196 lines
8.9 KiB
C++
196 lines
8.9 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "MeshBase.h"
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#include "Types.h"
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#include "BlendShape.h"
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/// <summary>
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/// Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy.
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/// </summary>
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API_CLASS(NoSpawn) class FLAXENGINE_API SkinnedMesh : public MeshBase
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{
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(SkinnedMesh, MeshBase);
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protected:
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GPUBuffer* _vertexBuffer = nullptr;
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GPUBuffer* _indexBuffer = nullptr;
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mutable Array<byte> _cachedIndexBuffer;
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mutable Array<byte> _cachedVertexBuffer;
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mutable int32 _cachedIndexBufferCount;
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public:
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SkinnedMesh(const SkinnedMesh& other)
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: SkinnedMesh()
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{
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#if !BUILD_RELEASE
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CRASH; // Not used
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#endif
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="SkinnedMesh"/> class.
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/// </summary>
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~SkinnedMesh();
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public:
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/// <summary>
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/// Gets the skinned model owning this mesh.
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/// </summary>
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FORCE_INLINE SkinnedModel* GetSkinnedModel() const
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{
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return (SkinnedModel*)_model;
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}
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/// <summary>
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/// Determines whether this mesh is initialized (has vertex and index buffers initialized).
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/// </summary>
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FORCE_INLINE bool IsInitialized() const
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{
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return _vertexBuffer != nullptr;
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}
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/// <summary>
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/// Blend shapes used by this mesh.
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/// </summary>
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Array<BlendShape> BlendShapes;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="SkinnedMesh"/> class.
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/// </summary>
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/// <param name="model">The model.</param>
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/// <param name="lodIndex">The model LOD index.</param>
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/// <param name="index">The mesh index.</param>
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/// <param name="materialSlotIndex">The material slot index to use.</param>
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/// <param name="box">The bounding box.</param>
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/// <param name="sphere">The bounding sphere.</param>
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void Init(SkinnedModel* model, int32 lodIndex, int32 index, int32 materialSlotIndex, const BoundingBox& box, const BoundingSphere& sphere);
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/// <summary>
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/// Load mesh data and Initialize GPU buffers
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/// </summary>
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/// <param name="vertices">Amount of vertices in the vertex buffer</param>
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/// <param name="triangles">Amount of triangles in the index buffer</param>
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/// <param name="vb0">Vertex buffer data</param>
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/// <param name="ib">Index buffer data</param>
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/// <param name="use16BitIndexBuffer">True if use 16 bit indices for the index buffer (true: uint16, false: uint32).</param>
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/// <returns>True if cannot load data, otherwise false.</returns>
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bool Load(uint32 vertices, uint32 triangles, const void* vb0, const void* ib, bool use16BitIndexBuffer);
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/// <summary>
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/// Unloads the mesh data (vertex buffers and cache). The opposite to Load.
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/// </summary>
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void Unload();
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public:
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/// <summary>
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/// Updates the model mesh (used by the virtual models created with Init rather than Load).
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/// </summary>
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const int32* ib)
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{
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return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
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}
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/// <summary>
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/// Updates the model mesh (used by the virtual models created with Init rather than Load).
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/// </summary>
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const uint32* ib)
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{
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return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
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}
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/// <summary>
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/// Updates the model mesh (used by the virtual models created with Init rather than Load).
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/// </summary>
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer, clockwise order.</param>
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/// <returns>True if failed, otherwise false.</returns>
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FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const uint16* ib)
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{
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return UpdateMesh(vertexCount, triangleCount, vb, ib, true);
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}
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/// <summary>
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/// Updates the model mesh (used by the virtual models created with Init rather than Load).
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/// </summary>
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/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
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/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
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/// <param name="vb">The vertex buffer data.</param>
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/// <param name="ib">The index buffer in clockwise order.</param>
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/// <param name="use16BitIndices">True if index buffer uses 16-bit index buffer, otherwise 32-bit.</param>
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/// <returns>True if failed, otherwise false.</returns>
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bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const void* ib, bool use16BitIndices);
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public:
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/// <summary>
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/// Determines if there is an intersection between the mesh and a ray in given world
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/// </summary>
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/// <param name="ray">The ray to test</param>
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/// <param name="world">World to transform box</param>
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/// <param name="distance">When the method completes and returns true, contains the distance of the intersection (if any valid).</param>
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/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
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/// <returns>True whether the two objects intersected</returns>
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bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const;
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/// <summary>
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/// Determines if there is an intersection between the mesh and a ray in given world
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/// </summary>
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/// <param name="ray">The ray to test</param>
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/// <param name="transform">Instance transformation</param>
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/// <param name="distance">When the method completes and returns true, contains the distance of the intersection (if any valid).</param>
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/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
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/// <returns>True whether the two objects intersected</returns>
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bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const;
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public:
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/// <summary>
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/// Draws the mesh. Binds vertex and index buffers and invokes the draw call.
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/// </summary>
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/// <param name="context">The GPU context.</param>
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void Render(GPUContext* context) const;
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/// <summary>
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/// Draws the mesh.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="info">The packed drawing info data.</param>
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/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
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void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const;
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/// <summary>
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/// Draws the mesh.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="info">The packed drawing info data.</param>
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/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
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void Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& info, float lodDitherFactor) const;
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public:
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// [MeshBase]
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bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;
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Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override;
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bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const override;
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private:
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// Internal bindings
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API_FUNCTION(NoProxy) ScriptingObject* GetParentModel();
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#if !COMPILE_WITHOUT_CSHARP
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API_FUNCTION(NoProxy) bool UpdateMeshUInt(const MArray* verticesObj, const MArray* trianglesObj, const MArray* blendIndicesObj, const MArray* blendWeightsObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj);
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API_FUNCTION(NoProxy) bool UpdateMeshUShort(const MArray* verticesObj, const MArray* trianglesObj, const MArray* blendIndicesObj, const MArray* blendWeightsObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj);
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API_FUNCTION(NoProxy) MArray* DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI);
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#endif
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};
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