StaticModel.cpp 14 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. Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
  75. Ray localRay = query.ray_.Transformed(inverse);
  76. float distance = localRay.HitDistance(boundingBox_);
  77. Vector3 normal = -query.ray_.direction_;
  78. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  79. {
  80. distance = M_INFINITY;
  81. for (unsigned i = 0; i < batches_.Size(); ++i)
  82. {
  83. Geometry* geometry = batches_[i].geometry_;
  84. if (geometry)
  85. {
  86. Vector3 geometryNormal;
  87. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  88. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  89. {
  90. distance = geometryDistance;
  91. normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
  92. }
  93. }
  94. }
  95. }
  96. if (distance < query.maxDistance_)
  97. {
  98. RayQueryResult result;
  99. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  100. result.normal_ = normal;
  101. result.distance_ = distance;
  102. result.drawable_ = this;
  103. result.node_ = node_;
  104. result.subObject_ = M_MAX_UNSIGNED;
  105. results.Push(result);
  106. }
  107. break;
  108. }
  109. }
  110. void StaticModel::UpdateBatches(const FrameInfo& frame)
  111. {
  112. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  113. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  114. if (batches_.Size() == 1)
  115. batches_[0].distance_ = distance_;
  116. else
  117. {
  118. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  119. for (unsigned i = 0; i < batches_.Size(); ++i)
  120. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  121. }
  122. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  123. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  124. if (newLodDistance != lodDistance_)
  125. {
  126. lodDistance_ = newLodDistance;
  127. CalculateLodLevels();
  128. }
  129. }
  130. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  131. {
  132. if (batchIndex >= geometries_.Size())
  133. return 0;
  134. // If level is out of range, use visible geometry
  135. if (level < geometries_[batchIndex].Size())
  136. return geometries_[batchIndex][level];
  137. else
  138. return batches_[batchIndex].geometry_;
  139. }
  140. unsigned StaticModel::GetNumOccluderTriangles()
  141. {
  142. unsigned triangles = 0;
  143. for (unsigned i = 0; i < batches_.Size(); ++i)
  144. {
  145. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  146. if (!geometry)
  147. continue;
  148. // Check that the material is suitable for occlusion (default material always is)
  149. Material* mat = batches_[i].material_;
  150. if (mat && !mat->GetOcclusion())
  151. continue;
  152. triangles += geometry->GetIndexCount() / 3;
  153. }
  154. return triangles;
  155. }
  156. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  157. {
  158. for (unsigned i = 0; i < batches_.Size(); ++i)
  159. {
  160. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  161. if (!geometry)
  162. continue;
  163. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  164. Material* material = batches_[i].material_;
  165. if (material)
  166. {
  167. if (!material->GetOcclusion())
  168. continue;
  169. buffer->SetCullMode(material->GetCullMode());
  170. }
  171. else
  172. buffer->SetCullMode(CULL_CCW);
  173. const unsigned char* vertexData;
  174. unsigned vertexSize;
  175. const unsigned char* indexData;
  176. unsigned indexSize;
  177. unsigned elementMask;
  178. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  179. // Check for valid geometry data
  180. if (!vertexData || !indexData)
  181. continue;
  182. unsigned indexStart = geometry->GetIndexStart();
  183. unsigned indexCount = geometry->GetIndexCount();
  184. // Draw and check for running out of triangles
  185. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  186. return false;
  187. }
  188. return true;
  189. }
  190. void StaticModel::SetModel(Model* model)
  191. {
  192. if (model == model_)
  193. return;
  194. // If script erroneously calls StaticModel::SetModel on an AnimatedModel, warn and redirect
  195. if (GetType() == AnimatedModel::GetTypeStatic())
  196. {
  197. LOGWARNING("StaticModel::SetModel() called on AnimatedModel. Redirecting to AnimatedModel::SetModel()");
  198. AnimatedModel* animatedModel = static_cast<AnimatedModel*>(this);
  199. animatedModel->SetModel(model);
  200. return;
  201. }
  202. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  203. if (model_)
  204. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  205. model_ = model;
  206. if (model)
  207. {
  208. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  209. // Copy the subgeometry & LOD level structure
  210. SetNumGeometries(model->GetNumGeometries());
  211. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  212. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  213. const Matrix3x4* worldTransform = node_ ? &node_->GetWorldTransform() : (const Matrix3x4*)0;
  214. for (unsigned i = 0; i < geometries.Size(); ++i)
  215. {
  216. batches_[i].worldTransform_ = worldTransform;
  217. geometries_[i] = geometries[i];
