StaticModel.cpp 15 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/Batch.h"
  27. #include "../Graphics/Camera.h"
  28. #include "../Graphics/Geometry.h"
  29. #include "../Graphics/Material.h"
  30. #include "../Graphics/OcclusionBuffer.h"
  31. #include "../Graphics/OctreeQuery.h"
  32. #include "../Graphics/VertexBuffer.h"
  33. #include "../IO/FileSystem.h"
  34. #include "../IO/Log.h"
  35. #include "../Resource/ResourceCache.h"
  36. #include "../Resource/ResourceEvents.h"
  37. #include "../DebugNew.h"
  38. namespace Urho3D
  39. {
  40. extern const char* GEOMETRY_CATEGORY;
  41. StaticModel::StaticModel(Context* context) :
  42. Drawable(context, DRAWABLE_GEOMETRY),
  43. occlusionLodLevel_(M_MAX_UNSIGNED),
  44. materialsAttr_(Material::GetTypeStatic())
  45. {
  46. }
  47. StaticModel::~StaticModel()
  48. {
  49. }
  50. void StaticModel::RegisterObject(Context* context)
  51. {
  52. context->RegisterFactory<StaticModel>(GEOMETRY_CATEGORY);
  53. URHO3D_ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  54. URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  55. URHO3D_ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()),
  56. AM_DEFAULT);
  57. URHO3D_ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
  58. URHO3D_ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  59. URHO3D_ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  60. URHO3D_ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  61. URHO3D_ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  62. URHO3D_ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  63. URHO3D_COPY_BASE_ATTRIBUTES(Drawable);
  64. URHO3D_ATTRIBUTE("Occlusion LOD Level", int, occlusionLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT);
  65. }
  66. void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  67. {
  68. RayQueryLevel level = query.level_;
  69. switch (level)
  70. {
  71. case RAY_AABB:
  72. Drawable::ProcessRayQuery(query, results);
  73. break;
  74. case RAY_OBB:
  75. case RAY_TRIANGLE:
  76. case RAY_TRIANGLE_UV:
  77. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  78. Ray localRay = query.ray_.Transformed(inverse);
  79. float distance = localRay.HitDistance(boundingBox_);
  80. Vector3 normal = -query.ray_.direction_;
  81. Vector2 geometryUV;
  82. unsigned hitBatch = M_MAX_UNSIGNED;
  83. if (level >= RAY_TRIANGLE && distance < query.maxDistance_)
  84. {
  85. distance = M_INFINITY;
  86. for (unsigned i = 0; i < batches_.Size(); ++i)
  87. {
  88. Geometry* geometry = batches_[i].geometry_;
  89. if (geometry)
  90. {
  91. Vector3 geometryNormal;
  92. float geometryDistance = level == RAY_TRIANGLE ? geometry->GetHitDistance(localRay, &geometryNormal) :
  93. geometry->GetHitDistance(localRay, &geometryNormal, &geometryUV);
  94. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  95. {
  96. distance = geometryDistance;
  97. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  98. hitBatch = i;
  99. }
  100. }
  101. }
  102. }
  103. if (distance < query.maxDistance_)
  104. {
  105. RayQueryResult result;
  106. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  107. result.normal_ = normal;
  108. result.textureUV_ = geometryUV;
  109. result.distance_ = distance;
  110. result.drawable_ = this;
  111. result.node_ = node_;
  112. result.subObject_ = hitBatch;
  113. results.Push(result);
  114. }
  115. break;
  116. }
  117. }
  118. void StaticModel::UpdateBatches(const FrameInfo& frame)
  119. {
  120. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  121. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  122. if (batches_.Size() == 1)
  123. batches_[0].distance_ = distance_;
  124. else
  125. {
  126. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  127. for (unsigned i = 0; i < batches_.Size(); ++i)
  128. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  129. }
  130. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  131. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  132. if (newLodDistance != lodDistance_)
  133. {
  134. lodDistance_ = newLodDistance;
  135. CalculateLodLevels();
  136. }
  137. }
  138. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  139. {
  140. if (batchIndex >= geometries_.Size())
  141. return 0;
  142. // If level is out of range, use visible geometry
