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* ANIMATION_CATEGORY;
  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>(ANIMATION_CATEGORY);
  75. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  76. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_RESOURCEREF, "Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  77. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_RESOURCEREFLIST, "Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), 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, Variant::emptyVariantVector, AM_FILE | AM_NOEDIT);
  88. ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_VARIANTVECTOR, "Animation States", GetAnimationStatesAttr, SetAnimationStatesAttr, VariantVector, Variant::emptyVariantVector, AM_FILE);
  89. REF_ACCESSOR_ATTRIBUTE(AnimatedModel, VAR_BUFFER, "Morphs", GetMorphsAttr, SetMorphsAttr, PODVector<unsigned char>, Variant::emptyBuffer, AM_DEFAULT | AM_NOEDIT);
  90. }
  91. bool AnimatedModel::Load(Deserializer& source, bool setInstanceDefault)
  92. {
  93. loading_ = true;
  94. bool success = Component::Load(source, setInstanceDefault);
  95. loading_ = false;
  96. return success;
  97. }
  98. bool AnimatedModel::LoadXML(const XMLElement& source, bool setInstanceDefault)
  99. {
  100. loading_ = true;
  101. bool success = Component::LoadXML(source, setInstanceDefault);
  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 model was invisible and did not update animation in the meanwhile, update now
  226. if (animationDirty_)
  227. UpdateAnimation(frame);
  228. if (morphsDirty_)
  229. UpdateMorphs();
  230. if (skinningDirty_)
  231. UpdateSkinning();
  232. }
  233. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  234. {
  235. if (animationDirty_ || 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. SetSkeleton(model->GetSkeleton(), createBones);
  296. ResetLodLevels();
  297. // Enable skinning in batches
  298. for (unsigned i = 0; i < batches_.Size(); ++i)
  299. {
  300. if (skinMatrices_.Size())
  301. {
  302. batches_[i].geometryType_ = GEOM_SKINNED;
  303. // Check if model has per-geometry bone mappings
  304. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  305. {
  306. batches_[i].shaderData_ = geometrySkinMatrices_[i][0].Data();
  307. batches_[i].shaderDataSize_ = geometrySkinMatrices_[i].Size() * 12;
  308. }
  309. // If not, use the global skin matrices
  310. else
  311. {
  312. batches_[i].shaderData_ = skinMatrices_[0].Data();
  313. batches_[i].shaderDataSize_ = skinMatrices_.Size() * 12;
  314. }
  315. }
  316. else
  317. {
  318. batches_[i].geometryType_ = GEOM_STATIC;
  319. batches_[i].shaderData_ = 0;
  320. batches_[i].shaderDataSize_ = 0;
  321. }
  322. }
  323. }
  324. else
  325. {
  326. SetNumGeometries(0);
  327. geometryBoneMappings_.Clear();
  328. morphVertexBuffers_.Clear();
  329. morphs_.Clear();
  330. morphElementMask_ = 0;
  331. SetBoundingBox(BoundingBox());
  332. SetSkeleton(Skeleton(), false);
  333. }
  334. MarkNetworkUpdate();
  335. }
  336. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  337. {
  338. if (!isMaster_)
  339. {
  340. LOGERROR("Can not add animation state to non-master model");
  341. return 0;
  342. }
  343. if (!animation || !skeleton_.GetNumBones())
  344. return 0;
  345. // Check for not adding twice
  346. AnimationState* existing = GetAnimationState(animation);
  347. if (existing)
  348. return existing;
  349. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  350. animationStates_.Push(newState);
  351. MarkAnimationOrderDirty();
  352. return newState;
  353. }
  354. void AnimatedModel::RemoveAnimationState(Animation* animation)
  355. {
  356. if (animation)
  357. RemoveAnimationState(animation->GetNameHash());
  358. else
  359. {
  360. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  361. {
  362. AnimationState* state = *i;
  363. if (!state->GetAnimation())
  364. {
  365. animationStates_.Erase(i);
  366. MarkAnimationDirty();
  367. return;
  368. }
  369. }
  370. }
  371. }
  372. void AnimatedModel::RemoveAnimationState(const String& animationName)
