::quat& rotation) {
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_rotation = rotation;
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updateRenderItems();
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}
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// temporary HACK: set transform while avoiding implicit calls to updateRenderItems()
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// TODO: make setRotation() and friends set flag to be used later to decide to updateRenderItems()
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void Model::setTransformNoUpdateRenderItems(const Transform& transform) {
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_translation = transform.getTranslation();
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_rotation = transform.getRotation();
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// DO NOT call updateRenderItems() here!
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}
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Transform Model::getTransform() const {
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if (_overrideModelTransform) {
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Transform transform;
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transform.setTranslation(getOverrideTranslation());
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transform.setRotation(getOverrideRotation());
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transform.setScale(getScale());
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return transform;
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} else if (_spatiallyNestableOverride) {
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bool success;
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Transform transform = _spatiallyNestableOverride->getTransform(success);
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if (success) {
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transform.setScale(getScale());
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return transform;
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}
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}
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Transform transform;
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transform.setScale(getScale());
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transform.setTranslation(getTranslation());
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transform.setRotation(getRotation());
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return transform;
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}
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void Model::setScale(const glm::vec3& scale) {
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setScaleInternal(scale);
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// if anyone sets scale manually, then we are no longer scaled to fit
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_scaleToFit = false;
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_scaledToFit = false;
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}
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const float SCALE_CHANGE_EPSILON = 0.0000001f;
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void Model::setScaleInternal(const glm::vec3& scale) {
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if (glm::distance(_scale, scale) > SCALE_CHANGE_EPSILON) {
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_scale = scale;
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assert(_scale.x != 0.0f && scale.y != 0.0f && scale.z != 0.0f);
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simulate(0.0f, true);
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}
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}
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void Model::setOffset(const glm::vec3& offset) {
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_offset = offset;
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// if someone manually sets our offset, then we are no longer snapped to center
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_snapModelToRegistrationPoint = false;
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_snappedToRegistrationPoint = false;
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}
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void Model::calculateTextureInfo() {
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if (!_hasCalculatedTextureInfo && isLoaded() && getGeometry()->areTexturesLoaded() && !_modelMeshRenderItemsMap.isEmpty()) {
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size_t textureSize = 0;
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int textureCount = 0;
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bool allTexturesLoaded = true;
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foreach(auto renderItem, _modelMeshRenderItems) {
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auto meshPart = renderItem.get();
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textureSize += meshPart->getMaterialTextureSize();
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textureCount += meshPart->getMaterialTextureCount();
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allTexturesLoaded = allTexturesLoaded & meshPart->hasTextureInfo();
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}
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_renderInfoTextureSize = textureSize;
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_renderInfoTextureCount = textureCount;
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_hasCalculatedTextureInfo = allTexturesLoaded; // only do this once
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}
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}
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size_t Model::getRenderInfoTextureSize() {
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calculateTextureInfo();
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return _renderInfoTextureSize;
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}
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int Model::getRenderInfoTextureCount() {
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calculateTextureInfo();
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return _renderInfoTextureCount;
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}
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bool Model::shouldInvalidatePayloadShapeKey(int meshIndex) {
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if (!getGeometry()) {
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return true;
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}
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const FBXGeometry& geometry = getFBXGeometry();
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const auto& networkMeshes = getGeometry()->getMeshes();
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
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// to false to rebuild out mesh groups.
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if (meshIndex < 0 || meshIndex >= (int)networkMeshes.size() || meshIndex >= (int)geometry.meshes.size() || meshIndex >= (int)_meshStates.size()) {
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_needsFixupInScene = true; // trigger remove/add cycle
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invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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return true;
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}
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return false;
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}
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void Model::updateRenderItems() {
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if (!_addedToScene) {
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return;
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}
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_needsUpdateClusterMatrices = true;
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_renderItemsNeedUpdate = false;
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// queue up this work for later processing, at the end of update and just before rendering.
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// the application will ensure only the last lambda is actually invoked.
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void* key = (void*)this;
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std::weak_ptr<Model> weakSelf = shared_from_this();
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AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf]() {
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// do nothing, if the model has already been destroyed.
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auto self = weakSelf.lock();
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if (!self || !self->isLoaded()) {
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return;
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}
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// lazy update of cluster matrices used for rendering.
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// We need to update them here so we can correctly update the bounding box.
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self->updateClusterMatrices();
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Transform modelTransform = self->getTransform();
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modelTransform.setScale(glm::vec3(1.0f));
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bool isWireframe = self->isWireframe();
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auto renderItemKeyGlobalFlags = self->getRenderItemKeyGlobalFlags();
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render::Transaction transaction;
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for (int i = 0; i < (int) self->_modelMeshRenderItemIDs.size(); i++) {
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auto itemID = self->_modelMeshRenderItemIDs[i];
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auto meshIndex = self->_modelMeshRenderItemShapes[i].meshIndex;
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const auto& meshState = self->getMeshState(meshIndex);
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bool invalidatePayloadShapeKey = self->shouldInvalidatePayloadShapeKey(meshIndex);
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bool useDualQuaternionSkinning = self->getUseDualQuaternionSkinning();
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transaction.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, meshState, useDualQuaternionSkinning,
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invalidatePayloadShapeKey, isWireframe, renderItemKeyGlobalFlags](ModelMeshPartPayload& data) {
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if (useDualQuaternionSkinning) {
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data.updateClusterBuffer(meshState.clusterDualQuaternions);
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} else {
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data.updateClusterBuffer(meshState.clusterMatrices);
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}
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Transform renderTransform = modelTransform;
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if (useDualQuaternionSkinning) {
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if (meshState.clusterDualQuaternions.size() == 1) {
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const auto& dq = meshState.clusterDualQuaternions[0];
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Transform transform(dq.getRotation(),
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dq.getScale(),
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dq.getTranslation());
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renderTransform = modelTransform.worldTransform(Transform(transform));
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}
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} else {
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if (meshState.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(meshState.clusterMatrices[0]));
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}
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}
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data.updateTransformForSkinnedMesh(renderTransform, modelTransform);
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data.updateKey(renderItemKeyGlobalFlags);
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data.setShapeKey(invalidatePayloadShapeKey, isWireframe, useDualQuaternionSkinning);
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});
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}
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AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
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});
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}
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void Model::setRenderItemsNeedUpdate() {
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_renderItemsNeedUpdate = true;
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emit requestRenderUpdate();
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}
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void Model::reset() {
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if (isLoaded()) {
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const FBXGeometry& geometry = getFBXGeometry();
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_rig.reset(geometry);
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emit rigReset();
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emit rigReady();
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}
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}
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bool Model::updateGeometry() {
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bool needFullUpdate = false;
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if (!isLoaded()) {
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return false;
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}
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_needsReload = false;
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// TODO: should all Models have a valid _rig?
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if (_rig.jointStatesEmpty() && getFBXGeometry().joints.size() > 0) {
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initJointStates();
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assert(_meshStates.empty());
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
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MeshState state;
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state.clusterDualQuaternions.resize(mesh.clusters.size());
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state.clusterMatrices.resize(mesh.clusters.size());
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_meshStates.push_back(state);
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// Note: we add empty buffers for meshes that lack blendshapes so we can access the buffers by index
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// later in ModelMeshPayload, however the vast majority of meshes will not have them.
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// TODO? make _blendedVertexBuffers a map instead of vector and only add for meshes with blendshapes?
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auto buffer = std::make_shared<gpu::Buffer>();
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if (!mesh.blendshapes.isEmpty()) {
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std::vector<NormalType> normalsAndTangents;
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normalsAndTangents.reserve(mesh.normals.size() + mesh.tangents.size());
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for (auto normalIt = mesh.normals.begin(), tangentIt = mesh.tangents.begin();
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normalIt != mesh.normals.end();
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++normalIt, ++tangentIt) {
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#if FBX_PACK_NORMALS
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glm::uint32 finalNormal;
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glm::uint32 finalTangent;
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buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
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#else
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const auto finalNormal = *normalIt;
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const auto finalTangent = *tangentIt;
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#endif
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normalsAndTangents.push_back(finalNormal);
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normalsAndTangents.push_back(finalTangent);
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}
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buffer->resize(mesh.vertices.size() * (sizeof(glm::vec3) + 2 * sizeof(NormalType)));
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buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (const gpu::Byte*) mesh.vertices.constData());
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buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
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mesh.normals.size() * 2 * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data());
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}
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_blendedVertexBuffers.push_back(buffer);
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}
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needFullUpdate = true;
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emit rigReady();
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}
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return needFullUpdate;
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}
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// virtual
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void Model::initJointStates() {
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const FBXGeometry& geometry = getFBXGeometry();
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glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
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_rig.initJointStates(geometry, modelOffset);
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}
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bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo,
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bool pickAgainstTriangles, bool allowBackface) {
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bool intersectedSomething = false;
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// if we aren't active, we can't pick yet...