  143. if (level < geometries_[batchIndex].Size())
  144. return geometries_[batchIndex][level];
  145. else
  146. return batches_[batchIndex].geometry_;
  147. }
  148. unsigned StaticModel::GetNumOccluderTriangles()
  149. {
  150. unsigned triangles = 0;
  151. for (unsigned i = 0; i < batches_.Size(); ++i)
  152. {
  153. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  154. if (!geometry)
  155. continue;
  156. // Check that the material is suitable for occlusion (default material always is)
  157. Material* mat = batches_[i].material_;
  158. if (mat && !mat->GetOcclusion())
  159. continue;
  160. triangles += geometry->GetIndexCount() / 3;
  161. }
  162. return triangles;
  163. }
  164. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  165. {
  166. for (unsigned i = 0; i < batches_.Size(); ++i)
  167. {
  168. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  169. if (!geometry)
  170. continue;
  171. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  172. Material* material = batches_[i].material_;
  173. if (material)
  174. {
  175. if (!material->GetOcclusion())
  176. continue;
  177. buffer->SetCullMode(material->GetCullMode());
  178. }
  179. else
  180. buffer->SetCullMode(CULL_CCW);
  181. const unsigned char* vertexData;
  182. unsigned vertexSize;
  183. const unsigned char* indexData;
  184. unsigned indexSize;
  185. const PODVector<VertexElement>* elements;
  186. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elements);
  187. // Check for valid geometry data
  188. if (!vertexData || !indexData || !elements || VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR3, SEM_POSITION) != 0)
  189. continue;
  190. unsigned indexStart = geometry->GetIndexStart();
  191. unsigned indexCount = geometry->GetIndexCount();
  192. // Draw and check for running out of triangles
  193. if (!buffer->AddTriangles(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  194. return false;
  195. }
  196. return true;
  197. }
  198. void StaticModel::SetModel(Model* model)
  199. {
  200. if (model == model_)
  201. return;
  202. // If script erroneously calls StaticModel::SetModel on an AnimatedModel, warn and redirect
  203. if (GetType() == AnimatedModel::GetTypeStatic())
  204. {
  205. URHO3D_LOGWARNING("StaticModel::SetModel() called on AnimatedModel. Redirecting to AnimatedModel::SetModel()");
  206. AnimatedModel* animatedModel = static_cast<AnimatedModel*>(this);
  207. animatedModel->SetModel(model);
  208. return;
  209. }
  210. if (!node_)
  211. {
  212. URHO3D_LOGERROR("Can not set model while model component is not attached to a scene node");
  213. return;
  214. }
  215. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  216. if (model_)
  217. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  218. model_ = model;
  219. if (model)
  220. {
  221. SubscribeToEvent(model, E_RELOADFINISHED, URHO3D_HANDLER(StaticModel, HandleModelReloadFinished));
  222. // Copy the subgeometry & LOD level structure
  223. SetNumGeometries(model->GetNumGeometries());
  224. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  225. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  226. const Matrix3x4* worldTransform = node_ ? &node_->GetWorldTransform() : (const Matrix3x4*)0;
  227. for (unsigned i = 0; i < geometries.Size(); ++i)
  228. {
  229. batches_[i].worldTransform_ = worldTransform;
  230. geometries_[i] = geometries[i];
  231. geometryData_[i].center_ = geometryCenters[i];
  232. }
  233. SetBoundingBox(model->GetBoundingBox());
  234. ResetLodLevels();
  235. }
  236. else
  237. {
  238. SetNumGeometries(0);
  239. SetBoundingBox(BoundingBox());
  240. }
  241. MarkNetworkUpdate();
  242. }
  243. void StaticModel::SetMaterial(Material* material)
  244. {
  245. for (unsigned i = 0; i < batches_.Size(); ++i)
  246. batches_[i].material_ = material;
  247. MarkNetworkUpdate();
  248. }
  249. bool StaticModel::SetMaterial(unsigned index, Material* material)
  250. {
  251. if (index >= batches_.Size())
  252. {
  253. URHO3D_LOGERROR("Material index out of bounds");
  254. return false;
  255. }
  256. batches_[index].material_ = material;
  257. MarkNetworkUpdate();
  258. return true;
  259. }
  260. void StaticModel::SetOcclusionLodLevel(unsigned level)
  261. {
