Add MeshBase as shared impl part for Mesh and SkinnedMesh
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@@ -396,21 +396,21 @@ bool Model::Save(bool withMeshDataFromGpu, const StringView& path)
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auto& meshData = meshesData[meshIndex];
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// Vertex Buffer 0 (required)
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auto task = mesh.ExtractDataAsync(MeshBufferType::Vertex0, meshData.VB0);
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auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, meshData.VB0);
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if (task == nullptr)
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return true;
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task->Start();
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tasks.Add(task);
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// Vertex Buffer 1 (required)
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task = mesh.ExtractDataAsync(MeshBufferType::Vertex1, meshData.VB1);
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task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex1, meshData.VB1);
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if (task == nullptr)
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return true;
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task->Start();
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tasks.Add(task);
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// Vertex Buffer 2 (optional)
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task = mesh.ExtractDataAsync(MeshBufferType::Vertex2, meshData.VB2);
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task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex2, meshData.VB2);
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if (task)
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{
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task->Start();
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@@ -418,7 +418,7 @@ bool Model::Save(bool withMeshDataFromGpu, const StringView& path)
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}
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// Index Buffer (required)
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task = mesh.ExtractDataAsync(MeshBufferType::Index, meshData.IB);
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task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, meshData.IB);
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if (task == nullptr)
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return true;
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task->Start();
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@@ -618,6 +618,19 @@ void Model::SetupMaterialSlots(int32 slotsCount)
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}
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}
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int32 Model::GetLODsCount() const
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{
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return LODs.Count();
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}
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void Model::GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex)
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{
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auto& lod = LODs[lodIndex];
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meshes.Resize(lod.Meshes.Count());
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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meshes[meshIndex] = &lod.Meshes[meshIndex];
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}
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void Model::InitAsVirtual()
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{
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// Init with a single LOD and one mesh
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@@ -628,6 +641,21 @@ void Model::InitAsVirtual()
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BinaryAsset::InitAsVirtual();
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}
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#if USE_EDITOR
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void Model::GetReferences(Array<Guid>& output) const
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{
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// Base
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BinaryAsset::GetReferences(output);
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for (int32 i = 0; i < MaterialSlots.Count(); i++)
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{
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output.Add(MaterialSlots[i].Material.GetID());
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}
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}
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#endif
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int32 Model::GetMaxResidency() const
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{
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return LODs.Count();
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@@ -837,3 +865,33 @@ AssetChunksFlag Model::getChunksToPreload() const
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// Note: we don't preload any LODs here because it's done by the Streaming Manager
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return GET_CHUNK_FLAG(0);
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}
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void ModelBase::SetupMaterialSlots(int32 slotsCount)
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{
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CHECK(slotsCount >= 0 && slotsCount < 4096);
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if (!IsVirtual() && WaitForLoaded())
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return;
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ScopeLock lock(Locker);
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const int32 prevCount = MaterialSlots.Count();
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MaterialSlots.Resize(slotsCount, false);
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// Initialize slot names
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for (int32 i = prevCount; i < slotsCount; i++)
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MaterialSlots[i].Name = String::Format(TEXT("Material {0}"), i + 1);
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}
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MaterialSlot* ModelBase::GetSlot(const StringView& name)
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{
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MaterialSlot* result = nullptr;
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for (auto& slot : MaterialSlots)
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{
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if (slot.Name == name)
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{
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result = &slot;
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break;
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}
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}
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return result;
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}
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@@ -55,15 +55,6 @@ public:
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return LODs.HasItems();
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}
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/// <summary>
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/// Gets amount of the level of details in the model
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/// </summary>
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/// <returns>Amount of the level of details in the model</returns>
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FORCE_INLINE int32 GetLODsCount() const
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{
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return LODs.Count();
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}
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/// <summary>
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/// Gets the amount of loaded model LODs.
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/// </summary>
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@@ -237,18 +228,11 @@ public:
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// [ModelBase]
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void SetupMaterialSlots(int32 slotsCount) override;
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int32 GetLODsCount() const override;
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void GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex = 0) override;
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void InitAsVirtual() override;
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#if USE_EDITOR
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void GetReferences(Array<Guid>& output) const override
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{
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// Base
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BinaryAsset::GetReferences(output);
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for (int32 i = 0; i < MaterialSlots.Count(); i++)
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{
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output.Add(MaterialSlots[i].Material.GetID());
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}
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}
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void GetReferences(Array<Guid>& output) const override;
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#endif
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// [StreamableResource]
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@@ -7,6 +7,8 @@
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#include "Engine/Graphics/Models/MaterialSlot.h"
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#include "Engine/Streaming/StreamableResource.h"
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class MeshBase;
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/// <summary>
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/// Base class for asset types that can contain a model resource.
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/// </summary>
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@@ -44,38 +46,23 @@ public:
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/// <summary>
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/// Resizes the material slots collection. Updates meshes that were using removed slots.
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/// </summary>
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API_FUNCTION() virtual void SetupMaterialSlots(int32 slotsCount)
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{
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CHECK(slotsCount >= 0 && slotsCount < 4096);
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if (!IsVirtual() && WaitForLoaded())
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return;
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ScopeLock lock(Locker);
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const int32 prevCount = MaterialSlots.Count();
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MaterialSlots.Resize(slotsCount, false);
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// Initialize slot names
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for (int32 i = prevCount; i < slotsCount; i++)
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MaterialSlots[i].Name = String::Format(TEXT("Material {0}"), i + 1);
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}
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API_FUNCTION() virtual void SetupMaterialSlots(int32 slotsCount);
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/// <summary>
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/// Gets the material slot by the name.
