StaticModel.cpp 14 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 "Batch.h"
  25. #include "Camera.h"
  26. #include "Context.h"
  27. #include "FileSystem.h"
  28. #include "Geometry.h"
  29. #include "Log.h"
  30. #include "Material.h"
  31. #include "Model.h"
  32. #include "OcclusionBuffer.h"
  33. #include "OctreeQuery.h"
  34. #include "Profiler.h"
  35. #include "ResourceCache.h"
  36. #include "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. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  54. MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  55. ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  56. ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
  57. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  58. ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  59. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  60. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  61. ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  62. COPY_BASE_ATTRIBUTES(Drawable);
  63. ATTRIBUTE("Occlusion LOD Level", int, occlusionLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT);
  64. }
  65. void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  66. {
  67. RayQueryLevel level = query.level_;
  68. switch (level)
  69. {
  70. case RAY_AABB:
  71. Drawable::ProcessRayQuery(query, results);
  72. break;
  73. case RAY_OBB:
  74. case RAY_TRIANGLE:
  75. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  76. Ray localRay = query.ray_.Transformed(inverse);
  77. float distance = localRay.HitDistance(boundingBox_);
  78. Vector3 normal = -query.ray_.direction_;
  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. }
  94. }
  95. }
  96. }
  97. if (distance < query.maxDistance_)
  98. {
  99. RayQueryResult result;
  100. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  101. result.normal_ = normal;
  102. result.distance_ = distance;
  103. result.drawable_ = this;
  104. result.node_ = node_;
  105. result.subObject_ = M_MAX_UNSIGNED;
  106. results.Push(result);
  107. }
  108. break;
  109. }
  110. }
  111. void StaticModel::UpdateBatches(const FrameInfo& frame)
  112. {
  113. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  114. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  115. bool hasShaderParameters = HasShaderParameters();
  116. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  117. if (batches_.Size() > 1)
  118. {
  119. for (unsigned i = 0; i < batches_.Size(); ++i)
  120. {
  121. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  122. batches_[i].worldTransform_ = &worldTransform;
  123. batches_[i].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  124. }
  125. }
  126. else if (batches_.Size() == 1)
  127. {
  128. batches_[0].distance_ = distance_;
  129. batches_[0].worldTransform_ = &worldTransform;
  130. batches_[0].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  131. }
  132. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  133. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  134. if (newLodDistance != lodDistance_)
  135. {
  136. lodDistance_ = newLodDistance;
  137. CalculateLodLevels();
  138. }
  139. }
  140. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  141. {
  142. if (batchIndex >= geometries_.Size())
  143. return 0;
  144. // If level is out of range, use visible geometry
  145. if (level < geometries_[batchIndex].Size())
  146. return geometries_[batchIndex][level];
  147. else
  148. return batches_[batchIndex].geometry_;
  149. }
  150. unsigned StaticModel::GetNumOccluderTriangles()
  151. {
  152. unsigned triangles = 0;
  153. for (unsigned i = 0; i < batches_.Size(); ++i)
  154. {
  155. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  156. if (!geometry)
  157. continue;
  158. // Check that the material is suitable for occlusion (default material always is)
  159. Material* mat = batches_[i].material_;
  160. if (mat && !mat->GetOcclusion())
  161. continue;
  162. triangles += geometry->GetIndexCount() / 3;
  163. }
  164. return triangles;
  165. }
  166. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  167. {
  168. for (unsigned i = 0; i < batches_.Size(); ++i)
  169. {
  170. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  171. if (!geometry)
  172. continue;
  173. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  174. Material* material = batches_[i].material_;
  175. if (material)
  176. {
  177. if (!material->GetOcclusion())
  178. continue;
  179. buffer->SetCullMode(material->GetCullMode());
  180. }
  181. else
  182. buffer->SetCullMode(CULL_CCW);
  183. const unsigned char* vertexData;
  184. unsigned vertexSize;
  185. const unsigned char* indexData;
  186. unsigned indexSize;
  187. unsigned elementMask;
  188. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  189. // Check for valid geometry data
  190. if (!vertexData || !indexData)
  191. continue;
  192. unsigned indexStart = geometry->GetIndexStart();
  193. unsigned indexCount = geometry->GetIndexCount();
  194. // Draw and check for running out of triangles
  195. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  196. return false;
  197. }
  198. return true;
  199. }
  200. void StaticModel::SetModel(Model* model)
  201. {
  202. if (model == model_)
  203. return;
  204. // If script erroneously calls StaticModel::SetModel on an AnimatedModel, warn and redirect
  205. if (GetType() == AnimatedModel::GetTypeStatic())
  206. {
  207. LOGWARNING("StaticModel::SetModel() called on AnimatedModel. Redirecting to AnimatedModel::SetModel()");
  208. AnimatedModel* animatedModel = static_cast<AnimatedModel*>(this);
  209. animatedModel->SetModel(model);
  210. return;
  211. }
