StaticModel.cpp 14 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 "../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. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  114. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  115. if (batches_.Size() > 1)
  116. {
  117. for (unsigned i = 0; i < batches_.Size(); ++i)
  118. {
  119. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  120. batches_[i].worldTransform_ = &worldTransform;
  121. }
  122. }
  123. else if (batches_.Size() == 1)
  124. {
  125. batches_[0].distance_ = distance_;
  126. batches_[0].worldTransform_ = &worldTransform;
  127. }
  128. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  129. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  130. if (newLodDistance != lodDistance_)
  131. {
  132. lodDistance_ = newLodDistance;
  133. CalculateLodLevels();
  134. }
  135. }
  136. Geometry* StaticModel::GetLodGeometry(unsigned batchIndex, unsigned level)
  137. {
  138. if (batchIndex >= geometries_.Size())
  139. return 0;
  140. // If level is out of range, use visible geometry
  141. if (level < geometries_[batchIndex].Size())
  142. return geometries_[batchIndex][level];
  143. else
  144. return batches_[batchIndex].geometry_;
  145. }
  146. unsigned StaticModel::GetNumOccluderTriangles()
  147. {
  148. unsigned triangles = 0;
  149. for (unsigned i = 0; i < batches_.Size(); ++i)
  150. {
  151. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  152. if (!geometry)
  153. continue;
  154. // Check that the material is suitable for occlusion (default material always is)
  155. Material* mat = batches_[i].material_;
  156. if (mat && !mat->GetOcclusion())
  157. continue;
  158. triangles += geometry->GetIndexCount() / 3;
  159. }
  160. return triangles;
  161. }
  162. bool StaticModel::DrawOcclusion(OcclusionBuffer* buffer)
  163. {
  164. for (unsigned i = 0; i < batches_.Size(); ++i)
  165. {
  166. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  167. if (!geometry)
  168. continue;
  169. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  170. Material* material = batches_[i].material_;
  171. if (material)
  172. {
  173. if (!material->GetOcclusion())
  174. continue;
  175. buffer->SetCullMode(material->GetCullMode());
  176. }
  177. else
  178. buffer->SetCullMode(CULL_CCW);
  179. const unsigned char* vertexData;
  180. unsigned vertexSize;
  181. const unsigned char* indexData;
  182. unsigned indexSize;
  183. unsigned elementMask;
  184. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
  185. // Check for valid geometry data
  186. if (!vertexData || !indexData)
  187. continue;
  188. unsigned indexStart = geometry->GetIndexStart();
  189. unsigned indexCount = geometry->GetIndexCount();
  190. // Draw and check for running out of triangles
  191. if (!buffer->Draw(node_->GetWorldTransform(), vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  192. return false;
  193. }
  194. return true;
  195. }
  196. void StaticModel::SetModel(Model* model)
  197. {
  198. if (model == model_)
  199. return;
  200. // If script erroneously calls StaticModel::SetModel on an AnimatedModel, warn and redirect
  201. if (GetType() == AnimatedModel::GetTypeStatic())
  202. {
  203. LOGWARNING("StaticModel::SetModel() called on AnimatedModel. Redirecting to AnimatedModel::SetModel()");
  204. AnimatedModel* animatedModel = static_cast<AnimatedModel*>(this);
  205. animatedModel->SetModel(model);
  206. return;
  207. }
  208. // Unsubscribe from the reload event of previous model (if any), then subscribe to the new
  209. if (model_)
  210. UnsubscribeFromEvent(model_, E_RELOADFINISHED);
  211. model_ = model;
  212. if (model)
  213. {
  214. SubscribeToEvent(model, E_RELOADFINISHED, HANDLER(StaticModel, HandleModelReloadFinished));
  215. // Copy the subgeometry & LOD level structure
  216. SetNumGeometries(model->GetNumGeometries());
  217. const Vector<Vector<SharedPtr<Geometry> > >& geometries = model->GetGeometries();
  218. const PODVector<Vector3>& geometryCenters = model->GetGeometryCenters();
  219. for (unsigned i = 0; i < geometries.Size(); ++i)
  220. {
  221. geometries_[i] = geometries[i];
  222. geometryData_[i].center_ = geometryCenters[i];
  223. }
  224. SetBoundingBox(model->GetBoundingBox());
  225. ResetLodLevels();
  226. }
  227. else
  228. {
  229. SetNumGeometries(0);
  230. SetBoundingBox(BoundingBox());
  231. }
  232. MarkNetworkUpdate();
  233. }
  234. void StaticModel::SetMaterial(Material* material)
  235. {
  236. for (unsigned i = 0; i < batches_.Size(); ++i)
  237. batches_[i].material_ = material;
  238. MarkNetworkUpdate();
  239. }
  240. bool StaticModel::SetMaterial(unsigned index, Material* material)
  241. {
  242. if (index >= batches_.Size())