  262. occlusionLodLevel_ = level;
  263. MarkNetworkUpdate();
  264. }
  265. void StaticModel::ApplyMaterialList(const String& fileName)
  266. {
  267. String useFileName = fileName;
  268. if (useFileName.Trimmed().Empty() && model_)
  269. useFileName = ReplaceExtension(model_->GetName(), ".txt");
  270. ResourceCache* cache = GetSubsystem<ResourceCache>();
  271. SharedPtr<File> file = cache->GetFile(useFileName, false);
  272. if (!file)
  273. return;
  274. unsigned index = 0;
  275. while (!file->IsEof() && index < batches_.Size())
  276. {
  277. Material* material = cache->GetResource<Material>(file->ReadLine());
  278. if (material)
  279. SetMaterial(index, material);
  280. ++index;
  281. }
  282. }
  283. Material* StaticModel::GetMaterial(unsigned index) const
  284. {
  285. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  286. }
  287. bool StaticModel::IsInside(const Vector3& point) const
  288. {
  289. if (!node_)
  290. return false;
  291. Vector3 localPosition = node_->GetWorldTransform().Inverse() * point;
  292. return IsInsideLocal(localPosition);
  293. }
  294. bool StaticModel::IsInsideLocal(const Vector3& point) const
  295. {
  296. // Early-out if point is not inside bounding box
  297. if (boundingBox_.IsInside(point) == OUTSIDE)
  298. return false;
  299. Ray localRay(point, Vector3(1.0f, -1.0f, 1.0f));
  300. for (unsigned i = 0; i < batches_.Size(); ++i)
  301. {
  302. Geometry* geometry = batches_[i].geometry_;
  303. if (geometry)
  304. {
  305. if (geometry->IsInside(localRay))
  306. return true;
  307. }
  308. }
  309. return false;
  310. }
  311. void StaticModel::SetBoundingBox(const BoundingBox& box)
  312. {
  313. boundingBox_ = box;
  314. OnMarkedDirty(node_);
  315. }
  316. void StaticModel::SetNumGeometries(unsigned num)
  317. {
  318. batches_.Resize(num);
  319. geometries_.Resize(num);
  320. geometryData_.Resize(num);
  321. ResetLodLevels();
  322. }
  323. void StaticModel::SetModelAttr(const ResourceRef& value)
  324. {
  325. ResourceCache* cache = GetSubsystem<ResourceCache>();
  326. SetModel(cache->GetResource<Model>(value.name_));
  327. }
  328. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  329. {
  330. ResourceCache* cache = GetSubsystem<ResourceCache>();
  331. for (unsigned i = 0; i < value.names_.Size(); ++i)
  332. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  333. }
  334. ResourceRef StaticModel::GetModelAttr() const
  335. {
  336. return GetResourceRef(model_, Model::GetTypeStatic());
  337. }
  338. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  339. {
  340. materialsAttr_.names_.Resize(batches_.Size());
  341. for (unsigned i = 0; i < batches_.Size(); ++i)
  342. materialsAttr_.names_[i] = GetResourceName(GetMaterial(i));
  343. return materialsAttr_;
  344. }
  345. void StaticModel::OnWorldBoundingBoxUpdate()
  346. {
  347. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  348. }
  349. void StaticModel::ResetLodLevels()
  350. {
  351. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  352. for (unsigned i = 0; i < batches_.Size(); ++i)
  353. {
  354. if (!geometries_[i].Size())
  355. geometries_[i].Resize(1);
  356. batches_[i].geometry_ = geometries_[i][0];
  357. geometryData_[i].lodLevel_ = 0;
  358. }
  359. // Find out the real LOD levels on next geometry update
  360. lodDistance_ = M_INFINITY;
  361. }
  362. void StaticModel::CalculateLodLevels()
  363. {
  364. for (unsigned i = 0; i < batches_.Size(); ++i)
  365. {
  366. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  367. // If only one LOD geometry, no reason to go through the LOD calculation
  368. if (batchGeometries.Size() <= 1)
  369. continue;
  370. unsigned j;
  371. for (j = 1; j < batchGeometries.Size(); ++j)
  372. {
  373. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  374. break;
  375. }
  376. unsigned newLodLevel = j - 1;
  377. if (geometryData_[i].lodLevel_ != newLodLevel)
  378. {
  379. geometryData_[i].lodLevel_ = newLodLevel;
  380. batches_[i].geometry_ = batchGeometries[newLodLevel];
  381. }
  382. }
  383. }
  384. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  385. {
  386. Model* currentModel = model_;
  387. model_.Reset(); // Set null to allow to be re-set
  388. SetModel(currentModel);
  389. }
  390. }