AnimatedModel.cpp 44 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedModel.h"
  24. #include "Animation.h"
  25. #include "AnimationState.h"
  26. #include "Batch.h"
  27. #include "Camera.h"
  28. #include "Context.h"
  29. #include "DebugRenderer.h"
  30. #include "DrawableEvents.h"
  31. #include "Geometry.h"
  32. #include "Graphics.h"
  33. #include "IndexBuffer.h"
  34. #include "Log.h"
  35. #include "Material.h"
  36. #include "Octree.h"
  37. #include "Profiler.h"
  38. #include "ResourceCache.h"
  39. #include "ResourceEvents.h"
  40. #include "Scene.h"
  41. #include "Sort.h"
  42. #include "VertexBuffer.h"
  43. #include "DebugNew.h"
  44. namespace Urho3D
  45. {
  46. extern const char* GEOMETRY_CATEGORY;
  47. static bool CompareAnimationOrder(const SharedPtr<AnimationState>& lhs, const SharedPtr<AnimationState>& rhs)
  48. {
  49. return lhs->GetLayer() < rhs->GetLayer();
  50. }
  51. static const unsigned MAX_ANIMATION_STATES = 256;
  52. AnimatedModel::AnimatedModel(Context* context) :
  53. StaticModel(context),
  54. animationLodFrameNumber_(0),
  55. morphElementMask_(0),
  56. animationLodBias_(1.0f),
  57. animationLodTimer_(-1.0f),
  58. animationLodDistance_(0.0f),
  59. 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 = query.ray_.Transformed(inverse);
  145. distance = localRay.HitDistance(box);
  146. if (distance >= query.maxDistance_)
  147. continue;
  148. }
  149. }
  150. else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
  151. {
  152. boneSphere.center_ = bone.node_->GetWorldPosition();
  153. boneSphere.radius_ = bone.radius_;
  154. distance = query.ray_.HitDistance(boneSphere);
  155. if (distance >= query.maxDistance_)
  156. continue;
  157. }
  158. else
  159. continue;
  160. // If the code reaches here then we have a hit
  161. RayQueryResult result;
  162. result.drawable_ = this;
  163. result.node_ = node_;
  164. result.distance_ = distance;
  165. result.subObject_ = i;
  166. results.Push(result);
  167. }
  168. }
  169. void AnimatedModel::Update(const FrameInfo& frame)
  170. {
  171. // 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 BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  193. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  194. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  195. // Note: per-geometry distances do not take skinning into account
  196. if (batches_.Size() > 1)
  197. {
  198. for (unsigned i = 0; i < batches_.Size(); ++i)
  199. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  200. }
  201. else if (batches_.Size() == 1)
  202. batches_[0].distance_ = distance_;
  203. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  204. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  205. // If model is rendered from several views, use the minimum LOD distance for animation LOD
  206. if (frame.frameNumber_ != animationLodFrameNumber_)
  207. {
  208. animationLodDistance_ = newLodDistance;
  209. animationLodFrameNumber_ = frame.frameNumber_;
  210. }
  211. else
  212. animationLodDistance_ = Min(animationLodDistance_, newLodDistance);
  213. if (newLodDistance != lodDistance_)
  214. {
  215. lodDistance_ = newLodDistance;
  216. CalculateLodLevels();
  217. }
  218. }
  219. void AnimatedModel::UpdateGeometry(const FrameInfo& frame)
  220. {
  221. if (morphsDirty_)
  222. UpdateMorphs();
  223. if (boneBoundingBoxDirty_)
  224. UpdateBoneBoundingBox();
  225. if (skinningDirty_)
  226. UpdateSkinning();
  227. }
  228. UpdateGeometryType AnimatedModel::GetUpdateGeometryType()
  229. {
  230. if (morphsDirty_)
  231. return UPDATE_MAIN_THREAD;
  232. else if (skinningDirty_)
  233. return UPDATE_WORKER_THREAD;
  234. else
  235. return UPDATE_NONE;
  236. }
  237. void AnimatedModel::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  238. {
  239. if (debug && IsEnabledEffective())
  240. {
  241. debug->AddBoundingBox(GetWorldBoundingBox(), Color::GREEN, depthTest);
  242. debug->AddSkeleton(skeleton_, Color(0.75f, 0.75f, 0.75f), depthTest);
  243. }
  244. }
  245. void AnimatedModel::SetModel(Model* model, bool createBones)
  246. {
  247. if (model == model_)
  248. return;
