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 "MemoryBuffer.h"
  37. #include "Octree.h"
  38. #include "Profiler.h"
  39. #include "ResourceCache.h"
  40. #include "ResourceEvents.h"
  41. #include "Scene.h"
  42. #include "Sort.h"
  43. #include "VertexBuffer.h"
  44. #include "DebugNew.h"
  45. namespace Urho3D
  46. {
  47. static bool CompareAnimationOrder(const SharedPtr<AnimationState>& lhs, const SharedPtr<AnimationState>& rhs)
  48. {
  49. return lhs->GetLayer() < rhs->GetLayer();
  50. }
  51. OBJECTTYPESTATIC(AnimatedModel);
  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. isMaster_(true),
  65. loading_(false),
  66. assignBonesPending_(false)
  67. {
  68. }
  69. AnimatedModel::~AnimatedModel()
  70. {
  71. }
  72. void AnimatedModel::RegisterObject(Context* context)
  73. {
  74. context->RegisterFactory<AnimatedModel>();
  75. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_RESOURCEREF, "Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  76. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_RESOURCEREFLIST, "Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  77. ATTRIBUTE(AnimatedModel, VAR_BOOL, "Is Visible", visible_, true, AM_DEFAULT);
  78. ATTRIBUTE(AnimatedModel, VAR_BOOL, "Is Occluder", occluder_, false, AM_DEFAULT);
  79. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BOOL, "Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  80. ATTRIBUTE(AnimatedModel, VAR_BOOL, "Cast Shadows", castShadows_, false, AM_DEFAULT);
  81. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  82. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  83. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  84. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Animation LOD Bias", GetAnimationLodBias, SetAnimationLodBias, float, 1.0f, AM_DEFAULT);
  85. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_FLOAT, "Invisible Anim LOD", GetInvisibleLodFactor, SetInvisibleLodFactor, float, 0.0f, AM_DEFAULT);
  86. COPY_BASE_ATTRIBUTES(AnimatedModel, Drawable);
  87. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Bone Animation Enabled", GetBonesEnabledAttr, SetBonesEnabledAttr, VariantVector, VariantVector(), AM_FILE | AM_NOEDIT);
  88. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector, VariantVector(), AM_FILE);
  89. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BUFFER, "Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, PODVector<unsigned char>(), AM_DEFAULT | AM_NOEDIT);
  90. }
  91. bool AnimatedModel::Load(Deserializer& source)
  92. {
  93. loading_ = true;
  94. bool success = Component::Load(source);
  95. loading_ = false;
  96. return success;
  97. }
  98. bool AnimatedModel::LoadXML(const XMLElement& source)
  99. {
  100. loading_ = true;
  101. bool success = Component::LoadXML(source);
  102. loading_ = false;
  103. return success;
  104. }
  105. void AnimatedModel::ApplyAttributes()
  106. {
  107. if (assignBonesPending_)
  108. AssignBoneNodes();
  109. }
  110. void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  111. {
  112. // If no bones or no bone-level testing, use the Drawable test
  113. RayQueryLevel level = query.level_;
  114. if (level < RAY_AABB || !skeleton_.GetRootBone() || !skeleton_.GetRootBone()->node_)
  115. {
  116. Drawable::ProcessRayQuery(query, results);
  117. return;
  118. }
  119. // Check ray hit distance to AABB before proceeding with bone-level tests
  120. if (query.ray_.HitDistance(GetWorldBoundingBox()) > query.maxDistance_)
  121. return;
  122. const Vector<Bone>& bones = skeleton_.GetBones();
  123. Sphere boneSphere;
  124. for (unsigned i = 0; i < bones.Size(); ++i)
  125. {
  126. const Bone& bone = bones[i];
  127. if (!bone.node_)
  128. continue;
  129. float distance;
  130. // Use hitbox if available
  131. if (bone.collisionMask_ & BONECOLLISION_BOX)
  132. {
  133. // Do an initial crude test using the bone's AABB
  134. const BoundingBox& box = bone.boundingBox_;
  135. const Matrix3x4& transform = bone.node_->GetWorldTransform();
  136. distance = query.ray_.HitDistance(box.Transformed(transform));
  137. if (distance > query.maxDistance_)
  138. continue;
  139. if (level != RAY_AABB)
  140. {
  141. // Follow with an OBB test if required
