Пример #1
0
void DecalSet::OnWorldBoundingBoxUpdate()
{
    if (!skinned_)
    {
        if (boundingBoxDirty_)
            CalculateBoundingBox();

        worldBoundingBox_ = boundingBox_.Transformed(node_->GetWorldTransform());
    }
    else
    {
        // When using skinning, update world bounding box based on the bones
        BoundingBox worldBox;

        for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
        {
            Node* boneNode = i->node_;
            if (!boneNode)
                continue;

            // Use hitbox if available. If not, use only half of the sphere radius
            /// \todo The sphere radius should be multiplied with bone scale
            if (i->collisionMask_ & BONECOLLISION_BOX)
                worldBox.Merge(i->boundingBox_.Transformed(boneNode->GetWorldTransform()));
            else if (i->collisionMask_ & BONECOLLISION_SPHERE)
                worldBox.Merge(Sphere(boneNode->GetWorldPosition(), i->radius_ * 0.5f));
        }

        worldBoundingBox_ = worldBox;
    }
}
void BillboardSet::OnWorldBoundingBoxUpdate()
{
    unsigned enabledBillboards = 0;
    const Matrix3x4& worldTransform = node_->GetWorldTransform();
    Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
    Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
    BoundingBox worldBox;

    for (unsigned i = 0; i < billboards_.Size(); ++i)
    {
        if (!billboards_[i]->enabled_)
            continue;

        float size = INV_SQRT_TWO * (billboards_[i]->size_.x_ * billboardScale.x_ + billboards_[i]->size_.y_ * billboardScale.y_);
        Vector3 center = billboardTransform * billboards_[i]->position_;
        Vector3 edge = Vector3::ONE * size;
        worldBox.Merge(BoundingBox(center - edge, center + edge));

        ++enabledBillboards;
    }

    // Always merge the node's own position to ensure particle emitter updates continue when the relative mode is switched
    worldBox.Merge(node_->GetWorldPosition());

    worldBoundingBox_ = worldBox;
}
Пример #3
0
void BillboardSet::OnWorldBoundingBoxUpdate()
{
    unsigned enabledBillboards = 0;
    const Matrix3x4& worldTransform = node_->GetWorldTransform();
    Matrix3x4 billboardTransform = relative_ ? worldTransform : Matrix3x4::IDENTITY;
    Vector3 billboardScale = scaled_ ? worldTransform.Scale() : Vector3::ONE;
    BoundingBox worldBox;

    for (unsigned i = 0; i < billboards_.Size(); ++i)
    {
        if (!billboards_[i].enabled_)
            continue;
        
        float size = INV_SQRT_TWO * (billboards_[i].size_.x_ * billboardScale.x_ + billboards_[i].size_.y_ * billboardScale.y_);
        Vector3 center = billboardTransform * billboards_[i].position_;
        Vector3 edge = Vector3::ONE * size;
        worldBox.Merge(BoundingBox(center - edge, center + edge));
        
        ++enabledBillboards;
    }
    
    // If no billboards enabled, the bounding box is just the node's world position
    if (!enabledBillboards)
        worldBox.Merge(node_->GetWorldPosition());

    worldBoundingBox_ = worldBox;
}
//显示选中物体的包围盒
void ObjectPositionEditor::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
	EditorRoot* pEditorRoot = EditorRoot::Instance();
	DebugRenderer* debug = pEditorRoot->scene_->GetComponent<DebugRenderer>();
	if(debug == NULL)
		return;

	vector<Node*> nodes = pEditorRoot->GetUnionSelections();
	for(int i = 0;i < nodes.size();i ++)
	{
		Node* node = nodes[i];
		if(node->GetComponent<Skybox>() != NULL)
			continue;

		debug->AddNode(node,1.0f,false);

		const Vector<SharedPtr<Component> >& components = node->GetComponents();
		for(int j = 0;j < node->GetNumComponents();j ++)
		{
			Drawable* drawable = dynamic_cast<Drawable*>(components[j].Get());
			if(drawable != NULL)
			{
				debug->AddBoundingBox(drawable->GetWorldBoundingBox(),Color::WHITE,true);
			}
		}
	}

	//计算总的
	if(nodes.size() > 1)
	{
		BoundingBox allBox;
		for(int i = 0;i < nodes.size();i ++)
		{
			Node* node = nodes[i];
			if(node->GetComponent<Skybox>() != NULL)
				continue;

			const Vector<SharedPtr<Component> >& components = node->GetComponents();
			for(int j = 0;j < node->GetNumComponents();j ++)
			{
				Drawable* drawable = dynamic_cast<Drawable*>(components[j].Get());
				if(drawable != NULL)
				{
					allBox.Merge(drawable->GetWorldBoundingBox());
				}
			}
		}

