Separating RawModel from Model

This commit is contained in:
2016-03-13 14:38:22 +01:00
parent 4bd2e7995a
commit 0516794db6
17 changed files with 85 additions and 68 deletions
+6 -6
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@@ -48,13 +48,13 @@ bool RayVsTriangle(const Ray& ray,
bool trueOnNegativeDistance = false);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition);
@@ -62,7 +62,7 @@ bool RayVsModel(const Ray& ray,
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -70,7 +70,7 @@ bool RayVsModel(const Ray& ray,
float& outVCoord);
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -80,7 +80,7 @@ bool AABBvsTriangles(const AABB& box,
//Detects collision, but does not resolve.
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
@@ -92,7 +92,7 @@ enum Output
};
//Detects intersection and containment.
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix);
+12 -6
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@@ -16,15 +16,18 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_Materials; }
//const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
unsigned int NumberOfVertices() const { return m_Vertices.size(); }
const AABB& Box() const { return m_Box; }
bool IsSkinned() const { return m_RawModel->IsSkinned(); }
bool IsSkinned() const { return m_IsSkinned; }
GLuint VAO;
GLuint ElementBuffer;
RawModel* m_RawModel;
//RawModel* m_RawModel;
Skeleton* m_Skeleton = nullptr;
std::vector<glm::vec3> m_Vertices;
std::vector<unsigned int> m_Indices;
private:
AABB m_Box;
@@ -34,6 +37,9 @@ private:
GLuint TangentNormalsBuffer;
GLuint BiTangentNormalsBuffer;
GLuint TextureCoordBuffer;
std::vector<RawModel::MaterialProperties> m_Materials;
bool m_IsSkinned;
};
#endif
+1 -1
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@@ -105,7 +105,7 @@ struct ModelJob : RenderJob
IsShielded = isShielded;
if (model->IsSkinned()) {
Skeleton = Model->m_RawModel->m_Skeleton;
Skeleton = Model->m_Skeleton;
if (Skeleton != nullptr) {
+2 -5
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@@ -13,6 +13,7 @@
#include <boost/filesystem/path.hpp>
#include <boost/endian/buffers.hpp>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ResourceManager.h"
@@ -20,14 +21,10 @@
#include "Skeleton.h"
#include "ShaderProgram.h"
#include "boost\endian\buffers.hpp"
class RawModelCustom : public Resource
{
friend class ResourceManager;
friend class Model;
protected:
RawModelCustom(std::string fileName);
+1
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@@ -8,6 +8,7 @@
#include "Events/ESpawnerSpawn.h"
#include "Core/TransformSystem.h"
#include "Core/EntityFile.h"
#include "Rendering/Model.h"
class SpawnerSystem : public System
{
+17 -17
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@@ -146,14 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -194,7 +194,7 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
float& outDistance,
@@ -204,9 +204,9 @@ bool RayVsModel(const Ray& ray,
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v0 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v1 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
glm::vec3 v2 = TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix);
float dist = outDistance;
float u;
float v;
@@ -221,7 +221,7 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
@@ -548,7 +548,7 @@ BoxTriRes AABBvsTriangle(const AABB& box,
}
Output AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -565,9 +565,9 @@ Output AABBvsTriangles(const AABB& box,
glm::vec3 originalBoxVelocity(boxVelocity);
for (int i = 0; i < modelIndices.size(); ) {
std::array<glm::vec3, 3> triVertices = {
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix)
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix),
TransformSystem::TransformPoint(modelVertices[modelIndices[i++]], modelMatrix)
};
glm::vec3 outVec;
bool collideWithGround = isOnGround;
@@ -595,7 +595,7 @@ Output AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
@@ -615,7 +615,7 @@ bool AABBvsTriangles(const AABB& box,
}
bool AABBvsTriangles(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -633,7 +633,7 @@ bool AABBvsTriangles(const AABB& box,
}
Output AABBvsTrianglesWContainment(const AABB& box,
const RawModel::Vertex* modelVertices,
const std::vector<glm::vec3>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
@@ -741,7 +741,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
continue;
}
float u, v;
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
if (RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
+6 -6
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@@ -41,15 +41,15 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
RawModel* model;
Model* model;
std::string res = (std::string)boxB.Entity["Model"]["Resource"];
try {
model = ResourceManager::Load<RawModel, true>(res);
model = ResourceManager::Load<Model, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
hit = Collision::RayVsModel(ray, model->Vertices(), model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
hit = Collision::RayVsModel(ray, model->m_Vertices, model->m_Indices, TransformSystem::ModelMatrix(boxB.Entity), dist, u, v);
} else {
hit = Collision::RayVsAABB(ray, boxB, dist);
}
@@ -86,9 +86,9 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
// Don't collide against invisible models.
