openclonk/src/lib/StdMesh.cpp

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/*
* OpenClonk, http://www.openclonk.org
*
2011-09-01 14:58:52 +00:00
* Copyright (c) 2009-2011 Armin Burgmeier
* Copyright (c) 2009 Mark Haßelbusch
* Copyright (c) 2010 Nicolas Hake
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
#include "C4Include.h"
#include <StdMesh.h>
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#ifdef _MSC_VER
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# define _USE_MATH_DEFINES
# include <math.h>
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#endif
#include <algorithm>
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std::vector<StdMeshInstance::SerializableValueProvider::IDBase*>* StdMeshInstance::SerializableValueProvider::IDs = NULL;
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namespace
{
// Helper to sort submeshes so that opaque ones appear before non-opaque ones
struct StdMeshSubMeshVisibilityCmpPred
{
bool operator()(const StdSubMesh& first, const StdSubMesh& second)
{
return first.GetMaterial().IsOpaque() > second.GetMaterial().IsOpaque();
}
};
// Helper to sort faces for FaceOrdering
struct StdMeshInstanceFaceOrderingCmpPred
{
const StdMeshInstance& m_inst;
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const StdMeshVertex* m_vertices;
const StdMeshMatrix& m_global_trans;
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StdMeshInstanceFaceOrderingCmpPred(const StdMeshInstance& inst, unsigned int submesh, const StdMeshMatrix& global_trans):
m_inst(inst), m_vertices(m_inst.GetSubMesh(submesh).GetVertices()), m_global_trans(global_trans) {}
inline float get_z(const StdMeshVertex& vtx) const
{
// We need to evaluate the Z coordinate of the transformed vertex
// (for all three vertices of the two faces), something like
// float z11 = (m_global_trans*m_vertices[face1.Vertices[0]]).z;
// However we don't do the full matrix multiplication as we are
// only interested in the Z coordinate of the result, also we are
// not interested in the resulting normals.
return m_global_trans(2,0)*vtx.x + m_global_trans(2,1)*vtx.y + m_global_trans(2,2)*vtx.z + m_global_trans(2,3);
}
bool operator()(const StdMeshFace& face1, const StdMeshFace& face2) const
{
// TODO: Need to apply attach matrix in case of attached meshes
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switch (m_inst.GetFaceOrdering())
{
case StdMeshInstance::FO_Fixed:
assert(false);
return false;
case StdMeshInstance::FO_FarthestToNearest:
case StdMeshInstance::FO_NearestToFarthest:
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{
float z11 = get_z(m_vertices[face1.Vertices[0]]);
float z12 = get_z(m_vertices[face1.Vertices[1]]);
float z13 = get_z(m_vertices[face1.Vertices[2]]);
float z21 = get_z(m_vertices[face2.Vertices[0]]);
float z22 = get_z(m_vertices[face2.Vertices[1]]);
float z23 = get_z(m_vertices[face2.Vertices[2]]);
float z1 = std::max(std::max(z11, z12), z13);
float z2 = std::max(std::max(z21, z22), z23);
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if (m_inst.GetFaceOrdering() == StdMeshInstance::FO_FarthestToNearest)
return z1 < z2;
else
return z2 < z1;
}
default:
assert(false);
return false;
}
}
};
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// Seralize a ValueProvider with StdCompiler
struct ValueProviderAdapt
{
ValueProviderAdapt(StdMeshInstance::ValueProvider** Provider):
ValueProvider(Provider) {}
StdMeshInstance::ValueProvider** ValueProvider;
void CompileFunc(StdCompiler* pComp)
{
const StdMeshInstance::SerializableValueProvider::IDBase* id;
StdMeshInstance::SerializableValueProvider* svp = NULL;
if(pComp->isCompiler())
{
StdCopyStrBuf id_str;
pComp->Value(mkParAdapt(id_str, StdCompiler::RCT_Idtf));
id = StdMeshInstance::SerializableValueProvider::Lookup(id_str.getData());
if(!id) pComp->excCorrupt("No value provider for ID \"%s\"", id_str.getData());
}
else
{
svp = dynamic_cast<StdMeshInstance::SerializableValueProvider*>(*ValueProvider);
if(!svp) pComp->excCorrupt("Value provider cannot be compiled");
id = StdMeshInstance::SerializableValueProvider::Lookup(typeid(*svp));
if(!id) pComp->excCorrupt("No ID for value provider registered");
StdCopyStrBuf id_str(id->name);
pComp->Value(mkParAdapt(id_str, StdCompiler::RCT_Idtf));
}
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pComp->Separator(StdCompiler::SEP_START);
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pComp->Value(mkContextPtrAdapt(svp, *id, false));
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pComp->Separator(StdCompiler::SEP_END);
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if(pComp->isCompiler())
*ValueProvider = svp;
}
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ALLOW_TEMP_TO_REF(ValueProviderAdapt)
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};
ValueProviderAdapt mkValueProviderAdapt(StdMeshInstance::ValueProvider** ValueProvider) { return ValueProviderAdapt(ValueProvider); }
