AnimatedModel.cpp 45 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. invisibleLodFactor_(0.0f),
  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_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  83. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  84. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  86. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Invisible Anim LOD", GetInvisibleLodFactor, SetInvisibleLodFactor, float, 0.0f, AM_DEFAULT);
  87. COPY_BASE_ATTRIBUTES(AnimatedModel, Drawable);
  88. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Bone Animation Enabled", GetBonesEnabledAttr, SetBonesEnabledAttr, VariantVector, Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
  89. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
  90. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BUFFER, "Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_DEFAULT | AM_NOEDIT);
  91. }
  92. bool AnimatedModel::Load(Deserializer& source, bool setInstanceDefault)
  93. {
  94. loading_ = true;
  95. bool success = Component::Load(source, setInstanceDefault);
  96. loading_ = false;
  97. return success;
  98. }
  99. bool AnimatedModel::LoadXML(const XMLElement& source, bool setInstanceDefault)
  100. {
  101. loading_ = true;
  102. bool success = Component::LoadXML(source, setInstanceDefault);
  103. loading_ = false;
  104. return success;
  105. }
  106. void AnimatedModel::ApplyAttributes()
  107. {
  108. if (assignBonesPending_)
  109. AssignBoneNodes();
  110. }
  111. void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  112. {
  113. // If no bones or no bone-level testing, use the Drawable test
  114. RayQueryLevel level = query.level_;
  115. if (level < RAY_AABB || !skeleton_.GetRootBone() || !skeleton_.GetRootBone()->node_)
  116. {
  117. Drawable::ProcessRayQuery(query, results);
  118. return;
  119. }
  120. // Check ray hit distance to AABB before proceeding with bone-level tests
  121. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  122. return;
  123. const Vector<Bone>& bones = skeleton_.GetBones();
  124. Sphere boneSphere;
  125. for (unsigned i = 0; i < bones.Size(); ++i)
  126. {
  127. const Bone& bone = bones[i];
  128. if (!bone.node_)
  129. continue;
  130. float distance;
  131. // Use hitbox if available
  132. if (bone.collisionMask_ & BONECOLLISION_BOX)
  133. {
  134. // Do an initial crude test using the bone's AABB
  135. const BoundingBox& box = bone.boundingBox_;
  136. const Matrix3x4& transform = bone.node_->GetWorldTransform();
  137. distance = query.ray_.HitDistance(box.Transformed(transform));
  138. if (distance >= query.maxDistance_)
  139. continue;
  140. if (level != RAY_AABB)
  141. {
  142. // Follow with an OBB test if required
  143. Matrix3x4 inverse = transform.Inverse();
  144. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  145. distance = localRay.HitDistance(box);
  146. if (distance >= query.maxDistance_)
  147. continue;
  148. }
  149. }
  150. else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
  151. {
  152. boneSphere.center_ = bone.node_->GetWorldPosition();
  153. boneSphere.radius_ = bone.radius_;
  154. distance = query.ray_.HitDistance(boneSphere);
  155. if (distance >= query.maxDistance_)
  156. continue;
  157. }
  158. else
  159. continue;
  160. // If the code reaches here then we have a hit
  161. RayQueryResult result;
  162. result.drawable_ = this;
  163. result.node_ = node_;
  164. result.distance_ = distance;
  165. result.subObject_ = i;
  166. results.Push(result);
  167. }
  168. }
  169. void AnimatedModel::Update(const FrameInfo& frame)
  170. {
  171. // Update animation here
  172. if (!animationDirty_ && !animationOrderDirty_)
  173. return;
  174. // If node was invisible last frame, need to decide animation LOD distance here
  175. // If headless, retain the current animation distance (should be 0)
  176. if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
  177. {
  178. if (invisibleLodFactor_ == 0.0f)
  179. return;
  180. float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
  181. // If distance is greater than draw distance, no need to update at all
  182. if (drawDistance_ > 0.0f && distance > drawDistance_)
  183. return;
  184. // Multiply the distance by a constant so that invisible nodes don't update that often
  185. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  186. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_) * invisibleLodFactor_;
  187. }
  188. UpdateAnimation(frame);
  189. }
  190. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  191. {
