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FlaxEngine/Source/Engine/Content/Assets/SkinnedModel.h

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C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "ModelBase.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Graphics/Models/SkinnedMesh.h"
#include "Engine/Graphics/Models/SkeletonData.h"
/// <summary>
/// Represents single Level Of Detail for the skinned model. Contains a collection of the meshes.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API SkinnedModelLOD : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(SkinnedModelLOD, ScriptingObject);
friend SkinnedModel;
private:
SkinnedModel* _model = nullptr;
int32 _lodIndex = 0;
public:
/// <summary>
/// The screen size to switch LODs. Bottom limit of the model screen size to render this LOD.
/// </summary>
API_FIELD() float ScreenSize = 1.0f;
/// <summary>
/// The meshes array.
/// </summary>
API_FIELD(ReadOnly) Array<SkinnedMesh> Meshes;
/// <summary>
/// Gets the model LOD index.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetLODIndex() const
{
return _lodIndex;
}
/// <summary>
/// Determines whether any mesh has been initialized.
/// </summary>
bool HasAnyMeshInitialized() const;
public:
/// <summary>
/// Determines if there is an intersection between the Model and a Ray in given world using given instance
/// </summary>
/// <param name="ray">The ray to test</param>
/// <param name="world">World to test</param>
/// <param name="distance">When the method completes, 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>
/// <param name="mesh">Mesh, or null</param>
/// <returns>True whether the two objects intersected</returns>
bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, SkinnedMesh** mesh);
/// <summary>
/// Determines if there is an intersection between the Model and a Ray in given world using given instance
/// </summary>
/// <param name="ray">The ray to test</param>
/// <param name="transform">Instance transformation</param>
/// <param name="distance">When the method completes, 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>
/// <param name="mesh">Mesh, or null</param>
/// <returns>True whether the two objects intersected</returns>
bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal, SkinnedMesh** mesh);
/// <summary>
/// Get model bounding box in transformed world for given instance buffer
/// </summary>
/// <param name="world">World matrix</param>
/// <returns>Bounding box</returns>
BoundingBox GetBox(const Matrix& world) const;
/// <summary>
/// Get model bounding box in transformed world.
/// </summary>
/// <param name="transform">The instance transformation.</param>
/// <param name="deformation">The meshes deformation container (optional).</param>
/// <returns>Bounding box</returns>
BoundingBox GetBox(const Transform& transform, const MeshDeformation* deformation = nullptr) const;
/// <summary>
/// Get model bounding box in transformed world for given instance buffer for only one mesh
/// </summary>
/// <param name="world">World matrix</param>
/// <param name="meshIndex">esh index</param>
/// <returns>Bounding box</returns>
BoundingBox GetBox(const Matrix& world, int32 meshIndex) const;
/// <summary>
/// Gets the bounding box combined for all meshes in this model LOD.
/// </summary>
API_PROPERTY() BoundingBox GetBox() const;
/// <summary>
/// Draws the meshes. Binds vertex and index buffers and invokes the draw calls.
/// </summary>
/// <param name="context">The GPU context to draw with.</param>
FORCE_INLINE void Render(GPUContext* context)
{
for (int32 i = 0; i < Meshes.Count(); i++)
{
Meshes.Get()[i].Render(context);
}
}
/// <summary>
/// Draws all the meshes from the model LOD.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="info">The packed drawing info data.</param>
/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
FORCE_INLINE void Draw(const RenderContext& renderContext, const SkinnedMesh::DrawInfo& info, float lodDitherFactor) const
{
for (int32 i = 0; i < Meshes.Count(); i++)
{
Meshes.Get()[i].Draw(renderContext, info, lodDitherFactor);
}
}
/// <summary>
/// Draws all the meshes from the model LOD.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="info">The packed drawing info data.</param>
/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
FORCE_INLINE void Draw(const RenderContextBatch& renderContextBatch, const SkinnedMesh::DrawInfo& info, float lodDitherFactor) const
{
for (int32 i = 0; i < Meshes.Count(); i++)
{
Meshes.Get()[i].Draw(renderContextBatch, info, lodDitherFactor);
}
}
};
/// <summary>
/// Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API SkinnedModel : public ModelBase
{
DECLARE_BINARY_ASSET_HEADER(SkinnedModel, 30);
friend SkinnedMesh;
public:
// Skeleton mapping descriptor.
struct FLAXENGINE_API SkeletonMapping
{
// Target skeleton.
AssetReference<SkinnedModel> TargetSkeleton;
// Source skeleton.
AssetReference<SkinnedModel> SourceSkeleton;
// The node-to-node mapping for the fast animation sampling for the skinned model skeleton nodes. Each item is index of the source skeleton node into target skeleton node.
