530 lines
20 KiB
C++
530 lines
20 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "SplineModel.h"
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#include "Spline.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Matrix3x4.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Serialization/Serialization.h"
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#include "Engine/Graphics/GPUBufferDescription.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Level/Scene/SceneRendering.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Renderer/RenderList.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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#endif
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#define SPLINE_RESOLUTION 32.0f
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SplineModel::SplineModel(const SpawnParams& params)
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: ModelInstanceActor(params)
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{
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_drawCategory = SceneRendering::SceneDrawAsync;
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Model.Changed.Bind<SplineModel, &SplineModel::OnModelChanged>(this);
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Model.Loaded.Bind<SplineModel, &SplineModel::OnModelLoaded>(this);
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}
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SplineModel::~SplineModel()
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{
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SAFE_DELETE_GPU_RESOURCE(_deformationBuffer);
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if (_deformationBufferData)
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Allocator::Free(_deformationBufferData);
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}
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Transform SplineModel::GetPreTransform() const
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{
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return _preTransform;
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}
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void SplineModel::SetPreTransform(const Transform& value)
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{
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if (_preTransform == value)
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return;
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_preTransform = value;
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OnSplineUpdated();
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}
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float SplineModel::GetQuality() const
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{
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return _quality;
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}
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void SplineModel::SetQuality(float value)
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{
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value = Math::Clamp(value, 0.0f, 100.0f);
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if (Math::NearEqual(value, _quality))
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return;
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_quality = value;
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OnSplineUpdated();
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}
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float SplineModel::GetBoundsScale() const
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{
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return _boundsScale;
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}
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void SplineModel::SetBoundsScale(float value)
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{
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if (Math::NearEqual(_boundsScale, value))
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return;
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_boundsScale = value;
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OnSplineUpdated();
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}
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int32 SplineModel::GetLODBias() const
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{
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return static_cast<int32>(_lodBias);
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}
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void SplineModel::SetLODBias(int32 value)
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{
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_lodBias = static_cast<char>(Math::Clamp(value, -100, 100));
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}
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int32 SplineModel::GetForcedLOD() const
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{
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return static_cast<int32>(_forcedLod);
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}
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void SplineModel::SetForcedLOD(int32 value)
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{
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_forcedLod = static_cast<char>(Math::Clamp(value, -1, 100));
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}
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void SplineModel::OnModelChanged()
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{
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Entries.Release();
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if (Model && !Model->IsLoaded())
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{
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OnSplineUpdated();
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}
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}
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void SplineModel::OnModelLoaded()
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{
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Entries.SetupIfInvalid(Model);
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OnSplineUpdated();
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}
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void SplineModel::OnSplineUpdated()
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{
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// Skip updates when actor is disabled or something is missing
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if (!_spline || !Model || !Model->IsLoaded() || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2)
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{
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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return;
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}
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PROFILE_CPU();
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// Setup model instances over the spline segments
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const auto& keyframes = _spline->Curve.GetKeyframes();
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const int32 segments = keyframes.Count() - 1;
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const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