  192. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  193. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  194. // Note: per-geometry distances do not take skinning into account
  195. if (batches_.Size() > 1)
  196. {
  197. for (unsigned i = 0; i < batches_.Size(); ++i)
  198. {
  199. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  200. batches_[i].worldTransform_ = &worldTransform;
  201. }
  202. }
  203. else if (batches_.Size() == 1)
  204. {
  205. batches_[0].distance_ = distance_;
  206. batches_[0].worldTransform_ = &worldTransform;
  207. }
  208. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  209. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  210. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  211. if (frame.frameNumber_ != animationLodFrameNumber_)
  212. {
  213. animationLodDistance_ = newLodDistance;
  214. animationLodFrameNumber_ = frame.frameNumber_;
  215. }
  216. else
  217. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  218. if (newLodDistance != lodDistance_)
  219. {
  220. lodDistance_ = newLodDistance;
  221. CalculateLodLevels();
  222. }
  223. }
  224. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  225. {
  226. if (morphsDirty_)
  227. UpdateMorphs();
  228. if (boneBoundingBoxDirty_)
  229. UpdateBoneBoundingBox();
  230. if (skinningDirty_)
  231. UpdateSkinning();
  232. }
  233. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  234. {
  235. if (morphsDirty_)
  236. return UPDATE_MAIN_THREAD;
  237. else if (skinningDirty_)
  238. return UPDATE_WORKER_THREAD;
  239. else
  240. return UPDATE_NONE;
  241. }
  242. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  243. {
  244. if (debug && IsEnabledEffective())
  245. {
  246. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  247. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  248. }
  249. }
  250. void AnimatedModel::SetModel(Model* model, bool createBones)
  251. {
  252. if (model == model_)
  253. return;
  254. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  255. if (model_)
  256. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  257. model_ = model;
  258. if (model)
  259. {
  260. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  261. // Copy the subgeometry & LOD level structure
  262. SetNumGeometries(model->GetNumGeometries());
  263. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  264. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  265. for (unsigned i = 0; i < geometries.Size(); ++i)
  266. {
  267. geometries_[i] = geometries[i];
  268. geometryData_[i].center_ = geometryCenters[i];
  269. }
  270. // Copy geometry bone mappings
  271. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  272. geometryBoneMappings_.Clear();
  273. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  274. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  275. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  276. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  277. morphVertexBuffers_.Clear();
  278. morphs_.Clear();
  279. const Vector<ModelMorph>& morphs = model->GetMorphs();
  280. morphs_.Reserve(morphs.Size());
  281. morphElementMask_ = 0;
  282. for (unsigned i = 0; i < morphs.Size(); ++i)
  283. {
  284. ModelMorph newMorph;
  285. newMorph.name_ = morphs[i].name_;
  286. newMorph.nameHash_ = morphs[i].nameHash_;
  287. newMorph.weight_ = 0.0f;
  288. newMorph.buffers_ = morphs[i].buffers_;
  289. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  290. morphElementMask_ |= j->second_.elementMask_;
  291. morphs_.Push(newMorph);
  292. }
  293. // Copy bounding box & skeleton
  294. SetBoundingBox(model->GetBoundingBox());
  295. // Initial bone bounding box is just the one stored in the model
  296. boneBoundingBox_ = boundingBox_;
  297. boneBoundingBoxDirty_ = true;
  298. SetSkeleton(model->GetSkeleton(), createBones);
  299. ResetLodLevels();
  300. // Enable skinning in batches
  301. for (unsigned i = 0; i < batches_.Size(); ++i)
  302. {
  303. if (skinMatrices_.Size())
  304. {
  305. batches_[i].geometryType_ = GEOM_SKINNED;
  306. // Check if model has per-geometry bone mappings
  307. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  308. {
  309. batches_[i].shaderData_ = geometrySkinMatrices_[i][0].Data();
  310. batches_[i].shaderDataSize_ = geometrySkinMatrices_[i].Size() * 12;
  311. }
  312. // If not, use the global skin matrices
  313. else
  314. {
  315. batches_[i].shaderData_ = skinMatrices_[0].Data();
  316. batches_[i].shaderDataSize_ = skinMatrices_.Size() * 12;
  317. }
  318. }
  319. else