  142. Matrix3x4 inverse = transform.Inverse();
  143. Ray localRay(inverse * query.ray_.origin_, inverse * Vector4(query.ray_.direction_, 0.0f));
  144. distance = localRay.HitDistance(box);
  145. if (distance > query.maxDistance_)
  146. continue;
  147. }
  148. }
  149. else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
  150. {
  151. boneSphere.center_ = bone.node_->GetWorldPosition();
  152. boneSphere.radius_ = bone.radius_;
  153. distance = query.ray_.HitDistance(boneSphere);
  154. if (distance > query.maxDistance_)
  155. continue;
  156. }
  157. else
  158. continue;
  159. // If the code reaches here then we have a hit
  160. RayQueryResult result;
  161. result.drawable_ = this;
  162. result.node_ = node_;
  163. result.distance_ = distance;
  164. result.subObject_ = i;
  165. results.Push(result);
  166. }
  167. }
  168. void AnimatedModel::Update(const FrameInfo& frame)
  169. {
  170. // Update animation here
  171. if (!animationDirty_ && !animationOrderDirty_)
  172. return;
  173. // If node was invisible last frame, need to decide animation LOD distance here
  174. // If headless, retain the current animation distance (should be 0)
  175. if (frame.camera_ && abs((int)frame.frameNumber_ - (int)viewFrameNumber_) > 1)
  176. {
  177. if (invisibleLodFactor_ == 0.0f)
  178. return;
  179. float distance = frame.camera_->GetDistance(node_->GetWorldPosition());
  180. // If distance is greater than draw distance, no need to update at all
  181. if (drawDistance_ > 0.0f && distance > drawDistance_)
  182. return;
  183. // Multiply the distance by a constant so that invisible nodes don't update that often
  184. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  185. animationLodDistance_ = frame.camera_->GetLodDistance(distance, scale, lodBias_) * invisibleLodFactor_;
  186. }
  187. UpdateAnimation(frame);
  188. }
  189. void AnimatedModel::UpdateBatches(const FrameInfo& frame)
  190. {
  191. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  192. distance_ = frame.camera_->GetDistance(GetWorldBoundingBox().Center());
  193. // Note: per-geometry distances do not take skinning into account
  194. if (batches_.Size() > 1)
  195. {
  196. for (unsigned i = 0; i < batches_.Size(); ++i)
  197. {
  198. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  199. batches_[i].worldTransform_ = &worldTransform;
  200. }
  201. }
  202. else if (batches_.Size() == 1)
  203. {
  204. batches_[0].distance_ = distance_;
  205. batches_[0].worldTransform_ = &worldTransform;
  206. }
  207. float scale = GetWorldBoundingBox().Size().DotProduct(DOT_SCALE);
  208. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  209. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  210. if (frame.frameNumber_ != animationLodFrameNumber_)
  211. {
  212. animationLodDistance_ = newLodDistance;
  213. animationLodFrameNumber_ = frame.frameNumber_;
  214. }
  215. else
  216. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  217. if (newLodDistance != lodDistance_)
  218. {
  219. lodDistance_ = newLodDistance;
  220. CalculateLodLevels();
  221. }
  222. }
  223. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  224. {
  225. if (morphsDirty_)
  226. UpdateMorphs();
  227. if (skinningDirty_)
  228. UpdateSkinning();
  229. }
  230. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  231. {
  232. if (morphsDirty_)
  233. return UPDATE_MAIN_THREAD;
  234. else if (skinningDirty_)
  235. return UPDATE_WORKER_THREAD;
  236. else
  237. return UPDATE_NONE;
  238. }
  239. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  240. {
  241. if (debug)
  242. {
  243. debug->AddBoundingBox(GetWorldBoundingBox(), Color(0.0f, 1.0f, 0.0f), depthTest);
  244. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  245. }
  246. }
  247. void AnimatedModel::SetModel(Model* model, bool createBones)
  248. {
  249. if (!model || model == model_)
  250. return;
  251. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  252. if (model_)
  253. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  254. if (model)
  255. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  256. model_ = model;
  257. // Copy the subgeometry & LOD level structure
  258. SetNumGeometries(model->GetNumGeometries());
