1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _3DMODEL_H
#define _3DMODEL_H
#include <algorithm>
#include <array>
#include <vector>
#include <string>
#include "Lua/LuaObjectMaterial.h"
#include "Rendering/GL/VBO.h"
#include "Sim/Misc/CollisionVolume.h"
#include "System/Matrix44f.h"
#include "System/type2.h"
#include "System/creg/creg_cond.h"
#define NUM_MODEL_TEXTURES 2
#define NUM_MODEL_UVCHANNS 2
static const float3 DEF_MIN_SIZE( 10000.0f, 10000.0f, 10000.0f);
static const float3 DEF_MAX_SIZE(-10000.0f, -10000.0f, -10000.0f);
enum ModelType {
MODELTYPE_3DO = 0,
MODELTYPE_S3O = 1,
MODELTYPE_OBJ = 2,
MODELTYPE_ASS = 3, // Model loaded by Assimp library
MODELTYPE_OTHER = 4 // For future use. Still used in some parts of code.
};
enum AxisMappingType {
AXIS_MAPPING_XYZ = 0,
AXIS_MAPPING_ZXY = 1,
AXIS_MAPPING_YZX = 2,
AXIS_MAPPING_XZY = 3,
AXIS_MAPPING_ZYX = 4,
AXIS_MAPPING_YXZ = 5,
};
struct CollisionVolume;
struct S3DModel;
struct S3DModelPiece;
struct LocalModel;
struct LocalModelPiece;
struct SVertexData {
SVertexData() : normal(UpVector) {}
float3 pos;
float3 normal;
float3 sTangent;
float3 tTangent;
//< Second channel is optional, still good to have. Also makes
//< sure the struct is 64bytes in size (ATi's prefers such VBOs)
//< supporting an arbitrary number of channels would be easy but
//< overkill (for now)
float2 texCoords[NUM_MODEL_UVCHANNS];
};
struct S3DModelPiecePart {
public:
struct RenderData {
float3 dir;
size_t vboOffset;
size_t indexCount;
};
static const int SHATTER_MAX_PARTS = 10;
static const int SHATTER_VARIATIONS = 2;
std::vector<RenderData> renderData;
};
/**
* S3DModel
* A 3D model definition. Holds geometry (vertices/normals) and texture data as well as the piece tree.
* The S3DModel is static and shouldn't change once created, instead a LocalModel is used by each agent.
*/
struct S3DModelPiece {
S3DModelPiece();
virtual ~S3DModelPiece();
virtual float3 GetEmitPos() const;
virtual float3 GetEmitDir() const;
// internal use
virtual unsigned int GetVertexCount() const = 0;
virtual unsigned int GetVertexDrawIndexCount() const = 0;
virtual const float3& GetVertexPos(const int) const = 0;
virtual const float3& GetNormal(const int) const = 0;
virtual void UploadGeometryVBOs() = 0;
virtual void BindVertexAttribVBOs() const = 0;
virtual void UnbindVertexAttribVBOs() const = 0;
protected:
virtual void DrawForList() const = 0;
virtual const std::vector<unsigned>& GetVertexIndices() const = 0;
public:
void DrawStatic() const; //< draw piece and children statically (ie. without script-transforms)
void CreateDispList();
unsigned int GetDisplayListID() const { return dispListID; }
void CreateShatterPieces();
void Shatter(float, int, int, int, const float3, const float3, const CMatrix44f&) const;
CMatrix44f& ComposeRotation(CMatrix44f& m, const float3& r) const {
switch (axisMapType) {
case AXIS_MAPPING_XYZ: {
// default Spring rotation-order [YPR=YXZ]
m.RotateEulerYXZ(r * rotAxisSigns);
} break;
case AXIS_MAPPING_XZY: {
// y- and z-angles swapped wrt MAPPING_XYZ; ?? rotation-order [RPY=ZXY]
m.RotateEulerZXY(float3(r.x * rotAxisSigns.x, r.z * rotAxisSigns.z, r.y * rotAxisSigns.y));
} break;
case AXIS_MAPPING_YXZ:
case AXIS_MAPPING_YZX:
case AXIS_MAPPING_ZXY:
case AXIS_MAPPING_ZYX: {
// FIXME: implement
} break;
}
return m;
}
void ComposeTransform(CMatrix44f& m, const float3& t, const float3& r, const float3& s) const {
// note: translating + rotating is faster than
// matrix-multiplying (but the branching hurts)
//
// NOTE: ORDER MATTERS (T(baked + script) * R(baked) * R(script) * S(baked))
if (!t.same(ZeroVector)) { m = m.Translate(t); }
if (!hasIdentityRot) { m *= bakedRotMatrix; }
if (!r.same(ZeroVector)) { m = ComposeRotation(m, r); }
if (!s.same(OnesVector)) { m = m.Scale(s); }
}
void SetModelMatrix(const CMatrix44f& m) {
// assimp only
bakedRotMatrix = m;
hasIdentityRot = m.IsIdentity();
assert(m.IsOrthoNormal());
}
void SetCollisionVolume(const CollisionVolume& cv) { colvol = cv; }
const CollisionVolume* GetCollisionVolume() const { return &colvol; }
CollisionVolume* GetCollisionVolume() { return &colvol; }
unsigned int GetChildCount() const { return children.size(); }
S3DModelPiece* GetChild(unsigned int i) const { return children[i]; }
bool HasGeometryData() const { return (GetVertexDrawIndexCount() >= 3); }