  249. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  250. if (model_)
  251. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  252. model_ = model;
  253. if (model)
  254. {
  255. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(AnimatedModel, HandleModelReloadFinished));
  256. // Copy the subgeometry & LOD level structure
  257. SetNumGeometries(model->GetNumGeometries());
  258. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  259. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  260. for (unsigned i = 0; i < geometries.Size(); ++i)
  261. {
  262. geometries_[i] = geometries[i];
  263. geometryData_[i].center_ = geometryCenters[i];
  264. }
  265. // Copy geometry bone mappings
  266. const Vector<PODVector<unsigned> >& geometryBoneMappings = model->GetGeometryBoneMappings();
  267. geometryBoneMappings_.Clear();
  268. geometryBoneMappings_.Reserve(geometryBoneMappings.Size());
  269. for (unsigned i = 0; i < geometryBoneMappings.Size(); ++i)
  270. geometryBoneMappings_.Push(geometryBoneMappings[i]);
  271. // Copy morphs. Note: morph vertex buffers will be created later on-demand
  272. morphVertexBuffers_.Clear();
  273. morphs_.Clear();
  274. const Vector<ModelMorph>& morphs = model->GetMorphs();
  275. morphs_.Reserve(morphs.Size());
  276. morphElementMask_ = 0;
  277. for (unsigned i = 0; i < morphs.Size(); ++i)
  278. {
  279. ModelMorph newMorph;
  280. newMorph.name_ = morphs[i].name_;
  281. newMorph.nameHash_ = morphs[i].nameHash_;
  282. newMorph.weight_ = 0.0f;
  283. newMorph.buffers_ = morphs[i].buffers_;
  284. for (HashMap<unsigned, VertexBufferMorph>::ConstIterator j = morphs[i].buffers_.Begin(); j != morphs[i].buffers_.End(); ++j)
  285. morphElementMask_ |= j->second_.elementMask_;
  286. morphs_.Push(newMorph);
  287. }
  288. // Copy bounding box & skeleton
  289. SetBoundingBox(model->GetBoundingBox());
  290. // Initial bone bounding box is just the one stored in the model
  291. boneBoundingBox_ = boundingBox_;
  292. boneBoundingBoxDirty_ = true;
  293. SetSkeleton(model->GetSkeleton(), createBones);
  294. ResetLodLevels();
  295. // Enable skinning in batches
  296. for (unsigned i = 0; i < batches_.Size(); ++i)
  297. {
  298. if (skinMatrices_.Size())
  299. {
  300. batches_[i].geometryType_ = GEOM_SKINNED;
  301. // Check if model has per-geometry bone mappings
  302. if (geometrySkinMatrices_.Size() && geometrySkinMatrices_[i].Size())
  303. {
  304. batches_[i].worldTransform_ = &geometrySkinMatrices_[i][0];
  305. batches_[i].numWorldTransforms_ = geometrySkinMatrices_[i].Size();
  306. }
  307. // If not, use the global skin matrices
  308. else
  309. {
  310. batches_[i].worldTransform_ = &skinMatrices_[0];
  311. batches_[i].numWorldTransforms_ = skinMatrices_.Size();
  312. }
  313. }
  314. else
  315. {
  316. batches_[i].geometryType_ = GEOM_STATIC;
  317. batches_[i].worldTransform_ = &node_->GetWorldTransform();
  318. batches_[i].numWorldTransforms_ = 1;
  319. }
  320. }
  321. }
  322. else
  323. {
  324. RemoveRootBone(); // Remove existing root bone if any
  325. SetNumGeometries(0);
  326. geometryBoneMappings_.Clear();
  327. morphVertexBuffers_.Clear();
  328. morphs_.Clear();
  329. morphElementMask_ = 0;
  330. SetBoundingBox(BoundingBox());
  331. SetSkeleton(Skeleton(), false);
  332. }
  333. MarkNetworkUpdate();
  334. }
  335. AnimationState* AnimatedModel::AddAnimationState(Animation* animation)
  336. {
  337. if (!isMaster_)
  338. {
  339. LOGERROR("Can not add animation state to non-master model");
  340. return 0;
  341. }
  342. if (!animation || !skeleton_.GetNumBones())
  343. return 0;
  344. // Check for not adding twice
  345. AnimationState* existing = GetAnimationState(animation);
  346. if (existing)
  347. return existing;
  348. SharedPtr<AnimationState> newState(new AnimationState(this, animation));
  349. animationStates_.Push(newState);
  350. MarkAnimationOrderDirty();
  351. return newState;
  352. }
  353. void AnimatedModel::RemoveAnimationState(Animation* animation)
  354. {
  355. if (animation)
  356. RemoveAnimationState(animation->GetNameHash());
  357. else
  358. {
  359. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  360. {
