StaticModelGroup.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2017 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 "../Core/Context.h"
  24. #include "../Graphics/Batch.h"
  25. #include "../Graphics/Camera.h"
  26. #include "../Graphics/Geometry.h"
  27. #include "../Graphics/Material.h"
  28. #include "../Graphics/OcclusionBuffer.h"
  29. #include "../Graphics/OctreeQuery.h"
  30. #include "../Graphics/StaticModelGroup.h"
  31. #include "../Graphics/VertexBuffer.h"
  32. #include "../Scene/Scene.h"
  33. #include "../DebugNew.h"
  34. namespace Urho3D
  35. {
  36. extern const char* GEOMETRY_CATEGORY;
  37. static const StringVector instanceNodesStructureElementNames =
  38. {
  39. "Instance Count",
  40. " NodeID"
  41. };
  42. StaticModelGroup::StaticModelGroup(Context* context) :
  43. StaticModel(context),
  44. nodesDirty_(false),
  45. nodeIDsDirty_(false)
  46. {
  47. // Initialize the default node IDs attribute
  48. UpdateNodeIDs();
  49. }
  50. StaticModelGroup::~StaticModelGroup()
  51. {
  52. }
  53. void StaticModelGroup::RegisterObject(Context* context)
  54. {
  55. context->RegisterFactory<StaticModelGroup>(GEOMETRY_CATEGORY);
  56. URHO3D_COPY_BASE_ATTRIBUTES(StaticModel);
  57. URHO3D_ACCESSOR_ATTRIBUTE("Instance Nodes", GetNodeIDsAttr, SetNodeIDsAttr,
  58. VariantVector, Variant::emptyVariantVector, AM_DEFAULT | AM_NODEIDVECTOR)
  59. .SetMetadata(AttributeMetadata::P_VECTOR_STRUCT_ELEMENTS, instanceNodesStructureElementNames);
  60. }
  61. void StaticModelGroup::ApplyAttributes()
  62. {
  63. if (!nodesDirty_)
  64. return;
  65. // Remove all old instance nodes before searching for new
  66. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  67. {
  68. Node* node = instanceNodes_[i];
  69. if (node)
  70. node->RemoveListener(this);
  71. }
  72. instanceNodes_.Clear();
  73. Scene* scene = GetScene();
  74. if (scene)
  75. {
  76. // The first index stores the number of IDs redundantly. This is for editing
  77. for (unsigned i = 1; i < nodeIDsAttr_.Size(); ++i)
  78. {
  79. Node* node = scene->GetNode(nodeIDsAttr_[i].GetUInt());
  80. if (node)
  81. {
  82. WeakPtr<Node> instanceWeak(node);
  83. node->AddListener(this);
  84. instanceNodes_.Push(instanceWeak);
  85. }
  86. }
  87. }
  88. worldTransforms_.Resize(instanceNodes_.Size());
  89. numWorldTransforms_ = 0; // Correct amount will be found during world bounding box update
  90. nodesDirty_ = false;
  91. OnMarkedDirty(GetNode());
  92. }
  93. void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
  94. {
  95. // If no bones or no bone-level testing, use the Drawable test
  96. RayQueryLevel level = query.level_;
  97. if (level < RAY_AABB)
  98. {
  99. Drawable::ProcessRayQuery(query, results);
  100. return;
  101. }
  102. // Check ray hit distance to AABB before proceeding with more accurate tests
  103. // GetWorldBoundingBox() updates the world transforms
  104. if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
  105. return;
  106. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  107. {
  108. // Initial test using AABB
  109. float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
  110. Vector3 normal = -query.ray_.direction_;
  111. // Then proceed to OBB and triangle-level tests if necessary
  112. if (level >= RAY_OBB && distance < query.maxDistance_)
  113. {
  114. Matrix3x4 inverse = worldTransforms_[i].Inverse();
  115. Ray localRay = query.ray_.Transformed(inverse);
  116. distance = localRay.HitDistance(boundingBox_);
  117. if (level == RAY_TRIANGLE && distance < query.maxDistance_)
  118. {
  119. distance = M_INFINITY;
  120. for (unsigned j = 0; j < batches_.Size(); ++j)
  121. {
  122. Geometry* geometry = batches_[j].geometry_;
  123. if (geometry)
  124. {
  125. Vector3 geometryNormal;
  126. float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
  127. if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
  128. {
  129. distance = geometryDistance;
