1064 lines
32 KiB
C++
1064 lines
32 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#include "SkinnedModel.h"
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#include "Animation.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Streaming/StreamingGroup.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/Models/Config.h"
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#include "Engine/Graphics/Models/MeshDeformation.h"
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#include "Engine/Graphics/Models/ModelInstanceEntry.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Content/Upgraders/SkinnedModelAssetUpgrader.h"
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#include "Engine/Debug/Exceptions/ArgumentOutOfRangeException.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/DrawCall.h"
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#if USE_EDITOR
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#include "Engine/Graphics/Models/ModelData.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#endif
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REGISTER_BINARY_ASSET_WITH_UPGRADER(SkinnedModel, "FlaxEngine.SkinnedModel", SkinnedModelAssetUpgrader, true);
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SkinnedModel::SkinnedModel(const SpawnParams& params, const AssetInfo* info)
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: ModelBase(params, info, StreamingGroups::Instance()->SkinnedModels())
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{
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}
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SkinnedModel::~SkinnedModel()
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{
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ASSERT(_skeletonMappingCache.Count() == 0);
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}
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bool SkinnedModel::HasAnyLODInitialized() const
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{
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return LODs.HasItems() && LODs.Last().HasAnyMeshInitialized();
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}
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Array<String> SkinnedModel::GetBlendShapes()
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{
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Array<String> result;
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if (LODs.HasItems())
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{
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for (auto& mesh : LODs[0].Meshes)
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{
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for (auto& blendShape : mesh.BlendShapes)
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{
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if (!result.Contains(blendShape.Name))
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result.Add(blendShape.Name);
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}
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}
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}
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return result;
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}
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SkinnedModel::SkeletonMapping SkinnedModel::GetSkeletonMapping(Asset* source, bool autoRetarget)
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{
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SkeletonMapping mapping;
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mapping.TargetSkeleton = this;
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if (WaitForLoaded() || !source || source->WaitForLoaded())
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return mapping;
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ScopeLock lock(Locker);
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SkeletonMappingData mappingData;
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if (!_skeletonMappingCache.TryGet(source, mappingData))
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{
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PROFILE_CPU();
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// Initialize the mapping
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SkeletonRetarget* retarget = nullptr;
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const Guid sourceId = source->GetID();
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for (auto& e : _skeletonRetargets)
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{
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if (e.SourceAsset == sourceId)
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{
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retarget = &e;
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break;
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}
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}
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if (!retarget && !autoRetarget)
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{
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// Skip automatic retarget
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return mapping;
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}
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const int32 nodesCount = Skeleton.Nodes.Count();
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mappingData.NodesMapping = Span<int32>((int32*)Allocator::Allocate(nodesCount * sizeof(int32)), nodesCount);
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for (int32 i = 0; i < nodesCount; i++)
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mappingData.NodesMapping[i] = -1;
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if (const auto* sourceAnim = Cast<Animation>(source))
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{
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const auto& channels = sourceAnim->Data.Channels;
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if (retarget && retarget->SkeletonAsset)
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{
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// Map retarget skeleton nodes from animation channels
