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Model.cpp
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Model.cpp
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//
// Created by Engin Manap on 13.02.2016.
//
#include "Model.h"
#include "../AI/ActorInterface.h"
#include <random>
Model::Model(uint32_t objectID, AssetManager *assetManager, const float mass, const std::string &modelFile,
bool disconnected = false) :
PhysicalRenderable(assetManager->getGlHelper(), mass, disconnected), objectID(objectID), assetManager(assetManager),
name(modelFile) {
transformation.setUpdateCallback(std::bind(&Model::transformChangeCallback, this));
//this is required because the shader has fixed size arrays
boneTransforms.resize(128);
modelAsset = assetManager->loadAsset<ModelAsset>({modelFile});
//set up the rigid body
this->triangleCount = 0;
this->vao = 0;
this->ebo = 0;//these are not per Model, but per Mesh, and comes from ModelAsset->MeshAsset, shared between instances
this->centerOffset = modelAsset->getCenterOffset();
this->centerOffsetMatrix = glm::translate(glm::mat4(1.0f), centerOffset);
compoundShape = new btCompoundShape();
btTransform baseTransform;
baseTransform.setIdentity();
baseTransform.setOrigin(GLMConverter::GLMToBlt(-1.0f * centerOffset));
this->animated = modelAsset->isAnimated();
std::map<uint_fast32_t, btConvexHullShape *> hullMap;
std::map<uint_fast32_t, btTransform> btTransformMap;
MeshMeta *meshMeta;
std::vector<MeshAsset *> assetMeshes = modelAsset->getMeshes();
static GLSLProgram* animatedProgram = nullptr;
static GLSLProgram* nonAnimatedProgram = nullptr;
for (std::vector<MeshAsset *>::iterator iter = assetMeshes.begin(); iter != assetMeshes.end(); ++iter) {
meshMeta = new MeshMeta();
meshMeta->mesh = (*iter);
if (this->animated) {//this was hasBones, but it turns out, there are models with bones, but no animation.
if(animatedProgram == nullptr) {
animatedProgram = new GLSLProgram(glHelper, "./Engine/Shaders/Model/vertexAnimated.glsl",
"./Engine/Shaders/Model/fragment.glsl", true);
this->setSamplersAndUBOs(animatedProgram);
}
//set up the program to render object
meshMeta->program = animatedProgram;
//Now we should find out about bone tree
} else {
//set up the program to render object without bones
if(nonAnimatedProgram == nullptr) {
nonAnimatedProgram = new GLSLProgram(glHelper, "./Engine/Shaders/Model/vertex.glsl",
"./Engine/Shaders/Model/fragment.glsl", true);
this->setSamplersAndUBOs(nonAnimatedProgram);
}
meshMeta->program = nonAnimatedProgram;
}
meshMetaData.push_back(meshMeta);
}
std::vector<MeshAsset *> physicalMeshes = modelAsset->getPhysicsMeshes();
for(auto iter = physicalMeshes.begin(); iter != physicalMeshes.end(); ++iter) {
btTriangleMesh *rawCollisionMesh = (*iter)->getBulletMesh(&hullMap, &btTransformMap);
if (rawCollisionMesh != nullptr) {
btCollisionShape *meshCollisionShape;
btConvexTriangleMeshShape *convexTriangleMeshShape;
if (mass == 0 && !animated ) {
meshCollisionShape = new btBvhTriangleMeshShape(rawCollisionMesh, true);
} else {
convexTriangleMeshShape = new btConvexTriangleMeshShape(rawCollisionMesh);
meshCollisionShape = convexTriangleMeshShape;
if (rawCollisionMesh->getNumTriangles() > 24) {
btShapeHull *hull = new btShapeHull(convexTriangleMeshShape);
btScalar margin = convexTriangleMeshShape->getMargin();
hull->buildHull(margin);
delete convexTriangleMeshShape;
convexTriangleMeshShape = nullptr; //this is not needed, but I am leaving here in case I try to use it at a later revision.
