AnimatedModel.h 12 KB

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  1. //
  2. // Copyright (c) 2008-2020 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. #pragma once
  23. #include "../Graphics/Model.h"
  24. #include "../Graphics/Skeleton.h"
  25. #include "../Graphics/StaticModel.h"
  26. namespace Urho3D
  27. {
  28. class Animation;
  29. class AnimationState;
  30. /// Animated model component.
  31. class URHO3D_API AnimatedModel : public StaticModel
  32. {
  33. URHO3D_OBJECT(AnimatedModel, StaticModel);
  34. friend class AnimationState;
  35. public:
  36. /// Construct.
  37. explicit AnimatedModel(Context* context);
  38. /// Destruct.
  39. ~AnimatedModel() override;
  40. /// Register object factory. Drawable must be registered first.
  41. static void RegisterObject(Context* context);
  42. /// Load from binary data. Return true if successful.
  43. bool Load(Deserializer& source) override;
  44. /// Load from XML data. Return true if successful.
  45. bool LoadXML(const XMLElement& source) override;
  46. /// Load from JSON data. Return true if successful.
  47. bool LoadJSON(const JSONValue& source) override;
  48. /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
  49. void ApplyAttributes() override;
  50. /// Process octree raycast. May be called from a worker thread.
  51. void ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results) override;
  52. /// Update before octree reinsertion. Is called from a worker thread.
  53. void Update(const FrameInfo& frame) override;
  54. /// Calculate distance and prepare batches for rendering. May be called from worker thread(s), possibly re-entrantly.
  55. void UpdateBatches(const FrameInfo& frame) override;
  56. /// Prepare geometry for rendering. Called from a worker thread if possible (no GPU update).
  57. void UpdateGeometry(const FrameInfo& frame) override;
  58. /// Return whether a geometry update is necessary, and if it can happen in a worker thread.
  59. UpdateGeometryType GetUpdateGeometryType() override;
  60. /// Visualize the component as debug geometry.
  61. void DrawDebugGeometry(DebugRenderer* debug, bool depthTest) override;
  62. /// Set model.
  63. void SetModel(Model* model, bool createBones = true);
  64. /// Add an animation.
  65. AnimationState* AddAnimationState(Animation* animation);
  66. /// Remove an animation by animation pointer.
  67. void RemoveAnimationState(Animation* animation);
  68. /// Remove an animation by animation name.
  69. void RemoveAnimationState(const String& animationName);
  70. /// Remove an animation by animation name hash.
  71. void RemoveAnimationState(StringHash animationNameHash);
  72. /// Remove an animation by AnimationState pointer.
  73. void RemoveAnimationState(AnimationState* state);
  74. /// Remove an animation by index.
  75. void RemoveAnimationState(unsigned index);
  76. /// Remove all animations.
  77. void RemoveAllAnimationStates();
  78. /// Set animation LOD bias.
  79. /// @property
  80. void SetAnimationLodBias(float bias);
  81. /// Set whether to update animation and the bounding box when not visible. Recommended to enable for physically controlled models like ragdolls.
  82. /// @property
  83. void SetUpdateInvisible(bool enable);
  84. /// Set vertex morph weight by index.
  85. void SetMorphWeight(unsigned index, float weight);
  86. /// Set vertex morph weight by name.
  87. /// @property{set_morphWeights}
  88. void SetMorphWeight(const String& name, float weight);
  89. /// Set vertex morph weight by name hash.
  90. void SetMorphWeight(StringHash nameHash, float weight);
  91. /// Reset all vertex morphs to zero.
  92. void ResetMorphWeights();
  93. /// Apply all animation states to nodes.
  94. void ApplyAnimation();
  95. /// Return skeleton.
  96. /// @property
  97. Skeleton& GetSkeleton() { return skeleton_; }
  98. /// Return all animation states.
  99. const Vector<SharedPtr<AnimationState> >& GetAnimationStates() const { return animationStates_; }
  100. /// Return number of animation states.
