// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #pragma once #include "Engine/Core/Math/BoundingBox.h" #include "Engine/Core/Math/BoundingSphere.h" #include "Engine/Scripting/ScriptingObject.h" #include "Engine/Renderer/RenderList.h" #include "Engine/Graphics/RenderTask.h" #include "ModelInstanceEntry.h" #include "Types.h" #include "BlendShape.h" class GPUBuffer; /// /// Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy. /// API_CLASS(NoSpawn) class FLAXENGINE_API SkinnedMesh : public PersistentScriptingObject { DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(SkinnedMesh, PersistentScriptingObject); protected: SkinnedModel* _model; int32 _index; int32 _lodIndex; int32 _materialSlotIndex; bool _use16BitIndexBuffer; BoundingBox _box; BoundingSphere _sphere; uint32 _vertices; uint32 _triangles; GPUBuffer* _vertexBuffer; GPUBuffer* _indexBuffer; mutable Array _cachedIndexBuffer; mutable Array _cachedVertexBuffer; public: SkinnedMesh(const SkinnedMesh& other) : SkinnedMesh() { #if !!BUILD_RELEASE CRASH; // Not used #endif } /// /// Finalizes an instance of the class. /// ~SkinnedMesh(); public: /// /// Gets the skinned model owning this mesh. /// /// The skinned model FORCE_INLINE SkinnedModel* GetSkinnedModel() const { return _model; } /// /// Gets the mesh index. /// /// The index FORCE_INLINE int32 GetIndex() const { return _index; } /// /// Gets the material slot index. /// /// The material slot index API_PROPERTY() FORCE_INLINE int32 GetMaterialSlotIndex() const { return _materialSlotIndex; } /// /// Sets the index of the material slot index. /// /// The value. API_PROPERTY() void SetMaterialSlotIndex(int32 value); /// /// Gets the triangle count. /// /// The triangles API_PROPERTY() FORCE_INLINE int32 GetTriangleCount() const { return _triangles; } /// /// Gets the vertex count. /// /// The vertices API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const { return _vertices; } /// /// Determines whether this mesh is initialized (has vertex and index buffers initialized). /// /// True if this instance is initialized, otherwise false. FORCE_INLINE bool IsInitialized() const { return _vertexBuffer != nullptr; } /// /// Determines whether this mesh is using 16 bit index buffer, otherwise it's 32 bit. /// /// True if this mesh is using 16 bit index buffer, otherwise 32 bit index buffer. API_PROPERTY() FORCE_INLINE bool Use16BitIndexBuffer() const { return _use16BitIndexBuffer; } /// /// Blend shapes used by this mesh. /// Array BlendShapes; public: /// /// Initializes a new instance of the class. /// /// The model. /// The model LOD index. /// The mesh index. /// The material slot index to use. /// The bounding box. /// The bounding sphere. void Init(SkinnedModel* model, int32 lodIndex, int32 index, int32 materialSlotIndex, const BoundingBox& box, const BoundingSphere& sphere); /// /// Load mesh data and Initialize GPU buffers /// /// Amount of vertices in the vertex buffer /// Amount of triangles in the index buffer /// Vertex buffer data /// Index buffer data /// True if use 16 bit indices for the index buffer (true: uint16, false: uint32). /// True if cannot load data, otherwise false. bool Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, bool use16BitIndexBuffer); /// /// Unloads the mesh data (vertex buffers and cache). The opposite to Load. /// void Unload(); public: /// /// Updates the model mesh (used by the virtual models created with Init rather than Load). /// /// The amount of vertices in the vertex buffer. /// The amount of triangles in the index buffer. /// The vertex buffer data. /// The index buffer. /// True if failed, otherwise false. FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, int32* ib) { return UpdateMesh(vertexCount, triangleCount, vb, ib, false); } /// /// Updates the model mesh (used by the virtual models created with Init rather than Load). /// /// The amount of vertices in the vertex buffer. /// The amount of triangles in the index buffer. /// The vertex buffer data. /// The index buffer. /// True if failed, otherwise false. FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, uint16* ib) { return UpdateMesh(vertexCount, triangleCount, vb, ib, true); } /// /// Updates the model mesh (used by the virtual models created with Init rather than Load). /// /// The amount of vertices in the vertex buffer. /// The amount of triangles in the index buffer. /// The vertex buffer data. /// The index buffer. /// True if index buffer uses 16-bit index buffer, otherwise 32-bit. /// True if failed, otherwise false. bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, void* ib, bool use16BitIndices); public: /// /// Sets the mesh bounds. /// /// The bounding box. void SetBounds(const BoundingBox& box) { _box = box; BoundingSphere::FromBox(box, _sphere); } /// /// Gets the box. /// /// The bounding box. API_PROPERTY() FORCE_INLINE BoundingBox GetBox() const { return _box; } /// /// Gets the sphere. /// /// The bounding sphere. API_PROPERTY() FORCE_INLINE BoundingSphere GetSphere() const { return _sphere; } public: /// /// Determines if there is an intersection between the mesh and a ray in given world /// /// The ray to test /// World to transform box /// When the method completes and returns true, contains the distance of the intersection (if any valid). /// When the method completes, contains the intersection surface normal vector (if any valid). /// True whether the two objects intersected bool Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal) const; /// /// Retrieves the eight corners of the bounding box. /// /// An array of points representing the eight corners of the bounding box. FORCE_INLINE void GetCorners(Vector3 corners[8]) const { _box.GetCorners(corners); } public: /// /// Model instance drawing packed data. /// struct DrawInfo { /// /// The instance buffer to use during model rendering /// ModelInstanceEntries* Buffer; /// /// The skinning. /// SkinnedMeshDrawData* Skinning; /// /// The blend shapes. /// BlendShapesInstance* BlendShapes; /// /// The world transformation of the model. /// Matrix* World; /// /// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating. /// GeometryDrawStateData* DrawState; /// /// The object draw modes. /// DrawPass DrawModes; /// /// The bounds of the model (used to select a proper LOD during rendering). /// BoundingSphere Bounds; /// /// The per-instance random value. /// float PerInstanceRandom; /// /// The LOD bias value. /// char LODBias; /// /// The forced LOD to use. Value -1 disables this feature. /// char ForcedLOD; }; /// /// Draws the mesh. Binds vertex and index buffers and invokes the draw call. /// /// The GPU context. void Render(GPUContext* context) const; /// /// Draws the mesh. /// /// The rendering context. /// The packed drawing info data. /// The LOD transition dither factor. void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const; public: /// /// Extract mesh buffer data from the GPU (cannot be called from the main thread!). /// /// Buffer type /// The result data /// True if failed, otherwise false bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const; /// /// Extracts mesh buffer data from the GPU in the async task. /// /// Buffer type /// The result data /// Created async task used to gather the buffer data. Task* DownloadDataAsyncGPU(MeshBufferType type, BytesContainer& result) const; /// /// Extract mesh buffer data from the CPU. /// /// Buffer type /// The result data /// True if failed, otherwise false bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const; private: // Internal bindings API_FUNCTION(NoProxy) ScriptingObject* GetParentModel(); API_FUNCTION(NoProxy) bool UpdateMeshInt(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj); API_FUNCTION(NoProxy) bool UpdateMeshUShort(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj); API_FUNCTION(NoProxy) bool DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 typeI); };