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Diffstat (limited to 'indra/newview/gltf/asset.cpp')
-rw-r--r-- | indra/newview/gltf/asset.cpp | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp new file mode 100644 index 0000000000..092b6e5d4b --- /dev/null +++ b/indra/newview/gltf/asset.cpp @@ -0,0 +1,211 @@ +/** + * @file asset.cpp + * @brief LL GLTF Implementation + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#include "../llviewerprecompiledheaders.h" + +#include "asset.h" +#include "llvolumeoctree.h" + +using namespace LL::GLTF; + +void Scene::updateTransforms(Asset& asset) +{ + LLMatrix4a identity; + identity.setIdentity(); + for (auto& nodeIndex : mNodes) + { + Node& node = asset.mNodes[nodeIndex]; + node.updateTransforms(asset, identity); + } +} + +void Scene::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview) +{ + for (auto& nodeIndex : mNodes) + { + Node& node = asset.mNodes[nodeIndex]; + node.updateRenderTransforms(asset, modelview); + } +} + +void Node::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview) +{ + matMul(mMatrix, modelview, mRenderMatrix); + + for (auto& childIndex : mChildren) + { + Node& child = asset.mNodes[childIndex]; + child.updateRenderTransforms(asset, mRenderMatrix); + } +} + +LLMatrix4a inverse(const LLMatrix4a& mat); + +void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix) +{ + matMul(mMatrix, parentMatrix, mAssetMatrix); + mAssetMatrixInv = inverse(mAssetMatrix); + + for (auto& childIndex : mChildren) + { + Node& child = asset.mNodes[childIndex]; + child.updateTransforms(asset, mAssetMatrix); + } +} + +void Asset::updateTransforms() +{ + for (auto& scene : mScenes) + { + scene.updateTransforms(*this); + } +} + +void Asset::updateRenderTransforms(const LLMatrix4a& modelview) +{ +#if 0 + // traverse hierarchy and update render transforms from scratch + for (auto& scene : mScenes) + { + scene.updateRenderTransforms(*this, modelview); + } +#else + // use mAssetMatrix to update render transforms from node list + for (auto& node : mNodes) + { + if (node.mMesh != INVALID_INDEX) + { + matMul(node.mAssetMatrix, modelview, node.mRenderMatrix); + } + } + +#endif + +} + +S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, + LLVector4a* intersection, // return the intersection point + LLVector2* tex_coord, // return the texture coordinates of the intersection point + LLVector4a* normal, // return the surface normal at the intersection point + LLVector4a* tangent, // return the surface tangent at the intersection point + S32* primitive_hitp +) +{ + S32 node_hit = -1; + S32 primitive_hit = -1; + + LLVector4a local_start; + LLVector4a asset_end = end; + LLVector4a local_end; + LLVector4a p; + + + for (auto& node : mNodes) + { + if (node.mMesh != INVALID_INDEX) + { + + bool newHit = false; + + // transform start and end to this node's local space + node.mAssetMatrixInv.affineTransform(start, local_start); + node.mAssetMatrixInv.affineTransform(asset_end, local_end); + + Mesh& mesh = mMeshes[node.mMesh]; + for (auto& primitive : mesh.mPrimitives) + { + const LLVolumeTriangle* tri = primitive.lineSegmentIntersect(local_start, local_end, &p, tex_coord, normal, tangent); + if (tri) + { + newHit = true; + local_end = p; + + // pointer math to get the node index + node_hit = &node - &mNodes[0]; + llassert(&mNodes[node_hit] == &node); + + //pointer math to get the primitive index + primitive_hit = &primitive - &mesh.mPrimitives[0]; + llassert(&mesh.mPrimitives[primitive_hit] == &primitive); + } + } + + if (newHit) + { + // shorten line segment on hit + node.mAssetMatrix.affineTransform(p, asset_end); + + // transform results back to asset space + if (intersection) + { + *intersection = asset_end; + } + + if (normal || tangent) + { + LLMatrix4 normalMatrix(node.mAssetMatrixInv.getF32ptr()); + + normalMatrix.transpose(); + + LLMatrix4a norm_mat; + norm_mat.loadu((F32*)normalMatrix.mMatrix); + + if (normal) + { + LLVector4a n = *normal; + F32 w = n.getF32ptr()[3]; + n.getF32ptr()[3] = 0.0f; + + norm_mat.affineTransform(n, *normal); + normal->getF32ptr()[3] = w; + } + + if (tangent) + { + LLVector4a t = *tangent; + F32 w = t.getF32ptr()[3]; + t.getF32ptr()[3] = 0.0f; + + norm_mat.affineTransform(t, *tangent); + tangent->getF32ptr()[3] = w; + } + } + } + } + } + + if (node_hit != -1) + { + if (primitive_hitp) + { + *primitive_hitp = primitive_hit; + } + } + + return node_hit; +} + + |