meshCollisionShape = new btConvexHullShape((const btScalar *) hull->getVertexPointer(),
hull->numVertices());
delete hull;
}
}
//since there is no animation, we don't have to put the elements in order.
compoundShape->addChildShape(baseTransform, meshCollisionShape);//this add the mesh to collision shape
}
}
if (animated) {
std::map<uint_fast32_t, btConvexHullShape *>::iterator it;
for (unsigned int i = 0;i < 128; i++) {//FIXME 128 is the number of bones supported. It should be an option or an constant
if (btTransformMap.find(i) != btTransformMap.end() && hullMap.find(i) != hullMap.end()) {
boneIdCompoundChildMap[i] = compoundShape->getNumChildShapes();//get numchild actually increase with each new child add below
compoundShape->addChildShape(btTransformMap[i], hullMap[i]);//this add the mesh to collision shape, in order
}
}
}
btDefaultMotionState *initialMotionState = new btDefaultMotionState(
btTransform(btQuaternion(0, 0, 0, 1), GLMConverter::GLMToBlt(centerOffset)));
btVector3 fallInertia(0, 0, 0);
compoundShape->calculateLocalInertia(mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo *rigidBodyConstructionInfo = new btRigidBody::btRigidBodyConstructionInfo(
mass, initialMotionState, compoundShape, fallInertia);
rigidBody = new btRigidBody(*rigidBodyConstructionInfo);
delete rigidBodyConstructionInfo;
this->materialMap = modelAsset->getMaterialMap();
rigidBody->setSleepingThresholds(0.1, 0.1);
rigidBody->setUserPointer(static_cast<GameObject *>(this));
if(animated) {
rigidBody->setCollisionFlags(rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
rigidBody->setActivationState(DISABLE_DEACTIVATION);
//for animated bodies, setup the first frame
this->setupForTime(0);
}
}
void Model::setupForTime(long time) {
if(animated && !animationLastFramePlayed) {
//check if we need to blend
if(animationBlend) {
//we need 2 animation times, and a factor
animationTime = animationTime + (time - lastSetupTime) * animationTimeScale;
animationTimeOld = animationTimeOld + (time - lastSetupTime) * animationTimeScale;
float blendFactor = std::min(1.0f, (float)animationTime / (float)animationBlendTime);//don't blend after 1.0
if(blendFactor == 1) {
animationBlend = false; // no need to blend anymore.
}
animationLastFramePlayed = modelAsset->getTransformBlended(animationNameOld, animationTimeOld, animationLoopedOld,
animationName, animationTime, animationLooped,
blendFactor, boneTransforms);
//std::cout << "blend " << animationNameOld << " with " << animationName << " for " << blendFactor << " factor" << std::endl;
} else {
animationTime = animationTime + (time - lastSetupTime) * animationTimeScale;
animationLastFramePlayed = modelAsset->getTransform(animationTime, animationLooped, animationName, boneTransforms);
}
btVector3 scale = this->getRigidBody()->getCollisionShape()->getLocalScaling();
this->getRigidBody()->getCollisionShape()->setLocalScaling(btVector3(1, 1, 1));
for (unsigned int i = 0; i < boneTransforms.size(); ++i) {
if (boneIdCompoundChildMap.find(i) != boneIdCompoundChildMap.end()) {
btTransform transform;
transform.setFromOpenGLMatrix(glm::value_ptr(boneTransforms[i]));
compoundShape->updateChildTransform( boneIdCompoundChildMap[i], transform, false);
boneTransforms[i] = centerOffsetMatrix * boneTransforms[i];
}
}
this->getRigidBody()->getCollisionShape()->setLocalScaling(scale);
compoundShape->recalculateLocalAabb();
