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-//
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-// Copyright (c) 2008-2016 the Urho3D project.
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to deal
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-// in the Software without restriction, including without limitation the rights
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-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-// copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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-// THE SOFTWARE.
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-//
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-
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-#include "../Precompiled.h"
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-
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-#include "../Core/Context.h"
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-#include "../Core/Profiler.h"
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-#include "../Graphics/AnimatedModel.h"
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-#include "../Graphics/Animation.h"
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-#include "../Graphics/AnimationState.h"
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-#include "../Graphics/Batch.h"
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-#include "../Graphics/Camera.h"
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-#include "../Graphics/DebugRenderer.h"
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-#include "../Graphics/DrawableEvents.h"
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-#include "../Graphics/Geometry.h"
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-#include "../Graphics/Graphics.h"
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-#include "../Graphics/IndexBuffer.h"
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-#include "../Graphics/Material.h"
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-#include "../Graphics/Octree.h"
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-#include "../Graphics/VertexBuffer.h"
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-#include "../IO/Log.h"
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-#include "../Resource/ResourceCache.h"
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-#include "../Resource/ResourceEvents.h"
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-#include "../Scene/Scene.h"
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-
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-#include "../DebugNew.h"
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-
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-namespace Atomic
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-{
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-
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-extern const char* GEOMETRY_CATEGORY;
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-
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-static bool CompareAnimationOrder(const SharedPtr<AnimationState>& lhs, const SharedPtr<AnimationState>& rhs)
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-{
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- return lhs->GetLayer() < rhs->GetLayer();
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-}
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-
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-static const unsigned MAX_ANIMATION_STATES = 256;
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-
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-AnimatedModel::AnimatedModel(Context* context) :
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- StaticModel(context),
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- animationLodFrameNumber_(0),
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- morphElementMask_(0),
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- animationLodBias_(1.0f),
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- animationLodTimer_(-1.0f),
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- animationLodDistance_(0.0f),
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- updateInvisible_(false),
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- animationDirty_(false),
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- animationOrderDirty_(false),
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- morphsDirty_(false),
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- skinningDirty_(true),
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- boneBoundingBoxDirty_(true),
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- isMaster_(true),
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- loading_(false),
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- assignBonesPending_(false),
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- forceAnimationUpdate_(false)
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-{
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-}
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-
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-AnimatedModel::~AnimatedModel()
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-{
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- // When being destroyed, remove the bone hierarchy if appropriate (last AnimatedModel in the node)
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- Bone* rootBone = skeleton_.GetRootBone();
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- if (rootBone && rootBone->node_)
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- {
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- Node* parent = rootBone->node_->GetParent();
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- if (parent && !parent->GetComponent<AnimatedModel>())
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- RemoveRootBone();
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- }
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-}
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-
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-void AnimatedModel::RegisterObject(Context* context)
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-{
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- context->RegisterFactory<AnimatedModel>(GEOMETRY_CATEGORY);
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-
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- ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
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- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()),
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- AM_DEFAULT);
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- ATOMIC_ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
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- ATOMIC_ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Update When Invisible", GetUpdateInvisible, SetUpdateInvisible, bool, false, AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
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- ATOMIC_COPY_BASE_ATTRIBUTES(Drawable);
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- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Bone Animation Enabled", GetBonesEnabledAttr, SetBonesEnabledAttr, VariantVector,
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- Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
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- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector,
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- Variant::emptyVariantVector, AM_FILE);
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- ATOMIC_ACCESSOR_ATTRIBUTE("Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, Variant::emptyBuffer,
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- AM_DEFAULT | AM_NOEDIT);
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-}
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-
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-bool AnimatedModel::Load(Deserializer& source, bool setInstanceDefault)
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-{
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- loading_ = true;
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- bool success = Component::Load(source, setInstanceDefault);
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- loading_ = false;
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-
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- return success;
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-}
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-
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-bool AnimatedModel::LoadXML(const XMLElement& source, bool setInstanceDefault)
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-{
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- loading_ = true;
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- bool success = Component::LoadXML(source, setInstanceDefault);
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- loading_ = false;