  373. {
  374. RemoveAnimationState(StringHash(animationName));
  375. }
  376. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  377. {
  378. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  379. {
  380. AnimationState* state = *i;
  381. Animation* animation = state->GetAnimation();
  382. if (animation)
  383. {
  384. // Check both the animation and the resource name
  385. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  386. {
  387. animationStates_.Erase(i);
  388. MarkAnimationDirty();
  389. return;
  390. }
  391. }
  392. }
  393. }
  394. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  395. {
  396. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  397. {
  398. if (*i == state)
  399. {
  400. animationStates_.Erase(i);
  401. MarkAnimationDirty();
  402. return;
  403. }
  404. }
  405. }
  406. void AnimatedModel::RemoveAnimationState(unsigned index)
  407. {
  408. if (index < animationStates_.Size())
  409. {
  410. animationStates_.Erase(index);
  411. MarkAnimationDirty();
  412. }
  413. }
  414. void AnimatedModel::RemoveAllAnimationStates()
  415. {
  416. animationStates_.Clear();
  417. MarkAnimationDirty();
  418. }
  419. void AnimatedModel::SetAnimationLodBias(float bias)
  420. {
  421. animationLodBias_ = Max(bias, 0.0f);
  422. MarkNetworkUpdate();
  423. }
  424. void AnimatedModel::SetInvisibleLodFactor(float factor)
  425. {
  426. if (factor < 0.0f)
  427. factor = 0.0f;
  428. else if (factor != 0.0f && factor < 1.0f)
  429. factor = 1.0f;
  430. invisibleLodFactor_ = factor;
  431. MarkNetworkUpdate();
  432. }
  433. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  434. {
  435. if (index >= morphs_.Size())
  436. return;
  437. // If morph vertex buffers have not been created yet, create now
  438. if (weight > 0.0f && morphVertexBuffers_.Empty())
  439. CloneGeometries();
  440. weight = Clamp(weight, 0.0f, 1.0f);
  441. if (weight != morphs_[index].weight_)
  442. {
  443. morphs_[index].weight_ = weight;
  444. // For a master model, set the same morph weight on non-master models
  445. if (isMaster_)
  446. {
  447. PODVector<AnimatedModel*> models;
  448. GetComponents<AnimatedModel>(models);
  449. // Indexing might not be the same, so use the name hash instead
  450. for (unsigned i = 1; i < models.Size(); ++i)
  451. {
  452. if (!models[i]->isMaster_)
  453. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  454. }
  455. }
  456. MarkMorphsDirty();
  457. MarkNetworkUpdate();
  458. }
  459. }
  460. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  461. {
  462. for (unsigned i = 0; i < morphs_.Size(); ++i)
  463. {
  464. if (morphs_[i].name_ == name)
  465. {
  466. SetMorphWeight(i, weight);
  467. return;
  468. }
  469. }
  470. }
  471. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  472. {
  473. for (unsigned i = 0; i < morphs_.Size(); ++i)
  474. {
  475. if (morphs_[i].nameHash_ == nameHash)
  476. {
  477. SetMorphWeight(i, weight);
  478. return;
  479. }
  480. }
  481. }
  482. void AnimatedModel::ResetMorphWeights()
  483. {
  484. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  485. i->weight_ = 0.0f;
  486. // For a master model, reset weights on non-master models
  487. if (isMaster_)
  488. {
  489. PODVector<AnimatedModel*> models;
  490. GetComponents<AnimatedModel>(models);
  491. for (unsigned i = 1; i < models.Size(); ++i)
  492. {
  493. if (!models[i]->isMaster_)
  494. models[i]->ResetMorphWeights();
  495. }
  496. }
  497. MarkMorphsDirty();
  498. MarkNetworkUpdate();
  499. }
  500. float AnimatedModel::GetMorphWeight(unsigned index) const
  501. {
  502. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  503. }
  504. float AnimatedModel::GetMorphWeight(const String& name) const
  505. {
  506. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  507. {
  508. if (i->name_ == name)
  509. return i->weight_;
  510. }
  511. return 0.0f;
  512. }
  513. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  514. {
  515. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  516. {