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const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
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const Transform splineTransform = GetTransform();
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_instances.Resize(segments, false);
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BoundingBox localModelBounds(Vector3::Maximum, Vector3::Minimum);
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{
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auto& meshes = Model->LODs[0].Meshes;
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Vector3 corners[8];
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for (int32 j = 0; j < meshes.Count(); j++)
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{
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const auto& mesh = meshes[j];
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mesh.GetBox().GetCorners(corners);
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for (int32 i = 0; i < 8; i++)
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{
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// Transform mesh corner using pre-transform but use double-precision to prevent issues when rotating model
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Vector3 tmp = corners[i] * _preTransform.Scale;
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double rotation[4] = { (double)_preTransform.Orientation.X, (double)_preTransform.Orientation.Y, (double)_preTransform.Orientation.Z, (double)_preTransform.Orientation.W };
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const double length = sqrt(rotation[0] * rotation[0] + rotation[1] * rotation[1] + rotation[2] * rotation[2] + rotation[3] * rotation[3]);
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rotation[0] /= length;
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rotation[1] /= length;
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rotation[2] /= length;
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rotation[3] /= length;
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double pos[3] = { (double)tmp.X, (double)tmp.Y, (double)tmp.Z };
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const double x = rotation[0] + rotation[0];
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const double y = rotation[1] + rotation[1];
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const double z = rotation[2] + rotation[2];
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const double wx = rotation[3] * x;
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const double wy = rotation[3] * y;
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const double wz = rotation[3] * z;
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const double xx = rotation[0] * x;
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const double xy = rotation[0] * y;
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const double xz = rotation[0] * z;
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const double yy = rotation[1] * y;
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const double yz = rotation[1] * z;
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const double zz = rotation[2] * z;
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tmp = Vector3(
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(float)(pos[0] * (1.0 - yy - zz) + pos[1] * (xy - wz) + pos[2] * (xz + wy)) + _preTransform.Translation.X,
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(float)(pos[0] * (xy + wz) + pos[1] * (1.0 - xx - zz) + pos[2] * (yz - wx)) + _preTransform.Translation.Y,
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(float)(pos[0] * (xz - wy) + pos[1] * (yz + wx) + pos[2] * (1.0 - xx - yy)) + _preTransform.Translation.Z);
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localModelBounds.Minimum = Vector3::Min(localModelBounds.Minimum, tmp);
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localModelBounds.Maximum = Vector3::Max(localModelBounds.Maximum, tmp);
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}
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}
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}
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_meshMinZ = (float)localModelBounds.Minimum.Z;
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_meshMaxZ = (float)localModelBounds.Maximum.Z;
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Transform chunkLocal, chunkWorld, leftTangent, rightTangent;
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Array<Vector3> segmentPoints;
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segmentPoints.Resize(chunksPerSegment);
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for (int32 segment = 0; segment < segments; segment++)
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{
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auto& instance = _instances[segment];
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const auto& start = keyframes[segment];
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const auto& end = keyframes[segment + 1];
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const float tangentScale = (end.Time - start.Time) / 3.0f;
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AnimationUtils::GetTangent(start.Value, start.TangentOut, tangentScale, leftTangent);
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AnimationUtils::GetTangent(end.Value, end.TangentIn, tangentScale, rightTangent);
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// Find maximum scale over the segment spline and collect the segment positions for bounds
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segmentPoints.Clear();
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segmentPoints.Add(end.Value.Translation);
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float maxScale = end.Value.Scale.GetAbsolute().MaxValue();
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for (int32 chunk = 0; chunk < chunksPerSegment; chunk++)
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{
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const float alpha = (float)chunk * chunksPerSegmentInv;
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AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, chunkLocal);
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splineTransform.LocalToWorld(chunkLocal, chunkWorld);
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segmentPoints.Add(chunkWorld.Translation);
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maxScale = Math::Max(maxScale, chunkWorld.Scale.GetAbsolute().MaxValue());
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}
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BoundingSphere::FromPoints(segmentPoints.Get(), segmentPoints.Count(), instance.Sphere);
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instance.Sphere.Radius *= maxScale * _boundsScale;
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}
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// Update deformation buffer during next drawing
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_deformationDirty = true;
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// Update bounds
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_sphere = _instances.First().Sphere;
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for (int32 i = 1; i < _instances.Count(); i++)