  259. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  260. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  261. for (unsigned i = 0; i < geometries.Size(); ++i)
  262. {
  263. geometries_[i] = geometries[i];
  264. geometryData_[i].center_ = geometryCenters[i];
  265. }
  266. // Copy geometry bone mappings
  267. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  268. geometryBoneMappings_.Clear();
  269. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  270. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  271. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  272. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  273. morphVertexBuffers_.Clear();
  274. morphs_.Clear();
  275. const Vector<ModelMorph>& morphs = model->GetMorphs();
  276. morphs_.Reserve(morphs.Size());
  277. morphElementMask_ = 0;
  278. for (unsigned i = 0; i < morphs.Size(); ++i)
  279. {
  280. ModelMorph newMorph;
  281. newMorph.name_ = morphs[i].name_;
  282. newMorph.nameHash_ = morphs[i].nameHash_;
  283. newMorph.weight_ = 0.0f;
  284. newMorph.buffers_ = morphs[i].buffers_;
  285. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  286. morphElementMask_ |= j->second_.elementMask_;
  287. morphs_.Push(newMorph);
  288. }
  289. // Copy bounding box & skeleton
  290. SetBoundingBox(model->GetBoundingBox());
  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].shaderData_ = geometrySkinMatrices_[i][0].Data();
  303. batches_[i].shaderDataSize_ = geometrySkinMatrices_[i].Size() * 12;
  304. }
  305. // If not, use the global skin matrices
  306. else
  307. {
  308. batches_[i].shaderData_ = skinMatrices_[0].Data();
  309. batches_[i].shaderDataSize_ = skinMatrices_.Size() * 12;
  310. }
  311. }
  312. else
  313. {
  314. batches_[i].geometryType_ = GEOM_STATIC;
  315. batches_[i].shaderData_ = 0;
  316. batches_[i].shaderDataSize_ = 0;
  317. }
  318. }
  319. MarkNetworkUpdate();
  320. }
  321. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  322. {
  323. if (!isMaster_)
  324. {
  325. LOGERROR("Can not add animation state to non-master model");
  326. return 0;
  327. }
  328. if (!animation || !skeleton_.GetNumBones())
  329. return 0;
  330. // Check for not adding twice
  331. AnimationState* existing = GetAnimationState(animation);
  332. if (existing)
  333. return existing;
  334. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  335. animationStates_.Push(newState);
  336. MarkAnimationOrderDirty();
  337. return newState;
  338. }
  339. void AnimatedModel::RemoveAnimationState(Animation* animation)
  340. {
  341. if (animation)
  342. RemoveAnimationState(animation->GetNameHash());
  343. else
  344. {
  345. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  346. {
  347. AnimationState* state = *i;
  348. if (!state->GetAnimation())
  349. {
  350. animationStates_.Erase(i);
  351. MarkAnimationDirty();
  352. return;
  353. }
  354. }
  355. }
  356. }
  357. void AnimatedModel::RemoveAnimationState(const String& animationName)
  358. {
  359. RemoveAnimationState(StringHash(animationName));
  360. }
  361. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  362. {
  363. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  364. {
  365. AnimationState* state = *i;
  366. Animation* animation = state->GetAnimation();
  367. if (animation)
  368. {
  369. // Check both the animation and the resource name
  370. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  371. {
  372. animationStates_.Erase(i);
  373. MarkAnimationDirty();
  374. return;
  375. }
  376. }
  377. }
  378. }
  379. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  380. {
  381. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  382. {
  383. if (*i == state)
  384. {
  385. animationStates_.Erase(i);
  386. MarkAnimationDirty();
  387. return;
  388. }
  389. }
  390. }
  391. void AnimatedModel::RemoveAnimationState(unsigned index)
  392. {
  393. if (index < animationStates_.Size())
  394. {
  395. animationStates_.Erase(index);
  396. MarkAnimationDirty();
  397. }
  398. }
  399. void AnimatedModel::RemoveAllAnimationStates()
  400. {
  401. animationStates_.Clear();
  402. MarkAnimationDirty();
  403. }
  404. void AnimatedModel::SetAnimationLodBias(float bias)