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if (!isActive()) {
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return intersectedSomething;
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}
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// extents is the entity relative, scaled, centered extents of the entity
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glm::mat4 modelToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation);
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glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
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Extents modelExtents = getMeshExtents(); // NOTE: unrotated
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glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
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glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the picking in the model frame of reference
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AABox modelFrameBox(corner, dimensions);
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glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f));
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// we can use the AABox's intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face, surfaceNormal)) {
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QMutexLocker locker(&_mutex);
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float bestDistance = std::numeric_limits<float>::max();
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Triangle bestModelTriangle;
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Triangle bestWorldTriangle;
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int bestSubMeshIndex = 0;
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int subMeshIndex = 0;
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const FBXGeometry& geometry = getFBXGeometry();
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if (!_triangleSetsValid) {
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calculateTriangleSets(geometry);
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}
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glm::mat4 meshToModelMatrix = glm::scale(_scale) * glm::translate(_offset);
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glm::mat4 meshToWorldMatrix = modelToWorldMatrix * meshToModelMatrix;
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glm::mat4 worldToMeshMatrix = glm::inverse(meshToWorldMatrix);
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glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 meshFrameDirection = glm::vec3(worldToMeshMatrix * glm::vec4(direction, 0.0f));
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int shapeID = 0;
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for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) {
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int partIndex = 0;
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for (auto &partTriangleSet : meshTriangleSets) {
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float triangleSetDistance;
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BoxFace triangleSetFace;
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Triangle triangleSetTriangle;
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if (partTriangleSet.findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) {
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glm::vec3 meshIntersectionPoint = meshFrameOrigin + (meshFrameDirection * triangleSetDistance);
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glm::vec3 worldIntersectionPoint = glm::vec3(meshToWorldMatrix * glm::vec4(meshIntersectionPoint, 1.0f));
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float worldDistance = glm::distance(origin, worldIntersectionPoint);
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if (worldDistance < bestDistance) {
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bestDistance = worldDistance;
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intersectedSomething = true;
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face = triangleSetFace;
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bestModelTriangle = triangleSetTriangle;
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bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix;
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extraInfo["worldIntersectionPoint"] = vec3toVariant(worldIntersectionPoint);
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extraInfo["meshIntersectionPoint"] = vec3toVariant(meshIntersectionPoint);
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extraInfo["partIndex"] = partIndex;
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extraInfo["shapeID"] = shapeID;
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bestSubMeshIndex = subMeshIndex;
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}
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}
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partIndex++;
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shapeID++;
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}
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subMeshIndex++;
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}
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if (intersectedSomething) {
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distance = bestDistance;
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surfaceNormal = bestWorldTriangle.getNormal();
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if (pickAgainstTriangles) {
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extraInfo["subMeshIndex"] = bestSubMeshIndex;
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extraInfo["subMeshName"] = geometry.getModelNameOfMesh(bestSubMeshIndex);
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extraInfo["subMeshTriangleWorld"] = QVariantMap{
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{ "v0", vec3toVariant(bestWorldTriangle.v0) },
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{ "v1", vec3toVariant(bestWorldTriangle.v1) },
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{ "v2", vec3toVariant(bestWorldTriangle.v2) },
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};
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extraInfo["subMeshNormal"] = vec3toVariant(bestModelTriangle.getNormal());
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extraInfo["subMeshTriangle"] = QVariantMap{
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{ "v0", vec3toVariant(bestModelTriangle.v0) },
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{ "v1", vec3toVariant(bestModelTriangle.v1) },
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{ "v2", vec3toVariant(bestModelTriangle.v2) },
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};
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}
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}
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}
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return intersectedSomething;
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}
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bool Model::findParabolaIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration,
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float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal, QVariantMap& extraInfo,
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bool pickAgainstTriangles, bool allowBackface) {
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bool intersectedSomething = false;
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// if we aren't active, we can't pick yet...
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if (!isActive()) {
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return intersectedSomething;
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}
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// extents is the entity relative, scaled, centered extents of the entity
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glm::mat4 modelToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation);
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glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
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Extents modelExtents = getMeshExtents(); // NOTE: unrotated
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glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
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glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the picking in the model frame of reference
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AABox modelFrameBox(corner, dimensions);
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glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 modelFrameVelocity = glm::vec3(worldToModelMatrix * glm::vec4(velocity, 0.0f));
|
|
glm::vec3 modelFrameAcceleration = glm::vec3(worldToModelMatrix * glm::vec4(acceleration, 0.0f));
|
|
|
|
// we can use the AABox's intersection by mapping our origin and direction into the model frame
|
|
// and testing intersection there.
|
|
if (modelFrameBox.findParabolaIntersection(modelFrameOrigin, modelFrameVelocity, modelFrameAcceleration, parabolicDistance, face, surfaceNormal)) {
|
|
QMutexLocker locker(&_mutex);
|
|
|
|
float bestDistance = FLT_MAX;
|
|
Triangle bestModelTriangle;
|
|
Triangle bestWorldTriangle;
|
|
int bestSubMeshIndex = 0;
|
|
|
|
int subMeshIndex = 0;
|
|
const FBXGeometry& geometry = getFBXGeometry();
|
|
|
|
if (!_triangleSetsValid) {
|
|
calculateTriangleSets(geometry);
|
|
}
|
|
|
|
glm::mat4 meshToModelMatrix = glm::scale(_scale) * glm::translate(_offset);
|
|
glm::mat4 meshToWorldMatrix = modelToWorldMatrix * meshToModelMatrix;
|
|
glm::mat4 worldToMeshMatrix = glm::inverse(meshToWorldMatrix);
|
|
|
|
glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f));
|
|
glm::vec3 meshFrameVelocity = glm::vec3(worldToMeshMatrix * glm::vec4(velocity, 0.0f));
|
|
glm::vec3 meshFrameAcceleration = glm::vec3(worldToMeshMatrix * glm::vec4(acceleration, 0.0f));
|
|
|
|
int shapeID = 0;
|
|
for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) {
|
|
int partIndex = 0;
|
|
for (auto &partTriangleSet : meshTriangleSets) {
|
|
float triangleSetDistance;
|
|
BoxFace triangleSetFace;
|
|
Triangle triangleSetTriangle;
|
|
if (partTriangleSet.findParabolaIntersection(meshFrameOrigin, meshFrameVelocity, meshFrameAcceleration,
|
|
triangleSetDistance, triangleSetFace, triangleSetTriangle, pickAgainstTriangles, allowBackface)) {
|
|
if (triangleSetDistance < bestDistance) {
|
|
bestDistance = triangleSetDistance;
|
|
intersectedSomething = true;
|
|
face = triangleSetFace;
|
|
bestModelTriangle = triangleSetTriangle;
|
|
bestWorldTriangle = triangleSetTriangle * meshToWorldMatrix;
|
|
glm::vec3 meshIntersectionPoint = meshFrameOrigin + meshFrameVelocity * triangleSetDistance +
|
|
0.5f * meshFrameAcceleration * triangleSetDistance * triangleSetDistance;
|
|
glm::vec3 worldIntersectionPoint = origin + velocity * triangleSetDistance +
|
|
0.5f * acceleration * triangleSetDistance * triangleSetDistance;
|
|
extraInfo["worldIntersectionPoint"] = vec3toVariant(worldIntersectionPoint);
|
|
extraInfo["meshIntersectionPoint"] = vec3toVariant(meshIntersectionPoint);
|
|
extraInfo["partIndex"] = partIndex;
|
|
extraInfo["shapeID"] = shapeID;
|
|
bestSubMeshIndex = subMeshIndex;
|
|
}
|
|
}
|
|
partIndex++;
|
|
shapeID++;
|
|
}
|
|
subMeshIndex++;
|
|
}
|
|
|
|
if (intersectedSomething) {
|
|
parabolicDistance = bestDistance;
|
|
surfaceNormal = bestWorldTriangle.getNormal();
|
|
if (pickAgainstTriangles) {
|
|
extraInfo["subMeshIndex"] = bestSubMeshIndex;
|
|
extraInfo["subMeshName"] = geometry.getModelNameOfMesh(bestSubMeshIndex);
|
|
extraInfo["subMeshTriangleWorld"] = QVariantMap{
|
|
{ "v0", vec3toVariant(bestWorldTriangle.v0) },
|
|
{ "v1", vec3toVariant(bestWorldTriangle.v1) },
|
|
{ "v2", vec3toVariant(bestWorldTriangle.v2) },
|
|
};
|
|
extraInfo["subMeshNormal"] = vec3toVariant(bestModelTriangle.getNormal());
|
|
extraInfo["subMeshTriangle"] = QVariantMap{
|
|
{ "v0", vec3toVariant(bestModelTriangle.v0) },
|
|
{ "v1", vec3toVariant(bestModelTriangle.v1) },
|
|
{ "v2", vec3toVariant(bestModelTriangle.v2) },
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
return intersectedSomething;
|
|
}
|
|
|
|
bool Model::convexHullContains(glm::vec3 point) {
|
|
// if we aren't active, we can't compute that yet...
