AnimatedModel.cpp 52 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Core/Context.h"
  24. #include "../Core/Profiler.h"
  25. #include "../Graphics/AnimatedModel.h"
  26. #include "../Graphics/Animation.h"
  27. #include "../Graphics/AnimationState.h"
  28. #include "../Graphics/Batch.h"
  29. #include "../Graphics/Camera.h"
  30. #include "../Graphics/DebugRenderer.h"
  31. #include "../Graphics/DrawableEvents.h"
  32. #include "../Graphics/Geometry.h"
  33. #include "../Graphics/Graphics.h"
  34. #include "../Graphics/IndexBuffer.h"
  35. #include "../Graphics/Material.h"
  36. #include "../Graphics/Octree.h"
  37. #include "../Graphics/VertexBuffer.h"
  38. #include "../IO/Log.h"
  39. #include "../Resource/ResourceCache.h"
  40. #include "../Resource/ResourceEvents.h"
  41. #include "../Scene/Scene.h"
  42. #include "../DebugNew.h"
  43. namespace Atomic
  44. {
  45. extern const char* GEOMETRY_CATEGORY;
  46. static bool CompareAnimationOrder(const SharedPtr<AnimationState>& lhs, const SharedPtr<AnimationState>& rhs)
  47. {
  48. return lhs->GetLayer() < rhs->GetLayer();
  49. }
  50. static const unsigned MAX_ANIMATION_STATES = 256;
  51. AnimatedModel::AnimatedModel(Context* context) :
  52. StaticModel(context),
  53. animationLodFrameNumber_(0),
  54. morphElementMask_(0),
  55. animationLodBias_(1.0f),
  56. animationLodTimer_(-1.0f),
  57. animationLodDistance_(0.0f),
  58. updateInvisible_(false),
  59. animationDirty_(false),
  60. animationOrderDirty_(false),
  61. morphsDirty_(false),
  62. skinningDirty_(true),
  63. boneBoundingBoxDirty_(true),
  64. isMaster_(true),
  65. loading_(false),
  66. assignBonesPending_(false),
  67. forceAnimationUpdate_(false)
  68. {
  69. }
  70. AnimatedModel::~AnimatedModel()
  71. {
  72. // When being destroyed, remove the bone hierarchy if appropriate (last AnimatedModel in the node)
  73. Bone* rootBone = skeleton_.GetRootBone();
  74. if (rootBone && rootBone->node_)
  75. {
  76. Node* parent = rootBone->node_->GetParent();
  77. if (parent && !parent->GetComponent<AnimatedModel>())
  78. RemoveRootBone();
  79. }
  80. }
  81. void AnimatedModel::RegisterObject(Context* context)
  82. {
  83. context->RegisterFactory<AnimatedModel>(GEOMETRY_CATEGORY);
  84. ATOMIC_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  85. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  86. ATOMIC_ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()),
  87. AM_DEFAULT);
  88. ATOMIC_ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
  89. ATOMIC_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  90. ATOMIC_ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  91. ATOMIC_ACCESSOR_ATTRIBUTE("Update When Invisible", GetUpdateInvisible, SetUpdateInvisible, bool, false, AM_DEFAULT);
  92. ATOMIC_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  93. ATOMIC_ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  94. ATOMIC_ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  95. ATOMIC_ACCESSOR_ATTRIBUTE("Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  96. ATOMIC_COPY_BASE_ATTRIBUTES(Drawable);
  97. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Bone Animation Enabled", GetBonesEnabledAttr, SetBonesEnabledAttr, VariantVector,
  98. Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
  99. ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector,
  100. Variant::emptyVariantVector, AM_FILE);
  101. ATOMIC_ACCESSOR_ATTRIBUTE("Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, Variant::emptyBuffer,
  102. AM_DEFAULT | AM_NOEDIT);
  103. // ATOMIC BEGIN
  104. ATOMIC_ACCESSOR_ATTRIBUTE("Geometry Enabled", GetGeometryEnabledAttr, SetGeometryEnabledAttr, VariantVector,
  105. Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
  106. // ATOMIC END
  107. }
  108. bool AnimatedModel::Load(Deserializer& source, bool setInstanceDefault)
  109. {
  110. loading_ = true;
  111. bool success = Component::Load(source, setInstanceDefault);
  112. loading_ = false;
  113. return success;
  114. }
  115. bool AnimatedModel::LoadXML(const XMLElement& source, bool setInstanceDefault)
  116. {
  117. loading_ = true;
  118. bool success = Component::LoadXML(source, setInstanceDefault);
  119. loading_ = false;
  120. return success;
  121. }
  122. bool AnimatedModel::LoadJSON(const JSONValue& source, bool setInstanceDefault)
  123. {
  124. loading_ = true;
  125. bool success = Component::LoadJSON(source, setInstanceDefault);
  126. loading_ = false;
  127. return success;
  128. }
  129. void AnimatedModel::ApplyAttributes()
  130. {
  131. if (assignBonesPending_)
  132. {
  133. AssignBoneNodes();
  134. // ATOMIC BEGIN
  135. // initialize skinning matrices in batches
  136. for (unsigned i = 0; i < batches_.Size(); ++i)
  137. {
  138. if (skinMatrices_.Size())
  139. {
  140. batches_[i].geometryType_ = GEOM_SKINNED;
  141. // Check if model has per-geometry bone mappings
  142. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  143. {
  144. batches_[i].worldTransform_ = &geometrySkinMatrices_[i][0];
  145. batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
  146. }
  147. // If not, use the global skin matrices
  148. else
  149. {
  150. batches_[i].worldTransform_ = &skinMatrices_[0];
  151. batches_[i].numWorldTransforms_ = skinMatrices_.Size();
  152. }
  153. }
  154. else
  155. {
  156. batches_[i].geometryType_ = GEOM_STATIC;
  157. batches_[i].worldTransform_ = &node_->GetWorldTransform();
  158. batches_[i].numWorldTransforms_ = 1;
  159. }
  160. }
  161. // ATOMIC END
  162. }
  163. }
  164. void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  165. {
  166. // If no bones or no bone-level testing, use the StaticModel test