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if (auto* skeleton = Content::Load<SkinnedModel>(retarget->SkeletonAsset))
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{
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const SkeletonMapping skeletonMapping = GetSkeletonMapping(skeleton);
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mappingData.SourceSkeleton = skeleton;
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if (skeletonMapping.NodesMapping.Length() == nodesCount)
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{
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const auto& nodes = skeleton->Skeleton.Nodes;
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for (int32 j = 0; j < nodesCount; j++)
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{
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if (skeletonMapping.NodesMapping[j] != -1)
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{
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const Char* nodeName = nodes[skeletonMapping.NodesMapping[j]].Name.GetText();
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for (int32 i = 0; i < channels.Count(); i++)
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{
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if (StringUtils::CompareIgnoreCase(nodeName, channels[i].NodeName.GetText()) == 0)
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{
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mappingData.NodesMapping[j] = i;
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break;
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}
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}
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}
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}
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}
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}
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else
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{
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#if !BUILD_RELEASE
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LOG(Error, "Missing asset {0} to use for skeleton mapping of {1}", retarget->SkeletonAsset, ToString());
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#endif
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return mapping;
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}
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}
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else
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{
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// Map animation channels to the skeleton nodes (by name)
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for (int32 i = 0; i < channels.Count(); i++)
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{
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const NodeAnimationData& nodeAnim = channels[i];
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for (int32 j = 0; j < nodesCount; j++)
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{
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if (StringUtils::CompareIgnoreCase(Skeleton.Nodes[j].Name.GetText(), nodeAnim.NodeName.GetText()) == 0)
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{
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mappingData.NodesMapping[j] = i;
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break;
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}
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}
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}
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}
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}
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else if (const auto* sourceModel = Cast<SkinnedModel>(source))
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{
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if (retarget)
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{
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// Use nodes retargeting
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for (const auto& e : retarget->NodesMapping)
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{
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const int32 dstIndex = Skeleton.FindNode(e.Key);
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const int32 srcIndex = sourceModel->Skeleton.FindNode(e.Value);
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if (dstIndex != -1 && srcIndex != -1)
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{
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mappingData.NodesMapping[dstIndex] = srcIndex;
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}
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}
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}
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else
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{
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// Map source skeleton nodes to the target skeleton nodes (by name)
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const auto& nodes = sourceModel->Skeleton.Nodes;
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for (int32 i = 0; i < nodes.Count(); i++)
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{
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const SkeletonNode& node = nodes[i];
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for (int32 j = 0; j < nodesCount; j++)
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{
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if (StringUtils::CompareIgnoreCase(Skeleton.Nodes[j].Name.GetText(), node.Name.GetText()) == 0)
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{
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mappingData.NodesMapping[j] = i;
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break;
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}
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}
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}
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}
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}
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else
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{