|
|
if (!isActive()) {
|
|
return false;
|
|
}
|
|
|
|
// extents is the entity relative, scaled, centered extents of the entity
|
|
glm::vec3 position = _translation;
|
|
glm::mat4 rotation = glm::mat4_cast(_rotation);
|
|
glm::mat4 translation = glm::translate(position);
|
|
glm::mat4 modelToWorldMatrix = translation * rotation;
|
|
glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
|
|
|
|
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
|
|
|
|
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
|
|
glm::vec3 corner = -(dimensions * _registrationPoint);
|
|
AABox modelFrameBox(corner, dimensions);
|
|
|
|
glm::vec3 modelFramePoint = glm::vec3(worldToModelMatrix * glm::vec4(point, 1.0f));
|
|
|
|
// we can use the AABox's contains() by mapping our point into the model frame
|
|
// and testing there.
|
|
if (modelFrameBox.contains(modelFramePoint)){
|
|
QMutexLocker locker(&_mutex);
|
|
|
|
if (!_triangleSetsValid) {
|
|
calculateTriangleSets(getFBXGeometry());
|
|
}
|
|
|
|
// If we are inside the models box, then consider the submeshes...
|
|
glm::mat4 meshToModelMatrix = glm::scale(_scale) * glm::translate(_offset);
|
|
glm::mat4 meshToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation) * meshToModelMatrix;
|
|
glm::mat4 worldToMeshMatrix = glm::inverse(meshToWorldMatrix);
|
|
glm::vec3 meshFramePoint = glm::vec3(worldToMeshMatrix * glm::vec4(point, 1.0f));
|
|
|
|
for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) {
|
|
for (auto &partTriangleSet : meshTriangleSets) {
|
|
const AABox& box = partTriangleSet.getBounds();
|
|
if (box.contains(meshFramePoint)) {
|
|
if (partTriangleSet.convexHullContains(meshFramePoint)) {
|
|
// It's inside this mesh, return true.
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
// It wasn't in any mesh, return false.
|
|
return false;
|
|
}
|
|
|
|
// TODO: deprecate and remove
|
|
MeshProxyList Model::getMeshes() const {
|
|
MeshProxyList result;
|
|
const Geometry::Pointer& renderGeometry = getGeometry();
|
|
const Geometry::GeometryMeshes& meshes = renderGeometry->getMeshes();
|
|
|
|
if (!isLoaded()) {
|
|
return result;
|
|
}
|
|
|
|
Transform offset;
|
|
offset.setScale(_scale);
|
|
offset.postTranslate(_offset);
|
|
glm::mat4 offsetMat = offset.getMatrix();
|
|
|
|
for (std::shared_ptr<const graphics::Mesh> mesh : meshes) {
|
|
if (!mesh) {
|
|
continue;
|
|
}
|
|
|
|
MeshProxy* meshProxy = new SimpleMeshProxy(
|
|
mesh->map(
|
|
[=](glm::vec3 position) {
|
|
return glm::vec3(offsetMat * glm::vec4(position, 1.0f));
|
|
},
|
|
[=](glm::vec3 color) { return color; },
|
|
[=](glm::vec3 normal) {
|
|
return glm::normalize(glm::vec3(offsetMat * glm::vec4(normal, 0.0f)));
|
|
},
|
|
[&](uint32_t index) { return index; }));
|
|
meshProxy->setObjectName(mesh->displayName.c_str());
|
|
result << meshProxy;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
bool Model::replaceScriptableModelMeshPart(scriptable::ScriptableModelBasePointer newModel, int meshIndex, int partIndex) {
|
|
QMutexLocker lock(&_mutex);
|
|
|
|
if (!isLoaded()) {
|
|
qDebug() << "!isLoaded" << this;
|
|
return false;
|
|
}
|
|
|
|
if (!newModel || !newModel->meshes.size()) {
|
|
qDebug() << "!newModel.meshes.size()" << this;
|
|
return false;
|
|
}
|
|
|
|
const auto& meshes = newModel->meshes;
|
|
render::Transaction transaction;
|
|
const render::ScenePointer& scene = AbstractViewStateInterface::instance()->getMain3DScene();
|
|
|
|
meshIndex = max(meshIndex, 0);
|
|
partIndex = max(partIndex, 0);
|
|
|
|
if (meshIndex >= (int)meshes.size()) {
|
|
qDebug() << meshIndex << "meshIndex >= newModel.meshes.size()" << meshes.size();
|
|
return false;
|
|
}
|
|
|
|
auto mesh = meshes[meshIndex].getMeshPointer();
|
|
|
|
if (partIndex >= (int)mesh->getNumParts()) {
|
|
qDebug() << partIndex << "partIndex >= mesh->getNumParts()" << mesh->getNumParts();
|
|
return false;
|
|
}
|
|
{
|
|
// update visual geometry
|
|
render::Transaction transaction;
|
|
for (int i = 0; i < (int) _modelMeshRenderItemIDs.size(); i++) {
|
|
auto itemID = _modelMeshRenderItemIDs[i];
|
|
auto shape = _modelMeshRenderItemShapes[i];
|
|
// TODO: check to see if .partIndex matches too
|
|
if (shape.meshIndex == meshIndex) {
|
|
transaction.updateItem<ModelMeshPartPayload>(itemID, [=](ModelMeshPartPayload& data) {
|
|
data.updateMeshPart(mesh, partIndex);
|
|
});
|
|
}
|
|
}
|
|
scene->enqueueTransaction(transaction);
|
|
}
|
|
// update triangles for picking
|
|
{
|
|
FBXGeometry geometry;
|
|
for (const auto& newMesh : meshes) {
|
|
FBXMesh mesh;
|
|
mesh._mesh = newMesh.getMeshPointer();
|
|
mesh.vertices = buffer_helpers::mesh::attributeToVector<glm::vec3>(mesh._mesh, gpu::Stream::POSITION);
|
|
int numParts = (int)newMesh.getMeshPointer()->getNumParts();
|
|
for (int partID = 0; partID < numParts; partID++) {
|
|
FBXMeshPart part;
|
|
part.triangleIndices = buffer_helpers::bufferToVector<int>(mesh._mesh->getIndexBuffer(), "part.triangleIndices");
|
|
mesh.parts << part;
|
|
}
|
|
{
|
|
foreach (const glm::vec3& vertex, mesh.vertices) {
|
|
glm::vec3 transformedVertex = glm::vec3(mesh.modelTransform * glm::vec4(vertex, 1.0f));
|
|
geometry.meshExtents.minimum = glm::min(geometry.meshExtents.minimum, transformedVertex);
|
|
geometry.meshExtents.maximum = glm::max(geometry.meshExtents.maximum, transformedVertex);
|
|
mesh.meshExtents.minimum = glm::min(mesh.meshExtents.minimum, transformedVertex);
|
|
mesh.meshExtents.maximum = glm::max(mesh.meshExtents.maximum, transformedVertex);
|
|
}
|
|
}
|
|
geometry.meshes << mesh;
|
|
}
|
|
calculateTriangleSets(geometry);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
scriptable::ScriptableModelBase Model::getScriptableModel() {
|
|
QMutexLocker lock(&_mutex);
|
|
scriptable::ScriptableModelBase result;
|
|
|
|
if (!isLoaded()) {
|
|
qCDebug(renderutils) << "Model::getScriptableModel -- !isLoaded";
|
|
return result;
|
|
}
|
|
|
|
const FBXGeometry& geometry = getFBXGeometry();
|
|
int numberOfMeshes = geometry.meshes.size();
|
|
int shapeID = 0;
|
|
for (int i = 0; i < numberOfMeshes; i++) {
|
|
const FBXMesh& fbxMesh = geometry.meshes.at(i);
|
|
if (auto mesh = fbxMesh._mesh) {
|
|
result.append(mesh);
|
|
|
|
int numParts = (int)mesh->getNumParts();
|
|
for (int partIndex = 0; partIndex < numParts; partIndex++) {
|
|
result.appendMaterial(graphics::MaterialLayer(getGeometry()->getShapeMaterial(shapeID), 0), shapeID, _modelMeshMaterialNames[shapeID]);
|
|
shapeID++;
|
|
}
|
|
}
|
|
}
|
|
result.appendMaterialNames(_modelMeshMaterialNames);
|
|
return result;
|
|
}
|
|
|
|
void Model::calculateTriangleSets(const FBXGeometry& geometry) {
|
|
PROFILE_RANGE(render, __FUNCTION__);
|
|
|
|
int numberOfMeshes = geometry.meshes.size();
|
|
|
|
_triangleSetsValid = true;
|
|
_modelSpaceMeshTriangleSets.clear();
|
|
_modelSpaceMeshTriangleSets.resize(numberOfMeshes);
|
|
|
|
for (int i = 0; i < numberOfMeshes; i++) {
|
|
const FBXMesh& mesh = geometry.meshes.at(i);
|
|
|
|
const int numberOfParts = mesh.parts.size();
|
|
auto& meshTriangleSets = _modelSpaceMeshTriangleSets[i];
|
|
meshTriangleSets.resize(numberOfParts);
|
|
|
|
for (int j = 0; j < numberOfParts; j++) {
|
|
const FBXMeshPart& part = mesh.parts.at(j);
|
|
|
|
auto& partTriangleSet = meshTriangleSets[j];
|
|
|
|
const int INDICES_PER_TRIANGLE = 3;
|
|
const int INDICES_PER_QUAD = 4;
|
|
const int TRIANGLES_PER_QUAD = 2;
|
|
|
|
// tell our triangleSet how many triangles to expect.
