//// Model.cpp// interface/src/renderer//// Created by Andrzej Kapolka on 10/18/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include <QMetaType>#include <QRunnable>#include <QThreadPool> #include <glm/gtx/transform.hpp>#include <glm/gtx/norm.hpp> #include <GeometryUtil.h>#include <PathUtils.h>#include <PerfStat.h>#include <ViewFrustum.h>#include <GLMHelpers.h> #include "AbstractViewStateInterface.h"#include "MeshPartPayload.h"#include "Model.h" #include "RenderUtilsLogging.h"#include <Trace.h> using namespace std; int nakedModelPointerTypeId = qRegisterMetaType<ModelPointer>();int weakGeometryResourceBridgePointerTypeId = qRegisterMetaType<Geometry::WeakPointer >();int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;#define HTTP_INVALID_COM "http://invalid.com" const int NUM_COLLISION_HULL_COLORS = 24;std::vector<model::MaterialPointer> _collisionMaterials; void initCollisionMaterials() { // generates bright colors in red, green, blue, yellow, magenta, and cyan spectrums // (no browns, greys, or dark shades) float component[NUM_COLLISION_HULL_COLORS] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0.4f, 0.6f, 0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.8f, 0.6f, 0.4f, 0.2f }; _collisionMaterials.reserve(NUM_COLLISION_HULL_COLORS); // each component gets the same cuve // but offset by a multiple of one third the full width int numComponents = 3; int sectionWidth = NUM_COLLISION_HULL_COLORS / numComponents; int greenPhase = sectionWidth; int bluePhase = 2 * sectionWidth; // we stride through the colors to scatter adjacent shades // so they don't tend to group together for large models for (int i = 0; i < sectionWidth; ++i) { for (int j = 0; j < numComponents; ++j) { model::MaterialPointer material; material = std::make_shared<model::Material>(); int index = j * sectionWidth + i; float red = component[index]; float green = component[(index + greenPhase) % NUM_COLLISION_HULL_COLORS]; float blue = component[(index + bluePhase) % NUM_COLLISION_HULL_COLORS]; material->setAlbedo(glm::vec3(red, green, blue)); material->setMetallic(0.02f); material->setRoughness(0.5f); _collisionMaterials.push_back(material); } }} Model::Model(RigPointer rig, QObject* parent) : QObject(parent), _renderGeometry(), _collisionGeometry(), _renderWatcher(_renderGeometry), _translation(0.0f), _rotation(), _scale(1.0f, 1.0f, 1.0f), _scaleToFit(false), _scaleToFitDimensions(1.0f), _scaledToFit(false), _snapModelToRegistrationPoint(false), _snappedToRegistrationPoint(false), _cauterizeBones(false), _pupilDilation(0.0f), _url(HTTP_INVALID_COM), _isVisible(true), _blendNumber(0), _appliedBlendNumber(0), _calculatedMeshPartBoxesValid(false), _calculatedMeshBoxesValid(false), _calculatedMeshTrianglesValid(false), _isWireframe(false), _rig(rig){ // we may have been created in the network thread, but we live in the main thread if (_viewState) { moveToThread(_viewState->getMainThread()); } setSnapModelToRegistrationPoint(true, glm::vec3(0.5f)); connect(&_renderWatcher, &GeometryResourceWatcher::finished, this, &Model::loadURLFinished);} Model::~Model() { deleteGeometry();} AbstractViewStateInterface* Model::_viewState = NULL; bool Model::needsFixupInScene() const { return (_needsFixupInScene || !_addedToScene) && !_needsReload && isLoaded();} // TODO?: should we combine translation and rotation into single method to avoid double-work?// (figure out where we call these)void Model::setTranslation(const glm::vec3& translation) { _translation = translation; updateRenderItems();} void Model::setRotation(const glm::quat& rotation) { _rotation = rotation; updateRenderItems();} void Model::setScale(const glm::vec3& scale) { setScaleInternal(scale); // if anyone sets scale manually, then we are no longer scaled to fit _scaleToFit = false; _scaledToFit = false;} const float SCALE_CHANGE_EPSILON = 0.01f; void Model::setScaleInternal(const glm::vec3& scale) { if (glm::distance(_scale, scale) > SCALE_CHANGE_EPSILON) { _scale = scale; if (_scale.x == 0.0f || _scale.y == 0.0f || _scale.z == 0.0f) { assert(false); } simulate(0.0f, true); }} void Model::setOffset(const glm::vec3& offset) { _offset = offset; // if someone manually sets our offset, then we are no longer snapped to center _snapModelToRegistrationPoint = false; _snappedToRegistrationPoint = false;} void Model::calculateTextureInfo() { if (!_hasCalculatedTextureInfo && isLoaded() && getGeometry()->areTexturesLoaded() && !