  167. RayQueryLevel level = query.level_;
  168. // ATOMIC BEGIN
  169. if ((level < RAY_TRIANGLE || !skeleton_.GetNumBones()) || context_->GetEditorContext())
  170. {
  171. StaticModel::ProcessRayQuery(query, results);
  172. return;
  173. }
  174. // ATOMIC END
  175. // Check ray hit distance to AABB before proceeding with bone-level tests
  176. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  177. return;
  178. const Vector<Bone>& bones = skeleton_.GetBones();
  179. Sphere boneSphere;
  180. for (unsigned i = 0; i < bones.Size(); ++i)
  181. {
  182. const Bone& bone = bones[i];
  183. if (!bone.node_)
  184. continue;
  185. float distance;
  186. // Use hitbox if available
  187. if (bone.collisionMask_ & BONECOLLISION_BOX)
  188. {
  189. // Do an initial crude test using the bone's AABB
  190. const BoundingBox& box = bone.boundingBox_;
  191. const Matrix3x4& transform = bone.node_->GetWorldTransform();
  192. distance = query.ray_.HitDistance(box.Transformed(transform));
  193. if (distance >= query.maxDistance_)
  194. continue;
  195. if (level != RAY_AABB)
  196. {
  197. // Follow with an OBB test if required
  198. Matrix3x4 inverse = transform.Inverse();
  199. Ray localRay = query.ray_.Transformed(inverse);
  200. distance = localRay.HitDistance(box);
  201. if (distance >= query.maxDistance_)
  202. continue;
  203. }
  204. }
  205. else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
  206. {
  207. boneSphere.center_ = bone.node_->GetWorldPosition();
  208. boneSphere.radius_ = bone.radius_;
  209. distance = query.ray_.HitDistance(boneSphere);
  210. if (distance >= query.maxDistance_)
  211. continue;
  212. }
  213. else
  214. continue;
  215. // If the code reaches here then we have a hit
  216. RayQueryResult result;
  217. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  218. result.normal_ = -query.ray_.direction_;
  219. result.distance_ = distance;
  220. result.drawable_ = this;
  221. result.node_ = node_;
  222. result.subObject_ = i;
  223. results.Push(result);
  224. }
  225. }
  226. void AnimatedModel::Update(const FrameInfo& frame)
  227. {
  228. // If node was invisible last frame, need to decide animation LOD distance here
  229. // If headless, retain the current animation distance (should be 0)
  230. if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
  231. {
  232. // First check for no update at all when invisible. In that case reset LOD timer to ensure update
  233. // next time the model is in view
  234. if (!updateInvisible_)
  235. {
  236. if (animationDirty_)
  237. {
  238. animationLodTimer_ = -1.0f;
  239. forceAnimationUpdate_ = true;
  240. }
  241. return;
  242. }
  243. float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
  244. // If distance is greater than draw distance, no need to update at all
  245. if (drawDistance_ > 0.0f && distance > drawDistance_)
  246. return;
  247. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  248. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_);
  249. }
  250. if (animationDirty_ || animationOrderDirty_)
  251. UpdateAnimation(frame);
  252. else if (boneBoundingBoxDirty_)
  253. UpdateBoneBoundingBox();
  254. }
  255. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  256. {
  257. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  258. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  259. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  260. // Note: per-geometry distances do not take skinning into account. Especially in case of a ragdoll they may be
  261. // much off base if the node's own transform is not updated
  262. if (batches_.Size() == 1)
  263. batches_[0].distance_ = distance_;
  264. else
  265. {
  266. for (unsigned i = 0; i < batches_.Size(); ++i)
  267. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  268. }
  269. // Use a transformed version of the model's bounding box instead of world bounding box for LOD scale
  270. // determination so that animation does not change the scale
  271. BoundingBox transformedBoundingBox = boundingBox_.Transformed(worldTransform);
  272. float scale = transformedBoundingBox.Size().DotProduct(DOT_SCALE);
  273. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  274. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  275. if (frame.frameNumber_ != animationLodFrameNumber_)
  276. {
  277. animationLodDistance_ = newLodDistance;
  278. animationLodFrameNumber_ = frame.frameNumber_;
  279. }
  280. else
  281. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  282. if (newLodDistance != lodDistance_)
  283. {
  284. lodDistance_ = newLodDistance;
  285. CalculateLodLevels();
  286. }
  287. // ATOMIC BEGIN
  288. // Handle mesh hiding
  289. if (geometryDisabled_)
  290. {
  291. for (unsigned i = 0; i < batches_.Size(); ++i)
  292. {
  293. SourceBatch* batch = &batches_[i];
  294. StaticModelGeometryData* data = &geometryData_[i];
  295. if (batch->geometry_)
  296. data->batchGeometry_ = batch->geometry_;
  297. if (data->enabled_ && !batch->geometry_)
  298. {
  299. batch->geometry_ = data->batchGeometry_;
  300. }
  301. else if (!data->enabled_ && batch->geometry_)
  302. {
  303. data->batchGeometry_ = batch->geometry_;
  304. batch->geometry_ = 0;
  305. }
  306. }
  307. }
  308. // ATOMIC END
  309. }
  310. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  311. {
  312. // Late update in case the model came into view and animation was dirtied in the meanwhile
  313. if (forceAnimationUpdate_)
  314. {
  315. UpdateAnimation(frame);
  316. forceAnimationUpdate_ = false;
  317. }
  318. if (morphsDirty_)
  319. UpdateMorphs();
  320. if (skinningDirty_)
  321. UpdateSkinning();
  322. }
  323. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  324. {