  405. {
  406. animationLodBias_ = Max(bias, 0.0f);
  407. MarkNetworkUpdate();
  408. }
  409. void AnimatedModel::SetInvisibleLodFactor(float factor)
  410. {
  411. if (factor < 0.0f)
  412. factor = 0.0f;
  413. else if (factor != 0.0f && factor < 1.0f)
  414. factor = 1.0f;
  415. invisibleLodFactor_ = factor;
  416. MarkNetworkUpdate();
  417. }
  418. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  419. {
  420. if (index >= morphs_.Size())
  421. return;
  422. // If morph vertex buffers have not been created yet, create now
  423. if (weight > 0.0f && morphVertexBuffers_.Empty())
  424. CloneGeometries();
  425. weight = Clamp(weight, 0.0f, 1.0f);
  426. if (weight != morphs_[index].weight_)
  427. {
  428. morphs_[index].weight_ = weight;
  429. // For a master model, set the same morph weight on non-master models
  430. if (isMaster_)
  431. {
  432. PODVector<AnimatedModel*> models;
  433. GetComponents<AnimatedModel>(models);
  434. // Indexing might not be the same, so use the name hash instead
  435. for (unsigned i = 1; i < models.Size(); ++i)
  436. {
  437. if (!models[i]->isMaster_)
  438. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  439. }
  440. }
  441. MarkMorphsDirty();
  442. MarkNetworkUpdate();
  443. }
  444. }
  445. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  446. {
  447. for (unsigned i = 0; i < morphs_.Size(); ++i)
  448. {
  449. if (morphs_[i].name_ == name)
  450. {
  451. SetMorphWeight(i, weight);
  452. return;
  453. }
  454. }
  455. }
  456. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  457. {
  458. for (unsigned i = 0; i < morphs_.Size(); ++i)
  459. {
  460. if (morphs_[i].nameHash_ == nameHash)
  461. {
  462. SetMorphWeight(i, weight);
  463. return;
  464. }
  465. }
  466. }
  467. void AnimatedModel::ResetMorphWeights()
  468. {
  469. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  470. i->weight_ = 0.0f;
  471. // For a master model, reset weights on non-master models
  472. if (isMaster_)
  473. {
  474. PODVector<AnimatedModel*> models;
  475. GetComponents<AnimatedModel>(models);
  476. for (unsigned i = 1; i < models.Size(); ++i)
  477. {
  478. if (!models[i]->isMaster_)
  479. models[i]->ResetMorphWeights();
  480. }
  481. }
  482. MarkMorphsDirty();
  483. MarkNetworkUpdate();
  484. }
  485. float AnimatedModel::GetMorphWeight(unsigned index) const
  486. {
  487. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  488. }
  489. float AnimatedModel::GetMorphWeight(const String& name) const
  490. {
  491. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  492. {
  493. if (i->name_ == name)
  494. return i->weight_;
  495. }
  496. return 0.0f;
  497. }
  498. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  499. {
  500. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  501. {
  502. if (i->nameHash_ == nameHash)
  503. return i->weight_;
  504. }
  505. return 0.0f;
  506. }
  507. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  508. {
  509. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  510. {
  511. if ((*i)->GetAnimation() == animation)
  512. return *i;
  513. }
  514. return 0;
  515. }
  516. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  517. {
  518. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  519. {
  520. Animation* animation = (*i)->GetAnimation();
  521. if (animation)
  522. {
  523. // Check both the animation and the resource name
  524. if (animation->GetName() == animationName || animation->GetAnimationName() == animationName)
  525. return *i;
  526. }
  527. }
  528. return 0;
  529. }
  530. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  531. {
  532. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  533. {
  534. Animation* animation = (*i)->GetAnimation();
  535. if (animation)
  536. {
  537. // Check both the animation and the resource name
  538. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  539. return *i;
  540. }
  541. }
  542. return 0;
  543. }
  544. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  545. {
  546. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  547. }
  548. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  549. {
  550. if (!node_ && createBones)
