AnimatedModel.cpp 46 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 "AnimatedModel.h"
  24. #include "Animation.h"
  25. #include "AnimationState.h"
  26. #include "Batch.h"
  27. #include "Camera.h"
  28. #include "Context.h"
  29. #include "DebugRenderer.h"
  30. #include "DrawableEvents.h"
  31. #include "Geometry.h"
  32. #include "Graphics.h"
  33. #include "IndexBuffer.h"
  34. #include "Log.h"
  35. #include "Material.h"
  36. #include "Octree.h"
  37. #include "Profiler.h"
  38. #include "ResourceCache.h"
  39. #include "ResourceEvents.h"
  40. #include "Scene.h"
  41. #include "Sort.h"
  42. #include "VertexBuffer.h"
  43. #include "DebugNew.h"
  44. namespace Urho3D
  45. {
  46. extern const char* GEOMETRY_CATEGORY;
  47. static bool CompareAnimationOrder(const SharedPtr<AnimationState>& lhs, const SharedPtr<AnimationState>& rhs)
  48. {
  49. return lhs->GetLayer() < rhs->GetLayer();
  50. }
  51. static const unsigned MAX_ANIMATION_STATES = 256;
  52. AnimatedModel::AnimatedModel(Context* context) :
  53. StaticModel(context),
  54. animationLodFrameNumber_(0),
  55. morphElementMask_(0),
  56. animationLodBias_(1.0f),
  57. animationLodTimer_(-1.0f),
  58. animationLodDistance_(0.0f),
  59. updateInvisible_(false),
  60. animationDirty_(false),
  61. animationOrderDirty_(false),
  62. morphsDirty_(false),
  63. skinningDirty_(true),
  64. boneBoundingBoxDirty_(true),
  65. isMaster_(true),
  66. loading_(false),
  67. assignBonesPending_(false)
  68. {
  69. }
  70. AnimatedModel::~AnimatedModel()
  71. {
  72. // When being destroyed, remove the bone hierarchy if appropriate (last AnimatedModel in the node)
  73. Bone* rootBone = skeleton_.GetRootBone();
  74. if (rootBone && rootBone->node_)
  75. {
  76. Node* parent = rootBone->node_->GetParent();
  77. if (parent && !parent->GetComponent<AnimatedModel>())
  78. RemoveRootBone();
  79. }
  80. }
  81. void AnimatedModel::RegisterObject(Context* context)
  82. {
  83. context->RegisterFactory<AnimatedModel>(GEOMETRY_CATEGORY);
  84. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  85. MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  86. ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  87. ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
  88. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  89. ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  90. ACCESSOR_ATTRIBUTE("Update When Invisible", GetUpdateInvisible, SetUpdateInvisible, bool, false, AM_DEFAULT);
  91. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  92. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  93. ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  94. ACCESSOR_ATTRIBUTE("Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  95. COPY_BASE_ATTRIBUTES(Drawable);
  96. MIXED_ACCESSOR_ATTRIBUTE("Bone Animation Enabled", GetBonesEnabledAttr, SetBonesEnabledAttr, VariantVector, Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
  97. MIXED_ACCESSOR_ATTRIBUTE("Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
  98. ACCESSOR_ATTRIBUTE("Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_DEFAULT | AM_NOEDIT);
  99. }
  100. bool AnimatedModel::Load(Deserializer& source, bool setInstanceDefault)
  101. {
  102. loading_ = true;
  103. bool success = Component::Load(source, setInstanceDefault);
  104. loading_ = false;
  105. return success;
  106. }
  107. bool AnimatedModel::LoadXML(const XMLElement& source, bool setInstanceDefault)
  108. {
  109. loading_ = true;
  110. bool success = Component::LoadXML(source, setInstanceDefault);
  111. loading_ = false;
  112. return success;
  113. }
  114. void AnimatedModel::ApplyAttributes()
  115. {
  116. if (assignBonesPending_)
  117. AssignBoneNodes();
  118. }
  119. void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  120. {
  121. // If no bones or no bone-level testing, use the StaticModel test
  122. RayQueryLevel level = query.level_;
  123. if (level < RAY_AABB || !skeleton_.GetNumBones())
  124. {
  125. StaticModel::ProcessRayQuery(query, results);
  126. return;
  127. }
  128. // Check ray hit distance to AABB before proceeding with bone-level tests
  129. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  130. return;
  131. const Vector<Bone>& bones = skeleton_.GetBones();
  132. Sphere boneSphere;
  133. for (unsigned i = 0; i < bones.Size(); ++i)
  134. {
  135. const Bone& bone = bones[i];
  136. if (!bone.node_)
  137. continue;
  138. float distance;
  139. // Use hitbox if available
  140. if (bone.collisionMask_ & BONECOLLISION_BOX)
  141. {
  142. // Do an initial crude test using the bone's AABB
  143. const BoundingBox& box = bone.boundingBox_;
  144. const Matrix3x4& transform = bone.node_->GetWorldTransform();
  145. distance = query.ray_.HitDistance(box.Transformed(transform));
  146. if (distance >= query.maxDistance_)
  147. continue;
  148. if (level != RAY_AABB)
  149. {
  150. // Follow with an OBB test if required
