AnimatedModel.cpp 44 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedModel.h"
  24. #include "Animation.h"
  25. #include "AnimationState.h"
  26. #include "Batch.h"
  27. #include "Camera.h"
  28. #include "Context.h"
  29. #include "DebugRenderer.h"
  30. #include "DrawableEvents.h"
  31. #include "Geometry.h"
  32. #include "Graphics.h"
  33. #include "IndexBuffer.h"
  34. #include "Log.h"
  35. #include "Material.h"
  36. #include "Octree.h"
  37. #include "Profiler.h"
  38. #include "ResourceCache.h"
  39. #include "ResourceEvents.h"
  40. #include "Scene.h"
  41. #include "Sort.h"
  42. #include "VertexBuffer.h"
  43. #include "DebugNew.h"
  44. namespace Urho3D
  45. {
  46. extern const char* GEOMETRY_CATEGORY;
  47. static bool CompareAnimationOrder(const SharedPtr<AnimationState>& lhs, const SharedPtr<AnimationState>& rhs)
  48. {
  49. return lhs->GetLayer() < rhs->GetLayer();
  50. }
  51. static const unsigned MAX_ANIMATION_STATES = 256;
  52. AnimatedModel::AnimatedModel(Context* context) :
  53. StaticModel(context),
  54. animationLodFrameNumber_(0),
  55. morphElementMask_(0),
  56. animationLodBias_(1.0f),
  57. animationLodTimer_(-1.0f),
  58. animationLodDistance_(0.0f),
  59. 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.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. // If node was invisible last frame, need to decide animation LOD distance here
  172. // If headless, retain the current animation distance (should be 0)
  173. if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
  174. {
  175. // First check for no update at all when invisible
  176. if (!updateInvisible_)
  177. return;
  178. float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
  179. // If distance is greater than draw distance, no need to update at all
  180. if (drawDistance_ > 0.0f && distance > drawDistance_)
  181. return;
  182. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  183. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_);
  184. }
  185. if (animationDirty_ || animationOrderDirty_)
  186. UpdateAnimation(frame);
  187. else if (boneBoundingBoxDirty_)
  188. UpdateBoneBoundingBox();
  189. }
  190. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  191. {
  192. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  193. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  194. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  195. // Note: per-geometry distances do not take skinning into account
  196. if (batches_.Size() > 1)
  197. {
  198. for (unsigned i = 0; i < batches_.Size(); ++i)
  199. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  200. }
  201. else if (batches_.Size() == 1)
  202. batches_[0].distance_ = distance_;
  203. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  204. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  205. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  206. if (frame.frameNumber_ != animationLodFrameNumber_)
  207. {
  208. animationLodDistance_ = newLodDistance;
  209. animationLodFrameNumber_ = frame.frameNumber_;
  210. }
  211. else
  212. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  213. if (newLodDistance != lodDistance_)
  214. {
  215. lodDistance_ = newLodDistance;
  216. CalculateLodLevels();
  217. }
  218. }
  219. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  220. {
  221. if (morphsDirty_)
  222. UpdateMorphs();
  223. if (skinningDirty_)
  224. UpdateSkinning();
  225. }
  226. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  227. {
  228. if (morphsDirty_)
  229. return UPDATE_MAIN_THREAD;
  230. else if (skinningDirty_)
  231. return UPDATE_WORKER_THREAD;
  232. else
  233. return UPDATE_NONE;
  234. }
  235. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  236. {
  237. if (debug && IsEnabledEffective())
  238. {
  239. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  240. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  241. }
  242. }
  243. void AnimatedModel::SetModel(Model* model, bool createBones)
  244. {
  245. if (model == model_)
  246. return;
  247. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  248. if (model_)
  249. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  250. model_ = model;
  251. if (model)
  252. {
  253. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  254. // Copy the subgeometry & LOD level structure
  255. SetNumGeometries(model->GetNumGeometries());
  256. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  257. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  258. for (unsigned i = 0; i < geometries.Size(); ++i)
  259. {
  260. geometries_[i] = geometries[i];
  261. geometryData_[i].center_ = geometryCenters[i];
  262. }
  263. // Copy geometry bone mappings
  264. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  265. geometryBoneMappings_.Clear();
  266. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  267. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  268. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  269. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  270. morphVertexBuffers_.Clear();