		debug->AddBoundingBox(allBox,Color::BLUE,true);
	}

	if(CurrentHoverObject != NULL)
	{
		CurrentHoverObject->DrawDebugGeometry(debug,false);
	}
}
Пример #5
0
 BoundingBox Camera::GetViewBox(const Frustum* frustum, const Scene* scene, bool receivers, bool casters)
 {
     BoundingBox result;
     std::vector<SceneNode*> visibles;
     scene->GetVisibleNodes(frustum, visibles);
     for (auto& visible : visibles)
     {
         auto material = visible->GetMaterial().get();
         if (!material) continue;
         if ((receivers && material->ReceiveShadows()) || (casters && material->CastShadow()))
         {
             BoundingBox bb(visible->GetWorldBoundingBox());
             result.Merge(bb);
         }
     }
     return result;
 }
Пример #6
0
void StaticModelGroup::OnWorldBoundingBoxUpdate()
{
    // Update transforms and bounding box at the same time to have to go through the objects only once
    unsigned index = 0;

    BoundingBox worldBox;

    for (unsigned i = 0; i < instanceNodes_.Size(); ++i)
    {
        Node* node = instanceNodes_[i];
        if (!node || !node->IsEnabled())
            continue;
        
        const Matrix3x4& worldTransform = node->GetWorldTransform();
        worldTransforms_[index++] = worldTransform;
        worldBox.Merge(boundingBox_.Transformed(worldTransform));
    }
    
    worldBoundingBox_ = worldBox;

    // Store the amount of valid instances we found instead of resizing worldTransforms_. This is because this function may be 
    // called from multiple worker threads simultaneously
    numWorldTransforms_ = index;
}
Пример #7
0
void Terrain::CreatePatchGeometry(TerrainPatch* patch)
{
    URHO3D_PROFILE(CreatePatchGeometry);

    unsigned row = (unsigned)(patchSize_ + 1);
    VertexBuffer* vertexBuffer = patch->GetVertexBuffer();
    Geometry* geometry = patch->GetGeometry();
    Geometry* maxLodGeometry = patch->GetMaxLodGeometry();
    Geometry* occlusionGeometry = patch->GetOcclusionGeometry();

    if (vertexBuffer->GetVertexCount() != row * row)
        vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);

    SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]);
    SharedArrayPtr<unsigned char> occlusionCpuVertexData(new unsigned char[row * row * sizeof(Vector3)]);

    float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount());
    float* positionData = (float*)cpuVertexData.Get();
    float* occlusionData = (float*)occlusionCpuVertexData.Get();
    BoundingBox box;

    unsigned occlusionLevel = occlusionLodLevel_;
    if (occlusionLevel > numLodLevels_ - 1)
        occlusionLevel = numLodLevels_ - 1;

    if (vertexData)
    {
        const IntVector2& coords = patch->GetCoordinates();
        int lodExpand = (1 << (occlusionLevel)) - 1;
        int halfLodExpand = (1 << (occlusionLevel)) / 2;
        
        for (int z = 0; z <= patchSize_; ++z)
        {
            for (int x = 0; x <= patchSize_; ++x)
            {
                int xPos = coords.x_ * patchSize_ + x;
                int zPos = coords.y_ * patchSize_ + z;

                // Position
                Vector3 position((float)x * spacing_.x_, GetRawHeight(xPos, zPos), (float)z * spacing_.z_);
                *vertexData++ = position.x_;
                *vertexData++ = position.y_;
                *vertexData++ = position.z_;
                *positionData++ = position.x_;
                *positionData++ = position.y_;
                *positionData++ = position.z_;

                box.Merge(position);
                
                // For vertices that are part of the occlusion LOD, calculate the minimum height in the neighborhood
                // to prevent false positive occlusion due to inaccuracy between occlusion LOD & visible LOD
                float minHeight = position.y_;
                if (halfLodExpand > 0 && (x & lodExpand) == 0 && (z & lodExpand) == 0)
                {
                    int minX = Max(xPos - halfLodExpand, 0);
                    int maxX = Min(xPos + halfLodExpand, numVertices_.x_ - 1);
                    int minZ = Max(zPos - halfLodExpand, 0);
                    int maxZ = Min(zPos + halfLodExpand, numVertices_.y_ - 1);
                    for (int nZ = minZ; nZ <= maxZ; ++nZ)
                    {
                        for (int nX = minX; nX <= maxX; ++nX)
                            minHeight = Min(minHeight, GetRawHeight(nX, nZ));
                    }
                }
                *occlusionData++ = position.x_;
                *occlusionData++ = minHeight;
                *occlusionData++ = position.z_;

                // Normal
                Vector3 normal = GetRawNormal(xPos, zPos);
                *vertexData++ = normal.x_;
                *vertexData++ = normal.y_;
                *vertexData++ = normal.z_;

                // Texture coordinate
                Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_);
                *vertexData++ = texCoord.x_;
                *vertexData++ = texCoord.y_;