  130. normal = (worldTransforms_[i] * Vector4(geometryNormal, 0.0f)).Normalized();
  131. }
  132. }
  133. }
  134. }
  135. }
  136. if (distance < query.maxDistance_)
  137. {
  138. RayQueryResult result;
  139. result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
  140. result.normal_ = normal;
  141. result.distance_ = distance;
  142. result.drawable_ = this;
  143. result.node_ = node_;
  144. result.subObject_ = i;
  145. results.Push(result);
  146. }
  147. }
  148. }
  149. void StaticModelGroup::UpdateBatches(const FrameInfo& frame)
  150. {
  151. // Getting the world bounding box ensures the transforms are updated
  152. const BoundingBox& worldBoundingBox = GetWorldBoundingBox();
  153. const Matrix3x4& worldTransform = node_->GetWorldTransform();
  154. distance_ = frame.camera_->GetDistance(worldBoundingBox.Center());
  155. if (batches_.Size() > 1)
  156. {
  157. for (unsigned i = 0; i < batches_.Size(); ++i)
  158. {
  159. batches_[i].distance_ = frame.camera_->GetDistance(worldTransform * geometryData_[i].center_);
  160. batches_[i].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  161. batches_[i].numWorldTransforms_ = numWorldTransforms_;
  162. }
  163. }
  164. else if (batches_.Size() == 1)
  165. {
  166. batches_[0].distance_ = distance_;
  167. batches_[0].worldTransform_ = numWorldTransforms_ ? &worldTransforms_[0] : &Matrix3x4::IDENTITY;
  168. batches_[0].numWorldTransforms_ = numWorldTransforms_;
  169. }
  170. float scale = worldBoundingBox.Size().DotProduct(DOT_SCALE);
  171. float newLodDistance = frame.camera_->GetLodDistance(distance_, scale, lodBias_);
  172. if (newLodDistance != lodDistance_)
  173. {
  174. lodDistance_ = newLodDistance;
  175. CalculateLodLevels();
  176. }
  177. }
  178. unsigned StaticModelGroup::GetNumOccluderTriangles()
  179. {
  180. // Make sure instance transforms are up-to-date
  181. GetWorldBoundingBox();
  182. unsigned triangles = 0;
  183. for (unsigned i = 0; i < batches_.Size(); ++i)
  184. {
  185. Geometry* geometry = GetLodGeometry(i, occlusionLodLevel_);
  186. if (!geometry)
  187. continue;
  188. // Check that the material is suitable for occlusion (default material always is)
  189. Material* mat = batches_[i].material_;
  190. if (mat && !mat->GetOcclusion())
  191. continue;
  192. triangles += numWorldTransforms_ * geometry->GetIndexCount() / 3;
  193. }
  194. return triangles;
  195. }
  196. bool StaticModelGroup::DrawOcclusion(OcclusionBuffer* buffer)
  197. {
  198. // Make sure instance transforms are up-to-date
  199. GetWorldBoundingBox();
  200. for (unsigned i = 0; i < numWorldTransforms_; ++i)
  201. {
  202. for (unsigned j = 0; j < batches_.Size(); ++j)
  203. {
  204. Geometry* geometry = GetLodGeometry(j, occlusionLodLevel_);
  205. if (!geometry)
  206. continue;
  207. // Check that the material is suitable for occlusion (default material always is) and set culling mode
  208. Material* material = batches_[j].material_;
  209. if (material)
  210. {
  211. if (!material->GetOcclusion())
  212. continue;
  213. buffer->SetCullMode(material->GetCullMode());
  214. }
  215. else
  216. buffer->SetCullMode(CULL_CCW);
  217. const unsigned char* vertexData;
  218. unsigned vertexSize;
  219. const unsigned char* indexData;
  220. unsigned indexSize;
  221. const PODVector<VertexElement>* elements;
  222. geometry->GetRawData(vertexData, vertexSize, indexData, indexSize, elements);
  223. // Check for valid geometry data
  224. if (!vertexData || !indexData || !elements || VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR3, SEM_POSITION) != 0)
  225. continue;
  226. unsigned indexStart = geometry->GetIndexStart();
  227. unsigned indexCount = geometry->GetIndexCount();
  228. // Draw and check for running out of triangles
  229. if (!buffer->AddTriangles(worldTransforms_[i], vertexData, vertexSize, indexData, indexSize, indexStart, indexCount))
  230. return false;
  231. }
  232. }
  233. return true;
  234. }
