StaticModel.cpp 14 KB

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  1. //
  2. // Copyright (c) 2008-2015 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 "../Graphics/AnimatedModel.h"
  23. #include "../Graphics/Batch.h"
  24. #include "../Graphics/Camera.h"
  25. #include "../Core/Context.h"
  26. #include "../IO/FileSystem.h"
  27. #include "../Graphics/Geometry.h"
  28. #include "../IO/Log.h"
  29. #include "../Graphics/Material.h"
  30. #include "../Graphics/Model.h"
  31. #include "../Graphics/OcclusionBuffer.h"
  32. #include "../Graphics/OctreeQuery.h"
  33. #include "../Core/Profiler.h"
  34. #include "../Resource/ResourceCache.h"
  35. #include "../Resource/ResourceEvents.h"
  36. #include "../DebugNew.h"
  37. namespace Urho3D
  38. {
  39. extern const char* GEOMETRY_CATEGORY;
  40. StaticModel::StaticModel(Context* context) :
  41. Drawable(context, DRAWABLE_GEOMETRY),
  42. occlusionLodLevel_(M_MAX_UNSIGNED),
  43. materialsAttr_(Material::GetTypeStatic())
  44. {
  45. }
  46. StaticModel::~StaticModel()
  47. {
  48. }
  49. void StaticModel::RegisterObject(Context* context)
  50. {
  51. context->RegisterFactory<StaticModel>(GEOMETRY_CATEGORY);
  52. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  53. MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  54. ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  55. ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
  56. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  57. ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  58. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  59. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  60. ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  61. COPY_BASE_ATTRIBUTES(Drawable);
  62. ATTRIBUTE("Occlusion LOD Level", int, occlusionLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT);
  63. }
  64. void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  65. {
  66. RayQueryLevel level = query.level_;
  67. switch (level)
  68. {
  69. case RAY_AABB:
  70. Drawable::ProcessRayQuery(query, results);
  71. break;
  72. case RAY_OBB:
  73. case RAY_TRIANGLE:
  74. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  75. Ray localRay = query.ray_.Transformed(inverse);
  76. float distance = localRay.HitDistance(boundingBox_);
  77. Vector3 normal = -query.ray_.direction_;
  78. unsigned hitBatch = M_MAX_UNSIGNED;
  79. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  80. {
  81. distance = M_INFINITY;
  82. for (unsigned i = 0; i < batches_.Size(); ++i)
  83. {
  84. Geometry* geometry = batches_[i].geometry_;
  85. if (geometry)
  86. {
  87. Vector3 geometryNormal;
  88. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  89. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  90. {
  91. distance = geometryDistance;
  92. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  93. hitBatch = i;
  94. }
  95. }
  96. }
  97. }
  98. if (distance < query.maxDistance_)
  99. {
  100. RayQueryResult result;
  101. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  102. result.normal_ = normal;
  103. result.distance_ = distance;
  104. result.drawable_ = this;
  105. result.node_ = node_;
  106. result.subObject_ = hitBatch;
  107. results.Push(result);
  108. }
  109. break;
  110. }
  111. }
  112. void StaticModel::UpdateBatches(const FrameInfo& frame)
  113. {
  114. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  115. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  116. if (batches_.Size() == 1)
  117. batches_[0].distance_ = distance_;
  118. else
  119. {
  120. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  121. for (unsigned i = 0; i < batches_.Size(); ++i)
  122. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  123. }
  124. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  125. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  126. if (newLodDistance != lodDistance_)
  127. {
  128. lodDistance_ = newLodDistance;
  129. CalculateLodLevels();
  130. }
  131. }
  132. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  133. {
  134. if (batchIndex >= geometries_.Size())
  135. return 0;