_modelMeshRenderItems.isEmpty()) { size_t textureSize = 0; int textureCount = 0; bool allTexturesLoaded = true; foreach(auto renderItem, _modelMeshRenderItemsSet) { auto meshPart = renderItem.get(); textureSize += meshPart->getMaterialTextureSize(); textureCount += meshPart->getMaterialTextureCount(); allTexturesLoaded = allTexturesLoaded & meshPart->hasTextureInfo(); } _renderInfoTextureSize = textureSize; _renderInfoTextureCount = textureCount; _hasCalculatedTextureInfo = allTexturesLoaded; // only do this once }} size_t Model::getRenderInfoTextureSize() { calculateTextureInfo(); return _renderInfoTextureSize;} int Model::getRenderInfoTextureCount() { calculateTextureInfo(); return _renderInfoTextureCount;} void Model::updateRenderItems() { if (!_addedToScene) { return; } glm::vec3 scale = getScale(); if (_collisionGeometry) { // _collisionGeometry is already scaled scale = glm::vec3(1.0f); } _needsUpdateClusterMatrices = true; _renderItemsNeedUpdate = false; // queue up this work for later processing, at the end of update and just before rendering. // the application will ensure only the last lambda is actually invoked. void* key = (void*)this; std::weak_ptr<Model> weakSelf = shared_from_this(); AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf, scale]() { // do nothing, if the model has already been destroyed. auto self = weakSelf.lock(); if (!self) { return; } render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene(); Transform modelTransform; modelTransform.setScale(scale); modelTransform.setTranslation(self->_translation); modelTransform.setRotation(self->_rotation); Transform modelMeshOffset; if (self->isLoaded()) { // includes model offset and unitScale. modelMeshOffset = Transform(self->_rig->getGeometryToRigTransform()); } else { modelMeshOffset.postTranslate(self->_offset); } uint32_t deleteGeometryCounter = self->_deleteGeometryCounter; render::PendingChanges pendingChanges; foreach (auto itemID, self->_modelMeshRenderItems.keys()) { pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset, deleteGeometryCounter](ModelMeshPartPayload& data) { if (!data.hasStartedFade() && data._model && data._model->isLoaded() && data._model->getGeometry()->areTexturesLoaded()) { data.startFade(); } // Ensure the model geometry was not reset between frames if (data._model && data._model->isLoaded() && deleteGeometryCounter == data._model->_deleteGeometryCounter) { // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation()); // update the model transform and bounding box for this render item. const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex); data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, state.clusterMatrices); } }); } // collision mesh does not share the same unit scale as the FBX file's mesh: only apply offset Transform collisionMeshOffset; collisionMeshOffset.setIdentity(); foreach (auto itemID, self->_collisionRenderItems.keys()) { pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) { // update the model transform for this render item. data.updateTransform(modelTransform, collisionMeshOffset); }); } scene->enqueuePendingChanges(pendingChanges); });} void Model::initJointTransforms() { if (isLoaded()) { glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset); _rig->setModelOffset(modelOffset); }} void Model::init() {} void Model::reset() { if (isLoaded()) { const FBXGeometry& geometry = getFBXGeometry(); _rig->reset(geometry); }} bool Model::updateGeometry() { PROFILE_RANGE(render, __FUNCTION__); PerformanceTimer perfTimer("Model::updateGeometry"); bool needFullUpdate = false; if (!isLoaded()) { return false; } _needsReload = false; if (_rig->jointStatesEmpty() && getFBXGeometry().joints.size() > 0) { initJointStates(); const FBXGeometry& fbxGeometry = getFBXGeometry(); foreach (const FBXMesh& mesh, fbxGeometry.meshes) { MeshState state; state.clusterMatrices.resize(mesh.clusters.size()); state.cauterizedClusterMatrices.resize(mesh.clusters.size()); _meshStates.append(state); auto buffer = std::make_shared<gpu::Buffer>(); if (!mesh.blendshapes.isEmpty()) { buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3)); buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData()); buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData()); } _blendedVertexBuffers.push_back(buffer); } needFullUpdate = true; } return needFullUpdate;} // virtualvoid Model::initJointStates() { const FBXGeometry& geometry = getFBXGeometry(); glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset); _rig->initJointStates(geometry, modelOffset);} bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, glm::vec3& surfaceNormal, QString& extraInfo, bool