  151. Matrix3x4 inverse = transform.Inverse();
  152. Ray localRay = query.ray_.Transformed(inverse);
  153. distance = localRay.HitDistance(box);
  154. if (distance >= query.maxDistance_)
  155. continue;
  156. }
  157. }
  158. else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
  159. {
  160. boneSphere.center_ = bone.node_->GetWorldPosition();
  161. boneSphere.radius_ = bone.radius_;
  162. distance = query.ray_.HitDistance(boneSphere);
  163. if (distance >= query.maxDistance_)
  164. continue;
  165. }
  166. else
  167. continue;
  168. // If the code reaches here then we have a hit
  169. RayQueryResult result;
  170. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  171. result.normal_ = -query.ray_.direction_;
  172. result.distance_ = distance;
  173. result.drawable_ = this;
  174. result.node_ = node_;
  175. result.subObject_ = i;
  176. results.Push(result);
  177. }
  178. }
  179. void AnimatedModel::Update(const FrameInfo& frame)
  180. {
  181. // If node was invisible last frame, need to decide animation LOD distance here
  182. // If headless, retain the current animation distance (should be 0)
  183. if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
  184. {
  185. // First check for no update at all when invisible
  186. if (!updateInvisible_)
  187. return;
  188. float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
  189. // If distance is greater than draw distance, no need to update at all
  190. if (drawDistance_ > 0.0f && distance > drawDistance_)
  191. return;
  192. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  193. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_);
  194. }
  195. if (animationDirty_ || animationOrderDirty_)
  196. UpdateAnimation(frame);
  197. else if (boneBoundingBoxDirty_)
  198. UpdateBoneBoundingBox();
  199. }
  200. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  201. {
  202. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  203. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  204. bool hasShaderParameters = HasShaderParameters();
  205. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  206. // Note: per-geometry distances do not take skinning into account. Especially in case of a ragdoll they may be
  207. // much off base if the node's own transform is not updated
  208. if (batches_.Size() > 1)
  209. {
  210. for (unsigned i = 0; i < batches_.Size(); ++i)
  211. {
  212. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  213. batches_[i].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  214. }
  215. }
  216. else if (batches_.Size() == 1)
  217. {
  218. batches_[0].distance_ = distance_;
  219. batches_[0].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  220. }
  221. // Use a transformed version of the model's bounding box instead of world bounding box for LOD scale
  222. // determination so that animation does not change the scale
  223. BoundingBox transformedBoundingBox = boundingBox_.Transformed(worldTransform);
  224. float scale = transformedBoundingBox.Size().DotProduct(DOT_SCALE);
  225. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  226. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  227. if (frame.frameNumber_ != animationLodFrameNumber_)
  228. {
  229. animationLodDistance_ = newLodDistance;
  230. animationLodFrameNumber_ = frame.frameNumber_;
  231. }
  232. else
  233. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  234. if (newLodDistance != lodDistance_)
  235. {
  236. lodDistance_ = newLodDistance;
  237. CalculateLodLevels();
  238. }
  239. }
  240. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  241. {
  242. if (morphsDirty_)
  243. UpdateMorphs();
  244. if (skinningDirty_)
  245. UpdateSkinning();
  246. }
  247. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  248. {
  249. if (morphsDirty_)
  250. return UPDATE_MAIN_THREAD;
  251. else if (skinningDirty_)
  252. return UPDATE_WORKER_THREAD;
  253. else
  254. return UPDATE_NONE;
  255. }
  256. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  257. {
  258. if (debug && IsEnabledEffective())
  259. {
  260. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  261. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  262. }
  263. }
  264. void AnimatedModel::SetModel(Model* model, bool createBones)
  265. {
  266. if (model == model_)
  267. return;
  268. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  269. if (model_)
  270. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  271. model_ = model;
  272. if (model)
  273. {
  274. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  275. // Copy the subgeometry & LOD level structure
  276. SetNumGeometries(model->GetNumGeometries());
  277. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  278. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  279. for (unsigned i = 0; i < geometries.Size(); ++i)
  280. {
  281. geometries_[i] = geometries[i];
  282. geometryData_[i].center_ = geometryCenters[i];
