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- //
- // Urho3D Engine
- // Copyright (c) 2008-2012 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "Model.h"
- #include "Skeleton.h"
- #include "StaticModel.h"
- class Animation;
- class AnimationState;
- class DebugRenderer;
- /// Animated model component.
- class AnimatedModel : public StaticModel
- {
- OBJECT(AnimatedModel);
-
- friend class AnimationState;
-
- public:
- /// Construct.
- AnimatedModel(Context* context);
- /// Destruct.
- virtual ~AnimatedModel();
- /// Register object factory. Drawable must be registered first.
- static void RegisterObject(Context* context);
-
- /// Load from binary data. Return true if successful.
- virtual bool Load(Deserializer& source);
- /// Load from XML data. Return true if successful.
- virtual bool LoadXML(const XMLElement& source);
- /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
- virtual void ApplyAttributes();
- /// Process octree raycast. May be called from a worker thread.
- virtual void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results);
- /// Update before octree reinsertion. Animation is updated here.
- virtual void Update(const FrameInfo& frame);
- /// Calculate distance and LOD level for rendering. May be called from worker thread(s), possibly re-entrantly.
- virtual void UpdateDistance(const FrameInfo& frame);
- /// Prepare geometry for rendering. Called from a worker thread if possible (no GPU update.)
- virtual void UpdateGeometry(const FrameInfo& frame);
- /// Return whether a geometry update is necessary, and if it should happen in a worker thread.
- virtual UpdateGeometryType GetUpdateGeometryType();
- /// Fill rendering batch with distance, geometry, material and world transform.
- virtual void GetBatch(Batch& batch, const FrameInfo& frame, unsigned batchIndex);
- /// Add debug geometry to the debug renderer.
- virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
-
- /// %Set model.
- void SetModel(Model* model, bool createBones = true);
- /// Add an animation.
- AnimationState* AddAnimationState(Animation* animation);
- /// Remove an animation by animation pointer.
- void RemoveAnimationState(Animation* animation);
- /// Remove an animation by animation name.
- void RemoveAnimationState(const String& animationName);
- /// Remove an animation by animation name hash.
- void RemoveAnimationState(StringHash animationNameHash);
- /// Remove an animation by AnimationState pointer.
- void RemoveAnimationState(AnimationState* state);
- /// Remove all animations.
- void RemoveAllAnimationStates();
- /// %Set animation LOD bias.
- void SetAnimationLodBias(float bias);
- /// %Set animation LOD distance factor when not visible (default 0 = do not update at all when invisible.)
- void SetInvisibleLodFactor(float factor);
- /// %Set vertex morph weight by index.
- void SetMorphWeight(unsigned index, float weight);
- /// %Set vertex morph weight by name.
- void SetMorphWeight(const String& name, float weight);
- /// %Set vertex morph weight by name hash.
- void SetMorphWeight(StringHash nameHash, float weight);
- /// Reset all vertex morphs to zero.
- void ResetMorphWeights();
-
- /// Return skeleton.
- Skeleton& GetSkeleton() { return skeleton_; }
- /// Return all animation states.
- const Vector<SharedPtr<AnimationState> >& GetAnimationStates() const { return animationStates_; }
- /// Return number of animation states.
- unsigned GetNumAnimationStates() const { return animationStates_.Size(); }
- /// Return animation state by animation pointer.
- AnimationState* GetAnimationState(Animation* animation) const;
- /// Return animation state by animation name.
- AnimationState* GetAnimationState(const String& animationName) const;
- /// Return animation state by animation name hash.
- AnimationState* GetAnimationState(const StringHash animationNameHash) const;
- /// Return animation state by index.
- AnimationState* GetAnimationState(unsigned index) const;
- /// Return animation LOD bias.
- float GetAnimationLodBias() const { return animationLodBias_; }
- /// Return animation LOD distance factor when not visible.
- float GetInvisibleLodFactor() const { return invisibleLodFactor_; }
- /// Return all vertex morphs.
- const Vector<ModelMorph>& GetMorphs() const { return morphs_; }
- /// Return all morph vertex buffers.
- const Vector<SharedPtr<VertexBuffer> >& GetMorphVertexBuffers() const { return morphVertexBuffers_; }
- /// Return number of vertex morphs.
- unsigned GetNumMorphs() const { return morphs_.Size(); }
- /// Return vertex morph weight by index.
- float GetMorphWeight(unsigned index) const;
- /// Return vertex morph weight by name.