  235. void StaticModelGroup::AddInstanceNode(Node* node)
  236. {
  237. if (!node)
  238. return;
  239. WeakPtr<Node> instanceWeak(node);
  240. if (instanceNodes_.Contains(instanceWeak))
  241. return;
  242. // Add as a listener for the instance node, so that we know to dirty the transforms when the node moves or is enabled/disabled
  243. node->AddListener(this);
  244. instanceNodes_.Push(instanceWeak);
  245. UpdateNumTransforms();
  246. }
  247. void StaticModelGroup::RemoveInstanceNode(Node* node)
  248. {
  249. if (!node)
  250. return;
  251. WeakPtr<Node> instanceWeak(node);
  252. Vector<WeakPtr<Node> >::Iterator i = instanceNodes_.Find(instanceWeak);
  253. if (i == instanceNodes_.End())
  254. return;
  255. node->RemoveListener(this);
  256. instanceNodes_.Erase(i);
  257. UpdateNumTransforms();
  258. }
  259. void StaticModelGroup::RemoveAllInstanceNodes()
  260. {
  261. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  262. {
  263. Node* node = instanceNodes_[i];
  264. if (node)
  265. node->RemoveListener(this);
  266. }
  267. instanceNodes_.Clear();
  268. UpdateNumTransforms();
  269. }
  270. Node* StaticModelGroup::GetInstanceNode(unsigned index) const
  271. {
  272. return index < instanceNodes_.Size() ? instanceNodes_[index] : nullptr;
  273. }
  274. void StaticModelGroup::SetNodeIDsAttr(const VariantVector& value)
  275. {
  276. // Just remember the node IDs. They need to go through the SceneResolver, and we actually find the nodes during
  277. // ApplyAttributes()
  278. if (value.Size())
  279. {
  280. nodeIDsAttr_.Clear();
  281. unsigned index = 0;
  282. unsigned numInstances = value[index++].GetUInt();
  283. // Prevent crash on entering negative value in the editor
  284. if (numInstances > M_MAX_INT)
  285. numInstances = 0;
  286. nodeIDsAttr_.Push(numInstances);
  287. while (numInstances--)
  288. {
  289. // If vector contains less IDs than should, fill the rest with zeroes
  290. if (index < value.Size())
  291. nodeIDsAttr_.Push(value[index++].GetUInt());
  292. else
  293. nodeIDsAttr_.Push(0);
  294. }
  295. }
  296. else
  297. {
  298. nodeIDsAttr_.Clear();
  299. nodeIDsAttr_.Push(0);
  300. }
  301. nodesDirty_ = true;
  302. nodeIDsDirty_ = false;
  303. }
  304. const VariantVector& StaticModelGroup::GetNodeIDsAttr() const
  305. {
  306. if (nodeIDsDirty_)
  307. UpdateNodeIDs();
  308. return nodeIDsAttr_;
  309. }
  310. void StaticModelGroup::OnNodeSetEnabled(Node* node)
  311. {
  312. Drawable::OnMarkedDirty(node);
  313. }
  314. void StaticModelGroup::OnWorldBoundingBoxUpdate()
  315. {
  316. // Update transforms and bounding box at the same time to have to go through the objects only once
  317. unsigned index = 0;
  318. BoundingBox worldBox;
  319. for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
  320. {
  321. Node* node = instanceNodes_[i];
  322. if (!node || !node->IsEnabled())
  323. continue;
  324. const Matrix3x4& worldTransform = node->GetWorldTransform();
  325. worldTransforms_[index++] = worldTransform;
  326. worldBox.Merge(boundingBox_.Transformed(worldTransform));
  327. }
  328. worldBoundingBox_ = worldBox;
  329. // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be
  330. // called from multiple worker threads simultaneously
  331. numWorldTransforms_ = index;
  332. }
  333. void StaticModelGroup::UpdateNumTransforms()
  334. {
  335. worldTransforms_.Resize(instanceNodes_.Size());
  336. numWorldTransforms_ = 0; // Correct amount will be during world bounding box update
  337. nodeIDsDirty_ = true;
  338. OnMarkedDirty(GetNode());
  339. MarkNetworkUpdate();
  340. }
  341. void StaticModelGroup::UpdateNodeIDs() const
  342. {
  343. unsigned numInstances = instanceNodes_.Size();
  344. nodeIDsAttr_.Clear();
  345. nodeIDsAttr_.Push(numInstances);
  346. for (unsigned i = 0; i < numInstances; ++i)
  347. {
  348. Node* node = instanceNodes_[i];
  349. nodeIDsAttr_.Push(node ? node->GetID() : 0);
  350. }
  351. nodeIDsDirty_ = false;
  352. }
  353. }