bool HasIdentityRotation() const { return hasIdentityRot; }
private:
void CreateShatterPiecesVariation(const int num);
public:
std::string name;
std::vector<S3DModelPiece*> children;
std::array<S3DModelPiecePart, S3DModelPiecePart::SHATTER_VARIATIONS> shatterParts;
S3DModelPiece* parent;
CollisionVolume colvol;
AxisMappingType axisMapType;
float3 offset; /// local (piece-space) offset wrt. parent piece
float3 goffset; /// global (model-space) offset wrt. root piece
float3 scales; /// baked uniform scaling factors (assimp-only)
float3 mins;
float3 maxs;
float3 rotAxisSigns;
protected:
CMatrix44f bakedRotMatrix; /// baked local-space rotations (assimp-only)
bool hasIdentityRot; /// if bakedRotMatrix is identity
unsigned int dispListID;
VBO vboIndices;
VBO vboAttributes;
public:
VBO vboShatterIndices;
};
struct S3DModel
{
S3DModel()
: id(-1)
, numPieces(0)
, textureType(-1)
, type(MODELTYPE_OTHER)
, radius(0.0f)
, height(0.0f)
, mins(DEF_MIN_SIZE)
, maxs(DEF_MAX_SIZE)
, relMidPos(ZeroVector)
, rootPiece(NULL)
{
}
S3DModelPiece* GetRootPiece() const { return rootPiece; }
void SetRootPiece(S3DModelPiece* p) { rootPiece = p; }
void DrawStatic() const { rootPiece->DrawStatic(); }
void DeletePieces(S3DModelPiece* piece);
// default value; gets cached in WorldObject (projectiles use this)
float GetDrawRadius() const { return ((maxs - mins).Length() * 0.5f); }
public:
std::string name;
std::string texs[NUM_MODEL_TEXTURES];
int id; /// unsynced ID, starting with 1
int numPieces;
int textureType; /// FIXME: MAKE S3O ONLY (0 = 3DO, otherwise S3O or OBJ)
ModelType type;
float radius;
float height;
float3 mins;
float3 maxs;
float3 relMidPos;
S3DModelPiece* rootPiece; /// The piece at the base of the model hierarchy
};
/**
* LocalModel
* Instance of S3DModel. Container for the geometric properties & piece visibility status of the agent's instance of a 3d model.
*/
struct LocalModelPiece
{
CR_DECLARE_STRUCT(LocalModelPiece)
LocalModelPiece() : dirty(true) {}
LocalModelPiece(const S3DModelPiece* piece);
~LocalModelPiece() {}
void AddChild(LocalModelPiece* c) { children.push_back(c); }
void RemoveChild(LocalModelPiece* c) { children.erase(std::find(children.begin(), children.end(), c)); }
void SetParent(LocalModelPiece* p) { parent = p; }
void SetLModelPieceIndex(unsigned int idx) { lmodelPieceIndex = idx; }
void SetScriptPieceIndex(unsigned int idx) { scriptPieceIndex = idx; }
unsigned int GetLModelPieceIndex() const { return lmodelPieceIndex; }
unsigned int GetScriptPieceIndex() const { return scriptPieceIndex; }
void Draw() const;
void DrawLOD(unsigned int lod) const;
void SetLODCount(unsigned int count);
void UpdateMatrix() const;
void UpdateMatricesRec(bool updateChildMatrices) const;
void UpdateParentMatricesRec() const;
// note: actually OBJECT_TO_WORLD but transform is the same
float3 GetAbsolutePos() const { return (GetModelSpaceMatrix().GetPos() * WORLD_TO_OBJECT_SPACE); }
bool GetEmitDirPos(float3& emitPos, float3& emitDir) const;
void SetPosition(const float3& p) { if (!dirty && !pos.same(p)) SetDirty(); pos = p; }
void SetRotation(const float3& r) { if (!dirty && !rot.same(r)) SetDirty(); rot = r; }
void SetDirection(const float3& d) { dir = d; } // unused
void SetDirty();
const float3& GetPosition() const { return pos; }
const float3& GetRotation() const { return rot; }
const float3& GetDirection() const { return dir; }
const CMatrix44f& GetPieceSpaceMatrix() const { if (dirty) UpdateParentMatricesRec(); return pieceSpaceMat; }
const CMatrix44f& GetModelSpaceMatrix() const { if (dirty) UpdateParentMatricesRec(); return modelSpaceMat; }
const CollisionVolume* GetCollisionVolume() const { return &colvol; }
CollisionVolume* GetCollisionVolume() { return &colvol; }
private:
float3 pos; // translation relative to parent LMP, *INITIALLY* equal to original->offset
float3 rot; // orientation relative to parent LMP, in radians (updated by scripts)
float3 dir; // direction (same as emitdir)
mutable CMatrix44f pieceSpaceMat; // transform relative to parent LMP (SYNCED), combines <pos> and <rot>
mutable CMatrix44f modelSpaceMat; // transform relative to root LMP (SYNCED)
CollisionVolume colvol;
mutable bool dirty;
public:
bool scriptSetVisible; // TODO: add (visibility) maxradius!