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#if !BUILD_RELEASE
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LOG(Error, "Invalid asset type {0} to use for skeleton mapping of {1}", source->GetTypeName(), ToString());
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#endif
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}
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// Add to cache
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_skeletonMappingCache.Add(source, mappingData);
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source->OnUnloaded.Bind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
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#if USE_EDITOR
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source->OnReloading.Bind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
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#endif
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}
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mapping.SourceSkeleton = mappingData.SourceSkeleton;
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mapping.NodesMapping = mappingData.NodesMapping;
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return mapping;
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}
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bool SkinnedModel::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex)
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{
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if (LODs.Count() == 0)
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return false;
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return LODs[lodIndex].Intersects(ray, world, distance, normal, mesh);
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}
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bool SkinnedModel::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex)
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{
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if (LODs.Count() == 0)
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return false;
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return LODs[lodIndex].Intersects(ray, transform, distance, normal, mesh);
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}
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BoundingBox SkinnedModel::GetBox(const Matrix& world, int32 lodIndex) const
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{
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if (LODs.Count() == 0)
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return BoundingBox::Zero;
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return LODs[lodIndex].GetBox(world);
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}
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BoundingBox SkinnedModel::GetBox(int32 lodIndex) const
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{
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if (LODs.Count() == 0)
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return BoundingBox::Zero;
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return LODs[lodIndex].GetBox();
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}
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template<typename ContextType>
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FORCE_INLINE void SkinnedModelDraw(SkinnedModel* model, const RenderContext& renderContext, const ContextType& context, const SkinnedMesh::DrawInfo& info)
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{
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ASSERT(info.Buffer);
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if (!model->CanBeRendered())
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return;
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if (!info.Buffer->IsValidFor(model))
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info.Buffer->Setup(model);
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const auto frame = Engine::FrameCount;
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const auto modelFrame = info.DrawState->PrevFrame + 1;
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// Select a proper LOD index (model may be culled)
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int32 lodIndex;
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if (info.ForcedLOD != -1)
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{
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lodIndex = info.ForcedLOD;
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}
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else
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{
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lodIndex = RenderTools::ComputeSkinnedModelLOD(model, info.Bounds.Center, (float)info.Bounds.Radius, renderContext);
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if (lodIndex == -1)
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{
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// Handling model fade-out transition
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if (modelFrame == frame && info.DrawState->PrevLOD != -1 && !renderContext.View.IsSingleFrame)
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{
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// Check if start transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(renderContext, info, normalizedProgress);
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}
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}
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return;
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}
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}
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lodIndex += info.LODBias + renderContext.View.ModelLODBias;
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lodIndex = model->ClampLODIndex(lodIndex);
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if (renderContext.View.IsSingleFrame)
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{
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}
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// Check if it's the new frame and could update the drawing state (note: model instance could be rendered many times per frame to different viewports)
