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