Add MeshBase as shared impl part for Mesh and SkinnedMesh

This commit is contained in:
Wojtek Figat
2021-03-30 17:57:53 +02:00
parent 3e1356ba2d
commit e01a0585a8
11 changed files with 272 additions and 256 deletions

View File

@@ -137,6 +137,18 @@ Array<String> SkinnedModel::GetBlendShapes()
return result;
}
ContentLoadTask* SkinnedModel::RequestLODDataAsync(int32 lodIndex)
{
const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
return RequestChunkDataAsync(chunkIndex);
}
void SkinnedModel::GetLODData(int32 lodIndex, BytesContainer& data) const
{
const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
GetChunkData(chunkIndex, data);
}
bool SkinnedModel::Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex)
{
return LODs[lodIndex].Intersects(ray, world, distance, normal, mesh);
@@ -389,7 +401,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
{
auto& slot = MaterialSlots[materialSlotIndex];
const auto id =slot.Material.GetID();
const auto id = slot.Material.GetID();
stream->Write(&id);
stream->WriteByte(static_cast<byte>(slot.ShadowsMode));
stream->WriteString(slot.Name, 11);
@@ -505,14 +517,14 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
auto& meshData = meshesData[meshIndex];
// Vertex Buffer 0 (required)
auto task = mesh.DownloadDataAsyncGPU(MeshBufferType::Vertex0, meshData.VB0);
auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, meshData.VB0);
if (task == nullptr)
return true;
task->Start();
tasks.Add(task);
// Index Buffer (required)
task = mesh.DownloadDataAsyncGPU(MeshBufferType::Index, meshData.IB);
task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, meshData.IB);
if (task == nullptr)
return true;
task->Start();
@@ -701,6 +713,19 @@ void SkinnedModel::SetupMaterialSlots(int32 slotsCount)
}
}
int32 SkinnedModel::GetLODsCount() const
{
return LODs.Count();
}
void SkinnedModel::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];
}
void SkinnedModel::InitAsVirtual()
{
// Init with one mesh and single bone
@@ -723,6 +748,21 @@ void SkinnedModel::InitAsVirtual()
BinaryAsset::InitAsVirtual();
}
#if USE_EDITOR
void SkinnedModel::GetReferences(Array<Guid>& output) const
{
// Base
BinaryAsset::GetReferences(output);
for (int32 i = 0; i < MaterialSlots.Count(); i++)
{
output.Add(MaterialSlots[i].Material.GetID());
}
}
#endif
int32 SkinnedModel::GetMaxResidency() const
{
return LODs.Count();