  101. /// @property
  102. unsigned GetNumAnimationStates() const { return animationStates_.Size(); }
  103. /// Return animation state by animation pointer.
  104. AnimationState* GetAnimationState(Animation* animation) const;
  105. /// Return animation state by animation name.
  106. /// @property{get_animationStates}
  107. AnimationState* GetAnimationState(const String& animationName) const;
  108. /// Return animation state by animation name hash.
  109. AnimationState* GetAnimationState(StringHash animationNameHash) const;
  110. /// Return animation state by index.
  111. AnimationState* GetAnimationState(unsigned index) const;
  112. /// Return animation LOD bias.
  113. /// @property
  114. float GetAnimationLodBias() const { return animationLodBias_; }
  115. /// Return whether to update animation when not visible.
  116. /// @property
  117. bool GetUpdateInvisible() const { return updateInvisible_; }
  118. /// Return all vertex morphs.
  119. const Vector<ModelMorph>& GetMorphs() const { return morphs_; }
  120. /// Return all morph vertex buffers.
  121. const Vector<SharedPtr<VertexBuffer> >& GetMorphVertexBuffers() const { return morphVertexBuffers_; }
  122. /// Return number of vertex morphs.
  123. /// @property
  124. unsigned GetNumMorphs() const { return morphs_.Size(); }
  125. /// Return vertex morph weight by index.
  126. float GetMorphWeight(unsigned index) const;
  127. /// Return vertex morph weight by name.
  128. /// @property{get_morphWeights}
  129. float GetMorphWeight(const String& name) const;
  130. /// Return vertex morph weight by name hash.
  131. float GetMorphWeight(StringHash nameHash) const;
  132. /// Return whether is the master (first) animated model.
  133. bool IsMaster() const { return isMaster_; }
  134. /// Set model attribute.
  135. void SetModelAttr(const ResourceRef& value);
  136. /// Set bones' animation enabled attribute.
  137. void SetBonesEnabledAttr(const VariantVector& value);
  138. /// Set animation states attribute.
  139. void SetAnimationStatesAttr(const VariantVector& value);
  140. /// Set morphs attribute.
  141. void SetMorphsAttr(const PODVector<unsigned char>& value);
  142. /// Return model attribute.
  143. ResourceRef GetModelAttr() const;
  144. /// Return bones' animation enabled attribute.
  145. VariantVector GetBonesEnabledAttr() const;
  146. /// Return animation states attribute.
  147. VariantVector GetAnimationStatesAttr() const;
  148. /// Return morphs attribute.
  149. const PODVector<unsigned char>& GetMorphsAttr() const;
  150. /// Return per-geometry bone mappings.
  151. const Vector<PODVector<unsigned> >& GetGeometryBoneMappings() const { return geometryBoneMappings_; }
  152. /// Return per-geometry skin matrices. If empty, uses global skinning.
  153. const Vector<PODVector<Matrix3x4> >& GetGeometrySkinMatrices() const { return geometrySkinMatrices_; }
  154. /// Recalculate the bone bounding box. Normally called internally, but can also be manually called if up-to-date information before rendering is necessary.
  155. void UpdateBoneBoundingBox();
  156. protected:
  157. /// Handle node being assigned.
  158. void OnNodeSet(Node* node) override;
  159. /// Handle node transform being dirtied.
  160. void OnMarkedDirty(Node* node) override;
  161. /// Recalculate the world-space bounding box.
  162. void OnWorldBoundingBoxUpdate() override;
  163. private:
  164. /// Assign skeleton and animation bone node references as a postprocess. Called by ApplyAttributes.
  165. void AssignBoneNodes();
  166. /// Finalize master model bone bounding boxes by merging from matching non-master bones.. Performed whenever any of the AnimatedModels in the same node changes its model.
  167. void FinalizeBoneBoundingBoxes();
  168. /// Remove (old) skeleton root bone.