  136. // If level is out of range, use visible geometry
  137. if (level < geometries_[batchIndex].Size())
  138. return geometries_[batchIndex][level];
  139. else
  140. return batches_[batchIndex].geometry_;
  141. }
  142. unsigned StaticModel::GetNumOccluderTriangles()
  143. {
  144. unsigned triangles = 0;
  145. for (unsigned i = 0; i < batches_.Size(); ++i)
  146. {
  147. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  148. if (!geometry)
  149. continue;
  150. // Check that the material is suitable for occlusion (default material always is)
  151. Material* mat = batches_[i].material_;
  152. if (mat && !mat->GetOcclusion())
  153. continue;
  154. triangles += geometry->GetIndexCount() / 3;
  155. }
  156. return triangles;
  157. }
  158. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  159. {
  160. for (unsigned i = 0; i < batches_.Size(); ++i)
  161. {
  162. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  163. if (!geometry)
  164. continue;
  165. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  166. Material* material = batches_[i].material_;
  167. if (material)
  168. {
  169. if (!material->GetOcclusion())
  170. continue;
  171. buffer->SetCullMode(material->GetCullMode());
  172. }
  173. else
  174. buffer->SetCullMode(CULL_CCW);
  175. const unsigned char* vertexData;
  176. unsigned vertexSize;
  177. const unsigned char* indexData;
  178. unsigned indexSize;
  179. unsigned elementMask;
  180. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  181. // Check for valid geometry data
  182. if (!vertexData || !indexData)
  183. continue;
  184. unsigned indexStart = geometry->GetIndexStart();
  185. unsigned indexCount = geometry->GetIndexCount();
  186. // Draw and check for running out of triangles
  187. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  188. return false;
  189. }
  190. return true;
  191. }
  192. void StaticModel::SetModel(Model* model)
  193. {
  194. if (model == model_)
  195. return;
  196. // If script erroneously calls StaticModel::SetModel on an AnimatedModel, warn and redirect
  197. if (GetType() == AnimatedModel::GetTypeStatic())
  198. {
  199. LOGWARNING("StaticModel::SetModel() called on AnimatedModel. Redirecting to AnimatedModel::SetModel()");
  200. AnimatedModel* animatedModel = static_cast<AnimatedModel*>(this);
  201. animatedModel->SetModel(model);
  202. return;
  203. }
  204. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  205. if (model_)
  206. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  207. model_ = model;
  208. if (model)
  209. {
  210. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  211. // Copy the subgeometry & LOD level structure
  212. SetNumGeometries(model->GetNumGeometries());
  213. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  214. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  215. const Matrix3x4* worldTransform = node_ ? &node_->GetWorldTransform() : (const Matrix3x4*)0;
  216. for (unsigned i = 0; i < geometries.Size(); ++i)
  217. {
  218. batches_[i].worldTransform_ = worldTransform;
  219. geometries_[i] = geometries[i];
  220. geometryData_[i].center_ = geometryCenters[i];
  221. }
  222. SetBoundingBox(model->GetBoundingBox());
  223. ResetLodLevels();
  224. }
  225. else
  226. {
  227. SetNumGeometries(0);
  228. SetBoundingBox(BoundingBox());
  229. }
  230. MarkNetworkUpdate();
  231. }
  232. void StaticModel::SetMaterial(Material* material)
  233. {
  234. for (unsigned i = 0; i < batches_.Size(); ++i)
  235. batches_[i].material_ = material;
  236. MarkNetworkUpdate();
  237. }
  238. bool StaticModel::SetMaterial(unsigned index, Material* material)
  239. {
  240. if (index >= batches_.Size())
  241. {
  242. LOGERROR("Material index out of bounds");
  243. return false;
  244. }
  245. batches_[index].material_ = material;
  246. MarkNetworkUpdate();
  247. return true;
  248. }
  249. void StaticModel::SetOcclusionLodLevel(unsigned level)
  250. {
  251. occlusionLodLevel_ = level;
  252. MarkNetworkUpdate();
  253. }
  254. void StaticModel::ApplyMaterialList(const String& fileName)
  255. {
