StaticModelGroup.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2017 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 "../Graphics/Batch.h"
  25. #include "../Graphics/Camera.h"
  26. #include "../Graphics/Geometry.h"
  27. #include "../Graphics/Material.h"
  28. #include "../Graphics/OcclusionBuffer.h"
  29. #include "../Graphics/OctreeQuery.h"
  30. #include "../Graphics/StaticModelGroup.h"
  31. #include "../Graphics/VertexBuffer.h"
  32. #include "../Scene/Scene.h"
  33. #include "../DebugNew.h"
  34. namespace Atomic
  35. {
  36. extern const char* GEOMETRY_CATEGORY;
  37. const char* instanceNodesStructureElementNames[] =
  38. {
  39. "Instance Count",
  40. " NodeID",
  41. 0
  42. };
  43. StaticModelGroup::StaticModelGroup(Context* context) :
  44. StaticModel(context),
  45. nodesDirty_(false),
  46. nodeIDsDirty_(false)
  47. {
  48. // Initialize the default node IDs attribute
  49. UpdateNodeIDs();
  50. }
  51. StaticModelGroup::~StaticModelGroup()
  52. {
  53. }
  54. void StaticModelGroup::RegisterObject(Context* context)
  55. {
  56. context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);
  57. ATOMIC_COPY_BASE_ATTRIBUTES(StaticModel);
  58. ATOMIC_ACCESSOR_VARIANT_VECTOR_STRUCTURE_ATTRIBUTE("Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr,
  59. VariantVector, Variant::emptyVariantVector, instanceNodesStructureElementNames,
  60. AM_DEFAULT | AM_NODEIDVECTOR);
  61. }
  62. void StaticModelGroup::ApplyAttributes()
  63. {
  64. if (!nodesDirty_)
  65. return;
  66. // Remove all old instance nodes before searching for new
  67. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  68. {
  69. Node* node = instanceNodes_[i];
  70. if (node)
  71. node->RemoveListener(this);
  72. }
  73. instanceNodes_.Clear();
  74. Scene* scene = GetScene();
  75. if (scene)
  76. {
  77. // The first index stores the number of IDs redundantly. This is for editing
  78. for (unsigned i = 1; i < nodeIDsAttr_.Size(); ++i)
  79. {
  80. Node* node = scene->GetNode(nodeIDsAttr_[i].GetUInt());
  81. if (node)
  82. {
  83. WeakPtr<Node> instanceWeak(node);
  84. node->AddListener(this);
  85. instanceNodes_.Push(instanceWeak);
  86. }
  87. }
  88. }
  89. worldTransforms_.Resize(instanceNodes_.Size());
  90. numWorldTransforms_ = 0; // Correct amount will be found during world bounding box update
  91. nodesDirty_ = false;
  92. OnMarkedDirty(GetNode());
  93. }
  94. void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  95. {
  96. // If no bones or no bone-level testing, use the Drawable test
  97. RayQueryLevel level = query.level_;
  98. if (level < RAY_AABB)
  99. {
  100. Drawable::ProcessRayQuery(query, results);
  101. return;
  102. }
  103. // Check ray hit distance to AABB before proceeding with more accurate tests
  104. // GetWorldBoundingBox() updates the world transforms
  105. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  106. return;
  107. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  108. {
  109. // Initial test using AABB
  110. float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
  111. Vector3 normal = -query.ray_.direction_;
  112. // Then proceed to OBB and triangle-level tests if necessary
  113. if (level >= RAY_OBB && distance < query.maxDistance_)
  114. {
  115. Matrix3x4 inverse = worldTransforms_[i].Inverse();
  116. Ray localRay = query.ray_.Transformed(inverse);
  117. distance = localRay.HitDistance(boundingBox_);
  118. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  119. {
  120. distance = M_INFINITY;
  121. for (unsigned j = 0; j < batches_.Size(); ++j)
  122. {
  123. Geometry* geometry = batches_[j].geometry_;
  124. if (geometry)
  125. {
  126. Vector3 geometryNormal;
  127. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  128. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  129. {
  130. distance = geometryDistance;
