212 lines
6.0 KiB
C++
212 lines
6.0 KiB
C++
/**
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* @file asset.cpp
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* @brief LL GLTF Implementation
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*
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* $LicenseInfo:firstyear=2024&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2024, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "../llviewerprecompiledheaders.h"
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#include "asset.h"
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#include "llvolumeoctree.h"
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using namespace LL::GLTF;
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void Scene::updateTransforms(Asset& asset)
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{
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LLMatrix4a identity;
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identity.setIdentity();
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for (auto& nodeIndex : mNodes)
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{
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Node& node = asset.mNodes[nodeIndex];
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node.updateTransforms(asset, identity);
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}
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}
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void Scene::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
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{
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for (auto& nodeIndex : mNodes)
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{
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Node& node = asset.mNodes[nodeIndex];
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node.updateRenderTransforms(asset, modelview);
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}
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}
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void Node::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
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{
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matMul(mMatrix, modelview, mRenderMatrix);
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for (auto& childIndex : mChildren)
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{
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Node& child = asset.mNodes[childIndex];
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child.updateRenderTransforms(asset, mRenderMatrix);
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}
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}
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LLMatrix4a inverse(const LLMatrix4a& mat);
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void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix)
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{
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matMul(mMatrix, parentMatrix, mAssetMatrix);
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mAssetMatrixInv = inverse(mAssetMatrix);
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for (auto& childIndex : mChildren)
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{
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Node& child = asset.mNodes[childIndex];
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child.updateTransforms(asset, mAssetMatrix);
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}
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}
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void Asset::updateTransforms()
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{
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for (auto& scene : mScenes)
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{
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scene.updateTransforms(*this);
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}
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}
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void Asset::updateRenderTransforms(const LLMatrix4a& modelview)
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{
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#if 0
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// traverse hierarchy and update render transforms from scratch
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for (auto& scene : mScenes)
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{
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scene.updateRenderTransforms(*this, modelview);
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}
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#else
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// use mAssetMatrix to update render transforms from node list
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for (auto& node : mNodes)
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{
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if (node.mMesh != INVALID_INDEX)
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{
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matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
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}
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}
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#endif
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}
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S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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LLVector4a* intersection, // return the intersection point
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LLVector2* tex_coord, // return the texture coordinates of the intersection point
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LLVector4a* normal, // return the surface normal at the intersection point
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LLVector4a* tangent, // return the surface tangent at the intersection point
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S32* primitive_hitp
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)
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{
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S32 node_hit = -1;
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S32 primitive_hit = -1;
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LLVector4a local_start;
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LLVector4a asset_end = end;
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LLVector4a local_end;
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LLVector4a p;
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for (auto& node : mNodes)
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{
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if (node.mMesh != INVALID_INDEX)
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{
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bool newHit = false;
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// transform start and end to this node's local space
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node.mAssetMatrixInv.affineTransform(start, local_start);
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node.mAssetMatrixInv.affineTransform(asset_end, local_end);
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Mesh& mesh = mMeshes[node.mMesh];
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for (auto& primitive : mesh.mPrimitives)
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{
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const LLVolumeTriangle* tri = primitive.lineSegmentIntersect(local_start, local_end, &p, tex_coord, normal, tangent);
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if (tri)
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{
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newHit = true;
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local_end = p;
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// pointer math to get the node index
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node_hit = &node - &mNodes[0];
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llassert(&mNodes[node_hit] == &node);
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//pointer math to get the primitive index
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primitive_hit = &primitive - &mesh.mPrimitives[0];
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llassert(&mesh.mPrimitives[primitive_hit] == &primitive);
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}
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}
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if (newHit)
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{
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// shorten line segment on hit
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node.mAssetMatrix.affineTransform(p, asset_end);
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// transform results back to asset space
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if (intersection)
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{
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*intersection = asset_end;
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}
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if (normal || tangent)
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{
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LLMatrix4 normalMatrix(node.mAssetMatrixInv.getF32ptr());
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normalMatrix.transpose();
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LLMatrix4a norm_mat;
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norm_mat.loadu((F32*)normalMatrix.mMatrix);
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if (normal)
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{
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LLVector4a n = *normal;
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F32 w = n.getF32ptr()[3];
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n.getF32ptr()[3] = 0.0f;
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norm_mat.affineTransform(n, *normal);
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normal->getF32ptr()[3] = w;
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}
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if (tangent)
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{
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LLVector4a t = *tangent;
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F32 w = t.getF32ptr()[3];
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t.getF32ptr()[3] = 0.0f;
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norm_mat.affineTransform(t, *tangent);
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tangent->getF32ptr()[3] = w;
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}
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}
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}
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}
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}
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if (node_hit != -1)
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{
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if (primitive_hitp)
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{
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*primitive_hitp = primitive_hit;
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}
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}
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return node_hit;
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}
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