StaticModelGroup.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "../Graphics/Batch.h"
  24. #include "../Graphics/Camera.h"
  25. #include "../Core/Context.h"
  26. #include "../Graphics/Geometry.h"
  27. #include "../Graphics/Material.h"
  28. #include "../Graphics/OcclusionBuffer.h"
  29. #include "../Graphics/OctreeQuery.h"
  30. #include "../Scene/Scene.h"
  31. #include "../Graphics/StaticModelGroup.h"
  32. #include "../Container/DebugNew.h"
  33. namespace Urho3D
  34. {
  35. extern const char* GEOMETRY_CATEGORY;
  36. StaticModelGroup::StaticModelGroup(Context* context) :
  37. StaticModel(context),
  38. nodeIDsDirty_(false)
  39. {
  40. // Initialize the default node IDs attribute
  41. UpdateNodeIDs();
  42. }
  43. StaticModelGroup::~StaticModelGroup()
  44. {
  45. }
  46. void StaticModelGroup::RegisterObject(Context* context)
  47. {
  48. context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);
  49. COPY_BASE_ATTRIBUTES(StaticModel);
  50. ACCESSOR_ATTRIBUTE("Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr, VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR);
  51. }
  52. void StaticModelGroup::ApplyAttributes()
  53. {
  54. if (!nodeIDsDirty_)
  55. return;
  56. // Remove all old instance nodes before searching for new. Can not call RemoveAllInstances() as that would modify
  57. // the ID list on its own
  58. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  59. {
  60. Node* node = instanceNodes_[i];
  61. if (node)
  62. node->RemoveListener(this);
  63. }
  64. instanceNodes_.Clear();
  65. Scene* scene = GetScene();
  66. if (scene)
  67. {
  68. // The first index stores the number of IDs redundantly. This is for editing
  69. for (unsigned i = 1; i < nodeIDsAttr_.Size(); ++i)
  70. {
  71. Node* node = scene->GetNode(nodeIDsAttr_[i].GetUInt());
  72. if (node)
  73. {
  74. WeakPtr<Node> instanceWeak(node);
  75. node->AddListener(this);
  76. instanceNodes_.Push(instanceWeak);
  77. }
  78. }
  79. }
  80. worldTransforms_.Resize(instanceNodes_.Size());
  81. nodeIDsDirty_ = false;
  82. OnMarkedDirty(GetNode());
  83. }
  84. void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  85. {
  86. // If no bones or no bone-level testing, use the Drawable test
  87. RayQueryLevel level = query.level_;
  88. if (level < RAY_AABB)
  89. {
  90. Drawable::ProcessRayQuery(query, results);
  91. return;
  92. }
  93. // Check ray hit distance to AABB before proceeding with more accurate tests
  94. // GetWorldBoundingBox() updates the world transforms
  95. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  96. return;
  97. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  98. {
  99. // Initial test using AABB
  100. float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
  101. Vector3 normal = -query.ray_.direction_;
  102. // Then proceed to OBB and triangle-level tests if necessary
  103. if (level >= RAY_OBB && distance < query.maxDistance_)
  104. {
  105. Matrix3x4 inverse = worldTransforms_[i].Inverse();
  106. Ray localRay = query.ray_.Transformed(inverse);
  107. distance = localRay.HitDistance(boundingBox_);
  108. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  109. {
  110. distance = M_INFINITY;
  111. for (unsigned j = 0; j < batches_.Size(); ++j)
  112. {
  113. Geometry* geometry = batches_[j].geometry_;
  114. if (geometry)
  115. {
  116. Vector3 geometryNormal;
  117. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  118. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  119. {
  120. distance = geometryDistance;
  121. normal = (worldTransforms_[i] * Vector4(geometryNormal, 0.0f)).Normalized();
  122. }
  123. }
  124. }
  125. }
  126. }
  127. if (distance < query.maxDistance_)
  128. {
  129. RayQueryResult result;
  130. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  131. result.normal_ = normal;
  132. result.distance_ = distance;
  133. result.drawable_ = this;
  134. result.node_ = node_;
  135. result.subObject_ = i;
  136. results.Push(result);
  137. }
  138. }
  139. }
  140. void StaticModelGroup::UpdateBatches(const FrameInfo& frame)
  141. {
  142. // Getting the world bounding box ensures the transforms are updated
  143. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  144. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  145. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  146. if (batches_.Size() > 1)
  147. {
  148. for (unsigned i = 0; i < batches_.Size(); ++i)
  149. {
  150. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  151. batches_[i].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  152. batches_[i].numWorldTransforms_ = numWorldTransforms_;
  153. }
  154. }
  155. else if (batches_.Size() == 1)
  156. {
  157. batches_[0].distance_ = distance_;
  158. batches_[0].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  159. batches_[0].numWorldTransforms_ = numWorldTransforms_;
  160. }
  161. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  162. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  163. if (newLodDistance != lodDistance_)
  164. {
  165. lodDistance_ = newLodDistance;
  166. CalculateLodLevels();
  167. }
  168. }
  169. unsigned StaticModelGroup::GetNumOccluderTriangles()
  170. {
  171. // Make sure instance transforms are up-to-date
  172. GetWorldBoundingBox();
  173. unsigned triangles = 0;
  174. for (unsigned i = 0; i < batches_.Size(); ++i)
  175. {