  361. AnimationState* state = *i;
  362. if (!state->GetAnimation())
  363. {
  364. animationStates_.Erase(i);
  365. MarkAnimationDirty();
  366. return;
  367. }
  368. }
  369. }
  370. }
  371. void AnimatedModel::RemoveAnimationState(const String& animationName)
  372. {
  373. RemoveAnimationState(StringHash(animationName));
  374. }
  375. void AnimatedModel::RemoveAnimationState(StringHash animationNameHash)
  376. {
  377. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  378. {
  379. AnimationState* state = *i;
  380. Animation* animation = state->GetAnimation();
  381. if (animation)
  382. {
  383. // Check both the animation and the resource name
  384. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  385. {
  386. animationStates_.Erase(i);
  387. MarkAnimationDirty();
  388. return;
  389. }
  390. }
  391. }
  392. }
  393. void AnimatedModel::RemoveAnimationState(AnimationState* state)
  394. {
  395. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  396. {
  397. if (*i == state)
  398. {
  399. animationStates_.Erase(i);
  400. MarkAnimationDirty();
  401. return;
  402. }
  403. }
  404. }
  405. void AnimatedModel::RemoveAnimationState(unsigned index)
  406. {
  407. if (index < animationStates_.Size())
  408. {
  409. animationStates_.Erase(index);
  410. MarkAnimationDirty();
  411. }
  412. }
  413. void AnimatedModel::RemoveAllAnimationStates()
  414. {
  415. animationStates_.Clear();
  416. MarkAnimationDirty();
  417. }
  418. void AnimatedModel::SetAnimationLodBias(float bias)
  419. {
  420. animationLodBias_ = Max(bias, 0.0f);
  421. MarkNetworkUpdate();
  422. }
  423. void AnimatedModel::SetInvisibleLodFactor(float factor)
  424. {
  425. if (factor < 0.0f)
  426. factor = 0.0f;
  427. else if (factor != 0.0f && factor < 1.0f)
  428. factor = 1.0f;
  429. invisibleLodFactor_ = factor;
  430. MarkNetworkUpdate();
  431. }
  432. void AnimatedModel::SetMorphWeight(unsigned index, float weight)
  433. {
  434. if (index >= morphs_.Size())
  435. return;
  436. // If morph vertex buffers have not been created yet, create now
  437. if (weight > 0.0f && morphVertexBuffers_.Empty())
  438. CloneGeometries();
  439. weight = Clamp(weight, 0.0f, 1.0f);
  440. if (weight != morphs_[index].weight_)
  441. {
  442. morphs_[index].weight_ = weight;
  443. // For a master model, set the same morph weight on non-master models
  444. if (isMaster_)
  445. {
  446. PODVector<AnimatedModel*> models;
  447. GetComponents<AnimatedModel>(models);
  448. // Indexing might not be the same, so use the name hash instead
  449. for (unsigned i = 1; i < models.Size(); ++i)
  450. {
  451. if (!models[i]->isMaster_)
  452. models[i]->SetMorphWeight(morphs_[index].nameHash_, weight);
  453. }
  454. }
  455. MarkMorphsDirty();
  456. MarkNetworkUpdate();
  457. }
  458. }
  459. void AnimatedModel::SetMorphWeight(const String& name, float weight)
  460. {
  461. for (unsigned i = 0; i < morphs_.Size(); ++i)
  462. {
  463. if (morphs_[i].name_ == name)
  464. {
  465. SetMorphWeight(i, weight);
  466. return;
  467. }
  468. }
  469. }
  470. void AnimatedModel::SetMorphWeight(StringHash nameHash, float weight)
  471. {
  472. for (unsigned i = 0; i < morphs_.Size(); ++i)
  473. {
  474. if (morphs_[i].nameHash_ == nameHash)
  475. {
  476. SetMorphWeight(i, weight);
  477. return;
  478. }
  479. }
  480. }
  481. void AnimatedModel::ResetMorphWeights()
  482. {
  483. for (Vector<ModelMorph>::Iterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  484. i->weight_ = 0.0f;
  485. // For a master model, reset weights on non-master models
  486. if (isMaster_)
  487. {
  488. PODVector<AnimatedModel*> models;
  489. GetComponents<AnimatedModel>(models);
  490. for (unsigned i = 1; i < models.Size(); ++i)
  491. {
  492. if (!models[i]->isMaster_)
  493. models[i]->ResetMorphWeights();
  494. }
  495. }
  496. MarkMorphsDirty();
  497. MarkNetworkUpdate();
  498. }
  499. float AnimatedModel::GetMorphWeight(unsigned index) const
  500. {
  501. return index < morphs_.Size() ? morphs_[index].weight_ : 0.0f;
  502. }
  503. float AnimatedModel::GetMorphWeight(const String& name) const
  504. {
  505. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  506. {