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/// </summary>
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/// <param name="name">The slot name.</param>
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/// <returns>The material slot with the given name or null if cannot find it (asset may be not loaded yet).</returns>
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API_FUNCTION() MaterialSlot* GetSlot(const StringView& name)
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{
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MaterialSlot* result = nullptr;
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for (auto& slot : MaterialSlots)
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{
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if (slot.Name == name)
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{
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result = &slot;
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break;
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}
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}
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return result;
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}
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API_FUNCTION() MaterialSlot* GetSlot(const StringView& name);
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/// <summary>
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/// Gets amount of the level of details in the model.
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/// </summary>
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/// <returns>Amount of the level of details in the model.</returns>
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virtual int32 GetLODsCount() const = 0;
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/// <summary>
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/// Gets the meshes for a particular LOD index.
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/// </summary>
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virtual void GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex = 0) = 0;
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};
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@@ -137,6 +137,18 @@ Array<String> SkinnedModel::GetBlendShapes()
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return result;
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}
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ContentLoadTask* SkinnedModel::RequestLODDataAsync(int32 lodIndex)
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{
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const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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return RequestChunkDataAsync(chunkIndex);
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}
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void SkinnedModel::GetLODData(int32 lodIndex, BytesContainer& data) const
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{
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const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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GetChunkData(chunkIndex, data);
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}
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bool SkinnedModel::Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex)
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{
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return LODs[lodIndex].Intersects(ray, world, distance, normal, mesh);
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@@ -389,7 +401,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
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{
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auto& slot = MaterialSlots[materialSlotIndex];
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const auto id =slot.Material.GetID();
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const auto id = slot.Material.GetID();
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stream->Write(&id);
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stream->WriteByte(static_cast<byte>(slot.ShadowsMode));
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stream->WriteString(slot.Name, 11);
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@@ -505,14 +517,14 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
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auto& meshData = meshesData[meshIndex];
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// Vertex Buffer 0 (required)
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auto task = mesh.DownloadDataAsyncGPU(MeshBufferType::Vertex0, meshData.VB0);
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auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, meshData.VB0);
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if (task == nullptr)
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return true;
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task->Start();
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tasks.Add(task);
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// Index Buffer (required)
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task = mesh.DownloadDataAsyncGPU(MeshBufferType::Index, meshData.IB);
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task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, meshData.IB);
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if (task == nullptr)
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return true;
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task->Start();
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@@ -701,6 +713,19 @@ void SkinnedModel::SetupMaterialSlots(int32 slotsCount)
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}
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}
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int32 SkinnedModel::GetLODsCount() const
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{
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return LODs.Count();
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}
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void SkinnedModel::GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex)
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{
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auto& lod = LODs[lodIndex];
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meshes.Resize(lod.Meshes.Count());
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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meshes[meshIndex] = &lod.Meshes[meshIndex];
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}
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void SkinnedModel::InitAsVirtual()
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{
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// Init with one mesh and single bone
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@@ -723,6 +748,21 @@ void SkinnedModel::InitAsVirtual()
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BinaryAsset::InitAsVirtual();
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}
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#if USE_EDITOR
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void SkinnedModel::GetReferences(Array<Guid>& output) const
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{
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// Base
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BinaryAsset::GetReferences(output);
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for (int32 i = 0; i < MaterialSlots.Count(); i++)
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{
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output.Add(MaterialSlots[i].Material.GetID());
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}
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}
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#endif
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int32 SkinnedModel::GetMaxResidency() const
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{
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return LODs.Count();
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@@ -61,15 +61,6 @@ public:
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return LODs.HasItems();
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}
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/// <summary>
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/// Gets amount of the level of details in the model
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/// </summary>
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/// <returns>Amount of the level of details in the model</returns>
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FORCE_INLINE int32 GetLODsCount() const
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{
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return LODs.Count();
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}
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/// <summary>
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/// Gets the amount of loaded model LODs.
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/// </summary>
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@@ -184,22 +175,14 @@ public:
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/// </summary>
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/// <param name="lodIndex">Index of the LOD.</param>
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/// <returns>Task that will gather chunk data or null if already here.</returns>
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ContentLoadTask* RequestLODDataAsync(int32 lodIndex)
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{
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const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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return RequestChunkDataAsync(chunkIndex);
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}
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ContentLoadTask* RequestLODDataAsync(int32 lodIndex);
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/// <summary>
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/// Gets the model LOD data (links bytes).
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/// </summary>
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/// <param name="lodIndex">Index of the LOD.</param>
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/// <param name="data">The data (may be missing if failed to get it).</param>
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void GetLODData(int32 lodIndex, BytesContainer& data) const
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{
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const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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GetChunkData(chunkIndex, data);
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}
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void GetLODData(int32 lodIndex, BytesContainer& data) const;
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public:
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@@ -300,18 +283,11 @@ public:
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// [ModelBase]
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void SetupMaterialSlots(int32 slotsCount) override;
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int32 GetLODsCount() const override;
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void GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex = 0) override;
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void InitAsVirtual() override;
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#if USE_EDITOR
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void GetReferences(Array<Guid>& output) const override
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{
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// Base
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BinaryAsset::GetReferences(output);
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for (int32 i = 0; i < MaterialSlots.Count(); i++)
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{
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output.Add(MaterialSlots[i].Material.GetID());
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}
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}
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void GetReferences(Array<Guid>& output) const override;
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#endif
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// [StreamableResource]
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