pickAgainstTriangles) { bool intersectedSomething = false; // if we aren't active, we can't ray pick yet... if (!isActive()) { return intersectedSomething; } // 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); // since we're going to do the ray picking in the model frame of reference AABox modelFrameBox(corner, dimensions); glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f)); glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f)); // we can use the AABox's ray intersection by mapping our origin and direction into the model frame // and testing intersection there. if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face, surfaceNormal)) { float bestDistance = std::numeric_limits<float>::max(); float distanceToSubMesh; BoxFace subMeshFace; glm::vec3 subMeshSurfaceNormal; int subMeshIndex = 0; const FBXGeometry& geometry = getFBXGeometry(); // If we hit the models box, then consider the submeshes... _mutex.lock(); if (!_calculatedMeshBoxesValid || (pickAgainstTriangles && !_calculatedMeshTrianglesValid)) { recalculateMeshBoxes(pickAgainstTriangles); } for (const auto& subMeshBox : _calculatedMeshBoxes) { if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace, subMeshSurfaceNormal)) { if (distanceToSubMesh < bestDistance) { if (pickAgainstTriangles) { // check our triangles here.... const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex]; for(const auto& triangle : meshTriangles) { float thisTriangleDistance; if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) { if (thisTriangleDistance < bestDistance) { bestDistance = thisTriangleDistance; intersectedSomething = true; face = subMeshFace; surfaceNormal = triangle.getNormal(); extraInfo = geometry.getModelNameOfMesh(subMeshIndex); } } } } else { // this is the non-triangle picking case... bestDistance = distanceToSubMesh; intersectedSomething = true; face = subMeshFace; surfaceNormal = subMeshSurfaceNormal; extraInfo = geometry.getModelNameOfMesh(subMeshIndex); } } } subMeshIndex++; } _mutex.unlock(); if (intersectedSomething) { distance = bestDistance; } return intersectedSomething; } 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)){ _mutex.lock(); if (!_calculatedMeshTrianglesValid) { recalculateMeshBoxes(true); } // If we are inside the models box, then consider the submeshes... int subMeshIndex = 0; foreach(const AABox& subMeshBox, _calculatedMeshBoxes) { if (subMeshBox.contains(point)) { bool insideMesh = true; // To be inside the sub mesh, we need to be behind every triangles' planes const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex]; foreach (const Triangle& triangle, meshTriangles) { if (!isPointBehindTrianglesPlane(point, triangle.v0, triangle.v1, triangle.v2)) { // it's not behind at least one so we bail insideMesh = false; break; } } if (insideMesh) { // It's inside this mesh, return true. _mutex.unlock(); return true; } } subMeshIndex++; } _mutex.unlock(); } // It wasn't in any mesh, return false. return false;} // TODO: we seem to call this too often when things haven't actually changed... look into optimizing this// Any script might trigger findRayIntersectionAgainstSubMeshes (and maybe convexHullContains), so these// can occur multiple times. In addition, rendering does it's own ray picking in order to decide which// entity-scripts to call. I think it would be best to do the picking once-per-frame (in cpu, or gpu if possible)// and then the calls use the most recent such result.void Model::recalculateMeshBoxes(bool pickAgainstTriangles) { PROFILE_RANGE(render, __FUNCTION__); bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid; if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded || (!_calculatedMeshPartBoxesValid && pickAgainstTriangles) ) { const FBXGeometry& geometry = getFBXGeometry(); int numberOfMeshes = geometry.meshes.size(); _calculatedMeshBoxes.resize(numberOfMeshes); _calculatedMeshTriangles.clear(); _calculatedMeshTriangles.resize(numberOfMeshes); _calculatedMeshPartBoxes.clear(); for (int i = 0; i < numberOfMeshes; i++) { const FBXMesh& mesh = geometry.meshes.at(i); Extents scaledMeshExtents = calculateScaledOffsetExtents(mesh.meshExtents, _translation, _rotation); _calculatedMeshBoxes[i] = AABox(scaledMeshExtents); if (pickAgainstTriangles) { QVector<Triangle> thisMeshTriangles; for (int j = 0; j < mesh.parts.size(); j++) { const FBXMeshPart& part = mesh.parts.at(j); bool atLeastOnePointInBounds = false;Lines 1–500 of 1495. 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// // Model.