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-
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- return success;
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-}
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-
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-bool AnimatedModel::LoadJSON(const JSONValue& source, bool setInstanceDefault)
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-{
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- loading_ = true;
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- bool success = Component::LoadJSON(source, setInstanceDefault);
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- loading_ = false;
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-
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- return success;
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-}
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-
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-void AnimatedModel::ApplyAttributes()
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-{
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- if (assignBonesPending_)
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- AssignBoneNodes();
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-}
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-
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-void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
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-{
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- // If no bones or no bone-level testing, use the StaticModel test
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- RayQueryLevel level = query.level_;
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- if (level < RAY_TRIANGLE || !skeleton_.GetNumBones())
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- {
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- StaticModel::ProcessRayQuery(query, results);
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- return;
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- }
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-
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- // Check ray hit distance to AABB before proceeding with bone-level tests
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- if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
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- return;
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-
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- const Vector<Bone>& bones = skeleton_.GetBones();
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- Sphere boneSphere;
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-
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- for (unsigned i = 0; i < bones.Size(); ++i)
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- {
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- const Bone& bone = bones[i];
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- if (!bone.node_)
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- continue;
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-
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- float distance;
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-
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- // Use hitbox if available
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- if (bone.collisionMask_ & BONECOLLISION_BOX)
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- {
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- // Do an initial crude test using the bone's AABB
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- const BoundingBox& box = bone.boundingBox_;
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- const Matrix3x4& transform = bone.node_->GetWorldTransform();
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- distance = query.ray_.HitDistance(box.Transformed(transform));
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- if (distance >= query.maxDistance_)
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- continue;
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- if (level != RAY_AABB)
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- {
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- // Follow with an OBB test if required
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- Matrix3x4 inverse = transform.Inverse();
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- Ray localRay = query.ray_.Transformed(inverse);
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- distance = localRay.HitDistance(box);
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- if (distance >= query.maxDistance_)
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- continue;
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- }
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- }
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- else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
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- {
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- boneSphere.center_ = bone.node_->GetWorldPosition();
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- boneSphere.radius_ = bone.radius_;
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- distance = query.ray_.HitDistance(boneSphere);
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- if (distance >= query.maxDistance_)
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- continue;
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- }
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- else
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- continue;
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-
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- // If the code reaches here then we have a hit
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- RayQueryResult result;
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- result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
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- result.normal_ = -query.ray_.direction_;
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- result.distance_ = distance;
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- result.drawable_ = this;
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- result.node_ = node_;
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- result.subObject_ = i;
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- results.Push(result);
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- }
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-}
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-
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-void AnimatedModel::Update(const FrameInfo& frame)
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-{
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- // If node was invisible last frame, need to decide animation LOD distance here
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- // If headless, retain the current animation distance (should be 0)
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- if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
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- {
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- // First check for no update at all when invisible. In that case reset LOD timer to ensure update
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- // next time the model is in view
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- if (!updateInvisible_)
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- {
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- if (animationDirty_)
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- {
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- animationLodTimer_ = -1.0f;
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- forceAnimationUpdate_ = true;
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- }
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- return;
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- }
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- float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
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- // If distance is greater than draw distance, no need to update at all
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- if (drawDistance_ > 0.0f && distance > drawDistance_)
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- return;
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- float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
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- animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_);
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- }
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-
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- if (animationDirty_ || animationOrderDirty_)
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- UpdateAnimation(frame);
