AnimatedModel.cpp 44 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 "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. invisibleLodFactor_(0.0f),
  60. animationDirty_(false),
  61. animationOrderDirty_(false),
  62. morphsDirty_(false),
  63. skinningDirty_(true),
  64. isMaster_(true),
  65. loading_(false),
  66. assignBonesPending_(false)
  67. {
  68. }
  69. AnimatedModel::~AnimatedModel()
  70. {
  71. }
  72. void AnimatedModel::RegisterObject(Context* context)
  73. {
  74. context->RegisterFactory<AnimatedModel>(GEOMETRY_CATEGORY);
  75. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  76. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_RESOURCEREF, "Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  77. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_RESOURCEREFLIST, "Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  78. ATTRIBUTE(AnimatedModel, VAR_BOOL, "Is Occluder", occluder_, false, AM_DEFAULT);
  79. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  80. ATTRIBUTE(AnimatedModel, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  81. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  82. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  83. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  84. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Invisible Anim LOD", GetInvisibleLodFactor, SetInvisibleLodFactor, float, 0.0f, AM_DEFAULT);
  86. COPY_BASE_ATTRIBUTES(AnimatedModel, Drawable);
  87. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Bone Animation Enabled", GetBonesEnabledAttr, SetBonesEnabledAttr, VariantVector, Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
  88. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
  89. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BUFFER, "Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_DEFAULT | AM_NOEDIT);
  90. }
  91. bool AnimatedModel::Load(Deserializer& source, bool setInstanceDefault)
  92. {
  93. loading_ = true;
  94. bool success = Component::Load(source, setInstanceDefault);
  95. loading_ = false;
  96. return success;
  97. }
  98. bool AnimatedModel::LoadXML(const XMLElement& source, bool setInstanceDefault)
  99. {
  100. loading_ = true;
  101. bool success = Component::LoadXML(source, setInstanceDefault);
  102. loading_ = false;
  103. return success;
  104. }
  105. void AnimatedModel::ApplyAttributes()
  106. {
  107. if (assignBonesPending_)
  108. AssignBoneNodes();
  109. }
  110. void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  111. {
  112. // If no bones or no bone-level testing, use the Drawable test
  113. RayQueryLevel level = query.level_;
  114. if (level < RAY_AABB || !skeleton_.GetRootBone() || !skeleton_.GetRootBone()->node_)
  115. {
  116. Drawable::ProcessRayQuery(query, results);
  117. return;
  118. }
  119. // Check ray hit distance to AABB before proceeding with bone-level tests
  120. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  121. return;
  122. const Vector<Bone>& bones = skeleton_.GetBones();
  123. Sphere boneSphere;
  124. for (unsigned i = 0; i < bones.Size(); ++i)
  125. {
  126. const Bone& bone = bones[i];
  127. if (!bone.node_)
  128. continue;
  129. float distance;
  130. // Use hitbox if available
  131. if (bone.collisionMask_ & BONECOLLISION_BOX)
  132. {
  133. // Do an initial crude test using the bone's AABB
  134. const BoundingBox& box = bone.boundingBox_;
  135. const Matrix3x4& transform = bone.node_->GetWorldTransform();
  136. distance = query.ray_.HitDistance(box.Transformed(transform));
  137. if (distance >= query.maxDistance_)
  138. continue;
  139. if (level != RAY_AABB)
  140. {
  141. // Follow with an OBB test if required
  142. Matrix3x4 inverse = transform.Inverse();
  143. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  144. distance = localRay.HitDistance(box);
  145. if (distance >= query.maxDistance_)
  146. continue;
  147. }
  148. }
  149. else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
  150. {
  151. boneSphere.center_ = bone.node_->GetWorldPosition();
  152. boneSphere.radius_ = bone.radius_;
  153. distance = query.ray_.HitDistance(boneSphere);
  154. if (distance >= query.maxDistance_)
  155. continue;
  156. }
  157. else
  158. continue;
  159. // If the code reaches here then we have a hit
  160. RayQueryResult result;
  161. result.drawable_ = this;
  162. result.node_ = node_;
  163. result.distance_ = distance;
  164. result.subObject_ = i;
  165. results.Push(result);
  166. }
  167. }
  168. void AnimatedModel::Update(const FrameInfo& frame)
  169. {
  170. // Update animation here
  171. if (!animationDirty_ && !animationOrderDirty_)
  172. return;
  173. // If node was invisible last frame, need to decide animation LOD distance here