  271. morphs_.Clear();
  272. const Vector<ModelMorph>& morphs = model->GetMorphs();
  273. morphs_.Reserve(morphs.Size());
  274. morphElementMask_ = 0;
  275. for (unsigned i = 0; i < morphs.Size(); ++i)
  276. {
  277. ModelMorph newMorph;
  278. newMorph.name_ = morphs[i].name_;
  279. newMorph.nameHash_ = morphs[i].nameHash_;
  280. newMorph.weight_ = 0.0f;
  281. newMorph.buffers_ = morphs[i].buffers_;
  282. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  283. morphElementMask_ |= j->second_.elementMask_;
  284. morphs_.Push(newMorph);
  285. }
  286. // Copy bounding box & skeleton
  287. SetBoundingBox(model->GetBoundingBox());
  288. // Initial bone bounding box is just the one stored in the model
  289. boneBoundingBox_ = boundingBox_;
  290. boneBoundingBoxDirty_ = true;
  291. SetSkeleton(model->GetSkeleton(), createBones);
  292. ResetLodLevels();
  293. // Enable skinning in batches
  294. for (unsigned i = 0; i < batches_.Size(); ++i)
  295. {
  296. if (skinMatrices_.Size())
  297. {
  298. batches_[i].geometryType_ = GEOM_SKINNED;
  299. // Check if model has per-geometry bone mappings
  300. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  301. {
  302. batches_[i].worldTransform_ = &geometrySkinMatrices_[i][0];
  303. batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
  304. }
  305. // If not, use the global skin matrices
  306. else
  307. {
  308. batches_[i].worldTransform_ = &skinMatrices_[0];
  309. batches_[i].numWorldTransforms_ = skinMatrices_.Size();
  310. }
  311. }
  312. else
  313. {
  314. batches_[i].geometryType_ = GEOM_STATIC;
  315. batches_[i].worldTransform_ = &node_->GetWorldTransform();
  316. batches_[i].numWorldTransforms_ = 1;
  317. }
  318. }
  319. }
  320. else
  321. {
  322. RemoveRootBone(); // Remove existing root bone if any
  323. SetNumGeometries(0);
  324. geometryBoneMappings_.Clear();
  325. morphVertexBuffers_.Clear();
  326. morphs_.Clear();
  327. morphElementMask_ = 0;
  328. SetBoundingBox(BoundingBox());
  329. SetSkeleton(Skeleton(), false);
  330. }
  331. MarkNetworkUpdate();
  332. }
  333. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  334. {
  335. if (!isMaster_)
  336. {
  337. LOGERROR("Can not add animation state to non-master model");
  338. return 0;
  339. }
  340. if (!animation || !skeleton_.GetNumBones())
  341. return 0;
  342. // Check for not adding twice
  343. AnimationState* existing = GetAnimationState(animation);
  344. if (existing)
  345. return existing;
  346. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  347. animationStates_.Push(newState);
  348. MarkAnimationOrderDirty();
  349. return newState;
  350. }
  351. void AnimatedModel::RemoveAnimationState(Animation* animation)
  352. {
  353. if (animation)
  354. RemoveAnimationState(animation->GetNameHash());
  355. else
  356. {
  357. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  358. {
  359. AnimationState* state = *i;
  360. if (!state->GetAnimation())
  361. {
  362. animationStates_.Erase(i);
  363. MarkAnimationDirty();
  364. return;
  365. }
  366. }
  367. }
  368. }
  369. void AnimatedModel::RemoveAnimationState(const String& animationName)
  370. {
  371. RemoveAnimationState(StringHash(animationName));
  372. }
  373. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  374. {
  375. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  376. {
  377. AnimationState* state = *i;
  378. Animation* animation = state->GetAnimation();
  379. if (animation)
  380. {
  381. // Check both the animation and the resource name
  382. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  383. {
  384. animationStates_.Erase(i);
  385. MarkAnimationDirty();
  386. return;
  387. }
  388. }
  389. }
  390. }
  391. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  392. {
  393. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  394. {
  395. if (*i == state)
  396. {
  397. animationStates_.Erase(i);
  398. MarkAnimationDirty();
  399. return;
  400. }
  401. }
  402. }
  403. void AnimatedModel::RemoveAnimationState(unsigned index)
  404. {
  405. if (index < animationStates_.Size())
  406. {
  407. animationStates_.Erase(index);
  408. MarkAnimationDirty();
  409. }
  410. }
  411. void AnimatedModel::RemoveAllAnimationStates()
  412. {
  413. animationStates_.Clear();
  414. MarkAnimationDirty();
  415. }
  416. void AnimatedModel::SetAnimationLodBias(float bias)
  417. {
  418. animationLodBias_ = Max(bias, 0.0f);
  419. MarkNetworkUpdate();
  420. }
  421. void AnimatedModel::SetUpdateInvisible(bool enable)
  422. {
  423. updateInvisible_ = enable;
  424. MarkNetworkUpdate();
  425. }
  426. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  427. {
  428. if (index >= morphs_.Size())
  429. return;
  430. // If morph vertex buffers have not been created yet, create now
  431. if (weight > 0.0f && morphVertexBuffers_.Empty())
  432. CloneGeometries();
  433. weight = Clamp(weight, 0.0f, 1.0f);
  434. if (weight != morphs_[index].weight_)
  435. {
  436. morphs_[index].weight_ = weight;
