StaticModel.cpp 15 KB

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  1. //
  2. // Copyright (c) 2008-2015 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 "../Graphics/AnimatedModel.h"
  23. #include "../Graphics/Batch.h"
  24. #include "../Graphics/Camera.h"
  25. #include "../Core/Context.h"
  26. #include "../IO/FileSystem.h"
  27. #include "../Graphics/Geometry.h"
  28. #include "../IO/Log.h"
  29. #include "../Graphics/Material.h"
  30. #include "../Graphics/Model.h"
  31. #include "../Graphics/OcclusionBuffer.h"
  32. #include "../Graphics/OctreeQuery.h"
  33. #include "../Core/Profiler.h"
  34. #include "../Resource/ResourceCache.h"
  35. #include "../Resource/ResourceEvents.h"
  36. #include "../DebugNew.h"
  37. namespace Urho3D
  38. {
  39. extern const char* GEOMETRY_CATEGORY;
  40. StaticModel::StaticModel(Context* context) :
  41. Drawable(context, DRAWABLE_GEOMETRY),
  42. occlusionLodLevel_(M_MAX_UNSIGNED),
  43. materialsAttr_(Material::GetTypeStatic())
  44. {
  45. }
  46. StaticModel::~StaticModel()
  47. {
  48. }
  49. void StaticModel::RegisterObject(Context* context)
  50. {
  51. context->RegisterFactory<StaticModel>(GEOMETRY_CATEGORY);
  52. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  53. MIXED_ACCESSOR_ATTRIBUTE("Model", GetModelAttr, SetModelAttr, ResourceRef, ResourceRef(Model::GetTypeStatic()), AM_DEFAULT);
  54. ACCESSOR_ATTRIBUTE("Material", GetMaterialsAttr, SetMaterialsAttr, ResourceRefList, ResourceRefList(Material::GetTypeStatic()), AM_DEFAULT);
  55. ATTRIBUTE("Is Occluder", bool, occluder_, false, AM_DEFAULT);
  56. ACCESSOR_ATTRIBUTE("Can Be Occluded", IsOccludee, SetOccludee, bool, true, AM_DEFAULT);
  57. ATTRIBUTE("Cast Shadows", bool, castShadows_, false, AM_DEFAULT);
  58. ACCESSOR_ATTRIBUTE("Draw Distance", GetDrawDistance, SetDrawDistance, float, 0.0f, AM_DEFAULT);
  59. ACCESSOR_ATTRIBUTE("Shadow Distance", GetShadowDistance, SetShadowDistance, float, 0.0f, AM_DEFAULT);
  60. ACCESSOR_ATTRIBUTE("LOD Bias", GetLodBias, SetLodBias, float, 1.0f, AM_DEFAULT);
  61. COPY_BASE_ATTRIBUTES(Drawable);
  62. ATTRIBUTE("Occlusion LOD Level", int, occlusionLodLevel_, M_MAX_UNSIGNED, AM_DEFAULT);
  63. }
  64. void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  65. {
  66. RayQueryLevel level = query.level_;
  67. switch (level)
  68. {
  69. case RAY_AABB:
  70. Drawable::ProcessRayQuery(query, results);
  71. break;
  72. case RAY_OBB:
  73. case RAY_TRIANGLE:
  74. case RAY_TRIANGLE_UV:
  75. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  76. Ray localRay = query.ray_.Transformed(inverse);
  77. float distance = localRay.HitDistance(boundingBox_);
  78. Vector3 normal = -query.ray_.direction_;
  79. Vector2 geometryUV;
  80. unsigned hitBatch = M_MAX_UNSIGNED;
  81. if (level >= RAY_TRIANGLE && distance < query.maxDistance_)
  82. {
  83. distance = M_INFINITY;
  84. for (unsigned i = 0; i < batches_.Size(); ++i)
  85. {
  86. Geometry* geometry = batches_[i].geometry_;
  87. if (geometry)
  88. {
  89. Vector3 geometryNormal;
  90. float geometryDistance ;
  91. if(level>RAY_TRIANGLE_UV)
  92. geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  93. else
  94. geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal,&geometryUV);
  95. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  96. {
  97. distance = geometryDistance;
  98. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  99. hitBatch = i;
  100. }
  101. }
  102. }
  103. }
  104. if (distance < query.maxDistance_)
  105. {
  106. RayQueryResult result;
  107. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  108. result.normal_ = normal;
  109. result.distance_ = distance;
  110. result.drawable_ = this;
  111. result.node_ = node_;
  112. result.subObject_ = hitBatch;
  113. result.texture_uv_ = geometryUV;
  114. results.Push(result);
  115. }
  116. break;
  117. }
  118. }
  119. void StaticModel::UpdateBatches(const FrameInfo& frame)
  120. {
  121. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  122. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  123. if (batches_.Size() == 1)
  124. batches_[0].distance_ = distance_;
  125. else
  126. {
  127. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  128. for (unsigned i = 0; i < batches_.Size(); ++i)
  129. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  130. }