  320. {
  321. batches_[i].geometryType_ = GEOM_STATIC;
  322. batches_[i].shaderData_ = 0;
  323. batches_[i].shaderDataSize_ = 0;
  324. }
  325. }
  326. }
  327. else
  328. {
  329. RemoveRootBone(); // Remove existing root bone if any
  330. SetNumGeometries(0);
  331. geometryBoneMappings_.Clear();
  332. morphVertexBuffers_.Clear();
  333. morphs_.Clear();
  334. morphElementMask_ = 0;
  335. SetBoundingBox(BoundingBox());
  336. SetSkeleton(Skeleton(), false);
  337. }
  338. MarkNetworkUpdate();
  339. }
  340. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  341. {
  342. if (!isMaster_)
  343. {
  344. LOGERROR("Can not add animation state to non-master model");
  345. return 0;
  346. }
  347. if (!animation || !skeleton_.GetNumBones())
  348. return 0;
  349. // Check for not adding twice
  350. AnimationState* existing = GetAnimationState(animation);
  351. if (existing)
  352. return existing;
  353. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  354. animationStates_.Push(newState);
  355. MarkAnimationOrderDirty();
  356. return newState;
  357. }
  358. void AnimatedModel::RemoveAnimationState(Animation* animation)
  359. {
  360. if (animation)
  361. RemoveAnimationState(animation->GetNameHash());
  362. else
  363. {
  364. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  365. {
  366. AnimationState* state = *i;
  367. if (!state->GetAnimation())
  368. {
  369. animationStates_.Erase(i);
  370. MarkAnimationDirty();
  371. return;
  372. }
  373. }
  374. }
  375. }
  376. void AnimatedModel::RemoveAnimationState(const String& animationName)
  377. {
  378. RemoveAnimationState(StringHash(animationName));
  379. }
  380. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  381. {
  382. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  383. {
  384. AnimationState* state = *i;
  385. Animation* animation = state->GetAnimation();
  386. if (animation)
  387. {
  388. // Check both the animation and the resource name
  389. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  390. {
  391. animationStates_.Erase(i);
  392. MarkAnimationDirty();
  393. return;
  394. }
  395. }
  396. }
  397. }
  398. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  399. {
  400. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  401. {
  402. if (*i == state)
  403. {
  404. animationStates_.Erase(i);
  405. MarkAnimationDirty();
  406. return;
  407. }
  408. }
  409. }
  410. void AnimatedModel::RemoveAnimationState(unsigned index)
  411. {
  412. if (index < animationStates_.Size())
  413. {
  414. animationStates_.Erase(index);
  415. MarkAnimationDirty();
  416. }
  417. }
  418. void AnimatedModel::RemoveAllAnimationStates()
  419. {
  420. animationStates_.Clear();
  421. MarkAnimationDirty();
  422. }
  423. void AnimatedModel::SetAnimationLodBias(float bias)
  424. {
  425. animationLodBias_ = Max(bias, 0.0f);
  426. MarkNetworkUpdate();
  427. }
  428. void AnimatedModel::SetInvisibleLodFactor(float factor)
  429. {
  430. if (factor < 0.0f)
  431. factor = 0.0f;
  432. else if (factor != 0.0f && factor < 1.0f)
  433. factor = 1.0f;
  434. invisibleLodFactor_ = factor;
  435. MarkNetworkUpdate();
  436. }
  437. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  438. {
  439. if (index >= morphs_.Size())
  440. return;
  441. // If morph vertex buffers have not been created yet, create now
  442. if (weight > 0.0f && morphVertexBuffers_.Empty())
  443. CloneGeometries();
  444. weight = Clamp(weight, 0.0f, 1.0f);
  445. if (weight != morphs_[index].weight_)
  446. {
  447. morphs_[index].weight_ = weight;
  448. // For a master model, set the same morph weight on non-master models
  449. if (isMaster_)
  450. {
  451. PODVector<AnimatedModel*> models;
  452. GetComponents<AnimatedModel>(models);
  453. // Indexing might not be the same, so use the name hash instead
  454. for (unsigned i = 1; i < models.Size(); ++i)
  455. {
  456. if (!models[i]->isMaster_)
  457. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  458. }
  459. }
  460. MarkMorphsDirty();
  461. MarkNetworkUpdate();
  462. }
  463. }
  464. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  465. {
  466. for (unsigned i = 0; i < morphs_.Size(); ++i)
  467. {
  468. if (morphs_[i].name_ == name)
  469. {
  470. SetMorphWeight(i, weight);
  471. return;
  472. }
  473. }
  474. }
  475. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  476. {
  477. for (unsigned i = 0; i < morphs_.Size(); ++i)
  478. {
  479. if (morphs_[i].nameHash_ == nameHash)
  480. {
  481. SetMorphWeight(i, weight);
  482. return;
