Esempio n. 1
0
ShapeKey MeshPartPayload::getShapeKey() const {
    model::MaterialKey drawMaterialKey;
    if (_drawMaterial) {
        drawMaterialKey = _drawMaterial->getKey();
    }

    ShapeKey::Builder builder;
    if (drawMaterialKey.isTranslucent()) {
        builder.withTranslucent();
    }
    if (drawMaterialKey.isNormalMap()) {
        builder.withTangents();
    }
    if (drawMaterialKey.isMetallicMap()) {
        builder.withSpecular();
    }
    if (drawMaterialKey.isLightmapMap()) {
        builder.withLightmap();
    }
    return builder.build();
}
Esempio n. 2
0
ShapeKey ModelMeshPartPayload::getShapeKey() const {
    assert(_model->isLoaded());
    const FBXGeometry& geometry = _model->getFBXGeometry();
    const auto& networkMeshes = _model->getGeometry()->getGeometry()->getMeshes();

    // guard against partially loaded meshes
    if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)_model->_meshStates.size()) {
        return ShapeKey::Builder::invalid();
    }

    const FBXMesh& mesh = geometry.meshes.at(_meshIndex);

    // if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
    // to false to rebuild out mesh groups.
    if (_meshIndex < 0 || _meshIndex >= (int)networkMeshes.size() || _meshIndex > geometry.meshes.size()) {
        _model->_meshGroupsKnown = false; // regenerate these lists next time around.
        _model->_readyWhenAdded = false; // in case any of our users are using scenes
        _model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
        return ShapeKey::Builder::invalid();
    }


    int vertexCount = mesh.vertices.size();
    if (vertexCount == 0) {
        // sanity check
        return ShapeKey::Builder::invalid(); // FIXME
    }


    model::MaterialKey drawMaterialKey;
    if (_drawMaterial) {
        drawMaterialKey = _drawMaterial->getKey();
    }

    bool isTranslucent = drawMaterialKey.isTranslucent();
    bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
    bool hasSpecular = drawMaterialKey.isMetallicMap();
    bool hasLightmap = drawMaterialKey.isLightmapMap();
    bool isUnlit = drawMaterialKey.isUnlit();

    bool isSkinned = _isSkinned;
    bool wireframe = _model->isWireframe();

    if (wireframe) {
        isTranslucent = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
    }

    ShapeKey::Builder builder;
    if (isTranslucent) {
        builder.withTranslucent();
    }
    if (hasTangents) {
        builder.withTangents();
    }
    if (hasSpecular) {
        builder.withSpecular();
    }
    if (hasLightmap) {
        builder.withLightmap();
    }
    if (isUnlit) {
        builder.withUnlit();
    }
    if (isSkinned) {
        builder.withSkinned();
    }
    if (wireframe) {
        builder.withWireframe();
    }
    return builder.build();
}
Esempio n. 3
0
ShapeKey ModelMeshPartPayload::getShapeKey() const {

    // guard against partially loaded meshes
    ModelPointer model = _model.lock();
    if (!model || !model->isLoaded() || !model->getGeometry()) {
        return ShapeKey::Builder::invalid();
    }

    const FBXGeometry& geometry = model->getFBXGeometry();
    const auto& networkMeshes = model->getGeometry()->getMeshes();

    // guard against partially loaded meshes
    if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)model->_meshStates.size()) {
        return ShapeKey::Builder::invalid();
    }

    const FBXMesh& mesh = geometry.meshes.at(_meshIndex);

    // if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
    // to false to rebuild out mesh groups.
    if (_meshIndex < 0 || _meshIndex >= (int)networkMeshes.size() || _meshIndex > geometry.meshes.size()) {
        model->_needsFixupInScene = true; // trigger remove/add cycle
        model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
        return ShapeKey::Builder::invalid();
    }


    int vertexCount = mesh.vertices.size();
    if (vertexCount == 0) {
        // sanity check
        return ShapeKey::Builder::invalid(); // FIXME
    }


    model::MaterialKey drawMaterialKey;
    if (_drawMaterial) {
        drawMaterialKey = _drawMaterial->getKey();
    }

    bool isTranslucent = drawMaterialKey.isTranslucent();
    bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
    bool hasSpecular = drawMaterialKey.isMetallicMap();
    bool hasLightmap = drawMaterialKey.isLightmapMap();
    bool isUnlit = drawMaterialKey.isUnlit();

    bool isSkinned = _isSkinned;
    bool wireframe = model->isWireframe();

    if (wireframe) {
        isTranslucent = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
    }

    ShapeKey::Builder builder;
    builder.withMaterial();

    if (isTranslucent || _fadeState != FADE_COMPLETE) {
        builder.withTranslucent();
    }
    if (hasTangents) {
        builder.withTangents();
    }
    if (hasSpecular) {
        builder.withSpecular();
    }
    if (hasLightmap) {
        builder.withLightmap();
    }
    if (isUnlit) {
        builder.withUnlit();
    }
    if (isSkinned) {
        builder.withSkinned();
    }
    if (wireframe) {
        builder.withWireframe();
    }
    return builder.build();
}