|
|
int numberOfQuads = part.quadIndices.size() / INDICES_PER_QUAD;
|
|
int numberOfTris = part.triangleIndices.size() / INDICES_PER_TRIANGLE;
|
|
int totalTriangles = (numberOfQuads * TRIANGLES_PER_QUAD) + numberOfTris;
|
|
partTriangleSet.reserve(totalTriangles);
|
|
|
|
auto meshTransform = geometry.offset * mesh.modelTransform;
|
|
|
|
if (part.quadIndices.size() > 0) {
|
|
int vIndex = 0;
|
|
for (int q = 0; q < numberOfQuads; q++) {
|
|
int i0 = part.quadIndices[vIndex++];
|
|
int i1 = part.quadIndices[vIndex++];
|
|
int i2 = part.quadIndices[vIndex++];
|
|
int i3 = part.quadIndices[vIndex++];
|
|
|
|
// track the model space version... these points will be transformed by the FST's offset,
|
|
// which includes the scaling, rotation, and translation specified by the FST/FBX,
|
|
// this can't change at runtime, so we can safely store these in our TriangleSet
|
|
glm::vec3 v0 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i0], 1.0f));
|
|
glm::vec3 v1 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i1], 1.0f));
|
|
glm::vec3 v2 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i2], 1.0f));
|
|
glm::vec3 v3 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i3], 1.0f));
|
|
|
|
Triangle tri1 = { v0, v1, v3 };
|
|
Triangle tri2 = { v1, v2, v3 };
|
|
partTriangleSet.insert(tri1);
|
|
partTriangleSet.insert(tri2);
|
|
}
|
|
}
|
|
|
|
if (part.triangleIndices.size() > 0) {
|
|
int vIndex = 0;
|
|
for (int t = 0; t < numberOfTris; t++) {
|
|
int i0 = part.triangleIndices[vIndex++];
|
|
int i1 = part.triangleIndices[vIndex++];
|
|
int i2 = part.triangleIndices[vIndex++];
|
|
|
|
// track the model space version... these points will be transformed by the FST's offset,
|
|
// which includes the scaling, rotation, and translation specified by the FST/FBX,
|
|
// this can't change at runtime, so we can safely store these in our TriangleSet
|
|
glm::vec3 v0 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i0], 1.0f));
|
|
glm::vec3 v1 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i1], 1.0f));
|
|
glm::vec3 v2 = glm::vec3(meshTransform * glm::vec4(mesh.vertices[i2], 1.0f));
|
|
|
|
Triangle tri = { v0, v1, v2 };
|
|
partTriangleSet.insert(tri);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
|
|
if (!scene) {
|
|
_needsFixupInScene = true;
|
|
return;
|
|
}
|
|
auto renderItemsKey = _renderItemKeyGlobalFlags;
|
|
render::Transaction transaction;
|
|
foreach(auto item, _modelMeshRenderItemsMap.keys()) {
|
|
transaction.updateItem<ModelMeshPartPayload>(item, [renderItemsKey](ModelMeshPartPayload& data) {
|
|
data.updateKey(renderItemsKey);
|
|
});
|
|
}
|
|
scene->enqueueTransaction(transaction);
|
|
}
|
|
|
|
void Model::setVisibleInScene(bool visible, const render::ScenePointer& scene) {
|
|
if (Model::isVisible() != visible) {
|
|
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
|
|
_renderItemKeyGlobalFlags = (visible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
|
|
updateRenderItemsKey(scene);
|
|
}
|
|
}
|
|
|
|
bool Model::isVisible() const {
|
|
return _renderItemKeyGlobalFlags.isVisible();
|
|
}
|
|
|
|
void Model::setCanCastShadow(bool castShadow, const render::ScenePointer& scene) {
|
|
if (Model::canCastShadow() != castShadow) {
|
|
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
|
|
_renderItemKeyGlobalFlags = (castShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
|
|
updateRenderItemsKey(scene);
|
|
}
|
|
}
|
|
|
|
bool Model::canCastShadow() const {
|
|
return _renderItemKeyGlobalFlags.isShadowCaster();
|
|
}
|
|
|
|
void Model::setLayeredInFront(bool layeredInFront, const render::ScenePointer& scene) {
|
|
if (Model::isLayeredInFront() != layeredInFront) {
|
|
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
|
|
_renderItemKeyGlobalFlags = (layeredInFront ? keyBuilder.withLayer(render::hifi::LAYER_3D_FRONT) : keyBuilder.withoutLayer());
|
|
updateRenderItemsKey(scene);
|
|
}
|
|
}
|
|
|
|
bool Model::isLayeredInFront() const {
|
|
return _renderItemKeyGlobalFlags.isLayer(render::hifi::LAYER_3D_FRONT);
|
|
}
|
|
|
|
void Model::setLayeredInHUD(bool layeredInHUD, const render::ScenePointer& scene) {
|
|
if (Model::isLayeredInHUD() != layeredInHUD) {
|
|
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
|
|
_renderItemKeyGlobalFlags = (layeredInHUD ? keyBuilder.withLayer(render::hifi::LAYER_3D_HUD) : keyBuilder.withoutLayer());
|
|
updateRenderItemsKey(scene);
|
|
}
|
|
}
|
|
|
|
bool Model::isLayeredInHUD() const {
|
|
return _renderItemKeyGlobalFlags.isLayer(render::hifi::LAYER_3D_HUD);
|
|
}
|
|
|
|
void Model::setTagMask(uint8_t mask, const render::ScenePointer& scene) {
|
|
if (Model::getTagMask() != mask) {
|
|
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
|
|
_renderItemKeyGlobalFlags = keyBuilder.withTagBits(mask);
|
|
updateRenderItemsKey(scene);
|
|
}
|
|
}
|
|
render::hifi::Tag Model::getTagMask() const {
|
|
return (render::hifi::Tag) _renderItemKeyGlobalFlags.getTagBits();
|
|
}
|
|
|
|
void Model::setGroupCulled(bool groupCulled, const render::ScenePointer& scene) {
|
|
if (Model::isGroupCulled() != groupCulled) {
|
|
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
|
|
_renderItemKeyGlobalFlags = (groupCulled ? keyBuilder.withSubMetaCulled() : keyBuilder.withoutSubMetaCulled());
|
|
updateRenderItemsKey(scene);
|
|
}
|
|
}
|
|
bool Model::isGroupCulled() const {
|
|
return _renderItemKeyGlobalFlags.isSubMetaCulled();
|
|
}
|
|
|
|
const render::ItemKey Model::getRenderItemKeyGlobalFlags() const {
|
|
return _renderItemKeyGlobalFlags;
|
|
}
|
|
|
|
bool Model::addToScene(const render::ScenePointer& scene,
|
|
render::Transaction& transaction,
|
|
render::Item::Status::Getters& statusGetters) {
|
|
if (!_addedToScene && isLoaded()) {
|
|
updateClusterMatrices();
|
|
if (_modelMeshRenderItems.empty()) {
|
|
createRenderItemSet();
|
|
}
|
|
}
|
|
|
|
bool somethingAdded = false;
|
|
|
|
if (_modelMeshRenderItemsMap.empty()) {
|
|
|
|
bool hasTransparent = false;
|
|
size_t verticesCount = 0;
|
|
foreach(auto renderItem, _modelMeshRenderItems) {
|
|
auto item = scene->allocateID();
|
|
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
|
|
if (_modelMeshRenderItemsMap.empty() && statusGetters.size()) {
|
|
renderPayload->addStatusGetters(statusGetters);
|
|
}
|
|
transaction.resetItem(item, renderPayload);
|
|
|
|
hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
|
|
verticesCount += renderItem.get()->getVerticesCount();
|
|
_modelMeshRenderItemsMap.insert(item, renderPayload);
|
|
_modelMeshRenderItemIDs.emplace_back(item);
|
|
}
|
|
somethingAdded = !_modelMeshRenderItemsMap.empty();
|
|
|
|
_renderInfoVertexCount = verticesCount;
|
|
_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