  483. }
  484. }
  485. }
  486. void AnimatedModel::ResetMorphWeights()
  487. {
  488. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  489. i->weight_ = 0.0f;
  490. // For a master model, reset weights on non-master models
  491. if (isMaster_)
  492. {
  493. PODVector<AnimatedModel*> models;
  494. GetComponents<AnimatedModel>(models);
  495. for (unsigned i = 1; i < models.Size(); ++i)
  496. {
  497. if (!models[i]->isMaster_)
  498. models[i]->ResetMorphWeights();
  499. }
  500. }
  501. MarkMorphsDirty();
  502. MarkNetworkUpdate();
  503. }
  504. float AnimatedModel::GetMorphWeight(unsigned index) const
  505. {
  506. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  507. }
  508. float AnimatedModel::GetMorphWeight(const String& name) const
  509. {
  510. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  511. {
  512. if (i->name_ == name)
  513. return i->weight_;
  514. }
  515. return 0.0f;
  516. }
  517. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  518. {
  519. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  520. {
  521. if (i->nameHash_ == nameHash)
  522. return i->weight_;
  523. }
  524. return 0.0f;
  525. }
  526. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  527. {
  528. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  529. {
  530. if ((*i)->GetAnimation() == animation)
  531. return *i;
  532. }
  533. return 0;
  534. }
  535. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  536. {
  537. return GetAnimationState(StringHash(animationName));
  538. }
  539. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  540. {
  541. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  542. {
  543. Animation* animation = (*i)->GetAnimation();
  544. if (animation)
  545. {
  546. // Check both the animation and the resource name
  547. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  548. return *i;
  549. }
  550. }
  551. return 0;
  552. }
  553. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  554. {
  555. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  556. }
  557. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  558. {
  559. if (!node_ && createBones)
  560. {
  561. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  562. return;
  563. }
  564. if (isMaster_)
  565. {
  566. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  567. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  568. {
  569. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  570. const Vector<Bone>& srcBones = skeleton.GetBones();
  571. bool compatible = true;
  572. for (unsigned i = 0; i < destBones.Size(); ++i)
  573. {
  574. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  575. srcBones[i].parentIndex_)
  576. {
  577. // If compatible, just copy the values and retain the old node and animated status
  578. Node* boneNode = destBones[i].node_;
  579. bool animated = destBones[i].animated_;
  580. destBones[i] = srcBones[i];
  581. destBones[i].node_ = boneNode;
  582. destBones[i].animated_ = animated;
  583. }
  584. else
  585. {
  586. compatible = false;
  587. break;
  588. }
  589. }
  590. if (compatible)
  591. return;
  592. }
  593. RemoveAllAnimationStates();
  594. // Detach the rootbone of the previous model if any
  595. if (createBones)
  596. RemoveRootBone();
  597. skeleton_.Define(skeleton);
  598. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  599. // to the bounding box
  600. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  601. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  602. {
  603. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  604. i->collisionMask_ &= ~BONECOLLISION_BOX;
  605. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  606. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  607. }
  608. // Create scene nodes for the bones
  609. if (createBones)
  610. {
  611. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  612. {
  613. // Create bones as local, as they are never to be directly synchronized over the network
  614. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  615. boneNode->AddListener(this);
  616. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  617. i->node_ = boneNode;
  618. }
  619. for (unsigned i = 0; i < bones.Size(); ++i)
  620. {
  621. unsigned parentIndex = bones[i].parentIndex_;
  622. if (parentIndex != i && parentIndex < bones.Size())
  623. bones[parentIndex].node_->AddChild(bones[i].node_);
  624. }
  625. }
  626. MarkAnimationDirty();
  627. using namespace BoneHierarchyCreated;
  628. VariantMap eventData;
  629. eventData[P_NODE] = (void*)node_;
