Merge model and skinned model windows code into shared base class

This commit is contained in:
Wojtek Figat
2025-01-12 01:04:56 +01:00
parent 1b97e49ed9
commit 506efb7538
10 changed files with 701 additions and 1016 deletions

View File

@@ -7,7 +7,6 @@
#include "Engine/Content/WeakAssetReference.h"
#include "Engine/Content/Upgraders/ModelAssetUpgrader.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Core/Math/Transform.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Models/ModelInstanceEntry.h"
@@ -529,6 +528,18 @@ int32 Model::GetLODsCount() const
return LODs.Count();
}
const ModelLODBase* Model::GetLOD(int32 lodIndex) const
{
CHECK_RETURN(LODs.IsValidIndex(lodIndex), nullptr);
return &LODs.Get()[lodIndex];
}
ModelLODBase* Model::GetLOD(int32 lodIndex)
{
CHECK_RETURN(LODs.IsValidIndex(lodIndex), nullptr);
return &LODs.Get()[lodIndex];
}
const MeshBase* Model::GetMesh(int32 meshIndex, int32 lodIndex) const
{
auto& lod = LODs[lodIndex];
@@ -543,18 +554,12 @@ MeshBase* Model::GetMesh(int32 meshIndex, int32 lodIndex)
void Model::GetMeshes(Array<const MeshBase*>& meshes, int32 lodIndex) const
{
auto& lod = LODs[lodIndex];
meshes.Resize(lod.Meshes.Count());
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
meshes[meshIndex] = &lod.Meshes[meshIndex];
LODs[lodIndex].GetMeshes(meshes);
}
void Model::GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex)
{
auto& lod = LODs[lodIndex];
meshes.Resize(lod.Meshes.Count());
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
meshes[meshIndex] = &lod.Meshes[meshIndex];
LODs[lodIndex].GetMeshes(meshes);
}
void Model::InitAsVirtual()
@@ -672,12 +677,6 @@ AssetChunksFlag Model::getChunksToPreload() const
return GET_CHUNK_FLAG(0) | GET_CHUNK_FLAG(15);
}
bool ModelLOD::HasAnyMeshInitialized() const
{
// Note: we initialize all meshes at once so the last one can be used to check it.
return Meshes.HasItems() && Meshes.Last().IsInitialized();
}
bool ModelLOD::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, Mesh** mesh)
{
bool result = false;
@@ -722,57 +721,31 @@ bool ModelLOD::Intersects(const Ray& ray, const Transform& transform, Real& dist
return result;
}
BoundingBox ModelLOD::GetBox(const Matrix& world) const
int32 ModelLOD::GetMeshesCount() const
{
Vector3 tmp, min = Vector3::Maximum, max = Vector3::Minimum;
Vector3 corners[8];
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
{
const auto& mesh = Meshes[meshIndex];
mesh.GetBox().GetCorners(corners);
for (int32 i = 0; i < 8; i++)
{
Vector3::Transform(corners[i], world, tmp);
min = Vector3::Min(min, tmp);
max = Vector3::Max(max, tmp);
}
}
return BoundingBox(min, max);
return Meshes.Count();
}
BoundingBox ModelLOD::GetBox(const Transform& transform, const MeshDeformation* deformation) const
const MeshBase* ModelLOD::GetMesh(int32 index) const
{
Vector3 tmp, min = Vector3::Maximum, max = Vector3::Minimum;
Vector3 corners[8];
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
{
const auto& mesh = Meshes[meshIndex];
BoundingBox box = mesh.GetBox();
if (deformation)
deformation->GetBounds(_lodIndex, meshIndex, box);
box.GetCorners(corners);
for (int32 i = 0; i < 8; i++)
{
transform.LocalToWorld(corners[i], tmp);
min = Vector3::Min(min, tmp);
max = Vector3::Max(max, tmp);
}
}
return BoundingBox(min, max);
return Meshes.Get() + index;
}
BoundingBox ModelLOD::GetBox() const
MeshBase* ModelLOD::GetMesh(int32 index)
{
Vector3 min = Vector3::Maximum, max = Vector3::Minimum;
Vector3 corners[8];
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
{
Meshes[meshIndex].GetBox().GetCorners(corners);
for (int32 i = 0; i < 8; i++)
{
min = Vector3::Min(min, corners[i]);
max = Vector3::Max(max, corners[i]);
}
}
return BoundingBox(min, max);
return Meshes.Get() + index;
}
void ModelLOD::GetMeshes(Array<MeshBase*>& meshes)
{
meshes.Resize(Meshes.Count());
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
meshes[meshIndex] = &Meshes.Get()[meshIndex];
}
void ModelLOD::GetMeshes(Array<const MeshBase*>& meshes) const
{
meshes.Resize(Meshes.Count());
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
meshes[meshIndex] = &Meshes.Get()[meshIndex];
}