  325. if (morphsDirty_ || forceAnimationUpdate_)
  326. return UPDATE_MAIN_THREAD;
  327. else if (skinningDirty_)
  328. return UPDATE_WORKER_THREAD;
  329. else
  330. return UPDATE_NONE;
  331. }
  332. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  333. {
  334. if (debug && IsEnabledEffective())
  335. {
  336. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  337. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  338. }
  339. }
  340. void AnimatedModel::SetModel(Model* model, bool createBones)
  341. {
  342. if (model == model_)
  343. return;
  344. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  345. if (model_)
  346. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  347. model_ = model;
  348. if (model)
  349. {
  350. SubscribeToEvent(model, E_RELOADFINISHED, ATOMIC_HANDLER(AnimatedModel, HandleModelReloadFinished));
  351. // Copy the subgeometry & LOD level structure
  352. SetNumGeometries(model->GetNumGeometries());
  353. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  354. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  355. for (unsigned i = 0; i < geometries.Size(); ++i)
  356. {
  357. geometries_[i] = geometries[i];
  358. geometryData_[i].center_ = geometryCenters[i];
  359. // ATOMIC BEGIN
  360. geometryData_[i].enabled_ = true;
  361. geometryData_[i].batchGeometry_ = 0;
  362. // ATOMIC END
  363. }
  364. // Copy geometry bone mappings
  365. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  366. geometryBoneMappings_.Clear();
  367. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  368. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  369. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  370. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  371. morphVertexBuffers_.Clear();
  372. morphs_.Clear();
  373. const Vector<ModelMorph>& morphs = model->GetMorphs();
  374. morphs_.Reserve(morphs.Size());
  375. morphElementMask_ = 0;
  376. for (unsigned i = 0; i < morphs.Size(); ++i)
  377. {
  378. ModelMorph newMorph;
  379. newMorph.name_ = morphs[i].name_;
  380. newMorph.nameHash_ = morphs[i].nameHash_;
  381. newMorph.weight_ = 0.0f;
  382. newMorph.buffers_ = morphs[i].buffers_;
  383. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin();
  384. j != morphs[i].buffers_.End(); ++j)
  385. morphElementMask_ |= j->second_.elementMask_;
  386. morphs_.Push(newMorph);
  387. }
  388. // Copy bounding box & skeleton
  389. SetBoundingBox(model->GetBoundingBox());
  390. // Initial bone bounding box is just the one stored in the model
  391. boneBoundingBox_ = boundingBox_;
  392. boneBoundingBoxDirty_ = true;
  393. SetSkeleton(model->GetSkeleton(), createBones);
  394. ResetLodLevels();
  395. // Enable skinning in batches
  396. for (unsigned i = 0; i < batches_.Size(); ++i)
  397. {
  398. if (skinMatrices_.Size())
  399. {
  400. batches_[i].geometryType_ = GEOM_SKINNED;
  401. // Check if model has per-geometry bone mappings
  402. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  403. {
  404. batches_[i].worldTransform_ = &geometrySkinMatrices_[i][0];
  405. batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
  406. }
  407. // If not, use the global skin matrices
  408. else
  409. {
  410. batches_[i].worldTransform_ = &skinMatrices_[0];
  411. batches_[i].numWorldTransforms_ = skinMatrices_.Size();
  412. }
  413. }
  414. else
  415. {
  416. batches_[i].geometryType_ = GEOM_STATIC;
  417. batches_[i].worldTransform_ = &node_->GetWorldTransform();
  418. batches_[i].numWorldTransforms_ = 1;
  419. }
  420. }
  421. }
  422. else
  423. {
  424. RemoveRootBone(); // Remove existing root bone if any
  425. SetNumGeometries(0);
  426. geometryBoneMappings_.Clear();
  427. morphVertexBuffers_.Clear();
  428. morphs_.Clear();
  429. morphElementMask_ = 0;
  430. SetBoundingBox(BoundingBox());
  431. SetSkeleton(Skeleton(), false);
  432. }
  433. MarkNetworkUpdate();
  434. }
  435. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  436. {
  437. if (!isMaster_)
  438. {
  439. ATOMIC_LOGERROR("Can not add animation state to non-master model");
  440. return 0;
  441. }
  442. if (!animation || !skeleton_.GetNumBones())
  443. return 0;
  444. // Check for not adding twice
  445. AnimationState* existing = GetAnimationState(animation);
  446. if (existing)
  447. return existing;
  448. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  449. animationStates_.Push(newState);
  450. MarkAnimationOrderDirty();
  451. return newState;
  452. }
  453. void AnimatedModel::RemoveAnimationState(Animation* animation)
  454. {
  455. if (animation)
  456. RemoveAnimationState(animation->GetNameHash());
  457. else
  458. {
  459. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  460. {
  461. AnimationState* state = *i;
  462. if (!state->GetAnimation())
  463. {
  464. animationStates_.Erase(i);
  465. MarkAnimationDirty();
  466. return;
  467. }
  468. }
  469. }
  470. }
  471. void AnimatedModel::RemoveAnimationState(const String& animationName)
  472. {
  473. RemoveAnimationState(StringHash(animationName));
  474. }
  475. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  476. {
  477. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  478. {
  479. AnimationState* state = *i;
  480. Animation* animation = state->GetAnimation();
  481. if (animation)
  482. {
  483. // Check both the animation and the resource name
  484. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  485. {
  486. animationStates_.Erase(i);
  487. MarkAnimationDirty();
  488. return;
  489. }
  490. }
  491. }
  492. }
  493. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  494. {
  495. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  496. {
