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AnimatedModel.h 11 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. #pragma once
  23. #include "Model.h"
  24. #include "Skeleton.h"
  25. #include "StaticModel.h"
  26. namespace Urho3D
  27. {
  28. class Animation;
  29. class AnimationState;
  30. /// Animated model component.
  31. class URHO3D_API AnimatedModel : public StaticModel
  32. {
  33. OBJECT(AnimatedModel);
  34. friend class AnimationState;
  35. public:
  36. /// Construct.
  37. AnimatedModel(Context* context);
  38. /// Destruct.
  39. virtual ~AnimatedModel();
  40. /// Register object factory. Drawable must be registered first.
  41. static void RegisterObject(Context* context);
  42. /// Load from binary data. Return true if successful.
  43. virtual bool Load(Deserializer& source, bool setInstanceDefault = false);
  44. /// Load from XML data. Return true if successful.
  45. virtual bool LoadXML(const XMLElement& source, bool setInstanceDefault = false);
  46. /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
  47. virtual void ApplyAttributes();
  48. /// Process octree raycast. May be called from a worker thread.
  49. virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results);
  50. /// Update before octree reinsertion. Is called from a worker thread.
  51. virtual void Update(const FrameInfo& frame);
  52. /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly.
  53. virtual void UpdateBatches(const FrameInfo& frame);
  54. /// Prepare geometry for rendering. Called from a worker thread if possible (no GPU update.)
  55. virtual void UpdateGeometry(const FrameInfo& frame);
  56. /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
  57. virtual UpdateGeometryType GetUpdateGeometryType();
  58. /// Visualize the component as debug geometry.
  59. virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
  60. /// Set model.
  61. void SetModel(Model* model, bool createBones = true);
  62. /// Add an animation.
  63. AnimationState* AddAnimationState(Animation* animation);
  64. /// Remove an animation by animation pointer.
  65. void RemoveAnimationState(Animation* animation);
  66. /// Remove an animation by animation name.
  67. void RemoveAnimationState(const String& animationName);
  68. /// Remove an animation by animation name hash.
  69. void RemoveAnimationState(StringHash animationNameHash);
  70. /// Remove an animation by AnimationState pointer.
  71. void RemoveAnimationState(AnimationState* state);
  72. /// Remove an animation by index.
  73. void RemoveAnimationState(unsigned index);
  74. /// Remove all animations.
  75. void RemoveAllAnimationStates();
  76. /// Set animation LOD bias.
  77. void SetAnimationLodBias(float bias);
  78. /// Set whether to update animation and the bounding box when not visible. Recommended to enable for physically controlled models like ragdolls.
  79. void SetUpdateInvisible(bool enable);
  80. /// Set vertex morph weight by index.
  81. void SetMorphWeight(unsigned index, float weight);
  82. /// Set vertex morph weight by name.
  83. void SetMorphWeight(const String& name, float weight);
  84. /// Set vertex morph weight by name hash.
  85. void SetMorphWeight(StringHash nameHash, float weight);
  86. /// Reset all vertex morphs to zero.
  87. void ResetMorphWeights();
  88. /// Return skeleton.
  89. Skeleton& GetSkeleton() { return skeleton_; }
  90. /// Return all animation states.
  91. const Vector<SharedPtr<AnimationState> >& GetAnimationStates() const { return animationStates_; }
  92. /// Return number of animation states.
  93. unsigned GetNumAnimationStates() const { return animationStates_.Size(); }
  94. /// Return animation state by animation pointer.
  95. AnimationState* GetAnimationState(Animation* animation) const;
  96. /// Return animation state by animation name.
  97. AnimationState* GetAnimationState(const String& animationName) const;
  98. /// Return animation state by animation name hash.
  99. AnimationState* GetAnimationState(const StringHash animationNameHash) const;
  100. /// Return animation state by index.
  101. AnimationState* GetAnimationState(unsigned index) const;
  102. /// Return animation LOD bias.
  103. float GetAnimationLodBias() const { return animationLodBias_; }
  104. /// Return whether to update animation when not visible.
  105. bool GetUpdateInvisible() const { return updateInvisible_; }
  106. /// Return all vertex morphs.
  107. const Vector<ModelMorph>& GetMorphs() const { return morphs_; }
  108. /// Return all morph vertex buffers.
  109. const Vector<SharedPtr<VertexBuffer> >& GetMorphVertexBuffers() const { return morphVertexBuffers_; }
  110. /// Return number of vertex morphs.
  111. unsigned GetNumMorphs() const { return morphs_.Size(); }
  112. /// Return vertex morph weight by index.
  113. float GetMorphWeight(unsigned index) const;
  114. /// Return vertex morph weight by name.
  115. float GetMorphWeight(const String& name) const;
  116. /// Return vertex morph weight by name hash.
  117. float GetMorphWeight(StringHash nameHash) const;
  118. /// Return whether is the master (first) animated model.
  119. bool IsMaster() const { return isMaster_; }
  120. /// Set model attribute.
  121. void SetModelAttr(ResourceRef value);
  122. /// Set bones' animation enabled attribute.
  123. void SetBonesEnabledAttr(VariantVector value);
  124. /// Set animation states attribute.