  174. // If headless, retain the current animation distance (should be 0)
  175. if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
  176. {
  177. if (invisibleLodFactor_ == 0.0f)
  178. return;
  179. float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
  180. // If distance is greater than draw distance, no need to update at all
  181. if (drawDistance_ > 0.0f && distance > drawDistance_)
  182. return;
  183. // Multiply the distance by a constant so that invisible nodes don't update that often
  184. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  185. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_) * invisibleLodFactor_;
  186. }
  187. UpdateAnimation(frame);
  188. }
  189. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  190. {
  191. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  192. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  193. // Note: per-geometry distances do not take skinning into account
  194. if (batches_.Size() > 1)
  195. {
  196. for (unsigned i = 0; i < batches_.Size(); ++i)
  197. {
  198. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  199. batches_[i].worldTransform_ = &worldTransform;
  200. }
  201. }
  202. else if (batches_.Size() == 1)
  203. {
  204. batches_[0].distance_ = distance_;
  205. batches_[0].worldTransform_ = &worldTransform;
  206. }
  207. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  208. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  209. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  210. if (frame.frameNumber_ != animationLodFrameNumber_)
  211. {
  212. animationLodDistance_ = newLodDistance;
  213. animationLodFrameNumber_ = frame.frameNumber_;
  214. }
  215. else
  216. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  217. if (newLodDistance != lodDistance_)
  218. {
  219. lodDistance_ = newLodDistance;
  220. CalculateLodLevels();
  221. }
  222. }
  223. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  224. {
  225. if (morphsDirty_)
  226. UpdateMorphs();
  227. if (skinningDirty_)
  228. UpdateSkinning();
  229. }
  230. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  231. {
  232. if (morphsDirty_)
  233. return UPDATE_MAIN_THREAD;
  234. else if (skinningDirty_)
  235. return UPDATE_WORKER_THREAD;
  236. else
  237. return UPDATE_NONE;
  238. }
  239. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  240. {
  241. if (debug && IsEnabledEffective())
  242. {
  243. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  244. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  245. }
  246. }
  247. void AnimatedModel::SetModel(Model* model, bool createBones)
  248. {
  249. if (model == model_)
  250. return;
  251. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  252. if (model_)
  253. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  254. model_ = model;
  255. if (model)
  256. {
  257. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  258. // Copy the subgeometry & LOD level structure
  259. SetNumGeometries(model->GetNumGeometries());
  260. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  261. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  262. for (unsigned i = 0; i < geometries.Size(); ++i)
  263. {
  264. geometries_[i] = geometries[i];
  265. geometryData_[i].center_ = geometryCenters[i];
  266. }
  267. // Copy geometry bone mappings
  268. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  269. geometryBoneMappings_.Clear();
  270. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  271. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  272. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  273. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  274. morphVertexBuffers_.Clear();
  275. morphs_.Clear();
  276. const Vector<ModelMorph>& morphs = model->GetMorphs();
  277. morphs_.Reserve(morphs.Size());
  278. morphElementMask_ = 0;
  279. for (unsigned i = 0; i < morphs.Size(); ++i)
  280. {
  281. ModelMorph newMorph;
  282. newMorph.name_ = morphs[i].name_;
  283. newMorph.nameHash_ = morphs[i].nameHash_;
  284. newMorph.weight_ = 0.0f;
  285. newMorph.buffers_ = morphs[i].buffers_;
  286. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  287. morphElementMask_ |= j->second_.elementMask_;
  288. morphs_.Push(newMorph);
  289. }
  290. // Copy bounding box & skeleton
  291. SetBoundingBox(model->GetBoundingBox());
  292. // Initial bone bounding box is just the one stored in the model
  293. boneBoundingBox_ = boundingBox_;
  294. SetSkeleton(model->GetSkeleton(), createBones);
  295. ResetLodLevels();
  296. // Enable skinning in batches
  297. for (unsigned i = 0; i < batches_.Size(); ++i)
  298. {
  299. if (skinMatrices_.Size())
  300. {
  301. batches_[i].geometryType_ = GEOM_SKINNED;