  507. if (i->name_ == name)
  508. return i->weight_;
  509. }
  510. return 0.0f;
  511. }
  512. float AnimatedModel::GetMorphWeight(StringHash nameHash) const
  513. {
  514. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  515. {
  516. if (i->nameHash_ == nameHash)
  517. return i->weight_;
  518. }
  519. return 0.0f;
  520. }
  521. AnimationState* AnimatedModel::GetAnimationState(Animation* animation) const
  522. {
  523. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  524. {
  525. if ((*i)->GetAnimation() == animation)
  526. return *i;
  527. }
  528. return 0;
  529. }
  530. AnimationState* AnimatedModel::GetAnimationState(const String& animationName) const
  531. {
  532. return GetAnimationState(StringHash(animationName));
  533. }
  534. AnimationState* AnimatedModel::GetAnimationState(StringHash animationNameHash) const
  535. {
  536. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  537. {
  538. Animation* animation = (*i)->GetAnimation();
  539. if (animation)
  540. {
  541. // Check both the animation and the resource name
  542. if (animation->GetNameHash() == animationNameHash || animation->GetAnimationNameHash() == animationNameHash)
  543. return *i;
  544. }
  545. }
  546. return 0;
  547. }
  548. AnimationState* AnimatedModel::GetAnimationState(unsigned index) const
  549. {
  550. return index < animationStates_.Size() ? animationStates_[index].Get() : 0;
  551. }
  552. void AnimatedModel::SetSkeleton(const Skeleton& skeleton, bool createBones)
  553. {
  554. if (!node_ && createBones)
  555. {
  556. LOGERROR("AnimatedModel not attached to a scene node, can not create bone nodes");
  557. return;
  558. }
  559. if (isMaster_)
  560. {
  561. // Check if bone structure has stayed compatible (reloading the model.) In that case retain the old bones and animations
  562. if (skeleton_.GetNumBones() == skeleton.GetNumBones())
  563. {
  564. Vector<Bone>& destBones = skeleton_.GetModifiableBones();
  565. const Vector<Bone>& srcBones = skeleton.GetBones();
  566. bool compatible = true;
  567. for (unsigned i = 0; i < destBones.Size(); ++i)
  568. {
  569. if (destBones[i].node_ && destBones[i].name_ == srcBones[i].name_ && destBones[i].parentIndex_ ==
  570. srcBones[i].parentIndex_)
  571. {
  572. // If compatible, just copy the values and retain the old node and animated status
  573. Node* boneNode = destBones[i].node_;
  574. bool animated = destBones[i].animated_;
  575. destBones[i] = srcBones[i];
  576. destBones[i].node_ = boneNode;
  577. destBones[i].animated_ = animated;
  578. }
  579. else
  580. {
  581. compatible = false;
  582. break;
  583. }
  584. }
  585. if (compatible)
  586. return;
  587. }
  588. RemoveAllAnimationStates();
  589. // Detach the rootbone of the previous model if any
  590. if (createBones)
  591. RemoveRootBone();
  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. // Prevent negative or overly large value being assigned from the editor
  667. if (numStates > M_MAX_INT)
  668. numStates = 0;
  669. if (numStates > MAX_ANIMATION_STATES)
  670. numStates = MAX_ANIMATION_STATES;
  671. animationStates_.Reserve(numStates);
  672. while (numStates--)
  673. {
  674. if (index + 5 < value.Size())
  675. {
  676. // Note: null animation is allowed here for editing
  677. const ResourceRef& animRef = value[index++].GetResourceRef();
  678. SharedPtr<AnimationState> newState(new AnimationState(this, cache->GetResource<Animation>(animRef.id_)));
  679. animationStates_.Push(newState);
  680. newState->SetStartBone(skeleton_.GetBone(value[index++].GetString()));
  681. newState->SetLooped(value[index++].GetBool());
  682. newState->SetWeight(value[index++].GetFloat());
  683. newState->SetTime(value[index++].GetFloat());
  684. newState->SetLayer(value[index++].GetInt());
  685. }
  686. else
  687. {
  688. // If not enough data, just add an empty animation state
  689. SharedPtr<AnimationState> newState(new AnimationState(this, 0));
  690. animationStates_.Push(newState);
  691. }
  692. }
  693. MarkAnimationOrderDirty();
  694. }
  695. void AnimatedModel::SetMorphsAttr(const PODVector<unsigned char>& value)
  696. {
