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