  302. // Check if model has per-geometry bone mappings
  303. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  304. {
  305. batches_[i].shaderData_ = geometrySkinMatrices_[i][0].Data();
  306. batches_[i].shaderDataSize_ = geometrySkinMatrices_[i].Size() * 12;
  307. }
  308. // If not, use the global skin matrices
  309. else
  310. {
  311. batches_[i].shaderData_ = skinMatrices_[0].Data();
  312. batches_[i].shaderDataSize_ = skinMatrices_.Size() * 12;
  313. }
  314. }
  315. else
  316. {
  317. batches_[i].geometryType_ = GEOM_STATIC;
  318. batches_[i].shaderData_ = 0;
  319. batches_[i].shaderDataSize_ = 0;
  320. }
  321. }
  322. }
  323. else
  324. {
  325. RemoveRootBone(); // Remove existing root bone if any
  326. SetNumGeometries(0);
  327. geometryBoneMappings_.Clear();
  328. morphVertexBuffers_.Clear();
  329. morphs_.Clear();
  330. morphElementMask_ = 0;
  331. SetBoundingBox(BoundingBox());
  332. SetSkeleton(Skeleton(), false);
  333. }
  334. MarkNetworkUpdate();
  335. }
  336. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  337. {
  338. if (!isMaster_)
  339. {
  340. LOGERROR("Can not add animation state to non-master model");
  341. return 0;
  342. }
  343. if (!animation || !skeleton_.GetNumBones())
  344. return 0;
  345. // Check for not adding twice
  346. AnimationState* existing = GetAnimationState(animation);
  347. if (existing)
  348. return existing;
  349. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  350. animationStates_.Push(newState);
  351. MarkAnimationOrderDirty();
  352. return newState;
  353. }
  354. void AnimatedModel::RemoveAnimationState(Animation* animation)
  355. {
  356. if (animation)
  357. RemoveAnimationState(animation->GetNameHash());
  358. else
  359. {
  360. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  361. {
  362. AnimationState* state = *i;
  363. if (!state->GetAnimation())
  364. {
  365. animationStates_.Erase(i);
  366. MarkAnimationDirty();
  367. return;
  368. }
  369. }
  370. }
  371. }
  372. void AnimatedModel::RemoveAnimationState(const String& animationName)
  373. {
  374. RemoveAnimationState(StringHash(animationName));
  375. }
  376. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  377. {
  378. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  379. {
  380. AnimationState* state = *i;
  381. Animation* animation = state->GetAnimation();
  382. if (animation)
  383. {
  384. // Check both the animation and the resource name
  385. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  386. {
  387. animationStates_.Erase(i);
  388. MarkAnimationDirty();
  389. return;
  390. }
  391. }
  392. }
  393. }
  394. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  395. {
  396. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  397. {
  398. if (*i == state)
  399. {
  400. animationStates_.Erase(i);
  401. MarkAnimationDirty();
  402. return;
  403. }
  404. }
  405. }
  406. void AnimatedModel::RemoveAnimationState(unsigned index)
  407. {
  408. if (index < animationStates_.Size())
  409. {
  410. animationStates_.Erase(index);
  411. MarkAnimationDirty();
  412. }
  413. }
  414. void AnimatedModel::RemoveAllAnimationStates()
  415. {
  416. animationStates_.Clear();
  417. MarkAnimationDirty();
  418. }
  419. void AnimatedModel::SetAnimationLodBias(float bias)
  420. {
  421. animationLodBias_ = Max(bias, 0.0f);
  422. MarkNetworkUpdate();
  423. }
  424. void AnimatedModel::SetInvisibleLodFactor(float factor)
  425. {
  426. if (factor < 0.0f)
  427. factor = 0.0f;
  428. else if (factor != 0.0f && factor < 1.0f)
  429. factor = 1.0f;
  430. invisibleLodFactor_ = factor;
  431. MarkNetworkUpdate();
  432. }
  433. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  434. {
  435. if (index >= morphs_.Size())
  436. return;
  437. // If morph vertex buffers have not been created yet, create now
  438. if (weight > 0.0f && morphVertexBuffers_.Empty())
  439. CloneGeometries();
  440. weight = Clamp(weight, 0.0f, 1.0f);
  441. if (weight != morphs_[index].weight_)
  442. {
  443. morphs_[index].weight_ = weight;
  444. // For a master model, set the same morph weight on non-master models
  445. if (isMaster_)
  446. {
  447. PODVector<AnimatedModel*> models;
  448. GetComponents<AnimatedModel>(models);
  449. // Indexing might not be the same, so use the name hash instead
  450. for (unsigned i = 1; i < models.Size(); ++i)
  451. {
  452. if (!models[i]->isMaster_)
  453. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  454. }
  455. }
  456. MarkMorphsDirty();
  457. MarkNetworkUpdate();
  458. }
  459. }
  460. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  461. {
  462. for (unsigned i = 0; i < morphs_.Size(); ++i)
  463. {
  464. if (morphs_[i].name_ == name)
