149 lines
5.4 KiB
C++
149 lines
5.4 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Collections/Array.h"
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#include "Mesh.h"
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class MemoryReadStream;
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/// <summary>
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/// Represents single Level Of Detail for the model. Contains a collection of the meshes.
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/// </summary>
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API_CLASS(NoSpawn) class FLAXENGINE_API ModelLOD : public PersistentScriptingObject
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{
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DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(ModelLOD, PersistentScriptingObject);
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friend Model;
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friend Mesh;
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private:
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Model* _model = nullptr;
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uint32 _verticesCount;
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public:
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/// <summary>
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/// The screen size to switch LODs. Bottom limit of the model screen size to render this LOD.
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/// </summary>
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API_FIELD() float ScreenSize = 1.0f;
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/// <summary>
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/// The meshes array.
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/// </summary>
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API_FIELD(ReadOnly) Array<Mesh> Meshes;
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/// <summary>
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/// Determines whether any mesh has been initialized.
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/// </summary>
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/// <returns>True if any mesh has been initialized, otherwise false.</returns>
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FORCE_INLINE bool HasAnyMeshInitialized() const
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{
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// Note: we initialize all meshes at once so the last one can be used to check it.
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return Meshes.HasItems() && Meshes.Last().IsInitialized();
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}
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/// <summary>
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/// Gets the vertex count for this model LOD level.
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const
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{
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return _verticesCount;
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}
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public:
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/// <summary>
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/// Initializes the LOD from the data stream.
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/// </summary>
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/// <param name="stream">The stream.</param>
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/// <returns>True if fails, otherwise false.</returns>
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bool Load(MemoryReadStream& stream);
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/// <summary>
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/// Unloads the LOD meshes data (vertex buffers and cache). It won't dispose the meshes collection. The opposite to Load.
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/// </summary>
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void Unload();
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/// <summary>
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/// Cleanups the data.
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/// </summary>
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void Dispose();
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public:
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/// <summary>
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/// Determines if there is an intersection between the Model and a Ray in given world using given instance
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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 test</param>
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/// <param name="distance">When the method completes, 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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/// <param name="mesh">Mesh, or null</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, float& distance, Vector3& normal, Mesh** mesh);
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/// <summary>
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/// Get model bounding box in transformed world for given instance buffer
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/// </summary>
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/// <param name="world">World matrix</param>
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/// <returns>Bounding box</returns>
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BoundingBox GetBox(const Matrix& world) const;
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/// <summary>
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/// Get model bounding box in transformed world for given instance buffer for only one mesh
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/// </summary>
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/// <param name="world">World matrix</param>
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/// <param name="meshIndex">esh index</param>
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/// <returns>Bounding box</returns>
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BoundingBox GetBox(const Matrix& world, int32 meshIndex) const;
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/// <summary>
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/// Gets the bounding box combined for all meshes in this model LOD.
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/// </summary>
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API_PROPERTY() BoundingBox GetBox() const;
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/// <summary>
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/// Draws the meshes. Binds vertex and index buffers and invokes the draw calls.
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/// </summary>
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/// <param name="context">The GPU context to draw with.</param>
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FORCE_INLINE void Render(GPUContext* context)
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes[i].Render(context);
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}
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}
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/// <summary>
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/// Draws the meshes from the model LOD.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="material">The material to use for rendering.</param>
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/// <param name="world">The world transformation of the model.</param>
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/// <param name="flags">The object static flags.</param>
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/// <param name="receiveDecals">True if rendered geometry can receive decals, otherwise false.</param>
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/// <param name="drawModes">The draw passes to use for rendering this object.</param>
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/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</param>
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes[i].Draw(renderContext, material, world, flags, receiveDecals, drawModes, perInstanceRandom);
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}
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}
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/// <summary>
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/// Draws all the meshes from the model LOD.
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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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FORCE_INLINE void Draw(const RenderContext& renderContext, const Mesh::DrawInfo& info, float lodDitherFactor) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes[i].Draw(renderContext, info, lodDitherFactor);
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}
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}
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};
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