  437. // For a master model, set the same morph weight on non-master models
  438. if (isMaster_)
  439. {
  440. PODVector<AnimatedModel*> models;
  441. GetComponents<AnimatedModel>(models);
  442. // Indexing might not be the same, so use the name hash instead
  443. for (unsigned i = 1; i < models.Size(); ++i)
  444. {
  445. if (!models[i]->isMaster_)
  446. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  447. }
  448. }
  449. MarkMorphsDirty();
  450. MarkNetworkUpdate();
  451. }
  452. }
  453. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  454. {
  455. for (unsigned i = 0; i < morphs_.Size(); ++i)
  456. {
  457. if (morphs_[i].name_ == name)
  458. {
  459. SetMorphWeight(i, weight);
  460. return;
  461. }
  462. }
  463. }
  464. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  465. {
  466. for (unsigned i = 0; i < morphs_.Size(); ++i)
  467. {
  468. if (morphs_[i].nameHash_ == nameHash)
  469. {
  470. SetMorphWeight(i, weight);
  471. return;
  472. }
  473. }
  474. }
  475. void AnimatedModel::ResetMorphWeights()
  476. {
  477. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  478. i->weight_ = 0.0f;
  479. // For a master model, reset weights on non-master models
  480. if (isMaster_)
  481. {
  482. PODVector<AnimatedModel*> models;
  483. GetComponents<AnimatedModel>(models);
  484. for (unsigned i = 1; i < models.Size(); ++i)
  485. {
  486. if (!models[i]->isMaster_)
  487. models[i]->ResetMorphWeights();
  488. }
  489. }
  490. MarkMorphsDirty();
  491. MarkNetworkUpdate();
  492. }
  493. float AnimatedModel::GetMorphWeight(unsigned index) const
  494. {
  495. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  496. }
  497. float AnimatedModel::GetMorphWeight(const String& name) const
  498. {
  499. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  500. {
  501. if (i->name_ == name)
  502. return i->weight_;
  503. }
  504. return 0.0f;
  505. }
  506. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  507. {
  508. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  509. {
  510. if (i->nameHash_ == nameHash)
  511. return i->weight_;
  512. }
  513. return 0.0f;
  514. }
  515. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  516. {
  517. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  518. {
  519. if ((*i)->GetAnimation() == animation)
  520. return *i;
  521. }
  522. return 0;
  523. }
  524. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  525. {
  526. return GetAnimationState(StringHash(animationName));
  527. }
  528. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  529. {
  530. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  531. {
  532. Animation* animation = (*i)->GetAnimation();
  533. if (animation)
  534. {
  535. // Check both the animation and the resource name
  536. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  537. return *i;
  538. }
  539. }
  540. return 0;
  541. }
  542. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  543. {
  544. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  545. }
  546. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  547. {
  548. if (!node_ && createBones)
  549. {
  550. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  551. return;
  552. }
  553. if (isMaster_)
  554. {
  555. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  556. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  557. {
  558. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  559. const Vector<Bone>& srcBones = skeleton.GetBones();
  560. bool compatible = true;
  561. for (unsigned i = 0; i < destBones.Size(); ++i)
  562. {
  563. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  564. srcBones[i].parentIndex_)
  565. {
  566. // If compatible, just copy the values and retain the old node and animated status
  567. Node* boneNode = destBones[i].node_;
  568. bool animated = destBones[i].animated_;
  569. destBones[i] = srcBones[i];
  570. destBones[i].node_ = boneNode;
  571. destBones[i].animated_ = animated;
  572. }
  573. else
  574. {
  575. compatible = false;
  576. break;
  577. }
  578. }
  579. if (compatible)
  580. return;
  581. }
  582. RemoveAllAnimationStates();
  583. // Detach the rootbone of the previous model if any
  584. if (createBones)
  585. RemoveRootBone();
  586. skeleton_.Define(skeleton);
  587. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  588. // to the bounding box
  589. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  590. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  591. {
  592. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  593. i->collisionMask_ &= ~BONECOLLISION_BOX;
  594. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  595. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  596. }
  597. // Create scene nodes for the bones
  598. if (createBones)
  599. {
  600. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  601. {
  602. // Create bones as local, as they are never to be directly synchronized over the network
  603. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  604. boneNode->AddListener(this);