  131. normal = (worldTransforms_[i] * Vector4(geometryNormal, 0.0f)).Normalized();
  132. }
  133. }
  134. }
  135. }
  136. }
  137. if (distance < query.maxDistance_)
  138. {
  139. RayQueryResult result;
  140. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  141. result.normal_ = normal;
  142. result.distance_ = distance;
  143. result.drawable_ = this;
  144. result.node_ = node_;
  145. result.subObject_ = i;
  146. results.Push(result);
  147. }
  148. }
  149. }
  150. void StaticModelGroup::UpdateBatches(const FrameInfo& frame)
  151. {
  152. // Getting the world bounding box ensures the transforms are updated
  153. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  154. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  155. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  156. if (batches_.Size() > 1)
  157. {
  158. for (unsigned i = 0; i < batches_.Size(); ++i)
  159. {
  160. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  161. batches_[i].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  162. batches_[i].numWorldTransforms_ = numWorldTransforms_;
  163. }
  164. }
  165. else if (batches_.Size() == 1)
  166. {
  167. batches_[0].distance_ = distance_;
  168. batches_[0].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  169. batches_[0].numWorldTransforms_ = numWorldTransforms_;
  170. }
  171. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  172. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  173. if (newLodDistance != lodDistance_)
  174. {
  175. lodDistance_ = newLodDistance;
  176. CalculateLodLevels();
  177. }
  178. }
  179. unsigned StaticModelGroup::GetNumOccluderTriangles()
  180. {
  181. // Make sure instance transforms are up-to-date
  182. GetWorldBoundingBox();
  183. unsigned triangles = 0;
  184. for (unsigned i = 0; i < batches_.Size(); ++i)
  185. {
  186. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  187. if (!geometry)
  188. continue;
  189. // Check that the material is suitable for occlusion (default material always is)
  190. Material* mat = batches_[i].material_;
  191. if (mat && !mat->GetOcclusion())
  192. continue;
  193. triangles += numWorldTransforms_ * geometry->GetIndexCount() / 3;
  194. }
  195. return triangles;
  196. }
  197. bool StaticModelGroup::DrawOcclusion(OcclusionBuffer* buffer)
  198. {
  199. // Make sure instance transforms are up-to-date
  200. GetWorldBoundingBox();
  201. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  202. {
  203. for (unsigned j = 0; j < batches_.Size(); ++j)
  204. {
  205. Geometry* geometry = GetLodGeometry(j, occlusionLodLevel_);
  206. if (!geometry)
  207. continue;
  208. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  209. Material* material = batches_[j].material_;
  210. if (material)
  211. {
  212. if (!material->GetOcclusion())
  213. continue;
  214. buffer->SetCullMode(material->GetCullMode());
  215. }
  216. else
  217. buffer->SetCullMode(CULL_CCW);
  218. const unsigned char* vertexData;
  219. unsigned vertexSize;
  220. const unsigned char* indexData;
  221. unsigned indexSize;
  222. const PODVector<VertexElement>* elements;
  223. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elements);
  224. // Check for valid geometry data
  225. if (!vertexData || !indexData || !elements || VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR3, SEM_POSITION) != 0)
  226. continue;
  227. unsigned indexStart = geometry->GetIndexStart();
  228. unsigned indexCount = geometry->GetIndexCount();
  229. // Draw and check for running out of triangles
  230. if (!buffer->AddTriangles(worldTransforms_[i], vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  231. return false;
  232. }
  233. }
  234. return true;
  235. }
  236. void StaticModelGroup::AddInstanceNode(Node* node)
  237. {
  238. if (!node)
  239. return;
  240. WeakPtr<Node> instanceWeak(node);