  283. }
  284. // Copy geometry bone mappings
  285. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  286. geometryBoneMappings_.Clear();
  287. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  288. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  289. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  290. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  291. morphVertexBuffers_.Clear();
  292. morphs_.Clear();
  293. const Vector<ModelMorph>& morphs = model->GetMorphs();
  294. morphs_.Reserve(morphs.Size());
  295. morphElementMask_ = 0;
  296. for (unsigned i = 0; i < morphs.Size(); ++i)
  297. {
  298. ModelMorph newMorph;
  299. newMorph.name_ = morphs[i].name_;
  300. newMorph.nameHash_ = morphs[i].nameHash_;
  301. newMorph.weight_ = 0.0f;
  302. newMorph.buffers_ = morphs[i].buffers_;
  303. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  304. morphElementMask_ |= j->second_.elementMask_;
  305. morphs_.Push(newMorph);
  306. }
  307. // Copy bounding box & skeleton
  308. SetBoundingBox(model->GetBoundingBox());
  309. // Initial bone bounding box is just the one stored in the model
  310. boneBoundingBox_ = boundingBox_;
  311. boneBoundingBoxDirty_ = true;
  312. SetSkeleton(model->GetSkeleton(), createBones);
  313. ResetLodLevels();
  314. // Enable skinning in batches
  315. for (unsigned i = 0; i < batches_.Size(); ++i)
  316. {
  317. if (skinMatrices_.Size())
  318. {
  319. batches_[i].geometryType_ = GEOM_SKINNED;
  320. // Check if model has per-geometry bone mappings
  321. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  322. {
  323. batches_[i].worldTransform_ = &geometrySkinMatrices_[i][0];
  324. batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
  325. }
  326. // If not, use the global skin matrices
  327. else
  328. {
  329. batches_[i].worldTransform_ = &skinMatrices_[0];
  330. batches_[i].numWorldTransforms_ = skinMatrices_.Size();
  331. }
  332. }
  333. else
  334. {
  335. batches_[i].geometryType_ = GEOM_STATIC;
  336. batches_[i].worldTransform_ = &node_->GetWorldTransform();
  337. batches_[i].numWorldTransforms_ = 1;
  338. }
  339. }
  340. }
  341. else
  342. {
  343. RemoveRootBone(); // Remove existing root bone if any
  344. SetNumGeometries(0);
  345. geometryBoneMappings_.Clear();
  346. morphVertexBuffers_.Clear();
  347. morphs_.Clear();
  348. morphElementMask_ = 0;
  349. SetBoundingBox(BoundingBox());
  350. SetSkeleton(Skeleton(), false);
  351. }
  352. MarkNetworkUpdate();
  353. }
  354. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  355. {
  356. if (!isMaster_)
  357. {
  358. LOGERROR("Can not add animation state to non-master model");
  359. return 0;
  360. }
  361. if (!animation || !skeleton_.GetNumBones())
  362. return 0;
  363. // Check for not adding twice
  364. AnimationState* existing = GetAnimationState(animation);
  365. if (existing)
  366. return existing;
  367. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  368. animationStates_.Push(newState);
  369. MarkAnimationOrderDirty();
  370. return newState;
  371. }
  372. void AnimatedModel::RemoveAnimationState(Animation* animation)
  373. {
  374. if (animation)
  375. RemoveAnimationState(animation->GetNameHash());
  376. else
  377. {
  378. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  379. {
  380. AnimationState* state = *i;
  381. if (!state->GetAnimation())
  382. {
  383. animationStates_.Erase(i);
  384. MarkAnimationDirty();
  385. return;
  386. }
  387. }
  388. }
  389. }
  390. void AnimatedModel::RemoveAnimationState(const String& animationName)
  391. {
  392. RemoveAnimationState(StringHash(animationName));
  393. }
  394. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  395. {
  396. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  397. {
  398. AnimationState* state = *i;
  399. Animation* animation = state->GetAnimation();
  400. if (animation)
  401. {
  402. // Check both the animation and the resource name
  403. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  404. {
  405. animationStates_.Erase(i);
  406. MarkAnimationDirty();
  407. return;
  408. }
  409. }
  410. }
  411. }
  412. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  413. {
  414. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  415. {
  416. if (*i == state)
  417. {
  418. animationStates_.Erase(i);
  419. MarkAnimationDirty();
  420. return;
  421. }
  422. }
  423. }
  424. void AnimatedModel::RemoveAnimationState(unsigned index)
  425. {
  426. if (index < animationStates_.Size())
  427. {
  428. animationStates_.Erase(index);
  429. MarkAnimationDirty();
  430. }
  431. }
  432. void AnimatedModel::RemoveAllAnimationStates()
  433. {
  434. if (animationStates_.Size())
  435. {
  436. animationStates_.Clear();
  437. MarkAnimationDirty();
  438. }
  439. }
  440. void AnimatedModel::SetAnimationLodBias(float bias)
  441. {
  442. animationLodBias_ = Max(bias, 0.0f);
  443. MarkNetworkUpdate();