  243. {
  244. LOGERROR("Material index out of bounds");
  245. return false;
  246. }
  247. batches_[index].material_ = material;
  248. MarkNetworkUpdate();
  249. return true;
  250. }
  251. void StaticModel::SetOcclusionLodLevel(unsigned level)
  252. {
  253. occlusionLodLevel_ = level;
  254. MarkNetworkUpdate();
  255. }
  256. void StaticModel::ApplyMaterialList(const String& fileName)
  257. {
  258. String useFileName = fileName;
  259. if (useFileName.Trimmed().Empty() && model_)
  260. useFileName = ReplaceExtension(model_->GetName(), ".txt");
  261. ResourceCache* cache = GetSubsystem<ResourceCache>();
  262. SharedPtr<File> file = cache->GetFile(useFileName, false);
  263. if (!file)
  264. return;
  265. unsigned index = 0;
  266. while (!file->IsEof() && index < batches_.Size())
  267. {
  268. Material* material = cache->GetResource<Material>(file->ReadLine());
  269. if (material)
  270. SetMaterial(index, material);
  271. ++index;
  272. }
  273. }
  274. Material* StaticModel::GetMaterial(unsigned index) const
  275. {
  276. return index < batches_.Size() ? batches_[index].material_ : (Material*)0;
  277. }
  278. bool StaticModel::IsInside(const Vector3& point) const
  279. {
  280. if (!node_)
  281. return false;
  282. Vector3 localPosition = node_->GetWorldTransform().Inverse() * point;
  283. return IsInsideLocal(localPosition);
  284. }
  285. bool StaticModel::IsInsideLocal(const Vector3& point) const
  286. {
  287. // Early-out if point is not inside bounding box
  288. if (boundingBox_.IsInside(point) == OUTSIDE)
  289. return false;
  290. Ray localRay(point, Vector3(1.0f, -1.0f, 1.0f));
  291. for (unsigned i = 0; i < batches_.Size(); ++i)
  292. {
  293. Geometry* geometry = batches_[i].geometry_;
  294. if (geometry)
  295. {
  296. if (geometry->IsInside(localRay))
  297. return true;
  298. }
  299. }
  300. return false;
  301. }
  302. void StaticModel::SetBoundingBox(const BoundingBox& box)
  303. {
  304. boundingBox_ = box;
  305. OnMarkedDirty(node_);
  306. }
  307. void StaticModel::SetNumGeometries(unsigned num)
  308. {
  309. batches_.Resize(num);
  310. geometries_.Resize(num);
  311. geometryData_.Resize(num);
  312. ResetLodLevels();
  313. }
  314. void StaticModel::SetModelAttr(const ResourceRef& value)
  315. {
  316. ResourceCache* cache = GetSubsystem<ResourceCache>();
  317. SetModel(cache->GetResource<Model>(value.name_));
  318. }
  319. void StaticModel::SetMaterialsAttr(const ResourceRefList& value)
  320. {
  321. ResourceCache* cache = GetSubsystem<ResourceCache>();
  322. for (unsigned i = 0; i < value.names_.Size(); ++i)
  323. SetMaterial(i, cache->GetResource<Material>(value.names_[i]));
  324. }
  325. ResourceRef StaticModel::GetModelAttr() const
  326. {
  327. return GetResourceRef(model_, Model::GetTypeStatic());
  328. }
  329. const ResourceRefList& StaticModel::GetMaterialsAttr() const
  330. {
  331. materialsAttr_.names_.Resize(batches_.Size());
  332. for (unsigned i = 0; i < batches_.Size(); ++i)
  333. materialsAttr_.names_[i] = GetResourceName(batches_[i].material_);
  334. return materialsAttr_;
  335. }
  336. void StaticModel::OnWorldBoundingBoxUpdate()
  337. {
  338. worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
  339. }
  340. void StaticModel::ResetLodLevels()
  341. {
  342. // Ensure that each subgeometry has at least one LOD level, and reset the current LOD level
  343. for (unsigned i = 0; i < batches_.Size(); ++i)
  344. {
  345. if (!geometries_[i].Size())
  346. geometries_[i].Resize(1);
  347. batches_[i].geometry_ = geometries_[i][0];
  348. geometryData_[i].lodLevel_ = 0;
  349. }
  350. // Find out the real LOD levels on next geometry update
  351. lodDistance_ = M_INFINITY;
  352. }
  353. void StaticModel::CalculateLodLevels()
  354. {
  355. for (unsigned i = 0; i < batches_.Size(); ++i)
  356. {
  357. const Vector<SharedPtr<Geometry> >& batchGeometries = geometries_[i];
  358. // If only one LOD geometry, no reason to go through the LOD calculation
  359. if (batchGeometries.Size() <= 1)
  360. continue;
  361. unsigned j;
  362. for (j = 1; j < batchGeometries.Size(); ++j)
  363. {
  364. if (batchGeometries[j] && lodDistance_ <= batchGeometries[j]->GetLodDistance())
  365. break;
  366. }
  367. unsigned newLodLevel = j - 1;
  368. if (geometryData_[i].lodLevel_ != newLodLevel)
  369. {
  370. geometryData_[i].lodLevel_ = newLodLevel;
  371. batches_[i].geometry_ = batchGeometries[newLodLevel];
  372. }
  373. }
  374. }
  375. void StaticModel::HandleModelReloadFinished(StringHash eventType, VariantMap& eventData)
  376. {
  377. Model* currentModel = model_;
  378. model_.Reset(); // Set null to allow to be re-set
  379. SetModel(currentModel);
  380. }
  381. }