StaticModelGroup.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2018 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 "../Core/Context.h"
  24. #include "../Graphics/Batch.h"
  25. #include "../Graphics/Camera.h"
  26. #include "../Graphics/Geometry.h"
  27. #include "../Graphics/Material.h"
  28. #include "../Graphics/OcclusionBuffer.h"
  29. #include "../Graphics/OctreeQuery.h"
  30. #include "../Graphics/StaticModelGroup.h"
  31. #include "../Graphics/VertexBuffer.h"
  32. #include "../Scene/Scene.h"
  33. #include "../DebugNew.h"
  34. namespace Urho3D
  35. {
  36. extern const char* GEOMETRY_CATEGORY;
  37. static const StringVector instanceNodesStructureElementNames =
  38. {
  39. "Instance Count",
  40. " NodeID"
  41. };
  42. StaticModelGroup::StaticModelGroup(Context* context) :
  43. StaticModel(context)
  44. {
  45. // Initialize the default node IDs attribute
  46. UpdateNodeIDs();
  47. }
  48. StaticModelGroup::~StaticModelGroup() = default;
  49. void StaticModelGroup::RegisterObject(Context* context)
  50. {
  51. context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);
  52. URHO3D_COPY_BASE_ATTRIBUTES(StaticModel);
  53. URHO3D_ACCESSOR_ATTRIBUTE("Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr,
  54. VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR)
  55. .SetMetadata(AttributeMetadata::P_VECTOR_STRUCT_ELEMENTS, instanceNodesStructureElementNames);
  56. }
  57. void StaticModelGroup::ApplyAttributes()
  58. {
  59. if (!nodesDirty_)
  60. return;
  61. // Remove all old instance nodes before searching for new
  62. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  63. {
  64. Node* node = instanceNodes_[i];
  65. if (node)
  66. node->RemoveListener(this);
  67. }
  68. instanceNodes_.Clear();
  69. Scene* scene = GetScene();
  70. if (scene)
  71. {
  72. // The first index stores the number of IDs redundantly. This is for editing
  73. for (unsigned i = 1; i < nodeIDsAttr_.Size(); ++i)
  74. {
  75. Node* node = scene->GetNode(nodeIDsAttr_[i].GetUInt());
  76. if (node)
  77. {
  78. WeakPtr<Node> instanceWeak(node);
  79. node->AddListener(this);
  80. instanceNodes_.Push(instanceWeak);
  81. }
  82. }
  83. }
  84. worldTransforms_.Resize(instanceNodes_.Size());
  85. numWorldTransforms_ = 0; // Correct amount will be found during world bounding box update
  86. nodesDirty_ = false;
  87. OnMarkedDirty(GetNode());
  88. }
  89. void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  90. {
  91. // If no bones or no bone-level testing, use the Drawable test
  92. RayQueryLevel level = query.level_;
  93. if (level < RAY_AABB)
  94. {
  95. Drawable::ProcessRayQuery(query, results);
  96. return;
  97. }
  98. // Check ray hit distance to AABB before proceeding with more accurate tests
  99. // GetWorldBoundingBox() updates the world transforms
  100. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  101. return;
  102. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  103. {
  104. // Initial test using AABB
  105. float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
  106. Vector3 normal = -query.ray_.direction_;
  107. // Then proceed to OBB and triangle-level tests if necessary
  108. if (level >= RAY_OBB && distance < query.maxDistance_)
  109. {
  110. Matrix3x4 inverse = worldTransforms_[i].Inverse();
  111. Ray localRay = query.ray_.Transformed(inverse);
  112. distance = localRay.HitDistance(boundingBox_);
  113. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  114. {
  115. distance = M_INFINITY;
  116. for (unsigned j = 0; j < batches_.Size(); ++j)
  117. {
  118. Geometry* geometry = batches_[j].geometry_;
  119. if (geometry)
  120. {
  121. Vector3 geometryNormal;
  122. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  123. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  124. {
  125. distance = geometryDistance;
