Files
FlaxEngine/Source/Engine/Graphics/Models/MeshBase.h
2024-12-29 23:03:09 +01:00

428 lines
14 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/BoundingBox.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Graphics/Enums.h"
#include "Engine/Graphics/Models/Types.h"
#include "Engine/Level/Types.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "Config.h"
#if MODEL_USE_PRECISE_MESH_INTERSECTS
#include "CollisionProxy.h"
#endif
struct GeometryDrawStateData;
struct RenderContext;
struct RenderContextBatch;
class Task;
class ModelBase;
class Lightmap;
class GPUBuffer;
class SkinnedMeshDrawData;
class BlendShapesInstance;
/// <summary>
/// Base class for mesh objects.
/// </summary>
API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API MeshBase : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE_MINIMAL(MeshBase);
friend class Model;
friend class SkinnedModel;
protected:
ModelBase* _model = nullptr;
BoundingBox _box = BoundingBox::Zero;
BoundingSphere _sphere = BoundingSphere::Empty;
int32 _index = 0;
int32 _lodIndex = 0;
uint32 _vertices = 0;
uint32 _triangles = 0;
int32 _materialSlotIndex = 0;
bool _use16BitIndexBuffer = false;
bool _hasBounds = false;
GPUBuffer* _vertexBuffers[3] = {};
GPUBuffer* _indexBuffer = nullptr;
mutable Array<byte> _cachedVertexBuffers[3];
mutable Array<byte> _cachedIndexBuffer;
mutable int32 _cachedIndexBufferCount = 0;
#if MODEL_USE_PRECISE_MESH_INTERSECTS
CollisionProxy _collisionProxy;
#endif
void Link(ModelBase* model, int32 lodIndex, int32 index)
{
_model = model;
_lodIndex = lodIndex;
_index = index;
}
explicit MeshBase(const SpawnParams& params)
: ScriptingObject(params)
{
}
public:
~MeshBase();
/// <summary>
/// Gets the model owning this mesh.
/// </summary>
API_PROPERTY() FORCE_INLINE ModelBase* GetModelBase() const
{
return _model;
}
/// <summary>
/// Gets the mesh parent LOD index.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetLODIndex() const
{
return _lodIndex;
}
/// <summary>
/// Gets the mesh index.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetIndex() const
{
return _index;
}
/// <summary>
/// Gets the triangle count.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetTriangleCount() const
{
return _triangles;
}
/// <summary>
/// Gets the vertex count.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const
{
return _vertices;
}
/// <summary>
/// Gets the box.
/// </summary>
API_PROPERTY() FORCE_INLINE const BoundingBox& GetBox() const
{
return _box;
}
/// <summary>
/// Gets the sphere.
/// </summary>
API_PROPERTY() FORCE_INLINE const BoundingSphere& GetSphere() const
{
return _sphere;
}
/// <summary>
/// Determines whether this mesh is using 16 bit index buffer, otherwise it's 32 bit.
/// </summary>
API_PROPERTY() FORCE_INLINE bool Use16BitIndexBuffer() const
{
return _use16BitIndexBuffer;
}
#if MODEL_USE_PRECISE_MESH_INTERSECTS
/// <summary>
/// Gets the collision proxy used by the mesh.
/// </summary>
FORCE_INLINE const CollisionProxy& GetCollisionProxy() const
{
return _collisionProxy;
}
#endif
/// <summary>
/// Determines whether this mesh is initialized (has vertex and index buffers initialized).
/// </summary>
FORCE_INLINE bool IsInitialized() const
{
return _vertexBuffers[0] != nullptr;
}
/// <summary>
/// Determines whether this mesh has a vertex colors buffer.
/// </summary>
API_PROPERTY() bool HasVertexColors() const;
/// <summary>
/// Gets the index of the material slot to use during this mesh rendering.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetMaterialSlotIndex() const
{
return _materialSlotIndex;
}
/// <summary>
/// Sets the index of the material slot to use during this mesh rendering.