  630. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  631. }
  632. else
  633. {
  634. // For non-master models: use the bone nodes of the master model
  635. skeleton_.Define(skeleton);
  636. if (createBones)
  637. {
  638. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  639. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  640. {
  641. Node* boneNode = node_->GetChild(i->name_, true);
  642. if (boneNode)
  643. boneNode->AddListener(this);
  644. i->node_ = boneNode;
  645. }
  646. }
  647. }
  648. // Reserve space for skinning matrices
  649. skinMatrices_.Resize(skeleton_.GetNumBones());
  650. SetGeometryBoneMappings();
  651. assignBonesPending_ = !createBones;
  652. }
  653. void AnimatedModel::SetModelAttr(ResourceRef value)
  654. {
  655. ResourceCache* cache = GetSubsystem<ResourceCache>();
  656. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  657. SetModel(cache->GetResource<Model>(value.id_), !loading_);
  658. }
  659. void AnimatedModel::SetBonesEnabledAttr(VariantVector value)
  660. {
  661. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  662. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  663. bones[i].animated_ = value[i].GetBool();
  664. }
  665. void AnimatedModel::SetAnimationStatesAttr(VariantVector value)
  666. {
  667. ResourceCache* cache = GetSubsystem<ResourceCache>();
  668. RemoveAllAnimationStates();
  669. unsigned index = 0;
  670. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  671. // Prevent negative or overly large value being assigned from the editor
  672. if (numStates > M_MAX_INT)
  673. numStates = 0;
  674. if (numStates > MAX_ANIMATION_STATES)
  675. numStates = MAX_ANIMATION_STATES;
  676. animationStates_.Reserve(numStates);
  677. while (numStates--)
  678. {
  679. if (index + 5 < value.Size())
  680. {
  681. // Note: null animation is allowed here for editing
  682. const ResourceRef& animRef = value[index++].GetResourceRef();
  683. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.id_)));
  684. animationStates_.Push(newState);
  685. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  686. newState->SetLooped(value[index++].GetBool());
  687. newState->SetWeight(value[index++].GetFloat());
  688. newState->SetTime(value[index++].GetFloat());
  689. newState->SetLayer(value[index++].GetInt());
  690. }
  691. else
  692. {
  693. // If not enough data, just add an empty animation state
  694. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  695. animationStates_.Push(newState);
  696. }
  697. }
  698. MarkAnimationOrderDirty();
  699. }
  700. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  701. {
  702. for (unsigned index = 0; index < value.Size(); ++index)
  703. SetMorphWeight(index, (float)value[index] / 255.0f);
  704. }
  705. ResourceRef AnimatedModel::GetModelAttr() const
  706. {
  707. return GetResourceRef(model_, Model::GetTypeStatic());
  708. }
  709. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  710. {
  711. VariantVector ret;
  712. const Vector<Bone>& bones = skeleton_.GetBones();
  713. ret.Reserve(bones.Size());
  714. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  715. ret.Push(i->animated_);
  716. return ret;
  717. }
  718. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  719. {
  720. VariantVector ret;
  721. ret.Reserve(animationStates_.Size() * 6 + 1);
  722. ret.Push(animationStates_.Size());
  723. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  724. {
  725. AnimationState* state = *i;
  726. Animation* animation = state->GetAnimation();
  727. Bone* startBone = state->GetStartBone();
  728. ret.Push(ResourceRef(Animation::GetTypeStatic(), animation ? animation->GetNameHash() : StringHash()));
  729. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  730. ret.Push(state->IsLooped());
  731. ret.Push(state->GetWeight());
  732. ret.Push(state->GetTime());
  733. ret.Push((int)state->GetLayer());
  734. }
  735. return ret;
  736. }
  737. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  738. {
  739. attrBuffer_.Clear();
  740. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  741. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  742. return attrBuffer_.GetBuffer();
  743. }
  744. void AnimatedModel::OnNodeSet(Node* node)
  745. {
  746. Drawable::OnNodeSet(node);
  747. if (node)
  748. {
  749. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  750. isMaster_ = GetComponent<AnimatedModel>() == this;
  751. }
  752. else
  753. {
  754. // When AnimatedModel parent node is cleared, we are being detached from the scene.
