StaticModelGroup.cpp 12 KB

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  1. //
  2. // Copyright (c) 2008-2013 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 "Batch.h"
  24. #include "Camera.h"
  25. #include "Context.h"
  26. #include "Geometry.h"
  27. #include "Material.h"
  28. #include "OcclusionBuffer.h"
  29. #include "OctreeQuery.h"
  30. #include "Scene.h"
  31. #include "StaticModelGroup.h"
  32. #include "DebugNew.h"
  33. namespace Urho3D
  34. {
  35. extern const char* GEOMETRY_CATEGORY;
  36. StaticModelGroup::StaticModelGroup(Context* context) :
  37. StaticModel(context),
  38. nodeIDsDirty_(false)
  39. {
  40. // Initialize the default node IDs attribute
  41. UpdateNodeIDs();
  42. }
  43. StaticModelGroup::~StaticModelGroup()
  44. {
  45. }
  46. void StaticModelGroup::RegisterObject(Context* context)
  47. {
  48. context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);
  49. COPY_BASE_ATTRIBUTES(StaticModelGroup, StaticModel);
  50. REF_ACCESSOR_ATTRIBUTE(StaticModelGroup, VAR_VARIANTVECTOR, "Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr, VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR);
  51. }
  52. void StaticModelGroup::ApplyAttributes()
  53. {
  54. if (!nodeIDsDirty_)
  55. return;
  56. // Remove all old instance nodes before searching for new. Can not call RemoveAllInstances() as that would modify
  57. // the ID list on its own
  58. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  59. {
  60. Node* node = instanceNodes_[i];
  61. if (node)
  62. node->RemoveListener(this);
  63. }
  64. instanceNodes_.Clear();
  65. Scene* scene = GetScene();
  66. if (scene)
  67. {
  68. // The first index stores the number of IDs redundantly. This is for editing
  69. for (unsigned i = 1; i < nodeIDsAttr_.Size(); ++i)
  70. {
  71. Node* node = scene->GetNode(nodeIDsAttr_[i].GetUInt());
  72. if (node)
  73. {
  74. WeakPtr<Node> instanceWeak(node);
  75. node->AddListener(this);
  76. instanceNodes_.Push(instanceWeak);
  77. }
  78. }
  79. }
  80. worldTransforms_.Resize(instanceNodes_.Size());
  81. nodeIDsDirty_ = false;
  82. OnMarkedDirty(GetNode());
  83. }
  84. void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  85. {
  86. // If no bones or no bone-level testing, use the Drawable test
  87. RayQueryLevel level = query.level_;
  88. if (level < RAY_AABB)
  89. {
  90. Drawable::ProcessRayQuery(query, results);
  91. return;
  92. }
  93. // Check ray hit distance to AABB before proceeding with more accurate tests
  94. // GetWorldBoundingBox() updates the world transforms
  95. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  96. return;
  97. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  98. {
  99. // Initial test using AABB
  100. float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
  101. if (distance >= query.maxDistance_)
  102. continue;
  103. // Then proceed to OBB and triangle-level tests if necessary
  104. if (level >= RAY_OBB)
  105. {
  106. Matrix3x4 inverse = worldTransforms_[i].Inverse();
  107. Ray localRay = query.ray_.Transformed(inverse);
  108. distance = localRay.HitDistance(boundingBox_);
  109. if (distance >= query.maxDistance_)
  110. continue;
  111. if (level == RAY_TRIANGLE)
  112. {
  113. distance = M_INFINITY;
  114. for (unsigned j = 0; j < batches_.Size(); ++j)
  115. {
  116. Geometry* geometry = batches_[j].geometry_;
  117. if (geometry)
  118. {
  119. distance = geometry->GetHitDistance(localRay);
  120. if (distance < query.maxDistance_)
  121. break;
  122. }
  123. }
  124. }
  125. }
  126. if (distance < query.maxDistance_)
  127. {
  128. RayQueryResult result;
  129. result.drawable_ = this;
  130. result.node_ = node_;
  131. result.distance_ = distance;
  132. result.subObject_ = i;
  133. results.Push(result);
  134. }
  135. }
  136. }
  137. void StaticModelGroup::UpdateBatches(const FrameInfo& frame)
  138. {
  139. // Getting the world bounding box ensures the transforms are updated
  140. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  141. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  142. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  143. if (batches_.Size() > 1)
  144. {
  145. for (unsigned i = 0; i < batches_.Size(); ++i)
  146. {
  147. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  148. batches_[i].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  149. batches_[i].numWorldTransforms_ = numWorldTransforms_;
  150. }
  151. }
  152. else if (batches_.Size() == 1)
  153. {
  154. batches_[0].distance_ = distance_;
  155. batches_[0].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  156. batches_[0].numWorldTransforms_ = numWorldTransforms_;
  157. }
  158. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  159. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  160. if (newLodDistance != lodDistance_)
  161. {
  162. lodDistance_ = newLodDistance;
  163. CalculateLodLevels();
  164. }
  165. }
  166. unsigned StaticModelGroup::GetNumOccluderTriangles()
  167. {
  168. // Make sure instance transforms are up-to-date
  169. GetWorldBoundingBox();
  170. unsigned triangles = 0;
  171. for (unsigned i = 0; i < batches_.Size(); ++i)
  172. {
  173. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  174. if (!geometry)
  175. continue;
