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/**
* @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 "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;
}
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