|
|
_renderInfoHasTransparent = hasTransparent;
|
|
}
|
|
|
|
if (somethingAdded) {
|
|
_addedToScene = true;
|
|
updateRenderItems();
|
|
_needsFixupInScene = false;
|
|
}
|
|
|
|
return somethingAdded;
|
|
}
|
|
|
|
void Model::removeFromScene(const render::ScenePointer& scene, render::Transaction& transaction) {
|
|
foreach (auto item, _modelMeshRenderItemsMap.keys()) {
|
|
transaction.removeItem(item);
|
|
}
|
|
_modelMeshRenderItemIDs.clear();
|
|
_modelMeshRenderItemsMap.clear();
|
|
_modelMeshRenderItems.clear();
|
|
_modelMeshMaterialNames.clear();
|
|
_modelMeshRenderItemShapes.clear();
|
|
|
|
_addedToScene = false;
|
|
|
|
_renderInfoVertexCount = 0;
|
|
_renderInfoDrawCalls = 0;
|
|
_renderInfoTextureSize = 0;
|
|
_renderInfoHasTransparent = false;
|
|
}
|
|
|
|
void Model::renderDebugMeshBoxes(gpu::Batch& batch) {
|
|
int colorNdx = 0;
|
|
_mutex.lock();
|
|
|
|
glm::mat4 meshToModelMatrix = glm::scale(_scale) * glm::translate(_offset);
|
|
glm::mat4 meshToWorldMatrix = createMatFromQuatAndPos(_rotation, _translation) * meshToModelMatrix;
|
|
Transform meshToWorld(meshToWorldMatrix);
|
|
batch.setModelTransform(meshToWorld);
|
|
|
|
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, false, false, false, true, true);
|
|
|
|
for (auto& meshTriangleSets : _modelSpaceMeshTriangleSets) {
|
|
for (auto &partTriangleSet : meshTriangleSets) {
|
|
auto box = partTriangleSet.getBounds();
|
|
|
|
if (_debugMeshBoxesID == GeometryCache::UNKNOWN_ID) {
|
|
_debugMeshBoxesID = DependencyManager::get<GeometryCache>()->allocateID();
|
|
}
|
|
QVector<glm::vec3> points;
|
|
|
|
glm::vec3 brn = box.getCorner();
|
|
glm::vec3 bln = brn + glm::vec3(box.getDimensions().x, 0, 0);
|
|
glm::vec3 brf = brn + glm::vec3(0, 0, box.getDimensions().z);
|
|
glm::vec3 blf = brn + glm::vec3(box.getDimensions().x, 0, box.getDimensions().z);
|
|
|
|
glm::vec3 trn = brn + glm::vec3(0, box.getDimensions().y, 0);
|
|
glm::vec3 tln = bln + glm::vec3(0, box.getDimensions().y, 0);
|
|
glm::vec3 trf = brf + glm::vec3(0, box.getDimensions().y, 0);
|
|
glm::vec3 tlf = blf + glm::vec3(0, box.getDimensions().y, 0);
|
|
|
|
points << brn << bln;
|
|
points << brf << blf;
|
|
points << brn << brf;
|
|
points << bln << blf;
|
|
|
|
points << trn << tln;
|
|
points << trf << tlf;
|
|
points << trn << trf;
|
|
points << tln << tlf;
|
|
|
|
points << brn << trn;
|
|
points << brf << trf;
|
|
points << bln << tln;
|
|
points << blf << tlf;
|
|
|
|
glm::vec4 color[] = {
|
|
{ 0.0f, 1.0f, 0.0f, 1.0f }, // green
|
|
{ 1.0f, 0.0f, 0.0f, 1.0f }, // red
|
|
{ 0.0f, 0.0f, 1.0f, 1.0f }, // blue
|
|
{ 1.0f, 0.0f, 1.0f, 1.0f }, // purple
|
|
{ 1.0f, 1.0f, 0.0f, 1.0f }, // yellow
|
|
{ 0.0f, 1.0f, 1.0f, 1.0f }, // cyan
|
|
{ 1.0f, 1.0f, 1.0f, 1.0f }, // white
|
|
{ 0.0f, 0.5f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.0f, 0.5f, 1.0f },
|
|
{ 0.5f, 0.0f, 0.5f, 1.0f },
|
|
{ 0.5f, 0.5f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.5f, 0.5f, 1.0f } };
|
|
|
|
DependencyManager::get<GeometryCache>()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]);
|
|
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::LINES, _debugMeshBoxesID);
|
|
colorNdx++;
|
|
}
|
|
}
|
|
_mutex.unlock();
|
|
}
|
|
|
|
Extents Model::getBindExtents() const {
|
|
if (!isActive()) {
|
|
return Extents();
|
|
}
|
|
const Extents& bindExtents = getFBXGeometry().bindExtents;
|
|
Extents scaledExtents = { bindExtents.minimum * _scale, bindExtents.maximum * _scale };
|
|
return scaledExtents;
|
|
}
|
|
|
|
glm::vec3 Model::getNaturalDimensions() const {
|
|
Extents modelMeshExtents = getUnscaledMeshExtents();
|
|
return modelMeshExtents.maximum - modelMeshExtents.minimum;
|
|
}
|
|
|
|
Extents Model::getMeshExtents() const {
|
|
if (!isActive()) {
|
|
return Extents();
|
|
}
|
|
const Extents& extents = getFBXGeometry().meshExtents;
|
|
|
|
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
|
|
// is captured in the offset matrix
|
|
glm::vec3 minimum = glm::vec3(getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
|
|
glm::vec3 maximum = glm::vec3(getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
|
|
Extents scaledExtents = { minimum * _scale, maximum * _scale };
|
|
return scaledExtents;
|
|
}
|
|
|
|
Extents Model::getUnscaledMeshExtents() const {
|
|
if (!isActive()) {
|
|
return Extents();
|
|
}
|
|
|
|
const Extents& extents = getFBXGeometry().meshExtents;
|
|
|
|
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
|
|
// is captured in the offset matrix
|
|
glm::vec3 minimum = glm::vec3(getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
|
|
glm::vec3 maximum = glm::vec3(getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
|
|
Extents scaledExtents = { minimum, maximum };
|
|
|
|
return scaledExtents;
|
|
}
|
|
|
|
void Model::clearJointState(int index) {
|
|
_rig.clearJointState(index);
|
|
}
|
|
|
|
void Model::setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority) {
|
|
_rig.setJointState(index, valid, rotation, translation, priority);
|
|
}
|
|
|
|
void Model::setJointRotation(int index, bool valid, const glm::quat& rotation, float priority) {
|
|
_rig.setJointRotation(index, valid, rotation, priority);
|
|
}
|
|
|
|
void Model::setJointTranslation(int index, bool valid, const glm::vec3& translation, float priority) {
|
|
_rig.setJointTranslation(index, valid, translation, priority);
|
|
}
|
|
|
|
int Model::getParentJointIndex(int jointIndex) const {
|
|
return (isActive() && jointIndex != -1) ? getFBXGeometry().joints.at(jointIndex).parentIndex : -1;
|
|
}
|
|
|
|
int Model::getLastFreeJointIndex(int jointIndex) const {
|
|
return (isActive() && jointIndex != -1) ? getFBXGeometry().joints.at(jointIndex).freeLineage.last() : -1;
|
|
}
|
|
|
|
void Model::setTextures(const QVariantMap& textures) {
|
|
if (isLoaded()) {
|
|
_pendingTextures.clear();
|
|
_needsFixupInScene = true;
|
|
_renderGeometry->setTextures(textures);
|
|
} else {
|
|
_pendingTextures = textures;
|
|
}
|
|
}
|
|
|
|
void Model::setURL(const QUrl& url) {
|
|
// don't recreate the geometry if it's the same URL
|
|
if (_url == url && _renderWatcher.getURL() == url) {
|
|
return;
|
|
}
|
|
|
|
_url = url;
|
|
|
|
{
|
|
render::Transaction transaction;
|
|
const render::ScenePointer& scene = AbstractViewStateInterface::instance()->getMain3DScene();
|
|
if (scene) {
|
|
removeFromScene(scene, transaction);
|
|
scene->enqueueTransaction(transaction);
|
|
} else {
|
|
qCWarning(renderutils) << "Model::setURL(), Unexpected null scene, possibly during application shutdown";
|
|
}
|
|
}
|
|
|
|
_needsReload = true;
|
|
// One might be tempted to _pendingTextures.clear(), thinking that a new URL means an old texture doesn't apply.