  697. for (unsigned index = 0; index < value.Size(); ++index)
  698. SetMorphWeight(index, (float)value[index] / 255.0f);
  699. }
  700. ResourceRef AnimatedModel::GetModelAttr() const
  701. {
  702. return GetResourceRef(model_, Model::GetTypeStatic());
  703. }
  704. VariantVector AnimatedModel::GetBonesEnabledAttr() const
  705. {
  706. VariantVector ret;
  707. const Vector<Bone>& bones = skeleton_.GetBones();
  708. ret.Reserve(bones.Size());
  709. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  710. ret.Push(i->animated_);
  711. return ret;
  712. }
  713. VariantVector AnimatedModel::GetAnimationStatesAttr() const
  714. {
  715. VariantVector ret;
  716. ret.Reserve(animationStates_.Size() * 6 + 1);
  717. ret.Push(animationStates_.Size());
  718. for (Vector<SharedPtr<AnimationState> >::ConstIterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  719. {
  720. AnimationState* state = *i;
  721. Animation* animation = state->GetAnimation();
  722. Bone* startBone = state->GetStartBone();
  723. ret.Push(ResourceRef(Animation::GetTypeStatic(), animation ? animation->GetNameHash() : StringHash()));
  724. ret.Push(startBone ? startBone->name_ : String::EMPTY);
  725. ret.Push(state->IsLooped());
  726. ret.Push(state->GetWeight());
  727. ret.Push(state->GetTime());
  728. ret.Push((int)state->GetLayer());
  729. }
  730. return ret;
  731. }
  732. const PODVector<unsigned char>& AnimatedModel::GetMorphsAttr() const
  733. {
  734. attrBuffer_.Clear();
  735. for (Vector<ModelMorph>::ConstIterator i = morphs_.Begin(); i != morphs_.End(); ++i)
  736. attrBuffer_.WriteUByte((unsigned char)(i->weight_ * 255.0f));
  737. return attrBuffer_.GetBuffer();
  738. }
  739. void AnimatedModel::OnNodeSet(Node* node)
  740. {
  741. Drawable::OnNodeSet(node);
  742. if (node)
  743. {
  744. // If this AnimatedModel is the first in the node, it is the master which controls animation & morphs
  745. isMaster_ = GetComponent<AnimatedModel>() == this;
  746. }
  747. else
  748. {
  749. // When AnimatedModel parent node is cleared, we are being detached from the scene.
  750. // Remove the bone hierarchy now
  751. RemoveRootBone();
  752. }
  753. }
  754. void AnimatedModel::OnMarkedDirty(Node* node)
  755. {
  756. Drawable::OnMarkedDirty(node);
  757. // If the scene node or any of the bone nodes move, mark skinning and the bone bounding box dirty
  758. skinningDirty_ = true;
  759. boneBoundingBoxDirty_ = true;
  760. }
  761. void AnimatedModel::OnWorldBoundingBoxUpdate()
  762. {
  763. // Note: do not update bone bounding box here, instead do it in either of the threaded updates
  764. worldBoundingBox_ = boneBoundingBox_.Transformed(node_->GetWorldTransform());
  765. }
  766. void AnimatedModel::AssignBoneNodes()
  767. {
  768. assignBonesPending_ = false;
  769. if (!node_)
  770. return;
  771. // Find the bone nodes from the node hierarchy and add listeners
  772. Vector<Bone>& bones = skeleton_.GetModifiableBones();
  773. bool boneFound = false;
  774. for (Vector<Bone>::Iterator i = bones.Begin(); i != bones.End(); ++i)
  775. {
  776. Node* boneNode = node_->GetChild(i->name_, true);
  777. if (boneNode)
  778. {
  779. boneFound = true;
  780. boneNode->AddListener(this);
  781. }
  782. i->node_ = boneNode;
  783. }
  784. // If no bones found, this may be a prefab where the bone information was left out.
  785. // In that case reassign the skeleton now if possible
  786. if (!boneFound && model_)
  787. SetSkeleton(model_->GetSkeleton(), true);
  788. // Re-assign the same start bone to animations to get the proper bone node this time
  789. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  790. {
  791. AnimationState* state = *i;
  792. state->SetStartBone(state->GetStartBone());
  793. }
  794. MarkAnimationDirty();
  795. }
  796. void AnimatedModel::RemoveRootBone()
  797. {
  798. Bone* rootBone = skeleton_.GetRootBone();
  799. if (rootBone && rootBone->node_)
  800. rootBone->node_->Remove();
  801. }
  802. void AnimatedModel::MarkAnimationDirty()
  803. {
  804. if (isMaster_)
  805. {
  806. animationDirty_ = true;
  807. MarkForUpdate();
  808. }
  809. }
  810. void AnimatedModel::MarkAnimationOrderDirty()