  497. if (*i == state)
  498. {
  499. animationStates_.Erase(i);
  500. MarkAnimationDirty();
  501. return;
  502. }
  503. }
  504. }
  505. void AnimatedModel::RemoveAnimationState(unsigned index)
  506. {
  507. if (index < animationStates_.Size())
  508. {
  509. animationStates_.Erase(index);
  510. MarkAnimationDirty();
  511. }
  512. }
  513. void AnimatedModel::RemoveAllAnimationStates()
  514. {
  515. if (animationStates_.Size())
  516. {
  517. animationStates_.Clear();
  518. MarkAnimationDirty();
  519. }
  520. }
  521. void AnimatedModel::SetAnimationLodBias(float bias)
  522. {
  523. animationLodBias_ = Max(bias, 0.0f);
  524. MarkNetworkUpdate();
  525. }
  526. void AnimatedModel::SetUpdateInvisible(bool enable)
  527. {
  528. updateInvisible_ = enable;
  529. MarkNetworkUpdate();
  530. }
  531. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  532. {
  533. if (index >= morphs_.Size())
  534. return;
  535. // If morph vertex buffers have not been created yet, create now
  536. if (weight > 0.0f && morphVertexBuffers_.Empty())
  537. CloneGeometries();
  538. weight = Clamp(weight, 0.0f, 1.0f);
  539. if (weight != morphs_[index].weight_)
  540. {
  541. morphs_[index].weight_ = weight;
  542. // For a master model, set the same morph weight on non-master models
  543. if (isMaster_)
  544. {
  545. PODVector<AnimatedModel*> models;
  546. GetComponents<AnimatedModel>(models);
  547. // Indexing might not be the same, so use the name hash instead
  548. for (unsigned i = 1; i < models.Size(); ++i)
  549. {
  550. if (!models[i]->isMaster_)
  551. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  552. }
  553. }
  554. MarkMorphsDirty();
  555. MarkNetworkUpdate();
  556. }
  557. }
  558. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  559. {
  560. for (unsigned i = 0; i < morphs_.Size(); ++i)
  561. {
  562. if (morphs_[i].name_ == name)
  563. {
  564. SetMorphWeight(i, weight);
  565. return;
  566. }
  567. }
  568. }
  569. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  570. {
  571. for (unsigned i = 0; i < morphs_.Size(); ++i)
  572. {
  573. if (morphs_[i].nameHash_ == nameHash)
  574. {
  575. SetMorphWeight(i, weight);
  576. return;
  577. }
  578. }
  579. }
  580. void AnimatedModel::ResetMorphWeights()
  581. {
  582. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  583. i->weight_ = 0.0f;
  584. // For a master model, reset weights on non-master models
  585. if (isMaster_)
  586. {
  587. PODVector<AnimatedModel*> models;
  588. GetComponents<AnimatedModel>(models);
  589. for (unsigned i = 1; i < models.Size(); ++i)
  590. {
  591. if (!models[i]->isMaster_)
  592. models[i]->ResetMorphWeights();
  593. }
  594. }
  595. MarkMorphsDirty();
  596. MarkNetworkUpdate();
  597. }
  598. float AnimatedModel::GetMorphWeight(unsigned index) const
  599. {
  600. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  601. }
  602. float AnimatedModel::GetMorphWeight(const String& name) const
  603. {
  604. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  605. {
  606. if (i->name_ == name)
  607. return i->weight_;
  608. }
  609. return 0.0f;
  610. }
  611. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  612. {
  613. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  614. {
  615. if (i->nameHash_ == nameHash)
  616. return i->weight_;
  617. }
  618. return 0.0f;
  619. }
  620. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  621. {
  622. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  623. {
  624. if ((*i)->GetAnimation() == animation)
  625. return *i;
  626. }
  627. return 0;
  628. }
  629. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  630. {
  631. return GetAnimationState(StringHash(animationName));
  632. }
  633. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  634. {
  635. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  636. {
  637. Animation* animation = (*i)->GetAnimation();
  638. if (animation)
  639. {
  640. // Check both the animation and the resource name
  641. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  642. return *i;
  643. }
  644. }
  645. return 0;
  646. }
  647. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  648. {
  649. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  650. }
  651. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  652. {
  653. if (!node_ && createBones)
  654. {
  655. ATOMIC_LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  656. return;
  657. }
  658. // ATOMIC BEGIN
  659. // We don't create bones in editor for now until can address prefabs using temporary flag
  660. // ie. prefab and bone nodes should use tags
  661. bool dontCreateBonesHack = context_->GetEditorContext();
  662. // ATOMIC END
  663. if (isMaster_)
  664. {
  665. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  666. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  667. {
  668. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  669. const Vector<Bone>& srcBones = skeleton.GetBones();
  670. bool compatible = true;
  671. for (unsigned i = 0; i < destBones.Size(); ++i)
  672. {
  673. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  674. srcBones[i].parentIndex_)
  675. {
  676. // If compatible, just copy the values and retain the old node and animated status
  677. Node* boneNode = destBones[i].node_;
  678. bool animated = destBones[i].animated_;
  679. destBones[i] = srcBones[i];
  680. destBones[i].node_ = boneNode;
  681. destBones[i].animated_ = animated;
  682. }
  683. else
  684. {
  685. compatible = false;
  686. break;
  687. }
  688. }
  689. if (compatible)
  690. return;
  691. }
  692. RemoveAllAnimationStates();