  444. }
  445. void AnimatedModel::SetUpdateInvisible(bool enable)
  446. {
  447. updateInvisible_ = enable;
  448. MarkNetworkUpdate();
  449. }
  450. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  451. {
  452. if (index >= morphs_.Size())
  453. return;
  454. // If morph vertex buffers have not been created yet, create now
  455. if (weight > 0.0f && morphVertexBuffers_.Empty())
  456. CloneGeometries();
  457. weight = Clamp(weight, 0.0f, 1.0f);
  458. if (weight != morphs_[index].weight_)
  459. {
  460. morphs_[index].weight_ = weight;
  461. // For a master model, set the same morph weight on non-master models
  462. if (isMaster_)
  463. {
  464. PODVector<AnimatedModel*> models;
  465. GetComponents<AnimatedModel>(models);
  466. // Indexing might not be the same, so use the name hash instead
  467. for (unsigned i = 1; i < models.Size(); ++i)
  468. {
  469. if (!models[i]->isMaster_)
  470. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  471. }
  472. }
  473. MarkMorphsDirty();
  474. MarkNetworkUpdate();
  475. }
  476. }
  477. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  478. {
  479. for (unsigned i = 0; i < morphs_.Size(); ++i)
  480. {
  481. if (morphs_[i].name_ == name)
  482. {
  483. SetMorphWeight(i, weight);
  484. return;
  485. }
  486. }
  487. }
  488. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  489. {
  490. for (unsigned i = 0; i < morphs_.Size(); ++i)
  491. {
  492. if (morphs_[i].nameHash_ == nameHash)
  493. {
  494. SetMorphWeight(i, weight);
  495. return;
  496. }
  497. }
  498. }
  499. void AnimatedModel::ResetMorphWeights()
  500. {
  501. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  502. i->weight_ = 0.0f;
  503. // For a master model, reset weights on non-master models
  504. if (isMaster_)
  505. {
  506. PODVector<AnimatedModel*> models;
  507. GetComponents<AnimatedModel>(models);
  508. for (unsigned i = 1; i < models.Size(); ++i)
  509. {
  510. if (!models[i]->isMaster_)
  511. models[i]->ResetMorphWeights();
  512. }
  513. }
  514. MarkMorphsDirty();
  515. MarkNetworkUpdate();
  516. }
  517. float AnimatedModel::GetMorphWeight(unsigned index) const
  518. {
  519. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  520. }
  521. float AnimatedModel::GetMorphWeight(const String& name) const
  522. {
  523. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  524. {
  525. if (i->name_ == name)
  526. return i->weight_;
  527. }
  528. return 0.0f;
  529. }
  530. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  531. {
  532. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  533. {
  534. if (i->nameHash_ == nameHash)
  535. return i->weight_;
  536. }
  537. return 0.0f;
  538. }
  539. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  540. {
  541. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  542. {
  543. if ((*i)->GetAnimation() == animation)
  544. return *i;
  545. }
  546. return 0;
  547. }
  548. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  549. {
  550. return GetAnimationState(StringHash(animationName));
  551. }
  552. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  553. {
  554. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  555. {
  556. Animation* animation = (*i)->GetAnimation();
  557. if (animation)
  558. {
  559. // Check both the animation and the resource name
  560. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  561. return *i;
  562. }
  563. }
  564. return 0;
  565. }
  566. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  567. {
  568. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  569. }
  570. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  571. {
  572. if (!node_ && createBones)
  573. {
  574. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  575. return;
  576. }
  577. if (isMaster_)
  578. {
  579. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  580. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  581. {
  582. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  583. const Vector<Bone>& srcBones = skeleton.GetBones();
  584. bool compatible = true;
  585. for (unsigned i = 0; i < destBones.Size(); ++i)
  586. {
  587. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  588. srcBones[i].parentIndex_)
  589. {
  590. // If compatible, just copy the values and retain the old node and animated status
  591. Node* boneNode = destBones[i].node_;
  592. bool animated = destBones[i].animated_;
  593. destBones[i] = srcBones[i];
  594. destBones[i].node_ = boneNode;
  595. destBones[i].animated_ = animated;
  596. }
  597. else
  598. {
  599. compatible = false;
  600. break;
  601. }
  602. }
  603. if (compatible)
  604. return;
  605. }
  606. RemoveAllAnimationStates();
  607. // Detach the rootbone of the previous model if any
  608. if (createBones)
  609. RemoveRootBone();
  610. skeleton_.Define(skeleton);
  611. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  612. // to the bounding box