}
lastSetupTime = time;
}
void Model::activateTexturesOnly(const Material *material) {
if(material->hasDiffuseMap()) {
glHelper->attachTexture(material->getDiffuseTexture()->getID(), diffuseMapAttachPoint);
}
if(material->hasAmbientMap()) {
glHelper->attachTexture(material->getAmbientTexture()->getID(), ambientMapAttachPoint);
}
if(material->hasSpecularMap()) {
glHelper->attachTexture(material->getSpecularTexture()->getID(), specularMapAttachPoint);
}
if(material->hasOpacityMap()) {
glHelper->attachTexture(material->getOpacityTexture()->getID(), opacityMapAttachPoint);
}
if(material->hasNormalMap()) {
glHelper->attachTexture(material->getNormalTexture()->getID(), normalMapAttachPoint);
}
}
void Model::setSamplersAndUBOs(GLSLProgram *program) {
if (!program->setUniform("diffuseSampler", diffuseMapAttachPoint)) {
std::cerr << "Uniform \"diffuseSampler\" could not be set" << std::endl;
}
if (!program->setUniform("ambientSampler", ambientMapAttachPoint)) {
std::cerr << "Uniform \"ambientSampler\" could not be set" << std::endl;
}
if (!program->setUniform("specularSampler", specularMapAttachPoint)) {
std::cerr << "Uniform \"specularSampler\" could not be set" << std::endl;
}
if (!program->setUniform("opacitySampler", opacityMapAttachPoint)) {
std::cerr << "Uniform \"opacitySampler\" could not be set" << std::endl;
}
if (!program->setUniform("normalSampler", normalMapAttachPoint)) {
std::cerr << "Uniform \"opacitySampler\" could not be set" << std::endl;
}
//TODO we should support multi texture on one pass
if (!program->setUniform("shadowSamplerDirectional", glHelper->getMaxTextureImageUnits() - 1)) {
std::cerr << "Uniform \"shadowSamplerDirectional\" could not be set" << std::endl;
}
if (!program->setUniform("shadowSamplerPoint", glHelper->getMaxTextureImageUnits() - 2)) {
std::cerr << "Uniform \"shadowSamplerPoint\" could not be set" << std::endl;
}
if (!program->setUniform("ssaoSampler", glHelper->getMaxTextureImageUnits() - 3)) {
std::cerr << "Uniform \"ssaoSampler\" could not be set" << std::endl;
}
if (!program->setUniform("ssaoNoiseSampler", glHelper->getMaxTextureImageUnits() - 4)) {
std::cerr << "Uniform \"ssaoNoiseSampler\" could not be set" << std::endl;
}
glHelper->attachModelUBO(program->getID());
glHelper->attachModelIndicesUBO(program->getID());
}
bool Model::setupRenderVariables(MeshMeta *meshMetaData) {
GLSLProgram* program = meshMetaData->program;
if (meshMetaData->mesh != nullptr && meshMetaData->mesh->getMaterial() != nullptr) {
glHelper->attachMaterialUBO(program->getID(), meshMetaData->mesh->getMaterial()->getMaterialIndex());
} else {
std::cerr << "No material setup, passing rendering. " << std::endl;
return false;
}
if (animated) {
//set all of the bones to unitTransform for testing
for (auto boneIterator = exposedBoneTransforms.begin();
boneIterator != exposedBoneTransforms.end(); ++boneIterator) {
glm::vec3 temp1;//these are not used
glm::vec4 temp2;
glm::vec3 translate, scale;
glm::quat orientation;
glm::decompose(this->transformation.getWorldTransform() * boneTransforms[boneIterator->first], scale, orientation, translate, temp1, temp2);
exposedBoneTransforms[boneIterator->first]->setTranslate(translate);
exposedBoneTransforms[boneIterator->first]->setScale(scale);
exposedBoneTransforms[boneIterator->first]->setOrientation(orientation);
}
program->setUniformArray("boneTransformArray[0]", boneTransforms);