  517. if (i->nameHash_ == nameHash)
  518. return i->weight_;
  519. }
  520. return 0.0f;
  521. }
  522. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  523. {
  524. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  525. {
  526. if ((*i)->GetAnimation() == animation)
  527. return *i;
  528. }
  529. return 0;
  530. }
  531. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  532. {
  533. return GetAnimationState(StringHash(animationName));
  534. }
  535. AnimationState* AnimatedModel::GetAnimationState(const char* 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. {
  597. Bone* rootBone = skeleton_.GetRootBone();
  598. if (rootBone)
  599. node_->RemoveChild(rootBone->node_);
  600. }
  601. skeleton_.Define(skeleton);
  602. // Remove collision information from dummy bones that do not affect skinning, to prevent them from being merged
  603. // to the bounding box
  604. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  605. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  606. {
  607. if (i->collisionMask_ & BONECOLLISION_BOX && i->boundingBox_.Size().Length() < M_EPSILON)
  608. i->collisionMask_ &= ~BONECOLLISION_BOX;
  609. if (i->collisionMask_ & BONECOLLISION_SPHERE && i->radius_ < M_EPSILON)
  610. i->collisionMask_ &= ~BONECOLLISION_SPHERE;
  611. }
  612. // Create scene nodes for the bones
  613. if (createBones)
  614. {
  615. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  616. {
  617. // Create bones as local, as they are never to be directly synchronized over the network
  618. Node* boneNode = node_->CreateChild(i->name_, LOCAL);
  619. boneNode->AddListener(this);
  620. boneNode->SetTransform(i->initialPosition_, i->initialRotation_, i->initialScale_);
  621. i->node_ = boneNode;
  622. }
  623. for (unsigned i = 0; i < bones.Size(); ++i)
  624. {
  625. unsigned parentIndex = bones[i].parentIndex_;
  626. if (parentIndex != i && parentIndex < bones.Size())
  627. bones[parentIndex].node_->AddChild(bones[i].node_);
  628. }
  629. }
  630. MarkAnimationDirty();
  631. using namespace BoneHierarchyCreated;
  632. VariantMap eventData;
  633. eventData[P_NODE] = (void*)node_;
  634. node_->SendEvent(E_BONEHIERARCHYCREATED, eventData);
  635. }
  636. else
  637. {
  638. // For non-master models: use the bone nodes of the master model
  639. skeleton_.Define(skeleton);
  640. if (createBones)
  641. {
  642. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  643. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  644. {
  645. Node* boneNode = node_->GetChild(i->name_, true);
  646. if (boneNode)
  647. boneNode->AddListener(this);
  648. i->node_ = boneNode;
  649. }
  650. }
  651. }
  652. // Reserve space for skinning matrices
  653. skinMatrices_.Resize(skeleton_.GetNumBones());
  654. SetGeometryBoneMappings();
  655. assignBonesPending_ = !createBones;
  656. }
  657. void AnimatedModel::SetModelAttr(ResourceRef value)
  658. {
  659. ResourceCache* cache = GetSubsystem<ResourceCache>();
  660. // When loading a scene, set model without creating the bone nodes (will be assigned later during post-load)
  661. SetModel(cache->GetResource<Model>(value.id_), !loading_);
  662. }
  663. void AnimatedModel::SetBonesEnabledAttr(VariantVector value)
  664. {
  665. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  666. for (unsigned i = 0; i < bones.Size() && i < value.Size(); ++i)
  667. bones[i].animated_ = value[i].GetBool();
  668. }
  669. void AnimatedModel::SetAnimationStatesAttr(VariantVector value)
  670. {
  671. ResourceCache* cache = GetSubsystem<ResourceCache>();
  672. RemoveAllAnimationStates();
  673. unsigned index = 0;
  674. unsigned numStates = index < value.Size() ? value[index++].GetUInt() : 0;
  675. animationStates_.Reserve(numStates);
  676. while (numStates--)
  677. {
  678. if (index + 5 < value.Size())
  679. {
  680. // Note: null animation is allowed here for editing
  681. const ResourceRef& animRef = value[index++].GetResourceRef();
  682. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.id_)));
  683. animationStates_.Push(newState);
