AnimatedModel.cpp 44 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedModel.h"
  24. #include "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. updateInvisible_(false),
  60. animationDirty_(false),
  61. animationOrderDirty_(false),
  62. morphsDirty_(false),
  63. skinningDirty_(true),
  64. boneBoundingBoxDirty_(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_BOOL, "Update When Invisible", GetUpdateInvisible, SetUpdateInvisible, bool, false, AM_DEFAULT);
  83. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  84. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  86. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, 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 = query.ray_.Transformed(inverse);
  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.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  163. result.normal_ = -query.ray_.direction_;
  164. result.distance_ = distance;
  165. result.drawable_ = this;
  166. result.node_ = node_;
  167. result.subObject_ = i;
  168. results.Push(result);
  169. }
  170. }
  171. void AnimatedModel::Update(const FrameInfo& frame)
  172. {
  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. // First check for no update at all when invisible
  178. if (!updateInvisible_)
  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. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  185. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_);
  186. }
  187. if (animationDirty_ || animationOrderDirty_)
  188. UpdateAnimation(frame);
  189. else if (boneBoundingBoxDirty_)
  190. UpdateBoneBoundingBox();
  191. }
  192. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  193. {
  194. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  195. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  196. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  197. // Note: per-geometry distances do not take skinning into account
  198. if (batches_.Size() > 1)
  199. {
  200. for (unsigned i = 0; i < batches_.Size(); ++i)
  201. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  202. }
  203. else if (batches_.Size() == 1)
  204. batches_[0].distance_ = distance_;
  205. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  206. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  207. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  208. if (frame.frameNumber_ != animationLodFrameNumber_)
  209. {
  210. animationLodDistance_ = newLodDistance;
  211. animationLodFrameNumber_ = frame.frameNumber_;
  212. }
  213. else
  214. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  215. if (newLodDistance != lodDistance_)
  216. {
  217. lodDistance_ = newLodDistance;
  218. CalculateLodLevels();
  219. }
  220. }
  221. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  222. {
  223. if (morphsDirty_)
  224. UpdateMorphs();
  225. if (skinningDirty_)
  226. UpdateSkinning();
  227. }
  228. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  229. {
  230. if (morphsDirty_)
  231. return UPDATE_MAIN_THREAD;
  232. else if (skinningDirty_)
  233. return UPDATE_WORKER_THREAD;
  234. else
  235. return UPDATE_NONE;
  236. }
  237. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  238. {
  239. if (debug && IsEnabledEffective())
  240. {
  241. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  242. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  243. }
  244. }
  245. void AnimatedModel::SetModel(Model* model, bool createBones)
  246. {
  247. if (model == model_)
  248. return;
  249. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  250. if (model_)
  251. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  252. model_ = model;
  253. if (model)
  254. {
  255. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  256. // Copy the subgeometry & LOD level structure
  257. SetNumGeometries(model->GetNumGeometries());
  258. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  259. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  260. for (unsigned i = 0; i < geometries.Size(); ++i)
  261. {
  262. geometries_[i] = geometries[i];
  263. geometryData_[i].center_ = geometryCenters[i];
  264. }
  265. // Copy geometry bone mappings
  266. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  267. geometryBoneMappings_.Clear();
  268. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  269. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  270. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  271. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  272. morphVertexBuffers_.Clear();
  273. morphs_.Clear();
  274. const Vector<ModelMorph>& morphs = model->GetMorphs();
  275. morphs_.Reserve(morphs.Size());
  276. morphElementMask_ = 0;
  277. for (unsigned i = 0; i < morphs.Size(); ++i)
  278. {
  279. ModelMorph newMorph;
  280. newMorph.name_ = morphs[i].name_;
  281. newMorph.nameHash_ = morphs[i].nameHash_;
  282. newMorph.weight_ = 0.0f;
  283. newMorph.buffers_ = morphs[i].buffers_;
  284. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  285. morphElementMask_ |= j->second_.elementMask_;
  286. morphs_.Push(newMorph);
  287. }
  288. // Copy bounding box & skeleton
  289. SetBoundingBox(model->GetBoundingBox());
  290. // Initial bone bounding box is just the one stored in the model
  291. boneBoundingBox_ = boundingBox_;
  292. boneBoundingBoxDirty_ = true;
  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].worldTransform_ = &geometrySkinMatrices_[i][0];
  305. batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
  306. }