}
return true;
}
void Model::render() {
for (std::vector<MeshMeta *>::iterator iter = meshMetaData.begin(); iter != meshMetaData.end(); ++iter) {
if (setupRenderVariables((*iter))) {
glHelper->render((*iter)->program->getID(), (*iter)->mesh->getVao(), (*iter)->mesh->getEbo(),
(*iter)->mesh->getTriangleCount() * 3);
}
}
}
void Model::renderInstanced(std::vector<uint32_t> &modelIndices) {
glHelper->setModelIndexesUBO(modelIndices);
for (std::vector<MeshMeta *>::iterator iter = meshMetaData.begin(); iter != meshMetaData.end(); ++iter) {
MeshMeta* meshMetaData = *iter;
this->setupRenderVariables(meshMetaData);
if (meshMetaData->mesh != nullptr && meshMetaData->mesh->getMaterial() != nullptr) {
this->activateTexturesOnly(meshMetaData->mesh->getMaterial());
glHelper->renderInstanced((*iter)->program->getID(), (*iter)->mesh->getVao(), (*iter)->mesh->getEbo(),
(*iter)->mesh->getTriangleCount() * 3, modelIndices.size());
}
}
}
void Model::renderWithProgram(GLSLProgram &program) {
glHelper->attachModelUBO(program.getID());
for (auto iter = meshMetaData.begin(); iter != meshMetaData.end(); ++iter) {
if (animated) {
//set all of the bones to unitTransform for testing
program.setUniformArray("boneTransformArray[0]", boneTransforms);
program.setUniform("isAnimated", true);
} else {
program.setUniform("isAnimated", false);
}
if(program.IsMaterialRequired()) {
glHelper->attachMaterialUBO(program.getID(), (*iter)->mesh->getMaterial()->getMaterialIndex());
}
glHelper->render(program.getID(), (*iter)->mesh->getVao(), (*iter)->mesh->getEbo(), (*iter)->mesh->getTriangleCount() * 3);
}
}
void Model::renderWithProgramInstanced(std::vector<uint32_t> &modelIndices, GLSLProgram &program) {
glHelper->setModelIndexesUBO(modelIndices);
glHelper->attachModelUBO(program.getID());
glHelper->attachModelIndicesUBO(program.getID());
for (auto iter = meshMetaData.begin(); iter != meshMetaData.end(); ++iter) {
if (animated) {
//set all of the bones to unitTransform for testing
program.setUniformArray("boneTransformArray[0]", boneTransforms);
program.setUniform("isAnimated", true);
} else {
program.setUniform("isAnimated", false);
}
if(program.IsMaterialRequired()) {
glHelper->attachMaterialUBO(program.getID(), (*iter)->mesh->getMaterial()->getMaterialIndex());
}
glHelper->renderInstanced(program.getID(), (*iter)->mesh->getVao(), (*iter)->mesh->getEbo(), (*iter)->mesh->getTriangleCount() * 3, modelIndices.size());
}
}
void Model::fillObjects(tinyxml2::XMLDocument& document, tinyxml2::XMLElement * objectsNode) const {
tinyxml2::XMLElement *objectElement = document.NewElement("Object");
objectsNode->InsertEndChild(objectElement);
tinyxml2::XMLElement *currentElement = document.NewElement("File");
currentElement->SetText(name.c_str());
objectElement->InsertEndChild(currentElement);
if(animated) {
currentElement = document.NewElement("Animation");
currentElement->SetText(animationName.c_str());
objectElement->InsertEndChild(currentElement);
}
currentElement = document.NewElement("Disconnected");
if(disconnected) {
currentElement->SetText("True");
} else {
currentElement->SetText("False");
}
objectElement->InsertEndChild(currentElement);
if(AIActor != nullptr) {
AIActor->serialize(document, objectElement);
}
currentElement = document.NewElement("Mass");
currentElement->SetText(mass);
objectElement->InsertEndChild(currentElement);