  551. {
  552. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  553. return;
  554. }
  555. if (isMaster_)
  556. {
  557. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  558. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  559. {
  560. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  561. const Vector<Bone>& srcBones = skeleton.GetBones();
  562. bool compatible = true;
  563. for (unsigned i = 0; i < destBones.Size(); ++i)
  564. {
  565. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  566. srcBones[i].parentIndex_)
  567. {
  568. // If compatible, just copy the values and retain the old node and animated status
  569. Node* boneNode = destBones[i].node_;
  570. bool animated = destBones[i].animated_;
  571. destBones[i] = srcBones[i];
  572. destBones[i].node_ = boneNode;
  573. destBones[i].animated_ = animated;
  574. }
  575. else
  576. {
  577. compatible = false;
  578. break;
  579. }
  580. }
  581. if (compatible)
  582. return;
  583. }
  584. RemoveAllAnimationStates();
  585. // Detach the rootbone of the previous model if any
  586. if (createBones)
  587. {
  588. Bone* rootBone = skeleton_.GetRootBone();
  589. if (rootBone)
  590. node_->RemoveChild(rootBone->node_);
  591. }
  592. skeleton_.Define(skeleton);
  593. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  594. // to the bounding box
  595. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  596. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  597. {
  598. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  599. i->collisionMask_ &= ~BONECOLLISION_BOX;
  600. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  601. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  602. }
  603. // Create scene nodes for the bones
  604. if (createBones)
  605. {
  606. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  607. {
  608. // Create bones as local, as they are never to be directly synchronized over the network
  609. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  610. boneNode->AddListener(this);
  611. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  612. i->node_ = boneNode;
  613. }
  614. for (unsigned i = 0; i < bones.Size(); ++i)
  615. {
  616. unsigned parentIndex = bones[i].parentIndex_;
  617. if (parentIndex != i && parentIndex < bones.Size())
  618. bones[parentIndex].node_->AddChild(bones[i].node_);
  619. }
  620. }
  621. MarkAnimationDirty();
  622. using namespace BoneHierarchyCreated;
  623. VariantMap eventData;
  624. eventData[P_NODE] = (void*)node_;
  625. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  626. }
  627. else
  628. {
  629. // For non-master models: use the bone nodes of the master model
  630. skeleton_.Define(skeleton);
  631. if (createBones)
  632. {
  633. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  634. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  635. {
  636. Node* boneNode = node_->GetChild(i->name_, true);
  637. if (boneNode)
  638. boneNode->AddListener(this);
  639. i->node_ = boneNode;
  640. }
  641. }
  642. }
  643. // Reserve space for skinning matrices
  644. skinMatrices_.Resize(skeleton_.GetNumBones());
  645. SetGeometryBoneMappings();
  646. assignBonesPending_ = !createBones;
  647. }
  648. void AnimatedModel::SetModelAttr(ResourceRef value)
  649. {
  650. ResourceCache* cache = GetSubsystem<ResourceCache>();
  651. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  652. SetModel(cache->GetResource<Model>(value.id_), !loading_);
  653. }
  654. void AnimatedModel::SetBonesEnabledAttr(VariantVector value)
  655. {
  656. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  657. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  658. bones[i].animated_ = value[i].GetBool();
  659. }
  660. void AnimatedModel::SetAnimationStatesAttr(VariantVector value)
  661. {
  662. ResourceCache* cache = GetSubsystem<ResourceCache>();
  663. RemoveAllAnimationStates();
  664. unsigned index = 0;
  665. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  666. animationStates_.Reserve(numStates);
  667. while (numStates--)
  668. {
  669. if (index + 5 < value.Size())
  670. {
  671. // Note: null animation is allowed here for editing
  672. const ResourceRef& animRef = value[index++].GetResourceRef();