  218. geometryData_[i].center_ = geometryCenters[i];
  219. }
  220. SetBoundingBox(model->GetBoundingBox());
  221. ResetLodLevels();
  222. }
  223. else
  224. {
  225. SetNumGeometries(0);
  226. SetBoundingBox(BoundingBox());
  227. }
  228. MarkNetworkUpdate();
  229. }
  230. void StaticModel::SetMaterial(Material* material)
  231. {
  232. for (unsigned i = 0; i < batches_.Size(); ++i)
  233. batches_[i].material_ = material;
  234. MarkNetworkUpdate();
  235. }
  236. bool StaticModel::SetMaterial(unsigned index, Material* material)
  237. {
  238. if (index >= batches_.Size())
  239. {
  240. LOGERROR("Material index out of bounds");
  241. return false;
  242. }
  243. batches_[index].material_ = material;
  244. MarkNetworkUpdate();
  245. return true;
  246. }
  247. void StaticModel::SetOcclusionLodLevel(unsigned level)
  248. {
  249. occlusionLodLevel_ = level;
  250. MarkNetworkUpdate();
  251. }
  252. void StaticModel::ApplyMaterialList(const String& fileName)
  253. {
  254. String useFileName = fileName;
  255. if (useFileName.Trimmed().Empty() && model_)
  256. useFileName = ReplaceExtension(model_->GetName(), ".txt");
  257. ResourceCache* cache = GetSubsystem<ResourceCache>();
  258. SharedPtr<File> file = cache->GetFile(useFileName, false);
  259. if (!file)
  260. return;
  261. unsigned index = 0;
  262. while (!file->IsEof() && index < batches_.Size())
  263. {
  264. Material* material = cache->GetResource<Material>(file->ReadLine());
  265. if (material)
  266. SetMaterial(index, material);
  267. ++index;
  268. }
  269. }
  270. Material* StaticModel::GetMaterial(unsigned index) const
  271. {
  272. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  273. }
  274. bool StaticModel::IsInside(const Vector3& point) const
  275. {
  276. if (!node_)
  277. return false;
  278. Vector3 localPosition = node_->GetWorldTransform().Inverse() * point;
  279. return IsInsideLocal(localPosition);
  280. }
  281. bool StaticModel::IsInsideLocal(const Vector3& point) const
  282. {
  283. // Early-out if point is not inside bounding box
  284. if (boundingBox_.IsInside(point) == OUTSIDE)
  285. return false;
  286. Ray localRay(point, Vector3(1.0f, -1.0f, 1.0f));
  287. for (unsigned i = 0; i < batches_.Size(); ++i)
  288. {
  289. Geometry* geometry = batches_[i].geometry_;
  290. if (geometry)
  291. {
  292. if (geometry->IsInside(localRay))
  293. return true;
  294. }
  295. }
  296. return false;
  297. }
  298. void StaticModel::SetBoundingBox(const BoundingBox& box)
  299. {
  300. boundingBox_ = box;
  301. OnMarkedDirty(node_);
  302. }
  303. void StaticModel::SetNumGeometries(unsigned num)
  304. {
  305. batches_.Resize(num);
  306. geometries_.Resize(num);
  307. geometryData_.Resize(num);
  308. ResetLodLevels();
  309. }
  310. void StaticModel::SetModelAttr(const ResourceRef& value)
  311. {
  312. ResourceCache* cache = GetSubsystem<ResourceCache>();
  313. SetModel(cache->GetResource<Model>(value.name_));
  314. }
  315. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  316. {
  317. ResourceCache* cache = GetSubsystem<ResourceCache>();
  318. for (unsigned i = 0; i < value.names_.Size(); ++i)
  319. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  320. }
  321. ResourceRef StaticModel::GetModelAttr() const
  322. {
  323. return GetResourceRef(model_, Model::GetTypeStatic());
  324. }
  325. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  326. {
  327. materialsAttr_.names_.Resize(batches_.Size());
  328. for (unsigned i = 0; i < batches_.Size(); ++i)
  329. materialsAttr_.names_[i] = GetResourceName(batches_[i].material_);
  330. return materialsAttr_;
  331. }
  332. void StaticModel::OnWorldBoundingBoxUpdate()
  333. {
  334. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  335. }
  336. void StaticModel::ResetLodLevels()
  337. {
  338. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  339. for (unsigned i = 0; i < batches_.Size(); ++i)
  340. {
  341. if (!geometries_[i].Size())
  342. geometries_[i].Resize(1);
  343. batches_[i].geometry_ = geometries_[i][0];
  344. geometryData_[i].lodLevel_ = 0;
  345. }
  346. // Find out the real LOD levels on next geometry update
  347. lodDistance_ = M_INFINITY;
  348. }
  349. void StaticModel::CalculateLodLevels()
  350. {
  351. for (unsigned i = 0; i < batches_.Size(); ++i)
  352. {
  353. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  354. // If only one LOD geometry, no reason to go through the LOD calculation
  355. if (batchGeometries.Size() <= 1)
  356. continue;
  357. unsigned j;
  358. for (j = 1; j < batchGeometries.Size(); ++j)
  359. {
  360. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  361. break;
  362. }
  363. unsigned newLodLevel = j - 1;
  364. if (geometryData_[i].lodLevel_ != newLodLevel)
  365. {
  366. geometryData_[i].lodLevel_ = newLodLevel;
  367. batches_[i].geometry_ = batchGeometries[newLodLevel];
  368. }
  369. }
  370. }
  371. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  372. {
  373. Model* currentModel = model_;
  374. model_.Reset(); // Set null to allow to be re-set
  375. SetModel(currentModel);
  376. }
  377. }