currentElement = document.NewElement("ID");
currentElement->SetText(objectID);
objectElement->InsertEndChild(currentElement);
if(this->parentObject != nullptr) {
GameObject* parent = dynamic_cast<GameObject*>(this->parentObject);
if(parent != nullptr) {
currentElement = document.NewElement("ParentID");
currentElement->SetText(std::to_string(parent->getWorldObjectID()).c_str());
objectElement->InsertEndChild(currentElement);
}
if(parentBoneID != -1) {
currentElement = document.NewElement("ParentBoneID");
currentElement->SetText(std::to_string(parentBoneID).c_str());
objectElement->InsertEndChild(currentElement);
}
}
if(stepOnSound) {
currentElement = document.NewElement("StepOnSound");
currentElement->SetText(stepOnSound->getName().c_str());
objectElement->InsertEndChild(currentElement);
}
transformation.serialize(document, objectElement);
//now handle children
if(this->children.size() > 0) {
tinyxml2::XMLElement *childrenNode = document.NewElement("Children");
tinyxml2::XMLElement *childrenCountNode = document.NewElement("Count");
childrenCountNode->SetText(std::to_string(children.size()).c_str());
childrenNode->InsertEndChild(childrenCountNode);
objectElement->InsertEndChild(childrenNode);
for (size_t i = 0; i < children.size(); ++i) {
tinyxml2::XMLElement *childNode = document.NewElement("Child");
childNode->SetAttribute("Index", (uint32_t)i);
PhysicalRenderable* child = children[i];
child->fillObjects(document, childNode);
childrenNode->InsertEndChild(childNode);
}
}
modelAsset->serializeCustomizations();
}
uint32_t Model::getAIID() {
if(AIActor == nullptr) {
return 0;
}
return this->AIActor->getWorldID();
}
GameObject::ImGuiResult Model::addImGuiEditorElements(const ImGuiRequest &request) {
ImGuiResult result;
//Allow transformation editing.
if(transformation.addImGuiEditorElements(request.perspectiveCameraMatrix, request.perspectiveMatrix)) {
//true means transformation changed, activate rigid body
rigidBody->activate();
result.updated = true;
}
ImGui::NewLine();
if (isAnimated()) {
if (ImGui::CollapsingHeader("Model animation properties")) {
if (ImGui::BeginCombo("Animation Name", animationName.c_str())) {
for (auto it = modelAsset->getAnimations().begin(); it != modelAsset->getAnimations().end(); it++) {
if (ImGui::Selectable(it->first.c_str())) {
setAnimation(it->first, true);
}
}
ImGui::EndCombo();
}
ImGui::SliderFloat("Animation time scale", &(this->animationTimeScale), 0.01f, 2.0f);
ImGui::Text("Seperate selected animation by time");
static char newAnimationName[256] = {0};
static float times[2] = {0};
ImGui::InputText("New animation Name", newAnimationName, sizeof(newAnimationName) - 1 );
ImGui::InputFloat2("Animation start and end times", times);
if(ImGui::Button("CreateSection")){
this->modelAsset->addAnimationAsSubSequence(this->animationName, std::string(newAnimationName), times[0], times[1]);
}
}
}
if (isAnimated()) { //in animated objects can't have AI, can they?
if (ImGui::CollapsingHeader("AI properties")) {
if(isAIParametersDirty) {
if(this->AIActor != nullptr) {
this->aiParameters = this->AIActor->getParameters();
} else {
this->aiParameters.clear();
}
isAIParametersDirty = false;
}
result = putAIonGUI(this->AIActor, this->aiParameters, request, lastSelectedAIName);//ATTENTION is somehow user manages to update transform and AI at the same frame, this will override transform.
