StaticModelGroup.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "Batch.h"
  24. #include "Camera.h"
  25. #include "Context.h"
  26. #include "Geometry.h"
  27. #include "Material.h"
  28. #include "OcclusionBuffer.h"
  29. #include "OctreeQuery.h"
  30. #include "Scene.h"
  31. #include "StaticModelGroup.h"
  32. #include "DebugNew.h"
  33. namespace Urho3D
  34. {
  35. extern const char* GEOMETRY_CATEGORY;
  36. StaticModelGroup::StaticModelGroup(Context* context) :
  37. StaticModel(context),
  38. nodeIDsDirty_(false)
  39. {
  40. // Initialize the default node IDs attribute
  41. UpdateNodeIDs();
  42. }
  43. StaticModelGroup::~StaticModelGroup()
  44. {
  45. }
  46. void StaticModelGroup::RegisterObject(Context* context)
  47. {
  48. context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);
  49. COPY_BASE_ATTRIBUTES(StaticModel);
  50. ACCESSOR_ATTRIBUTE("Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr, VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR);
  51. }
  52. void StaticModelGroup::ApplyAttributes()
  53. {
  54. if (!nodeIDsDirty_)
  55. return;
  56. // Remove all old instance nodes before searching for new. Can not call RemoveAllInstances() as that would modify
  57. // the ID list on its own
  58. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  59. {
  60. Node* node = instanceNodes_[i];
  61. if (node)
  62. node->RemoveListener(this);
  63. }
  64. instanceNodes_.Clear();
  65. Scene* scene = GetScene();
  66. if (scene)
  67. {
  68. // The first index stores the number of IDs redundantly. This is for editing
  69. for (unsigned i = 1; i < nodeIDsAttr_.Size(); ++i)
  70. {
  71. Node* node = scene->GetNode(nodeIDsAttr_[i].GetUInt());
  72. if (node)
  73. {
  74. WeakPtr<Node> instanceWeak(node);
  75. node->AddListener(this);
  76. instanceNodes_.Push(instanceWeak);
  77. }
  78. }
  79. }
  80. worldTransforms_.Resize(instanceNodes_.Size());
  81. nodeIDsDirty_ = false;
  82. OnMarkedDirty(GetNode());
  83. }
  84. void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  85. {
  86. // If no bones or no bone-level testing, use the Drawable test
  87. RayQueryLevel level = query.level_;
  88. if (level < RAY_AABB)
  89. {
  90. Drawable::ProcessRayQuery(query, results);
  91. return;
  92. }
  93. // Check ray hit distance to AABB before proceeding with more accurate tests
  94. // GetWorldBoundingBox() updates the world transforms
  95. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  96. return;
  97. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  98. {
  99. // Initial test using AABB
  100. float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
  101. Vector3 normal = -query.ray_.direction_;
  102. // Then proceed to OBB and triangle-level tests if necessary
  103. if (level >= RAY_OBB && distance < query.maxDistance_)
  104. {
  105. Matrix3x4 inverse = worldTransforms_[i].Inverse();
  106. Ray localRay = query.ray_.Transformed(inverse);
  107. distance = localRay.HitDistance(boundingBox_);
  108. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  109. {
  110. distance = M_INFINITY;
  111. for (unsigned j = 0; j < batches_.Size(); ++j)
  112. {
  113. Geometry* geometry = batches_[j].geometry_;
  114. if (geometry)
  115. {
  116. Vector3 geometryNormal;
  117. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  118. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  119. {
  120. distance = geometryDistance;
  121. normal = (worldTransforms_[i] * Vector4(geometryNormal, 0.0f)).Normalized();
  122. }
  123. }
  124. }
  125. }
  126. }
  127. if (distance < query.maxDistance_)
  128. {
  129. RayQueryResult result;
  130. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  131. result.normal_ = normal;
  132. result.distance_ = distance;
  133. result.drawable_ = this;
  134. result.node_ = node_;
  135. result.subObject_ = i;
  136. results.Push(result);
  137. }
  138. }
  139. }
  140. void StaticModelGroup::UpdateBatches(const FrameInfo& frame)
  141. {
  142. // Getting the world bounding box ensures the transforms are updated
  143. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  144. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  145. bool hasShaderParameters = HasShaderParameters();
  146. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  147. if (batches_.Size() > 1)
  148. {
  149. for (unsigned i = 0; i < batches_.Size(); ++i)
  150. {
  151. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  152. batches_[i].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  153. batches_[i].numWorldTransforms_ = numWorldTransforms_;
  154. batches_[i].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  155. batches_[i].geometryType_ = GEOM_INSTANCED;
  156. }
  157. }
  158. else if (batches_.Size() == 1)
  159. {
  160. batches_[0].distance_ = distance_;
  161. batches_[0].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  162. batches_[0].numWorldTransforms_ = numWorldTransforms_;
  163. batches_[0].shaderParameters_ = hasShaderParameters ? &shaderParameters_ : 0;
  164. batches_[0].geometryType_ = GEOM_INSTANCED;
  165. }
  166. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  167. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  168. if (newLodDistance != lodDistance_)
  169. {
  170. lodDistance_ = newLodDistance;
  171. CalculateLodLevels();
  172. }
  173. }
  174. unsigned StaticModelGroup::GetNumOccluderTriangles()
  175. {
  176. // Make sure instance transforms are up-to-date
  177. GetWorldBoundingBox();