  693. // Detach the rootbone of the previous model if any
  694. if (createBones)
  695. RemoveRootBone();
  696. skeleton_.Define(skeleton);
  697. // Merge bounding boxes from non-master models
  698. FinalizeBoneBoundingBoxes();
  699. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  700. // ATOMIC BEGIN
  701. // Create scene nodes for the bones
  702. if (createBones && !dontCreateBonesHack)
  703. {
  704. // ATOMIC END
  705. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  706. {
  707. // Create bones as local, as they are never to be directly synchronized over the network
  708. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  709. boneNode->AddListener(this);
  710. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  711. // Copy the model component's temporary status
  712. boneNode->SetTemporary(IsTemporary());
  713. i->node_ = boneNode;
  714. }
  715. for (unsigned i = 0; i < bones.Size(); ++i)
  716. {
  717. unsigned parentIndex = bones[i].parentIndex_;
  718. if (parentIndex != i && parentIndex < bones.Size())
  719. bones[parentIndex].node_->AddChild(bones[i].node_);
  720. }
  721. }
  722. using namespace BoneHierarchyCreated;
  723. VariantMap& eventData = GetEventDataMap();
  724. eventData[P_NODE] = node_;
  725. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  726. }
  727. else
  728. {
  729. // For non-master models: use the bone nodes of the master model
  730. skeleton_.Define(skeleton);
  731. // Instruct the master model to refresh (merge) its bone bounding boxes
  732. AnimatedModel* master = node_->GetComponent<AnimatedModel>();
  733. if (master && master != this)
  734. master->FinalizeBoneBoundingBoxes();
  735. // ATOMIC BEGIN
  736. if (createBones && !dontCreateBonesHack)
  737. {
  738. // ATOMIC END
  739. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  740. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  741. {
  742. Node* boneNode = node_->GetChild(i->name_, true);
  743. if (boneNode)
  744. boneNode->AddListener(this);
  745. i->node_ = boneNode;
  746. }
  747. }
  748. }
  749. // Reserve space for skinning matrices
  750. skinMatrices_.Resize(skeleton_.GetNumBones());
  751. SetGeometryBoneMappings();
  752. assignBonesPending_ = !createBones;
  753. }
  754. void AnimatedModel::SetModelAttr(const ResourceRef& value)
  755. {
  756. ResourceCache* cache = GetSubsystem<ResourceCache>();
  757. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  758. SetModel(cache->GetResource<Model>(value.name_), !loading_);
  759. }
  760. void AnimatedModel::SetBonesEnabledAttr(const VariantVector& value)
  761. {
  762. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  763. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  764. bones[i].animated_ = value[i].GetBool();
  765. }
  766. void AnimatedModel::SetAnimationStatesAttr(const VariantVector& value)
  767. {
  768. ResourceCache* cache = GetSubsystem<ResourceCache>();
  769. RemoveAllAnimationStates();
  770. unsigned index = 0;
  771. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  772. // Prevent negative or overly large value being assigned from the editor
  773. if (numStates > M_MAX_INT)
  774. numStates = 0;
  775. if (numStates > MAX_ANIMATION_STATES)
  776. numStates = MAX_ANIMATION_STATES;
  777. animationStates_.Reserve(numStates);
  778. while (numStates--)
  779. {
  780. if (index + 5 < value.Size())
  781. {
  782. // Note: null animation is allowed here for editing
  783. const ResourceRef& animRef = value[index++].GetResourceRef();
  784. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.name_)));
  785. animationStates_.Push(newState);
  786. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  787. newState->SetLooped(value[index++].GetBool());
  788. newState->SetWeight(value[index++].GetFloat());
  789. newState->SetTime(value[index++].GetFloat());
  790. newState->SetLayer((unsigned char)value[index++].GetInt());
  791. }
  792. else
  793. {
  794. // If not enough data, just add an empty animation state
  795. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  796. animationStates_.Push(newState);
  797. }
  798. }
  799. if (animationStates_.Size())
  800. {
  801. MarkAnimationDirty();
  802. MarkAnimationOrderDirty();
  803. }
  804. }
  805. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  806. {
  807. for (unsigned index = 0; index < value.Size(); ++index)
  808. SetMorphWeight(index, (float)value[index] / 255.0f);
  809. }
  810. ResourceRef AnimatedModel::GetModelAttr() const
  811. {
  812. return GetResourceRef(model_, Model::GetTypeStatic());
  813. }
  814. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  815. {
  816. VariantVector ret;
  817. const Vector<Bone>& bones = skeleton_.GetBones();
  818. ret.Reserve(bones.Size());
  819. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  820. ret.Push(i->animated_);
  821. return ret;
  822. }
  823. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  824. {
  825. VariantVector ret;
  826. ret.Reserve(animationStates_.Size() * 6 + 1);
  827. ret.Push(animationStates_.Size());
  828. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  829. {
  830. AnimationState* state = *i;
  831. Animation* animation = state->GetAnimation();
  832. Bone* startBone = state->GetStartBone();
  833. ret.Push(GetResourceRef(animation, Animation::GetTypeStatic()));
  834. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  835. ret.Push(state->IsLooped());
  836. ret.Push(state->GetWeight());
  837. ret.Push(state->GetTime());
  838. ret.Push((int)state->GetLayer());
  839. }
  840. return ret;
  841. }
  842. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  843. {
  844. attrBuffer_.Clear();