  125. void SetAnimationStatesAttr(VariantVector value);
  126. /// Set morphs attribute.
  127. void SetMorphsAttr(const PODVector<unsigned char>& value);
  128. /// Return model attribute.
  129. ResourceRef GetModelAttr() const;
  130. /// Return bones' animation enabled attribute.
  131. VariantVector GetBonesEnabledAttr() const;
  132. /// Return animation states attribute.
  133. VariantVector GetAnimationStatesAttr() const;
  134. /// Return morphs attribute.
  135. const PODVector<unsigned char>& GetMorphsAttr() const;
  136. /// Return per-geometry bone mappings.
  137. const Vector<PODVector<unsigned> >& GetGeometryBoneMappings() const { return geometryBoneMappings_; }
  138. /// Return per-geometry skin matrices. If empty, uses global skinning
  139. const Vector<PODVector<Matrix3x4> >& GetGeometrySkinMatrices() const { return geometrySkinMatrices_; }
  140. protected:
  141. /// Handle node being assigned.
  142. virtual void OnNodeSet(Node* node);
  143. /// Handle node transform being dirtied.
  144. virtual void OnMarkedDirty(Node* node);
  145. /// Recalculate the world-space bounding box.
  146. virtual void OnWorldBoundingBoxUpdate();
  147. private:
  148. /// Assign skeleton and animation bone node references as a postprocess. Called by ApplyAttributes.
  149. void AssignBoneNodes();
  150. /// Remove (old) skeleton root bone.
  151. void RemoveRootBone();
  152. /// Mark animation and skinning to require an update.
  153. void MarkAnimationDirty();
  154. /// Mark animation and skinning to require a forced update (blending order changed.)
  155. void MarkAnimationOrderDirty();
  156. /// Mark morphs to require an update.
  157. void MarkMorphsDirty();
  158. /// Set skeleton.
  159. void SetSkeleton(const Skeleton& skeleton, bool createBones);
  160. /// Set mapping of subgeometry bone indices.
  161. void SetGeometryBoneMappings();
  162. /// Clone geometries for vertex morphing.
  163. void CloneGeometries();
  164. /// Copy morph vertices.
  165. void CopyMorphVertices(void* dest, void* src, unsigned vertexCount, VertexBuffer* clone, VertexBuffer* original);
  166. /// Recalculate animations. Called from Update().
  167. void UpdateAnimation(const FrameInfo& frame);
  168. /// Recalculate the bone bounding box.
  169. void UpdateBoneBoundingBox();
  170. /// Recalculate skinning.
  171. void UpdateSkinning();
  172. /// Reapply all vertex morphs.
  173. void UpdateMorphs();
  174. /// Apply a vertex morph.
  175. void ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight);
  176. /// Handle model reload finished.
  177. void HandleModelReloadFinished(StringHash eventType, VariantMap& eventData);
  178. /// Skeleton.
  179. Skeleton skeleton_;
  180. /// Morph vertex buffers.
  181. Vector<SharedPtr<VertexBuffer> > morphVertexBuffers_;
  182. /// Vertex morphs.
  183. Vector<ModelMorph> morphs_;
  184. /// Animation states.
  185. Vector<SharedPtr<AnimationState> > animationStates_;
  186. /// Skinning matrices.
  187. PODVector<Matrix3x4> skinMatrices_;
  188. /// Mapping of subgeometry bone indices, used if more bones than skinning shader can manage.
  189. Vector<PODVector<unsigned> > geometryBoneMappings_;
  190. /// Subgeometry skinning matrices, used if more bones than skinning shader can manage.
  191. Vector<PODVector<Matrix3x4> > geometrySkinMatrices_;
  192. /// Subgeometry skinning matrix pointers, if more bones than skinning shader can manage.
  193. Vector<PODVector<Matrix3x4*> > geometrySkinMatrixPtrs_;
  194. /// Bounding box calculated from bones.
  195. BoundingBox boneBoundingBox_;
  196. /// Attribute buffer.
  197. mutable VectorBuffer attrBuffer_;
  198. /// The frame number animation LOD distance was last calculated on.
  199. unsigned animationLodFrameNumber_;
  200. /// Morph vertex element mask.
  201. unsigned morphElementMask_;
  202. /// Animation LOD bias.
  203. float animationLodBias_;
  204. /// Animation LOD timer.
  205. float animationLodTimer_;
  206. /// Animation LOD distance, the minimum of all LOD view distances last frame.
  207. float animationLodDistance_;
  208. /// Update animation when invisible flag.
  209. bool updateInvisible_;
  210. /// Animation dirty flag.
  211. bool animationDirty_;
  212. /// Animation order dirty flag.
  213. bool animationOrderDirty_;
  214. /// Vertex morphs dirty flag.
  215. bool morphsDirty_;
  216. /// Skinning dirty flag.
  217. bool skinningDirty_;
  218. /// Bone bounding box dirty flag.
  219. bool boneBoundingBoxDirty_;
  220. /// Master model flag.
  221. bool isMaster_;
  222. /// Loading flag. During loading bone nodes are not created, as they will be serialized as child nodes.
  223. bool loading_;
  224. /// Bone nodes assignment pending flag.
  225. bool assignBonesPending_;
  226. };
  227. }