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- else if (boneBoundingBoxDirty_)
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- UpdateBoneBoundingBox();
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-}
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-
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-void AnimatedModel::UpdateBatches(const FrameInfo& frame)
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-{
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- const Matrix3x4& worldTransform = node_->GetWorldTransform();
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- const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
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- distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
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-
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- // Note: per-geometry distances do not take skinning into account. Especially in case of a ragdoll they may be
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- // much off base if the node's own transform is not updated
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- if (batches_.Size() == 1)
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- batches_[0].distance_ = distance_;
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- else
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- {
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- for (unsigned i = 0; i < batches_.Size(); ++i)
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- batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
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- }
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-
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- // Use a transformed version of the model's bounding box instead of world bounding box for LOD scale
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- // determination so that animation does not change the scale
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- BoundingBox transformedBoundingBox = boundingBox_.Transformed(worldTransform);
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- float scale = transformedBoundingBox.Size().DotProduct(DOT_SCALE);
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- float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
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-
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- // If model is rendered from several views, use the minimum LOD distance for animation LOD
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- if (frame.frameNumber_ != animationLodFrameNumber_)
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- {
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- animationLodDistance_ = newLodDistance;
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- animationLodFrameNumber_ = frame.frameNumber_;
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- }
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- else
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- animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
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-
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- if (newLodDistance != lodDistance_)
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- {
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- lodDistance_ = newLodDistance;
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- CalculateLodLevels();
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- }
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-}
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-
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-void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
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-{
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- // Late update in case the model came into view and animation was dirtied in the meanwhile
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- if (forceAnimationUpdate_)
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- {
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- UpdateAnimation(frame);
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- forceAnimationUpdate_ = false;
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- }
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-
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- if (morphsDirty_)
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- UpdateMorphs();
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-
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- if (skinningDirty_)
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- UpdateSkinning();
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-}
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-
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-UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
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-{
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- if (morphsDirty_ || forceAnimationUpdate_)
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- return UPDATE_MAIN_THREAD;
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|
- else if (skinningDirty_)
|
|
|
|
|
- return UPDATE_WORKER_THREAD;
|
|
|
|
|
- else
|
|
|
|
|
- return UPDATE_NONE;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
|
|
|
|
|
-{
|
|
|
|
|
- if (debug && IsEnabledEffective())
|
|
|
|
|
- {
|
|
|
|
|
- debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
|
|
|
|
|
- debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetModel(Model* model, bool createBones)
|
|
|
|
|
-{
|
|
|
|
|
- if (model == model_)
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
|
|
|
|
|
- if (model_)
|
|
|
|
|
- UnsubscribeFromEvent(model_, E_RELOADFINISHED);
|
|
|
|
|
-
|
|
|
|
|
- model_ = model;
|
|
|
|
|
-
|
|
|
|
|
- if (model)
|
|
|
|
|
- {
|
|
|
|
|
- SubscribeToEvent(model, E_RELOADFINISHED, ATOMIC_HANDLER(AnimatedModel, HandleModelReloadFinished));
|
|
|
|
|
-
|
|
|
|
|
- // Copy the subgeometry & LOD level structure
|
|
|
|
|
- SetNumGeometries(model->GetNumGeometries());
|
|
|
|
|
- const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
|
|
|
|
|
- const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
|
|
|
|
|
- for (unsigned i = 0; i < geometries.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- geometries_[i] = geometries[i];
|
|
|
|
|
- geometryData_[i].center_ = geometryCenters[i];
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Copy geometry bone mappings
|
|
|
|
|
- const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
|
|
|
|
|
- geometryBoneMappings_.Clear();
|
|
|
|
|
- geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
|
|
|
|
|
- for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
|
|
|
|
|
- geometryBoneMappings_.Push(geometryBoneMappings[i]);
|
|
|
|
|
-
|
|
|
|
|
- // Copy morphs. Note: morph vertex buffers will be created later on-demand
|
|
|
|
|
- morphVertexBuffers_.Clear();
|
|
|
|
|
- morphs_.Clear();
|
|
|
|
|
- const Vector<ModelMorph>& morphs = model->GetMorphs();
|
|
|
|
|
- morphs_.Reserve(morphs.Size());
|
|
|
|
|
- morphElementMask_ = 0;
|
|
|
|
|
- for (unsigned i = 0; i < morphs.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- ModelMorph newMorph;
|
|
|
|
|
- newMorph.name_ = morphs[i].name_;
|
|
|
|
|
- newMorph.nameHash_ = morphs[i].nameHash_;
|
|
|
|
|
- newMorph.weight_ = 0.0f;
|
|
|
|
|
- newMorph.buffers_ = morphs[i].buffers_;
|
|
|
|
|
- for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin();
|
|
|
|
|
- j != morphs[i].buffers_.End(); ++j)
|
|
|
|
|
- morphElementMask_ |= j->second_.elementMask_;
|
|
|
|
|
- morphs_.Push(newMorph);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Copy bounding box & skeleton
|
|
|
|
|
- SetBoundingBox(model->GetBoundingBox());
|
|
|
|
|
- // Initial bone bounding box is just the one stored in the model
|
|
|
|
|
- boneBoundingBox_ = boundingBox_;
|
|
|
|
|
- boneBoundingBoxDirty_ = true;
|
|
|
|
|
- SetSkeleton(model->GetSkeleton(), createBones);
|
|
|
|
|
- ResetLodLevels();
|
|
|
|
|
-
|
|
|
|
|
- // Enable skinning in batches
|
|
|
|
|
- for (unsigned i = 0; i < batches_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (skinMatrices_.Size())
|
|
|
|
|
- {
|
|
|
|
|
- batches_[i].geometryType_ = GEOM_SKINNED;
|
|
|
|
|
- // Check if model has per-geometry bone mappings
|
|
|
|
|
- if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
|
|
|
|
|
- {
|
|
|
|
|
- batches_[i].worldTransform_ = &geometrySkinMatrices_[i][0];
|
|
|
|
|
- batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
|
|
|
|
|
- }
|
|
|
|
|
- // If not, use the global skin matrices
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- batches_[i].worldTransform_ = &skinMatrices_[0];
|
|
|
|
|
- batches_[i].numWorldTransforms_ = skinMatrices_.Size();
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- batches_[i].geometryType_ = GEOM_STATIC;
|
|
|
|
|
- batches_[i].worldTransform_ = &node_->GetWorldTransform();
|
|
|
|
|
- batches_[i].numWorldTransforms_ = 1;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- RemoveRootBone(); // Remove existing root bone if any