  673. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.id_)));
  674. animationStates_.Push(newState);
  675. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  676. newState->SetLooped(value[index++].GetBool());
  677. newState->SetWeight(value[index++].GetFloat());
  678. newState->SetTime(value[index++].GetFloat());
  679. newState->SetLayer(value[index++].GetInt());
  680. }
  681. else
  682. {
  683. // If not enough data, just add an empty animation state
  684. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  685. animationStates_.Push(newState);
  686. }
  687. }
  688. MarkAnimationOrderDirty();
  689. }
  690. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  691. {
  692. for (unsigned index = 0; index < value.Size(); ++index)
  693. SetMorphWeight(index, (float)value[index] / 255.0f);
  694. }
  695. ResourceRef AnimatedModel::GetModelAttr() const
  696. {
  697. return GetResourceRef(model_, Model::GetTypeStatic());
  698. }
  699. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  700. {
  701. VariantVector ret;
  702. const Vector<Bone>& bones = skeleton_.GetBones();
  703. ret.Reserve(bones.Size());
  704. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  705. ret.Push(i->animated_);
  706. return ret;
  707. }
  708. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  709. {
  710. VariantVector ret;
  711. ret.Reserve(animationStates_.Size() * 6 + 1);
  712. ret.Push(animationStates_.Size());
  713. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  714. {
  715. AnimationState* state = *i;
  716. Animation* animation = state->GetAnimation();
  717. Bone* startBone = state->GetStartBone();
  718. ret.Push(ResourceRef(Animation::GetTypeStatic(), animation ? animation->GetNameHash() : StringHash()));
  719. ret.Push(startBone ? startBone->name_ : String());
  720. ret.Push(state->IsLooped());
  721. ret.Push(state->GetWeight());
  722. ret.Push(state->GetTime());
  723. ret.Push((int)state->GetLayer());
  724. }
  725. return ret;
  726. }
  727. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  728. {
  729. attrBuffer_.Clear();
  730. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  731. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  732. return attrBuffer_.GetBuffer();
  733. }
  734. void AnimatedModel::OnNodeSet(Node* node)
  735. {
  736. Drawable::OnNodeSet(node);
  737. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  738. isMaster_ = GetComponent<AnimatedModel>() == this;
  739. }
  740. void AnimatedModel::OnMarkedDirty(Node* node)
  741. {
  742. Drawable::OnMarkedDirty(node);
  743. // If the scene node or any of the bone nodes move, mark skinning dirty
  744. skinningDirty_ = true;
  745. }
  746. void AnimatedModel::OnWorldBoundingBoxUpdate()
  747. {
  748. if (!skeleton_.GetNumBones())
  749. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  750. else
  751. {
  752. // If has bones, update world bounding box based on them
  753. worldBoundingBox_.defined_ = false;
  754. const Vector<Bone>& bones = skeleton_.GetBones();
  755. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  756. {
  757. Node* boneNode = i->node_;
  758. if (!boneNode)
  759. continue;
  760. // Use hitbox if available. If not, use only half of the sphere radius
  761. if (i->collisionMask_ & BONECOLLISION_BOX)
  762. worldBoundingBox_.Merge(i->boundingBox_.Transformed(boneNode->GetWorldTransform()));
  763. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  764. worldBoundingBox_.Merge(Sphere(boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  765. }
  766. }
  767. }
  768. void AnimatedModel::AssignBoneNodes()
  769. {
  770. assignBonesPending_ = false;
  771. if (!node_)
  772. return;
  773. // Find the bone nodes from the node hierarchy and add listeners
  774. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  775. bool boneFound = false;
  776. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  777. {
  778. Node* boneNode = node_->GetChild(i->name_, true);
  779. if (boneNode)
  780. {
  781. boneFound = true;
  782. boneNode->AddListener(this);
  783. }
  784. i->node_ = boneNode;
  785. }
  786. // If no bones found, this may be a prefab where the bone information was left out.