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BoundingSphere::Merge(_sphere, _instances[i].Sphere, _sphere);
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BoundingBox::FromSphere(_sphere, _box);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void SplineModel::UpdateDeformationBuffer()
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{
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PROFILE_CPU();
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// Deformation buffer contains precomputed matrices for each chunk of the spline segment (packed with transposed float3x4 matrix)
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_deformationDirty = false;
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if (!_deformationBuffer)
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_deformationBuffer = GPUDevice::Instance->CreateBuffer(GetName());
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const auto& keyframes = _spline->Curve.GetKeyframes();
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const int32 segments = keyframes.Count() - 1;
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const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
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const int32 count = (chunksPerSegment * segments + 1) * 3;
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const uint32 size = count * sizeof(Float4);
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if (_deformationBuffer->GetSize() != size)
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{
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if (_deformationBufferData)
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{
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Allocator::Free(_deformationBufferData);
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_deformationBufferData = nullptr;
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}
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if (_deformationBuffer->Init(GPUBufferDescription::Typed(count, PixelFormat::R32G32B32A32_Float, false, IsTransformStatic() ? GPUResourceUsage::Default : GPUResourceUsage::Dynamic)))
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{
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LOG(Error, "Failed to initialize the spline model {0} deformation buffer.", ToString());
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return;
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}
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}
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if (!_deformationBufferData)
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_deformationBufferData = Allocator::Allocate(size);
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_chunksPerSegment = (float)chunksPerSegment;
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// Update pre-calculated matrices for spline chunks
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auto ptr = (Matrix3x4*)_deformationBufferData;
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const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
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Matrix m;
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Transform transform, leftTangent, rightTangent;
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for (int32 segment = 0; segment < segments; segment++)
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{
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auto& instance = _instances[segment];
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const auto& start = keyframes[segment];
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const auto& end = keyframes[segment + 1];
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const float tangentScale = (end.Time - start.Time) / 3.0f;
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AnimationUtils::GetTangent(start.Value, start.TangentOut, tangentScale, leftTangent);
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AnimationUtils::GetTangent(end.Value, end.TangentIn, tangentScale, rightTangent);
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for (int32 chunk = 0; chunk < chunksPerSegment; chunk++)
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{
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const float alpha = (chunk == chunksPerSegment - 1) ? 1.0f : ((float)chunk * chunksPerSegmentInv);
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// Evaluate transformation at the curve
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AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, transform);
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// Apply spline direction (from position 1st derivative)
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Vector3 direction;
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AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
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direction.Normalize();
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Quaternion orientation;
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if (direction.IsZero())
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orientation = Quaternion::Identity;
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else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
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Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
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else
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Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
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transform.Orientation = orientation * transform.Orientation;
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// Write transform into deformation buffer
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transform.GetWorld(m);
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ptr->SetMatrixTranspose(m);
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ptr++;
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}
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instance.RotDeterminant = m.RotDeterminant();
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}
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// Add last transformation to prevent issues when sampling spline deformation buffer with alpha=1
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{
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const auto& start = keyframes[segments - 1];
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const auto& end = keyframes[segments];
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const float tangentScale = (end.Time - start.Time) / 3.0f;
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const float alpha = 1.0f - ZeroTolerance; // Offset to prevent zero derivative at the end of the curve
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AnimationUtils::GetTangent(start.Value, start.TangentOut, tangentScale, leftTangent);
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AnimationUtils::GetTangent(end.Value, end.TangentIn, tangentScale, rightTangent);
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AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, transform);
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Vector3 direction;
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AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
