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- // Copyright (c) 2008-2022 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Graphics/Model.h"
- #include "../Graphics/Skeleton.h"
- #include "../Graphics/StaticModel.h"
- namespace Urho3D
- {
- class Animation;
- class AnimationState;
- /// Animated model component.
- class URHO3D_API AnimatedModel : public StaticModel
- {
- URHO3D_OBJECT(AnimatedModel, StaticModel);
- friend class AnimationState;
- public:
- /// Construct.
- explicit AnimatedModel(Context* context);
- /// Destruct.
- ~AnimatedModel() override;
- /// Register object factory. Drawable must be registered first.
- /// @nobind
- static void RegisterObject(Context* context);
- /// Load from binary data. Return true if successful.
- bool Load(Deserializer& source) override;
- /// Load from XML data. Return true if successful.
- bool LoadXML(const XMLElement& source) override;
- /// Load from JSON data. Return true if successful.
- bool LoadJSON(const JSONValue& source) override;
- /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
- void ApplyAttributes() override;
- /// Process octree raycast. May be called from a worker thread.
- void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results) override;
- /// Update before octree reinsertion. Is called from a worker thread.
- void Update(const FrameInfo& frame) override;
- /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly.
- void UpdateBatches(const FrameInfo& frame) override;
- /// Prepare geometry for rendering. Called from a worker thread if possible (no GPU update).
- void UpdateGeometry(const FrameInfo& frame) override;
- /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
- UpdateGeometryType GetUpdateGeometryType() override;
- /// Visualize the component as debug geometry.
- void DrawDebugGeometry(DebugRenderer* debug, bool depthTest) override;
- /// Set model.
- void SetModel(Model* model, bool createBones = true);
- /// Add an animation.
- AnimationState* AddAnimationState(Animation* animation);
- /// Remove an animation by animation pointer.
- void RemoveAnimationState(Animation* animation);
- /// Remove an animation by animation name.
- void RemoveAnimationState(const String& animationName);
- /// Remove an animation by animation name hash.
- void RemoveAnimationState(StringHash animationNameHash);
- /// Remove an animation by AnimationState pointer.
- void RemoveAnimationState(AnimationState* state);
- /// Remove an animation by index.
- void RemoveAnimationState(unsigned index);
- /// Remove all animations.
- void RemoveAllAnimationStates();
- /// Set animation LOD bias.
- /// @property
- void SetAnimationLodBias(float bias);
- /// Set whether to update animation and the bounding box when not visible. Recommended to enable for physically controlled models like ragdolls.
- /// @property
- void SetUpdateInvisible(bool enable);
- /// Set vertex morph weight by index.
- void SetMorphWeight(unsigned index, float weight);
- /// Set vertex morph weight by name.
- /// @property{set_morphWeights}
- void SetMorphWeight(const String& name, float weight);
- /// Set vertex morph weight by name hash.
- void SetMorphWeight(StringHash nameHash, float weight);
- /// Reset all vertex morphs to zero.
- void ResetMorphWeights();
- /// Apply all animation states to nodes.
- void ApplyAnimation();
- /// Return skeleton.
- /// @property
- Skeleton& GetSkeleton() { return skeleton_; }
- /// Return all animation states.
- const Vector<SharedPtr<AnimationState>>& GetAnimationStates() const { return animationStates_; }
- /// Return number of animation states.
- /// @property
- unsigned GetNumAnimationStates() const { return animationStates_.Size(); }
- /// Return animation state by animation pointer.
- AnimationState* GetAnimationState(Animation* animation) const;
- /// Return animation state by animation name.
- /// @property{get_animationStates}
- AnimationState* GetAnimationState(const String& animationName) const;
- /// Return animation state by animation name hash.
- AnimationState* GetAnimationState(StringHash animationNameHash) const;
- /// Return animation state by index.
- AnimationState* GetAnimationState(unsigned index) const;
- /// Return animation LOD bias.
- /// @property
- float GetAnimationLodBias() const { return animationLodBias_; }
- /// Return whether to update animation when not visible.
- /// @property
- bool GetUpdateInvisible() const { return updateInvisible_; }
- /// Return all vertex morphs.
- const Vector<ModelMorph>& GetMorphs() const { return morphs_; }
- /// Return all morph vertex buffers.
- const Vector<SharedPtr<VertexBuffer>>& GetMorphVertexBuffers() const { return morphVertexBuffers_; }
- /// Return number of vertex morphs.
- /// @property
- unsigned GetNumMorphs() const { return morphs_.Size(); }
- /// Return vertex morph weight by index.
- float GetMorphWeight(unsigned index) const;
- /// Return vertex morph weight by name.
- /// @property{get_morphWeights}
- float GetMorphWeight(const String& name) const;
- /// Return vertex morph weight by name hash.
- float GetMorphWeight(StringHash nameHash) const;
- /// Return whether is the master (first) animated model.
- bool IsMaster() const { return isMaster_; }
- /// Set model attribute.
- void SetModelAttr(const ResourceRef& value);
- /// Set bones' animation enabled attribute.