  811. {
  812. if (isMaster_)
  813. {
  814. animationOrderDirty_ = true;
  815. MarkForUpdate();
  816. }
  817. }
  818. void AnimatedModel::MarkMorphsDirty()
  819. {
  820. morphsDirty_ = true;
  821. }
  822. void AnimatedModel::CloneGeometries()
  823. {
  824. const Vector<SharedPtr<VertexBuffer> >& originalVertexBuffers = model_->GetVertexBuffers();
  825. HashMap<VertexBuffer*, SharedPtr<VertexBuffer> > clonedVertexBuffers;
  826. morphVertexBuffers_.Resize(originalVertexBuffers.Size());
  827. for (unsigned i = 0; i < originalVertexBuffers.Size(); ++i)
  828. {
  829. VertexBuffer* original = originalVertexBuffers[i];
  830. if (model_->GetMorphRangeCount(i))
  831. {
  832. SharedPtr<VertexBuffer> clone(new VertexBuffer(context_));
  833. clone->SetShadowed(true);
  834. clone->SetSize(original->GetVertexCount(), morphElementMask_ & original->GetElementMask(), true);
  835. void* dest = clone->Lock(0, original->GetVertexCount());
  836. if (dest)
  837. {
  838. CopyMorphVertices(dest, original->GetShadowData(), original->GetVertexCount(), clone, original);
  839. clone->Unlock();
  840. }
  841. clonedVertexBuffers[original] = clone;
  842. morphVertexBuffers_[i] = clone;
  843. }
  844. else
  845. morphVertexBuffers_[i].Reset();
  846. }
  847. // Geometries will always be cloned fully. They contain only references to buffer, so they are relatively light
  848. for (unsigned i = 0; i < geometries_.Size(); ++i)
  849. {
  850. for (unsigned j = 0; j < geometries_[i].Size(); ++j)
  851. {
  852. SharedPtr<Geometry> original = geometries_[i][j];
  853. SharedPtr<Geometry> clone(new Geometry(context_));
  854. // Add an additional vertex stream into the clone, which supplies only the morphable vertex data, while the static
  855. // data comes from the original vertex buffer(s)
  856. const Vector<SharedPtr<VertexBuffer> >& originalBuffers = original->GetVertexBuffers();
  857. unsigned totalBuf = originalBuffers.Size();
  858. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  859. {
  860. VertexBuffer* originalBuffer = originalBuffers[k];
  861. if (clonedVertexBuffers.Contains(originalBuffer))
  862. ++totalBuf;
  863. }
  864. clone->SetNumVertexBuffers(totalBuf);
  865. unsigned l = 0;
  866. for (unsigned k = 0; k < originalBuffers.Size(); ++k)
  867. {
  868. VertexBuffer* originalBuffer = originalBuffers[k];
  869. unsigned originalMask = original->GetVertexElementMask(k);
  870. if (clonedVertexBuffers.Contains(originalBuffer))
  871. {
  872. VertexBuffer* clonedBuffer = clonedVertexBuffers[originalBuffer];
  873. clone->SetVertexBuffer(l++, originalBuffer, originalMask & ~clonedBuffer->GetElementMask());
  874. clone->SetVertexBuffer(l++, clonedBuffer, originalMask & clonedBuffer->GetElementMask());
  875. }
  876. else
  877. clone->SetVertexBuffer(l++, originalBuffer, originalMask);
  878. }
  879. clone->SetIndexBuffer(original->GetIndexBuffer());
  880. clone->SetDrawRange(original->GetPrimitiveType(), original->GetIndexStart(), original->GetIndexCount());
  881. clone->SetLodDistance(original->GetLodDistance());
  882. geometries_[i][j] = clone;
  883. }
  884. }
  885. // Make sure the rendering batches use the new cloned geometries
  886. ResetLodLevels();
  887. MarkMorphsDirty();
  888. }
  889. void AnimatedModel::CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer)
  890. {
  891. unsigned mask = destBuffer->GetElementMask() & srcBuffer->GetElementMask();
  892. unsigned normalOffset = srcBuffer->GetElementOffset(ELEMENT_NORMAL);
  893. unsigned tangentOffset = srcBuffer->GetElementOffset(ELEMENT_TANGENT);
  894. unsigned vertexSize = srcBuffer->GetVertexSize();
  895. float* dest = (float*)destVertexData;
  896. unsigned char* src = (unsigned char*)srcVertexData;
  897. while (vertexCount--)
  898. {
  899. if (mask & MASK_POSITION)
  900. {
  901. float* posSrc = (float*)src;
  902. *dest++ = posSrc[0];
  903. *dest++ = posSrc[1];
  904. *dest++ = posSrc[2];
  905. }
  906. if (mask & MASK_NORMAL)
  907. {
  908. float* normalSrc = (float*)(src + normalOffset);
  909. *dest++ = normalSrc[0];
  910. *dest++ = normalSrc[1];
  911. *dest++ = normalSrc[2];
  912. }
  913. if (mask & MASK_TANGENT)