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else if (modelFrame == frame)
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{
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// Check if start transition
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if (info.DrawState->PrevLOD != lodIndex && info.DrawState->LODTransition == 255)
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{
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info.DrawState->LODTransition = 0;
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}
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RenderTools::UpdateModelLODTransition(info.DrawState->LODTransition);
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// Check if end transition
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if (info.DrawState->LODTransition == 255)
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{
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info.DrawState->PrevLOD = lodIndex;
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}
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}
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// Check if there was a gap between frames in drawing this model instance
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else if (modelFrame < frame || info.DrawState->PrevLOD == -1)
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{
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// Reset state
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info.DrawState->PrevLOD = lodIndex;
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info.DrawState->LODTransition = 255;
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}
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// Draw
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if (info.DrawState->PrevLOD == lodIndex || renderContext.View.IsSingleFrame)
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{
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model->LODs.Get()[lodIndex].Draw(context, info, 0.0f);
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}
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else if (info.DrawState->PrevLOD == -1)
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{
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[lodIndex].Draw(context, info, 1.0f - normalizedProgress);
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}
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else
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{
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const auto prevLOD = model->ClampLODIndex(info.DrawState->PrevLOD);
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const float normalizedProgress = static_cast<float>(info.DrawState->LODTransition) * (1.0f / 255.0f);
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model->LODs.Get()[prevLOD].Draw(context, info, normalizedProgress);
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model->LODs.Get()[lodIndex].Draw(context, info, normalizedProgress - 1.0f);
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}
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}
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void SkinnedModel::Draw(const RenderContext& renderContext, const SkinnedMesh::DrawInfo& info)
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{
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SkinnedModelDraw(this, renderContext, renderContext, info);
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}
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void SkinnedModel::Draw(const RenderContextBatch& renderContextBatch, const SkinnedMesh::DrawInfo& info)
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{
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SkinnedModelDraw(this, renderContextBatch.GetMainContext(), renderContextBatch, info);
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}
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bool SkinnedModel::SetupLODs(const Span<int32>& meshesCountPerLod)
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{
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ScopeLock lock(Locker);
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// Validate input and state
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if (!IsVirtual())
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{
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LOG(Error, "Only virtual models can be updated at runtime.");
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return true;
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}
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return Init(meshesCountPerLod);;
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}
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bool SkinnedModel::SetupSkeleton(const Array<SkeletonNode>& nodes)
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{
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// Validate input
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if (nodes.Count() <= 0 || nodes.Count() > MAX_uint16)
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return true;
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auto model = this;
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if (!model->IsVirtual())
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return true;
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ScopeLock lock(model->Locker);
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// Setup
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model->Skeleton.Nodes = nodes;
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model->Skeleton.Bones.Resize(nodes.Count());
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for (int32 i = 0; i < nodes.Count(); i++)
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{
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auto& node = model->Skeleton.Nodes[i];
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model->Skeleton.Bones[i].ParentIndex = node.ParentIndex;
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model->Skeleton.Bones[i].LocalTransform = node.LocalTransform;
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model->Skeleton.Bones[i].NodeIndex = i;