|
|
// But sometimes, particularly when first setting the values, the texture might be set first. So let's not clear here.
|
|
_visualGeometryRequestFailed = false;
|
|
_needsFixupInScene = true;
|
|
invalidCalculatedMeshBoxes();
|
|
deleteGeometry();
|
|
|
|
auto resource = DependencyManager::get<ModelCache>()->getGeometryResource(url);
|
|
if (resource) {
|
|
resource->setLoadPriority(this, _loadingPriority);
|
|
_renderWatcher.setResource(resource);
|
|
}
|
|
onInvalidate();
|
|
}
|
|
|
|
void Model::loadURLFinished(bool success) {
|
|
if (!success) {
|
|
_visualGeometryRequestFailed = true;
|
|
} else if (!_pendingTextures.empty()) {
|
|
setTextures(_pendingTextures);
|
|
}
|
|
emit setURLFinished(success);
|
|
}
|
|
|
|
bool Model::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
|
|
return _rig.getJointPositionInWorldFrame(jointIndex, position, _translation, _rotation);
|
|
}
|
|
|
|
bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
|
|
return _rig.getJointPosition(jointIndex, position);
|
|
}
|
|
|
|
bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
|
|
return _rig.getJointRotationInWorldFrame(jointIndex, rotation, _rotation);
|
|
}
|
|
|
|
bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const {
|
|
return _rig.getJointRotation(jointIndex, rotation);
|
|
}
|
|
|
|
bool Model::getJointTranslation(int jointIndex, glm::vec3& translation) const {
|
|
return _rig.getJointTranslation(jointIndex, translation);
|
|
}
|
|
|
|
bool Model::getAbsoluteJointRotationInRigFrame(int jointIndex, glm::quat& rotationOut) const {
|
|
return _rig.getAbsoluteJointRotationInRigFrame(jointIndex, rotationOut);
|
|
}
|
|
|
|
bool Model::getAbsoluteJointTranslationInRigFrame(int jointIndex, glm::vec3& translationOut) const {
|
|
return _rig.getAbsoluteJointTranslationInRigFrame(jointIndex, translationOut);
|
|
}
|
|
|
|
bool Model::getRelativeDefaultJointRotation(int jointIndex, glm::quat& rotationOut) const {
|
|
return _rig.getRelativeDefaultJointRotation(jointIndex, rotationOut);
|
|
}
|
|
|
|
bool Model::getRelativeDefaultJointTranslation(int jointIndex, glm::vec3& translationOut) const {
|
|
return _rig.getRelativeDefaultJointTranslation(jointIndex, translationOut);
|
|
}
|
|
|
|
QStringList Model::getJointNames() const {
|
|
if (QThread::currentThread() != thread()) {
|
|
QStringList result;
|
|
BLOCKING_INVOKE_METHOD(const_cast<Model*>(this), "getJointNames",
|
|
Q_RETURN_ARG(QStringList, result));
|
|
return result;
|
|
}
|
|
return isActive() ? getFBXGeometry().getJointNames() : QStringList();
|
|
}
|
|
|
|
class Blender : public QRunnable {
|
|
public:
|
|
|
|
Blender(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
|
|
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients);
|
|
|
|
virtual void run() override;
|
|
|
|
private:
|
|
|
|
ModelPointer _model;
|
|
int _blendNumber;
|
|
Geometry::WeakPointer _geometry;
|
|
QVector<FBXMesh> _meshes;
|
|
QVector<float> _blendshapeCoefficients;
|
|
};
|
|
|
|
Blender::Blender(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
|
|
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients) :
|
|
_model(model),
|
|
_blendNumber(blendNumber),
|
|
_geometry(geometry),
|
|
_meshes(meshes),
|
|
_blendshapeCoefficients(blendshapeCoefficients) {
|
|
}
|
|
|
|
void Blender::run() {
|
|
DETAILED_PROFILE_RANGE_EX(simulation_animation, __FUNCTION__, 0xFFFF0000, 0, { { "url", _model->getURL().toString() } });
|
|
QVector<glm::vec3> vertices, normals, tangents;
|
|
if (_model) {
|
|
int offset = 0;
|
|
foreach (const FBXMesh& mesh, _meshes) {
|
|
if (mesh.blendshapes.isEmpty()) {
|
|
continue;
|
|
}
|
|
vertices += mesh.vertices;
|
|
normals += mesh.normals;
|
|
tangents += mesh.tangents;
|
|
glm::vec3* meshVertices = vertices.data() + offset;
|
|
glm::vec3* meshNormals = normals.data() + offset;
|
|
glm::vec3* meshTangents = tangents.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);
|
|
const float EPSILON = 0.0001f;
|
|
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;
|
|
if (blendshape.tangents.size() > j) {
|
|
meshTangents[index] += blendshape.tangents.at(j) * normalCoefficient;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// post the result to the geometry cache, which will dispatch to the model if still alive
|
|
QMetaObject::invokeMethod(DependencyManager::get<ModelBlender>().data(), "setBlendedVertices",
|
|
Q_ARG(ModelPointer, _model), Q_ARG(int, _blendNumber),
|
|
Q_ARG(const Geometry::WeakPointer&, _geometry), Q_ARG(const QVector<glm::vec3>&, vertices),
|
|
Q_ARG(const QVector<glm::vec3>&, normals), Q_ARG(const QVector<glm::vec3>&, tangents));
|
|
}
|
|
|
|
void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions, bool forceRescale) {
|
|
if (forceRescale || _scaleToFit != scaleToFit || _scaleToFitDimensions != dimensions) {
|
|
_scaleToFit = scaleToFit;
|
|
_scaleToFitDimensions = dimensions;
|
|
_scaledToFit = false; // force rescaling
|
|
}
|
|
}
|
|
|
|
void Model::setScaleToFit(bool scaleToFit, float largestDimension, bool forceRescale) {
|
|
// NOTE: if the model is not active, then it means we don't actually know the true/natural dimensions of the
|
|
// mesh, and so we can't do the needed calculations for scaling to fit to a single largest dimension. In this
|
|
// case we will record that we do want to do this, but we will stick our desired single dimension into the
|
|
// first element of the vec3 for the non-fixed aspect ration dimensions
|
|
if (!isActive()) {
|
|
_scaleToFit = scaleToFit;
|
|
if (scaleToFit) {
|
|
_scaleToFitDimensions = glm::vec3(largestDimension, FAKE_DIMENSION_PLACEHOLDER, FAKE_DIMENSION_PLACEHOLDER);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (forceRescale || _scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
|
_scaleToFit = scaleToFit;
|
|
|
|
// we only need to do this work if we're "turning on" scale to fit.
|
|
if (scaleToFit) {
|
|
Extents modelMeshExtents = getUnscaledMeshExtents();
|
|
float maxDimension = glm::distance(modelMeshExtents.maximum, modelMeshExtents.minimum);
|
|
float maxScale = largestDimension / maxDimension;
|
|
glm::vec3 modelMeshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
|
|
glm::vec3 dimensions = modelMeshDimensions * maxScale;
|
|
|
|
_scaleToFitDimensions = dimensions;
|
|
_scaledToFit = false; // force rescaling
|
|
}
|
|
}
|
|
}
|
|
|
|
glm::vec3 Model::getScaleToFitDimensions() const {
|
|
if (_scaleToFitDimensions.y == FAKE_DIMENSION_PLACEHOLDER &&
|
|
_scaleToFitDimensions.z == FAKE_DIMENSION_PLACEHOLDER) {
|
|
return glm::vec3(_scaleToFitDimensions.x);
|
|
}
|
|
return _scaleToFitDimensions;
|
|
}
|
|
|
|
void Model::scaleToFit() {
|
|
// If our _scaleToFitDimensions.y/z are FAKE_DIMENSION_PLACEHOLDER then it means our
|
|
// user asked to scale us in a fixed aspect ratio to a single largest dimension, but
|
|
// we didn't yet have an active mesh. We can only enter this scaleToFit() in this state
|
|
// if we now do have an active mesh, so we take this opportunity to actually determine
|
|
// the correct scale.
|
|
if (_scaleToFit && _scaleToFitDimensions.y == FAKE_DIMENSION_PLACEHOLDER
|
|
&& _scaleToFitDimensions.z == FAKE_DIMENSION_PLACEHOLDER) {
|
|
setScaleToFit(_scaleToFit, _scaleToFitDimensions.x);
|
|
}
|
|
Extents modelMeshExtents = getUnscaledMeshExtents();
|
|
|
|
// size is our "target size in world space"
|
|
// we need to set our model scale so that the extents of the mesh, fit in a box that size...