/// </summary>
API_PROPERTY() void SetMaterialSlotIndex(int32 value);
/// <summary>
/// Sets the mesh bounds.
/// </summary>
/// <param name="box">The bounding box.</param>
void SetBounds(const BoundingBox& box);
/// <summary>
/// Sets the mesh bounds.
/// </summary>
/// <param name="box">The bounding box.</param>
/// <param name="sphere">The bounding sphere.</param>
void SetBounds(const BoundingBox& box, const BoundingSphere& sphere);
/// <summary>
/// Gets the index buffer.
/// </summary>
FORCE_INLINE GPUBuffer* GetIndexBuffer() const
{
return _indexBuffer;
}
/// <summary>
/// Gets the vertex buffer.
/// </summary>
/// <param name="index">The bind slot index.</param>
/// <returns>The buffer or null if not used.</returns>
FORCE_INLINE GPUBuffer* GetVertexBuffer(int32 index) const
{
return _vertexBuffers[index];
}
public:
/// <summary>
/// Initializes the mesh buffers.
/// </summary>
/// <param name="vertices">Amount of vertices in the vertex buffer.</param>
/// <param name="triangles">Amount of triangles in the index buffer.</param>
/// <param name="vbData">Array with pointers to vertex buffers initial data (layout defined by <paramref name="vertexLayout"/>).</param>
/// <param name="ibData">Pointer to index buffer data. Data is uint16 or uint32 depending on <paramref name="use16BitIndexBuffer"/> value.</param>
/// <param name="use16BitIndexBuffer">True to use 16-bit indices for the index buffer (true: uint16, false: uint32).</param>
/// <param name="vbLayout">Layout descriptors for the vertex buffers attributes (one for each vertex buffer).</param>
/// <returns>True if failed, otherwise false.</returns>
virtual bool Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<3>>& vbData, const void* ibData, bool use16BitIndexBuffer, const Array<GPUVertexLayout*, FixedAllocation<3>>& vbLayout);
/// <summary>
/// Releases the mesh data (GPU buffers and local cache).
/// </summary>
virtual void Release();
/// <summary>
/// Unloads the mesh data (vertex buffers and cache). The opposite to Load.
/// [Deprecated in v1.10]
/// </summary>
DEPRECATED("Use Release instead.") void Unload()
{
Release();
}
public:
/// <summary>
/// Updates the model mesh index buffer.
/// </summary>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="ib">The index buffer.</param>
/// <returns>True if failed, otherwise false.</returns>
FORCE_INLINE bool UpdateTriangles(uint32 triangleCount, const uint32* ib)
{
return UpdateTriangles(triangleCount, ib, false);
}
/// <summary>
/// Updates the model mesh index buffer.
/// </summary>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="ib">The index buffer.</param>
/// <returns>True if failed, otherwise false.</returns>
FORCE_INLINE bool UpdateTriangles(uint32 triangleCount, const uint16* ib)
{
return UpdateTriangles(triangleCount, ib, true);
}
/// <summary>
/// Updates the model mesh index buffer.
/// </summary>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="ib">The index buffer.</param>
/// <param name="use16BitIndices">True if index buffer uses 16-bit index buffer, otherwise 32-bit.</param>
/// <returns>True if failed, otherwise false.</returns>
bool UpdateTriangles(uint32 triangleCount, const void* ib, bool use16BitIndices);
public:
/// <summary>
/// Determines if there is an intersection between the mesh and a ray in given world.