  755. // Remove the bone hierarchy now
  756. RemoveRootBone();
  757. }
  758. }
  759. void AnimatedModel::OnMarkedDirty(Node* node)
  760. {
  761. Drawable::OnMarkedDirty(node);
  762. // If the scene node or any of the bone nodes move, mark skinning and the bone bounding box dirty
  763. skinningDirty_ = true;
  764. boneBoundingBoxDirty_ = true;
  765. }
  766. void AnimatedModel::OnWorldBoundingBoxUpdate()
  767. {
  768. // Note: do not update bone bounding box here, instead do it in either of the threaded updates
  769. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  770. }
  771. void AnimatedModel::AssignBoneNodes()
  772. {
  773. assignBonesPending_ = false;
  774. if (!node_)
  775. return;
  776. // Find the bone nodes from the node hierarchy and add listeners
  777. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  778. bool boneFound = false;
  779. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  780. {
  781. Node* boneNode = node_->GetChild(i->name_, true);
  782. if (boneNode)
  783. {
  784. boneFound = true;
  785. boneNode->AddListener(this);
  786. }
  787. i->node_ = boneNode;
  788. }
  789. // If no bones found, this may be a prefab where the bone information was left out.
  790. // In that case reassign the skeleton now if possible
  791. if (!boneFound && model_)
  792. SetSkeleton(model_->GetSkeleton(), true);
  793. // Re-assign the same start bone to animations to get the proper bone node this time
  794. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  795. {
  796. AnimationState* state = *i;
  797. state->SetStartBone(state->GetStartBone());
  798. }
  799. MarkAnimationDirty();
  800. }
  801. void AnimatedModel::RemoveRootBone()
  802. {
  803. Bone* rootBone = skeleton_.GetRootBone();
  804. if (rootBone && rootBone->node_)
  805. rootBone->node_->Remove();
  806. }
  807. void AnimatedModel::MarkAnimationDirty()
  808. {
  809. if (isMaster_)
  810. {
  811. animationDirty_ = true;
  812. // Mark for pre-octree reinsertion update (threaded)
  813. MarkForUpdate();
  814. }
  815. }
  816. void AnimatedModel::MarkAnimationOrderDirty()
  817. {
  818. if (isMaster_)
  819. {
  820. animationOrderDirty_ = true;
  821. // Mark for pre-octree reinsertion update (threaded)
  822. MarkForUpdate();
  823. }
  824. }
  825. void AnimatedModel::MarkMorphsDirty()
  826. {
  827. morphsDirty_ = true;
  828. }
  829. void AnimatedModel::CloneGeometries()
  830. {
  831. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  832. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  833. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  834. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  835. {
  836. VertexBuffer* original = originalVertexBuffers[i];
  837. if (model_->GetMorphRangeCount(i))
  838. {
  839. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  840. clone->SetShadowed(true);
  841. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  842. void* dest = clone->Lock(0, original->GetVertexCount());
  843. if (dest)
  844. {
  845. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  846. clone->Unlock();
  847. }
  848. clonedVertexBuffers[original] = clone;
  849. morphVertexBuffers_[i] = clone;
  850. }
  851. else
  852. morphVertexBuffers_[i].Reset();
  853. }
  854. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  855. for (unsigned i = 0; i < geometries_.Size(); ++i)
  856. {
  857. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  858. {
  859. SharedPtr<Geometry> original = geometries_[i][j];
  860. SharedPtr<Geometry> clone(new Geometry(context_));
  861. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  862. // data comes from the original vertex buffer(s)
  863. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  864. unsigned totalBuf = originalBuffers.Size();
  865. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  866. {
  867. VertexBuffer* originalBuffer = originalBuffers[k];
  868. if (clonedVertexBuffers.Contains(originalBuffer))
  869. ++totalBuf;
  870. }
  871. clone->SetNumVertexBuffers(totalBuf);
  872. unsigned l = 0;
  873. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  874. {
  875. VertexBuffer* originalBuffer = originalBuffers[k];
  876. unsigned originalMask = original->GetVertexElementMask(k);
  877. if (clonedVertexBuffers.Contains(originalBuffer))
  878. {