  131. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  132. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  133. if (newLodDistance != lodDistance_)
  134. {
  135. lodDistance_ = newLodDistance;
  136. CalculateLodLevels();
  137. }
  138. }
  139. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  140. {
  141. if (batchIndex >= geometries_.Size())
  142. return 0;
  143. // If level is out of range, use visible geometry
  144. if (level < geometries_[batchIndex].Size())
  145. return geometries_[batchIndex][level];
  146. else
  147. return batches_[batchIndex].geometry_;
  148. }
  149. unsigned StaticModel::GetNumOccluderTriangles()
  150. {
  151. unsigned triangles = 0;
  152. for (unsigned i = 0; i < batches_.Size(); ++i)
  153. {
  154. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  155. if (!geometry)
  156. continue;
  157. // Check that the material is suitable for occlusion (default material always is)
  158. Material* mat = batches_[i].material_;
  159. if (mat && !mat->GetOcclusion())
  160. continue;
  161. triangles += geometry->GetIndexCount() / 3;
  162. }
  163. return triangles;
  164. }
  165. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  166. {
  167. for (unsigned i = 0; i < batches_.Size(); ++i)
  168. {
  169. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  170. if (!geometry)
  171. continue;
  172. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  173. Material* material = batches_[i].material_;
  174. if (material)
  175. {
  176. if (!material->GetOcclusion())
  177. continue;
  178. buffer->SetCullMode(material->GetCullMode());
  179. }
  180. else
  181. buffer->SetCullMode(CULL_CCW);
  182. const unsigned char* vertexData;
  183. unsigned vertexSize;
  184. const unsigned char* indexData;
  185. unsigned indexSize;
  186. unsigned elementMask;
  187. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  188. // Check for valid geometry data
  189. if (!vertexData || !indexData)
  190. continue;
  191. unsigned indexStart = geometry->GetIndexStart();
  192. unsigned indexCount = geometry->GetIndexCount();
  193. // Draw and check for running out of triangles
  194. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  195. return false;
  196. }
  197. return true;
  198. }
  199. void StaticModel::SetModel(Model* model)
  200. {
  201. if (model == model_)
  202. return;
  203. // If script erroneously calls StaticModel::SetModel on an AnimatedModel, warn and redirect
  204. if (GetType() == AnimatedModel::GetTypeStatic())
  205. {
  206. LOGWARNING("StaticModel::SetModel() called on AnimatedModel. Redirecting to AnimatedModel::SetModel()");
  207. AnimatedModel* animatedModel = static_cast<AnimatedModel*>(this);
  208. animatedModel->SetModel(model);
  209. return;
  210. }
  211. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  212. if (model_)
  213. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  214. model_ = model;
  215. if (model)
  216. {
  217. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  218. // Copy the subgeometry & LOD level structure
  219. SetNumGeometries(model->GetNumGeometries());
  220. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  221. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  222. const Matrix3x4* worldTransform = node_ ? &node_->GetWorldTransform() : (const Matrix3x4*)0;
  223. for (unsigned i = 0; i < geometries.Size(); ++i)
  224. {
  225. batches_[i].worldTransform_ = worldTransform;
  226. geometries_[i] = geometries[i];
  227. geometryData_[i].center_ = geometryCenters[i];
  228. }
  229. SetBoundingBox(model->GetBoundingBox());
  230. ResetLodLevels();
  231. }
  232. else
  233. {
  234. SetNumGeometries(0);
  235. SetBoundingBox(BoundingBox());
  236. }
  237. MarkNetworkUpdate();
  238. }
  239. void StaticModel::SetMaterial(Material* material)
  240. {
  241. for (unsigned i = 0; i < batches_.Size(); ++i)
  242. batches_[i].material_ = material;
  243. MarkNetworkUpdate();
  244. }
  245. bool StaticModel::SetMaterial(unsigned index, Material* material)
  246. {
  247. if (index >= batches_.Size())
  248. {
  249. LOGERROR("Material index out of bounds");
  250. return false;
  251. }
  252. batches_[index].material_ = material;
  253. MarkNetworkUpdate();
  254. return true;
  255. }
  256. void StaticModel::SetOcclusionLodLevel(unsigned level)