  465. {
  466. SetMorphWeight(i, weight);
  467. return;
  468. }
  469. }
  470. }
  471. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  472. {
  473. for (unsigned i = 0; i < morphs_.Size(); ++i)
  474. {
  475. if (morphs_[i].nameHash_ == nameHash)
  476. {
  477. SetMorphWeight(i, weight);
  478. return;
  479. }
  480. }
  481. }
  482. void AnimatedModel::ResetMorphWeights()
  483. {
  484. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  485. i->weight_ = 0.0f;
  486. // For a master model, reset weights on non-master models
  487. if (isMaster_)
  488. {
  489. PODVector<AnimatedModel*> models;
  490. GetComponents<AnimatedModel>(models);
  491. for (unsigned i = 1; i < models.Size(); ++i)
  492. {
  493. if (!models[i]->isMaster_)
  494. models[i]->ResetMorphWeights();
  495. }
  496. }
  497. MarkMorphsDirty();
  498. MarkNetworkUpdate();
  499. }
  500. float AnimatedModel::GetMorphWeight(unsigned index) const
  501. {
  502. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  503. }
  504. float AnimatedModel::GetMorphWeight(const String& name) const
  505. {
  506. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  507. {
  508. if (i->name_ == name)
  509. return i->weight_;
  510. }
  511. return 0.0f;
  512. }
  513. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  514. {
  515. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  516. {
  517. if (i->nameHash_ == nameHash)
  518. return i->weight_;
  519. }
  520. return 0.0f;
  521. }
  522. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  523. {
  524. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  525. {
  526. if ((*i)->GetAnimation() == animation)
  527. return *i;
  528. }
  529. return 0;
  530. }
  531. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  532. {
  533. return GetAnimationState(StringHash(animationName));
  534. }
  535. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  536. {
  537. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  538. {
  539. Animation* animation = (*i)->GetAnimation();
  540. if (animation)
  541. {
  542. // Check both the animation and the resource name
  543. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  544. return *i;
  545. }
  546. }
  547. return 0;
  548. }
  549. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  550. {
  551. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  552. }
  553. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  554. {
  555. if (!node_ && createBones)
  556. {
  557. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  558. return;
  559. }
  560. if (isMaster_)
  561. {
  562. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  563. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  564. {
  565. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  566. const Vector<Bone>& srcBones = skeleton.GetBones();
  567. bool compatible = true;
  568. for (unsigned i = 0; i < destBones.Size(); ++i)
  569. {
  570. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  571. srcBones[i].parentIndex_)
  572. {
  573. // If compatible, just copy the values and retain the old node and animated status
  574. Node* boneNode = destBones[i].node_;
  575. bool animated = destBones[i].animated_;
  576. destBones[i] = srcBones[i];
  577. destBones[i].node_ = boneNode;
  578. destBones[i].animated_ = animated;
  579. }
  580. else
  581. {
  582. compatible = false;
  583. break;
  584. }
  585. }
  586. if (compatible)
  587. return;
  588. }
  589. RemoveAllAnimationStates();
  590. // Detach the rootbone of the previous model if any
  591. if (createBones)
  592. RemoveRootBone();
  593. skeleton_.Define(skeleton);
  594. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  595. // to the bounding box
  596. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  597. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  598. {
  599. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  600. i->collisionMask_ &= ~BONECOLLISION_BOX;
  601. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  602. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  603. }
  604. // Create scene nodes for the bones
  605. if (createBones)
  606. {
  607. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  608. {
  609. // Create bones as local, as they are never to be directly synchronized over the network
  610. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  611. boneNode->AddListener(this);
  612. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  613. i->node_ = boneNode;
  614. }
  615. for (unsigned i = 0; i < bones.Size(); ++i)
  616. {
  617. unsigned parentIndex = bones[i].parentIndex_;
  618. if (parentIndex != i && parentIndex < bones.Size())
  619. bones[parentIndex].node_->AddChild(bones[i].node_);