continue;
}
RawModel* model;
Model* model;
try {
model = ResourceManager::Load<RawModel, true>(boxB.Entity["Model"]["Resource"]);
model = ResourceManager::Load<Model, true>(boxB.Entity["Model"]["Resource"]);
} catch (const std::exception&) {
continue;
}
@@ -98,7 +98,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
glm::vec3 inOutVelocity = (glm::vec3)cPhysics["Velocity"];
bool isOnGround = (bool)cPhysics["IsOnGround"];
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
if (Collision::AABBvsTriangles(boxA, model->m_Vertices, model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(Field<glm::vec3>)cTransform["Position"] += resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
+3 -3
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@@ -10,11 +10,11 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
return;
}
RawModel* triggerModel = nullptr;
Model* triggerModel = nullptr;
glm::mat4 triggerModelMat;
if (triggerEntity.HasComponent("Model")) {
try {
triggerModel = ResourceManager::Load<RawModel, true>(triggerEntity["Model"]["Resource"]);
triggerModel = ResourceManager::Load<Model, true>(triggerEntity["Model"]["Resource"]);
triggerModelMat = TransformSystem::ModelMatrix(triggerEntity);
} catch (const std::exception&) {
}
@@ -38,7 +38,7 @@ void TriggerSystem::UpdateComponent(EntityWrapper& triggerEntity, ComponentWrapp
? Collision::Output::OutContained
: Collision::AABBvsTrianglesWContainment(
colliderBox,
triggerModel->Vertices(),
triggerModel->m_Vertices,
triggerModel->m_Indices,
triggerModelMat);
+5 -5
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@@ -37,7 +37,7 @@ void AnimationSystem::CreateBlendTrees()
continue;;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
continue;
}
@@ -79,7 +79,7 @@ void AnimationSystem::UpdateAnimations(double dt)
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return;
}
@@ -175,7 +175,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
@@ -294,7 +294,7 @@ bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
@@ -325,7 +325,7 @@ bool AnimationSystem::OnSetBlendWeight(Events::SetBlendWeight& e)
return false;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return false;
}
+3 -3
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@@ -22,7 +22,7 @@ void AutoBlendQueue::Insert(AutoBlendJob autoBlendJob)
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return;
}
@@ -130,7 +130,7 @@ bool AutoBlendQueue::HasActiveBlendJob()
return HasActiveBlendJob();
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
m_BlendQueue.pop_front();
return HasActiveBlendJob();
@@ -173,7 +173,7 @@ std::shared_ptr<BlendTree> AutoBlendQueue::GetBlendTree()
return nullptr;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if (skeleton == nullptr) {
return nullptr;
}
@@ -26,7 +26,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
Skeleton* skeleton = model->m_Skeleton;
if(skeleton == nullptr) {
return;
+1 -1
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@@ -530,7 +530,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+15 -3
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@@ -2,8 +2,10 @@
Model::Model(std::string fileName)
{
//fileName = "Models/Core/ScreenQuad.mesh";
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
auto m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
//throw FailedLoadingException("Test");
for (auto& materialProperty : m_RawModel->m_Materials) {
switch (materialProperty.type) {
@@ -99,14 +101,24 @@ Model::Model(std::string fileName)
glm::vec3 mini(INFINITY);
glm::vec3 maxi(-INFINITY);
for (unsigned int i = 0; i < m_RawModel->NumVertices(); i++) {
const auto& v = m_RawModel->Vertices()[i];
mini = glm::min(mini, v.Position);
maxi = glm::max(maxi, v.Position);
}
m_Box = AABB(mini, maxi);
//m_Skeleton = m_RawModel->m_Skeleton;
delete m_RawModel->m_Skeleton;
m_Materials = m_RawModel->m_Materials;
//m_Indices = m_RawModel->m_Indices;
m_IsSkinned = m_RawModel->IsSkinned();
// Copy vertex positions for collisions later
for (auto& v : m_RawModel->m_Vertices) {
//m_Vertices.push_back(v.Position);
}
ResourceManager::Release("RawModel", fileName);
}
Model::~Model()
+1 -1
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@@ -110,7 +110,7 @@ void PickingPass::Draw(RenderScene& scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+7 -6
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@@ -493,12 +493,13 @@ void RawModelCustom::ReadAnimationKeyFrame(std::size_t& offset, char* fileData,
RawModelCustom::~RawModelCustom()
{
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
for (auto material : m_Materials) {
delete material.material;
}
// Ownership of skeleton and materials get transferred to Model
// if (m_Skeleton != nullptr) {
// delete m_Skeleton;
// }
//for (auto material : m_Materials) {
// delete material.material;
//}
}
#endif
+1 -1
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@@ -270,7 +270,7 @@ void ShadowPass::Draw(RenderScene & scene)
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
frameBones = modelJob->BlendTree->GetFinalPose();
} else {
} else if (modelJob->Skeleton != nullptr) {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
+3 -3
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@@ -103,15 +103,15 @@ bool SpawnerSystem::spawnedEntityIsColliding(EntityWrapper spawnedEntity, Entity
if (!spawnedBox.Entity.HasComponent("Model")) {
return true;
}
RawModel* model = nullptr;
Model* model = nullptr;
try {
model = ResourceManager::Load<RawModel, true>(otherEntity["Model"]["Resource"]);
model = ResourceManager::Load<Model, true>(otherEntity["Model"]["Resource"]);
} catch (const std::exception&) {
}
if (model != nullptr && Collision::AABBvsTriangles(
spawnedBox,
model->Vertices(),
model->m_Vertices,
model->m_Indices,
TransformSystem::ModelMatrix(otherEntity))) {
return true;