|
|
|
|
|
- SetNumGeometries(0);
|
|
|
|
|
- geometryBoneMappings_.Clear();
|
|
|
|
|
- morphVertexBuffers_.Clear();
|
|
|
|
|
- morphs_.Clear();
|
|
|
|
|
- morphElementMask_ = 0;
|
|
|
|
|
- SetBoundingBox(BoundingBox());
|
|
|
|
|
- SetSkeleton(Skeleton(), false);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- MarkNetworkUpdate();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
|
|
|
|
|
-{
|
|
|
|
|
- if (!isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- ATOMIC_LOGERROR("Can not add animation state to non-master model");
|
|
|
|
|
- return 0;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (!animation || !skeleton_.GetNumBones())
|
|
|
|
|
- return 0;
|
|
|
|
|
-
|
|
|
|
|
- // Check for not adding twice
|
|
|
|
|
- AnimationState* existing = GetAnimationState(animation);
|
|
|
|
|
- if (existing)
|
|
|
|
|
- return existing;
|
|
|
|
|
-
|
|
|
|
|
- SharedPtr<AnimationState> newState(new AnimationState(this, animation));
|
|
|
|
|
- animationStates_.Push(newState);
|
|
|
|
|
- MarkAnimationOrderDirty();
|
|
|
|
|
- return newState;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveAnimationState(Animation* animation)
|
|
|
|
|
-{
|
|
|
|
|
- if (animation)
|
|
|
|
|
- RemoveAnimationState(animation->GetNameHash());
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- AnimationState* state = *i;
|
|
|
|
|
- if (!state->GetAnimation())
|
|
|
|
|
- {
|
|
|
|
|
- animationStates_.Erase(i);
|
|
|
|
|
- MarkAnimationDirty();
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveAnimationState(const String& animationName)
|
|
|
|
|
-{
|
|
|
|
|
- RemoveAnimationState(StringHash(animationName));
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- AnimationState* state = *i;
|
|
|
|
|
- Animation* animation = state->GetAnimation();
|
|
|
|
|
- if (animation)
|
|
|
|
|
- {
|
|
|
|
|
- // Check both the animation and the resource name
|
|
|
|
|
- if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
|
|
|
|
|
- {
|
|
|
|
|
- animationStates_.Erase(i);
|
|
|
|
|
- MarkAnimationDirty();
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveAnimationState(AnimationState* state)
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (*i == state)
|
|
|
|
|
- {
|
|
|
|
|
- animationStates_.Erase(i);
|
|
|
|
|
- MarkAnimationDirty();
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveAnimationState(unsigned index)
|
|
|
|
|
-{
|
|
|
|
|
- if (index < animationStates_.Size())
|
|
|
|
|
- {
|
|
|
|
|
- animationStates_.Erase(index);
|
|
|
|
|
- MarkAnimationDirty();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveAllAnimationStates()
|
|
|
|
|
-{
|
|
|
|
|
- if (animationStates_.Size())
|
|
|
|
|
- {
|
|
|
|
|
- animationStates_.Clear();
|
|
|
|
|
- MarkAnimationDirty();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetAnimationLodBias(float bias)
|
|
|
|
|
-{
|
|
|
|
|
- animationLodBias_ = Max(bias, 0.0f);
|
|
|
|
|
- MarkNetworkUpdate();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetUpdateInvisible(bool enable)
|
|
|
|
|
-{
|
|
|
|
|
- updateInvisible_ = enable;
|
|
|
|
|
- MarkNetworkUpdate();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetMorphWeight(unsigned index, float weight)
|
|
|
|
|
-{
|
|
|
|
|
- if (index >= morphs_.Size())
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- // If morph vertex buffers have not been created yet, create now
|
|
|
|
|
- if (weight > 0.0f && morphVertexBuffers_.Empty())
|
|
|
|
|
- CloneGeometries();
|
|
|
|
|
-
|
|
|
|
|
- weight = Clamp(weight, 0.0f, 1.0f);
|
|
|
|
|
-
|
|
|
|
|
- if (weight != morphs_[index].weight_)
|
|
|
|
|
- {
|
|
|
|
|
- morphs_[index].weight_ = weight;
|
|
|
|
|
-
|
|
|
|
|
- // For a master model, set the same morph weight on non-master models
|
|
|
|
|
- if (isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- PODVector<AnimatedModel*> models;
|
|
|
|
|
- GetComponents<AnimatedModel>(models);
|
|
|
|
|
-
|
|
|
|
|
- // Indexing might not be the same, so use the name hash instead
|
|
|
|
|
- for (unsigned i = 1; i < models.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (!models[i]->isMaster_)
|
|
|
|
|
- models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- MarkMorphsDirty();
|
|
|
|
|
- MarkNetworkUpdate();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetMorphWeight(const String& name, float weight)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < morphs_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (morphs_[i].name_ == name)
|
|
|
|
|
- {
|
|
|
|
|
- SetMorphWeight(i, weight);
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned i = 0; i < morphs_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (morphs_[i].nameHash_ == nameHash)
|
|
|
|
|
- {
|
|
|
|
|
- SetMorphWeight(i, weight);
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::ResetMorphWeights()
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
|
|
|
|
|
- i->weight_ = 0.0f;
|
|
|
|
|
-
|
|
|
|
|
- // For a master model, reset weights on non-master models
|
|
|
|
|
- if (isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- PODVector<AnimatedModel*> models;
|
|
|
|
|
- GetComponents<AnimatedModel>(models);
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 1; i < models.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (!models[i]->isMaster_)
|
|
|
|
|
- models[i]->ResetMorphWeights();
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- MarkMorphsDirty();
|
|
|
|
|
- MarkNetworkUpdate();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-float AnimatedModel::GetMorphWeight(unsigned index) const
|
|
|
|
|
-{
|
|
|
|
|
- return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-float AnimatedModel::GetMorphWeight(const String& name) const
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (i->name_ == name)
|
|
|
|
|
- return i->weight_;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- return 0.0f;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-float AnimatedModel::GetMorphWeight(StringHash nameHash) const
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (i->nameHash_ == nameHash)
|
|
|
|
|
- return i->weight_;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- return 0.0f;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if ((*i)->GetAnimation() == animation)
|
|
|
|
|
- return *i;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- return 0;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
|
|
|
|
|
-{
|
|
|
|
|
- return GetAnimationState(StringHash(animationName));
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
|
|
|
|
|
-{
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- Animation* animation = (*i)->GetAnimation();
|
|
|
|
|
- if (animation)
|
|
|
|
|
- {
|
|
|
|
|
- // Check both the animation and the resource name
|
|
|
|
|
- if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
|
|
|
|
|
- return *i;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- return 0;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
|
|
|
|
|
-{
|
|
|
|
|
- return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
|
|
|
|
|
-{
|
|
|
|
|
- if (!node_ && createBones)
|
|
|
|
|
- {
|
|
|
|
|
- ATOMIC_LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
|
|
|
|
|
- if (skeleton_.GetNumBones() == skeleton.GetNumBones())
|
|
|
|
|
- {
|
|
|
|
|
- Vector<Bone>& destBones = skeleton_.GetModifiableBones();
|
|
|
|
|
- const Vector<Bone>& srcBones = skeleton.GetBones();
|
|
|
|
|
- bool compatible = true;
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < destBones.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
|
|
|
|
|
- srcBones[i].parentIndex_)
|
|
|
|
|
- {
|
|
|
|
|
- // If compatible, just copy the values and retain the old node and animated status
|
|
|
|
|
- Node* boneNode = destBones[i].node_;
|
|
|
|
|
- bool animated = destBones[i].animated_;
|
|
|
|
|
- destBones[i] = srcBones[i];
|
|
|
|
|
- destBones[i].node_ = boneNode;
|
|
|
|
|
- destBones[i].animated_ = animated;
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- compatible = false;
|
|
|
|
|
- break;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- if (compatible)
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- RemoveAllAnimationStates();
|
|
|
|
|
-
|
|
|
|
|
- // Detach the rootbone of the previous model if any
|
|
|
|
|
- if (createBones)
|
|
|
|
|
- RemoveRootBone();
|
|
|
|
|
-
|
|
|
|
|
- skeleton_.Define(skeleton);
|
|
|
|
|
-
|
|
|
|
|
- // Merge bounding boxes from non-master models
|
|
|
|
|
- FinalizeBoneBoundingBoxes();
|
|
|
|
|
-
|
|
|
|
|
- Vector<Bone>& bones = skeleton_.GetModifiableBones();
|
|
|
|
|
- // Create scene nodes for the bones
|
|
|
|
|
- if (createBones)
|
|
|
|
|
- {
|
|
|
|
|
- for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- // Create bones as local, as they are never to be directly synchronized over the network
|
|
|
|
|
- Node* boneNode = node_->CreateChild(i->name_, LOCAL);
|
|
|
|
|
- boneNode->AddListener(this);
|
|
|
|
|
- boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
|
|
|
|
|
- // Copy the model component's temporary status
|
|
|
|
|
- boneNode->SetTemporary(IsTemporary());
|
|
|
|
|