  914. {
  915. float* tangentSrc = (float*)(src + tangentOffset);
  916. *dest++ = tangentSrc[0];
  917. *dest++ = tangentSrc[1];
  918. *dest++ = tangentSrc[2];
  919. *dest++ = tangentSrc[3];
  920. }
  921. src += vertexSize;
  922. }
  923. }
  924. void AnimatedModel::SetGeometryBoneMappings()
  925. {
  926. geometrySkinMatrices_.Clear();
  927. geometrySkinMatrixPtrs_.Clear();
  928. if (!geometryBoneMappings_.Size())
  929. return;
  930. // Check if all mappings are empty, then we do not need to use mapped skinning
  931. bool allEmpty = true;
  932. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  933. if (geometryBoneMappings_[i].Size())
  934. allEmpty = false;
  935. if (allEmpty)
  936. return;
  937. // Reserve space for per-geometry skinning matrices
  938. geometrySkinMatrices_.Resize(geometryBoneMappings_.Size());
  939. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  940. geometrySkinMatrices_[i].Resize(geometryBoneMappings_[i].Size());
  941. // Build original-to-skinindex matrix pointer mapping for fast copying
  942. // Note: at this point layout of geometrySkinMatrices_ cannot be modified or pointers become invalid
  943. geometrySkinMatrixPtrs_.Resize(skeleton_.GetNumBones());
  944. for (unsigned i = 0; i < geometryBoneMappings_.Size(); ++i)
  945. {
  946. for (unsigned j = 0; j < geometryBoneMappings_[i].Size(); ++j)
  947. geometrySkinMatrixPtrs_[geometryBoneMappings_[i][j]].Push(&geometrySkinMatrices_[i][j]);
  948. }
  949. }
  950. void AnimatedModel::UpdateAnimation(const FrameInfo& frame)
  951. {
  952. // If using animation LOD, accumulate time and see if it is time to update
  953. if (animationLodBias_ > 0.0f && animationLodDistance_ > 0.0f)
  954. {
  955. // Check for first time update
  956. if (animationLodTimer_ >= 0.0f)
  957. {
  958. animationLodTimer_ += animationLodBias_ * frame.timeStep_ * ANIMATION_LOD_BASESCALE;
  959. if (animationLodTimer_ >= animationLodDistance_)
  960. animationLodTimer_ = fmodf(animationLodTimer_, animationLodDistance_);
  961. else
  962. return;
  963. }
  964. else
  965. animationLodTimer_ = 0.0f;
  966. }
  967. // Make sure animations are in ascending priority order
  968. if (animationOrderDirty_)
  969. {
  970. Sort(animationStates_.Begin(), animationStates_.End(), CompareAnimationOrder);
  971. animationOrderDirty_ = false;
  972. }
  973. // Reset skeleton, then apply all animations
  974. skeleton_.Reset();
  975. for (Vector<SharedPtr<AnimationState> >::Iterator i = animationStates_.Begin(); i != animationStates_.End(); ++i)
  976. (*i)->Apply();
  977. // Calculate new bone bounding box
  978. UpdateBoneBoundingBox();
  979. animationDirty_ = false;
  980. }
  981. void AnimatedModel::UpdateBoneBoundingBox()
  982. {
  983. if (skeleton_.GetNumBones())
  984. {
  985. // The bone bounding box is in local space, so need the node's inverse transform
  986. boneBoundingBox_.defined_ = false;
  987. Matrix3x4 inverseNodeTransform = node_->GetWorldTransform().Inverse();
  988. const Vector<Bone>& bones = skeleton_.GetBones();
  989. for (Vector<Bone>::ConstIterator i = bones.Begin(); i != bones.End(); ++i)
  990. {
  991. Node* boneNode = i->node_;
  992. if (!boneNode)
  993. continue;
  994. // Use hitbox if available. If not, use only half of the sphere radius
  995. /// \todo The sphere radius should be multiplied with bone scale
  996. if (i->collisionMask_ & BONECOLLISION_BOX)
  997. boneBoundingBox_.Merge(i->boundingBox_.Transformed(inverseNodeTransform * boneNode->GetWorldTransform()));
  998. else if (i->collisionMask_ & BONECOLLISION_SPHERE)
  999. boneBoundingBox_.Merge(Sphere(inverseNodeTransform * boneNode->GetWorldPosition(), i->radius_ * 0.5f));
  1000. }
  1001. }
  1002. boneBoundingBoxDirty_ = false;
  1003. worldBoundingBoxDirty_ = true;
  1004. }
  1005. void AnimatedModel::UpdateSkinning()
  1006. {
  1007. // Note: the model's world transform will be baked in the skin matrices
  1008. const Vector<Bone>& bones = skeleton_.GetBones();
  1009. // Use model's world transform in case a bone is missing
  1010. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  1011. // Skinning with global matrices only