  845. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  846. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  847. return attrBuffer_.GetBuffer();
  848. }
  849. void AnimatedModel::UpdateBoneBoundingBox()
  850. {
  851. if (skeleton_.GetNumBones())
  852. {
  853. // The bone bounding box is in local space, so need the node's inverse transform
  854. boneBoundingBox_.Clear();
  855. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  856. const Vector<Bone>& bones = skeleton_.GetBones();
  857. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  858. {
  859. Node* boneNode = i->node_;
  860. if (!boneNode)
  861. continue;
  862. // Use hitbox if available. If not, use only half of the sphere radius
  863. /// \todo The sphere radius should be multiplied with bone scale
  864. if (i->collisionMask_ & BONECOLLISION_BOX)
  865. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  866. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  867. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  868. }
  869. }
  870. boneBoundingBoxDirty_ = false;
  871. worldBoundingBoxDirty_ = true;
  872. }
  873. void AnimatedModel::OnNodeSet(Node* node)
  874. {
  875. Drawable::OnNodeSet(node);
  876. if (node)
  877. {
  878. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  879. isMaster_ = GetComponent<AnimatedModel>() == this;
  880. }
  881. }
  882. void AnimatedModel::OnMarkedDirty(Node* node)
  883. {
  884. Drawable::OnMarkedDirty(node);
  885. // If the scene node or any of the bone nodes move, mark skinning dirty
  886. if (skeleton_.GetNumBones())
  887. {
  888. skinningDirty_ = true;
  889. // Bone bounding box doesn't need to be marked dirty when only the base scene node moves
  890. if (node != node_)
  891. boneBoundingBoxDirty_ = true;
  892. }
  893. }
  894. void AnimatedModel::OnWorldBoundingBoxUpdate()
  895. {
  896. if (isMaster_)
  897. {
  898. // Note: do not update bone bounding box here, instead do it in either of the threaded updates
  899. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  900. }
  901. else
  902. {
  903. // Non-master animated models get the bounding box from the master
  904. /// \todo If it's a skinned attachment that does not cover the whole body, it will have unnecessarily large bounds
  905. AnimatedModel* master = node_->GetComponent<AnimatedModel>();
  906. // Check if we've become the new master model in case the original was deleted
  907. if (master == this)
  908. isMaster_ = true;
  909. if (master)
  910. worldBoundingBox_ = master->GetWorldBoundingBox();
  911. }
  912. }
  913. void AnimatedModel::AssignBoneNodes()
  914. {
  915. assignBonesPending_ = false;
  916. if (!node_)
  917. return;
  918. // Find the bone nodes from the node hierarchy and add listeners
  919. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  920. bool boneFound = false;
  921. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  922. {
  923. Node* boneNode = node_->GetChild(i->name_, true);
  924. if (boneNode)
  925. {
  926. boneFound = true;
  927. boneNode->AddListener(this);
  928. }
  929. i->node_ = boneNode;
  930. }
  931. // If no bones found, this may be a prefab where the bone information was left out.
  932. // In that case reassign the skeleton now if possible
  933. if (!boneFound && model_)
  934. SetSkeleton(model_->GetSkeleton(), true);
  935. // Re-assign the same start bone to animations to get the proper bone node this time
  936. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  937. {
  938. AnimationState* state = *i;
  939. state->SetStartBone(state->GetStartBone());
  940. }
  941. }
  942. void AnimatedModel::FinalizeBoneBoundingBoxes()
  943. {
  944. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  945. PODVector<AnimatedModel*> models;
  946. GetComponents<AnimatedModel>(models);
  947. if (models.Size() > 1)
  948. {
  949. // Reset first to the model resource's original bone bounding information if available (should be)
  950. if (model_)
  951. {
  952. const Vector<Bone>& modelBones = model_->GetSkeleton().GetBones();
  953. for (unsigned i = 0; i < bones.Size() && i < modelBones.Size(); ++i)
  954. {
  955. bones[i].collisionMask_ = modelBones[i].collisionMask_;
  956. bones[i].radius_ = modelBones[i].radius_;
  957. bones[i].boundingBox_ = modelBones[i].boundingBox_;
  958. }
  959. }
  960. // Get matching bones from all non-master models and merge their bone bounding information
  961. // to prevent culling errors (master model may not have geometry in all bones, or the bounds are smaller)
  962. for (PODVector<AnimatedModel*>::Iterator i = models.Begin(); i != models.End(); ++i)
  963. {
  964. if ((*i) == this)
  965. continue;
  966. Skeleton& otherSkeleton = (*i)->GetSkeleton();
  967. for (Vector<Bone>::Iterator j = bones.Begin(); j != bones.End(); ++j)
  968. {
  969. Bone* otherBone = otherSkeleton.GetBone(j->nameHash_);
  970. if (otherBone)
  971. {
  972. if (otherBone->collisionMask_ & BONECOLLISION_SPHERE)
  973. {
  974. j->collisionMask_ |= BONECOLLISION_SPHERE;
  975. j->radius_ = Max(j->radius_, otherBone->radius_);
  976. }
  977. if (otherBone->collisionMask_ & BONECOLLISION_BOX)
  978. {
  979. j->collisionMask_ |= BONECOLLISION_BOX;
  980. if (j->boundingBox_.Defined())
  981. j->boundingBox_.Merge(otherBone->boundingBox_);
  982. else
  983. j->boundingBox_.Define(otherBone->boundingBox_);
  984. }
  985. }
  986. }
  987. }
  988. }
  989. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  990. // to the bounding box and making it artificially large
  991. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  992. {
  993. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  994. i->collisionMask_ &= ~BONECOLLISION_BOX;