  307. // If not, use the global skin matrices
  308. else
  309. {
  310. batches_[i].worldTransform_ = &skinMatrices_[0];
  311. batches_[i].numWorldTransforms_ = skinMatrices_.Size();
  312. }
  313. }
  314. else
  315. {
  316. batches_[i].geometryType_ = GEOM_STATIC;
  317. batches_[i].worldTransform_ = &node_->GetWorldTransform();
  318. batches_[i].numWorldTransforms_ = 1;
  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::SetUpdateInvisible(bool enable)
  424. {
  425. updateInvisible_ = enable;
  426. MarkNetworkUpdate();
  427. }
  428. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  429. {
  430. if (index >= morphs_.Size())
  431. return;
  432. // If morph vertex buffers have not been created yet, create now
  433. if (weight > 0.0f && morphVertexBuffers_.Empty())
  434. CloneGeometries();
  435. weight = Clamp(weight, 0.0f, 1.0f);
  436. if (weight != morphs_[index].weight_)
  437. {
  438. morphs_[index].weight_ = weight;
  439. // For a master model, set the same morph weight on non-master models
  440. if (isMaster_)
  441. {
  442. PODVector<AnimatedModel*> models;
  443. GetComponents<AnimatedModel>(models);
  444. // Indexing might not be the same, so use the name hash instead
  445. for (unsigned i = 1; i < models.Size(); ++i)
  446. {
  447. if (!models[i]->isMaster_)
  448. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  449. }
  450. }
  451. MarkMorphsDirty();
  452. MarkNetworkUpdate();
  453. }
  454. }
  455. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  456. {
  457. for (unsigned i = 0; i < morphs_.Size(); ++i)
  458. {
  459. if (morphs_[i].name_ == name)
  460. {
  461. SetMorphWeight(i, weight);
  462. return;
  463. }
  464. }
  465. }
  466. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  467. {
  468. for (unsigned i = 0; i < morphs_.Size(); ++i)
  469. {
  470. if (morphs_[i].nameHash_ == nameHash)
  471. {
  472. SetMorphWeight(i, weight);
  473. return;
  474. }
  475. }
  476. }
  477. void AnimatedModel::ResetMorphWeights()
  478. {
  479. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  480. i->weight_ = 0.0f;
  481. // For a master model, reset weights on non-master models
  482. if (isMaster_)
  483. {
  484. PODVector<AnimatedModel*> models;
  485. GetComponents<AnimatedModel>(models);
  486. for (unsigned i = 1; i < models.Size(); ++i)
  487. {
  488. if (!models[i]->isMaster_)
  489. models[i]->ResetMorphWeights();
  490. }
  491. }
  492. MarkMorphsDirty();
  493. MarkNetworkUpdate();
  494. }
  495. float AnimatedModel::GetMorphWeight(unsigned index) const
  496. {
  497. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  498. }
  499. float AnimatedModel::GetMorphWeight(const String& name) const
  500. {
  501. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  502. {
  503. if (i->name_ == name)
  504. return i->weight_;
  505. }
  506. return 0.0f;
  507. }
  508. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  509. {
  510. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  511. {
  512. if (i->nameHash_ == nameHash)
  513. return i->weight_;
  514. }
  515. return 0.0f;
  516. }
  517. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  518. {
  519. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  520. {
  521. if ((*i)->GetAnimation() == animation)
  522. return *i;
  523. }
  524. return 0;
  525. }
  526. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  527. {
  528. return GetAnimationState(StringHash(animationName));
  529. }
  530. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  531. {
  532. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  533. {
  534. Animation* animation = (*i)->GetAnimation();
  535. if (animation)
  536. {
  537. // Check both the animation and the resource name
  538. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  539. return *i;
  540. }
  541. }
  542. return 0;
  543. }
  544. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  545. {
  546. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  547. }
  548. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  549. {
  550. if (!node_ && createBones)
  551. {
  552. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  553. return;
  554. }
  555. if (isMaster_)
  556. {
  557. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  558. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  559. {
  560. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  561. const Vector<Bone>& srcBones = skeleton.GetBones();
  562. bool compatible = true;
  563. for (unsigned i = 0; i < destBones.Size(); ++i)
  564. {
  565. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  566. srcBones[i].parentIndex_)
  567. {
  568. // If compatible, just copy the values and retain the old node and animated status
  569. Node* boneNode = destBones[i].node_;
  570. bool animated = destBones[i].animated_;
  571. destBones[i] = srcBones[i];
  572. destBones[i].node_ = boneNode;
  573. destBones[i].animated_ = animated;
  574. }
  575. else
  576. {
  577. compatible = false;
  578. break;
  579. }
  580. }
  581. if (compatible)
  582. return;
  583. }
  584. RemoveAllAnimationStates();
  585. // Detach the rootbone of the previous model if any
  586. if (createBones)
  587. RemoveRootBone();
  588. skeleton_.Define(skeleton);
  589. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  590. // to the bounding box
  591. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  592. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  593. {
  594. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  595. i->collisionMask_ &= ~BONECOLLISION_BOX;