  169. void RemoveRootBone();
  170. /// Mark animation and skinning to require an update.
  171. void MarkAnimationDirty();
  172. /// Mark animation and skinning to require a forced update (blending order changed).
  173. void MarkAnimationOrderDirty();
  174. /// Mark morphs to require an update.
  175. void MarkMorphsDirty();
  176. /// Set skeleton.
  177. void SetSkeleton(const Skeleton& skeleton, bool createBones);
  178. /// Set mapping of subgeometry bone indices.
  179. void SetGeometryBoneMappings();
  180. /// Clone geometries for vertex morphing.
  181. void CloneGeometries();
  182. /// Copy morph vertices.
  183. void CopyMorphVertices(void* destVertexData, void* srcVertexData, unsigned vertexCount, VertexBuffer* destBuffer, VertexBuffer* srcBuffer);
  184. /// Recalculate animations. Called from Update().
  185. void UpdateAnimation(const FrameInfo& frame);
  186. /// Recalculate skinning.
  187. void UpdateSkinning();
  188. /// Reapply all vertex morphs.
  189. void UpdateMorphs();
  190. /// Apply a vertex morph.
  191. void ApplyMorph
  192. (VertexBuffer* buffer, void* destVertexData, unsigned morphRangeStart, const VertexBufferMorph& morph, float weight);
  193. /// Handle model reload finished.
  194. void HandleModelReloadFinished(StringHash eventType, VariantMap& eventData);
  195. /// Skeleton.
  196. Skeleton skeleton_;
  197. /// Morph vertex buffers.
  198. Vector<SharedPtr<VertexBuffer> > morphVertexBuffers_;
  199. /// Vertex morphs.
  200. Vector<ModelMorph> morphs_;
  201. /// Animation states.
  202. Vector<SharedPtr<AnimationState> > animationStates_;
  203. /// Skinning matrices.
  204. PODVector<Matrix3x4> skinMatrices_;
  205. /// Mapping of subgeometry bone indices, used if more bones than skinning shader can manage.
  206. Vector<PODVector<unsigned> > geometryBoneMappings_;
  207. /// Subgeometry skinning matrices, used if more bones than skinning shader can manage.
  208. Vector<PODVector<Matrix3x4> > geometrySkinMatrices_;
  209. /// Subgeometry skinning matrix pointers, if more bones than skinning shader can manage.
  210. Vector<PODVector<Matrix3x4*> > geometrySkinMatrixPtrs_;
  211. /// Bounding box calculated from bones.
  212. BoundingBox boneBoundingBox_;
  213. /// Attribute buffer.
  214. mutable VectorBuffer attrBuffer_;
  215. /// The frame number animation LOD distance was last calculated on.
  216. unsigned animationLodFrameNumber_;
  217. /// Morph vertex element mask.
  218. VertexMaskFlags morphElementMask_;
  219. /// Animation LOD bias.
  220. float animationLodBias_;
  221. /// Animation LOD timer.
  222. float animationLodTimer_;
  223. /// Animation LOD distance, the minimum of all LOD view distances last frame.
  224. float animationLodDistance_;
  225. /// Update animation when invisible flag.
  226. bool updateInvisible_;
  227. /// Animation dirty flag.
  228. bool animationDirty_;
  229. /// Animation order dirty flag.
  230. bool animationOrderDirty_;
  231. /// Vertex morphs dirty flag.
  232. bool morphsDirty_;
  233. /// Skinning dirty flag.
  234. bool skinningDirty_;
  235. /// Bone bounding box dirty flag.
  236. bool boneBoundingBoxDirty_;
  237. /// Master model flag.
  238. bool isMaster_;
  239. /// Loading flag. During loading bone nodes are not created, as they will be serialized as child nodes.
  240. bool loading_;
  241. /// Bone nodes assignment pending flag.
  242. bool assignBonesPending_;
  243. /// Force animation update after becoming visible flag.
  244. bool forceAnimationUpdate_;
  245. };
  246. }