  212. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  213. if (model_)
  214. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  215. model_ = model;
  216. if (model)
  217. {
  218. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  219. // Copy the subgeometry & LOD level structure
  220. SetNumGeometries(model->GetNumGeometries());
  221. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  222. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  223. for (unsigned i = 0; i < geometries.Size(); ++i)
  224. {
  225. geometries_[i] = geometries[i];
  226. geometryData_[i].center_ = geometryCenters[i];
  227. }
  228. SetBoundingBox(model->GetBoundingBox());
  229. ResetLodLevels();
  230. }
  231. else
  232. {
  233. SetNumGeometries(0);
  234. SetBoundingBox(BoundingBox());
  235. }
  236. MarkNetworkUpdate();
  237. }
  238. void StaticModel::SetMaterial(Material* material)
  239. {
  240. for (unsigned i = 0; i < batches_.Size(); ++i)
  241. batches_[i].material_ = material;
  242. MarkNetworkUpdate();
  243. }
  244. bool StaticModel::SetMaterial(unsigned index, Material* material)
  245. {
  246. if (index >= batches_.Size())
  247. {
  248. LOGERROR("Material index out of bounds");
  249. return false;
  250. }
  251. batches_[index].material_ = material;
  252. MarkNetworkUpdate();
  253. return true;
  254. }
  255. void StaticModel::SetOcclusionLodLevel(unsigned level)
  256. {
  257. occlusionLodLevel_ = level;
  258. MarkNetworkUpdate();
  259. }
  260. void StaticModel::ApplyMaterialList(const String& fileName)
  261. {
  262. String useFileName = fileName;
  263. if (useFileName.Trimmed().Empty() && model_)
  264. useFileName = ReplaceExtension(model_->GetName(), ".txt");
  265. ResourceCache* cache = GetSubsystem<ResourceCache>();
  266. SharedPtr<File> file = cache->GetFile(useFileName, false);
  267. if (!file)
  268. return;
  269. unsigned index = 0;
  270. while (!file->IsEof() && index < batches_.Size())
  271. {
  272. Material* material = cache->GetResource<Material>(file->ReadLine());
  273. if (material)
  274. SetMaterial(index, material);
  275. ++index;
  276. }
  277. }
  278. Material* StaticModel::GetMaterial(unsigned index) const
  279. {
  280. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  281. }
  282. bool StaticModel::IsInside(const Vector3& point) const
  283. {
  284. if (!node_)
  285. return false;
  286. Vector3 localPosition = node_->GetWorldTransform().Inverse() * point;
  287. return IsInsideLocal(localPosition);
  288. }
  289. bool StaticModel::IsInsideLocal(const Vector3& point) const
  290. {
  291. // Early-out if point is not inside bounding box
  292. if (boundingBox_.IsInside(point) == OUTSIDE)
  293. return false;
  294. Ray localRay(point, Vector3(1.0f, -1.0f, 1.0f));
  295. for (unsigned i = 0; i < batches_.Size(); ++i)
  296. {
  297. Geometry* geometry = batches_[i].geometry_;
  298. if (geometry)
  299. {
  300. if (geometry->IsInside(localRay))
  301. return true;
  302. }
  303. }
  304. return false;
  305. }
  306. void StaticModel::SetBoundingBox(const BoundingBox& box)
  307. {
  308. boundingBox_ = box;
  309. OnMarkedDirty(node_);
  310. }
  311. void StaticModel::SetNumGeometries(unsigned num)
  312. {
  313. batches_.Resize(num);
  314. geometries_.Resize(num);
  315. geometryData_.Resize(num);
  316. ResetLodLevels();
  317. }
  318. void StaticModel::SetModelAttr(const ResourceRef& value)
  319. {
  320. ResourceCache* cache = GetSubsystem<ResourceCache>();
  321. SetModel(cache->GetResource<Model>(value.name_));
  322. }
  323. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  324. {
  325. ResourceCache* cache = GetSubsystem<ResourceCache>();
  326. for (unsigned i = 0; i < value.names_.Size(); ++i)
  327. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  328. }
  329. ResourceRef StaticModel::GetModelAttr() const
  330. {
  331. return GetResourceRef(model_, Model::GetTypeStatic());
  332. }
  333. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  334. {
  335. materialsAttr_.names_.Resize(batches_.Size());
  336. for (unsigned i = 0; i < batches_.Size(); ++i)
  337. materialsAttr_.names_[i] = GetResourceName(batches_[i].material_);
  338. return materialsAttr_;
  339. }
  340. void StaticModel::OnWorldBoundingBoxUpdate()
  341. {
  342. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  343. }
  344. void StaticModel::ResetLodLevels()
  345. {
  346. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  347. for (unsigned i = 0; i < batches_.Size(); ++i)
  348. {
  349. if (!geometries_[i].Size())
  350. geometries_[i].Resize(1);
  351. batches_[i].geometry_ = geometries_[i][0];
  352. geometryData_[i].lodLevel_ = 0;
  353. }
  354. // Find out the real LOD levels on next geometry update
  355. lodDistance_ = M_INFINITY;
  356. }
  357. void StaticModel::CalculateLodLevels()
  358. {
  359. for (unsigned i = 0; i < batches_.Size(); ++i)
  360. {
  361. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  362. // If only one LOD geometry, no reason to go through the LOD calculation
  363. if (batchGeometries.Size() <= 1)
  364. continue;
  365. unsigned j;
  366. for (j = 1; j < batchGeometries.Size(); ++j)
  367. {
  368. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  369. break;
  370. }
  371. unsigned newLodLevel = j - 1;
  372. if (geometryData_[i].lodLevel_ != newLodLevel)
  373. {
  374. geometryData_[i].lodLevel_ = newLodLevel;
  375. batches_[i].geometry_ = batchGeometries[newLodLevel];
  376. }
  377. }
  378. }
  379. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  380. {
  381. Model* currentModel = model_;
  382. model_.Reset(); // Set null to allow to be re-set
  383. SetModel(currentModel);
  384. }
  385. }