  257. {
  258. occlusionLodLevel_ = level;
  259. MarkNetworkUpdate();
  260. }
  261. void StaticModel::ApplyMaterialList(const String& fileName)
  262. {
  263. String useFileName = fileName;
  264. if (useFileName.Trimmed().Empty() && model_)
  265. useFileName = ReplaceExtension(model_->GetName(), ".txt");
  266. ResourceCache* cache = GetSubsystem<ResourceCache>();
  267. SharedPtr<File> file = cache->GetFile(useFileName, false);
  268. if (!file)
  269. return;
  270. unsigned index = 0;
  271. while (!file->IsEof() && index < batches_.Size())
  272. {
  273. Material* material = cache->GetResource<Material>(file->ReadLine());
  274. if (material)
  275. SetMaterial(index, material);
  276. ++index;
  277. }
  278. }
  279. Material* StaticModel::GetMaterial(unsigned index) const
  280. {
  281. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  282. }
  283. bool StaticModel::IsInside(const Vector3& point) const
  284. {
  285. if (!node_)
  286. return false;
  287. Vector3 localPosition = node_->GetWorldTransform().Inverse() * point;
  288. return IsInsideLocal(localPosition);
  289. }
  290. bool StaticModel::IsInsideLocal(const Vector3& point) const
  291. {
  292. // Early-out if point is not inside bounding box
  293. if (boundingBox_.IsInside(point) == OUTSIDE)
  294. return false;
  295. Ray localRay(point, Vector3(1.0f, -1.0f, 1.0f));
  296. for (unsigned i = 0; i < batches_.Size(); ++i)
  297. {
  298. Geometry* geometry = batches_[i].geometry_;
  299. if (geometry)
  300. {
  301. if (geometry->IsInside(localRay))
  302. return true;
  303. }
  304. }
  305. return false;
  306. }
  307. void StaticModel::SetBoundingBox(const BoundingBox& box)
  308. {
  309. boundingBox_ = box;
  310. OnMarkedDirty(node_);
  311. }
  312. void StaticModel::SetNumGeometries(unsigned num)
  313. {
  314. batches_.Resize(num);
  315. geometries_.Resize(num);
  316. geometryData_.Resize(num);
  317. ResetLodLevels();
  318. }
  319. void StaticModel::SetModelAttr(const ResourceRef& value)
  320. {
  321. ResourceCache* cache = GetSubsystem<ResourceCache>();
  322. SetModel(cache->GetResource<Model>(value.name_));
  323. }
  324. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  325. {
  326. ResourceCache* cache = GetSubsystem<ResourceCache>();
  327. for (unsigned i = 0; i < value.names_.Size(); ++i)
  328. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  329. }
  330. ResourceRef StaticModel::GetModelAttr() const
  331. {
  332. return GetResourceRef(model_, Model::GetTypeStatic());
  333. }
  334. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  335. {
  336. materialsAttr_.names_.Resize(batches_.Size());
  337. for (unsigned i = 0; i < batches_.Size(); ++i)
  338. materialsAttr_.names_[i] = GetResourceName(batches_[i].material_);
  339. return materialsAttr_;
  340. }
  341. void StaticModel::OnWorldBoundingBoxUpdate()
  342. {
  343. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  344. }
  345. void StaticModel::ResetLodLevels()
  346. {
  347. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  348. for (unsigned i = 0; i < batches_.Size(); ++i)
  349. {
  350. if (!geometries_[i].Size())
  351. geometries_[i].Resize(1);
  352. batches_[i].geometry_ = geometries_[i][0];
  353. geometryData_[i].lodLevel_ = 0;
  354. }
  355. // Find out the real LOD levels on next geometry update
  356. lodDistance_ = M_INFINITY;
  357. }
  358. void StaticModel::CalculateLodLevels()
  359. {
  360. for (unsigned i = 0; i < batches_.Size(); ++i)
  361. {
  362. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  363. // If only one LOD geometry, no reason to go through the LOD calculation
  364. if (batchGeometries.Size() <= 1)
  365. continue;
  366. unsigned j;
  367. for (j = 1; j < batchGeometries.Size(); ++j)
  368. {
  369. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  370. break;
  371. }
  372. unsigned newLodLevel = j - 1;
  373. if (geometryData_[i].lodLevel_ != newLodLevel)
  374. {
  375. geometryData_[i].lodLevel_ = newLodLevel;
  376. batches_[i].geometry_ = batchGeometries[newLodLevel];
  377. }
  378. }
  379. }
  380. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  381. {
  382. Model* currentModel = model_;
  383. model_.Reset(); // Set null to allow to be re-set
  384. SetModel(currentModel);
  385. }
  386. }