- void SetBonesEnabledAttr(const VariantVector& value);
- /// Set animation states attribute.
- void SetAnimationStatesAttr(const VariantVector& value);
- /// Set morphs attribute.
- void SetMorphsAttr(const PODVector<unsigned char>& value);
- /// Return model attribute.
- ResourceRef GetModelAttr() const;
- /// Return bones' animation enabled attribute.
- VariantVector GetBonesEnabledAttr() const;
- /// Return animation states attribute.
- VariantVector GetAnimationStatesAttr() const;
- /// Return morphs attribute.
- const PODVector<unsigned char>& GetMorphsAttr() const;
- /// Return per-geometry bone mappings.
- const Vector<PODVector<unsigned>>& GetGeometryBoneMappings() const { return geometryBoneMappings_; }
- /// Return per-geometry skin matrices. If empty, uses global skinning.
- const Vector<PODVector<Matrix3x4>>& GetGeometrySkinMatrices() const { return geometrySkinMatrices_; }
- /// Recalculate the bone bounding box. Normally called internally, but can also be manually called if up-to-date information before rendering is necessary.
- void UpdateBoneBoundingBox();
- protected:
- /// Handle node being assigned.
- void OnNodeSet(Node* node) override;
- /// Handle node transform being dirtied.
- void OnMarkedDirty(Node* node) override;
- /// Recalculate the world-space bounding box.
- void OnWorldBoundingBoxUpdate() override;
- private:
- /// Assign skeleton and animation bone node references as a postprocess. Called by ApplyAttributes.
- void AssignBoneNodes();
- /// Finalize master model bone bounding boxes by merging from matching non-master bones.. Performed whenever any of the AnimatedModels in the same node changes its model.
- void FinalizeBoneBoundingBoxes();
- /// Remove (old) skeleton root bone.
- void RemoveRootBone();
- /// Mark animation and skinning to require an update.
- void MarkAnimationDirty();
- /// Mark animation and skinning to require a forced update (blending order changed).
- void MarkAnimationOrderDirty();
- /// Mark morphs to require an update.
- void MarkMorphsDirty();
- /// Set skeleton.
- void SetSkeleton(const Skeleton& skeleton, bool createBones);
- /// Set mapping of subgeometry bone indices.
- void SetGeometryBoneMappings();
- /// Clone geometries for vertex morphing.
- void CloneGeometries();
- /// Copy morph vertices.
- void CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer);
- /// Recalculate animations. Called from Update().
- void UpdateAnimation(const FrameInfo& frame);
- /// Recalculate skinning.
- void UpdateSkinning();
- /// Reapply all vertex morphs.
- void UpdateMorphs();
- /// Apply a vertex morph.
- void ApplyMorph
- (VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight);
- /// Handle model reload finished.
- void HandleModelReloadFinished(StringHash eventType, VariantMap& eventData);
- /// Skeleton.
- Skeleton skeleton_;
- /// Morph vertex buffers.
- Vector<SharedPtr<VertexBuffer>> morphVertexBuffers_;
- /// Vertex morphs.
- Vector<ModelMorph> morphs_;
- /// Animation states.
- Vector<SharedPtr<AnimationState>> animationStates_;
- /// Skinning matrices.
- PODVector<Matrix3x4> skinMatrices_;
- /// Mapping of subgeometry bone indices, used if more bones than skinning shader can manage.
- Vector<PODVector<unsigned>> geometryBoneMappings_;
- /// Subgeometry skinning matrices, used if more bones than skinning shader can manage.
- Vector<PODVector<Matrix3x4>> geometrySkinMatrices_;
- /// Subgeometry skinning matrix pointers, if more bones than skinning shader can manage.
- Vector<PODVector<Matrix3x4*>> geometrySkinMatrixPtrs_;
- /// Bounding box calculated from bones.
- BoundingBox boneBoundingBox_;
- /// Attribute buffer.
- mutable VectorBuffer attrBuffer_;
- /// The frame number animation LOD distance was last calculated on.
- unsigned animationLodFrameNumber_;
- /// Morph vertex element mask.
- VertexMaskFlags morphElementMask_;
- /// Animation LOD bias.
- float animationLodBias_;
- /// Animation LOD timer.
- float animationLodTimer_;
- /// Animation LOD distance, the minimum of all LOD view distances last frame.
- float animationLodDistance_;
- /// Update animation when invisible flag.
- bool updateInvisible_;
- /// Animation dirty flag.
- bool animationDirty_;
- /// Animation order dirty flag.
- bool animationOrderDirty_;
- /// Vertex morphs dirty flag.
- bool morphsDirty_;
- /// Skinning dirty flag.
- bool skinningDirty_;
- /// Bone bounding box dirty flag.
- bool boneBoundingBoxDirty_;
- /// Master model flag.
- bool isMaster_;
- /// Loading flag. During loading bone nodes are not created, as they will be serialized as child nodes.
- bool loading_;
- /// Bone nodes assignment pending flag.
- bool assignBonesPending_;
- /// Force animation update after becoming visible flag.
- bool forceAnimationUpdate_;
- };
- }
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