  1012. if (!geometrySkinMatrices_.Size())
  1013. {
  1014. for (unsigned i = 0; i < bones.Size(); ++i)
  1015. {
  1016. const Bone& bone = bones[i];
  1017. if (bone.node_)
  1018. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1019. else
  1020. skinMatrices_[i] = worldTransform;
  1021. }
  1022. }
  1023. // Skinning with per-geometry matrices
  1024. else
  1025. {
  1026. for (unsigned i = 0; i < bones.Size(); ++i)
  1027. {
  1028. const Bone& bone = bones[i];
  1029. if (bone.node_)
  1030. skinMatrices_[i] = bone.node_->GetWorldTransform() * bone.offsetMatrix_;
  1031. else
  1032. skinMatrices_[i] = worldTransform;
  1033. // Copy the skin matrix to per-geometry matrices as needed
  1034. for (unsigned j = 0; j < geometrySkinMatrixPtrs_[i].Size(); ++j)
  1035. *geometrySkinMatrixPtrs_[i][j] = skinMatrices_[i];
  1036. }
  1037. }
  1038. skinningDirty_ = false;
  1039. }
  1040. void AnimatedModel::UpdateMorphs()
  1041. {
  1042. Graphics* graphics = GetSubsystem<Graphics>();
  1043. if (!graphics)
  1044. return;
  1045. if (morphs_.Size())
  1046. {
  1047. // Reset the morph data range from all morphable vertex buffers, then apply morphs
  1048. for (unsigned i = 0; i < morphVertexBuffers_.Size(); ++i)
  1049. {
  1050. VertexBuffer* buffer = morphVertexBuffers_[i];
  1051. if (buffer)
  1052. {
  1053. VertexBuffer* originalBuffer = model_->GetVertexBuffers()[i];
  1054. unsigned morphStart = model_->GetMorphRangeStart(i);
  1055. unsigned morphCount = model_->GetMorphRangeCount(i);
  1056. void* dest = buffer->Lock(morphStart, morphCount);
  1057. if (dest)
  1058. {
  1059. // Reset morph range by copying data from the original vertex buffer
  1060. CopyMorphVertices(dest, originalBuffer->GetShadowData() + morphStart * originalBuffer->GetVertexSize(),
  1061. morphCount, buffer, originalBuffer);
  1062. for (unsigned j = 0; j < morphs_.Size(); ++j)
  1063. {
  1064. if (morphs_[j].weight_ > 0.0f)
  1065. {
  1066. HashMap<unsigned, VertexBufferMorph>::Iterator k = morphs_[j].buffers_.Find(i);
  1067. if (k != morphs_[j].buffers_.End())
  1068. ApplyMorph(buffer, dest, morphStart, k->second_, morphs_[j].weight_);
  1069. }
  1070. }
  1071. buffer->Unlock();
  1072. }
  1073. }
  1074. }
  1075. }
  1076. morphsDirty_ = false;
  1077. }
  1078. void AnimatedModel::ApplyMorph(VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight)
  1079. {
  1080. unsigned elementMask = morph.elementMask_ & buffer->GetElementMask();
  1081. unsigned vertexCount = morph.vertexCount_;
  1082. unsigned normalOffset = buffer->GetElementOffset(ELEMENT_NORMAL);
  1083. unsigned tangentOffset = buffer->GetElementOffset(ELEMENT_TANGENT);
  1084. unsigned vertexSize = buffer->GetVertexSize();
  1085. unsigned char* srcData = morph.morphData_;
  1086. unsigned char* destData = (unsigned char*)destVertexData;
  1087. while (vertexCount--)
  1088. {
  1089. unsigned vertexIndex = *((unsigned*)srcData) - morphRangeStart;
  1090. srcData += sizeof(unsigned);
  1091. if (elementMask & MASK_POSITION)
  1092. {
  1093. float* dest = (float*)(destData + vertexIndex * vertexSize);
  1094. float* src = (float*)srcData;
  1095. dest[0] += src[0] * weight;
  1096. dest[1] += src[1] * weight;
  1097. dest[2] += src[2] * weight;
  1098. srcData += 3 * sizeof(float);
  1099. }
  1100. if (elementMask & MASK_NORMAL)
  1101. {
  1102. float* dest = (float*)(destData + vertexIndex * vertexSize + normalOffset);
  1103. float* src = (float*)srcData;
  1104. dest[0] += src[0] * weight;
  1105. dest[1] += src[1] * weight;
  1106. dest[2] += src[2] * weight;
  1107. srcData += 3 * sizeof(float);
  1108. }
  1109. if (elementMask & MASK_TANGENT)
  1110. {
  1111. float* dest = (float*)(destData + vertexIndex * vertexSize + tangentOffset);
  1112. float* src = (float*)srcData;
  1113. dest[0] += src[0] * weight;
  1114. dest[1] += src[1] * weight;
  1115. dest[2] += src[2] * weight;
  1116. srcData += 3 * sizeof(float);
  1117. }
  1118. }
  1119. }
  1120. void AnimatedModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  1121. {
  1122. Model* currentModel = model_;
  1123. model_.Reset(); // Set null to allow to be re-set
  1124. SetModel(currentModel);
  1125. }
  1126. }