  995. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  996. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  997. }
  998. }
  999. void AnimatedModel::RemoveRootBone()
  1000. {
  1001. Bone* rootBone = skeleton_.GetRootBone();
  1002. if (rootBone && rootBone->node_)
  1003. rootBone->node_->Remove();
  1004. }
  1005. void AnimatedModel::MarkAnimationDirty()
  1006. {
  1007. if (isMaster_)
  1008. {
  1009. animationDirty_ = true;
  1010. MarkForUpdate();
  1011. }
  1012. }
  1013. void AnimatedModel::MarkAnimationOrderDirty()
  1014. {
  1015. if (isMaster_)
  1016. {
  1017. animationOrderDirty_ = true;
  1018. MarkForUpdate();
  1019. }
  1020. }
  1021. void AnimatedModel::MarkMorphsDirty()
  1022. {
  1023. morphsDirty_ = true;
  1024. }
  1025. void AnimatedModel::CloneGeometries()
  1026. {
  1027. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  1028. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  1029. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  1030. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  1031. {
  1032. VertexBuffer* original = originalVertexBuffers[i];
  1033. if (model_->GetMorphRangeCount(i))
  1034. {
  1035. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  1036. clone->SetShadowed(true);
  1037. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  1038. void* dest = clone->Lock(0, original->GetVertexCount());
  1039. if (dest)
  1040. {
  1041. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  1042. clone->Unlock();
  1043. }
  1044. clonedVertexBuffers[original] = clone;
  1045. morphVertexBuffers_[i] = clone;
  1046. }
  1047. else
  1048. morphVertexBuffers_[i].Reset();
  1049. }
  1050. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  1051. for (unsigned i = 0; i < geometries_.Size(); ++i)
  1052. {
  1053. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  1054. {
  1055. SharedPtr<Geometry> original = geometries_[i][j];
  1056. SharedPtr<Geometry> clone(new Geometry(context_));
  1057. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  1058. // data comes from the original vertex buffer(s)
  1059. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  1060. unsigned totalBuf = originalBuffers.Size();
  1061. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  1062. {
  1063. VertexBuffer* originalBuffer = originalBuffers[k];
  1064. if (clonedVertexBuffers.Contains(originalBuffer))
  1065. ++totalBuf;
  1066. }
  1067. clone->SetNumVertexBuffers(totalBuf);
  1068. unsigned l = 0;
  1069. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  1070. {
  1071. VertexBuffer* originalBuffer = originalBuffers[k];
  1072. if (clonedVertexBuffers.Contains(originalBuffer))
  1073. {
  1074. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  1075. clone->SetVertexBuffer(l++, originalBuffer);
  1076. // Specify the morph buffer at a greater index to override the model's original positions/normals/tangents
  1077. clone->SetVertexBuffer(l++, clonedBuffer);
  1078. }
  1079. else
  1080. clone->SetVertexBuffer(l++, originalBuffer);
  1081. }
  1082. clone->SetIndexBuffer(original->GetIndexBuffer());
  1083. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  1084. clone->SetLodDistance(original->GetLodDistance());
  1085. geometries_[i][j] = clone;
  1086. }
  1087. }
  1088. // Make sure the rendering batches use the new cloned geometries
  1089. ResetLodLevels();
  1090. MarkMorphsDirty();
  1091. }
  1092. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer,
  1093. VertexBuffer* srcBuffer)
  1094. {
  1095. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  1096. unsigned normalOffset = srcBuffer->GetElementOffset(SEM_NORMAL);
  1097. unsigned tangentOffset = srcBuffer->GetElementOffset(SEM_TANGENT);
  1098. unsigned vertexSize = srcBuffer->GetVertexSize();
  1099. float* dest = (float*)destVertexData;
  1100. unsigned char* src = (unsigned char*)srcVertexData;
  1101. while (vertexCount--)
  1102. {
  1103. if (mask & MASK_POSITION)
  1104. {
  1105. float* posSrc = (float*)src;
  1106. dest[0] = posSrc[0];
  1107. dest[1] = posSrc[1];
  1108. dest[2] = posSrc[2];
  1109. dest += 3;
  1110. }
  1111. if (mask & MASK_NORMAL)
  1112. {
  1113. float* normalSrc = (float*)(src + normalOffset);
  1114. dest[0] = normalSrc[0];
  1115. dest[1] = normalSrc[1];
  1116. dest[2] = normalSrc[2];
  1117. dest += 3;
  1118. }
  1119. if (mask & MASK_TANGENT)
  1120. {
  1121. float* tangentSrc = (float*)(src + tangentOffset);
  1122. dest[0] = tangentSrc[0];
  1123. dest[1] = tangentSrc[1];
  1124. dest[2] = tangentSrc[2];
  1125. dest[3] = tangentSrc[3];
  1126. dest += 4;
  1127. }
  1128. src += vertexSize;
  1129. }
  1130. }
  1131. void AnimatedModel::SetGeometryBoneMappings()
  1132. {
  1133. geometrySkinMatrices_.Clear();
  1134. geometrySkinMatrixPtrs_.Clear();
  1135. if (!geometryBoneMappings_.Size())
  1136. return;
  1137. // Check if all mappings are empty, then we do not need to use mapped skinning
  1138. bool allEmpty = true;
  1139. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  1140. if (geometryBoneMappings_[i].Size())
  1141. allEmpty = false;
  1142. if (allEmpty)
  1143. return;
  1144. // Reserve space for per-geometry skinning matrices
  1145. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  1146. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  1147. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  1148. // Build original-to-skinindex matrix pointer mapping for fast copying
  1149. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  1150. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  1151. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  1152. {
  1153. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  1154. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  1155. }