|
|
glm::vec3 meshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
|
|
glm::vec3 rescaleDimensions = _scaleToFitDimensions / meshDimensions;
|
|
setScaleInternal(rescaleDimensions);
|
|
_scaledToFit = true;
|
|
}
|
|
|
|
void Model::setSnapModelToRegistrationPoint(bool snapModelToRegistrationPoint, const glm::vec3& registrationPoint) {
|
|
glm::vec3 clampedRegistrationPoint = glm::clamp(registrationPoint, 0.0f, 1.0f);
|
|
if (_snapModelToRegistrationPoint != snapModelToRegistrationPoint || _registrationPoint != clampedRegistrationPoint) {
|
|
_snapModelToRegistrationPoint = snapModelToRegistrationPoint;
|
|
_registrationPoint = clampedRegistrationPoint;
|
|
_snappedToRegistrationPoint = false; // force re-centering
|
|
}
|
|
}
|
|
|
|
void Model::snapToRegistrationPoint() {
|
|
Extents modelMeshExtents = getUnscaledMeshExtents();
|
|
glm::vec3 dimensions = (modelMeshExtents.maximum - modelMeshExtents.minimum);
|
|
glm::vec3 offset = -modelMeshExtents.minimum - (dimensions * _registrationPoint);
|
|
_offset = offset;
|
|
_snappedToRegistrationPoint = true;
|
|
}
|
|
|
|
void Model::setUseDualQuaternionSkinning(bool value) {
|
|
_useDualQuaternionSkinning = value;
|
|
}
|
|
|
|
void Model::simulate(float deltaTime, bool fullUpdate) {
|
|
DETAILED_PROFILE_RANGE(simulation_detail, __FUNCTION__);
|
|
fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit)
|
|
|| (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint);
|
|
|
|
if (isActive() && fullUpdate) {
|
|
onInvalidate();
|
|
|
|
// check for scale to fit
|
|
if (_scaleToFit && !_scaledToFit) {
|
|
scaleToFit();
|
|
}
|
|
if (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint) {
|
|
snapToRegistrationPoint();
|
|
}
|
|
// update the world space transforms for all joints
|
|
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset);
|
|
updateRig(deltaTime, parentTransform);
|
|
|
|
computeMeshPartLocalBounds();
|
|
}
|
|
}
|
|
|
|
//virtual
|
|
void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|
_needsUpdateClusterMatrices = true;
|
|
glm::mat4 rigToWorldTransform = createMatFromQuatAndPos(getRotation(), getTranslation());
|
|
_rig.updateAnimations(deltaTime, parentTransform, rigToWorldTransform);
|
|
}
|
|
|
|
void Model::computeMeshPartLocalBounds() {
|
|
for (auto& part : _modelMeshRenderItems) {
|
|
const Model::MeshState& state = _meshStates.at(part->_meshIndex);
|
|
if (_useDualQuaternionSkinning) {
|
|
part->computeAdjustedLocalBound(state.clusterDualQuaternions);
|
|
} else {
|
|
part->computeAdjustedLocalBound(state.clusterMatrices);
|
|
}
|
|
}
|
|
}
|
|
|
|
// virtual
|
|
void Model::updateClusterMatrices() {
|
|
DETAILED_PERFORMANCE_TIMER("Model::updateClusterMatrices");
|
|
|
|
if (!_needsUpdateClusterMatrices || !isLoaded()) {
|
|
return;
|
|
}
|
|
|
|
_needsUpdateClusterMatrices = false;
|
|
const FBXGeometry& geometry = getFBXGeometry();
|
|
for (int i = 0; i < (int) _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);
|
|
if (_useDualQuaternionSkinning) {
|
|
auto jointPose = _rig.getJointPose(cluster.jointIndex);
|
|
Transform jointTransform(jointPose.rot(), jointPose.scale(), jointPose.trans());
|
|
Transform clusterTransform;
|
|
Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
|
|
state.clusterDualQuaternions[j] = Model::TransformDualQuaternion(clusterTransform);
|
|
} else {
|
|
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
|
|
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterMatrices[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// post the blender if we're not currently waiting for one to finish
|
|
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
|
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
|
|
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
|
|
}
|
|
}
|
|
|
|
bool Model::maybeStartBlender() {
|
|
if (isLoaded()) {
|
|
const FBXGeometry& fbxGeometry = getFBXGeometry();
|
|
if (fbxGeometry.hasBlendedMeshes()) {
|
|
QThreadPool::globalInstance()->start(new Blender(getThisPointer(), ++_blendNumber, _renderGeometry,
|
|
fbxGeometry.meshes, _blendshapeCoefficients));
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Model::setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geometry,
|
|
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, const QVector<glm::vec3>& tangents) {
|
|
auto geometryRef = geometry.lock();
|
|
if (!geometryRef || _renderGeometry != geometryRef || _blendedVertexBuffers.empty() || blendNumber < _appliedBlendNumber) {
|
|
return;
|
|
}
|
|
_appliedBlendNumber = blendNumber;
|
|
const FBXGeometry& fbxGeometry = getFBXGeometry();
|
|
int index = 0;
|
|
std::vector<NormalType> normalsAndTangents;
|
|
for (int i = 0; i < fbxGeometry.meshes.size(); i++) {
|
|
const FBXMesh& mesh = fbxGeometry.meshes.at(i);
|
|
if (mesh.blendshapes.isEmpty()) {
|
|
continue;
|
|
}
|
|
|
|
gpu::BufferPointer& buffer = _blendedVertexBuffers[i];
|
|
const auto vertexCount = mesh.vertices.size();
|
|
const auto verticesSize = vertexCount * sizeof(glm::vec3);
|
|
const auto offset = index * sizeof(glm::vec3);
|
|
|
|
normalsAndTangents.clear();
|
|
normalsAndTangents.resize(normals.size()+tangents.size());
|
|
// assert(normalsAndTangents.size() == 2 * vertexCount);
|
|
|
|
// Interleave normals and tangents
|
|
#if 0
|
|
// Sequential version for debugging
|
|
auto normalsRange = std::make_pair(normals.begin() + index, normals.begin() + index + vertexCount);
|
|
auto tangentsRange = std::make_pair(tangents.begin() + index, tangents.begin() + index + vertexCount);
|
|
auto normalsAndTangentsIt = normalsAndTangents.begin();
|
|
|
|
for (auto normalIt = normalsRange.first, tangentIt = tangentsRange.first;
|
|
normalIt != normalsRange.second;
|
|
++normalIt, ++tangentIt) {
|
|
#if FBX_PACK_NORMALS
|
|
glm::uint32 finalNormal;
|
|
glm::uint32 finalTangent;
|
|
buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
|
|
#else
|
|
const auto finalNormal = *normalIt;
|
|
const auto finalTangent = *tangentIt;
|
|
#endif
|
|
*normalsAndTangentsIt = finalNormal;
|
|
++normalsAndTangentsIt;
|
|
*normalsAndTangentsIt = finalTangent;
|
|
++normalsAndTangentsIt;
|
|
}
|
|
#else
|
|
// Parallel version for performance
|
|
tbb::parallel_for(tbb::blocked_range<size_t>(index, index+vertexCount), [&](const tbb::blocked_range<size_t>& range) {
|
|
auto normalsRange = std::make_pair(normals.begin() + range.begin(), normals.begin() + range.end());
|
|
auto tangentsRange = std::make_pair(tangents.begin() + range.begin(), tangents.begin() + range.end());
|
|
auto normalsAndTangentsIt = normalsAndTangents.begin() + (range.begin()-index)*2;
|
|
|
|
for (auto normalIt = normalsRange.first, tangentIt = tangentsRange.first;
|
|
normalIt != normalsRange.second;
|
|
++normalIt, ++tangentIt) {
|
|
#if FBX_PACK_NORMALS
|
|
glm::uint32 finalNormal;
|
|
glm::uint32 finalTangent;
|
|
buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
|
|
#else
|
|
const auto finalNormal = *normalIt;
|
|
const auto finalTangent = *tangentIt;
|
|
#endif
|
|
*normalsAndTangentsIt = finalNormal;
|
|
++normalsAndTangentsIt;
|
|
*normalsAndTangentsIt = finalTangent;
|
|
++normalsAndTangentsIt;
|
|
}
|
|
});
|
|
#endif
|
|
|
|
buffer->setSubData(0, verticesSize, (gpu::Byte*) vertices.constData() + offset);
|
|
buffer->setSubData(verticesSize, 2 * vertexCount * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data());
|
|
|
|
index += vertexCount;
|
|
}
|
|
}
|
|
|
|
void Model::deleteGeometry() {
|
|
_deleteGeometryCounter++;
|
|
_blendedVertexBuffers.clear();
|
|
_meshStates.clear();
|
|
_rig.destroyAnimGraph();
|
|
_blendedBlendshapeCoefficients.clear();
|
|
_renderGeometry.reset();
|
|
}
|
|
|
|
void Model::overrideModelTransformAndOffset(const Transform& transform, const glm::vec3& offset) {
|
|
_overrideTranslation = transform.getTranslation();
|
|
_overrideRotation = transform.getRotation();
|
|
_overrideModelTransform = true;
|
|
setScale(transform.getScale());
|
|
setOffset(offset);
|
|
}
|
|
|
|
AABox Model::getRenderableMeshBound() const {
|
|
if (!isLoaded()) {
|
|
return AABox();
|
|
} else {
|
|
// Build a bound using the last known bound from all the renderItems.