                // Tangent
                Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized();
                *vertexData++ = xyz.x_;
                *vertexData++ = xyz.y_;
                *vertexData++ = xyz.z_;
                *vertexData++ = 1.0f;
            }
        }

        vertexBuffer->Unlock();
        vertexBuffer->ClearDataLost();
    }

    patch->SetBoundingBox(box);

    if (drawRanges_.Size())
    {
        unsigned occlusionDrawRange = occlusionLevel << 4;

        geometry->SetIndexBuffer(indexBuffer_);
        geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
        geometry->SetRawVertexData(cpuVertexData, MASK_POSITION);
        maxLodGeometry->SetIndexBuffer(indexBuffer_);
        maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
        maxLodGeometry->SetRawVertexData(cpuVertexData, MASK_POSITION);
        occlusionGeometry->SetIndexBuffer(indexBuffer_);
        occlusionGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[occlusionDrawRange].first_, drawRanges_[occlusionDrawRange].second_, false);
        occlusionGeometry->SetRawVertexData(occlusionCpuVertexData, MASK_POSITION);
    }

    patch->ResetLod();
}
Пример #8
0
void LoadMesh(const String& inputFileName, bool generateTangents, bool splitSubMeshes, bool exportMorphs)
{
    File meshFileSource(context_);
    meshFileSource.Open(inputFileName);
    if (!meshFile_->Load(meshFileSource))
        ErrorExit("Could not load input file " + inputFileName);

    XMLElement root = meshFile_->GetRoot("mesh");
    XMLElement subMeshes = root.GetChild("submeshes");
    XMLElement skeletonLink = root.GetChild("skeletonlink");
    if (root.IsNull())
        ErrorExit("Could not load input file " + inputFileName);

    String skeletonName = skeletonLink.GetAttribute("name");
    if (!skeletonName.Empty())
        LoadSkeleton(GetPath(inputFileName) + GetFileName(skeletonName) + ".skeleton.xml");

    // Check whether there's benefit of avoiding 32bit indices by splitting each submesh into own buffer
    XMLElement subMesh = subMeshes.GetChild("submesh");
    unsigned totalVertices = 0;
    unsigned maxSubMeshVertices = 0;
    while (subMesh)
    {
        materialNames_.Push(subMesh.GetAttribute("material"));
        XMLElement geometry = subMesh.GetChild("geometry");
        if (geometry)
        {
            unsigned vertices = geometry.GetInt("vertexcount");
            totalVertices += vertices;
            if (maxSubMeshVertices < vertices)
                maxSubMeshVertices = vertices;
        }
        ++numSubMeshes_;

        subMesh = subMesh.GetNext("submesh");
    }

    XMLElement sharedGeometry = root.GetChild("sharedgeometry");
    if (sharedGeometry)
    {
        unsigned vertices = sharedGeometry.GetInt("vertexcount");
        totalVertices += vertices;
        if (maxSubMeshVertices < vertices)
            maxSubMeshVertices = vertices;
    }

    if (!sharedGeometry && (splitSubMeshes || (totalVertices > 65535 && maxSubMeshVertices <= 65535)))
    {
        useOneBuffer_ = false;
        vertexBuffers_.Resize(numSubMeshes_);
        indexBuffers_.Resize(numSubMeshes_);
    }
    else
    {
        vertexBuffers_.Resize(1);
        indexBuffers_.Resize(1);
    }

    subMesh = subMeshes.GetChild("submesh");
    unsigned indexStart = 0;
    unsigned vertexStart = 0;
    unsigned subMeshIndex = 0;

    PODVector<unsigned> vertexStarts;
    vertexStarts.Resize(numSubMeshes_);

    while (subMesh)
    {
        XMLElement geometry = subMesh.GetChild("geometry");
        XMLElement faces = subMesh.GetChild("faces");

        // If no submesh vertexbuffer, process the shared geometry, but do it only once
        unsigned vertices = 0;
        if (!geometry)
        {
            vertexStart = 0;
            if (!subMeshIndex)
                geometry = root.GetChild("sharedgeometry");
        }

        if (geometry)
            vertices = geometry.GetInt("vertexcount");

        ModelSubGeometryLodLevel subGeometryLodLevel;
        ModelVertexBuffer* vBuf;
        ModelIndexBuffer* iBuf;

        if (useOneBuffer_)
        {
            vBuf = &vertexBuffers_[0];
            if (vertices)
                vBuf->vertices_.Resize(vertexStart + vertices);
            iBuf = &indexBuffers_[0];

            subGeometryLodLevel.vertexBuffer_ = 0;
            subGeometryLodLevel.indexBuffer_ = 0;
        }
        else
        {
            vertexStart = 0;
            indexStart = 0;

            vBuf = &vertexBuffers_[subMeshIndex];
            vBuf->vertices_.Resize(vertices);
            iBuf = &indexBuffers_[subMeshIndex];

            subGeometryLodLevel.vertexBuffer_ = subMeshIndex;
            subGeometryLodLevel.indexBuffer_ = subMeshIndex;
        }

        // Store the start vertex for later use
        vertexStarts[subMeshIndex] = vertexStart;