  256. String useFileName = fileName;
  257. if (useFileName.Trimmed().Empty() && model_)
  258. useFileName = ReplaceExtension(model_->GetName(), ".txt");
  259. ResourceCache* cache = GetSubsystem<ResourceCache>();
  260. SharedPtr<File> file = cache->GetFile(useFileName, false);
  261. if (!file)
  262. return;
  263. unsigned index = 0;
  264. while (!file->IsEof() && index < batches_.Size())
  265. {
  266. Material* material = cache->GetResource<Material>(file->ReadLine());
  267. if (material)
  268. SetMaterial(index, material);
  269. ++index;
  270. }
  271. }
  272. Material* StaticModel::GetMaterial(unsigned index) const
  273. {
  274. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  275. }
  276. bool StaticModel::IsInside(const Vector3& point) const
  277. {
  278. if (!node_)
  279. return false;
  280. Vector3 localPosition = node_->GetWorldTransform().Inverse() * point;
  281. return IsInsideLocal(localPosition);
  282. }
  283. bool StaticModel::IsInsideLocal(const Vector3& point) const
  284. {
  285. // Early-out if point is not inside bounding box
  286. if (boundingBox_.IsInside(point) == OUTSIDE)
  287. return false;
  288. Ray localRay(point, Vector3(1.0f, -1.0f, 1.0f));
  289. for (unsigned i = 0; i < batches_.Size(); ++i)
  290. {
  291. Geometry* geometry = batches_[i].geometry_;
  292. if (geometry)
  293. {
  294. if (geometry->IsInside(localRay))
  295. return true;
  296. }
  297. }
  298. return false;
  299. }
  300. void StaticModel::SetBoundingBox(const BoundingBox& box)
  301. {
  302. boundingBox_ = box;
  303. OnMarkedDirty(node_);
  304. }
  305. void StaticModel::SetNumGeometries(unsigned num)
  306. {
  307. batches_.Resize(num);
  308. geometries_.Resize(num);
  309. geometryData_.Resize(num);
  310. ResetLodLevels();
  311. }
  312. void StaticModel::SetModelAttr(const ResourceRef& value)
  313. {
  314. ResourceCache* cache = GetSubsystem<ResourceCache>();
  315. SetModel(cache->GetResource<Model>(value.name_));
  316. }
  317. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  318. {
  319. ResourceCache* cache = GetSubsystem<ResourceCache>();
  320. for (unsigned i = 0; i < value.names_.Size(); ++i)
  321. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  322. }
  323. ResourceRef StaticModel::GetModelAttr() const
  324. {
  325. return GetResourceRef(model_, Model::GetTypeStatic());
  326. }
  327. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  328. {
  329. materialsAttr_.names_.Resize(batches_.Size());
  330. for (unsigned i = 0; i < batches_.Size(); ++i)
  331. materialsAttr_.names_[i] = GetResourceName(batches_[i].material_);
  332. return materialsAttr_;
  333. }
  334. void StaticModel::OnWorldBoundingBoxUpdate()
  335. {
  336. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  337. }
  338. void StaticModel::ResetLodLevels()
  339. {
  340. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  341. for (unsigned i = 0; i < batches_.Size(); ++i)
  342. {
  343. if (!geometries_[i].Size())
  344. geometries_[i].Resize(1);
  345. batches_[i].geometry_ = geometries_[i][0];
  346. geometryData_[i].lodLevel_ = 0;
  347. }
  348. // Find out the real LOD levels on next geometry update
  349. lodDistance_ = M_INFINITY;
  350. }
  351. void StaticModel::CalculateLodLevels()
  352. {
  353. for (unsigned i = 0; i < batches_.Size(); ++i)
  354. {
  355. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  356. // If only one LOD geometry, no reason to go through the LOD calculation
  357. if (batchGeometries.Size() <= 1)
  358. continue;
  359. unsigned j;
  360. for (j = 1; j < batchGeometries.Size(); ++j)
  361. {
  362. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  363. break;
  364. }
  365. unsigned newLodLevel = j - 1;
  366. if (geometryData_[i].lodLevel_ != newLodLevel)
  367. {
  368. geometryData_[i].lodLevel_ = newLodLevel;
  369. batches_[i].geometry_ = batchGeometries[newLodLevel];
  370. }
  371. }
  372. }
  373. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  374. {
  375. Model* currentModel = model_;
  376. model_.Reset(); // Set null to allow to be re-set
  377. SetModel(currentModel);
  378. }
  379. }