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}
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ClearSkeletonMapping();
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// Calculate offset matrix (inverse bind pose transform) for every bone manually
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for (int32 i = 0; i < model->Skeleton.Bones.Count(); i++)
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{
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Matrix t = Matrix::Identity;
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int32 idx = model->Skeleton.Bones[i].NodeIndex;
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do
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{
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t *= model->Skeleton.Nodes[idx].LocalTransform.GetWorld();
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idx = model->Skeleton.Nodes[idx].ParentIndex;
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} while (idx != -1);
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t.Invert();
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model->Skeleton.Bones[i].OffsetMatrix = t;
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}
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return false;
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}
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bool SkinnedModel::SetupSkeleton(const Array<SkeletonNode>& nodes, const Array<SkeletonBone>& bones, bool autoCalculateOffsetMatrix)
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{
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// Validate input
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if (nodes.Count() <= 0 || nodes.Count() > MAX_uint16)
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return true;
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if (bones.Count() <= 0)
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{
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if (bones.Count() > 255)
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{
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for (auto& lod : LODs)
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{
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for (auto& mesh : lod.Meshes)
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{
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auto* vertexLayout = mesh.GetVertexLayout();
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VertexElement element = vertexLayout ? vertexLayout->FindElement(VertexElement::Types::BlendIndices) : VertexElement();
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if (element.Format == PixelFormat::R8G8B8A8_UInt)
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{
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LOG(Warning, "Cannot use more than 255 bones if skinned model uses 8-bit storage for blend indices in vertices.");
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return true;
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}
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}
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}
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}
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if (bones.Count() > MODEL_MAX_BONES_PER_MODEL)
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return true;
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}
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auto model = this;
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if (!model->IsVirtual())
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return true;
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ScopeLock lock(model->Locker);
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// Setup
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model->Skeleton.Nodes = nodes;
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model->Skeleton.Bones = bones;
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ClearSkeletonMapping();
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// Calculate offset matrix (inverse bind pose transform) for every bone manually
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if (autoCalculateOffsetMatrix)
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{
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for (int32 i = 0; i < model->Skeleton.Bones.Count(); i++)
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{
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Matrix t = Matrix::Identity;
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int32 idx = model->Skeleton.Bones[i].NodeIndex;
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do
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{
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t *= model->Skeleton.Nodes[idx].LocalTransform.GetWorld();
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idx = model->Skeleton.Nodes[idx].ParentIndex;
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} while (idx != -1);
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t.Invert();
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model->Skeleton.Bones[i].OffsetMatrix = t;
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}
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}
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return false;
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}
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bool SkinnedModel::Init(const Span<int32>& meshesCountPerLod)
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{
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if (meshesCountPerLod.IsInvalid() || meshesCountPerLod.Length() > MODEL_MAX_LODS)
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{
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Log::ArgumentOutOfRangeException();
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return true;
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}
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// Dispose previous data and disable streaming (will start data uploading tasks manually)
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StopStreaming();
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// Setup