  684. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  685. newState->SetLooped(value[index++].GetBool());
  686. newState->SetWeight(value[index++].GetFloat());
  687. newState->SetTime(value[index++].GetFloat());
  688. newState->SetLayer(value[index++].GetInt());
  689. }
  690. else
  691. {
  692. // If not enough data, just add an empty animation state
  693. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  694. animationStates_.Push(newState);
  695. }
  696. }
  697. MarkAnimationOrderDirty();
  698. }
  699. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  700. {
  701. for (unsigned index = 0; index < value.Size(); ++index)
  702. SetMorphWeight(index, (float)value[index] / 255.0f);
  703. }
  704. ResourceRef AnimatedModel::GetModelAttr() const
  705. {
  706. return GetResourceRef(model_, Model::GetTypeStatic());
  707. }
  708. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  709. {
  710. VariantVector ret;
  711. const Vector<Bone>& bones = skeleton_.GetBones();
  712. ret.Reserve(bones.Size());
  713. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  714. ret.Push(i->animated_);
  715. return ret;
  716. }
  717. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  718. {
  719. VariantVector ret;
  720. ret.Reserve(animationStates_.Size() * 6 + 1);
  721. ret.Push(animationStates_.Size());
  722. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  723. {
  724. AnimationState* state = *i;
  725. Animation* animation = state->GetAnimation();
  726. Bone* startBone = state->GetStartBone();
  727. ret.Push(ResourceRef(Animation::GetTypeStatic(), animation ? animation->GetNameHash() : StringHash()));
  728. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  729. ret.Push(state->IsLooped());
  730. ret.Push(state->GetWeight());
  731. ret.Push(state->GetTime());
  732. ret.Push((int)state->GetLayer());
  733. }
  734. return ret;
  735. }
  736. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  737. {
  738. attrBuffer_.Clear();
  739. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  740. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  741. return attrBuffer_.GetBuffer();
  742. }
  743. void AnimatedModel::OnNodeSet(Node* node)
  744. {
  745. Drawable::OnNodeSet(node);
  746. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  747. isMaster_ = GetComponent<AnimatedModel>() == this;
  748. }
  749. void AnimatedModel::OnMarkedDirty(Node* node)
  750. {
  751. Drawable::OnMarkedDirty(node);
  752. // If the scene node or any of the bone nodes move, mark skinning dirty
  753. skinningDirty_ = true;
  754. }
  755. void AnimatedModel::OnWorldBoundingBoxUpdate()
  756. {
  757. if (!skeleton_.GetNumBones())
  758. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  759. else
  760. {
  761. // If has bones, update world bounding box based on them
  762. worldBoundingBox_.defined_ = false;
  763. const Vector<Bone>& bones = skeleton_.GetBones();
  764. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  765. {
  766. Node* boneNode = i->node_;
  767. if (!boneNode)
  768. continue;
  769. // Use hitbox if available. If not, use only half of the sphere radius
  770. if (i->collisionMask_ & BONECOLLISION_BOX)
  771. worldBoundingBox_.Merge(i->boundingBox_.Transformed(boneNode->GetWorldTransform()));
  772. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  773. worldBoundingBox_.Merge(Sphere(boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  774. }
  775. }
  776. }
  777. void AnimatedModel::AssignBoneNodes()
  778. {
  779. assignBonesPending_ = false;
  780. if (!node_)
  781. return;
  782. // Find the bone nodes from the node hierarchy and add listeners
  783. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  784. bool boneFound = false;
  785. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  786. {
  787. Node* boneNode = node_->GetChild(i->name_, true);
  788. if (boneNode)
  789. {
  790. boneFound = true;
  791. boneNode->AddListener(this);
  792. }
  793. i->node_ = boneNode;
  794. }
  795. // If no bones found, this may be a prefab where the bone information was left out.