  620. }
  621. }
  622. MarkAnimationDirty();
  623. using namespace BoneHierarchyCreated;
  624. VariantMap eventData;
  625. eventData[P_NODE] = (void*)node_;
  626. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  627. }
  628. else
  629. {
  630. // For non-master models: use the bone nodes of the master model
  631. skeleton_.Define(skeleton);
  632. if (createBones)
  633. {
  634. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  635. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  636. {
  637. Node* boneNode = node_->GetChild(i->name_, true);
  638. if (boneNode)
  639. boneNode->AddListener(this);
  640. i->node_ = boneNode;
  641. }
  642. }
  643. }
  644. // Reserve space for skinning matrices
  645. skinMatrices_.Resize(skeleton_.GetNumBones());
  646. SetGeometryBoneMappings();
  647. assignBonesPending_ = !createBones;
  648. }
  649. void AnimatedModel::SetModelAttr(ResourceRef value)
  650. {
  651. ResourceCache* cache = GetSubsystem<ResourceCache>();
  652. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  653. SetModel(cache->GetResource<Model>(value.id_), !loading_);
  654. }
  655. void AnimatedModel::SetBonesEnabledAttr(VariantVector value)
  656. {
  657. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  658. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  659. bones[i].animated_ = value[i].GetBool();
  660. }
  661. void AnimatedModel::SetAnimationStatesAttr(VariantVector value)
  662. {
  663. ResourceCache* cache = GetSubsystem<ResourceCache>();
  664. RemoveAllAnimationStates();
  665. unsigned index = 0;
  666. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  667. // Prevent negative or overly large value being assigned from the editor
  668. if (numStates > M_MAX_INT)
  669. numStates = 0;
  670. if (numStates > MAX_ANIMATION_STATES)
  671. numStates = MAX_ANIMATION_STATES;
  672. animationStates_.Reserve(numStates);
  673. while (numStates--)
  674. {
  675. if (index + 5 < value.Size())
  676. {
  677. // Note: null animation is allowed here for editing
  678. const ResourceRef& animRef = value[index++].GetResourceRef();
  679. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.id_)));
  680. animationStates_.Push(newState);
  681. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  682. newState->SetLooped(value[index++].GetBool());
  683. newState->SetWeight(value[index++].GetFloat());
  684. newState->SetTime(value[index++].GetFloat());
  685. newState->SetLayer(value[index++].GetInt());
  686. }
  687. else
  688. {
  689. // If not enough data, just add an empty animation state
  690. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  691. animationStates_.Push(newState);
  692. }
  693. }
  694. MarkAnimationOrderDirty();
  695. }
  696. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  697. {
  698. for (unsigned index = 0; index < value.Size(); ++index)
  699. SetMorphWeight(index, (float)value[index] / 255.0f);
  700. }
  701. ResourceRef AnimatedModel::GetModelAttr() const
  702. {
  703. return GetResourceRef(model_, Model::GetTypeStatic());
  704. }
  705. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  706. {
  707. VariantVector ret;
  708. const Vector<Bone>& bones = skeleton_.GetBones();
  709. ret.Reserve(bones.Size());
  710. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  711. ret.Push(i->animated_);
  712. return ret;
  713. }
  714. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  715. {
  716. VariantVector ret;
  717. ret.Reserve(animationStates_.Size() * 6 + 1);
  718. ret.Push(animationStates_.Size());
  719. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  720. {
  721. AnimationState* state = *i;
  722. Animation* animation = state->GetAnimation();
  723. Bone* startBone = state->GetStartBone();
  724. ret.Push(ResourceRef(Animation::GetTypeStatic(), animation ? animation->GetNameHash() : StringHash()));
  725. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  726. ret.Push(state->IsLooped());
  727. ret.Push(state->GetWeight());
  728. ret.Push(state->GetTime());
  729. ret.Push((int)state->GetLayer());
  730. }
  731. return ret;
  732. }
  733. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  734. {
  735. attrBuffer_.Clear();
  736. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  737. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  738. return attrBuffer_.GetBuffer();
  739. }
  740. void AnimatedModel::OnNodeSet(Node* node)
  741. {
  742. Drawable::OnNodeSet(node);
  743. if (node)
  744. {
  745. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  746. isMaster_ = GetComponent<AnimatedModel>() == this;
  747. }
  748. else
  749. {
  750. // When AnimatedModel parent node is cleared, we are being detached from the scene.