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MaterialSlots.Resize(1);
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MinScreenSize = 0.0f;
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LODs.Resize(meshesCountPerLod.Length());
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_initialized = true;
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// Setup meshes
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for (int32 lodIndex = 0; lodIndex < meshesCountPerLod.Length(); lodIndex++)
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{
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auto& lod = LODs[lodIndex];
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lod._model = this;
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lod._lodIndex = lodIndex;
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lod.ScreenSize = 1.0f;
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const int32 meshesCount = meshesCountPerLod[lodIndex];
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if (meshesCount < 0 || meshesCount > MODEL_MAX_MESHES)
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return true;
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lod.Meshes.Resize(meshesCount);
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for (int32 meshIndex = 0; meshIndex < meshesCount; meshIndex++)
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{
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lod.Meshes[meshIndex].Link(this, lodIndex, meshIndex);
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}
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}
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// Update resource residency
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_loadedLODs = meshesCountPerLod.Length();
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ResidencyChanged();
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return false;
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}
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void BlendShape::LoadHeader(ReadStream& stream, byte headerVersion)
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{
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stream.Read(Name, 13);
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stream.Read(Weight);
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}
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void BlendShape::Load(ReadStream& stream, byte meshVersion)
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{
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UseNormals = stream.ReadBool();
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stream.ReadUint32(&MinVertexIndex);
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stream.ReadUint32(&MaxVertexIndex);
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uint32 blendShapeVertices;
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stream.ReadUint32(&blendShapeVertices);
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Vertices.Resize(blendShapeVertices);
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stream.ReadBytes(Vertices.Get(), Vertices.Count() * sizeof(BlendShapeVertex));
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}
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#if USE_EDITOR
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void BlendShape::SaveHeader(WriteStream& stream) const
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{
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stream.Write(Name, 13);
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stream.Write(Weight);
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}
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void BlendShape::Save(WriteStream& stream) const
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{
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stream.WriteBool(UseNormals);
|
|
stream.WriteUint32(MinVertexIndex);
|
|
stream.WriteUint32(MaxVertexIndex);
|
|
stream.WriteUint32(Vertices.Count());
|
|
stream.WriteBytes(Vertices.Get(), Vertices.Count() * sizeof(BlendShapeVertex));
|
|
}
|
|
|
|
#endif
|
|
|
|
bool SkinnedModel::LoadMesh(MemoryReadStream& stream, byte meshVersion, MeshBase* mesh, MeshData* dataIfReadOnly)
|
|
{
|
|
if (ModelBase::LoadMesh(stream, meshVersion, mesh, dataIfReadOnly))
|
|
return true;
|
|
static_assert(MODEL_MESH_VERSION == 2, "Update code");
|
|
auto skinnedMesh = (SkinnedMesh*)mesh;
|
|
|
|
// Blend Shapes
|
|
uint16 blendShapesCount;
|
|
stream.Read(blendShapesCount);
|
|
if (dataIfReadOnly)
|
|
{
|
|
// Skip blend shapes
|
|
BlendShape tmp;
|
|
while (blendShapesCount-- != 0)
|
|
tmp.Load(stream, meshVersion);
|
|
return false;
|
|
}
|
|
if (blendShapesCount != skinnedMesh->BlendShapes.Count())
|
|
{
|
|
LOG(Warning, "Incorrect blend shapes amount: {} (expected: {})", blendShapesCount, skinnedMesh->BlendShapes.Count());
|
|
return true;
|
|
}
|
|
for (auto& blendShape : skinnedMesh->BlendShapes)
|
|
blendShape.Load(stream, meshVersion);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SkinnedModel::LoadHeader(ReadStream& stream, byte& headerVersion)
|
|
{
|
|
if (ModelBase::LoadHeader(stream, headerVersion))
|
|
return true;
|
|
static_assert(MODEL_HEADER_VERSION == 2, "Update code");
|
|
|
|
// LODs
|
|
byte lods = stream.ReadByte();
|
|
if (lods > MODEL_MAX_LODS)
|
|
return true;
|
|
LODs.Resize(lods);
|
|
_initialized = true;
|
|
for (int32 lodIndex = 0; lodIndex < lods; lodIndex++)
|
|
{
|
|
auto& lod = LODs[lodIndex];
|
|
lod._model = this;
|
|
lod._lodIndex = lodIndex;
|
|
stream.Read(lod.ScreenSize);
|
|
|
|
// Meshes
|
|
uint16 meshesCount;
|
|
stream.Read(meshesCount);
|
|
if (meshesCount > MODEL_MAX_MESHES)
|
|
return true;
|
|
ASSERT(lodIndex == 0 || LODs[0].Meshes.Count() >= meshesCount);
|
|
lod.Meshes.Resize(meshesCount, false);
|
|
for (uint16 meshIndex = 0; meshIndex < meshesCount; meshIndex++)
|
|
{
|
|
SkinnedMesh& mesh = lod.Meshes[meshIndex];
|
|
mesh.Link(this, lodIndex, meshIndex);
|
|
|
|
// Material Slot index
|
|
int32 materialSlotIndex;
|
|
stream.Read(materialSlotIndex);
|
|
if (materialSlotIndex < 0 || materialSlotIndex >= MaterialSlots.Count())
|
|
{
|
|
LOG(Warning, "Invalid material slot index {0} for mesh {1}. Slots count: {2}.", materialSlotIndex, meshIndex, MaterialSlots.Count());