|
|
AABox totalBound;
|
|
for (auto& renderItem : _modelMeshRenderItems) {
|
|
totalBound += renderItem->getBound();
|
|
}
|
|
return totalBound;
|
|
}
|
|
}
|
|
|
|
const render::ItemIDs& Model::fetchRenderItemIDs() const {
|
|
return _modelMeshRenderItemIDs;
|
|
}
|
|
|
|
void Model::createRenderItemSet() {
|
|
assert(isLoaded());
|
|
const auto& meshes = _renderGeometry->getMeshes();
|
|
|
|
// all of our mesh vectors must match in size
|
|
if (meshes.size() != _meshStates.size()) {
|
|
qCDebug(renderutils) << "WARNING!!!! Mesh Sizes don't match! " << meshes.size() << _meshStates.size() << " We will not segregate mesh groups yet.";
|
|
return;
|
|
}
|
|
|
|
// We should not have any existing renderItems if we enter this section of code
|
|
Q_ASSERT(_modelMeshRenderItems.isEmpty());
|
|
|
|
_modelMeshRenderItems.clear();
|
|
_modelMeshMaterialNames.clear();
|
|
_modelMeshRenderItemShapes.clear();
|
|
|
|
Transform transform;
|
|
transform.setTranslation(_translation);
|
|
transform.setRotation(_rotation);
|
|
|
|
Transform offset;
|
|
offset.setScale(_scale);
|
|
offset.postTranslate(_offset);
|
|
|
|
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
|
int shapeID = 0;
|
|
uint32_t numMeshes = (uint32_t)meshes.size();
|
|
for (uint32_t i = 0; i < numMeshes; i++) {
|
|
const auto& mesh = meshes.at(i);
|
|
if (!mesh) {
|
|
continue;
|
|
}
|
|
|
|
// Create the render payloads
|
|
int numParts = (int)mesh->getNumParts();
|
|
for (int partIndex = 0; partIndex < numParts; partIndex++) {
|
|
_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
|
|
auto material = getGeometry()->getShapeMaterial(shapeID);
|
|
_modelMeshMaterialNames.push_back(material ? material->getName() : "");
|
|
_modelMeshRenderItemShapes.emplace_back(ShapeInfo{ (int)i });
|
|
shapeID++;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Model::isRenderable() const {
|
|
return !_meshStates.empty() || (isLoaded() && _renderGeometry->getMeshes().empty());
|
|
}
|
|
|
|
std::vector<unsigned int> Model::getMeshIDsFromMaterialID(QString parentMaterialName) {
|
|
// try to find all meshes with materials that match parentMaterialName as a string
|
|
// if none, return parentMaterialName as a uint
|
|
std::vector<unsigned int> toReturn;
|
|
const QString MATERIAL_NAME_PREFIX = "mat::";
|
|
if (parentMaterialName.startsWith(MATERIAL_NAME_PREFIX)) {
|
|
parentMaterialName.replace(0, MATERIAL_NAME_PREFIX.size(), QString(""));
|
|
for (unsigned int i = 0; i < (unsigned int)_modelMeshMaterialNames.size(); i++) {
|
|
if (_modelMeshMaterialNames[i] == parentMaterialName.toStdString()) {
|
|
toReturn.push_back(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (toReturn.empty()) {
|
|
toReturn.push_back(parentMaterialName.toUInt());
|
|
}
|
|
|
|
return toReturn;
|
|
}
|
|
|
|
void Model::addMaterial(graphics::MaterialLayer material, const std::string& parentMaterialName) {
|
|
std::vector<unsigned int> shapeIDs = getMeshIDsFromMaterialID(QString(parentMaterialName.c_str()));
|
|
render::Transaction transaction;
|
|
for (auto shapeID : shapeIDs) {
|
|
if (shapeID < _modelMeshRenderItemIDs.size()) {
|
|
auto itemID = _modelMeshRenderItemIDs[shapeID];
|
|
auto renderItemsKey = _renderItemKeyGlobalFlags;
|
|
bool wireframe = isWireframe();
|
|
auto meshIndex = _modelMeshRenderItemShapes[shapeID].meshIndex;
|
|
bool invalidatePayloadShapeKey = shouldInvalidatePayloadShapeKey(meshIndex);
|
|
bool useDualQuaternionSkinning = _useDualQuaternionSkinning;
|
|
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, renderItemsKey,
|
|
invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning](ModelMeshPartPayload& data) {
|
|
data.addMaterial(material);
|
|
// if the material changed, we might need to update our item key or shape key
|
|
data.updateKey(renderItemsKey);
|
|
data.setShapeKey(invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning);
|
|
});
|
|
}
|
|
}
|
|
AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
|
|
}
|
|
|
|
void Model::removeMaterial(graphics::MaterialPointer material, const std::string& parentMaterialName) {
|
|
std::vector<unsigned int> shapeIDs = getMeshIDsFromMaterialID(QString(parentMaterialName.c_str()));
|
|
render::Transaction transaction;
|
|
for (auto shapeID : shapeIDs) {
|
|
if (shapeID < _modelMeshRenderItemIDs.size()) {
|
|
auto itemID = _modelMeshRenderItemIDs[shapeID];
|
|
auto renderItemsKey = _renderItemKeyGlobalFlags;
|
|
bool wireframe = isWireframe();
|
|
auto meshIndex = _modelMeshRenderItemShapes[shapeID].meshIndex;
|
|
bool invalidatePayloadShapeKey = shouldInvalidatePayloadShapeKey(meshIndex);
|
|
bool useDualQuaternionSkinning = _useDualQuaternionSkinning;
|
|
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, renderItemsKey,
|
|
invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning](ModelMeshPartPayload& data) {
|
|
data.removeMaterial(material);
|
|
// if the material changed, we might need to update our item key or shape key
|
|
data.updateKey(renderItemsKey);
|
|
data.setShapeKey(invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning);
|
|
});
|
|
}
|
|
}
|
|
AbstractViewStateInterface::instance()->getMain3DScene()->enqueueTransaction(transaction);
|
|
}
|
|
|
|
class CollisionRenderGeometry : public Geometry {
|
|
public:
|
|
CollisionRenderGeometry(graphics::MeshPointer mesh) {
|
|
_fbxGeometry = std::make_shared<FBXGeometry>();
|
|
std::shared_ptr<GeometryMeshes> meshes = std::make_shared<GeometryMeshes>();
|
|
meshes->push_back(mesh);
|
|
_meshes = meshes;
|
|
_meshParts = std::shared_ptr<const GeometryMeshParts>();
|
|
}
|
|
};
|
|
|
|
ModelBlender::ModelBlender() :
|
|
_pendingBlenders(0) {
|
|
}
|
|
|
|
ModelBlender::~ModelBlender() {
|
|
}
|
|
|
|
void ModelBlender::noteRequiresBlend(ModelPointer model) {
|
|
if (_pendingBlenders < QThread::idealThreadCount()) {
|
|
if (model->maybeStartBlender()) {
|
|
_pendingBlenders++;
|
|
}
|
|
return;
|
|
}
|
|
|
|
{
|
|
Lock lock(_mutex);
|
|
_modelsRequiringBlends.insert(model);
|
|
}
|
|
}
|
|
|
|
void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
|
|
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals,
|
|
const QVector<glm::vec3>& tangents) {
|
|
if (model) {
|
|
model->setBlendedVertices(blendNumber, geometry, vertices, normals, tangents);
|
|
}
|
|
_pendingBlenders--;
|
|
{
|
|
Lock lock(_mutex);
|
|
for (auto i = _modelsRequiringBlends.begin(); i != _modelsRequiringBlends.end();) {
|
|
auto weakPtr = *i;
|
|
_modelsRequiringBlends.erase(i++); // remove front of the set
|
|
ModelPointer nextModel = weakPtr.lock();
|
|
if (nextModel && nextModel->maybeStartBlender()) {
|
|
_pendingBlenders++;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|