Span<int32> NodesMapping;
};
private:
struct SkeletonMappingData
{
AssetReference<SkinnedModel> SourceSkeleton;
Span<int32> NodesMapping;
};
Dictionary<Asset*, SkeletonMappingData> _skeletonMappingCache;
public:
/// <summary>
/// Model level of details. The first entry is the highest quality LOD0 followed by more optimized versions.
/// </summary>
API_FIELD(ReadOnly) Array<SkinnedModelLOD, FixedAllocation<MODEL_MAX_LODS>> LODs;
/// <summary>
/// The skeleton bones hierarchy.
/// </summary>
SkeletonData Skeleton;
public:
/// <summary>
/// Finalizes an instance of the <see cref="SkinnedModel"/> class.
/// </summary>
~SkinnedModel();
public:
/// <summary>
/// Determines whether any LOD has been initialized.
/// </summary>
bool HasAnyLODInitialized() const;
/// <summary>
/// Gets the skeleton nodes hierarchy.
/// </summary>
API_PROPERTY() const Array<SkeletonNode>& GetNodes() const
{
return Skeleton.Nodes;
}
/// <summary>
/// Gets the skeleton bones hierarchy.
/// </summary>
API_PROPERTY() const Array<SkeletonBone>& GetBones() const
{
return Skeleton.Bones;
}
/// <summary>
/// Finds the node with the given name.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The index of the node or -1 if not found.</returns>
API_FUNCTION() FORCE_INLINE int32 FindNode(const StringView& name) const
{
return Skeleton.FindNode(name);
}
/// <summary>
/// Finds the bone with the given name.
/// </summary>
/// <param name="name">The name of the node used by the bone.</param>
/// <returns>The index of the bone or -1 if not found.</returns>
API_FUNCTION() FORCE_INLINE int32 FindBone(const StringView& name) const
{
return FindBone(FindNode(name));
}
/// <summary>
/// Finds the bone that is using a given node index.
/// </summary>
/// <param name="nodeIndex">The index of the node.</param>
/// <returns>The index of the bone or -1 if not found.</returns>
API_FUNCTION() FORCE_INLINE int32 FindBone(int32 nodeIndex) const
{
return Skeleton.FindBone(nodeIndex);
}
/// <summary>
/// Gets the blend shapes names used by the skinned model meshes (from LOD 0 only).
/// </summary>
API_PROPERTY() Array<String> GetBlendShapes();
public:
/// <summary>
/// Gets the skeleton mapping for a given asset (animation or other skinned model). Uses identity mapping or manually created retargeting setup.
/// </summary>
/// <param name="source">The source asset (animation or other skinned model) to get mapping to its skeleton.</param>
/// <param name="autoRetarget">Enables automatic skeleton retargeting based on nodes names. Can be disabled to query existing skeleton mapping or return null if not defined.</param>
/// <returns>The skeleton mapping for the source asset into this skeleton.</returns>
SkeletonMapping GetSkeletonMapping(Asset* source, bool autoRetarget = true);
/// <summary>
/// Determines if there is an intersection between the SkinnedModel and a Ray in given world using given instance.
/// </summary>
/// <param name="ray">The ray to test</param>
/// <param name="world">World to test</param>
/// <param name="distance">When the method completes, 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>
/// <param name="mesh">Mesh, or null</param>
/// <param name="lodIndex">Level Of Detail index</param>
/// <returns>True whether the two objects intersected</returns>
bool Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex = 0);
/// <summary>
/// Determines if there is an intersection between the SkinnedModel and a Ray in given world using given instance.
/// </summary>
/// <param name="ray">The ray to test</param>
/// <param name="transform">Instance transformation</param>
/// <param name="distance">When the method completes, 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>
/// <param name="mesh">Mesh, or null</param>
/// <param name="lodIndex">Level Of Detail index</param>
/// <returns>True whether the two objects intersected</returns>
bool Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal, SkinnedMesh** mesh, int32 lodIndex = 0);
/// <summary>
/// Gets the model bounding box in custom matrix world space (rig pose transformed by matrix, not animated).
/// </summary>
/// <param name="world">The transformation matrix.</param>
/// <param name="lodIndex">The Level Of Detail index.</param>
/// <returns>The bounding box.</returns>
API_FUNCTION() BoundingBox GetBox(const Matrix& world, int32 lodIndex = 0) const;
/// <summary>
/// Gets the model bounding box in local space (rig pose, not animated).
/// </summary>
/// <param name="lodIndex">The Level Of Detail index.</param>
/// <returns>The bounding box.</returns>
API_FUNCTION() BoundingBox GetBox(int32 lodIndex = 0) const;
/// <summary>
/// Draws the meshes. Binds vertex and index buffers and invokes the draw calls.