  751. // Remove the bone hierarchy now
  752. RemoveRootBone();
  753. }
  754. }
  755. void AnimatedModel::OnMarkedDirty(Node* node)
  756. {
  757. Drawable::OnMarkedDirty(node);
  758. // If the scene node or any of the bone nodes move, mark skinning dirty
  759. skinningDirty_ = true;
  760. }
  761. void AnimatedModel::OnWorldBoundingBoxUpdate()
  762. {
  763. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  764. }
  765. void AnimatedModel::AssignBoneNodes()
  766. {
  767. assignBonesPending_ = false;
  768. if (!node_)
  769. return;
  770. // Find the bone nodes from the node hierarchy and add listeners
  771. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  772. bool boneFound = false;
  773. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  774. {
  775. Node* boneNode = node_->GetChild(i->name_, true);
  776. if (boneNode)
  777. {
  778. boneFound = true;
  779. boneNode->AddListener(this);
  780. }
  781. i->node_ = boneNode;
  782. }
  783. // If no bones found, this may be a prefab where the bone information was left out.
  784. // In that case reassign the skeleton now if possible
  785. if (!boneFound && model_)
  786. SetSkeleton(model_->GetSkeleton(), true);
  787. // Re-assign the same start bone to animations to get the proper bone node this time
  788. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  789. {
  790. AnimationState* state = *i;
  791. state->SetStartBone(state->GetStartBone());
  792. }
  793. MarkAnimationDirty();
  794. }
  795. void AnimatedModel::RemoveRootBone()
  796. {
  797. Bone* rootBone = skeleton_.GetRootBone();
  798. if (rootBone && rootBone->node_)
  799. rootBone->node_->Remove();
  800. }
  801. void AnimatedModel::MarkAnimationDirty()
  802. {
  803. if (isMaster_)
  804. {
  805. animationDirty_ = true;
  806. // Mark for pre-octree reinsertion update (threaded)
  807. MarkForUpdate();
  808. }
  809. }
  810. void AnimatedModel::MarkAnimationOrderDirty()
  811. {
  812. if (isMaster_)
  813. {
  814. animationOrderDirty_ = true;
  815. // Mark for pre-octree reinsertion update (threaded)
  816. MarkForUpdate();
  817. }
  818. }
  819. void AnimatedModel::MarkMorphsDirty()
  820. {
  821. morphsDirty_ = true;
  822. }
  823. void AnimatedModel::CloneGeometries()
  824. {
  825. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  826. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  827. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  828. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  829. {
  830. VertexBuffer* original = originalVertexBuffers[i];
  831. if (model_->GetMorphRangeCount(i))
  832. {
  833. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  834. clone->SetShadowed(true);
  835. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  836. void* dest = clone->Lock(0, original->GetVertexCount());
  837. if (dest)
  838. {
  839. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  840. clone->Unlock();
  841. }
  842. clonedVertexBuffers[original] = clone;
  843. morphVertexBuffers_[i] = clone;
  844. }
  845. else
  846. morphVertexBuffers_[i].Reset();
  847. }
  848. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  849. for (unsigned i = 0; i < geometries_.Size(); ++i)
  850. {
  851. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  852. {
  853. SharedPtr<Geometry> original = geometries_[i][j];
  854. SharedPtr<Geometry> clone(new Geometry(context_));
  855. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  856. // data comes from the original vertex buffer(s)
  857. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  858. unsigned totalBuf = originalBuffers.Size();
  859. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  860. {
  861. VertexBuffer* originalBuffer = originalBuffers[k];
  862. if (clonedVertexBuffers.Contains(originalBuffer))
  863. ++totalBuf;
  864. }
  865. clone->SetNumVertexBuffers(totalBuf);
  866. unsigned l = 0;
  867. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  868. {
  869. VertexBuffer* originalBuffer = originalBuffers[k];
  870. unsigned originalMask = original->GetVertexElementMask(k);
  871. if (clonedVertexBuffers.Contains(originalBuffer))
  872. {
  873. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  874. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  875. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  876. }
  877. else