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 10/18/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include <QMetaType> #include <QRunnable> #include <QThreadPool> #include <glm/gtx/transform.hpp> #include <glm/gtx/norm.hpp> #include <GeometryUtil.h> #include <PathUtils.h> #include <PerfStat.h> #include <ViewFrustum.h> #include <GLMHelpers.h> #include "AbstractViewStateInterface.h" #include "MeshPartPayload.h" #include "Model.h" #include "RenderUtilsLogging.h" #include <Trace.h> using namespace std; int nakedModelPointerTypeId = qRegisterMetaType<ModelPointer>(); int weakGeometryResourceBridgePointerTypeId = qRegisterMetaType<Geometry::WeakPointer >(); int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >(); float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f; #define HTTP_INVALID_COM "http://invalid.com" const int NUM_COLLISION_HULL_COLORS = 24; std::vector<model::MaterialPointer> _collisionMaterials; void initCollisionMaterials() { // generates bright colors in red, green, blue, yellow, magenta, and cyan spectrums // (no browns, greys, or dark shades) float component[NUM_COLLISION_HULL_COLORS] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.2f, 0.4f, 0.6f, 0.8f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.8f, 0.6f, 0.4f, 0.2f }; _collisionMaterials.reserve(NUM_COLLISION_HULL_COLORS); // each component gets the same cuve // but offset by a multiple of one third the full width int numComponents = 3; int sectionWidth = NUM_COLLISION_HULL_COLORS / numComponents; int greenPhase = sectionWidth; int bluePhase = 2 * sectionWidth; // we stride through the colors to scatter adjacent shades // so they don't tend to group together for large models for (int i = 0; i < sectionWidth; ++i) { for (int j = 0; j < numComponents; ++j) { model::MaterialPointer material; material = std::make_shared<model::Material>(); int index = j * sectionWidth + i; float red = component[index]; float green = component[(index + greenPhase) % NUM_COLLISION_HULL_COLORS]; float blue = component[(index + bluePhase) % NUM_COLLISION_HULL_COLORS]; material->setAlbedo(glm::vec3(red, green, blue)); material->setMetallic(0.02f); material->setRoughness(0.5f); _collisionMaterials.push_back(material); } } } Model::Model(RigPointer rig, QObject* parent) : QObject(parent), _renderGeometry(), _collisionGeometry(), _renderWatcher(_renderGeometry), _translation(0.0f), _rotation(), _scale(1.0f, 1.0f, 1.0f), _scaleToFit(false), _scaleToFitDimensions(1.0f), _scaledToFit(false), _snapModelToRegistrationPoint(false), _snappedToRegistrationPoint(false), _cauterizeBones(false), _pupilDilation(0.0f), _url(HTTP_INVALID_COM), _isVisible(true), _blendNumber(0), _appliedBlendNumber(0), _calculatedMeshPartBoxesValid(false), _calculatedMeshBoxesValid(false), _calculatedMeshTrianglesValid(false), _isWireframe(false), _rig(rig) { // we may have been created in the network thread, but we live in the main thread if (_viewState) { moveToThread(_viewState->getMainThread()); } setSnapModelToRegistrationPoint(true, glm::vec3(0.5f)); connect(&_renderWatcher, &GeometryResourceWatcher::finished, this, &Model::loadURLFinished); } Model::~Model() { deleteGeometry(); } AbstractViewStateInterface* Model::_viewState = NULL; bool Model::needsFixupInScene() const { return (_needsFixupInScene || !_addedToScene) && !_needsReload && isLoaded(); } // TODO?: should we combine translation and rotation into single method to avoid double-work? // (figure out where we call these) void Model::setTranslation(const glm::vec3& translation) { _translation = translation; updateRenderItems(); } void Model::setRotation(const glm::quat& rotation) { _rotation = rotation; updateRenderItems(); } void Model::setScale(const glm::vec3& scale) { setScaleInternal(scale); // if anyone sets scale manually, then we are no longer scaled to fit _scaleToFit = false; _scaledToFit = false; } const float SCALE_CHANGE_EPSILON = 0.01f; void Model::setScaleInternal(const glm::vec3& scale) { if (glm::distance(_scale, scale) > SCALE_CHANGE_EPSILON) { _scale = scale; if (_scale.x == 0.0f || _scale.y == 0.0f || _scale.z == 0.0f) { assert(false); } simulate(0.0f, true); } } void Model::setOffset(const glm::vec3& offset) { _offset = offset; // if someone manually sets our offset, then we are no longer snapped to center _snapModelToRegistrationPoint = false; _snappedToRegistrationPoint = false; } void Model::calculateTextureInfo() { if (!_hasCalculatedTextureInfo && isLoaded() && getGeometry()->areTexturesLoaded() && !