/// </summary>
/// <param name="context">The GPU context to draw with.</param>
/// <param name="lodIndex">The Level Of Detail index.</param>
void Render(GPUContext* context, int32 lodIndex = 0)
{
LODs[lodIndex].Render(context);
}
/// <summary>
/// Draws the model.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="info">The packed drawing info data.</param>
void Draw(const RenderContext& renderContext, const SkinnedMesh::DrawInfo& info);
/// <summary>
/// Draws the model.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="info">The packed drawing info data.</param>
void Draw(const RenderContextBatch& renderContextBatch, const SkinnedMesh::DrawInfo& info);
/// <summary>
/// Setups the model LODs collection including meshes creation.
/// </summary>
/// <param name="meshesCountPerLod">The meshes count per lod array (amount of meshes per LOD).</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool SetupLODs(const Span<int32>& meshesCountPerLod);
/// <summary>
/// Setups the skinned model skeleton. Uses the same nodes layout for skeleton bones and calculates the offset matrix by auto.
/// </summary>
/// <param name="nodes">The nodes hierarchy. The first node must be a root one (with parent index equal -1).</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool SetupSkeleton(const Array<SkeletonNode>& nodes);
/// <summary>
/// Setups the skinned model skeleton.
/// </summary>
/// <param name="nodes">The nodes hierarchy. The first node must be a root one (with parent index equal -1).</param>
/// <param name="bones">The bones hierarchy.</param>
/// <param name="autoCalculateOffsetMatrix">If true then the OffsetMatrix for each bone will be auto-calculated by the engine, otherwise the provided values will be used.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool SetupSkeleton(const Array<SkeletonNode>& nodes, const Array<SkeletonBone>& bones, bool autoCalculateOffsetMatrix);
private:
/// <summary>
/// Initializes this skinned model to an empty collection of meshes. Ensure to init SkeletonData manually after the call.
/// </summary>
/// <param name="meshesCountPerLod">The meshes count per lod array (amount of meshes per LOD).</param>
/// <returns>True if failed, otherwise false.</returns>
bool Init(const Span<int32>& meshesCountPerLod);
// [ModelBase]
bool LoadMesh(MemoryReadStream& stream, byte meshVersion, MeshBase* mesh, MeshData* dataIfReadOnly) override;
bool LoadHeader(ReadStream& stream, byte& headerVersion);
#if USE_EDITOR
friend class ImportModel;
bool SaveHeader(WriteStream& stream) override;
static bool SaveHeader(WriteStream& stream, const ModelData& modelData);
bool SaveMesh(WriteStream& stream, const MeshBase* mesh) const override;
static bool SaveMesh(WriteStream& stream, const ModelData& modelData, int32 lodIndex, int32 meshIndex);
#endif
void ClearSkeletonMapping();
void OnSkeletonMappingSourceAssetUnloaded(Asset* obj);
#if USE_EDITOR
public:
// Skeleton retargeting setup (internal use only - accessed by Editor)
API_STRUCT(NoDefault) struct SkeletonRetarget
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SkeletonRetarget);
// Source asset id.
API_FIELD() Guid SourceAsset;
// Skeleton asset id to use for remapping.
API_FIELD() Guid SkeletonAsset;
// Skeleton nodes remapping table (maps this skeleton node name to other skeleton node).
API_FIELD() Dictionary<String, String> NodesMapping;
};
// Gets or sets the skeleton retarget entries (accessed in Editor only).
API_PROPERTY() const Array<SkeletonRetarget>& GetSkeletonRetargets() const { return _skeletonRetargets; }
API_PROPERTY() void SetSkeletonRetargets(const Array<SkeletonRetarget>& value) { Locker.Lock(); _skeletonRetargets = value; ClearSkeletonMapping(); Locker.Unlock(); }
private:
#else
struct SkeletonRetarget
{
Guid SourceAsset, SkeletonAsset;
Dictionary<String, String, HeapAllocation> NodesMapping;
};
#endif
Array<SkeletonRetarget> _skeletonRetargets;
public:
// [ModelBase]
uint64 GetMemoryUsage() const override;
void SetupMaterialSlots(int32 slotsCount) override;
int32 GetLODsCount() const override;
const MeshBase* GetMesh(int32 meshIndex, int32 lodIndex = 0) const override;
MeshBase* GetMesh(int32 meshIndex, int32 lodIndex = 0) override;
void GetMeshes(Array<const MeshBase*>& meshes, int32 lodIndex = 0) const override;
void GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex = 0) override;
void InitAsVirtual() override;
// [StreamableResource]
int32 GetMaxResidency() const override;
int32 GetAllocatedResidency() const override;
protected:
// [ModelBase]
LoadResult load() override;
void unload(bool isReloading) override;
AssetChunksFlag getChunksToPreload() const override;
};