  126. normal = (worldTransforms_[i] * Vector4(geometryNormal, 0.0f)).Normalized();
  127. }
  128. }
  129. }
  130. }
  131. }
  132. if (distance < query.maxDistance_)
  133. {
  134. RayQueryResult result;
  135. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  136. result.normal_ = normal;
  137. result.distance_ = distance;
  138. result.drawable_ = this;
  139. result.node_ = node_;
  140. result.subObject_ = i;
  141. results.Push(result);
  142. }
  143. }
  144. }
  145. void StaticModelGroup::UpdateBatches(const FrameInfo& frame)
  146. {
  147. // Getting the world bounding box ensures the transforms are updated
  148. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  149. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  150. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  151. if (batches_.Size() > 1)
  152. {
  153. for (unsigned i = 0; i < batches_.Size(); ++i)
  154. {
  155. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  156. batches_[i].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  157. batches_[i].numWorldTransforms_ = numWorldTransforms_;
  158. }
  159. }
  160. else if (batches_.Size() == 1)
  161. {
  162. batches_[0].distance_ = distance_;
  163. batches_[0].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  164. batches_[0].numWorldTransforms_ = numWorldTransforms_;
  165. }
  166. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  167. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  168. if (newLodDistance != lodDistance_)
  169. {
  170. lodDistance_ = newLodDistance;
  171. CalculateLodLevels();
  172. }
  173. }
  174. unsigned StaticModelGroup::GetNumOccluderTriangles()
  175. {
  176. // Make sure instance transforms are up-to-date
  177. GetWorldBoundingBox();
  178. unsigned triangles = 0;
  179. for (unsigned i = 0; i < batches_.Size(); ++i)
  180. {
  181. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  182. if (!geometry)
  183. continue;
  184. // Check that the material is suitable for occlusion (default material always is)
  185. Material* mat = batches_[i].material_;
  186. if (mat && !mat->GetOcclusion())
  187. continue;
  188. triangles += numWorldTransforms_ * geometry->GetIndexCount() / 3;
  189. }
  190. return triangles;
  191. }
  192. bool StaticModelGroup::DrawOcclusion(OcclusionBuffer* buffer)
  193. {
  194. // Make sure instance transforms are up-to-date
  195. GetWorldBoundingBox();
  196. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  197. {
  198. for (unsigned j = 0; j < batches_.Size(); ++j)
  199. {
  200. Geometry* geometry = GetLodGeometry(j, occlusionLodLevel_);
  201. if (!geometry)
  202. continue;
  203. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  204. Material* material = batches_[j].material_;
  205. if (material)
  206. {
  207. if (!material->GetOcclusion())
  208. continue;
  209. buffer->SetCullMode(material->GetCullMode());
  210. }
  211. else
  212. buffer->SetCullMode(CULL_CCW);
  213. const unsigned char* vertexData;
  214. unsigned vertexSize;
  215. const unsigned char* indexData;
  216. unsigned indexSize;
  217. const PODVector<VertexElement>* elements;
  218. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elements);
  219. // Check for valid geometry data
  220. if (!vertexData || !indexData || !elements || VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR3, SEM_POSITION) != 0)
  221. continue;
  222. unsigned indexStart = geometry->GetIndexStart();
  223. unsigned indexCount = geometry->GetIndexCount();
  224. // Draw and check for running out of triangles
  225. if (!buffer->AddTriangles(worldTransforms_[i], vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  226. return false;
  227. }
  228. }
  229. return true;
  230. }
  231. void StaticModelGroup::AddInstanceNode(Node* node)
  232. {
  233. if (!node)
  234. return;
  235. WeakPtr<Node> instanceWeak(node);