  787. // In that case reassign the skeleton now if possible
  788. if (!boneFound && model_)
  789. SetSkeleton(model_->GetSkeleton(), true);
  790. // Re-assign the same start bone to animations to get the proper bone node this time
  791. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  792. {
  793. AnimationState* state = *i;
  794. state->SetStartBone(state->GetStartBone());
  795. }
  796. MarkAnimationDirty();
  797. }
  798. void AnimatedModel::MarkAnimationDirty()
  799. {
  800. if (isMaster_)
  801. {
  802. animationDirty_ = true;
  803. // Mark for pre-octree reinsertion update (threaded)
  804. MarkForUpdate();
  805. }
  806. }
  807. void AnimatedModel::MarkAnimationOrderDirty()
  808. {
  809. if (isMaster_)
  810. {
  811. animationOrderDirty_ = true;
  812. // Mark for pre-octree reinsertion update (threaded)
  813. MarkForUpdate();
  814. }
  815. }
  816. void AnimatedModel::MarkMorphsDirty()
  817. {
  818. morphsDirty_ = true;
  819. }
  820. void AnimatedModel::CloneGeometries()
  821. {
  822. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  823. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  824. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  825. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  826. {
  827. VertexBuffer* original = originalVertexBuffers[i];
  828. if (model_->GetMorphRangeCount(i))
  829. {
  830. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  831. clone->SetShadowed(true);
  832. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  833. void* dest = clone->Lock(0, original->GetVertexCount());
  834. if (dest)
  835. {
  836. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  837. clone->Unlock();
  838. }
  839. clonedVertexBuffers[original] = clone;
  840. morphVertexBuffers_[i] = clone;
  841. }
  842. else
  843. morphVertexBuffers_[i].Reset();
  844. }
  845. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  846. for (unsigned i = 0; i < geometries_.Size(); ++i)
  847. {
  848. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  849. {
  850. SharedPtr<Geometry> original = geometries_[i][j];
  851. SharedPtr<Geometry> clone(new Geometry(context_));
  852. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  853. // data comes from the original vertex buffer(s)
  854. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  855. unsigned totalBuf = originalBuffers.Size();
  856. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  857. {
  858. VertexBuffer* originalBuffer = originalBuffers[k];
  859. if (clonedVertexBuffers.Contains(originalBuffer))
  860. ++totalBuf;
  861. }
  862. clone->SetNumVertexBuffers(totalBuf);
  863. unsigned l = 0;
  864. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  865. {
  866. VertexBuffer* originalBuffer = originalBuffers[k];
  867. unsigned originalMask = original->GetVertexElementMask(k);
  868. if (clonedVertexBuffers.Contains(originalBuffer))
  869. {
  870. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  871. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  872. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  873. }
  874. else
  875. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  876. }
  877. clone->SetIndexBuffer(original->GetIndexBuffer());
  878. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  879. clone->SetLodDistance(original->GetLodDistance());
  880. geometries_[i][j] = clone;
  881. }
  882. }
  883. // Make sure the rendering batches use the new cloned geometries
  884. ResetLodLevels();
  885. MarkMorphsDirty();
  886. }
  887. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  888. {
  889. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  890. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  891. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  892. unsigned vertexSize = srcBuffer->GetVertexSize();
  893. float* dest = (float*)destVertexData;
  894. unsigned char* src = (unsigned char*)srcVertexData;
  895. while (vertexCount--)
  896. {
  897. if (mask & MASK_POSITION)
  898. {
  899. float* posSrc = (float*)src;
  900. *dest++ = posSrc[0];
  901. *dest++ = posSrc[1];
  902. *dest++ = posSrc[2];
  903. }
  904. if (mask & MASK_NORMAL)
  905. {
  906. float* normalSrc = (float*)(src + normalOffset);
  907. *dest++ = normalSrc[0];
  908. *dest++ = normalSrc[1];
  909. *dest++ = normalSrc[2];
  910. }
  911. if (mask & MASK_TANGENT)
  912. {
  913. float* tangentSrc = (float*)(src + tangentOffset);
  914. *dest++ = tangentSrc[0];
  915. *dest++ = tangentSrc[1];
  916. *dest++ = tangentSrc[2];
  917. *dest++ = tangentSrc[3];
  918. }
  919. src += vertexSize;
  920. }
  921. }
  922. void AnimatedModel::SetGeometryBoneMappings()
  923. {
  924. geometrySkinMatrices_.Clear();
  925. geometrySkinMatrixPtrs_.Clear();
  926. if (!geometryBoneMappings_.Size())
  927. return;
  928. // Check if all mappings are empty, then we do not need to use mapped skinning
  929. bool allEmpty = true;
  930. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  931. if (geometryBoneMappings_[i].Size())
  932. allEmpty = false;
  933. if (allEmpty)
  934. return;
  935. // Reserve space for per-geometry skinning matrices
  936. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  937. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  938. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  939. // Build original-to-skinindex matrix pointer mapping for fast copying
