Files
o3de/Gems/Atom/RPI/Code/Source/RPI.Public/Model/Model.cpp
T
Chris Santora fec79a7d53 Moved the material slot list from ModelLodAsset to ModelAsset, so all the slots live in one main list. This removes data duplication between LODs and cleans up the code a bit.
I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-07-30 11:41:02 -07:00

197 lines
7.0 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/RPI.Public/Model/Model.h>
#include <Atom/RHI/Factory.h>
#include <AzCore/Debug/EventTrace.h>
#include <AtomCore/Instance/InstanceDatabase.h>
#include <AzCore/Debug/Timer.h>
#include <AzCore/Jobs/JobFunction.h>
#include <AzCore/Math/IntersectSegment.h>
// Enable to show profile logs of how long it takes to raycast against models in the Editor
//#define AZ_RPI_PROFILE_RAYCASTING_AGAINST_MODELS
namespace AZ
{
namespace RPI
{
Data::Instance<Model> Model::FindOrCreate(const Data::Asset<ModelAsset>& modelAsset)
{
return Data::InstanceDatabase<Model>::Instance().FindOrCreate(
Data::InstanceId::CreateFromAssetId(modelAsset.GetId()),
modelAsset);
}
size_t Model::GetLodCount() const
{
return m_lods.size();
}
AZStd::array_view<Data::Instance<ModelLod>> Model::GetLods() const
{
return m_lods;
}
Data::Instance<Model> Model::CreateInternal(const Data::Asset<ModelAsset>& modelAsset)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
Data::Instance<Model> model = aznew Model();
const RHI::ResultCode resultCode = model->Init(modelAsset);
if (resultCode == RHI::ResultCode::Success)
{
return model;
}
return nullptr;
}
RHI::ResultCode Model::Init(const Data::Asset<ModelAsset>& modelAsset)
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
m_lods.resize(modelAsset->GetLodAssets().size());
for (size_t lodIndex = 0; lodIndex < m_lods.size(); ++lodIndex)
{
const Data::Asset<ModelLodAsset>& lodAsset = modelAsset->GetLodAssets()[lodIndex];
if (!lodAsset)
{
AZ_Error("Model", false, "Invalid Operation: Last ModelLod is not loaded.");
return RHI::ResultCode::Fail;
}
Data::Instance<ModelLod> lodInstance = ModelLod::FindOrCreate(lodAsset, modelAsset);
if (lodInstance == nullptr)
{
return RHI::ResultCode::Fail;
}
for (const AZ::RPI::ModelLod::Mesh& mesh : lodInstance->GetMeshes())
{
for (const AZ::RPI::ModelLod::StreamBufferInfo& stream : mesh.m_streamInfo)
{
if (stream.m_semantic.m_name.GetStringView().starts_with(RHI::ShaderSemantic::UvStreamSemantic))
{
// For unnamed UVs, use the semantic instead.
if (stream.m_customName.IsEmpty())
{
m_uvNames.insert(AZ::Name(stream.m_semantic.ToString()));
}
else
{
m_uvNames.insert(stream.m_customName);
}
}
}
}
m_lods[lodIndex] = AZStd::move(lodInstance);
}
m_modelAsset = modelAsset;
m_isUploadPending = true;
return RHI::ResultCode::Success;
}
void Model::WaitForUpload()
{
if (m_isUploadPending)
{
AZ_PROFILE_SCOPE_STALL_DYNAMIC(Debug::ProfileCategory::AzRender, "Model::WaitForUpload - %s", GetDatabaseName());
for (const Data::Instance<ModelLod>& lod : m_lods)
{
lod->WaitForUpload();
}
m_isUploadPending = false;
}
}
bool Model::IsUploadPending() const
{
return m_isUploadPending;
}
const Data::Asset<ModelAsset>& Model::GetModelAsset() const
{
return m_modelAsset;
}
bool Model::LocalRayIntersection(const AZ::Vector3& rayStart, const AZ::Vector3& rayDir, float& distanceNormalized, AZ::Vector3& normal) const
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
if (!GetModelAsset())
{
AZ_Assert(false, "Invalid Model - not created from a ModelAsset?");
return false;
}
float start;
float end;
const int result = Intersect::IntersectRayAABB2(rayStart, rayDir.GetReciprocal(), GetModelAsset()->GetAabb(), start, end);
if (Intersect::ISECT_RAY_AABB_NONE != result)
{
if (ModelAsset* modelAssetPtr = m_modelAsset.Get())
{
#if defined(AZ_RPI_PROFILE_RAYCASTING_AGAINST_MODELS)
AZ::Debug::Timer timer;
timer.Stamp();
#endif
constexpr bool AllowBruteForce = false;
const bool hit = modelAssetPtr->LocalRayIntersectionAgainstModel(
rayStart, rayDir, AllowBruteForce, distanceNormalized, normal);
#if defined(AZ_RPI_PROFILE_RAYCASTING_AGAINST_MODELS)
if (hit)
{
AZ_Printf("Model", "Model::LocalRayIntersection took %.2f ms", timer.StampAndGetDeltaTimeInSeconds() * 1000.f);
}
#endif
return hit;
}
}
return false;
}
bool Model::RayIntersection(
const AZ::Transform& modelTransform,
const AZ::Vector3& nonUniformScale,
const AZ::Vector3& rayStart,
const AZ::Vector3& rayDir,
float& distanceNormalized,
AZ::Vector3& normal) const
{
AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
const AZ::Vector3 clampedScale = nonUniformScale.GetMax(AZ::Vector3(AZ::MinTransformScale));
const AZ::Transform inverseTM = modelTransform.GetInverse();
const AZ::Vector3 raySrcLocal = inverseTM.TransformPoint(rayStart) / clampedScale;
// Instead of just rotating 'rayDir' we need it to be scaled too, so that 'distanceNormalized' will be in the target units rather
// than object local units.
const AZ::Vector3 rayDest = rayStart + rayDir;
const AZ::Vector3 rayDestLocal = inverseTM.TransformPoint(rayDest) / clampedScale;
const AZ::Vector3 rayDirLocal = rayDestLocal - raySrcLocal;
const bool result = LocalRayIntersection(raySrcLocal, rayDirLocal, distanceNormalized, normal);
normal = (normal * clampedScale).GetNormalized();
return result;
}
const AZStd::unordered_set<AZ::Name>& Model::GetUvNames() const
{
return m_uvNames;
}
} // namespace RPI
} // namespace AZ