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direction.Normalize();
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Quaternion orientation;
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if (direction.IsZero())
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orientation = Quaternion::Identity;
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else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
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Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
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else
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Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
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transform.Orientation = orientation * transform.Orientation;
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transform.GetWorld(m);
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ptr->SetMatrixTranspose(m);
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}
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// Flush data with GPU
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GPUDevice::Instance->GetMainContext()->UpdateBuffer(_deformationBuffer, _deformationBufferData, size);
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// Static splines are rarely updated so release scratch memory
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if (IsTransformStatic())
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{
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Allocator::Free(_deformationBufferData);
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_deformationBufferData = nullptr;
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}
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}
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void SplineModel::OnParentChanged()
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{
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if (_spline)
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{
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_spline->SplineUpdated.Unbind<SplineModel, &SplineModel::OnSplineUpdated>(this);
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}
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// Base
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Actor::OnParentChanged();
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_spline = Cast<Spline>(_parent);
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if (_spline)
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{
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_spline->SplineUpdated.Bind<SplineModel, &SplineModel::OnSplineUpdated>(this);
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}
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OnSplineUpdated();
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}
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const Span<MaterialSlot> SplineModel::GetMaterialSlots() const
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{
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const auto model = Model.Get();
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if (model && !model->WaitForLoaded())
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return ToSpan(model->MaterialSlots);
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return Span<MaterialSlot>();
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}
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MaterialBase* SplineModel::GetMaterial(int32 entryIndex)
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{
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if (Model)
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Model->WaitForLoaded();
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else
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return nullptr;
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CHECK_RETURN(entryIndex >= 0 && entryIndex < Entries.Count(), nullptr);
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MaterialBase* material = Entries[entryIndex].Material.Get();
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if (!material)
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{
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material = Model->MaterialSlots[entryIndex].Material.Get();
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if (!material)
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material = GPUDevice::Instance->GetDefaultDeformableMaterial();
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}
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return material;
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}
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void SplineModel::UpdateBounds()
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{
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OnSplineUpdated();
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}
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bool SplineModel::HasContentLoaded() const
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{
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return (Model == nullptr || Model->IsLoaded()) && Entries.HasContentLoaded();
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}
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void SplineModel::Draw(RenderContext& renderContext)
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{
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const DrawPass actorDrawModes = DrawModes & renderContext.View.Pass;
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if (!_spline || !Model || !Model->IsLoaded() || !Model->CanBeRendered() || actorDrawModes == DrawPass::None)
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return;
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auto model = Model.Get();
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if (renderContext.View.Pass == DrawPass::GlobalSDF)
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return; // TODO: Spline Model rendering to Global SDF
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if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
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return; // TODO: Spline Model rendering to Global Surface Atlas
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if (!Entries.IsValidFor(model))
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Entries.Setup(model);
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// Build mesh deformation buffer for the whole spline
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if (_deformationDirty)
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{
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RenderContext::GPULocker.Lock();
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UpdateDeformationBuffer();
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RenderContext::GPULocker.Unlock();
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}
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// Draw all segments
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DrawCall drawCall;
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drawCall.InstanceCount = 1;
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drawCall.Deformable.SplineDeformation = _deformationBuffer;
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drawCall.Deformable.ChunksPerSegment = _chunksPerSegment;