  796. // In that case reassign the skeleton now if possible
  797. if (!boneFound && model_)
  798. SetSkeleton(model_->GetSkeleton(), true);
  799. // Re-assign the same start bone to animations to get the proper bone node this time
  800. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  801. {
  802. AnimationState* state = *i;
  803. state->SetStartBone(state->GetStartBone());
  804. }
  805. MarkAnimationDirty();
  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. // Animation has changed the bounding box: mark node for octree reinsertion
  985. Drawable::OnMarkedDirty(node_);
  986. // For optimization, recalculate world bounding box already here (during the threaded update)
  987. GetWorldBoundingBox();
  988. animationDirty_ = false;
  989. }
  990. void AnimatedModel::UpdateSkinning()
  991. {
  992. // Note: the model's world transform will be baked in the skin matrices
  993. const Vector<Bone>& bones = skeleton_.GetBones();
  994. // Use model's world transform in case a bone is missing
  995. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  996. // Skinning with global matrices only
  997. if (!geometrySkinMatrices_.Size())
  998. {
  999. for (unsigned i = 0; i < bones.Size(); ++i)
  1000. {
  1001. const Bone& bone = bones[i];
  1002. if (bone.node_)
  1003. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1004. else
  1005. skinMatrices_[i] = worldTransform;
  1006. }
  1007. }
  1008. // Skinning with per-geometry matrices
  1009. else
  1010. {
  1011. for (unsigned i = 0; i < bones.Size(); ++i)
  1012. {
  1013. const Bone& bone = bones[i];
  1014. if (bone.node_)
  1015. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1016. else
  1017. skinMatrices_[i] = worldTransform;
  1018. // Copy the skin matrix to per-geometry matrices as needed
  1019. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1020. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1021. }
  1022. }
  1023. skinningDirty_ = false;
  1024. }
  1025. void AnimatedModel::UpdateMorphs()
  1026. {
  1027. Graphics* graphics = GetSubsystem<Graphics>();
  1028. if (!graphics)
  1029. return;
  1030. if (morphs_.Size())
  1031. {
  1032. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1033. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1034. {
  1035. VertexBuffer* buffer = morphVertexBuffers_[i];
  1036. if (buffer)
  1037. {
  1038. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1039. unsigned morphStart = model_->GetMorphRangeStart(i);
  1040. unsigned morphCount = model_->GetMorphRangeCount(i);
  1041. void* dest = buffer->Lock(morphStart, morphCount);
  1042. if (dest)
  1043. {
  1044. // Reset morph range by copying data from the original vertex buffer
  1045. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1046. morphCount, buffer, originalBuffer);
  1047. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1048. {
  1049. if (morphs_[j].weight_ > 0.0f)
  1050. {
  1051. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1052. if (k != morphs_[j].buffers_.End())
  1053. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1054. }
  1055. }
  1056. buffer->Unlock();
  1057. }
  1058. }
  1059. }
  1060. }
  1061. morphsDirty_ = false;
  1062. }
  1063. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1064. {
  1065. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1066. unsigned vertexCount = morph.vertexCount_;
  1067. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1068. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1069. unsigned vertexSize = buffer->GetVertexSize();
  1070. unsigned char* srcData = morph.morphData_;
  1071. unsigned char* destData = (unsigned char*)destVertexData;
  1072. while (vertexCount--)
  1073. {
  1074. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1075. srcData += sizeof(unsigned);
  1076. if (elementMask & MASK_POSITION)
  1077. {
  1078. float* dest = (float*)(destData + vertexIndex * vertexSize);
  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_NORMAL)
  1086. {
  1087. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  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_TANGENT)
  1095. {
  1096. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  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. }
  1104. }
  1105. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1106. {
  1107. Model* currentModel = model_;
  1108. model_.Reset(); // Set null to allow to be re-set
  1109. SetModel(currentModel);
  1110. }
  1111. }