  878. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  879. }
  880. clone->SetIndexBuffer(original->GetIndexBuffer());
  881. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  882. clone->SetLodDistance(original->GetLodDistance());
  883. geometries_[i][j] = clone;
  884. }
  885. }
  886. // Make sure the rendering batches use the new cloned geometries
  887. ResetLodLevels();
  888. MarkMorphsDirty();
  889. }
  890. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  891. {
  892. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  893. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  894. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  895. unsigned vertexSize = srcBuffer->GetVertexSize();
  896. float* dest = (float*)destVertexData;
  897. unsigned char* src = (unsigned char*)srcVertexData;
  898. while (vertexCount--)
  899. {
  900. if (mask & MASK_POSITION)
  901. {
  902. float* posSrc = (float*)src;
  903. *dest++ = posSrc[0];
  904. *dest++ = posSrc[1];
  905. *dest++ = posSrc[2];
  906. }
  907. if (mask & MASK_NORMAL)
  908. {
  909. float* normalSrc = (float*)(src + normalOffset);
  910. *dest++ = normalSrc[0];
  911. *dest++ = normalSrc[1];
  912. *dest++ = normalSrc[2];
  913. }
  914. if (mask & MASK_TANGENT)
  915. {
  916. float* tangentSrc = (float*)(src + tangentOffset);
  917. *dest++ = tangentSrc[0];
  918. *dest++ = tangentSrc[1];
  919. *dest++ = tangentSrc[2];
  920. *dest++ = tangentSrc[3];
  921. }
  922. src += vertexSize;
  923. }
  924. }
  925. void AnimatedModel::SetGeometryBoneMappings()
  926. {
  927. geometrySkinMatrices_.Clear();
  928. geometrySkinMatrixPtrs_.Clear();
  929. if (!geometryBoneMappings_.Size())
  930. return;
  931. // Check if all mappings are empty, then we do not need to use mapped skinning
  932. bool allEmpty = true;
  933. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  934. if (geometryBoneMappings_[i].Size())
  935. allEmpty = false;
  936. if (allEmpty)
  937. return;
  938. // Reserve space for per-geometry skinning matrices
  939. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  940. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  941. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  942. // Build original-to-skinindex matrix pointer mapping for fast copying
  943. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  944. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  945. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  946. {
  947. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  948. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  949. }
  950. }
  951. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  952. {
  953. // If using animation LOD, accumulate time and see if it is time to update
  954. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  955. {
  956. // Check for first time update
  957. if (animationLodTimer_ >= 0.0f)
  958. {
  959. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  960. if (animationLodTimer_ >= animationLodDistance_)
  961. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  962. else
  963. return;
  964. }
  965. else
  966. animationLodTimer_ = 0.0f;
  967. }
  968. // Make sure animations are in ascending priority order
  969. if (animationOrderDirty_)
  970. {
  971. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  972. animationOrderDirty_ = false;
  973. }
  974. // Reset skeleton, then apply all animations
  975. skeleton_.Reset();
  976. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  977. (*i)->Apply();
  978. // Calculate new local bounding box from the bone positions, then mark for octree reinsertion
  979. UpdateBoneBoundingBox();
  980. Drawable::OnMarkedDirty(node_);
  981. animationDirty_ = false;
  982. }
  983. void AnimatedModel::UpdateBoneBoundingBox()
  984. {
  985. if (skeleton_.GetNumBones())
  986. {
  987. // The bone bounding box is in local space, so need the node's inverse transform
  988. boneBoundingBox_.defined_ = false;
  989. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  990. const Vector<Bone>& bones = skeleton_.GetBones();
  991. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  992. {
  993. Node* boneNode = i->node_;
  994. if (!boneNode)
  995. continue;
  996. // Use hitbox if available. If not, use only half of the sphere radius
  997. /// \todo The sphere radius should be multiplied with bone scale
  998. if (i->collisionMask_ & BONECOLLISION_BOX)