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drawCall.Deformable.MeshMinZ = _meshMinZ;
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drawCall.Deformable.MeshMaxZ = _meshMaxZ;
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drawCall.Deformable.GeometrySize = _box.GetSize();
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drawCall.PerInstanceRandom = GetPerInstanceRandom();
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_preTransform.GetWorld(drawCall.Deformable.LocalMatrix);
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const Transform splineTransform = GetTransform();
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renderContext.View.GetWorldMatrix(splineTransform, drawCall.World);
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drawCall.ObjectPosition = drawCall.World.GetTranslation() + drawCall.Deformable.LocalMatrix.GetTranslation();
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drawCall.ObjectRadius = (float)_sphere.Radius; // TODO: use radius for the spline chunk rather than whole spline
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const float worldDeterminantSign = drawCall.World.RotDeterminant() * drawCall.Deformable.LocalMatrix.RotDeterminant();
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for (int32 segment = 0; segment < _instances.Count(); segment++)
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{
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auto& instance = _instances[segment];
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BoundingSphere instanceSphere(instance.Sphere.Center - renderContext.View.Origin, instance.Sphere.Radius);
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if (!(renderContext.View.IsCullingDisabled || renderContext.View.CullingFrustum.Intersects(instanceSphere)))
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continue;
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drawCall.Deformable.Segment = (float)segment;
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// Select a proper LOD index (model may be culled)
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int32 lodIndex;
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if (_forcedLod != -1)
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{
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lodIndex = _forcedLod;
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}
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else
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{
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lodIndex = RenderTools::ComputeModelLOD(model, instanceSphere.Center, (float)instanceSphere.Radius, renderContext);
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if (lodIndex == -1)
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continue;
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}
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lodIndex += _lodBias + renderContext.View.ModelLODBias;
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lodIndex = model->ClampLODIndex(lodIndex);
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// Draw
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const auto& lod = model->LODs[lodIndex];
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for (int32 i = 0; i < lod.Meshes.Count(); i++)
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{
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const auto mesh = &lod.Meshes[i];
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// Cache data
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const auto& entry = Entries[mesh->GetMaterialSlotIndex()];
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if (!entry.Visible || !mesh->IsInitialized())
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continue;
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const MaterialSlot& slot = model->MaterialSlots[mesh->GetMaterialSlotIndex()];
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// Select material
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MaterialBase* material = nullptr;
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if (entry.Material && entry.Material->IsLoaded())
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material = entry.Material;
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else if (slot.Material && slot.Material->IsLoaded())
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material = slot.Material;
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if (!material || !material->IsDeformable())
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material = GPUDevice::Instance->GetDefaultDeformableMaterial();
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if (!material || !material->IsDeformable())
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continue;
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// Check if skip rendering
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const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
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const auto drawModes = actorDrawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode) & material->GetDrawModes();
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if (drawModes == DrawPass::None)
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continue;
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// Submit draw call
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mesh->GetDrawCallGeometry(drawCall);
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drawCall.Material = material;
|
|
drawCall.WorldDeterminantSign = Math::FloatSelect(worldDeterminantSign * instance.RotDeterminant, 1, -1);
|
|
renderContext.List->AddDrawCall(renderContext, drawModes, _staticFlags, drawCall, entry.ReceiveDecals);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool SplineModel::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void SplineModel::Serialize(SerializeStream& stream, const void* otherObj)
|
|
{
|
|
// Base
|
|
ModelInstanceActor::Serialize(stream, otherObj);
|
|
|
|
SERIALIZE_GET_OTHER_OBJ(SplineModel);
|
|
|
|
SERIALIZE_MEMBER(Quality, _quality);
|
|
SERIALIZE_MEMBER(BoundsScale, _boundsScale);
|
|
SERIALIZE_MEMBER(LODBias, _lodBias);
|
|
SERIALIZE_MEMBER(ForcedLOD, _forcedLod);
|
|
SERIALIZE_MEMBER(PreTransform, _preTransform);
|
|
SERIALIZE(Model);
|
|
SERIALIZE(DrawModes);
|
|
|
|
stream.JKEY("Buffer");
|
|
stream.Object(&Entries, other ? &other->Entries : nullptr);
|
|
}
|
|
|
|
void SplineModel::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
|
|
{
|
|
// Base
|
|
ModelInstanceActor::Deserialize(stream, modifier);
|
|
|
|
DESERIALIZE_MEMBER(Quality, _quality);
|
|
DESERIALIZE_MEMBER(BoundsScale, _boundsScale);
|
|
DESERIALIZE_MEMBER(LODBias, _lodBias);
|
|
DESERIALIZE_MEMBER(ForcedLOD, _forcedLod);
|
|
DESERIALIZE_MEMBER(PreTransform, _preTransform);
|
|
DESERIALIZE(Model);
|
|
DESERIALIZE(DrawModes);
|
|
|
|
Entries.DeserializeIfExists(stream, "Buffer", modifier);
|
|
|
|
// [Deprecated on 07.02.2022, expires on 07.02.2024]
|
|
if (modifier->EngineBuild <= 6330)
|
|
DrawModes |= DrawPass::GlobalSDF;
|
|
// [Deprecated on 27.04.2022, expires on 27.04.2024]
|
|
if (modifier->EngineBuild <= 6331)
|
|
DrawModes |= DrawPass::GlobalSurfaceAtlas;
|
|
}
|
|
|
|
void SplineModel::OnActiveInTreeChanged()
|
|
{
|
|
// Base
|
|
ModelInstanceActor::OnActiveInTreeChanged();
|
|
|
|
OnSplineUpdated();
|
|
}
|