- i->node_ = boneNode;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < bones.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- unsigned parentIndex = bones[i].parentIndex_;
|
|
|
|
|
- if (parentIndex != i && parentIndex < bones.Size())
|
|
|
|
|
- bones[parentIndex].node_->AddChild(bones[i].node_);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- using namespace BoneHierarchyCreated;
|
|
|
|
|
-
|
|
|
|
|
- VariantMap& eventData = GetEventDataMap();
|
|
|
|
|
- eventData[P_NODE] = node_;
|
|
|
|
|
- node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- // For non-master models: use the bone nodes of the master model
|
|
|
|
|
- skeleton_.Define(skeleton);
|
|
|
|
|
-
|
|
|
|
|
- // Instruct the master model to refresh (merge) its bone bounding boxes
|
|
|
|
|
- AnimatedModel* master = node_->GetComponent<AnimatedModel>();
|
|
|
|
|
- if (master && master != this)
|
|
|
|
|
- master->FinalizeBoneBoundingBoxes();
|
|
|
|
|
-
|
|
|
|
|
- if (createBones)
|
|
|
|
|
- {
|
|
|
|
|
- Vector<Bone>& bones = skeleton_.GetModifiableBones();
|
|
|
|
|
- for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- Node* boneNode = node_->GetChild(i->name_, true);
|
|
|
|
|
- if (boneNode)
|
|
|
|
|
- boneNode->AddListener(this);
|
|
|
|
|
- i->node_ = boneNode;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Reserve space for skinning matrices
|
|
|
|
|
- skinMatrices_.Resize(skeleton_.GetNumBones());
|
|
|
|
|
- SetGeometryBoneMappings();
|
|
|
|
|
-
|
|
|
|
|
- assignBonesPending_ = !createBones;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetModelAttr(const ResourceRef& value)
|
|
|
|
|
-{
|
|
|
|
|
- ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
- // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
|
|
|
|
|
- SetModel(cache->GetResource<Model>(value.name_), !loading_);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetBonesEnabledAttr(const VariantVector& value)
|
|
|
|
|
-{
|
|
|
|
|
- Vector<Bone>& bones = skeleton_.GetModifiableBones();
|
|
|
|
|
- for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
|
|
|
|
|
- bones[i].animated_ = value[i].GetBool();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetAnimationStatesAttr(const VariantVector& value)
|
|
|
|
|
-{
|
|
|
|
|
- ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
|
|
- RemoveAllAnimationStates();
|
|
|
|
|
- unsigned index = 0;
|
|
|
|
|
- unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
|
|
|
|
|
- // Prevent negative or overly large value being assigned from the editor
|
|
|
|
|
- if (numStates > M_MAX_INT)
|
|
|
|
|
- numStates = 0;
|
|
|
|
|
- if (numStates > MAX_ANIMATION_STATES)
|
|
|
|
|
- numStates = MAX_ANIMATION_STATES;
|
|
|
|
|
-
|
|
|
|
|
- animationStates_.Reserve(numStates);
|
|
|
|
|
- while (numStates--)
|
|
|
|
|
- {
|
|
|
|
|
- if (index + 5 < value.Size())
|
|
|
|
|
- {
|
|
|
|
|
- // Note: null animation is allowed here for editing
|
|
|
|
|
- const ResourceRef& animRef = value[index++].GetResourceRef();
|
|
|
|
|
- SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.name_)));
|
|
|
|
|
- animationStates_.Push(newState);
|
|
|
|
|
-
|
|
|
|
|
- newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
|
|
|
|
|
- newState->SetLooped(value[index++].GetBool());
|
|
|
|
|
- newState->SetWeight(value[index++].GetFloat());
|
|
|
|
|
- newState->SetTime(value[index++].GetFloat());
|
|
|
|
|
- newState->SetLayer((unsigned char)value[index++].GetInt());
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- // If not enough data, just add an empty animation state
|
|
|
|
|
- SharedPtr<AnimationState> newState(new AnimationState(this, 0));
|
|
|
|
|
- animationStates_.Push(newState);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (animationStates_.Size())
|
|
|
|
|
- {
|
|
|
|
|
- MarkAnimationDirty();
|
|
|
|
|
- MarkAnimationOrderDirty();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
|
|
|
|
|
-{
|
|
|
|
|
- for (unsigned index = 0; index < value.Size(); ++index)
|
|
|
|
|
- SetMorphWeight(index, (float)value[index] / 255.0f);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-ResourceRef AnimatedModel::GetModelAttr() const
|
|
|
|
|
-{
|
|
|
|
|
- return GetResourceRef(model_, Model::GetTypeStatic());
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-VariantVector AnimatedModel::GetBonesEnabledAttr() const
|
|
|
|
|
-{
|
|
|
|
|
- VariantVector ret;
|
|
|
|
|
- const Vector<Bone>& bones = skeleton_.GetBones();
|
|
|
|
|
- ret.Reserve(bones.Size());
|
|
|
|
|
- for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
|
|
|
|
|
- ret.Push(i->animated_);
|
|
|
|
|
- return ret;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-VariantVector AnimatedModel::GetAnimationStatesAttr() const
|
|
|
|
|
-{
|
|
|
|
|
- VariantVector ret;
|
|
|
|
|
- ret.Reserve(animationStates_.Size() * 6 + 1);
|
|
|
|
|
- ret.Push(animationStates_.Size());
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- AnimationState* state = *i;
|
|
|
|
|
- Animation* animation = state->GetAnimation();
|
|
|
|
|
- Bone* startBone = state->GetStartBone();
|
|
|
|
|
- ret.Push(GetResourceRef(animation, Animation::GetTypeStatic()));
|
|
|
|
|
- ret.Push(startBone ? startBone->name_ : String::EMPTY);
|
|
|
|
|
- ret.Push(state->IsLooped());
|
|
|
|
|
- ret.Push(state->GetWeight());
|
|
|
|
|
- ret.Push(state->GetTime());
|
|
|
|
|
- ret.Push((int)state->GetLayer());
|
|
|
|
|
- }
|
|
|
|
|
- return ret;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
|
|
|
|
|
-{
|
|
|
|
|
- attrBuffer_.Clear();
|
|
|
|
|
- for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
|
|
|
|
|
- attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
|
|
|
|
|
-
|
|
|
|
|
- return attrBuffer_.GetBuffer();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::UpdateBoneBoundingBox()
|
|
|
|
|
-{
|
|
|
|
|
- if (skeleton_.GetNumBones())
|
|
|
|
|
- {
|
|
|
|
|
- // The bone bounding box is in local space, so need the node's inverse transform
|
|
|
|
|
- boneBoundingBox_.Clear();
|
|
|
|
|
- Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
|
|
|
|
|
-
|
|
|
|
|
- const Vector<Bone>& bones = skeleton_.GetBones();
|
|
|
|
|
- for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- Node* boneNode = i->node_;
|
|
|
|
|
- if (!boneNode)
|
|
|
|
|
- continue;
|
|
|
|
|
-
|
|
|
|
|
- // Use hitbox if available. If not, use only half of the sphere radius
|
|
|
|
|
- /// \todo The sphere radius should be multiplied with bone scale
|
|
|
|
|
- if (i->collisionMask_ & BONECOLLISION_BOX)
|
|
|
|
|
- boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
|
|
|
|
|
- else if (i->collisionMask_ & BONECOLLISION_SPHERE)
|
|
|
|
|
- boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- boneBoundingBoxDirty_ = false;
|
|
|
|
|
- worldBoundingBoxDirty_ = true;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::OnNodeSet(Node* node)
|
|
|
|
|
-{
|
|
|
|
|
- Drawable::OnNodeSet(node);
|
|
|
|
|
-
|
|
|
|
|
- if (node)
|
|
|
|
|
- {
|
|
|
|
|
- // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
|
|
|
|
|
- isMaster_ = GetComponent<AnimatedModel>() == this;
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::OnMarkedDirty(Node* node)
|
|
|
|
|
-{
|
|
|
|
|
- Drawable::OnMarkedDirty(node);
|
|
|
|
|
-
|
|
|
|
|
- // If the scene node or any of the bone nodes move, mark skinning dirty
|
|
|
|
|
- if (skeleton_.GetNumBones())
|
|
|
|
|
- {
|
|
|
|
|
- skinningDirty_ = true;
|
|
|
|
|
- // Bone bounding box doesn't need to be marked dirty when only the base scene node moves
|
|
|
|
|
- if (node != node_)
|
|
|
|
|
- boneBoundingBoxDirty_ = true;
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::OnWorldBoundingBoxUpdate()
|
|
|
|
|
-{
|
|
|
|
|
- if (isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- // Note: do not update bone bounding box here, instead do it in either of the threaded updates
|
|
|
|
|
- worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- {
|
|
|
|
|
- // Non-master animated models get the bounding box from the master
|
|
|
|
|
- /// \todo If it's a skinned attachment that does not cover the whole body, it will have unnecessarily large bounds
|
|
|
|
|
- AnimatedModel* master = node_->GetComponent<AnimatedModel>();
|
|
|
|
|
- // Check if we've become the new master model in case the original was deleted
|
|
|
|
|
- if (master == this)
|
|
|
|
|
- isMaster_ = true;
|
|
|
|
|
- if (master)
|
|
|
|
|
- worldBoundingBox_ = master->GetWorldBoundingBox();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::AssignBoneNodes()
|
|
|
|
|
-{
|
|
|
|
|
- assignBonesPending_ = false;
|
|
|
|
|
-
|
|
|
|
|
- if (!node_)
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- // Find the bone nodes from the node hierarchy and add listeners
|
|
|
|
|
- Vector<Bone>& bones = skeleton_.GetModifiableBones();
|
|
|
|
|
- bool boneFound = false;
|
|
|
|
|
- for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- Node* boneNode = node_->GetChild(i->name_, true);
|
|
|
|
|
- if (boneNode)
|
|
|
|
|
- {
|
|
|
|
|
- boneFound = true;
|
|
|
|
|
- boneNode->AddListener(this);
|
|
|
|
|
- }
|
|
|
|
|
- i->node_ = boneNode;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // If no bones found, this may be a prefab where the bone information was left out.