  176. // Check that the material is suitable for occlusion (default material always is)
  177. Material* mat = batches_[i].material_;
  178. if (mat && !mat->GetOcclusion())
  179. continue;
  180. triangles += numWorldTransforms_ * geometry->GetIndexCount() / 3;
  181. }
  182. return triangles;
  183. }
  184. bool StaticModelGroup::DrawOcclusion(OcclusionBuffer* buffer)
  185. {
  186. // Make sure instance transforms are up-to-date
  187. GetWorldBoundingBox();
  188. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  189. {
  190. for (unsigned j = 0; j < batches_.Size(); ++j)
  191. {
  192. Geometry* geometry = GetLodGeometry(j, occlusionLodLevel_);
  193. if (!geometry)
  194. continue;
  195. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  196. Material* material = batches_[j].material_;
  197. if (material)
  198. {
  199. if (!material->GetOcclusion())
  200. continue;
  201. buffer->SetCullMode(material->GetCullMode());
  202. }
  203. else
  204. buffer->SetCullMode(CULL_CCW);
  205. const unsigned char* vertexData;
  206. unsigned vertexSize;
  207. const unsigned char* indexData;
  208. unsigned indexSize;
  209. unsigned elementMask;
  210. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  211. // Check for valid geometry data
  212. if (!vertexData || !indexData)
  213. continue;
  214. unsigned indexStart = geometry->GetIndexStart();
  215. unsigned indexCount = geometry->GetIndexCount();
  216. // Draw and check for running out of triangles
  217. if (!buffer->Draw(worldTransforms_[i], vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  218. return false;
  219. }
  220. }
  221. return true;
  222. }
  223. void StaticModelGroup::AddInstanceNode(Node* node)
  224. {
  225. if (!node)
  226. return;
  227. WeakPtr<Node> instanceWeak(node);
  228. if (instanceNodes_.Contains(instanceWeak))
  229. return;
  230. // Add as a listener for the instance node, so that we know to dirty the transforms when the node moves or is enabled/disabled
  231. node->AddListener(this);
  232. instanceNodes_.Push(instanceWeak);
  233. UpdateNodeIDs();
  234. OnMarkedDirty(GetNode());
  235. MarkNetworkUpdate();
  236. }
  237. void StaticModelGroup::RemoveInstanceNode(Node* node)
  238. {
  239. if (!node)
  240. return;
  241. WeakPtr<Node> instanceWeak(node);
  242. node->RemoveListener(this);
  243. instanceNodes_.Remove(instanceWeak);
  244. UpdateNodeIDs();
  245. OnMarkedDirty(GetNode());
  246. MarkNetworkUpdate();
  247. }
  248. void StaticModelGroup::RemoveAllInstanceNodes()
  249. {
  250. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  251. {
  252. Node* node = instanceNodes_[i];
  253. if (node)
  254. node->RemoveListener(this);
  255. }
  256. instanceNodes_.Clear();
  257. UpdateNodeIDs();
  258. OnMarkedDirty(GetNode());
  259. MarkNetworkUpdate();
  260. }
  261. Node* StaticModelGroup::GetInstanceNode(unsigned index) const
  262. {
  263. return index < instanceNodes_.Size() ? instanceNodes_[index] : (Node*)0;
  264. }
  265. void StaticModelGroup::SetNodeIDsAttr(const VariantVector& value)
  266. {
  267. // Just remember the node IDs. They need to go through the SceneResolver, and we actually find the nodes during
  268. // ApplyAttributes()
  269. if (value.Size())
  270. {
  271. nodeIDsAttr_.Clear();
  272. unsigned index = 0;
  273. unsigned numInstances = value[index++].GetUInt();
  274. // Prevent crash on entering negative value in the editor
  275. if (numInstances > M_MAX_INT)
  276. numInstances = 0;
  277. nodeIDsAttr_.Push(numInstances);
  278. while (numInstances--)
  279. {
  280. // If vector contains less IDs than should, fill the rest with zeroes
  281. if (index < value.Size())
  282. nodeIDsAttr_.Push(value[index++].GetUInt());
  283. else
  284. nodeIDsAttr_.Push(0);
  285. }
  286. }
  287. else
  288. {
  289. nodeIDsAttr_.Clear();
  290. nodeIDsAttr_.Push(0);
  291. }
  292. nodeIDsDirty_ = true;
  293. }
  294. void StaticModelGroup::OnNodeSetEnabled(Node* node)
  295. {
  296. Drawable::OnMarkedDirty(node);
  297. }
  298. void StaticModelGroup::OnWorldBoundingBoxUpdate()
  299. {
  300. // Update transforms and bounding box at the same time to have to go through the objects only once
  301. worldBoundingBox_.defined_ = false;
  302. unsigned index = 0;
  303. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  304. {
  305. Node* node = instanceNodes_[i];
  306. if (!node || !node->IsEnabled())
  307. continue;
  308. const Matrix3x4& worldTransform = node->GetWorldTransform();
  309. worldTransforms_[index++] = worldTransform;
  310. worldBoundingBox_.Merge(boundingBox_.Transformed(worldTransform));
  311. }
  312. // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be
  313. // called from multiple worker threads simultaneously
  314. numWorldTransforms_ = index;
  315. }
  316. void StaticModelGroup::UpdateNodeIDs()
  317. {
  318. unsigned numInstances = instanceNodes_.Size();
  319. nodeIDsAttr_.Clear();
  320. nodeIDsAttr_.Push(numInstances);
  321. worldTransforms_.Resize(numInstances);
  322. numWorldTransforms_ = 0; // For safety. OnWorldBoundingBoxUpdate() will calculate the proper amount
  323. for (unsigned i = 0; i < numInstances; ++i)
  324. {
  325. Node* node = instanceNodes_[i];
  326. nodeIDsAttr_.Push(node ? node->GetID() : 0);
  327. }
  328. }
  329. }