  613. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  614. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  615. {
  616. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  617. i->collisionMask_ &= ~BONECOLLISION_BOX;
  618. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  619. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  620. }
  621. // Create scene nodes for the bones
  622. if (createBones)
  623. {
  624. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  625. {
  626. // Create bones as local, as they are never to be directly synchronized over the network
  627. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  628. boneNode->AddListener(this);
  629. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  630. i->node_ = boneNode;
  631. }
  632. for (unsigned i = 0; i < bones.Size(); ++i)
  633. {
  634. unsigned parentIndex = bones[i].parentIndex_;
  635. if (parentIndex != i && parentIndex < bones.Size())
  636. bones[parentIndex].node_->AddChild(bones[i].node_);
  637. }
  638. }
  639. using namespace BoneHierarchyCreated;
  640. VariantMap& eventData = GetEventDataMap();
  641. eventData[P_NODE] = node_;
  642. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  643. }
  644. else
  645. {
  646. // For non-master models: use the bone nodes of the master model
  647. skeleton_.Define(skeleton);
  648. if (createBones)
  649. {
  650. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  651. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  652. {
  653. Node* boneNode = node_->GetChild(i->name_, true);
  654. if (boneNode)
  655. boneNode->AddListener(this);
  656. i->node_ = boneNode;
  657. }
  658. }
  659. }
  660. // Reserve space for skinning matrices
  661. skinMatrices_.Resize(skeleton_.GetNumBones());
  662. SetGeometryBoneMappings();
  663. assignBonesPending_ = !createBones;
  664. }
  665. void AnimatedModel::SetModelAttr(const ResourceRef& value)
  666. {
  667. ResourceCache* cache = GetSubsystem<ResourceCache>();
  668. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  669. SetModel(cache->GetResource<Model>(value.name_), !loading_);
  670. }
  671. void AnimatedModel::SetBonesEnabledAttr(const VariantVector& value)
  672. {
  673. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  674. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  675. bones[i].animated_ = value[i].GetBool();
  676. }
  677. void AnimatedModel::SetAnimationStatesAttr(const VariantVector& value)
  678. {
  679. ResourceCache* cache = GetSubsystem<ResourceCache>();
  680. RemoveAllAnimationStates();
  681. unsigned index = 0;
  682. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  683. // Prevent negative or overly large value being assigned from the editor
  684. if (numStates > M_MAX_INT)
  685. numStates = 0;
  686. if (numStates > MAX_ANIMATION_STATES)
  687. numStates = MAX_ANIMATION_STATES;
  688. animationStates_.Reserve(numStates);
  689. while (numStates--)
  690. {
  691. if (index + 5 < value.Size())
  692. {
  693. // Note: null animation is allowed here for editing
  694. const ResourceRef& animRef = value[index++].GetResourceRef();
  695. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.name_)));
  696. animationStates_.Push(newState);
  697. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  698. newState->SetLooped(value[index++].GetBool());
  699. newState->SetWeight(value[index++].GetFloat());
  700. newState->SetTime(value[index++].GetFloat());
  701. newState->SetLayer(value[index++].GetInt());
  702. }
  703. else
  704. {
  705. // If not enough data, just add an empty animation state
  706. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  707. animationStates_.Push(newState);
  708. }
  709. }
  710. if (animationStates_.Size())
  711. {
  712. MarkAnimationDirty();
  713. MarkAnimationOrderDirty();
  714. }
  715. }
  716. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  717. {
  718. for (unsigned index = 0; index < value.Size(); ++index)
  719. SetMorphWeight(index, (float)value[index] / 255.0f);
  720. }
  721. ResourceRef AnimatedModel::GetModelAttr() const
  722. {
  723. return GetResourceRef(model_, Model::GetTypeStatic());
  724. }
  725. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  726. {
  727. VariantVector ret;
  728. const Vector<Bone>& bones = skeleton_.GetBones();
  729. ret.Reserve(bones.Size());
  730. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  731. ret.Push(i->animated_);
  732. return ret;
  733. }
  734. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  735. {
  736. VariantVector ret;
  737. ret.Reserve(animationStates_.Size() * 6 + 1);
  738. ret.Push(animationStates_.Size());
  739. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  740. {
  741. AnimationState* state = *i;
  742. Animation* animation = state->GetAnimation();
  743. Bone* startBone = state->GetStartBone();
  744. ret.Push(GetResourceRef(animation, Animation::GetTypeStatic()));