_modelMeshRenderItems.isEmpty()) { size_t textureSize = 0; int textureCount = 0; bool allTexturesLoaded = true; foreach(auto renderItem, _modelMeshRenderItemsSet) { auto meshPart = renderItem.get(); textureSize += meshPart->getMaterialTextureSize(); textureCount += meshPart->getMaterialTextureCount(); allTexturesLoaded = allTexturesLoaded & meshPart->hasTextureInfo(); } _renderInfoTextureSize = textureSize; _renderInfoTextureCount = textureCount; _hasCalculatedTextureInfo = allTexturesLoaded; // only do this once } } size_t Model::getRenderInfoTextureSize() { calculateTextureInfo(); return _renderInfoTextureSize; } int Model::getRenderInfoTextureCount() { calculateTextureInfo(); return _renderInfoTextureCount; } void Model::updateRenderItems() { if (!_addedToScene) { return; } glm::vec3 scale = getScale(); if (_collisionGeometry) { // _collisionGeometry is already scaled scale = glm::vec3(1.0f); } _needsUpdateClusterMatrices = true; _renderItemsNeedUpdate = false; // queue up this work for later processing, at the end of update and just before rendering. // the application will ensure only the last lambda is actually invoked. void* key = (void*)this; std::weak_ptr<Model> weakSelf = shared_from_this(); AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf, scale]() { // do nothing, if the model has already been destroyed. auto self = weakSelf.lock(); if (!self) { return; } render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene(); Transform modelTransform; modelTransform.setScale(scale); modelTransform.setTranslation(self->_translation); modelTransform.setRotation(self->_rotation); Transform modelMeshOffset; if (self->isLoaded()) { // includes model offset and unitScale. modelMeshOffset = Transform(self->_rig->getGeometryToRigTransform()); } else { modelMeshOffset.postTranslate(self->_offset); } uint32_t deleteGeometryCounter = self->_deleteGeometryCounter; render::PendingChanges pendingChanges; foreach (auto itemID, self->_modelMeshRenderItems.keys()) { pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset, deleteGeometryCounter](ModelMeshPartPayload& data) { if (!data.hasStartedFade() && data._model && data._model->isLoaded() && data._model->getGeometry()->areTexturesLoaded()) { data.startFade(); } // Ensure the model geometry was not reset between frames if (data._model && data._model->isLoaded() && deleteGeometryCounter == data._model->_deleteGeometryCounter) { // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation()); // update the model transform and bounding box for this render item. const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex); data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, state.clusterMatrices); } }); } // collision mesh does not share the same unit scale as the FBX file's mesh: only apply offset Transform collisionMeshOffset; collisionMeshOffset.setIdentity(); foreach (auto itemID, self->_collisionRenderItems.keys()) { pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) { // update the model transform for this render item. data.updateTransform(modelTransform, collisionMeshOffset); }); } scene->enqueuePendingChanges(pendingChanges); }); } void Model::initJointTransforms() { if (isLoaded()) { glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset); _rig->setModelOffset(modelOffset); } } void Model::init() { } void Model::reset() { if (isLoaded()) { const FBXGeometry& geometry = getFBXGeometry(); _rig->reset(geometry); } } bool Model::updateGeometry() { PROFILE_RANGE(render, __FUNCTION__); PerformanceTimer perfTimer("Model::updateGeometry"); bool needFullUpdate = false; if (!isLoaded()) { return false; } _needsReload = false; if (_rig->jointStatesEmpty() && getFBXGeometry().joints.size() > 0) { initJointStates(); const FBXGeometry& fbxGeometry = getFBXGeometry(); foreach (const FBXMesh& mesh, fbxGeometry.meshes) { MeshState state; state.clusterMatrices.resize(mesh.clusters.size()); state.cauterizedClusterMatrices.resize(mesh.clusters.size()); _meshStates.append(state); auto buffer = std::make_shared<gpu::Buffer>(); if (!mesh.blendshapes.isEmpty()) { buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3)); buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData()); buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData()); } _blendedVertexBuffers.push_back(buffer); } needFullUpdate = true; } return needFullUpdate; } // virtual void Model::initJointStates() { const FBXGeometry& geometry = getFBXGeometry(); glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset); _rig->initJointStates(geometry, modelOffset); } bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance, BoxFace& face, glm::vec3& surfaceNormal, QString& extraInfo, bool