  1156. }
  1157. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  1158. {
  1159. // If using animation LOD, accumulate time and see if it is time to update
  1160. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  1161. {
  1162. // Perform the first update always regardless of LOD timer
  1163. if (animationLodTimer_ >= 0.0f)
  1164. {
  1165. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  1166. if (animationLodTimer_ >= animationLodDistance_)
  1167. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  1168. else
  1169. return;
  1170. }
  1171. else
  1172. animationLodTimer_ = 0.0f;
  1173. }
  1174. // Make sure animations are in ascending priority order
  1175. if (animationOrderDirty_)
  1176. {
  1177. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  1178. animationOrderDirty_ = false;
  1179. }
  1180. // Reset skeleton, apply all animations, calculate bones' bounding box. Make sure this is only done for the master model
  1181. // (first AnimatedModel in a node)
  1182. if (isMaster_)
  1183. {
  1184. skeleton_.ResetSilent();
  1185. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  1186. (*i)->Apply();
  1187. // Skeleton reset and animations apply the node transforms "silently" to avoid repeated marking dirty. Mark dirty now
  1188. node_->MarkDirty();
  1189. // Calculate new bone bounding box
  1190. UpdateBoneBoundingBox();
  1191. }
  1192. animationDirty_ = false;
  1193. }
  1194. void AnimatedModel::UpdateSkinning()
  1195. {
  1196. // Note: the model's world transform will be baked in the skin matrices
  1197. const Vector<Bone>& bones = skeleton_.GetBones();
  1198. // Use model's world transform in case a bone is missing
  1199. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1200. // Skinning with global matrices only
  1201. if (!geometrySkinMatrices_.Size())
  1202. {
  1203. for (unsigned i = 0; i < bones.Size(); ++i)
  1204. {
  1205. const Bone& bone = bones[i];
  1206. if (bone.node_)
  1207. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1208. else
  1209. skinMatrices_[i] = worldTransform;
  1210. }
  1211. }
  1212. // Skinning with per-geometry matrices
  1213. else
  1214. {
  1215. for (unsigned i = 0; i < bones.Size(); ++i)
  1216. {
  1217. const Bone& bone = bones[i];
  1218. if (bone.node_)
  1219. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1220. else
  1221. skinMatrices_[i] = worldTransform;
  1222. // Copy the skin matrix to per-geometry matrices as needed
  1223. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1224. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1225. }
  1226. }
  1227. skinningDirty_ = false;
  1228. }
  1229. void AnimatedModel::UpdateMorphs()
  1230. {
  1231. Graphics* graphics = GetSubsystem<Graphics>();
  1232. if (!graphics)
  1233. return;
  1234. if (morphs_.Size())
  1235. {
  1236. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1237. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1238. {
  1239. VertexBuffer* buffer = morphVertexBuffers_[i];
  1240. if (buffer)
  1241. {
  1242. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1243. unsigned morphStart = model_->GetMorphRangeStart(i);
  1244. unsigned morphCount = model_->GetMorphRangeCount(i);
  1245. void* dest = buffer->Lock(morphStart, morphCount);
  1246. if (dest)
  1247. {
  1248. // Reset morph range by copying data from the original vertex buffer
  1249. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1250. morphCount, buffer, originalBuffer);
  1251. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1252. {
  1253. if (morphs_[j].weight_ > 0.0f)
  1254. {
  1255. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1256. if (k != morphs_[j].buffers_.End())
  1257. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1258. }
  1259. }
  1260. buffer->Unlock();
  1261. }
  1262. }
  1263. }
  1264. }
  1265. morphsDirty_ = false;
  1266. }
  1267. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph,
  1268. float weight)
  1269. {
  1270. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1271. unsigned vertexCount = morph.vertexCount_;
  1272. unsigned normalOffset = buffer->GetElementOffset(SEM_NORMAL);
  1273. unsigned tangentOffset = buffer->GetElementOffset(SEM_TANGENT);
  1274. unsigned vertexSize = buffer->GetVertexSize();
  1275. unsigned char* srcData = morph.morphData_;
  1276. unsigned char* destData = (unsigned char*)destVertexData;
  1277. while (vertexCount--)
  1278. {
  1279. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1280. srcData += sizeof(unsigned);
  1281. if (elementMask & MASK_POSITION)
  1282. {
  1283. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1284. float* src = (float*)srcData;
  1285. dest[0] += src[0] * weight;
  1286. dest[1] += src[1] * weight;
  1287. dest[2] += src[2] * weight;
  1288. srcData += 3 * sizeof(float);
  1289. }
  1290. if (elementMask & MASK_NORMAL)
  1291. {
  1292. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1293. float* src = (float*)srcData;
  1294. dest[0] += src[0] * weight;
  1295. dest[1] += src[1] * weight;
  1296. dest[2] += src[2] * weight;
  1297. srcData += 3 * sizeof(float);
  1298. }
  1299. if (elementMask & MASK_TANGENT)
  1300. {
  1301. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1302. float* src = (float*)srcData;
  1303. dest[0] += src[0] * weight;
  1304. dest[1] += src[1] * weight;
  1305. dest[2] += src[2] * weight;
  1306. srcData += 3 * sizeof(float);
  1307. }
  1308. }
  1309. }
  1310. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1311. {
  1312. Model* currentModel = model_;
  1313. model_.Reset(); // Set null to allow to be re-set
  1314. SetModel(currentModel);
  1315. }
  1316. }