/// </summary>
/// <param name="ray">The ray to test.</param>
/// <param name="world">The mesh instance transformation.</param>
/// <param name="distance">When the method completes and returns true, contains the distance of the intersection (if any valid).</param>
/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
/// <returns>True whether the two objects intersected, otherwise false.</returns>
bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const;
/// <summary>
/// Determines if there is an intersection between the mesh and a ray in given world
/// </summary>
/// <param name="ray">The ray to test</param>
/// <param name="transform">The mesh instance transformation.</param>
/// <param name="distance">When the method completes and returns true, contains the distance of the intersection (if any valid).</param>
/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
/// <returns>True whether the two objects intersected, otherwise false.</returns>
bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const;
public:
/// <summary>
/// Extracts mesh buffer data from a GPU. Cannot be called from the main thread.
/// </summary>
/// <param name="type">Buffer type</param>
/// <param name="result">The result data</param>
/// <returns>True if failed, otherwise false</returns>
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const;
/// <summary>
/// Extracts mesh buffer data from GPU in the async task.
/// </summary>
/// <param name="type">Buffer type</param>
/// <param name="result">The result data</param>
/// <returns>Created async task used to gather the buffer data.</returns>
Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const;
/// <summary>
/// Extract mesh buffer data from CPU. Cached internally.
/// </summary>
/// <param name="type">Buffer type</param>
/// <param name="result">The result data</param>
/// <param name="count">The amount of items inside the result buffer.</param>
/// <returns>True if failed, otherwise false</returns>
virtual bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const = 0;
public:
/// <summary>
/// Model instance drawing packed data.
/// </summary>
struct DrawInfo
{
/// <summary>
/// The instance buffer to use during model rendering.
/// </summary>
ModelInstanceEntries* Buffer;
/// <summary>
/// The world transformation of the model.
/// </summary>
Matrix* World;
/// <summary>
/// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating.
/// </summary>
GeometryDrawStateData* DrawState;
/// <summary>
/// The instance deformation utility.
/// </summary>
MeshDeformation* Deformation;
union
{
struct
{
/// <summary>
/// The skinning.
/// </summary>
SkinnedMeshDrawData* Skinning;
};
struct
{
/// <summary>
/// The lightmap.
/// </summary>
const Lightmap* Lightmap;
/// <summary>
/// The lightmap UVs.
/// </summary>
const Rectangle* LightmapUVs;
};
};
/// <summary>
/// The model instance vertex colors buffers (per-lod all meshes packed in a single allocation, array length equal to model lods count).
/// </summary>
GPUBuffer** VertexColors;
/// <summary>
/// The object static flags.
/// </summary>
StaticFlags Flags;
/// <summary>
/// The object draw modes.
/// </summary>
DrawPass DrawModes;
/// <summary>
/// The bounds of the model (used to select a proper LOD during rendering).
/// </summary>
BoundingSphere Bounds;
/// <summary>
/// The per-instance random value.
/// </summary>
float PerInstanceRandom;
/// <summary>
/// The LOD bias value.
/// </summary>
char LODBias;
/// <summary>
/// The forced LOD to use. Value -1 disables this feature.
/// </summary>
char ForcedLOD;
/// <summary>
/// The object sorting key.
/// </summary>
int8 SortOrder;
#if USE_EDITOR
float LightmapScale = -1.0f;
#endif
};
/// <summary>
/// Gets the draw call geometry for this mesh. Sets the index and vertex buffers.
/// </summary>
/// <param name="drawCall">The draw call.</param>
void GetDrawCallGeometry(struct DrawCall& drawCall) const;
/// <summary>
/// Draws the mesh. Binds vertex and index buffers and invokes the draw call.
/// </summary>
/// <param name="context">The GPU context.</param>
void Render(GPUContext* context) const;
private:
// Internal bindings
API_FUNCTION(NoProxy) ScriptingObject* GetParentModel() const;
#if !COMPILE_WITHOUT_CSHARP
API_FUNCTION(NoProxy) bool UpdateTrianglesUInt(int32 triangleCount, const MArray* trianglesObj);
API_FUNCTION(NoProxy) bool UpdateTrianglesUShort(int32 triangleCount, const MArray* trianglesObj);
#endif
};