  879. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  880. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  881. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  882. }
  883. else
  884. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  885. }
  886. clone->SetIndexBuffer(original->GetIndexBuffer());
  887. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  888. clone->SetLodDistance(original->GetLodDistance());
  889. geometries_[i][j] = clone;
  890. }
  891. }
  892. // Make sure the rendering batches use the new cloned geometries
  893. ResetLodLevels();
  894. MarkMorphsDirty();
  895. }
  896. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  897. {
  898. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  899. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  900. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  901. unsigned vertexSize = srcBuffer->GetVertexSize();
  902. float* dest = (float*)destVertexData;
  903. unsigned char* src = (unsigned char*)srcVertexData;
  904. while (vertexCount--)
  905. {
  906. if (mask & MASK_POSITION)
  907. {
  908. float* posSrc = (float*)src;
  909. *dest++ = posSrc[0];
  910. *dest++ = posSrc[1];
  911. *dest++ = posSrc[2];
  912. }
  913. if (mask & MASK_NORMAL)
  914. {
  915. float* normalSrc = (float*)(src + normalOffset);
  916. *dest++ = normalSrc[0];
  917. *dest++ = normalSrc[1];
  918. *dest++ = normalSrc[2];
  919. }
  920. if (mask & MASK_TANGENT)
  921. {
  922. float* tangentSrc = (float*)(src + tangentOffset);
  923. *dest++ = tangentSrc[0];
  924. *dest++ = tangentSrc[1];
  925. *dest++ = tangentSrc[2];
  926. *dest++ = tangentSrc[3];
  927. }
  928. src += vertexSize;
  929. }
  930. }
  931. void AnimatedModel::SetGeometryBoneMappings()
  932. {
  933. geometrySkinMatrices_.Clear();
  934. geometrySkinMatrixPtrs_.Clear();
  935. if (!geometryBoneMappings_.Size())
  936. return;
  937. // Check if all mappings are empty, then we do not need to use mapped skinning
  938. bool allEmpty = true;
  939. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  940. if (geometryBoneMappings_[i].Size())
  941. allEmpty = false;
  942. if (allEmpty)
  943. return;
  944. // Reserve space for per-geometry skinning matrices
  945. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  946. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  947. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  948. // Build original-to-skinindex matrix pointer mapping for fast copying
  949. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  950. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  951. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  952. {
  953. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  954. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  955. }
  956. }
  957. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  958. {
  959. // If using animation LOD, accumulate time and see if it is time to update
  960. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  961. {
  962. // Check for first time update
  963. if (animationLodTimer_ >= 0.0f)
  964. {
  965. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  966. if (animationLodTimer_ >= animationLodDistance_)
  967. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  968. else
  969. return;
  970. }
  971. else
  972. animationLodTimer_ = 0.0f;
  973. }
  974. // Make sure animations are in ascending priority order
  975. if (animationOrderDirty_)
  976. {
  977. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  978. animationOrderDirty_ = false;
  979. }
  980. // Reset skeleton, then apply all animations
  981. skeleton_.Reset();
  982. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  983. (*i)->Apply();
  984. // Calculate new bone bounding box, then mark for octree reinsertion
  985. UpdateBoneBoundingBox();
  986. Drawable::OnMarkedDirty(node_);
  987. animationDirty_ = false;
  988. }
  989. void AnimatedModel::UpdateBoneBoundingBox()
  990. {
  991. if (skeleton_.GetNumBones())
  992. {
  993. // The bone bounding box is in local space, so need the node's inverse transform
  994. boneBoundingBox_.defined_ = false;
  995. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  996. const Vector<Bone>& bones = skeleton_.GetBones();
  997. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  998. {
  999. Node* boneNode = i->node_;
  1000. if (!boneNode)
  1001. continue;