  745. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  746. ret.Push(state->IsLooped());
  747. ret.Push(state->GetWeight());
  748. ret.Push(state->GetTime());
  749. ret.Push((int)state->GetLayer());
  750. }
  751. return ret;
  752. }
  753. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  754. {
  755. attrBuffer_.Clear();
  756. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  757. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  758. return attrBuffer_.GetBuffer();
  759. }
  760. void AnimatedModel::OnNodeSet(Node* node)
  761. {
  762. Drawable::OnNodeSet(node);
  763. if (node)
  764. {
  765. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  766. isMaster_ = GetComponent<AnimatedModel>() == this;
  767. }
  768. }
  769. void AnimatedModel::OnMarkedDirty(Node* node)
  770. {
  771. Drawable::OnMarkedDirty(node);
  772. // If the scene node or any of the bone nodes move, mark skinning and the bone bounding box dirty
  773. if (skeleton_.GetNumBones())
  774. {
  775. skinningDirty_ = true;
  776. boneBoundingBoxDirty_ = true;
  777. }
  778. }
  779. void AnimatedModel::OnWorldBoundingBoxUpdate()
  780. {
  781. if (isMaster_)
  782. {
  783. // Note: do not update bone bounding box here, instead do it in either of the threaded updates
  784. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  785. }
  786. else
  787. {
  788. // Non-master animated models get the bounding box from the master
  789. /// \todo If it's a skinned attachment that does not cover the whole body, it will have unnecessarily large bounds
  790. AnimatedModel* master = node_->GetComponent<AnimatedModel>();
  791. // Check if we've become the new master model in case the original was deleted
  792. if (master == this)
  793. isMaster_ = true;
  794. if (master)
  795. worldBoundingBox_ = master->GetWorldBoundingBox();
  796. }
  797. }
  798. void AnimatedModel::AssignBoneNodes()
  799. {
  800. assignBonesPending_ = false;
  801. if (!node_)
  802. return;
  803. // Find the bone nodes from the node hierarchy and add listeners
  804. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  805. bool boneFound = false;
  806. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  807. {
  808. Node* boneNode = node_->GetChild(i->name_, true);
  809. if (boneNode)
  810. {
  811. boneFound = true;
  812. boneNode->AddListener(this);
  813. }
  814. i->node_ = boneNode;
  815. }
  816. // If no bones found, this may be a prefab where the bone information was left out.
  817. // In that case reassign the skeleton now if possible
  818. if (!boneFound && model_)
  819. SetSkeleton(model_->GetSkeleton(), true);
  820. // Re-assign the same start bone to animations to get the proper bone node this time
  821. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  822. {
  823. AnimationState* state = *i;
  824. state->SetStartBone(state->GetStartBone());
  825. }
  826. }
  827. void AnimatedModel::RemoveRootBone()
  828. {
  829. Bone* rootBone = skeleton_.GetRootBone();
  830. if (rootBone && rootBone->node_)
  831. rootBone->node_->Remove();
  832. }
  833. void AnimatedModel::MarkAnimationDirty()
  834. {
  835. if (isMaster_)
  836. {
  837. animationDirty_ = true;
  838. MarkForUpdate();
  839. }
  840. }
  841. void AnimatedModel::MarkAnimationOrderDirty()
  842. {
  843. if (isMaster_)
  844. {
  845. animationOrderDirty_ = true;
  846. MarkForUpdate();
  847. }
  848. }
  849. void AnimatedModel::MarkMorphsDirty()
  850. {
  851. morphsDirty_ = true;
  852. }
  853. void AnimatedModel::CloneGeometries()
  854. {
  855. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  856. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  857. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  858. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  859. {
  860. VertexBuffer* original = originalVertexBuffers[i];
  861. if (model_->GetMorphRangeCount(i))
  862. {
  863. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  864. clone->SetShadowed(true);
  865. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  866. void* dest = clone->Lock(0, original->GetVertexCount());
  867. if (dest)
  868. {
  869. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  870. clone->Unlock();
  871. }
  872. clonedVertexBuffers[original] = clone;
  873. morphVertexBuffers_[i] = clone;
  874. }
  875. else
  876. morphVertexBuffers_[i].Reset();
  877. }
  878. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  879. for (unsigned i = 0; i < geometries_.Size(); ++i)
  880. {
  881. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  882. {
  883. SharedPtr<Geometry> original = geometries_[i][j];
  884. SharedPtr<Geometry> clone(new Geometry(context_));
  885. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  886. // data comes from the original vertex buffer(s)
  887. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  888. unsigned totalBuf = originalBuffers.Size();