  605. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  606. i->node_ = boneNode;
  607. }
  608. for (unsigned i = 0; i < bones.Size(); ++i)
  609. {
  610. unsigned parentIndex = bones[i].parentIndex_;
  611. if (parentIndex != i && parentIndex < bones.Size())
  612. bones[parentIndex].node_->AddChild(bones[i].node_);
  613. }
  614. }
  615. MarkAnimationDirty();
  616. using namespace BoneHierarchyCreated;
  617. VariantMap eventData;
  618. eventData[P_NODE] = (void*)node_;
  619. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  620. }
  621. else
  622. {
  623. // For non-master models: use the bone nodes of the master model
  624. skeleton_.Define(skeleton);
  625. if (createBones)
  626. {
  627. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  628. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  629. {
  630. Node* boneNode = node_->GetChild(i->name_, true);
  631. if (boneNode)
  632. boneNode->AddListener(this);
  633. i->node_ = boneNode;
  634. }
  635. }
  636. }
  637. // Reserve space for skinning matrices
  638. skinMatrices_.Resize(skeleton_.GetNumBones());
  639. SetGeometryBoneMappings();
  640. assignBonesPending_ = !createBones;
  641. }
  642. void AnimatedModel::SetModelAttr(ResourceRef value)
  643. {
  644. ResourceCache* cache = GetSubsystem<ResourceCache>();
  645. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  646. SetModel(cache->GetResource<Model>(value.id_), !loading_);
  647. }
  648. void AnimatedModel::SetBonesEnabledAttr(VariantVector value)
  649. {
  650. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  651. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  652. bones[i].animated_ = value[i].GetBool();
  653. }
  654. void AnimatedModel::SetAnimationStatesAttr(VariantVector value)
  655. {
  656. ResourceCache* cache = GetSubsystem<ResourceCache>();
  657. RemoveAllAnimationStates();
  658. unsigned index = 0;
  659. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  660. // Prevent negative or overly large value being assigned from the editor
  661. if (numStates > M_MAX_INT)
  662. numStates = 0;
  663. if (numStates > MAX_ANIMATION_STATES)
  664. numStates = MAX_ANIMATION_STATES;
  665. animationStates_.Reserve(numStates);
  666. while (numStates--)
  667. {
  668. if (index + 5 < value.Size())
  669. {
  670. // Note: null animation is allowed here for editing
  671. const ResourceRef& animRef = value[index++].GetResourceRef();
  672. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.id_)));
  673. animationStates_.Push(newState);
  674. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  675. newState->SetLooped(value[index++].GetBool());
  676. newState->SetWeight(value[index++].GetFloat());
  677. newState->SetTime(value[index++].GetFloat());
  678. newState->SetLayer(value[index++].GetInt());
  679. }
  680. else
  681. {
  682. // If not enough data, just add an empty animation state
  683. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  684. animationStates_.Push(newState);
  685. }
  686. }
  687. MarkAnimationOrderDirty();
  688. }
  689. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  690. {
  691. for (unsigned index = 0; index < value.Size(); ++index)
  692. SetMorphWeight(index, (float)value[index] / 255.0f);
  693. }
  694. ResourceRef AnimatedModel::GetModelAttr() const
  695. {
  696. return GetResourceRef(model_, Model::GetTypeStatic());
  697. }
  698. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  699. {
  700. VariantVector ret;
  701. const Vector<Bone>& bones = skeleton_.GetBones();
  702. ret.Reserve(bones.Size());
  703. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  704. ret.Push(i->animated_);
  705. return ret;
  706. }
  707. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  708. {
  709. VariantVector ret;
  710. ret.Reserve(animationStates_.Size() * 6 + 1);
  711. ret.Push(animationStates_.Size());
  712. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  713. {
  714. AnimationState* state = *i;
  715. Animation* animation = state->GetAnimation();
  716. Bone* startBone = state->GetStartBone();
  717. ret.Push(ResourceRef(Animation::GetTypeStatic(), animation ? animation->GetNameHash() : StringHash()));
  718. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  719. ret.Push(state->IsLooped());
  720. ret.Push(state->GetWeight());
  721. ret.Push(state->GetTime());
  722. ret.Push((int)state->GetLayer());
  723. }
  724. return ret;
  725. }
  726. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  727. {
  728. attrBuffer_.Clear();
  729. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  730. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  731. return attrBuffer_.GetBuffer();
  732. }
  733. void AnimatedModel::OnNodeSet(Node* node)
  734. {
  735. Drawable::OnNodeSet(node);
  736. if (node)
  737. {
  738. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  739. isMaster_ = GetComponent<AnimatedModel>() == this;
  740. }
  741. else
  742. {
  743. // When AnimatedModel parent node is cleared, we are being detached from the scene.