  241. if (instanceNodes_.Contains(instanceWeak))
  242. return;
  243. // Add as a listener for the instance node, so that we know to dirty the transforms when the node moves or is enabled/disabled
  244. node->AddListener(this);
  245. instanceNodes_.Push(instanceWeak);
  246. UpdateNumTransforms();
  247. }
  248. void StaticModelGroup::RemoveInstanceNode(Node* node)
  249. {
  250. if (!node)
  251. return;
  252. WeakPtr<Node> instanceWeak(node);
  253. Vector<WeakPtr<Node> >::Iterator i = instanceNodes_.Find(instanceWeak);
  254. if (i == instanceNodes_.End())
  255. return;
  256. node->RemoveListener(this);
  257. instanceNodes_.Erase(i);
  258. UpdateNumTransforms();
  259. }
  260. void StaticModelGroup::RemoveAllInstanceNodes()
  261. {
  262. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  263. {
  264. Node* node = instanceNodes_[i];
  265. if (node)
  266. node->RemoveListener(this);
  267. }
  268. instanceNodes_.Clear();
  269. UpdateNumTransforms();
  270. }
  271. Node* StaticModelGroup::GetInstanceNode(unsigned index) const
  272. {
  273. return index < instanceNodes_.Size() ? instanceNodes_[index] : (Node*)0;
  274. }
  275. void StaticModelGroup::SetNodeIDsAttr(const VariantVector& value)
  276. {
  277. // Just remember the node IDs. They need to go through the SceneResolver, and we actually find the nodes during
  278. // ApplyAttributes()
  279. if (value.Size())
  280. {
  281. nodeIDsAttr_.Clear();
  282. unsigned index = 0;
  283. unsigned numInstances = value[index++].GetUInt();
  284. // Prevent crash on entering negative value in the editor
  285. if (numInstances > M_MAX_INT)
  286. numInstances = 0;
  287. nodeIDsAttr_.Push(numInstances);
  288. while (numInstances--)
  289. {
  290. // If vector contains less IDs than should, fill the rest with zeroes
  291. if (index < value.Size())
  292. nodeIDsAttr_.Push(value[index++].GetUInt());
  293. else
  294. nodeIDsAttr_.Push(0);
  295. }
  296. }
  297. else
  298. {
  299. nodeIDsAttr_.Clear();
  300. nodeIDsAttr_.Push(0);
  301. }
  302. nodesDirty_ = true;
  303. nodeIDsDirty_ = false;
  304. }
  305. const VariantVector& StaticModelGroup::GetNodeIDsAttr() const
  306. {
  307. if (nodeIDsDirty_)
  308. UpdateNodeIDs();
  309. return nodeIDsAttr_;
  310. }
  311. void StaticModelGroup::OnNodeSetEnabled(Node* node)
  312. {
  313. Drawable::OnMarkedDirty(node);
  314. }
  315. void StaticModelGroup::OnWorldBoundingBoxUpdate()
  316. {
  317. // Update transforms and bounding box at the same time to have to go through the objects only once
  318. unsigned index = 0;
  319. BoundingBox worldBox;
  320. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  321. {
  322. Node* node = instanceNodes_[i];
  323. if (!node || !node->IsEnabled())
  324. continue;
  325. const Matrix3x4& worldTransform = node->GetWorldTransform();
  326. worldTransforms_[index++] = worldTransform;
  327. worldBox.Merge(boundingBox_.Transformed(worldTransform));
  328. }
  329. worldBoundingBox_ = worldBox;
  330. // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be
  331. // called from multiple worker threads simultaneously
  332. numWorldTransforms_ = index;
  333. }
  334. void StaticModelGroup::UpdateNumTransforms()
  335. {
  336. worldTransforms_.Resize(instanceNodes_.Size());
  337. numWorldTransforms_ = 0; // Correct amount will be during world bounding box update
  338. nodeIDsDirty_ = true;
  339. OnMarkedDirty(GetNode());
  340. MarkNetworkUpdate();
  341. }
  342. void StaticModelGroup::UpdateNodeIDs() const
  343. {
  344. unsigned numInstances = instanceNodes_.Size();
  345. nodeIDsAttr_.Clear();
  346. nodeIDsAttr_.Push(numInstances);
  347. for (unsigned i = 0; i < numInstances; ++i)
  348. {
  349. Node* node = instanceNodes_[i];
  350. nodeIDsAttr_.Push(node ? node->GetID() : 0);
  351. }
  352. nodeIDsDirty_ = false;
  353. }
  354. }