  176. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  177. if (!geometry)
  178. continue;
  179. // Check that the material is suitable for occlusion (default material always is)
  180. Material* mat = batches_[i].material_;
  181. if (mat && !mat->GetOcclusion())
  182. continue;
  183. triangles += numWorldTransforms_ * geometry->GetIndexCount() / 3;
  184. }
  185. return triangles;
  186. }
  187. bool StaticModelGroup::DrawOcclusion(OcclusionBuffer* buffer)
  188. {
  189. // Make sure instance transforms are up-to-date
  190. GetWorldBoundingBox();
  191. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  192. {
  193. for (unsigned j = 0; j < batches_.Size(); ++j)
  194. {
  195. Geometry* geometry = GetLodGeometry(j, occlusionLodLevel_);
  196. if (!geometry)
  197. continue;
  198. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  199. Material* material = batches_[j].material_;
  200. if (material)
  201. {
  202. if (!material->GetOcclusion())
  203. continue;
  204. buffer->SetCullMode(material->GetCullMode());
  205. }
  206. else
  207. buffer->SetCullMode(CULL_CCW);
  208. const unsigned char* vertexData;
  209. unsigned vertexSize;
  210. const unsigned char* indexData;
  211. unsigned indexSize;
  212. unsigned elementMask;
  213. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  214. // Check for valid geometry data
  215. if (!vertexData || !indexData)
  216. continue;
  217. unsigned indexStart = geometry->GetIndexStart();
  218. unsigned indexCount = geometry->GetIndexCount();
  219. // Draw and check for running out of triangles
  220. if (!buffer->Draw(worldTransforms_[i], vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  221. return false;
  222. }
  223. }
  224. return true;
  225. }
  226. void StaticModelGroup::AddInstanceNode(Node* node)
  227. {
  228. if (!node)
  229. return;
  230. WeakPtr<Node> instanceWeak(node);
  231. if (instanceNodes_.Contains(instanceWeak))
  232. return;
  233. // Add as a listener for the instance node, so that we know to dirty the transforms when the node moves or is enabled/disabled
  234. node->AddListener(this);
  235. instanceNodes_.Push(instanceWeak);
  236. UpdateNodeIDs();
  237. OnMarkedDirty(GetNode());
  238. MarkNetworkUpdate();
  239. }
  240. void StaticModelGroup::RemoveInstanceNode(Node* node)
  241. {
  242. if (!node)
  243. return;
  244. WeakPtr<Node> instanceWeak(node);
  245. node->RemoveListener(this);
  246. instanceNodes_.Remove(instanceWeak);
  247. UpdateNodeIDs();
  248. OnMarkedDirty(GetNode());
  249. MarkNetworkUpdate();
  250. }
  251. void StaticModelGroup::RemoveAllInstanceNodes()
  252. {
  253. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  254. {
  255. Node* node = instanceNodes_[i];
  256. if (node)
  257. node->RemoveListener(this);
  258. }
  259. instanceNodes_.Clear();
  260. UpdateNodeIDs();
  261. OnMarkedDirty(GetNode());
  262. MarkNetworkUpdate();
  263. }
  264. Node* StaticModelGroup::GetInstanceNode(unsigned index) const
  265. {
  266. return index < instanceNodes_.Size() ? instanceNodes_[index] : (Node*)0;
  267. }
  268. void StaticModelGroup::SetNodeIDsAttr(const VariantVector& value)
  269. {
  270. // Just remember the node IDs. They need to go through the SceneResolver, and we actually find the nodes during
  271. // ApplyAttributes()
  272. if (value.Size())
  273. {
  274. nodeIDsAttr_.Clear();
  275. unsigned index = 0;
  276. unsigned numInstances = value[index++].GetUInt();
  277. // Prevent crash on entering negative value in the editor
  278. if (numInstances > M_MAX_INT)
  279. numInstances = 0;
  280. nodeIDsAttr_.Push(numInstances);
  281. while (numInstances--)
  282. {
  283. // If vector contains less IDs than should, fill the rest with zeroes
  284. if (index < value.Size())
  285. nodeIDsAttr_.Push(value[index++].GetUInt());
  286. else
  287. nodeIDsAttr_.Push(0);
  288. }
  289. }
  290. else
  291. {
  292. nodeIDsAttr_.Clear();
  293. nodeIDsAttr_.Push(0);
  294. }
  295. nodeIDsDirty_ = true;
  296. }
  297. void StaticModelGroup::OnNodeSetEnabled(Node* node)
  298. {
  299. Drawable::OnMarkedDirty(node);
  300. }
  301. void StaticModelGroup::OnWorldBoundingBoxUpdate()
  302. {
  303. // Update transforms and bounding box at the same time to have to go through the objects only once
  304. unsigned index = 0;
  305. BoundingBox worldBox;
  306. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  307. {
  308. Node* node = instanceNodes_[i];
  309. if (!node || !node->IsEnabled())
  310. continue;
  311. const Matrix3x4& worldTransform = node->GetWorldTransform();
  312. worldTransforms_[index++] = worldTransform;
  313. worldBox.Merge(boundingBox_.Transformed(worldTransform));
  314. }
  315. worldBoundingBox_ = worldBox;
  316. // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be
  317. // called from multiple worker threads simultaneously
  318. numWorldTransforms_ = index;
  319. }
  320. void StaticModelGroup::UpdateNodeIDs()
  321. {
  322. unsigned numInstances = instanceNodes_.Size();
  323. nodeIDsAttr_.Clear();
  324. nodeIDsAttr_.Push(numInstances);
  325. worldTransforms_.Resize(numInstances);
  326. numWorldTransforms_ = 0; // For safety. OnWorldBoundingBoxUpdate() will calculate the proper amount
  327. for (unsigned i = 0; i < numInstances; ++i)
  328. {
  329. Node* node = instanceNodes_[i];
  330. nodeIDsAttr_.Push(node ? node->GetID() : 0);
  331. }
  332. }
  333. }