  744. // Remove the bone hierarchy now
  745. RemoveRootBone();
  746. }
  747. }
  748. void AnimatedModel::OnMarkedDirty(Node* node)
  749. {
  750. Drawable::OnMarkedDirty(node);
  751. // If the scene node or any of the bone nodes move, mark skinning and the bone bounding box dirty
  752. skinningDirty_ = true;
  753. boneBoundingBoxDirty_ = true;
  754. }
  755. void AnimatedModel::OnWorldBoundingBoxUpdate()
  756. {
  757. // Note: do not update bone bounding box here, instead do it in either of the threaded updates
  758. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  759. }
  760. void AnimatedModel::AssignBoneNodes()
  761. {
  762. assignBonesPending_ = false;
  763. if (!node_)
  764. return;
  765. // Find the bone nodes from the node hierarchy and add listeners
  766. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  767. bool boneFound = false;
  768. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  769. {
  770. Node* boneNode = node_->GetChild(i->name_, true);
  771. if (boneNode)
  772. {
  773. boneFound = true;
  774. boneNode->AddListener(this);
  775. }
  776. i->node_ = boneNode;
  777. }
  778. // If no bones found, this may be a prefab where the bone information was left out.
  779. // In that case reassign the skeleton now if possible
  780. if (!boneFound && model_)
  781. SetSkeleton(model_->GetSkeleton(), true);
  782. // Re-assign the same start bone to animations to get the proper bone node this time
  783. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  784. {
  785. AnimationState* state = *i;
  786. state->SetStartBone(state->GetStartBone());
  787. }
  788. MarkAnimationDirty();
  789. }
  790. void AnimatedModel::RemoveRootBone()
  791. {
  792. Bone* rootBone = skeleton_.GetRootBone();
  793. if (rootBone && rootBone->node_)
  794. rootBone->node_->Remove();
  795. }
  796. void AnimatedModel::MarkAnimationDirty()
  797. {
  798. if (isMaster_)
  799. {
  800. animationDirty_ = true;
  801. MarkForUpdate();
  802. }
  803. }
  804. void AnimatedModel::MarkAnimationOrderDirty()
  805. {
  806. if (isMaster_)
  807. {
  808. animationOrderDirty_ = true;
  809. MarkForUpdate();
  810. }
  811. }
  812. void AnimatedModel::MarkMorphsDirty()
  813. {
  814. morphsDirty_ = true;
  815. }
  816. void AnimatedModel::CloneGeometries()
  817. {
  818. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  819. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  820. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  821. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  822. {
  823. VertexBuffer* original = originalVertexBuffers[i];
  824. if (model_->GetMorphRangeCount(i))
  825. {
  826. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  827. clone->SetShadowed(true);
  828. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  829. void* dest = clone->Lock(0, original->GetVertexCount());
  830. if (dest)
  831. {
  832. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  833. clone->Unlock();
  834. }
  835. clonedVertexBuffers[original] = clone;
  836. morphVertexBuffers_[i] = clone;
  837. }
  838. else
  839. morphVertexBuffers_[i].Reset();
  840. }
  841. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  842. for (unsigned i = 0; i < geometries_.Size(); ++i)
  843. {
  844. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  845. {
  846. SharedPtr<Geometry> original = geometries_[i][j];
  847. SharedPtr<Geometry> clone(new Geometry(context_));
  848. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  849. // data comes from the original vertex buffer(s)
  850. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  851. unsigned totalBuf = originalBuffers.Size();
  852. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  853. {
  854. VertexBuffer* originalBuffer = originalBuffers[k];
  855. if (clonedVertexBuffers.Contains(originalBuffer))
  856. ++totalBuf;
  857. }
  858. clone->SetNumVertexBuffers(totalBuf);
  859. unsigned l = 0;
  860. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  861. {
  862. VertexBuffer* originalBuffer = originalBuffers[k];
  863. unsigned originalMask = original->GetVertexElementMask(k);
  864. if (clonedVertexBuffers.Contains(originalBuffer))
  865. {
  866. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  867. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  868. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  869. }