pickAgainstTriangles) { bool intersectedSomething = false; // if we aren't active, we can't ray pick yet... if (!isActive()) { return intersectedSomething; } // 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); // since we're going to do the ray picking in the model frame of reference AABox modelFrameBox(corner, dimensions); glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f)); glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f)); // we can use the AABox's ray intersection by mapping our origin and direction into the model frame // and testing intersection there. if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face, surfaceNormal)) { float bestDistance = std::numeric_limits<float>::max(); float distanceToSubMesh; BoxFace subMeshFace; glm::vec3 subMeshSurfaceNormal; int subMeshIndex = 0; const FBXGeometry& geometry = getFBXGeometry(); // If we hit the models box, then consider the submeshes... _mutex.lock(); if (!_calculatedMeshBoxesValid || (pickAgainstTriangles && !_calculatedMeshTrianglesValid)) { recalculateMeshBoxes(pickAgainstTriangles); } for (const auto& subMeshBox : _calculatedMeshBoxes) { if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace, subMeshSurfaceNormal)) { if (distanceToSubMesh < bestDistance) { if (pickAgainstTriangles) { // check our triangles here.... const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex]; for(const auto& triangle : meshTriangles) { float thisTriangleDistance; if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) { if (thisTriangleDistance < bestDistance) { bestDistance = thisTriangleDistance; intersectedSomething = true; face = subMeshFace; surfaceNormal = triangle.getNormal(); extraInfo = geometry.getModelNameOfMesh(subMeshIndex); } } } } else { // this is the non-triangle picking case... bestDistance = distanceToSubMesh; intersectedSomething = true; face = subMeshFace; surfaceNormal = subMeshSurfaceNormal; extraInfo = geometry.getModelNameOfMesh(subMeshIndex); } } } subMeshIndex++; } _mutex.unlock(); if (intersectedSomething) { distance = bestDistance; } return intersectedSomething; } 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)){ _mutex.lock(); if (!_calculatedMeshTrianglesValid) { recalculateMeshBoxes(true); } // If we are inside the models box, then consider the submeshes... int subMeshIndex = 0; foreach(const AABox& subMeshBox, _calculatedMeshBoxes) { if (subMeshBox.contains(point)) { bool insideMesh = true; // To be inside the sub mesh, we need to be behind every triangles' planes const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex]; foreach (const Triangle& triangle, meshTriangles) { if (!isPointBehindTrianglesPlane(point, triangle.v0, triangle.v1, triangle.v2)) { // it's not behind at least one so we bail insideMesh = false; break; } } if (insideMesh) { // It's inside this mesh, return true. _mutex.unlock(); return true; } } subMeshIndex++; } _mutex.unlock(); } // It wasn't in any mesh, return false. return false; } // TODO: we seem to call this too often when things haven't actually changed... look into optimizing this // Any script might trigger findRayIntersectionAgainstSubMeshes (and maybe convexHullContains), so these // can occur multiple times. In addition, rendering does it's own ray picking in order to decide which // entity-scripts to call. I think it would be best to do the picking once-per-frame (in cpu, or gpu if possible) // and then the calls use the most recent such result. void Model::recalculateMeshBoxes(bool pickAgainstTriangles) { PROFILE_RANGE(render, __FUNCTION__); bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid; if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded || (!_calculatedMeshPartBoxesValid && pickAgainstTriangles) ) { const FBXGeometry& geometry = getFBXGeometry(); int numberOfMeshes = geometry.meshes.size(); _calculatedMeshBoxes.resize(numberOfMeshes); _calculatedMeshTriangles.clear(); _calculatedMeshTriangles.resize(numberOfMeshes); _calculatedMeshPartBoxes.clear(); for (int i = 0; i < numberOfMeshes; i++) { const FBXMesh& mesh = geometry.meshes.at(i); Extents scaledMeshExtents = calculateScaledOffsetExtents(mesh.meshExtents, _translation, _rotation); _calculatedMeshBoxes[i] = AABox(scaledMeshExtents); if (pickAgainstTriangles) { QVector<Triangle> thisMeshTriangles; for (int j = 0; j < mesh.parts.size(); j++) { const FBXMeshPart& part = mesh.parts.at(j); bool atLeastOnePointInBounds = false;