        // Ogre may have multiple buffers in one submesh. These will be merged into one
        XMLElement bufferDef;
        if (geometry)
            bufferDef = geometry.GetChild("vertexbuffer");

        while (bufferDef)
        {
            if (bufferDef.HasAttribute("positions"))
                vBuf->elementMask_ |= MASK_POSITION;
            if (bufferDef.HasAttribute("normals"))
                vBuf->elementMask_ |= MASK_NORMAL;
            if (bufferDef.HasAttribute("texture_coords"))
            {
                vBuf->elementMask_ |= MASK_TEXCOORD1;
                if (bufferDef.GetInt("texture_coords") > 1)
                    vBuf->elementMask_ |= MASK_TEXCOORD2;
            }

            unsigned vertexNum = vertexStart;
            if (vertices)
            {
                XMLElement vertex = bufferDef.GetChild("vertex");
                while (vertex)
                {
                    XMLElement position = vertex.GetChild("position");
                    if (position)
                    {
                        // Convert from right- to left-handed
                        float x = position.GetFloat("x");
                        float y = position.GetFloat("y");
                        float z = position.GetFloat("z");
                        Vector3 vec(x, y, -z);

                        vBuf->vertices_[vertexNum].position_ = vec;
                        boundingBox_.Merge(vec);
                    }
                    XMLElement normal = vertex.GetChild("normal");
                    if (normal)
                    {
                        // Convert from right- to left-handed
                        float x = normal.GetFloat("x");
                        float y = normal.GetFloat("y");
                        float z = normal.GetFloat("z");
                        Vector3 vec(x, y, -z);

                        vBuf->vertices_[vertexNum].normal_ = vec;
                    }
                    XMLElement uv = vertex.GetChild("texcoord");
                    if (uv)
                    {
                        float x = uv.GetFloat("u");
                        float y = uv.GetFloat("v");
                        Vector2 vec(x, y);

                        vBuf->vertices_[vertexNum].texCoord1_ = vec;

                        if (vBuf->elementMask_ & MASK_TEXCOORD2)
                        {
                            uv = uv.GetNext("texcoord");
                            if (uv)
                            {
                                float x = uv.GetFloat("u");
                                float y = uv.GetFloat("v");
                                Vector2 vec(x, y);

                                vBuf->vertices_[vertexNum].texCoord2_ = vec;
                            }
                        }
                    }

                    vertexNum++;
                    vertex = vertex.GetNext("vertex");
                }
            }

            bufferDef = bufferDef.GetNext("vertexbuffer");
        }

        unsigned triangles = faces.GetInt("count");
        unsigned indices = triangles * 3;

        XMLElement triangle = faces.GetChild("face");
        while (triangle)
        {
            unsigned v1 = triangle.GetInt("v1");
            unsigned v2 = triangle.GetInt("v2");
            unsigned v3 = triangle.GetInt("v3");
            iBuf->indices_.Push(v3 + vertexStart);
            iBuf->indices_.Push(v2 + vertexStart);
            iBuf->indices_.Push(v1 + vertexStart);
            triangle = triangle.GetNext("face");
        }

        subGeometryLodLevel.indexStart_ = indexStart;
        subGeometryLodLevel.indexCount_ = indices;
        if (vertexStart + vertices > 65535)
            iBuf->indexSize_ = sizeof(unsigned);

        XMLElement boneAssignments = subMesh.GetChild("boneassignments");
        if (bones_.Size())
        {
            if (boneAssignments)
            {
                XMLElement boneAssignment = boneAssignments.GetChild("vertexboneassignment");
                while (boneAssignment)
                {
                    unsigned vertex = boneAssignment.GetInt("vertexindex") + vertexStart;
                    unsigned bone = boneAssignment.GetInt("boneindex");
                    float weight = boneAssignment.GetFloat("weight");

                    BoneWeightAssignment assign;
                    assign.boneIndex_ = bone;
                    assign.weight_ = weight;
                    // Source data might have 0 weights. Disregard these
                    if (assign.weight_ > 0.0f)
                    {
                        subGeometryLodLevel.boneWeights_[vertex].Push(assign);

                        // Require skinning weight to be sufficiently large before vertex contributes to bone hitbox
                        if (assign.weight_ > 0.33f)
                        {
                            // Check distance of vertex from bone to get bone max. radius information
                            Vector3 bonePos = bones_[bone].derivedPosition_;
                            Vector3 vertexPos = vBuf->vertices_[vertex].position_;
                            float distance = (bonePos - vertexPos).Length();
                            if (distance > bones_[bone].radius_)
                            {
                                bones_[bone].collisionMask_ |= 1;
                                bones_[bone].radius_ = distance;
                            }
                            // Build the hitbox for the bone
                            bones_[bone].boundingBox_.Merge(bones_[bone].inverseWorldTransform_ * (vertexPos));
                            bones_[bone].collisionMask_ |= 2;
                        }
                    }
                    boneAssignment = boneAssignment.GetNext("vertexboneassignment");
                }
            }

            if ((subGeometryLodLevel.boneWeights_.Size()) && bones_.Size())
            {
                vBuf->elementMask_ |= MASK_BLENDWEIGHTS | MASK_BLENDINDICES;
                bool sorted = false;