  596. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  597. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  598. }
  599. // Create scene nodes for the bones
  600. if (createBones)
  601. {
  602. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  603. {
  604. // Create bones as local, as they are never to be directly synchronized over the network
  605. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  606. boneNode->AddListener(this);
  607. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  608. i->node_ = boneNode;
  609. }
  610. for (unsigned i = 0; i < bones.Size(); ++i)
  611. {
  612. unsigned parentIndex = bones[i].parentIndex_;
  613. if (parentIndex != i && parentIndex < bones.Size())
  614. bones[parentIndex].node_->AddChild(bones[i].node_);
  615. }
  616. }
  617. MarkAnimationDirty();
  618. using namespace BoneHierarchyCreated;
  619. VariantMap& eventData = GetEventDataMap();
  620. eventData[P_NODE] = (void*)node_;
  621. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  622. }
  623. else
  624. {
  625. // For non-master models: use the bone nodes of the master model
  626. skeleton_.Define(skeleton);
  627. if (createBones)
  628. {
  629. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  630. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  631. {
  632. Node* boneNode = node_->GetChild(i->name_, true);
  633. if (boneNode)
  634. boneNode->AddListener(this);
  635. i->node_ = boneNode;
  636. }
  637. }
  638. }
  639. // Reserve space for skinning matrices
  640. skinMatrices_.Resize(skeleton_.GetNumBones());
  641. SetGeometryBoneMappings();
  642. assignBonesPending_ = !createBones;
  643. }
  644. void AnimatedModel::SetModelAttr(ResourceRef value)
  645. {
  646. ResourceCache* cache = GetSubsystem<ResourceCache>();
  647. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  648. SetModel(cache->GetResource<Model>(value.name_), !loading_);
  649. }
  650. void AnimatedModel::SetBonesEnabledAttr(VariantVector value)
  651. {
  652. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  653. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  654. bones[i].animated_ = value[i].GetBool();
  655. }
  656. void AnimatedModel::SetAnimationStatesAttr(VariantVector value)
  657. {
  658. ResourceCache* cache = GetSubsystem<ResourceCache>();
  659. RemoveAllAnimationStates();
  660. unsigned index = 0;
  661. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  662. // Prevent negative or overly large value being assigned from the editor
  663. if (numStates > M_MAX_INT)
  664. numStates = 0;
  665. if (numStates > MAX_ANIMATION_STATES)
  666. numStates = MAX_ANIMATION_STATES;
  667. animationStates_.Reserve(numStates);
  668. while (numStates--)
  669. {
  670. if (index + 5 < value.Size())
  671. {
  672. // Note: null animation is allowed here for editing
  673. const ResourceRef& animRef = value[index++].GetResourceRef();
  674. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.name_)));
  675. animationStates_.Push(newState);
  676. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  677. newState->SetLooped(value[index++].GetBool());
  678. newState->SetWeight(value[index++].GetFloat());
  679. newState->SetTime(value[index++].GetFloat());
  680. newState->SetLayer(value[index++].GetInt());
  681. }
  682. else
  683. {
  684. // If not enough data, just add an empty animation state
  685. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  686. animationStates_.Push(newState);
  687. }
  688. }
  689. MarkAnimationOrderDirty();
  690. }
  691. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  692. {
  693. for (unsigned index = 0; index < value.Size(); ++index)
  694. SetMorphWeight(index, (float)value[index] / 255.0f);
  695. }
  696. ResourceRef AnimatedModel::GetModelAttr() const
  697. {
  698. return GetResourceRef(model_, Model::GetTypeStatic());
  699. }
  700. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  701. {
  702. VariantVector ret;
  703. const Vector<Bone>& bones = skeleton_.GetBones();
  704. ret.Reserve(bones.Size());
  705. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  706. ret.Push(i->animated_);
  707. return ret;
  708. }
  709. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  710. {
  711. VariantVector ret;
  712. ret.Reserve(animationStates_.Size() * 6 + 1);
  713. ret.Push(animationStates_.Size());
  714. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  715. {
  716. AnimationState* state = *i;
  717. Animation* animation = state->GetAnimation();
  718. Bone* startBone = state->GetStartBone();
  719. ret.Push(GetResourceRef(animation, Animation::GetTypeStatic()));
  720. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  721. ret.Push(state->IsLooped());
  722. ret.Push(state->GetWeight());
  723. ret.Push(state->GetTime());
  724. ret.Push((int)state->GetLayer());
  725. }
  726. return ret;
  727. }
  728. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  729. {
  730. attrBuffer_.Clear();
  731. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  732. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  733. return attrBuffer_.GetBuffer();
  734. }
  735. void AnimatedModel::OnNodeSet(Node* node)
  736. {
  737. Drawable::OnNodeSet(node);
  738. if (node)
  739. {
  740. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  741. isMaster_ = GetComponent<AnimatedModel>() == this;
  742. }
  743. else
  744. {
  745. // When AnimatedModel parent node is cleared, we are being detached from the scene.