|
|
|
|
|
- // In that case reassign the skeleton now if possible
|
|
|
|
|
- if (!boneFound && model_)
|
|
|
|
|
- SetSkeleton(model_->GetSkeleton(), true);
|
|
|
|
|
-
|
|
|
|
|
- // Re-assign the same start bone to animations to get the proper bone node this time
|
|
|
|
|
- for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- AnimationState* state = *i;
|
|
|
|
|
- state->SetStartBone(state->GetStartBone());
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::FinalizeBoneBoundingBoxes()
|
|
|
|
|
-{
|
|
|
|
|
- Vector<Bone>& bones = skeleton_.GetModifiableBones();
|
|
|
|
|
- PODVector<AnimatedModel*> models;
|
|
|
|
|
- GetComponents<AnimatedModel>(models);
|
|
|
|
|
-
|
|
|
|
|
- if (models.Size() > 1)
|
|
|
|
|
- {
|
|
|
|
|
- // Reset first to the model resource's original bone bounding information if available (should be)
|
|
|
|
|
- if (model_)
|
|
|
|
|
- {
|
|
|
|
|
- const Vector<Bone>& modelBones = model_->GetSkeleton().GetBones();
|
|
|
|
|
- for (unsigned i = 0; i < bones.Size() && i < modelBones.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- bones[i].collisionMask_ = modelBones[i].collisionMask_;
|
|
|
|
|
- bones[i].radius_ = modelBones[i].radius_;
|
|
|
|
|
- bones[i].boundingBox_ = modelBones[i].boundingBox_;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Get matching bones from all non-master models and merge their bone bounding information
|
|
|
|
|
- // to prevent culling errors (master model may not have geometry in all bones, or the bounds are smaller)
|
|
|
|
|
- for (PODVector<AnimatedModel*>::Iterator i = models.Begin(); i != models.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if ((*i) == this)
|
|
|
|
|
- continue;
|
|
|
|
|
-
|
|
|
|
|
- Skeleton& otherSkeleton = (*i)->GetSkeleton();
|
|
|
|
|
- for (Vector<Bone>::Iterator j = bones.Begin(); j != bones.End(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- Bone* otherBone = otherSkeleton.GetBone(j->nameHash_);
|
|
|
|
|
- if (otherBone)
|
|
|
|
|
- {
|
|
|
|
|
- if (otherBone->collisionMask_ & BONECOLLISION_SPHERE)
|
|
|
|
|
- {
|
|
|
|
|
- j->collisionMask_ |= BONECOLLISION_SPHERE;
|
|
|
|
|
- j->radius_ = Max(j->radius_, otherBone->radius_);
|
|
|
|
|
- }
|
|
|
|
|
- if (otherBone->collisionMask_ & BONECOLLISION_BOX)
|
|
|
|
|
- {
|
|
|
|
|
- j->collisionMask_ |= BONECOLLISION_BOX;
|
|
|
|
|
- if (j->boundingBox_.Defined())
|
|
|
|
|
- j->boundingBox_.Merge(otherBone->boundingBox_);
|
|
|
|
|
- else
|
|
|
|
|
- j->boundingBox_.Define(otherBone->boundingBox_);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
|
|
|
|
|
- // to the bounding box and making it artificially large
|
|
|
|
|
- for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
|
|
|
|
|
- i->collisionMask_ &= ~BONECOLLISION_BOX;
|
|
|
|
|
- if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
|
|
|
|
|
- i->collisionMask_ &= ~BONECOLLISION_SPHERE;
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::RemoveRootBone()
|
|
|
|
|
-{
|
|
|
|
|
- Bone* rootBone = skeleton_.GetRootBone();
|
|
|
|
|
- if (rootBone && rootBone->node_)
|
|
|
|
|
- rootBone->node_->Remove();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::MarkAnimationDirty()
|
|
|
|
|
-{
|
|
|
|
|
- if (isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- animationDirty_ = true;
|
|
|
|
|
- MarkForUpdate();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::MarkAnimationOrderDirty()
|
|
|
|
|
-{
|
|
|
|
|
- if (isMaster_)
|
|
|
|
|
- {
|
|
|
|
|
- animationOrderDirty_ = true;
|
|
|
|
|
- MarkForUpdate();
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::MarkMorphsDirty()
|
|
|
|
|
-{
|
|
|
|
|
- morphsDirty_ = true;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::CloneGeometries()
|
|
|
|
|
-{
|
|
|
|
|
- const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
|
|
|
|
|
- HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
|
|
|
|
|
- morphVertexBuffers_.Resize(originalVertexBuffers.Size());
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- VertexBuffer* original = originalVertexBuffers[i];
|
|
|
|
|
- if (model_->GetMorphRangeCount(i))
|
|
|
|
|
- {
|
|
|
|
|
- SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
|
|
|
|
|
- clone->SetShadowed(true);
|
|
|
|
|
- clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
|
|
|
|
|
- void* dest = clone->Lock(0, original->GetVertexCount());
|
|
|
|
|
- if (dest)
|
|
|
|
|
- {
|
|
|
|
|
- CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
|
|
|
|
|
- clone->Unlock();
|
|
|
|
|
- }
|
|
|
|
|
- clonedVertexBuffers[original] = clone;
|
|
|
|
|
- morphVertexBuffers_[i] = clone;
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- morphVertexBuffers_[i].Reset();
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
|
|
|
|
|
- for (unsigned i = 0; i < geometries_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- for (unsigned j = 0; j < geometries_[i].Size(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- SharedPtr<Geometry> original = geometries_[i][j];
|
|
|
|
|
- SharedPtr<Geometry> clone(new Geometry(context_));
|
|
|
|
|
-
|
|
|
|
|
- // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
|
|
|
|
|
- // data comes from the original vertex buffer(s)
|
|
|
|
|
- const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
|
|
|
|
|
- unsigned totalBuf = originalBuffers.Size();
|
|
|
|
|
- for (unsigned k = 0; k < originalBuffers.Size(); ++k)
|
|
|
|
|
- {
|
|
|
|
|
- VertexBuffer* originalBuffer = originalBuffers[k];
|
|
|
|
|
- if (clonedVertexBuffers.Contains(originalBuffer))
|
|
|
|
|
- ++totalBuf;
|
|
|
|
|
- }
|
|
|
|
|
- clone->SetNumVertexBuffers(totalBuf);
|
|
|
|
|
-
|
|
|
|
|
- unsigned l = 0;
|
|
|
|
|
- for (unsigned k = 0; k < originalBuffers.Size(); ++k)
|
|
|
|
|
- {
|
|
|
|
|
- VertexBuffer* originalBuffer = originalBuffers[k];
|
|
|
|
|
-
|
|
|
|
|
- if (clonedVertexBuffers.Contains(originalBuffer))
|
|
|
|
|
- {
|
|
|
|
|
- VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
|
|
|
|
|
- clone->SetVertexBuffer(l++, originalBuffer);
|
|
|
|
|
- // Specify the morph buffer at a greater index to override the model's original positions/normals/tangents