                // If amount of bones is larger than supported by HW skinning, must remap per submesh
                if (bones_.Size() > maxBones_)
                {
                    HashMap<unsigned, unsigned> usedBoneMap;
                    unsigned remapIndex = 0;
                    for (HashMap<unsigned, PODVector<BoneWeightAssignment> >::Iterator i =
                                subGeometryLodLevel.boneWeights_.Begin(); i != subGeometryLodLevel.boneWeights_.End(); ++i)
                    {
                        // Sort the bone assigns by weight
                        Sort(i->second_.Begin(), i->second_.End(), CompareWeights);

                        // Use only the first 4 weights
                        for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j)
                        {
                            unsigned originalIndex = i->second_[j].boneIndex_;
                            if (!usedBoneMap.Contains(originalIndex))
                            {
                                usedBoneMap[originalIndex] = remapIndex;
                                remapIndex++;
                            }
                            i->second_[j].boneIndex_ = usedBoneMap[originalIndex];
                        }
                    }

                    // If still too many bones in one subgeometry, error
                    if (usedBoneMap.Size() > maxBones_)
                        ErrorExit("Too many bones (limit " + String(maxBones_) + ") in submesh " + String(subMeshIndex + 1));

                    // Write mapping of vertex buffer bone indices to original bone indices
                    subGeometryLodLevel.boneMapping_.Resize(usedBoneMap.Size());
                    for (HashMap<unsigned, unsigned>::Iterator j = usedBoneMap.Begin(); j != usedBoneMap.End(); ++j)
                        subGeometryLodLevel.boneMapping_[j->second_] = j->first_;

                    sorted = true;
                }

                for (HashMap<unsigned, PODVector<BoneWeightAssignment> >::Iterator i = subGeometryLodLevel.boneWeights_.Begin();
                        i != subGeometryLodLevel.boneWeights_.End(); ++i)
                {
                    // Sort the bone assigns by weight, if not sorted yet in bone remapping pass
                    if (!sorted)
                        Sort(i->second_.Begin(), i->second_.End(), CompareWeights);

                    float totalWeight = 0.0f;
                    float normalizationFactor = 0.0f;

                    // Calculate normalization factor in case there are more than 4 blend weights, or they do not add up to 1
                    for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j)
                        totalWeight += i->second_[j].weight_;
                    if (totalWeight > 0.0f)
                        normalizationFactor = 1.0f / totalWeight;

                    for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j)
                    {
                        vBuf->vertices_[i->first_].blendIndices_[j] = i->second_[j].boneIndex_;
                        vBuf->vertices_[i->first_].blendWeights_[j] = i->second_[j].weight_ * normalizationFactor;
                    }

                    // If there are less than 4 blend weights, fill rest with zero
                    for (unsigned j = i->second_.Size(); j < 4; ++j)
                    {
                        vBuf->vertices_[i->first_].blendIndices_[j] = 0;
                        vBuf->vertices_[i->first_].blendWeights_[j] = 0.0f;
                    }

                    vBuf->vertices_[i->first_].hasBlendWeights_ = true;
                }
            }
        }
        else if (boneAssignments)
            PrintLine("No skeleton loaded, skipping skinning information");

        // Calculate center for the subgeometry
        Vector3 center = Vector3::ZERO;
        for (unsigned i = 0; i < iBuf->indices_.Size(); i += 3)
        {
            center += vBuf->vertices_[iBuf->indices_[i]].position_;
            center += vBuf->vertices_[iBuf->indices_[i + 1]].position_;
            center += vBuf->vertices_[iBuf->indices_[i + 2]].position_;
        }
        if (iBuf->indices_.Size())
            center /= (float)iBuf->indices_.Size();
        subGeometryCenters_.Push(center);

        indexStart += indices;
        vertexStart += vertices;

        OptimizeIndices(&subGeometryLodLevel, vBuf, iBuf);

        PrintLine("Processed submesh " + String(subMeshIndex + 1) + ": " + String(vertices) + " vertices " +
                  String(triangles) + " triangles");
        Vector<ModelSubGeometryLodLevel> thisSubGeometry;
        thisSubGeometry.Push(subGeometryLodLevel);
        subGeometries_.Push(thisSubGeometry);

        subMesh = subMesh.GetNext("submesh");
        subMeshIndex++;
    }

    // Process LOD levels, if any
    XMLElement lods = root.GetChild("levelofdetail");
    if (lods)
    {
        try
        {
            // For now, support only generated LODs, where the vertices are the same
            XMLElement lod = lods.GetChild("lodgenerated");
            while (lod)
            {
                float distance = M_EPSILON;
                if (lod.HasAttribute("fromdepthsquared"))
                    distance = sqrtf(lod.GetFloat("fromdepthsquared"));
                if (lod.HasAttribute("value"))
                    distance = lod.GetFloat("value");
                XMLElement lodSubMesh = lod.GetChild("lodfacelist");
                while (lodSubMesh)
                {
                    unsigned subMeshIndex = lodSubMesh.GetInt("submeshindex");
                    unsigned triangles = lodSubMesh.GetInt("numfaces");