  940. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  941. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  942. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  943. {
  944. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  945. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  946. }
  947. }
  948. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  949. {
  950. // If using animation LOD, accumulate time and see if it is time to update
  951. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  952. {
  953. // Check for first time update
  954. if (animationLodTimer_ >= 0.0f)
  955. {
  956. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  957. if (animationLodTimer_ >= animationLodDistance_)
  958. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  959. else
  960. return;
  961. }
  962. else
  963. animationLodTimer_ = 0.0f;
  964. }
  965. // Make sure animations are in ascending priority order
  966. if (animationOrderDirty_)
  967. {
  968. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  969. animationOrderDirty_ = false;
  970. }
  971. // Reset skeleton, then apply all animations
  972. skeleton_.Reset();
  973. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  974. (*i)->Apply();
  975. // Animation has changed the bounding box: mark node for octree reinsertion
  976. Drawable::OnMarkedDirty(node_);
  977. // For optimization, recalculate world bounding box already here (during the threaded update)
  978. GetWorldBoundingBox();
  979. animationDirty_ = false;
  980. }
  981. void AnimatedModel::UpdateSkinning()
  982. {
  983. // Note: the model's world transform will be baked in the skin matrices
  984. const Vector<Bone>& bones = skeleton_.GetBones();
  985. // Use model's world transform in case a bone is missing
  986. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  987. // Skinning with global matrices only
  988. if (!geometrySkinMatrices_.Size())
  989. {
  990. for (unsigned i = 0; i < bones.Size(); ++i)
  991. {
  992. const Bone& bone = bones[i];
  993. if (bone.node_)
  994. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  995. else
  996. skinMatrices_[i] = worldTransform;
  997. }
  998. }
  999. // Skinning with per-geometry matrices
  1000. else
  1001. {
  1002. for (unsigned i = 0; i < bones.Size(); ++i)
  1003. {
  1004. const Bone& bone = bones[i];
  1005. if (bone.node_)
  1006. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1007. else
  1008. skinMatrices_[i] = worldTransform;
  1009. // Copy the skin matrix to per-geometry matrices as needed
  1010. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1011. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1012. }
  1013. }
  1014. skinningDirty_ = false;
  1015. }
  1016. void AnimatedModel::UpdateMorphs()
  1017. {
  1018. Graphics* graphics = GetSubsystem<Graphics>();
  1019. if (!graphics)
  1020. return;
  1021. if (morphs_.Size())
  1022. {
  1023. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1024. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1025. {
  1026. VertexBuffer* buffer = morphVertexBuffers_[i];
  1027. if (buffer)
  1028. {
  1029. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1030. unsigned morphStart = model_->GetMorphRangeStart(i);
  1031. unsigned morphCount = model_->GetMorphRangeCount(i);
  1032. void* dest = buffer->Lock(morphStart, morphCount);
  1033. if (dest)
  1034. {
  1035. // Reset morph range by copying data from the original vertex buffer
  1036. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1037. morphCount, buffer, originalBuffer);
  1038. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1039. {
  1040. if (morphs_[j].weight_ > 0.0f)
  1041. {
  1042. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1043. if (k != morphs_[j].buffers_.End())
  1044. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1045. }
  1046. }
  1047. buffer->Unlock();
  1048. }
  1049. }
  1050. }
  1051. }
  1052. morphsDirty_ = false;
  1053. }
  1054. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1055. {
  1056. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1057. unsigned vertexCount = morph.vertexCount_;
  1058. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1059. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1060. unsigned vertexSize = buffer->GetVertexSize();
  1061. unsigned char* srcData = morph.morphData_;
  1062. unsigned char* destData = (unsigned char*)destVertexData;
  1063. while (vertexCount--)
  1064. {
  1065. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1066. srcData += sizeof(unsigned);
  1067. if (elementMask & MASK_POSITION)
  1068. {
  1069. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1070. float* src = (float*)srcData;
  1071. dest[0] += src[0] * weight;
  1072. dest[1] += src[1] * weight;
  1073. dest[2] += src[2] * weight;
  1074. srcData += 3 * sizeof(float);
  1075. }
  1076. if (elementMask & MASK_NORMAL)
  1077. {
  1078. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1079. float* src = (float*)srcData;
  1080. dest[0] += src[0] * weight;
  1081. dest[1] += src[1] * weight;
  1082. dest[2] += src[2] * weight;
  1083. srcData += 3 * sizeof(float);
  1084. }
  1085. if (elementMask & MASK_TANGENT)
  1086. {
  1087. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  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. }
  1095. }
  1096. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1097. {
  1098. Model* currentModel = model_;
  1099. model_.Reset(); // Set null to allow to be re-set
  1100. SetModel(currentModel);
  1101. }
  1102. }