if(result.removeAI || result.addAI) {
isAIParametersDirty = true;
}
}
}
if (ImGui::CollapsingHeader("Sound properties")) {
//Step on sound properties
ImGui::InputText("Step On Sound", stepOnSoundNameBuffer, 128);
if (ImGui::Button("Change Sound")) {
if (this->stepOnSound != nullptr) {
this->stepOnSound->stop();
}
this->stepOnSound = std::make_shared<Sound>(0, assetManager, std::string(stepOnSoundNameBuffer));
this->stepOnSound->setLoop(true);
}
}
if(animated) {
if (ImGui::CollapsingHeader("Expose Bone for attachment")) {
int32_t newSelectedBoneID = this->modelAsset->buildEditorBoneTree(selectedBoneID);
if (newSelectedBoneID != -1 && newSelectedBoneID != selectedBoneID) {
selectedBoneID = newSelectedBoneID;
std::cout << "selected bone is " << selectedBoneID << std::endl;
}
} else {
selectedBoneID = -1;
}
}
return result;
}
Model::~Model() {
if(this->parentObject != nullptr) {
this->parentObject->removeChild(this);
}
delete rigidBody->getMotionState();
delete rigidBody;
delete compoundShape;
delete AIActor;
for (size_t i = 0; i < meshMetaData.size(); ++i) {
delete meshMetaData[i];
}
for (size_t i = 0; i < children.size(); ++i) {
children[i]->setParentObject(nullptr);
}
assetManager->freeAsset({name});
}
Model::Model(const Model &otherModel, uint32_t objectID) :
Model(objectID, otherModel.assetManager, otherModel.mass, otherModel.name, otherModel.disconnected) {
//we have constructed the object, now set the properties that might have been changed
this->transformation.setTransformationsNotPropagate(
otherModel.transformation.getTranslate(),
otherModel.transformation.getOrientation(),
otherModel.transformation.getScale()
);
this->updateAABB();
transformation.setUpdateCallback(std::bind(&Model::transformChangeCallback, this));
this->animationName = otherModel.animationName;
this->animationTimeScale = otherModel.animationTimeScale;
this->animationTime = otherModel.animationTime;
}
GameObject::ImGuiResult Model::putAIonGUI(ActorInterface *actorInterface,
std::vector<LimonAPI::ParameterRequest> ¶meters,
const ImGuiRequest &request, std::string &lastSelectedAIName) {
GameObject::ImGuiResult result;
std::string currentAIName;
if (actorInterface == nullptr && lastSelectedAIName == "") {
currentAIName = "Not selected";
} else {
if(lastSelectedAIName == "") {
currentAIName = actorInterface->getName();
} else {
currentAIName = lastSelectedAIName;
}
}
//let user select what kind of Actor required
std::vector<std::string> actorNames = ActorInterface::getActorNames();
if (ImGui::BeginCombo("Actor type##AI", currentAIName.c_str())) {
for (auto it = actorNames.begin(); it != actorNames.end(); it++) {
bool isThisActorSelected = (lastSelectedAIName == *it);
if (ImGui::Selectable(it->c_str(), isThisActorSelected)) {
if (!isThisActorSelected) {//if this is not the previously selected Actor type
lastSelectedAIName = *it;
}
}
if(isThisActorSelected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
if (actorInterface != nullptr) {
if(actorInterface->getName() != lastSelectedAIName) {
if(ImGui::Button("Change Actor type##AI")) {
result.addAI = true;
result.removeAI = true;
result.actorTypeName = lastSelectedAIName;
}
} else {//if actor is set, and not modified
bool isSet = request.limonAPI->generateEditorElementsForParameters(parameters, 0);
if(isSet) {
if(ImGui::Button("Apply changes##AI")) {
actorInterface->setParameters(parameters);
}
}
}
ImGui::SameLine();
if(ImGui::Button("Remove AI##AI")) {
result.removeAI = true;
}
} else {//if no actor is set
if(lastSelectedAIName != "") {
if(ImGui::Button("Add AI##AI")) {
result.addAI = true;
result.actorTypeName = lastSelectedAIName;
}
}
}
return result;
}