  1002. // Use hitbox if available. If not, use only half of the sphere radius
  1003. /// \todo The sphere radius should be multiplied with bone scale
  1004. if (i->collisionMask_ & BONECOLLISION_BOX)
  1005. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  1006. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  1007. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  1008. }
  1009. }
  1010. boneBoundingBoxDirty_ = false;
  1011. worldBoundingBoxDirty_ = true;
  1012. }
  1013. void AnimatedModel::UpdateSkinning()
  1014. {
  1015. // Note: the model's world transform will be baked in the skin matrices
  1016. const Vector<Bone>& bones = skeleton_.GetBones();
  1017. // Use model's world transform in case a bone is missing
  1018. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1019. // Skinning with global matrices only
  1020. if (!geometrySkinMatrices_.Size())
  1021. {
  1022. for (unsigned i = 0; i < bones.Size(); ++i)
  1023. {
  1024. const Bone& bone = bones[i];
  1025. if (bone.node_)
  1026. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1027. else
  1028. skinMatrices_[i] = worldTransform;
  1029. }
  1030. }
  1031. // Skinning with per-geometry matrices
  1032. else
  1033. {
  1034. for (unsigned i = 0; i < bones.Size(); ++i)
  1035. {
  1036. const Bone& bone = bones[i];
  1037. if (bone.node_)
  1038. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1039. else
  1040. skinMatrices_[i] = worldTransform;
  1041. // Copy the skin matrix to per-geometry matrices as needed
  1042. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1043. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1044. }
  1045. }
  1046. skinningDirty_ = false;
  1047. }
  1048. void AnimatedModel::UpdateMorphs()
  1049. {
  1050. Graphics* graphics = GetSubsystem<Graphics>();
  1051. if (!graphics)
  1052. return;
  1053. if (morphs_.Size())
  1054. {
  1055. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1056. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1057. {
  1058. VertexBuffer* buffer = morphVertexBuffers_[i];
  1059. if (buffer)
  1060. {
  1061. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1062. unsigned morphStart = model_->GetMorphRangeStart(i);
  1063. unsigned morphCount = model_->GetMorphRangeCount(i);
  1064. void* dest = buffer->Lock(morphStart, morphCount);
  1065. if (dest)
  1066. {
  1067. // Reset morph range by copying data from the original vertex buffer
  1068. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1069. morphCount, buffer, originalBuffer);
  1070. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1071. {
  1072. if (morphs_[j].weight_ > 0.0f)
  1073. {
  1074. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1075. if (k != morphs_[j].buffers_.End())
  1076. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1077. }
  1078. }
  1079. buffer->Unlock();
  1080. }
  1081. }
  1082. }
  1083. }
  1084. morphsDirty_ = false;
  1085. }
  1086. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1087. {
  1088. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1089. unsigned vertexCount = morph.vertexCount_;
  1090. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1091. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1092. unsigned vertexSize = buffer->GetVertexSize();
  1093. unsigned char* srcData = morph.morphData_;
  1094. unsigned char* destData = (unsigned char*)destVertexData;
  1095. while (vertexCount--)
  1096. {
  1097. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1098. srcData += sizeof(unsigned);
  1099. if (elementMask & MASK_POSITION)
  1100. {
  1101. float* dest = (float*)(destData + vertexIndex * vertexSize);
  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_NORMAL)
  1109. {
  1110. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  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. if (elementMask & MASK_TANGENT)
  1118. {
  1119. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1120. float* src = (float*)srcData;
  1121. dest[0] += src[0] * weight;
  1122. dest[1] += src[1] * weight;
  1123. dest[2] += src[2] * weight;
  1124. srcData += 3 * sizeof(float);
  1125. }
  1126. }
  1127. }
  1128. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1129. {
  1130. Model* currentModel = model_;
  1131. model_.Reset(); // Set null to allow to be re-set
  1132. SetModel(currentModel);
  1133. }
  1134. }