  746. // Remove the bone hierarchy now
  747. RemoveRootBone();
  748. }
  749. }
  750. void AnimatedModel::OnMarkedDirty(Node* node)
  751. {
  752. Drawable::OnMarkedDirty(node);
  753. // If the scene node or any of the bone nodes move, mark skinning and the bone bounding box dirty
  754. skinningDirty_ = true;
  755. boneBoundingBoxDirty_ = true;
  756. }
  757. void AnimatedModel::OnWorldBoundingBoxUpdate()
  758. {
  759. // Note: do not update bone bounding box here, instead do it in either of the threaded updates
  760. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  761. }
  762. void AnimatedModel::AssignBoneNodes()
  763. {
  764. assignBonesPending_ = false;
  765. if (!node_)
  766. return;
  767. // Find the bone nodes from the node hierarchy and add listeners
  768. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  769. bool boneFound = false;
  770. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  771. {
  772. Node* boneNode = node_->GetChild(i->name_, true);
  773. if (boneNode)
  774. {
  775. boneFound = true;
  776. boneNode->AddListener(this);
  777. }
  778. i->node_ = boneNode;
  779. }
  780. // If no bones found, this may be a prefab where the bone information was left out.
  781. // In that case reassign the skeleton now if possible
  782. if (!boneFound && model_)
  783. SetSkeleton(model_->GetSkeleton(), true);
  784. // Re-assign the same start bone to animations to get the proper bone node this time
  785. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  786. {
  787. AnimationState* state = *i;
  788. state->SetStartBone(state->GetStartBone());
  789. }
  790. MarkAnimationDirty();
  791. }
  792. void AnimatedModel::RemoveRootBone()
  793. {
  794. Bone* rootBone = skeleton_.GetRootBone();
  795. if (rootBone && rootBone->node_)
  796. rootBone->node_->Remove();
  797. }
  798. void AnimatedModel::MarkAnimationDirty()
  799. {
  800. if (isMaster_)
  801. {
  802. animationDirty_ = true;
  803. MarkForUpdate();
  804. }
  805. }
  806. void AnimatedModel::MarkAnimationOrderDirty()
  807. {
  808. if (isMaster_)
  809. {
  810. animationOrderDirty_ = true;
  811. MarkForUpdate();
  812. }
  813. }
  814. void AnimatedModel::MarkMorphsDirty()
  815. {
  816. morphsDirty_ = true;
  817. }
  818. void AnimatedModel::CloneGeometries()
  819. {
  820. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  821. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  822. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  823. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  824. {
  825. VertexBuffer* original = originalVertexBuffers[i];
  826. if (model_->GetMorphRangeCount(i))
  827. {
  828. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  829. clone->SetShadowed(true);
  830. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  831. void* dest = clone->Lock(0, original->GetVertexCount());
  832. if (dest)
  833. {
  834. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  835. clone->Unlock();
  836. }
  837. clonedVertexBuffers[original] = clone;
  838. morphVertexBuffers_[i] = clone;
  839. }
  840. else
  841. morphVertexBuffers_[i].Reset();
  842. }
  843. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  844. for (unsigned i = 0; i < geometries_.Size(); ++i)
  845. {
  846. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  847. {
  848. SharedPtr<Geometry> original = geometries_[i][j];
  849. SharedPtr<Geometry> clone(new Geometry(context_));
  850. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  851. // data comes from the original vertex buffer(s)
  852. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  853. unsigned totalBuf = originalBuffers.Size();
  854. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  855. {
  856. VertexBuffer* originalBuffer = originalBuffers[k];
  857. if (clonedVertexBuffers.Contains(originalBuffer))
  858. ++totalBuf;
  859. }
  860. clone->SetNumVertexBuffers(totalBuf);
  861. unsigned l = 0;
  862. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  863. {
  864. VertexBuffer* originalBuffer = originalBuffers[k];
  865. unsigned originalMask = original->GetVertexElementMask(k);
  866. if (clonedVertexBuffers.Contains(originalBuffer))
  867. {
  868. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  869. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  870. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  871. }
  872. else