  178. unsigned triangles = 0;
  179. for (unsigned i = 0; i < batches_.Size(); ++i)
  180. {
  181. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  182. if (!geometry)
  183. continue;
  184. // Check that the material is suitable for occlusion (default material always is)
  185. Material* mat = batches_[i].material_;
  186. if (mat && !mat->GetOcclusion())
  187. continue;
  188. triangles += numWorldTransforms_ * geometry->GetIndexCount() / 3;
  189. }
  190. return triangles;
  191. }
  192. bool StaticModelGroup::DrawOcclusion(OcclusionBuffer* buffer)
  193. {
  194. // Make sure instance transforms are up-to-date
  195. GetWorldBoundingBox();
  196. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  197. {
  198. for (unsigned j = 0; j < batches_.Size(); ++j)
  199. {
  200. Geometry* geometry = GetLodGeometry(j, occlusionLodLevel_);
  201. if (!geometry)
  202. continue;
  203. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  204. Material* material = batches_[j].material_;
  205. if (material)
  206. {
  207. if (!material->GetOcclusion())
  208. continue;
  209. buffer->SetCullMode(material->GetCullMode());
  210. }
  211. else
  212. buffer->SetCullMode(CULL_CCW);
  213. const unsigned char* vertexData;
  214. unsigned vertexSize;
  215. const unsigned char* indexData;
  216. unsigned indexSize;
  217. unsigned elementMask;
  218. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  219. // Check for valid geometry data
  220. if (!vertexData || !indexData)
  221. continue;
  222. unsigned indexStart = geometry->GetIndexStart();
  223. unsigned indexCount = geometry->GetIndexCount();
  224. // Draw and check for running out of triangles
  225. if (!buffer->Draw(worldTransforms_[i], vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  226. return false;
  227. }
  228. }
  229. return true;
  230. }
  231. void StaticModelGroup::AddInstanceNode(Node* node)
  232. {
  233. if (!node)
  234. return;
  235. WeakPtr<Node> instanceWeak(node);
  236. if (instanceNodes_.Contains(instanceWeak))
  237. return;
  238. // Add as a listener for the instance node, so that we know to dirty the transforms when the node moves or is enabled/disabled
  239. node->AddListener(this);
  240. instanceNodes_.Push(instanceWeak);
  241. UpdateNodeIDs();
  242. OnMarkedDirty(GetNode());
  243. MarkNetworkUpdate();
  244. }
  245. void StaticModelGroup::RemoveInstanceNode(Node* node)
  246. {
  247. if (!node)
  248. return;
  249. WeakPtr<Node> instanceWeak(node);
  250. node->RemoveListener(this);
  251. instanceNodes_.Remove(instanceWeak);
  252. UpdateNodeIDs();
  253. OnMarkedDirty(GetNode());
  254. MarkNetworkUpdate();
  255. }
  256. void StaticModelGroup::RemoveAllInstanceNodes()
  257. {
  258. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  259. {
  260. Node* node = instanceNodes_[i];
  261. if (node)
  262. node->RemoveListener(this);
  263. }
  264. instanceNodes_.Clear();
  265. UpdateNodeIDs();
  266. OnMarkedDirty(GetNode());
  267. MarkNetworkUpdate();
  268. }
  269. Node* StaticModelGroup::GetInstanceNode(unsigned index) const
  270. {
  271. return index < instanceNodes_.Size() ? instanceNodes_[index] : (Node*)0;
  272. }
  273. void StaticModelGroup::SetNodeIDsAttr(const VariantVector& value)
  274. {
  275. // Just remember the node IDs. They need to go through the SceneResolver, and we actually find the nodes during
  276. // ApplyAttributes()
  277. if (value.Size())
  278. {
  279. nodeIDsAttr_.Clear();
  280. unsigned index = 0;
  281. unsigned numInstances = value[index++].GetUInt();
  282. // Prevent crash on entering negative value in the editor
  283. if (numInstances > M_MAX_INT)
  284. numInstances = 0;
  285. nodeIDsAttr_.Push(numInstances);
  286. while (numInstances--)
  287. {
  288. // If vector contains less IDs than should, fill the rest with zeroes
  289. if (index < value.Size())
  290. nodeIDsAttr_.Push(value[index++].GetUInt());
  291. else
  292. nodeIDsAttr_.Push(0);
  293. }
  294. }
  295. else
  296. {
  297. nodeIDsAttr_.Clear();
  298. nodeIDsAttr_.Push(0);
  299. }
  300. nodeIDsDirty_ = true;
  301. }
  302. void StaticModelGroup::OnNodeSetEnabled(Node* node)
  303. {
  304. Drawable::OnMarkedDirty(node);
  305. }
  306. void StaticModelGroup::OnWorldBoundingBoxUpdate()
  307. {
  308. // Update transforms and bounding box at the same time to have to go through the objects only once
  309. unsigned index = 0;
  310. BoundingBox worldBox;
  311. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  312. {
  313. Node* node = instanceNodes_[i];
  314. if (!node || !node->IsEnabled())
  315. continue;
  316. const Matrix3x4& worldTransform = node->GetWorldTransform();
  317. worldTransforms_[index++] = worldTransform;
  318. worldBox.Merge(boundingBox_.Transformed(worldTransform));
  319. }
  320. worldBoundingBox_ = worldBox;
  321. // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be
  322. // called from multiple worker threads simultaneously
  323. numWorldTransforms_ = index;
  324. }
  325. void StaticModelGroup::UpdateNodeIDs()
  326. {
  327. unsigned numInstances = instanceNodes_.Size();
  328. nodeIDsAttr_.Clear();
  329. nodeIDsAttr_.Push(numInstances);
  330. worldTransforms_.Resize(numInstances);
  331. numWorldTransforms_ = 0; // For safety. OnWorldBoundingBoxUpdate() will calculate the proper amount
  332. for (unsigned i = 0; i < numInstances; ++i)
  333. {
  334. Node* node = instanceNodes_[i];
  335. nodeIDsAttr_.Push(node ? node->GetID() : 0);
  336. }
  337. }
  338. }