                    ModelSubGeometryLodLevel newLodLevel;
                    ModelSubGeometryLodLevel& originalLodLevel = subGeometries_[subMeshIndex][0];

                    // Copy all initial values
                    newLodLevel = originalLodLevel;

                    ModelVertexBuffer* vBuf;
                    ModelIndexBuffer* iBuf;

                    if (useOneBuffer_)
                    {
                        vBuf = &vertexBuffers_[0];
                        iBuf = &indexBuffers_[0];
                    }
                    else
                    {
                        vBuf = &vertexBuffers_[subMeshIndex];
                        iBuf = &indexBuffers_[subMeshIndex];
                    }

                    unsigned indexStart = iBuf->indices_.Size();
                    unsigned indexCount = triangles * 3;
                    unsigned vertexStart = vertexStarts[subMeshIndex];

                    newLodLevel.distance_ = distance;
                    newLodLevel.indexStart_ = indexStart;
                    newLodLevel.indexCount_ = indexCount;

                    // Append indices to the original index buffer
                    XMLElement triangle = lodSubMesh.GetChild("face");
                    while (triangle)
                    {
                        unsigned v1 = triangle.GetInt("v1");
                        unsigned v2 = triangle.GetInt("v2");
                        unsigned v3 = triangle.GetInt("v3");
                        iBuf->indices_.Push(v3 + vertexStart);
                        iBuf->indices_.Push(v2 + vertexStart);
                        iBuf->indices_.Push(v1 + vertexStart);
                        triangle = triangle.GetNext("face");
                    }

                    OptimizeIndices(&newLodLevel, vBuf, iBuf);

                    subGeometries_[subMeshIndex].Push(newLodLevel);
                    PrintLine("Processed LOD level for submesh " + String(subMeshIndex + 1) + ": distance " + String(distance));

                    lodSubMesh = lodSubMesh.GetNext("lodfacelist");
                }
                lod = lod.GetNext("lodgenerated");
            }
        }
        catch (...) {}
    }

    // Process poses/morphs
    // First find out all pose definitions
    if (exportMorphs)
    {
        try
        {
            Vector<XMLElement> poses;
            XMLElement posesRoot = root.GetChild("poses");
            if (posesRoot)
            {
                XMLElement pose = posesRoot.GetChild("pose");
                while (pose)
                {
                    poses.Push(pose);
                    pose = pose.GetNext("pose");
                }
            }

            // Then process animations using the poses
            XMLElement animsRoot = root.GetChild("animations");
            if (animsRoot)
            {
                XMLElement anim = animsRoot.GetChild("animation");
                while (anim)
                {
                    String name = anim.GetAttribute("name");
                    float length = anim.GetFloat("length");
                    HashSet<unsigned> usedPoses;
                    XMLElement tracks = anim.GetChild("tracks");
                    if (tracks)
                    {
                        XMLElement track = tracks.GetChild("track");
                        while (track)
                        {
                            XMLElement keyframes = track.GetChild("keyframes");
                            if (keyframes)
                            {
                                XMLElement keyframe = keyframes.GetChild("keyframe");
                                while (keyframe)
                                {
                                    float time = keyframe.GetFloat("time");
                                    XMLElement poseref = keyframe.GetChild("poseref");
                                    // Get only the end pose
                                    if (poseref && time == length)
                                        usedPoses.Insert(poseref.GetInt("poseindex"));

                                    keyframe = keyframe.GetNext("keyframe");
                                }
                            }
                            track = track.GetNext("track");
                        }
                    }

                    if (usedPoses.Size())
                    {
                        ModelMorph newMorph;
                        newMorph.name_ = name;

                        if (useOneBuffer_)
                            newMorph.buffers_.Resize(1);
                        else
                            newMorph.buffers_.Resize(usedPoses.Size());

                        unsigned bufIndex = 0;

                        for (HashSet<unsigned>::Iterator i = usedPoses.Begin(); i != usedPoses.End(); ++i)
                        {
                            XMLElement pose = poses[*i];
                            unsigned targetSubMesh = pose.GetInt("index");
                            XMLElement poseOffset = pose.GetChild("poseoffset");

                            if (useOneBuffer_)
                                newMorph.buffers_[bufIndex].vertexBuffer_ = 0;
                            else
                                newMorph.buffers_[bufIndex].vertexBuffer_ = targetSubMesh;

                            newMorph.buffers_[bufIndex].elementMask_ = MASK_POSITION;