  873. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  874. }
  875. clone->SetIndexBuffer(original->GetIndexBuffer());
  876. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  877. clone->SetLodDistance(original->GetLodDistance());
  878. geometries_[i][j] = clone;
  879. }
  880. }
  881. // Make sure the rendering batches use the new cloned geometries
  882. ResetLodLevels();
  883. MarkMorphsDirty();
  884. }
  885. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  886. {
  887. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  888. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  889. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  890. unsigned vertexSize = srcBuffer->GetVertexSize();
  891. float* dest = (float*)destVertexData;
  892. unsigned char* src = (unsigned char*)srcVertexData;
  893. while (vertexCount--)
  894. {
  895. if (mask & MASK_POSITION)
  896. {
  897. float* posSrc = (float*)src;
  898. dest[0] = posSrc[0];
  899. dest[1] = posSrc[1];
  900. dest[2] = posSrc[2];
  901. dest += 3;
  902. }
  903. if (mask & MASK_NORMAL)
  904. {
  905. float* normalSrc = (float*)(src + normalOffset);
  906. dest[0] = normalSrc[0];
  907. dest[1] = normalSrc[1];
  908. dest[2] = normalSrc[2];
  909. dest += 3;
  910. }
  911. if (mask & MASK_TANGENT)
  912. {
  913. float* tangentSrc = (float*)(src + tangentOffset);
  914. dest[0] = tangentSrc[0];
  915. dest[1] = tangentSrc[1];
  916. dest[2] = tangentSrc[2];
  917. dest[3] = tangentSrc[3];
  918. dest += 4;
  919. }
  920. src += vertexSize;
  921. }
  922. }
  923. void AnimatedModel::SetGeometryBoneMappings()
  924. {
  925. geometrySkinMatrices_.Clear();
  926. geometrySkinMatrixPtrs_.Clear();
  927. if (!geometryBoneMappings_.Size())
  928. return;
  929. // Check if all mappings are empty, then we do not need to use mapped skinning
  930. bool allEmpty = true;
  931. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  932. if (geometryBoneMappings_[i].Size())
  933. allEmpty = false;
  934. if (allEmpty)
  935. return;
  936. // Reserve space for per-geometry skinning matrices
  937. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  938. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  939. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  940. // Build original-to-skinindex matrix pointer mapping for fast copying
  941. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  942. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  943. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  944. {
  945. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  946. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  947. }
  948. }
  949. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  950. {
  951. // If using animation LOD, accumulate time and see if it is time to update
  952. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  953. {
  954. // Check for first time update
  955. if (animationLodTimer_ >= 0.0f)
  956. {
  957. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  958. if (animationLodTimer_ >= animationLodDistance_)
  959. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  960. else
  961. return;
  962. }
  963. else
  964. animationLodTimer_ = 0.0f;
  965. }
  966. // Make sure animations are in ascending priority order
  967. if (animationOrderDirty_)
  968. {
  969. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  970. animationOrderDirty_ = false;
  971. }
  972. // Reset skeleton, then apply all animations
  973. skeleton_.Reset();
  974. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  975. (*i)->Apply();
  976. // Calculate new bone bounding box
  977. UpdateBoneBoundingBox();
  978. animationDirty_ = false;
  979. }
  980. void AnimatedModel::UpdateBoneBoundingBox()
  981. {
  982. if (skeleton_.GetNumBones())
  983. {
  984. // The bone bounding box is in local space, so need the node's inverse transform
  985. boneBoundingBox_.defined_ = false;
  986. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  987. const Vector<Bone>& bones = skeleton_.GetBones();
  988. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  989. {
  990. Node* boneNode = i->node_;
  991. if (!boneNode)
  992. continue;
  993. // Use hitbox if available. If not, use only half of the sphere radius
  994. /// \todo The sphere radius should be multiplied with bone scale
  995. if (i->collisionMask_ & BONECOLLISION_BOX)