|
|
|
|
|
- clone->SetVertexBuffer(l++, clonedBuffer);
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- clone->SetVertexBuffer(l++, originalBuffer);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- clone->SetIndexBuffer(original->GetIndexBuffer());
|
|
|
|
|
- clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
|
|
|
|
|
- clone->SetLodDistance(original->GetLodDistance());
|
|
|
|
|
-
|
|
|
|
|
- geometries_[i][j] = clone;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Make sure the rendering batches use the new cloned geometries
|
|
|
|
|
- ResetLodLevels();
|
|
|
|
|
- MarkMorphsDirty();
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer,
|
|
|
|
|
- VertexBuffer* srcBuffer)
|
|
|
|
|
-{
|
|
|
|
|
- unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
|
|
|
|
|
- unsigned normalOffset = srcBuffer->GetElementOffset(SEM_NORMAL);
|
|
|
|
|
- unsigned tangentOffset = srcBuffer->GetElementOffset(SEM_TANGENT);
|
|
|
|
|
- unsigned vertexSize = srcBuffer->GetVertexSize();
|
|
|
|
|
- float* dest = (float*)destVertexData;
|
|
|
|
|
- unsigned char* src = (unsigned char*)srcVertexData;
|
|
|
|
|
-
|
|
|
|
|
- while (vertexCount--)
|
|
|
|
|
- {
|
|
|
|
|
- if (mask & MASK_POSITION)
|
|
|
|
|
- {
|
|
|
|
|
- float* posSrc = (float*)src;
|
|
|
|
|
- dest[0] = posSrc[0];
|
|
|
|
|
- dest[1] = posSrc[1];
|
|
|
|
|
- dest[2] = posSrc[2];
|
|
|
|
|
- dest += 3;
|
|
|
|
|
- }
|
|
|
|
|
- if (mask & MASK_NORMAL)
|
|
|
|
|
- {
|
|
|
|
|
- float* normalSrc = (float*)(src + normalOffset);
|
|
|
|
|
- dest[0] = normalSrc[0];
|
|
|
|
|
- dest[1] = normalSrc[1];
|
|
|
|
|
- dest[2] = normalSrc[2];
|
|
|
|
|
- dest += 3;
|
|
|
|
|
- }
|
|
|
|
|
- if (mask & MASK_TANGENT)
|
|
|
|
|
- {
|
|
|
|
|
- float* tangentSrc = (float*)(src + tangentOffset);
|
|
|
|
|
- dest[0] = tangentSrc[0];
|
|
|
|
|
- dest[1] = tangentSrc[1];
|
|
|
|
|
- dest[2] = tangentSrc[2];
|
|
|
|
|
- dest[3] = tangentSrc[3];
|
|
|
|
|
- dest += 4;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- src += vertexSize;
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::SetGeometryBoneMappings()
|
|
|
|
|
-{
|
|
|
|
|
- geometrySkinMatrices_.Clear();
|
|
|
|
|
- geometrySkinMatrixPtrs_.Clear();
|
|
|
|
|
-
|
|
|
|
|
- if (!geometryBoneMappings_.Size())
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- // Check if all mappings are empty, then we do not need to use mapped skinning
|
|
|
|
|
- bool allEmpty = true;
|
|
|
|
|
- for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
|
|
|
|
|
- if (geometryBoneMappings_[i].Size())
|
|
|
|
|
- allEmpty = false;
|
|
|
|
|
-
|
|
|
|
|
- if (allEmpty)
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- // Reserve space for per-geometry skinning matrices
|
|
|
|
|
- geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
|
|
|
|
|
- for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
|
|
|
|
|
- geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
|
|
|
|
|
-
|
|
|
|
|
- // Build original-to-skinindex matrix pointer mapping for fast copying
|
|
|
|
|
- // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
|
|
|
|
|
- geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
|
|
|
|
|
- for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
|
|
|
|
|
- geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
|
|
|
|
|
-{
|
|
|
|
|
- // If using animation LOD, accumulate time and see if it is time to update
|
|
|
|
|
- if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
|
|
|
|
|
- {
|
|
|
|
|
- // Perform the first update always regardless of LOD timer
|
|
|
|
|
- if (animationLodTimer_ >= 0.0f)
|
|
|
|
|
- {
|
|
|
|
|
- animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
|
|
|
|
|
- if (animationLodTimer_ >= animationLodDistance_)
|
|
|
|
|
- animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
|
|
|
|
|
- else
|
|
|
|
|
- return;
|
|
|
|
|
- }
|
|
|
|
|
- else
|
|
|
|
|
- animationLodTimer_ = 0.0f;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // Make sure animations are in ascending priority order
|
|
|
|
|
- if (animationOrderDirty_)
|
|
|
|
|
- {
|
|
|
|
|
- Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
|
|
|
|
|
- animationOrderDirty_ = false;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
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- // Reset skeleton, apply all animations, calculate bones' bounding box. Make sure this is only done for the master model
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- // (first AnimatedModel in a node)
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- if (isMaster_)
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- {
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- skeleton_.ResetSilent();
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- for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
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- (*i)->Apply();
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-
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- // Skeleton reset and animations apply the node transforms "silently" to avoid repeated marking dirty. Mark dirty now
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- node_->MarkDirty();
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-
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- // Calculate new bone bounding box
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- UpdateBoneBoundingBox();
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- }
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-
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- animationDirty_ = false;
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-}
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-
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-void AnimatedModel::UpdateSkinning()
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|
-{
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|
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- // Note: the model's world transform will be baked in the skin matrices