  889. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  890. {
  891. VertexBuffer* originalBuffer = originalBuffers[k];
  892. if (clonedVertexBuffers.Contains(originalBuffer))
  893. ++totalBuf;
  894. }
  895. clone->SetNumVertexBuffers(totalBuf);
  896. unsigned l = 0;
  897. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  898. {
  899. VertexBuffer* originalBuffer = originalBuffers[k];
  900. unsigned originalMask = original->GetVertexElementMask(k);
  901. if (clonedVertexBuffers.Contains(originalBuffer))
  902. {
  903. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  904. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  905. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  906. }
  907. else
  908. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  909. }
  910. clone->SetIndexBuffer(original->GetIndexBuffer());
  911. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  912. clone->SetLodDistance(original->GetLodDistance());
  913. geometries_[i][j] = clone;
  914. }
  915. }
  916. // Make sure the rendering batches use the new cloned geometries
  917. ResetLodLevels();
  918. MarkMorphsDirty();
  919. }
  920. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  921. {
  922. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  923. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  924. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  925. unsigned vertexSize = srcBuffer->GetVertexSize();
  926. float* dest = (float*)destVertexData;
  927. unsigned char* src = (unsigned char*)srcVertexData;
  928. while (vertexCount--)
  929. {
  930. if (mask & MASK_POSITION)
  931. {
  932. float* posSrc = (float*)src;
  933. dest[0] = posSrc[0];
  934. dest[1] = posSrc[1];
  935. dest[2] = posSrc[2];
  936. dest += 3;
  937. }
  938. if (mask & MASK_NORMAL)
  939. {
  940. float* normalSrc = (float*)(src + normalOffset);
  941. dest[0] = normalSrc[0];
  942. dest[1] = normalSrc[1];
  943. dest[2] = normalSrc[2];
  944. dest += 3;
  945. }
  946. if (mask & MASK_TANGENT)
  947. {
  948. float* tangentSrc = (float*)(src + tangentOffset);
  949. dest[0] = tangentSrc[0];
  950. dest[1] = tangentSrc[1];
  951. dest[2] = tangentSrc[2];
  952. dest[3] = tangentSrc[3];
  953. dest += 4;
  954. }
  955. src += vertexSize;
  956. }
  957. }
  958. void AnimatedModel::SetGeometryBoneMappings()
  959. {
  960. geometrySkinMatrices_.Clear();
  961. geometrySkinMatrixPtrs_.Clear();
  962. if (!geometryBoneMappings_.Size())
  963. return;
  964. // Check if all mappings are empty, then we do not need to use mapped skinning
  965. bool allEmpty = true;
  966. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  967. if (geometryBoneMappings_[i].Size())
  968. allEmpty = false;
  969. if (allEmpty)
  970. return;
  971. // Reserve space for per-geometry skinning matrices
  972. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  973. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  974. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  975. // Build original-to-skinindex matrix pointer mapping for fast copying
  976. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  977. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  978. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  979. {
  980. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  981. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  982. }
  983. }
  984. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  985. {
  986. // If using animation LOD, accumulate time and see if it is time to update
  987. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  988. {
  989. // Check for first time update
  990. if (animationLodTimer_ >= 0.0f)
  991. {
  992. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  993. if (animationLodTimer_ >= animationLodDistance_)
  994. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  995. else
  996. return;
  997. }
  998. else
  999. animationLodTimer_ = 0.0f;
  1000. }
  1001. // Make sure animations are in ascending priority order
  1002. if (animationOrderDirty_)
  1003. {
  1004. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  1005. animationOrderDirty_ = false;
  1006. }
  1007. // Reset skeleton, apply all animations, calculate bones' bounding box. Make sure this is only done for the master model
  1008. // (first AnimatedModel in a node)
  1009. if (isMaster_)
  1010. {
  1011. skeleton_.ResetSilent();
  1012. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  1013. (*i)->Apply();
  1014. // Skeleton reset and animations apply the node transforms "silently" to avoid repeated marking dirty. Mark dirty now
  1015. node_->MarkDirty();
  1016. // Calculate new bone bounding box
  1017. UpdateBoneBoundingBox();
  1018. }
  1019. animationDirty_ = false;
  1020. }
  1021. void AnimatedModel::UpdateBoneBoundingBox()
  1022. {
  1023. if (skeleton_.GetNumBones())
  1024. {
  1025. // The bone bounding box is in local space, so need the node's inverse transform