|
|
return true;
|
|
}
|
|
mesh.SetMaterialSlotIndex(materialSlotIndex);
|
|
|
|
// Bounds
|
|
BoundingBox box;
|
|
stream.Read(box);
|
|
BoundingSphere sphere;
|
|
stream.Read(sphere);
|
|
mesh.SetBounds(box, sphere);
|
|
|
|
// Blend Shapes
|
|
uint16 blendShapes;
|
|
stream.Read(blendShapes);
|
|
mesh.BlendShapes.Resize(blendShapes);
|
|
for (auto& blendShape : mesh.BlendShapes)
|
|
blendShape.LoadHeader(stream, headerVersion);
|
|
}
|
|
}
|
|
|
|
// Skeleton
|
|
{
|
|
int32 nodesCount;
|
|
stream.Read(nodesCount);
|
|
if (nodesCount < 0)
|
|
return true;
|
|
Skeleton.Nodes.Resize(nodesCount, false);
|
|
for (auto& node : Skeleton.Nodes)
|
|
{
|
|
stream.Read(node.ParentIndex);
|
|
stream.Read(node.LocalTransform);
|
|
stream.Read(node.Name, 71);
|
|
}
|
|
|
|
int32 bonesCount;
|
|
stream.Read(bonesCount);
|
|
if (bonesCount < 0)
|
|
return true;
|
|
Skeleton.Bones.Resize(bonesCount, false);
|
|
for (auto& bone : Skeleton.Bones)
|
|
{
|
|
stream.Read(bone.ParentIndex);
|
|
stream.Read(bone.NodeIndex);
|
|
stream.Read(bone.LocalTransform);
|
|
stream.Read(bone.OffsetMatrix);
|
|
}
|
|
}
|
|
|
|
// Retargeting
|
|
{
|
|
int32 entriesCount;
|
|
stream.Read(entriesCount);
|
|
_skeletonRetargets.Resize(entriesCount);
|
|
for (auto& retarget : _skeletonRetargets)
|
|
{
|
|
stream.Read(retarget.SourceAsset);
|
|
stream.Read(retarget.SkeletonAsset);
|
|
stream.Read(retarget.NodesMapping);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#if USE_EDITOR
|
|
|
|
bool SkinnedModel::SaveHeader(WriteStream& stream) const
|
|
{
|
|
if (ModelBase::SaveHeader(stream))
|
|
return true;
|
|
static_assert(MODEL_HEADER_VERSION == 2, "Update code");
|
|
|
|
// LODs
|
|
stream.Write((byte)LODs.Count());
|
|
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
|
|
{
|
|
auto& lod = LODs[lodIndex];
|
|
stream.Write(lod.ScreenSize);
|
|
|
|
// Meshes
|
|
stream.Write((uint16)lod.Meshes.Count());
|
|
for (const auto& mesh : lod.Meshes)
|
|
{
|
|
stream.Write(mesh.GetMaterialSlotIndex());
|
|
stream.Write(mesh.GetBox());
|
|
stream.Write(mesh.GetSphere());
|
|
|
|
// Blend Shapes
|
|
const int32 blendShapes = mesh.BlendShapes.Count();
|
|
stream.Write((uint16)blendShapes);
|
|
for (const auto& blendShape : mesh.BlendShapes)
|
|
blendShape.Save(stream);
|
|
}
|
|
}
|
|
|
|
// Skeleton nodes
|
|
const auto& skeletonNodes = Skeleton.Nodes;
|
|
stream.Write(skeletonNodes.Count());
|
|
for (const auto& node : skeletonNodes)
|
|
{
|
|
stream.Write(node.ParentIndex);
|
|
stream.Write(node.LocalTransform);
|
|
stream.Write(node.Name, 71);
|
|
}
|
|
|
|
// Skeleton bones
|
|
const auto& skeletonBones = Skeleton.Bones;
|
|
stream.WriteInt32(skeletonBones.Count());
|
|
for (const auto& bone : skeletonBones)
|
|
{
|
|
stream.Write(bone.ParentIndex);
|
|
stream.Write(bone.NodeIndex);
|
|
stream.Write(bone.LocalTransform);
|
|
stream.Write(bone.OffsetMatrix);
|
|
}
|
|
|
|
// Retargeting
|
|
stream.WriteInt32(_skeletonRetargets.Count());
|
|
for (const auto& retarget : _skeletonRetargets)
|
|
{
|
|
stream.Write(retarget.SourceAsset);
|
|
stream.Write(retarget.SkeletonAsset);
|
|
stream.Write(retarget.NodesMapping);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SkinnedModel::SaveHeader(WriteStream& stream, const ModelData& modelData)
|
|
{
|
|
if (ModelBase::SaveHeader(stream, modelData))
|
|
return true;
|
|
static_assert(MODEL_HEADER_VERSION == 2, "Update code");
|
|
|
|
// LODs
|
|
stream.Write((byte)modelData.LODs.Count());
|
|
for (int32 lodIndex = 0; lodIndex < modelData.LODs.Count(); lodIndex++)
|
|
{
|
|
auto& lod = modelData.LODs[lodIndex];
|
|
|
|
// Screen Size
|
|
stream.Write(lod.ScreenSize);
|
|
|
|
// Meshes
|
|
stream.Write((uint16)lod.Meshes.Count());
|
|
for (const auto& mesh : lod.Meshes)
|
|
{
|
|
BoundingBox box;
|
|
BoundingSphere sphere;
|
|
mesh->CalculateBounds(box, sphere);
|
|
stream.Write(mesh->MaterialSlotIndex);
|
|
stream.Write(box);
|
|
stream.Write(sphere);
|
|
|
|
// Blend Shapes
|
|
const int32 blendShapes = mesh->BlendShapes.Count();
|
|
stream.WriteUint16((uint16)blendShapes);
|
|
for (const auto& blendShape : mesh->BlendShapes)
|
|
blendShape.SaveHeader(stream);
|
|
}
|
|
}
|
|
|
|
// Skeleton nodes
|
|
const auto& skeletonNodes = modelData.Skeleton.Nodes;
|
|
stream.WriteInt32(skeletonNodes.Count());
|
|
for (const auto& node : skeletonNodes)
|
|
{
|
|
stream.Write(node.ParentIndex);
|
|
stream.Write(node.LocalTransform);
|
|
stream.Write(node.Name, 71);
|
|
}
|
|
|
|
// Skeleton bones
|
|
const auto& skeletonBones = modelData.Skeleton.Bones;
|
|
stream.WriteInt32(skeletonBones.Count());
|
|
for (const auto& bone : skeletonBones)
|
|
{
|
|
stream.Write(bone.ParentIndex);
|
|
stream.Write(bone.NodeIndex);
|
|
stream.Write(bone.LocalTransform);
|
|
stream.Write(bone.OffsetMatrix);
|
|
}
|
|
|
|
// Retargeting
|
|
stream.Write(0); // Empty list
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SkinnedModel::SaveMesh(WriteStream& stream, const MeshBase* mesh) const
|
|
{
|
|
if (ModelBase::SaveMesh(stream, mesh))
|
|
return true;
|
|
static_assert(MODEL_MESH_VERSION == 2, "Update code");
|
|
auto skinnedMesh = (const SkinnedMesh*)mesh;
|
|
|
|
// Blend Shapes
|
|
uint16 blendShapesCount = skinnedMesh->BlendShapes.Count();
|
|
stream.Write(blendShapesCount);
|
|
for (auto& blendShape : skinnedMesh->BlendShapes)
|
|
blendShape.Save(stream);
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SkinnedModel::SaveMesh(WriteStream& stream, const ModelData& modelData, int32 lodIndex, int32 meshIndex)
|
|
{
|
|
static_assert(MODEL_MESH_VERSION == 2, "Update code");
|
|
auto& mesh = modelData.LODs[lodIndex].Meshes[meshIndex];
|
|
|
|
// Blend Shapes
|
|
uint16 blendShapesCount = (uint16)mesh->BlendShapes.Count();
|
|
stream.Write(blendShapesCount);
|
|
for (auto& blendShape : mesh->BlendShapes)
|
|
blendShape.Save(stream);
|
|
|
|
return false;
|
|
}
|
|
|
|
#endif
|
|
|
|
void SkinnedModel::ClearSkeletonMapping()
|
|
{
|
|
for (auto& e : _skeletonMappingCache)
|
|
{
|
|
e.Key->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
|
|
#if USE_EDITOR
|
|
e.Key->OnReloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
|
|
#endif
|
|
Allocator::Free(e.Value.NodesMapping.Get());
|
|
}
|
|
_skeletonMappingCache.Clear();
|
|
}
|
|
|
|
void SkinnedModel::OnSkeletonMappingSourceAssetUnloaded(Asset* obj)