  236. if (instanceNodes_.Contains(instanceWeak))
  237. return;
  238. // Add as a listener for the instance node, so that we know to dirty the transforms when the node moves or is enabled/disabled
  239. node->AddListener(this);
  240. instanceNodes_.Push(instanceWeak);
  241. UpdateNumTransforms();
  242. }
  243. void StaticModelGroup::RemoveInstanceNode(Node* node)
  244. {
  245. if (!node)
  246. return;
  247. WeakPtr<Node> instanceWeak(node);
  248. Vector<WeakPtr<Node> >::Iterator i = instanceNodes_.Find(instanceWeak);
  249. if (i == instanceNodes_.End())
  250. return;
  251. node->RemoveListener(this);
  252. instanceNodes_.Erase(i);
  253. UpdateNumTransforms();
  254. }
  255. void StaticModelGroup::RemoveAllInstanceNodes()
  256. {
  257. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  258. {
  259. Node* node = instanceNodes_[i];
  260. if (node)
  261. node->RemoveListener(this);
  262. }
  263. instanceNodes_.Clear();
  264. UpdateNumTransforms();
  265. }
  266. Node* StaticModelGroup::GetInstanceNode(unsigned index) const
  267. {
  268. return index < instanceNodes_.Size() ? instanceNodes_[index] : nullptr;
  269. }
  270. void StaticModelGroup::SetNodeIDsAttr(const VariantVector& value)
  271. {
  272. // Just remember the node IDs. They need to go through the SceneResolver, and we actually find the nodes during
  273. // ApplyAttributes()
  274. if (value.Size())
  275. {
  276. nodeIDsAttr_.Clear();
  277. unsigned index = 0;
  278. unsigned numInstances = value[index++].GetUInt();
  279. // Prevent crash on entering negative value in the editor
  280. if (numInstances > M_MAX_INT)
  281. numInstances = 0;
  282. nodeIDsAttr_.Push(numInstances);
  283. while (numInstances--)
  284. {
  285. // If vector contains less IDs than should, fill the rest with zeroes
  286. if (index < value.Size())
  287. nodeIDsAttr_.Push(value[index++].GetUInt());
  288. else
  289. nodeIDsAttr_.Push(0);
  290. }
  291. }
  292. else
  293. {
  294. nodeIDsAttr_.Clear();
  295. nodeIDsAttr_.Push(0);
  296. }
  297. nodesDirty_ = true;
  298. nodeIDsDirty_ = false;
  299. }
  300. const VariantVector& StaticModelGroup::GetNodeIDsAttr() const
  301. {
  302. if (nodeIDsDirty_)
  303. UpdateNodeIDs();
  304. return nodeIDsAttr_;
  305. }
  306. void StaticModelGroup::OnNodeSetEnabled(Node* node)
  307. {
  308. Drawable::OnMarkedDirty(node);
  309. }
  310. void StaticModelGroup::OnWorldBoundingBoxUpdate()
  311. {
  312. // Update transforms and bounding box at the same time to have to go through the objects only once
  313. unsigned index = 0;
  314. BoundingBox worldBox;
  315. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  316. {
  317. Node* node = instanceNodes_[i];
  318. if (!node || !node->IsEnabled())
  319. continue;
  320. const Matrix3x4& worldTransform = node->GetWorldTransform();
  321. worldTransforms_[index++] = worldTransform;
  322. worldBox.Merge(boundingBox_.Transformed(worldTransform));
  323. }
  324. worldBoundingBox_ = worldBox;
  325. // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be
  326. // called from multiple worker threads simultaneously
  327. numWorldTransforms_ = index;
  328. }
  329. void StaticModelGroup::UpdateNumTransforms()
  330. {
  331. worldTransforms_.Resize(instanceNodes_.Size());
  332. numWorldTransforms_ = 0; // Correct amount will be during world bounding box update
  333. nodeIDsDirty_ = true;
  334. OnMarkedDirty(GetNode());
  335. MarkNetworkUpdate();
  336. }
  337. void StaticModelGroup::UpdateNodeIDs() const
  338. {
  339. unsigned numInstances = instanceNodes_.Size();
  340. nodeIDsAttr_.Clear();
  341. nodeIDsAttr_.Push(numInstances);
  342. for (unsigned i = 0; i < numInstances; ++i)
  343. {
  344. Node* node = instanceNodes_[i];
  345. nodeIDsAttr_.Push(node ? node->GetID() : 0);
  346. }
  347. nodeIDsDirty_ = false;
  348. }
  349. }