  1026. boneBoundingBox_.defined_ = false;
  1027. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  1028. const Vector<Bone>& bones = skeleton_.GetBones();
  1029. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  1030. {
  1031. Node* boneNode = i->node_;
  1032. if (!boneNode)
  1033. continue;
  1034. // Use hitbox if available. If not, use only half of the sphere radius
  1035. /// \todo The sphere radius should be multiplied with bone scale
  1036. if (i->collisionMask_ & BONECOLLISION_BOX)
  1037. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  1038. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  1039. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  1040. }
  1041. }
  1042. boneBoundingBoxDirty_ = false;
  1043. worldBoundingBoxDirty_ = true;
  1044. }
  1045. void AnimatedModel::UpdateSkinning()
  1046. {
  1047. // Note: the model's world transform will be baked in the skin matrices
  1048. const Vector<Bone>& bones = skeleton_.GetBones();
  1049. // Use model's world transform in case a bone is missing
  1050. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1051. // Skinning with global matrices only
  1052. if (!geometrySkinMatrices_.Size())
  1053. {
  1054. for (unsigned i = 0; i < bones.Size(); ++i)
  1055. {
  1056. const Bone& bone = bones[i];
  1057. if (bone.node_)
  1058. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1059. else
  1060. skinMatrices_[i] = worldTransform;
  1061. }
  1062. }
  1063. // Skinning with per-geometry matrices
  1064. else
  1065. {
  1066. for (unsigned i = 0; i < bones.Size(); ++i)
  1067. {
  1068. const Bone& bone = bones[i];
  1069. if (bone.node_)
  1070. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1071. else
  1072. skinMatrices_[i] = worldTransform;
  1073. // Copy the skin matrix to per-geometry matrices as needed
  1074. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1075. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1076. }
  1077. }
  1078. skinningDirty_ = false;
  1079. }
  1080. void AnimatedModel::UpdateMorphs()
  1081. {
  1082. Graphics* graphics = GetSubsystem<Graphics>();
  1083. if (!graphics)
  1084. return;
  1085. if (morphs_.Size())
  1086. {
  1087. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1088. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1089. {
  1090. VertexBuffer* buffer = morphVertexBuffers_[i];
  1091. if (buffer)
  1092. {
  1093. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1094. unsigned morphStart = model_->GetMorphRangeStart(i);
  1095. unsigned morphCount = model_->GetMorphRangeCount(i);
  1096. void* dest = buffer->Lock(morphStart, morphCount);
  1097. if (dest)
  1098. {
  1099. // Reset morph range by copying data from the original vertex buffer
  1100. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1101. morphCount, buffer, originalBuffer);
  1102. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1103. {
  1104. if (morphs_[j].weight_ > 0.0f)
  1105. {
  1106. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1107. if (k != morphs_[j].buffers_.End())
  1108. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1109. }
  1110. }
  1111. buffer->Unlock();
  1112. }
  1113. }
  1114. }
  1115. }
  1116. morphsDirty_ = false;
  1117. }
  1118. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1119. {
  1120. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1121. unsigned vertexCount = morph.vertexCount_;
  1122. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1123. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1124. unsigned vertexSize = buffer->GetVertexSize();
  1125. unsigned char* srcData = morph.morphData_;
  1126. unsigned char* destData = (unsigned char*)destVertexData;
  1127. while (vertexCount--)
  1128. {
  1129. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1130. srcData += sizeof(unsigned);
  1131. if (elementMask & MASK_POSITION)
  1132. {
  1133. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1134. float* src = (float*)srcData;
  1135. dest[0] += src[0] * weight;
  1136. dest[1] += src[1] * weight;
  1137. dest[2] += src[2] * weight;
  1138. srcData += 3 * sizeof(float);
  1139. }
  1140. if (elementMask & MASK_NORMAL)
  1141. {
  1142. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1143. float* src = (float*)srcData;
  1144. dest[0] += src[0] * weight;
  1145. dest[1] += src[1] * weight;
  1146. dest[2] += src[2] * weight;
  1147. srcData += 3 * sizeof(float);
  1148. }
  1149. if (elementMask & MASK_TANGENT)
  1150. {
  1151. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1152. float* src = (float*)srcData;
  1153. dest[0] += src[0] * weight;
  1154. dest[1] += src[1] * weight;
  1155. dest[2] += src[2] * weight;
  1156. srcData += 3 * sizeof(float);
  1157. }
  1158. }
  1159. }
  1160. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1161. {
  1162. Model* currentModel = model_;
  1163. model_.Reset(); // Set null to allow to be re-set
  1164. SetModel(currentModel);
  1165. }
  1166. }