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/* 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.
};
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()
: parent(nullptr)
, scales(OnesVector)
, mins(DEF_MIN_SIZE)
, maxs(DEF_MAX_SIZE)
, dispListID(0)
, hasBakedMat(false)
, dummyPadding(false)
{}
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;
void BindShatterIndexVBO() const { vboShatterIndices.Bind(GL_ELEMENT_ARRAY_BUFFER); }
void UnbindShatterIndexVBO() const { vboShatterIndices.Unbind(); }
const VBO& GetIndexVBO() const { return vboIndices; }
const VBO& GetAttribVBO() const { return vboAttributes; }
const VBO& GetShatterIndexVBO() const { return vboShatterIndices; }
protected:
virtual void DrawForList() const = 0;
virtual const std::vector<unsigned>& GetVertexIndices() const = 0;
public:
void DrawStatic() const;
void CreateDispList();
unsigned int GetDisplayListID() const { return dispListID; }
void CreateShatterPieces();
void Shatter(float, int, int, int, const float3, const float3, const CMatrix44f&) const;
void SetPieceMatrix(const CMatrix44f& m) {
pieceMatrix = m * ComposeTransform(offset, ZeroVector, scales);
for (S3DModelPiece* c: children) {
c->SetPieceMatrix(pieceMatrix);
}
}
void SetBakedMatrix(const CMatrix44f& m) {
bakedMatrix = m;
hasBakedMat = !m.IsIdentity();
assert(m.IsOrthoNormal());
}
CMatrix44f ComposeTransform(const float3& t, const float3& r, const float3& s) const {
CMatrix44f m;
// NOTE:
// ORDER MATTERS (T(baked + script) * R(baked) * R(script) * S(baked))
// translating + rotating + scaling is faster than matrix-multiplying
// m is identity so m.SetPos(t)==m.Translate(t) but with fewer instrs
m.SetPos(t);
if (hasBakedMat)
m *= bakedMatrix;
// default Spring rotation-order [YPR=Y,X,Z]
m.RotateEulerYXZ(-r);
m.Scale(s);
return m;
}
void SetCollisionVolume(const CollisionVolume& cv) { colvol = cv; }
const CollisionVolume* GetCollisionVolume() const { return &colvol; }
CollisionVolume* GetCollisionVolume() { return &colvol; }
bool HasGeometryData() const { return (GetVertexDrawIndexCount() >= 3); }
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;
CMatrix44f pieceMatrix; /// bind-pose transform, including baked rots
CMatrix44f bakedMatrix; /// baked local-space rotations
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;
protected:
VBO vboIndices;
VBO vboAttributes;
VBO vboShatterIndices;
unsigned int dispListID;
bool hasBakedMat;
bool dummyPadding;
};
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)
{
}
S3DModel(const S3DModel& m) = delete;
S3DModel(S3DModel&& m) { *this = std::move(m); }
S3DModel& operator = (const S3DModel& m) = delete;
S3DModel& operator = (S3DModel&& m) {
name = std::move(m.name );
texs[0] = std::move(m.texs[0]);
texs[1] = std::move(m.texs[1]);
id = m.id;
numPieces = m.numPieces;
textureType = m.textureType;
type = m.type;
radius = m.radius;
height = m.height;
mins = m.mins;
maxs = m.maxs;
relMidPos = m.relMidPos;
pieces = std::move(m.pieces);
return *this;
}
S3DModelPiece* GetPiece(size_t i) const { assert(i < pieces.size()); return pieces[i]; }
S3DModelPiece* GetRootPiece() const { return (GetPiece(0)); }
void AddPiece(S3DModelPiece* p) { pieces.push_back(p); }
void DrawStatic() const {
// draw pieces in their static bind-pose (ie. without script-transforms)
for (const S3DModelPiece* piece: pieces) {
piece->DrawStatic();
}
}
void SetPieceMatrices() { pieces[0]->SetPieceMatrix(CMatrix44f()); }
void DeletePieces();
void FlattenPieceTree(S3DModelPiece* root) {
assert(root != nullptr);
pieces.clear();
pieces.reserve(numPieces);
std::vector<S3DModelPiece*> stack = {root};
while (!stack.empty()) {
S3DModelPiece* p = stack.back();
stack.pop_back();
pieces.push_back(p);
// add children in reverse for the correct DF traversal order
for (size_t n = 0; n < p->children.size(); n++) {
stack.push_back(p->children[p->children.size() - n - 1]);
}
}
}
// default values set by parsers; radius is also cached in WorldObject::drawRadius (used by projectiles)
float CalcDrawRadius() const { return ((maxs - mins).Length() * 0.5f); }
float CalcDrawHeight() const { return (maxs.y - mins.y); }
float GetDrawRadius() const { return radius; }
float GetDrawHeight() const { return height; }
float3 CalcDrawMidPos() const { return ((maxs + mins) * 0.5f); }
float3 GetDrawMidPos() const { return relMidPos; }
public:
std::string name;
std::string texs[NUM_MODEL_TEXTURES];
// flattened tree; pieces[0] is the root
std::vector<S3DModelPiece*> pieces;
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;
};
/**
* 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);
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);
// on-demand functions
void UpdateChildMatricesRec(bool updateChildMatrices) const;
void UpdateParentMatricesRec() const;
CMatrix44f CalcPieceSpaceMatrixRaw(const float3& p, const float3& r, const float3& s) const { return (original->ComposeTransform(p, r, s)); }
CMatrix44f CalcPieceSpaceMatrix(const float3& p, const float3& r, const float3& s) const {
if (blockScriptAnims)
return pieceSpaceMat;
return (CalcPieceSpaceMatrixRaw(p, r, s));
}
// 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 SetDirty();
void SetPosOrRot(const float3& src, float3& dst); // anim-script only
void SetPosition(const float3& p) { SetPosOrRot(p, pos); } // anim-script only
void SetRotation(const float3& r) { SetPosOrRot(r, rot); } // anim-script only
bool SetPieceSpaceMatrix(const CMatrix44f& mat) {
if ((blockScriptAnims = (mat.GetX() != ZeroVector))) {
pieceSpaceMat = mat;
// neither of these are used outside of animation scripts, and
// GetEulerAngles wants a matrix created by PYR rotation while
// <rot> is YPR
// pos = mat.GetPos();
// rot = mat.GetEulerAnglesLftHand();
return true;
}
return false;
}
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; // cached copy of original->GetEmitDir()
mutable CMatrix44f pieceSpaceMat; // transform relative to parent LMP (SYNCED), combines <pos> and <rot>
mutable CMatrix44f modelSpaceMat; // transform relative to root LMP (SYNCED), chained pieceSpaceMat's
CollisionVolume colvol;
mutable bool dirty;
public:
bool scriptSetVisible; // TODO: add (visibility) maxradius!
bool blockScriptAnims; // if true, Set{Position,Rotation} are ignored for this piece
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() {}
~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 lodCount);
void UpdateBoundingVolume();
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:
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 */
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