|
|
{
|
|
ScopeLock lock(Locker);
|
|
auto i = _skeletonMappingCache.Find(obj);
|
|
ASSERT(i != _skeletonMappingCache.End());
|
|
|
|
// Unlink event
|
|
obj->OnUnloaded.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
|
|
#if USE_EDITOR
|
|
obj->OnReloading.Unbind<SkinnedModel, &SkinnedModel::OnSkeletonMappingSourceAssetUnloaded>(this);
|
|
#endif
|
|
|
|
// Clear cache
|
|
Allocator::Free(i->Value.NodesMapping.Get());
|
|
_skeletonMappingCache.Remove(i);
|
|
}
|
|
|
|
uint64 SkinnedModel::GetMemoryUsage() const
|
|
{
|
|
Locker.Lock();
|
|
uint64 result = BinaryAsset::GetMemoryUsage();
|
|
result += sizeof(SkinnedModel) - sizeof(BinaryAsset);
|
|
result += Skeleton.GetMemoryUsage();
|
|
result += _skeletonMappingCache.Capacity() * sizeof(Dictionary<Asset*, Span<int32>>::Bucket);
|
|
for (const auto& e : _skeletonMappingCache)
|
|
result += e.Value.NodesMapping.Length();
|
|
Locker.Unlock();
|
|
return result;
|
|
}
|
|
|
|
void SkinnedModel::SetupMaterialSlots(int32 slotsCount)
|
|
{
|
|
ModelBase::SetupMaterialSlots(slotsCount);
|
|
|
|
// Adjust meshes indices for slots
|
|
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
|
|
{
|
|
for (int32 meshIndex = 0; meshIndex < LODs[lodIndex].Meshes.Count(); meshIndex++)
|
|
{
|
|
auto& mesh = LODs[lodIndex].Meshes[meshIndex];
|
|
if (mesh.GetMaterialSlotIndex() >= slotsCount)
|
|
mesh.SetMaterialSlotIndex(slotsCount - 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
int32 SkinnedModel::GetLODsCount() const
|
|
{
|
|
return LODs.Count();
|
|
}
|
|
|
|
const ModelLODBase* SkinnedModel::GetLOD(int32 lodIndex) const
|
|
{
|
|
CHECK_RETURN(LODs.IsValidIndex(lodIndex), nullptr);
|
|
return &LODs.Get()[lodIndex];
|
|
}
|
|
|
|
ModelLODBase* SkinnedModel::GetLOD(int32 lodIndex)
|
|
{
|
|
CHECK_RETURN(LODs.IsValidIndex(lodIndex), nullptr);
|
|
return &LODs.Get()[lodIndex];
|
|
}
|
|
|
|
const MeshBase* SkinnedModel::GetMesh(int32 meshIndex, int32 lodIndex) const
|
|
{
|
|
auto& lod = LODs[lodIndex];
|
|
return &lod.Meshes[meshIndex];
|
|
}
|
|
|
|
MeshBase* SkinnedModel::GetMesh(int32 meshIndex, int32 lodIndex)
|
|
{
|
|
auto& lod = LODs[lodIndex];
|
|
return &lod.Meshes[meshIndex];
|
|
}
|
|
|
|
void SkinnedModel::GetMeshes(Array<const MeshBase*>& meshes, int32 lodIndex) const
|
|
{
|
|
LODs[lodIndex].GetMeshes(meshes);
|
|
}
|
|
|
|
void SkinnedModel::GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex)
|
|
{
|
|
LODs[lodIndex].GetMeshes(meshes);
|
|
}
|
|
|
|
void SkinnedModel::InitAsVirtual()
|
|
{
|
|
// Init with one mesh and single bone
|
|
int32 meshesCount = 1;
|
|
Init(ToSpan(&meshesCount, 1));
|
|
ClearSkeletonMapping();
|
|
Skeleton.Dispose();
|
|
//
|
|
Skeleton.Nodes.Resize(1);
|
|
Skeleton.Nodes[0].Name = TEXT("Root");
|
|
Skeleton.Nodes[0].LocalTransform = Transform::Identity;
|
|
Skeleton.Nodes[0].ParentIndex = -1;
|
|
//
|
|
Skeleton.Bones.Resize(1);
|
|
Skeleton.Bones[0].NodeIndex = 0;
|
|
Skeleton.Bones[0].OffsetMatrix = Matrix::Identity;
|
|
Skeleton.Bones[0].LocalTransform = Transform::Identity;
|
|
Skeleton.Bones[0].ParentIndex = -1;
|
|
|
|
// Base
|
|
BinaryAsset::InitAsVirtual();
|
|
}
|
|
|
|
int32 SkinnedModel::GetMaxResidency() const
|
|
{
|
|
return LODs.Count();
|
|
}
|
|
|
|
int32 SkinnedModel::GetAllocatedResidency() const
|
|
{
|
|
return LODs.Count();
|
|
}
|
|
|
|
Asset::LoadResult SkinnedModel::load()
|
|
{
|
|
// Get header chunk
|
|
auto chunk0 = GetChunk(0);
|
|
if (chunk0 == nullptr || chunk0->IsMissing())
|
|
return LoadResult::MissingDataChunk;
|
|
MemoryReadStream headerStream(chunk0->Get(), chunk0->Size());
|
|
|
|
// Load asset data (anything but mesh contents that use streaming)
|
|
byte headerVersion;
|
|
if (LoadHeader(headerStream, headerVersion))
|
|
return LoadResult::InvalidData;
|
|
|
|
// Request resource streaming
|
|
StartStreaming(true);
|
|
|
|
return LoadResult::Ok;
|
|
}
|
|
|
|
void SkinnedModel::unload(bool isReloading)
|
|
{
|
|
ModelBase::unload(isReloading);
|
|
|
|
// Cleanup
|
|
LODs.Clear();
|
|
Skeleton.Dispose();
|
|
_skeletonRetargets.Clear();
|
|
ClearSkeletonMapping();
|
|
}
|
|
|
|
AssetChunksFlag SkinnedModel::getChunksToPreload() const
|
|
{
|
|
// Note: we don't preload any meshes here because it's done by the Streaming Manager
|
|
return GET_CHUNK_FLAG(0);
|
|
}
|
|
|
|
bool SkinnedModelLOD::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, SkinnedMesh** mesh)
|
|
{
|
|
// Check all meshes
|
|
bool result = false;
|
|
Real closest = MAX_float;
|
|
Vector3 closestNormal = Vector3::Up;
|
|
for (int32 i = 0; i < Meshes.Count(); i++)
|
|
{
|
|
// Test intersection with mesh and check if is closer than previous
|
|
Real dst;
|
|
Vector3 nrm;
|
|
if (Meshes[i].Intersects(ray, world, dst, nrm) && dst < closest)
|
|
{
|
|
result = true;
|
|
*mesh = &Meshes[i];
|
|
closest = dst;
|
|
closestNormal = nrm;
|
|
}
|
|
}
|
|
|
|
distance = closest;
|
|
normal = closestNormal;
|
|
return result;
|
|
}
|
|
|
|
bool SkinnedModelLOD::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal, SkinnedMesh** mesh)
|
|
{
|
|
// Check all meshes
|
|
bool result = false;
|
|
Real closest = MAX_float;
|
|
Vector3 closestNormal = Vector3::Up;
|
|
for (int32 i = 0; i < Meshes.Count(); i++)
|
|
{
|
|
// Test intersection with mesh and check if is closer than previous
|
|
Real dst;
|
|
Vector3 nrm;
|
|
if (Meshes[i].Intersects(ray, transform, dst, nrm) && dst < closest)
|
|
{
|
|
result = true;
|
|
*mesh = &Meshes[i];
|
|
closest = dst;
|
|
closestNormal = nrm;
|
|
}
|
|
}
|
|
|
|
distance = closest;
|
|
normal = closestNormal;
|
|
return result;
|
|
}
|
|
|
|
int32 SkinnedModelLOD::GetMeshesCount() const
|
|
{
|
|
return Meshes.Count();
|
|
}
|
|
|
|
const MeshBase* SkinnedModelLOD::GetMesh(int32 index) const
|
|
{
|
|
return Meshes.Get() + index;
|
|
}
|
|
|
|
MeshBase* SkinnedModelLOD::GetMesh(int32 index)
|
|
{
|
|
return Meshes.Get() + index;
|
|
}
|
|
|
|
void SkinnedModelLOD::GetMeshes(Array<MeshBase*>& meshes)
|
|
{
|
|
meshes.Resize(Meshes.Count());
|
|
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
|
|
meshes[meshIndex] = &Meshes.Get()[meshIndex];
|
|
}
|
|
|
|
void SkinnedModelLOD::GetMeshes(Array<const MeshBase*>& meshes) const
|
|
{
|
|
meshes.Resize(Meshes.Count());
|
|
for (int32 meshIndex = 0; meshIndex < Meshes.Count(); meshIndex++)
|
|
meshes[meshIndex] = &Meshes.Get()[meshIndex];
|
|
}
|