unsigned int lmodelPieceIndex; // index of this piece into LocalModel::pieces
unsigned int scriptPieceIndex; // index of this piece into UnitScript::pieces
unsigned int dispListID;
const S3DModelPiece* original;
LocalModelPiece* parent;
std::vector<LocalModelPiece*> children;
std::vector<unsigned int> lodDispLists;
};
struct LocalModel
{
CR_DECLARE_STRUCT(LocalModel)
LocalModel() {
lodCount = 0;
}
~LocalModel() {
pieces.clear();
}
bool HasPiece(unsigned int i) const { return (i < pieces.size()); }
bool Initialized() const { return (!pieces.empty()); }
const LocalModelPiece* GetPiece(unsigned int i) const { assert(HasPiece(i)); return &pieces[i]; }
LocalModelPiece* GetPiece(unsigned int i) { assert(HasPiece(i)); return &pieces[i]; }
const LocalModelPiece* GetRoot() const { return (GetPiece(0)); }
const CollisionVolume* GetBoundingVolume() const { return &boundingVolume; }
const LuaObjectMaterialData* GetLuaMaterialData() const { return &luaMaterialData; }
LuaObjectMaterialData* GetLuaMaterialData() { return &luaMaterialData; }
const float3 GetRelMidPos() const { return (boundingVolume.GetOffsets()); }
// raw forms, the piece-index must be valid
const float3 GetRawPiecePos(int pieceIdx) const { return pieces[pieceIdx].GetAbsolutePos(); }
const CMatrix44f& GetRawPieceMatrix(int pieceIdx) const { return pieces[pieceIdx].GetModelSpaceMatrix(); }
// used by all SolidObject's; accounts for piece movement
float GetDrawRadius() const { return (boundingVolume.GetBoundingRadius()); }
void Draw() const {
if (!luaMaterialData.Enabled()) {
DrawPieces();
return;
}
DrawPiecesLOD(luaMaterialData.GetCurrentLOD());
}
void SetModel(const S3DModel* model, bool initialize = true);
void SetLODCount(unsigned int count);
void UpdateBoundingVolume();
void SetOriginalPieces(const S3DModelPiece* mp, int& idx);
void GetBoundingBoxVerts(std::vector<float3>& verts) const {
verts.resize(8 + 2); GetBoundingBoxVerts(&verts[0]);
}
void GetBoundingBoxVerts(float3* verts) const {
const float3 bbMins = GetRelMidPos() - boundingVolume.GetHScales();
const float3 bbMaxs = GetRelMidPos() + boundingVolume.GetHScales();
// bottom
verts[0] = float3(bbMins.x, bbMins.y, bbMins.z);
verts[1] = float3(bbMaxs.x, bbMins.y, bbMins.z);
verts[2] = float3(bbMaxs.x, bbMins.y, bbMaxs.z);
verts[3] = float3(bbMins.x, bbMins.y, bbMaxs.z);
// top
verts[4] = float3(bbMins.x, bbMaxs.y, bbMins.z);
verts[5] = float3(bbMaxs.x, bbMaxs.y, bbMins.z);
verts[6] = float3(bbMaxs.x, bbMaxs.y, bbMaxs.z);
verts[7] = float3(bbMins.x, bbMaxs.y, bbMaxs.z);
// extrema
verts[8] = bbMins;
verts[9] = bbMaxs;
}
private:
LocalModelPiece* CreateLocalModelPieces(const S3DModelPiece* mpParent);
void DrawPieces() const;
void DrawPiecesLOD(unsigned int lod) const;
public:
unsigned int lodCount;
std::vector<LocalModelPiece> pieces;
private:
// object-oriented box; accounts for piece movement
CollisionVolume boundingVolume;
// custom Lua-set material this model should be rendered with
LuaObjectMaterialData luaMaterialData;
};
#endif /* _3DMODEL_H */
|