120 lines
3.7 KiB
C++
120 lines
3.7 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "../BinaryAsset.h"
|
|
#include "Engine/Core/Collections/Array.h"
|
|
#include "Engine/Graphics/Models/MaterialSlot.h"
|
|
#include "Engine/Streaming/StreamableResource.h"
|
|
|
|
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
|
|
//
|
|
// Example:
|
|
// Chunk 0: Header
|
|
// Chunk 1: LOD0
|
|
// Chunk 2: LOD1
|
|
// ..
|
|
//
|
|
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
|
|
|
|
class MeshBase;
|
|
|
|
/// <summary>
|
|
/// Base class for asset types that can contain a model resource.
|
|
/// </summary>
|
|
API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API ModelBase : public BinaryAsset, public StreamableResource
|
|
{
|
|
DECLARE_ASSET_HEADER(ModelBase);
|
|
public:
|
|
/// <summary>
|
|
/// The Sign Distant Field (SDF) data for the model.
|
|
/// </summary>
|
|
API_STRUCT() struct SDFData
|
|
{
|
|
DECLARE_SCRIPTING_TYPE_MINIMAL(SDFData);
|
|
|
|
/// <summary>
|
|
/// The SDF volume texture (merged all meshes).
|
|
/// </summary>
|
|
API_FIELD() GPUTexture* Texture = nullptr;
|
|
|
|
/// <summary>
|
|
/// The transformation scale from model local-space to the generated SDF texture space (local-space -> uv).
|
|
/// </summary>
|
|
API_FIELD() Vector3 LocalToUVWMul;
|
|
|
|
/// <summary>
|
|
/// Amount of world-units per SDF texture voxel.
|
|
/// </summary>
|
|
API_FIELD() float WorldUnitsPerVoxel;
|
|
|
|
/// <summary>
|
|
/// The transformation offset from model local-space to the generated SDF texture space (local-space -> uv).
|
|
/// </summary>
|
|
API_FIELD() Vector3 LocalToUVWAdd;
|
|
|
|
/// <summary>
|
|
/// The maximum distance stored in the SDF texture. Used to rescale normalized SDF into world-units (in model local space).
|
|
/// </summary>
|
|
API_FIELD() float MaxDistance;
|
|
|
|
/// <summary>
|
|
/// The bounding box of the SDF texture in the model local-space.
|
|
/// </summary>
|
|
API_FIELD() Vector3 LocalBoundsMin;
|
|
|
|
/// <summary>
|
|
/// The bounding box of the SDF texture in the model local-space.
|
|
/// </summary>
|
|
API_FIELD() Vector3 LocalBoundsMax;
|
|
};
|
|
|
|
protected:
|
|
explicit ModelBase(const SpawnParams& params, const AssetInfo* info, StreamingGroup* group)
|
|
: BinaryAsset(params, info)
|
|
, StreamableResource(group)
|
|
{
|
|
}
|
|
|
|
public:
|
|
/// <summary>
|
|
/// The minimum screen size to draw this model (the bottom limit). Used to cull small models. Set to 0 to disable this feature.
|
|
/// </summary>
|
|
API_FIELD() float MinScreenSize = 0.0f;
|
|
|
|
/// <summary>
|
|
/// The list of material slots.
|
|
/// </summary>
|
|
API_FIELD(ReadOnly) Array<MaterialSlot> MaterialSlots;
|
|
|
|
/// <summary>
|
|
/// Gets the amount of the material slots used by this model asset.
|
|
/// </summary>
|
|
API_PROPERTY() int32 GetMaterialSlotsCount() const
|
|
{
|
|
return MaterialSlots.Count();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resizes the material slots collection. Updates meshes that were using removed slots.
|
|
/// </summary>
|
|
API_FUNCTION() virtual void SetupMaterialSlots(int32 slotsCount);
|
|
|
|
/// <summary>
|
|
/// Gets the material slot by the name.
|
|
/// </summary>
|
|
/// <param name="name">The slot name.</param>
|
|
/// <returns>The material slot with the given name or null if cannot find it (asset may be not loaded yet).</returns>
|
|
API_FUNCTION() MaterialSlot* GetSlot(const StringView& name);
|
|
|
|
/// <summary>
|
|
/// Gets amount of the level of details in the model.
|
|
/// </summary>
|
|
virtual int32 GetLODsCount() const = 0;
|
|
|
|
/// <summary>
|
|
/// Gets the meshes for a particular LOD index.
|
|
/// </summary>
|
|
virtual void GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex = 0) = 0;
|
|
};
|