  996. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  997. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  998. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  999. }
  1000. }
  1001. boneBoundingBoxDirty_ = false;
  1002. worldBoundingBoxDirty_ = true;
  1003. }
  1004. void AnimatedModel::UpdateSkinning()
  1005. {
  1006. // Note: the model's world transform will be baked in the skin matrices
  1007. const Vector<Bone>& bones = skeleton_.GetBones();
  1008. // Use model's world transform in case a bone is missing
  1009. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1010. // Skinning with global matrices only
  1011. if (!geometrySkinMatrices_.Size())
  1012. {
  1013. for (unsigned i = 0; i < bones.Size(); ++i)
  1014. {
  1015. const Bone& bone = bones[i];
  1016. if (bone.node_)
  1017. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1018. else
  1019. skinMatrices_[i] = worldTransform;
  1020. }
  1021. }
  1022. // Skinning with per-geometry matrices
  1023. else
  1024. {
  1025. for (unsigned i = 0; i < bones.Size(); ++i)
  1026. {
  1027. const Bone& bone = bones[i];
  1028. if (bone.node_)
  1029. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1030. else
  1031. skinMatrices_[i] = worldTransform;
  1032. // Copy the skin matrix to per-geometry matrices as needed
  1033. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1034. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1035. }
  1036. }
  1037. skinningDirty_ = false;
  1038. }
  1039. void AnimatedModel::UpdateMorphs()
  1040. {
  1041. Graphics* graphics = GetSubsystem<Graphics>();
  1042. if (!graphics)
  1043. return;
  1044. if (morphs_.Size())
  1045. {
  1046. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1047. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1048. {
  1049. VertexBuffer* buffer = morphVertexBuffers_[i];
  1050. if (buffer)
  1051. {
  1052. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1053. unsigned morphStart = model_->GetMorphRangeStart(i);
  1054. unsigned morphCount = model_->GetMorphRangeCount(i);
  1055. void* dest = buffer->Lock(morphStart, morphCount);
  1056. if (dest)
  1057. {
  1058. // Reset morph range by copying data from the original vertex buffer
  1059. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1060. morphCount, buffer, originalBuffer);
  1061. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1062. {
  1063. if (morphs_[j].weight_ > 0.0f)
  1064. {
  1065. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1066. if (k != morphs_[j].buffers_.End())
  1067. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1068. }
  1069. }
  1070. buffer->Unlock();
  1071. }
  1072. }
  1073. }
  1074. }
  1075. morphsDirty_ = false;
  1076. }
  1077. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1078. {
  1079. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1080. unsigned vertexCount = morph.vertexCount_;
  1081. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1082. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1083. unsigned vertexSize = buffer->GetVertexSize();
  1084. unsigned char* srcData = morph.morphData_;
  1085. unsigned char* destData = (unsigned char*)destVertexData;
  1086. while (vertexCount--)
  1087. {
  1088. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1089. srcData += sizeof(unsigned);
  1090. if (elementMask & MASK_POSITION)
  1091. {
  1092. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1093. float* src = (float*)srcData;
  1094. dest[0] += src[0] * weight;
  1095. dest[1] += src[1] * weight;
  1096. dest[2] += src[2] * weight;
  1097. srcData += 3 * sizeof(float);
  1098. }
  1099. if (elementMask & MASK_NORMAL)
  1100. {
  1101. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1102. float* src = (float*)srcData;
  1103. dest[0] += src[0] * weight;
  1104. dest[1] += src[1] * weight;
  1105. dest[2] += src[2] * weight;
  1106. srcData += 3 * sizeof(float);
  1107. }
  1108. if (elementMask & MASK_TANGENT)
  1109. {
  1110. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1111. float* src = (float*)srcData;
  1112. dest[0] += src[0] * weight;
  1113. dest[1] += src[1] * weight;
  1114. dest[2] += src[2] * weight;
  1115. srcData += 3 * sizeof(float);
  1116. }
  1117. }
  1118. }
  1119. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1120. {
  1121. Model* currentModel = model_;
  1122. model_.Reset(); // Set null to allow to be re-set
  1123. SetModel(currentModel);
  1124. }
  1125. }