  999. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  1000. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  1001. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  1002. }
  1003. }
  1004. }
  1005. void AnimatedModel::UpdateSkinning()
  1006. {
  1007. // Note: the model's world transform will be baked in the skin matrices
  1008. const Vector<Bone>& bones = skeleton_.GetBones();
  1009. // Use model's world transform in case a bone is missing
  1010. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1011. // Skinning with global matrices only
  1012. if (!geometrySkinMatrices_.Size())
  1013. {
  1014. for (unsigned i = 0; i < bones.Size(); ++i)
  1015. {
  1016. const Bone& bone = bones[i];
  1017. if (bone.node_)
  1018. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1019. else
  1020. skinMatrices_[i] = worldTransform;
  1021. }
  1022. }
  1023. // Skinning with per-geometry matrices
  1024. else
  1025. {
  1026. for (unsigned i = 0; i < bones.Size(); ++i)
  1027. {
  1028. const Bone& bone = bones[i];
  1029. if (bone.node_)
  1030. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1031. else
  1032. skinMatrices_[i] = worldTransform;
  1033. // Copy the skin matrix to per-geometry matrices as needed
  1034. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1035. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1036. }
  1037. }
  1038. skinningDirty_ = false;
  1039. }
  1040. void AnimatedModel::UpdateMorphs()
  1041. {
  1042. Graphics* graphics = GetSubsystem<Graphics>();
  1043. if (!graphics)
  1044. return;
  1045. if (morphs_.Size())
  1046. {
  1047. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1048. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1049. {
  1050. VertexBuffer* buffer = morphVertexBuffers_[i];
  1051. if (buffer)
  1052. {
  1053. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1054. unsigned morphStart = model_->GetMorphRangeStart(i);
  1055. unsigned morphCount = model_->GetMorphRangeCount(i);
  1056. void* dest = buffer->Lock(morphStart, morphCount);
  1057. if (dest)
  1058. {
  1059. // Reset morph range by copying data from the original vertex buffer
  1060. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1061. morphCount, buffer, originalBuffer);
  1062. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1063. {
  1064. if (morphs_[j].weight_ > 0.0f)
  1065. {
  1066. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1067. if (k != morphs_[j].buffers_.End())
  1068. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1069. }
  1070. }
  1071. buffer->Unlock();
  1072. }
  1073. }
  1074. }
  1075. }
  1076. morphsDirty_ = false;
  1077. }
  1078. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1079. {
  1080. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1081. unsigned vertexCount = morph.vertexCount_;
  1082. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1083. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1084. unsigned vertexSize = buffer->GetVertexSize();
  1085. unsigned char* srcData = morph.morphData_;
  1086. unsigned char* destData = (unsigned char*)destVertexData;
  1087. while (vertexCount--)
  1088. {
  1089. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1090. srcData += sizeof(unsigned);
  1091. if (elementMask & MASK_POSITION)
  1092. {
  1093. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1094. float* src = (float*)srcData;
  1095. dest[0] += src[0] * weight;
  1096. dest[1] += src[1] * weight;
  1097. dest[2] += src[2] * weight;
  1098. srcData += 3 * sizeof(float);
  1099. }
  1100. if (elementMask & MASK_NORMAL)
  1101. {
  1102. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1103. float* src = (float*)srcData;
  1104. dest[0] += src[0] * weight;
  1105. dest[1] += src[1] * weight;
  1106. dest[2] += src[2] * weight;
  1107. srcData += 3 * sizeof(float);
  1108. }
  1109. if (elementMask & MASK_TANGENT)
  1110. {
  1111. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1112. float* src = (float*)srcData;
  1113. dest[0] += src[0] * weight;
  1114. dest[1] += src[1] * weight;
  1115. dest[2] += src[2] * weight;
  1116. srcData += 3 * sizeof(float);
  1117. }
  1118. }
  1119. }
  1120. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1121. {
  1122. Model* currentModel = model_;
  1123. model_.Reset(); // Set null to allow to be re-set
  1124. SetModel(currentModel);
  1125. }
  1126. }