                            ModelVertexBuffer* vBuf = &vertexBuffers_[newMorph.buffers_[bufIndex].vertexBuffer_];

                            while (poseOffset)
                            {
                                // Convert from right- to left-handed
                                unsigned vertexIndex = poseOffset.GetInt("index") + vertexStarts[targetSubMesh];
                                float x = poseOffset.GetFloat("x");
                                float y = poseOffset.GetFloat("y");
                                float z = poseOffset.GetFloat("z");
                                Vector3 vec(x, y, -z);

                                if (vBuf->morphCount_ == 0)
                                {
                                    vBuf->morphStart_ = vertexIndex;
                                    vBuf->morphCount_ = 1;
                                }
                                else
                                {
                                    unsigned first = vBuf->morphStart_;
                                    unsigned last = first + vBuf->morphCount_ - 1;
                                    if (vertexIndex < first)
                                        first = vertexIndex;
                                    if (vertexIndex > last)
                                        last = vertexIndex;
                                    vBuf->morphStart_ = first;
                                    vBuf->morphCount_ = last - first + 1;
                                }

                                ModelVertex newVertex;
                                newVertex.position_ = vec;
                                newMorph.buffers_[bufIndex].vertices_.Push(MakePair(vertexIndex, newVertex));
                                poseOffset = poseOffset.GetNext("poseoffset");
                            }

                            if (!useOneBuffer_)
                                ++bufIndex;
                        }
                        morphs_.Push(newMorph);
                        PrintLine("Processed morph " + name + " with " + String(usedPoses.Size()) + " sub-poses");
                    }

                    anim = anim.GetNext("animation");
                }
            }
        }
        catch (...) {}
    }

    // Check any of the buffers for vertices with missing blend weight assignments
    for (unsigned i = 0; i < vertexBuffers_.Size(); ++i)
    {
        if (vertexBuffers_[i].elementMask_ & MASK_BLENDWEIGHTS)
        {
            for (unsigned j = 0; j < vertexBuffers_[i].vertices_.Size(); ++j)
                if (!vertexBuffers_[i].vertices_[j].hasBlendWeights_)
                    ErrorExit("Found a vertex with missing skinning information");
        }
    }

    // Tangent generation
    if (generateTangents)
    {
        for (unsigned i = 0; i < subGeometries_.Size(); ++i)
        {
            for (unsigned j = 0; j < subGeometries_[i].Size(); ++j)
            {
                ModelVertexBuffer& vBuf = vertexBuffers_[subGeometries_[i][j].vertexBuffer_];
                ModelIndexBuffer& iBuf = indexBuffers_[subGeometries_[i][j].indexBuffer_];
                unsigned indexStart = subGeometries_[i][j].indexStart_;
                unsigned indexCount = subGeometries_[i][j].indexCount_;

                // If already has tangents, do not regenerate
                if (vBuf.elementMask_ & MASK_TANGENT || vBuf.vertices_.Empty() || iBuf.indices_.Empty())
                    continue;

                vBuf.elementMask_ |= MASK_TANGENT;

                if ((vBuf.elementMask_ & (MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1)) != (MASK_POSITION | MASK_NORMAL |
                        MASK_TEXCOORD1))
                    ErrorExit("To generate tangents, positions normals and texcoords are required");

                GenerateTangents(&vBuf.vertices_[0], sizeof(ModelVertex), &iBuf.indices_[0], sizeof(unsigned), indexStart,
                                 indexCount, offsetof(ModelVertex, normal_), offsetof(ModelVertex, texCoord1_), offsetof(ModelVertex,
                                         tangent_));

                PrintLine("Generated tangents");
            }
        }
    }
}
Пример #9
0
void Terrain::CreatePatchGeometry(TerrainPatch* patch)
{
    PROFILE(CreatePatchGeometry);

    unsigned row = patchSize_ + 1;
    VertexBuffer* vertexBuffer = patch->GetVertexBuffer();
    Geometry* geometry = patch->GetGeometry();
    Geometry* maxLodGeometry = patch->GetMaxLodGeometry();
    Geometry* minLodGeometry = patch->GetMinLodGeometry();

    if (vertexBuffer->GetVertexCount() != row * row)
        vertexBuffer->SetSize(row * row, MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1 | MASK_TANGENT);

    SharedArrayPtr<unsigned char> cpuVertexData(new unsigned char[row * row * sizeof(Vector3)]);

    float* vertexData = (float*)vertexBuffer->Lock(0, vertexBuffer->GetVertexCount());
    float* positionData = (float*)cpuVertexData.Get();
    BoundingBox box;

    if (vertexData)
    {
        const IntVector2& coords = patch->GetCoordinates();

        for (int z1 = 0; z1 <= patchSize_; ++z1)
        {
            for (int x1 = 0; x1 <= patchSize_; ++x1)
            {
                int xPos = coords.x_ * patchSize_ + x1;
                int zPos = coords.y_ * patchSize_ + z1;