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- const Vector<Bone>& bones = skeleton_.GetBones();
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|
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- // Use model's world transform in case a bone is missing
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- const Matrix3x4& worldTransform = node_->GetWorldTransform();
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|
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-
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- // Skinning with global matrices only
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- if (!geometrySkinMatrices_.Size())
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- {
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- for (unsigned i = 0; i < bones.Size(); ++i)
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- {
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- const Bone& bone = bones[i];
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- if (bone.node_)
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- skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
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- else
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- skinMatrices_[i] = worldTransform;
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- }
|
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|
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- }
|
|
|
|
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- // Skinning with per-geometry matrices
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|
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|
- else
|
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|
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- {
|
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|
|
|
- for (unsigned i = 0; i < bones.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- const Bone& bone = bones[i];
|
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|
|
|
- if (bone.node_)
|
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|
|
|
- skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
|
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|
|
|
- else
|
|
|
|
|
- skinMatrices_[i] = worldTransform;
|
|
|
|
|
-
|
|
|
|
|
- // Copy the skin matrix to per-geometry matrices as needed
|
|
|
|
|
- for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
|
|
|
|
|
- *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- skinningDirty_ = false;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::UpdateMorphs()
|
|
|
|
|
-{
|
|
|
|
|
- Graphics* graphics = GetSubsystem<Graphics>();
|
|
|
|
|
- if (!graphics)
|
|
|
|
|
- return;
|
|
|
|
|
-
|
|
|
|
|
- if (morphs_.Size())
|
|
|
|
|
- {
|
|
|
|
|
- // Reset the morph data range from all morphable vertex buffers, then apply morphs
|
|
|
|
|
- for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
|
|
|
|
|
- {
|
|
|
|
|
- VertexBuffer* buffer = morphVertexBuffers_[i];
|
|
|
|
|
- if (buffer)
|
|
|
|
|
- {
|
|
|
|
|
- VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
|
|
|
|
|
- unsigned morphStart = model_->GetMorphRangeStart(i);
|
|
|
|
|
- unsigned morphCount = model_->GetMorphRangeCount(i);
|
|
|
|
|
-
|
|
|
|
|
- void* dest = buffer->Lock(morphStart, morphCount);
|
|
|
|
|
- if (dest)
|
|
|
|
|
- {
|
|
|
|
|
- // Reset morph range by copying data from the original vertex buffer
|
|
|
|
|
- CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
|
|
|
|
|
- morphCount, buffer, originalBuffer);
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned j = 0; j < morphs_.Size(); ++j)
|
|
|
|
|
- {
|
|
|
|
|
- if (morphs_[j].weight_ > 0.0f)
|
|
|
|
|
- {
|
|
|
|
|
- HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
|
|
|
|
|
- if (k != morphs_[j].buffers_.End())
|
|
|
|
|
- ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- buffer->Unlock();
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- morphsDirty_ = false;
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph,
|
|
|
|
|
- float weight)
|
|
|
|
|
-{
|
|
|
|
|
- unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
|
|
|
|
|
- unsigned vertexCount = morph.vertexCount_;
|
|
|
|
|
- unsigned normalOffset = buffer->GetElementOffset(SEM_NORMAL);
|
|
|
|
|
- unsigned tangentOffset = buffer->GetElementOffset(SEM_TANGENT);
|
|
|
|
|
- unsigned vertexSize = buffer->GetVertexSize();
|
|
|
|
|
-
|
|
|
|
|
- unsigned char* srcData = morph.morphData_;
|
|
|
|
|
- unsigned char* destData = (unsigned char*)destVertexData;
|
|
|
|
|
-
|
|
|
|
|
- while (vertexCount--)
|
|
|
|
|
- {
|
|
|
|
|
- unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
|
|
|
|
|
- srcData += sizeof(unsigned);
|
|
|
|
|
-
|
|
|
|
|
- if (elementMask & MASK_POSITION)
|
|
|
|
|
- {
|
|
|
|
|
- float* dest = (float*)(destData + vertexIndex * vertexSize);
|
|
|
|
|
- float* src = (float*)srcData;
|
|
|
|
|
- dest[0] += src[0] * weight;
|
|
|
|
|
- dest[1] += src[1] * weight;
|
|
|
|
|
- dest[2] += src[2] * weight;
|
|
|
|
|
- srcData += 3 * sizeof(float);
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_NORMAL)
|
|
|
|
|
- {
|
|
|
|
|
- float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
|
|
|
|
|
- float* src = (float*)srcData;
|
|
|
|
|
- dest[0] += src[0] * weight;
|
|
|
|
|
- dest[1] += src[1] * weight;
|
|
|
|
|
- dest[2] += src[2] * weight;
|
|
|
|
|
- srcData += 3 * sizeof(float);
|
|
|
|
|
- }
|
|
|
|
|
- if (elementMask & MASK_TANGENT)
|
|
|
|
|
- {
|
|
|
|
|
- float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
|
|
|
|
|
- float* src = (float*)srcData;
|
|
|
|
|
- dest[0] += src[0] * weight;
|
|
|
|
|
- dest[1] += src[1] * weight;
|
|
|
|
|
- dest[2] += src[2] * weight;
|
|
|
|
|
- srcData += 3 * sizeof(float);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
|
|
|
|
|
-{
|
|
|
|
|
- Model* currentModel = model_;
|
|
|
|
|
- model_.Reset(); // Set null to allow to be re-set
|
|
|
|
|
- SetModel(currentModel);
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-}
|
|
|