  870. else
  871. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  872. }
  873. clone->SetIndexBuffer(original->GetIndexBuffer());
  874. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  875. clone->SetLodDistance(original->GetLodDistance());
  876. geometries_[i][j] = clone;
  877. }
  878. }
  879. // Make sure the rendering batches use the new cloned geometries
  880. ResetLodLevels();
  881. MarkMorphsDirty();
  882. }
  883. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  884. {
  885. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  886. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  887. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  888. unsigned vertexSize = srcBuffer->GetVertexSize();
  889. float* dest = (float*)destVertexData;
  890. unsigned char* src = (unsigned char*)srcVertexData;
  891. while (vertexCount--)
  892. {
  893. if (mask & MASK_POSITION)
  894. {
  895. float* posSrc = (float*)src;
  896. *dest++ = posSrc[0];
  897. *dest++ = posSrc[1];
  898. *dest++ = posSrc[2];
  899. }
  900. if (mask & MASK_NORMAL)
  901. {
  902. float* normalSrc = (float*)(src + normalOffset);
  903. *dest++ = normalSrc[0];
  904. *dest++ = normalSrc[1];
  905. *dest++ = normalSrc[2];
  906. }
  907. if (mask & MASK_TANGENT)
  908. {
  909. float* tangentSrc = (float*)(src + tangentOffset);
  910. *dest++ = tangentSrc[0];
  911. *dest++ = tangentSrc[1];
  912. *dest++ = tangentSrc[2];
  913. *dest++ = tangentSrc[3];
  914. }
  915. src += vertexSize;
  916. }
  917. }
  918. void AnimatedModel::SetGeometryBoneMappings()
  919. {
  920. geometrySkinMatrices_.Clear();
  921. geometrySkinMatrixPtrs_.Clear();
  922. if (!geometryBoneMappings_.Size())
  923. return;
  924. // Check if all mappings are empty, then we do not need to use mapped skinning
  925. bool allEmpty = true;
  926. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  927. if (geometryBoneMappings_[i].Size())
  928. allEmpty = false;
  929. if (allEmpty)
  930. return;
  931. // Reserve space for per-geometry skinning matrices
  932. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  933. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  934. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  935. // Build original-to-skinindex matrix pointer mapping for fast copying
  936. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  937. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  938. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  939. {
  940. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  941. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  942. }
  943. }
  944. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  945. {
  946. // If using animation LOD, accumulate time and see if it is time to update
  947. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  948. {
  949. // Check for first time update
  950. if (animationLodTimer_ >= 0.0f)
  951. {
  952. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  953. if (animationLodTimer_ >= animationLodDistance_)
  954. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  955. else
  956. return;
  957. }
  958. else
  959. animationLodTimer_ = 0.0f;
  960. }
  961. // Make sure animations are in ascending priority order
  962. if (animationOrderDirty_)
  963. {
  964. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  965. animationOrderDirty_ = false;
  966. }
  967. // Reset skeleton, then apply all animations
  968. skeleton_.Reset();
  969. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  970. (*i)->Apply();
  971. // Calculate new bone bounding box
  972. UpdateBoneBoundingBox();
  973. animationDirty_ = false;
  974. }
  975. void AnimatedModel::UpdateBoneBoundingBox()
  976. {
  977. if (skeleton_.GetNumBones())
  978. {
  979. // The bone bounding box is in local space, so need the node's inverse transform
  980. boneBoundingBox_.defined_ = false;
  981. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  982. const Vector<Bone>& bones = skeleton_.GetBones();
  983. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  984. {
  985. Node* boneNode = i->node_;
  986. if (!boneNode)
  987. continue;
  988. // Use hitbox if available. If not, use only half of the sphere radius
  989. /// \todo The sphere radius should be multiplied with bone scale
  990. if (i->collisionMask_ & BONECOLLISION_BOX)