                // Position
                Vector3 position((float)x1 * spacing_.x_, GetRawHeight(xPos, zPos), (float)z1 * spacing_.z_);
                *vertexData++ = position.x_;
                *vertexData++ = position.y_;
                *vertexData++ = position.z_;
                *positionData++ = position.x_;
                *positionData++ = position.y_;
                *positionData++ = position.z_;

                box.Merge(position);

                // Normal
                Vector3 normal = GetRawNormal(xPos, zPos);
                *vertexData++ = normal.x_;
                *vertexData++ = normal.y_;
                *vertexData++ = normal.z_;

                // Texture coordinate
                Vector2 texCoord((float)xPos / (float)numVertices_.x_, 1.0f - (float)zPos / (float)numVertices_.y_);
                *vertexData++ = texCoord.x_;
                *vertexData++ = texCoord.y_;

                // Tangent
                Vector3 xyz = (Vector3::RIGHT - normal * normal.DotProduct(Vector3::RIGHT)).Normalized();
                *vertexData++ = xyz.x_;
                *vertexData++ = xyz.y_;
                *vertexData++ = xyz.z_;
                *vertexData++ = 1.0f;
            }
        }

        vertexBuffer->Unlock();
        vertexBuffer->ClearDataLost();
    }

    patch->SetBoundingBox(box);

    if (drawRanges_.Size())
    {
        unsigned lastDrawRange = drawRanges_.Size() - 1;

        geometry->SetIndexBuffer(indexBuffer_);
        geometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
        geometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
        maxLodGeometry->SetIndexBuffer(indexBuffer_);
        maxLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[0].first_, drawRanges_[0].second_, false);
        maxLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
        minLodGeometry->SetIndexBuffer(indexBuffer_);
        minLodGeometry->SetDrawRange(TRIANGLE_LIST, drawRanges_[lastDrawRange].first_, drawRanges_[lastDrawRange].second_, false);
        minLodGeometry->SetRawVertexData(cpuVertexData, sizeof(Vector3), MASK_POSITION);
    }

    // Offset the occlusion geometry by vertex spacing to reduce possibility of over-aggressive occlusion
    patch->SetOcclusionOffset(-0.5f * (spacing_.x_ + spacing_.z_));
    patch->ResetLod();
}
Пример #10
0
void WriteVertex(float*& dest, aiMesh* mesh, unsigned index, unsigned elementMask, BoundingBox& box,
    const Matrix3x4& vertexTransform, const Matrix3& normalTransform, Vector<PODVector<unsigned char> >& blendIndices,
    Vector<PODVector<float> >& blendWeights)
{
    Vector3 vertex = vertexTransform * ToVector3(mesh->mVertices[index]);
    box.Merge(vertex);
    *dest++ = vertex.x_;
    *dest++ = vertex.y_;
    *dest++ = vertex.z_;
    if (elementMask & MASK_NORMAL)
    {
        Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
        *dest++ = normal.x_;
        *dest++ = normal.y_;
        *dest++ = normal.z_;
    }
    if (elementMask & MASK_COLOR)
    {
        *((unsigned*)dest) = Color(mesh->mColors[0][index].r, mesh->mColors[0][index].g, mesh->mColors[0][index].b,
            mesh->mColors[0][index].a).ToUInt();
        ++dest;
    }
    if (elementMask & MASK_TEXCOORD1)
    {
        Vector3 texCoord = ToVector3(mesh->mTextureCoords[0][index]);
        *dest++ = texCoord.x_;
        *dest++ = texCoord.y_;
    }
    if (elementMask & MASK_TEXCOORD2)
    {
        Vector3 texCoord = ToVector3(mesh->mTextureCoords[1][index]);
        *dest++ = texCoord.x_;
        *dest++ = texCoord.y_;
    }
    if (elementMask & MASK_TANGENT)
    {
        Vector3 tangent = normalTransform * ToVector3(mesh->mTangents[index]);
        Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
        Vector3 bitangent = normalTransform * ToVector3(mesh->mBitangents[index]);
        // Check handedness
        float w = 1.0f;
        if ((tangent.CrossProduct(normal)).DotProduct(bitangent) < 0.5f)
            w = -1.0f;

        *dest++ = tangent.x_;
        *dest++ = tangent.y_;
        *dest++ = tangent.z_;
        *dest++ = w;
    }
    if (elementMask & MASK_BLENDWEIGHTS)
    {
        for (unsigned i = 0; i < 4; ++i)
        {
            if (i < blendWeights[index].Size())
                *dest++ = blendWeights[index][i];
            else
                *dest++ = 0.0f;
        }
    }
    if (elementMask & MASK_BLENDINDICES)
    {
        unsigned char* destBytes = (unsigned char*)dest;
        ++dest;
        for (unsigned i = 0; i < 4; ++i)
        {
            if (i < blendIndices[index].Size())
                *destBytes++ = blendIndices[index][i];
            else
                *destBytes++ = 0;
        }
    }
}