- float GetMorphWeight(const String& name) const;
- /// Return vertex morph weight by name hash.
- float GetMorphWeight(StringHash nameHash) const;
- /// Return whether is the master (first) animated model.
- bool IsMaster() const { return isMaster_; }
-
- /// %Set model attribute.
- void SetModelAttr(ResourceRef value);
- /// %Set bones' animation enabled attribute.
- void SetBonesEnabledAttr(VariantVector value);
- /// %Set animation states attribute.
- void SetAnimationStatesAttr(VariantVector value);
- /// %Set morphs attribute.
- void SetMorphsAttr(const PODVector<unsigned char>& value);
- /// Return model attribute.
- ResourceRef GetModelAttr() const;
- /// Return bones' animation enabled attribute.
- VariantVector GetBonesEnabledAttr() const;
- /// Return animation states attribute.
- VariantVector GetAnimationStatesAttr() const;
- /// Return morphs attribute.
- const PODVector<unsigned char>& GetMorphsAttr() const;
-
- protected:
- /// Handle node being assigned.
- virtual void OnNodeSet(Node* node);
- /// Handle node transform being dirtied.
- virtual void OnMarkedDirty(Node* node);
- /// Recalculate the world-space bounding box.
- virtual void OnWorldBoundingBoxUpdate();
-
- private:
- /// Assign skeleton and animation bone node references as a postprocess. Called by ApplyAttributes.
- void AssignBoneNodes();
- /// Mark animation and skinning to require an update.
- void MarkAnimationDirty();
- /// Mark animation and skinning to require a forced update (blending order changed.)
- void MarkAnimationOrderDirty();
- /// Mark morphs to require an update.
- void MarkMorphsDirty();
- /// %Set skeleton.
- void SetSkeleton(const Skeleton& skeleton, bool createBones);
- /// Refresh mapping of subgeometry bone indices.
- void RefreshGeometryBoneMappings();
- /// Clone geometries as required.
- void CloneGeometries();
- /// Recalculate animations. Called from UpdateNode().
- void UpdateAnimation(const FrameInfo& frame);
- /// Recalculate skinning.
- void UpdateSkinning();
- /// Reapply all vertex morphs.
- void UpdateMorphs();
- /// Apply a vertex morph.
- void ApplyMorph(VertexBuffer* buffer, void* lockedMorphRange, const VertexBufferMorph& morph, float weight);
- /// Handle model reload finished.
- void HandleModelReloadFinished(StringHash eventType, VariantMap& eventData);
-
- /// Skeleton.
- Skeleton skeleton_;
- /// Morph vertex buffers.
- Vector<SharedPtr<VertexBuffer> > morphVertexBuffers_;
- /// Vertex morphs.
- Vector<ModelMorph> morphs_;
- /// Animation states.
- Vector<SharedPtr<AnimationState> > animationStates_;
- /// Skinning matrices.
- PODVector<Matrix3x4> skinMatrices_;
- /// Mapping of subgeometry bone indices, used if more bones than skinning shader can manage.
- Vector<PODVector<unsigned> > geometryBoneMappings_;
- /// Subgeometry skinning matrices, used if more bones than skinning shader can manage.
- Vector<PODVector<Matrix3x4> > geometrySkinMatrices_;
- /// Subgeometry skinning matrix pointers, if more bones than skinning shader can manage.
- Vector<PODVector<Matrix3x4*> > geometrySkinMatrixPtrs_;
- /// Attribute buffer.
- mutable VectorBuffer attrBuffer_;
- /// The frame number animation LOD distance was last calculated on.
- unsigned animationLodFrameNumber_;
- /// Animation LOD bias.
- float animationLodBias_;
- /// Animation LOD timer.
- float animationLodTimer_;
- /// Animation LOD distance, the minimum of all LOD view distances last frame.
- float animationLodDistance_;
- /// Animation LOD distance factor when not visible.
- float invisibleLodFactor_;
- /// Animation dirty flag.
- bool animationDirty_;
- /// Animation order dirty flag.
- bool animationOrderDirty_;
- /// Vertex morphs dirty flag.
- bool morphsDirty_;
- /// Skinning dirty flag.
- bool skinningDirty_;
- /// Master model flag.
- bool isMaster_;
- /// Loading flag. During loading bone nodes are not created, as they will be serialized as child nodes.
- bool loading_;
- /// Bone nodes assignment pending flag.
- bool assignBonesPending_;
- };
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