  991. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  992. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  993. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  994. }
  995. }
  996. boneBoundingBoxDirty_ = false;
  997. worldBoundingBoxDirty_ = true;
  998. }
  999. void AnimatedModel::UpdateSkinning()
  1000. {
  1001. // Note: the model's world transform will be baked in the skin matrices
  1002. const Vector<Bone>& bones = skeleton_.GetBones();
  1003. // Use model's world transform in case a bone is missing
  1004. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1005. // Skinning with global matrices only
  1006. if (!geometrySkinMatrices_.Size())
  1007. {
  1008. for (unsigned i = 0; i < bones.Size(); ++i)
  1009. {
  1010. const Bone& bone = bones[i];
  1011. if (bone.node_)
  1012. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1013. else
  1014. skinMatrices_[i] = worldTransform;
  1015. }
  1016. }
  1017. // Skinning with per-geometry matrices
  1018. else
  1019. {
  1020. for (unsigned i = 0; i < bones.Size(); ++i)
  1021. {
  1022. const Bone& bone = bones[i];
  1023. if (bone.node_)
  1024. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1025. else
  1026. skinMatrices_[i] = worldTransform;
  1027. // Copy the skin matrix to per-geometry matrices as needed
  1028. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1029. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1030. }
  1031. }
  1032. skinningDirty_ = false;
  1033. }
  1034. void AnimatedModel::UpdateMorphs()
  1035. {
  1036. Graphics* graphics = GetSubsystem<Graphics>();
  1037. if (!graphics)
  1038. return;
  1039. if (morphs_.Size())
  1040. {
  1041. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1042. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1043. {
  1044. VertexBuffer* buffer = morphVertexBuffers_[i];
  1045. if (buffer)
  1046. {
  1047. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1048. unsigned morphStart = model_->GetMorphRangeStart(i);
  1049. unsigned morphCount = model_->GetMorphRangeCount(i);
  1050. void* dest = buffer->Lock(morphStart, morphCount);
  1051. if (dest)
  1052. {
  1053. // Reset morph range by copying data from the original vertex buffer
  1054. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1055. morphCount, buffer, originalBuffer);
  1056. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1057. {
  1058. if (morphs_[j].weight_ > 0.0f)
  1059. {
  1060. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1061. if (k != morphs_[j].buffers_.End())
  1062. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1063. }
  1064. }
  1065. buffer->Unlock();
  1066. }
  1067. }
  1068. }
  1069. }
  1070. morphsDirty_ = false;
  1071. }
  1072. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1073. {
  1074. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1075. unsigned vertexCount = morph.vertexCount_;
  1076. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1077. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1078. unsigned vertexSize = buffer->GetVertexSize();
  1079. unsigned char* srcData = morph.morphData_;
  1080. unsigned char* destData = (unsigned char*)destVertexData;
  1081. while (vertexCount--)
  1082. {
  1083. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1084. srcData += sizeof(unsigned);
  1085. if (elementMask & MASK_POSITION)
  1086. {
  1087. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1088. float* src = (float*)srcData;
  1089. dest[0] += src[0] * weight;
  1090. dest[1] += src[1] * weight;
  1091. dest[2] += src[2] * weight;
  1092. srcData += 3 * sizeof(float);
  1093. }
  1094. if (elementMask & MASK_NORMAL)
  1095. {
  1096. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1097. float* src = (float*)srcData;
  1098. dest[0] += src[0] * weight;
  1099. dest[1] += src[1] * weight;
  1100. dest[2] += src[2] * weight;
  1101. srcData += 3 * sizeof(float);
  1102. }
  1103. if (elementMask & MASK_TANGENT)
  1104. {
  1105. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1106. float* src = (float*)srcData;
  1107. dest[0] += src[0] * weight;
  1108. dest[1] += src[1] * weight;
  1109. dest[2] += src[2] * weight;
  1110. srcData += 3 * sizeof(float);
  1111. }
  1112. }
  1113. }
  1114. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1115. {
  1116. Model* currentModel = model_;
  1117. model_.Reset(); // Set null to allow to be re-set
  1118. SetModel(currentModel);
  1119. }
  1120. }