// Serialize a bone index by name with StdCompiler
struct TransformAdapt
{
StdMeshMatrix& Matrix;
TransformAdapt(StdMeshMatrix& matrix): Matrix(matrix) {}
void CompileFunc(StdCompiler* pComp)
{
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pComp->Separator(StdCompiler::SEP_START);
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for(unsigned int i = 0; i < 3; ++i)
{
for(unsigned int j = 0; j < 4; ++j)
{
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if(i != 0 || j != 0) pComp->Separator();
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// TODO: Teach StdCompiler how to handle float
// pComp->Value(Matrix(i, j));
if(pComp->isCompiler())
{
C4Real f;
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pComp->Value(f);
Matrix(i,j) = fixtof(f);
}
else
{
C4Real f = ftofix(Matrix(i,j));
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pComp->Value(f);
}
}
}
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pComp->Separator(StdCompiler::SEP_END);
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}
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ALLOW_TEMP_TO_REF(TransformAdapt)
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};
TransformAdapt mkTransformAdapt(StdMeshMatrix& Matrix) { return TransformAdapt(Matrix); }
// Reset all animation list entries corresponding to node or its children
void ClearAnimationListRecursively(std::vector<StdMeshInstance::AnimationNode*>& list, StdMeshInstance::AnimationNode* node)
{
list[node->GetNumber()] = NULL;
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if (node->GetType() == StdMeshInstance::AnimationNode::LinearInterpolationNode)
{
ClearAnimationListRecursively(list, node->GetLeftChild());
ClearAnimationListRecursively(list, node->GetRightChild());
}
}
// Mirror is wrt X axis
void MirrorKeyFrame(StdMeshKeyFrame& frame, const StdMeshTransformation& old_bone_transformation, const StdMeshTransformation& new_inverse_bone_transformation)
{
// frame was a keyframe of a track for old_bone and was now transplanted to new_bone.
//frame.Transformation.rotate.x = -frame.Transformation.rotate.x;
frame.Transformation.rotate.y = -frame.Transformation.rotate.y;
frame.Transformation.rotate.z = -frame.Transformation.rotate.z;
// We might also want to do something like this... need to get feedback
// from modelers...
#if 0
StdMeshVector d = old_bone_transformation.scale * (old_bone_transformation.rotate * frame.Transformation.translate);
//d.x = -d.x;
frame.Transformation.translate = new_inverse_bone_transformation.rotate * (new_inverse_bone_transformation.scale * d);
#endif
}
bool MirrorName(StdStrBuf& buf)
{
unsigned int len = buf.getLength();
if(buf.Compare_(".R", len-2) == 0)
buf.getMData()[len-1] = 'L';
else if(buf.Compare_(".L", len-2) == 0)
buf.getMData()[len-1] = 'R';
else
return false;
return true;
}
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}
/* Boring Math stuff begins here */
StdMeshVector StdMeshVector::Zero()
{
StdMeshVector v;
v.x = 0.0f;
v.y = 0.0f;
v.z = 0.0f;
return v;
}
StdMeshVector StdMeshVector::UnitScale()
{
StdMeshVector v;
v.x = 1.0f;
v.y = 1.0f;
v.z = 1.0f;
return v;
}
StdMeshVector StdMeshVector::Translate(float dx, float dy, float dz)
{
StdMeshVector v;
v.x = dx;
v.y = dy;
v.z = dz;
return v;
}
StdMeshVector StdMeshVector::Cross(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs.y*rhs.z - lhs.z*rhs.y;
v.y = lhs.z*rhs.x - lhs.x*rhs.z;
v.z = lhs.x*rhs.y - lhs.y*rhs.x;
return v;
}
StdMeshQuaternion StdMeshQuaternion::Zero()
{
StdMeshQuaternion q;
q.w = 0.0f;
q.x = 0.0f;
q.y = 0.0f;
q.z = 0.0f;
return q;
}
StdMeshQuaternion StdMeshQuaternion::AngleAxis(float theta, const StdMeshVector& axis)
{
StdMeshQuaternion q;
const float theta2 = theta/2.0f;
const float s = sin(theta2);
q.w = cos(theta2);
q.x = s*axis.x;
q.y = s*axis.y;
q.z = s*axis.z;
return q;
}
void StdMeshQuaternion::Normalize()
{
float length = sqrt(LenSqr());
w /= length;
x /= length;
y /= length;
z /= length;
}
StdMeshQuaternion StdMeshQuaternion::Nlerp(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs, float w)
{
StdMeshQuaternion q;
float c = lhs.w * rhs.w + lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
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if (c < 0.0f)
q = lhs + w * (-rhs - lhs);
else
q = lhs + w * ( rhs - lhs);
q.Normalize();
return q;
}
StdMeshTransformation StdMeshTransformation::Zero()
{
StdMeshTransformation t;
t.scale = StdMeshVector::Zero();
t.rotate = StdMeshQuaternion::Zero();
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t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Identity()
{
StdMeshTransformation t;
t.scale = StdMeshVector::UnitScale();
t.rotate.w = 1.0f;
t.rotate.x = t.rotate.y = t.rotate.z = 0.0f;
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t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Inverse(const StdMeshTransformation& transform)
{
StdMeshTransformation t;
t.scale = 1.0f/transform.scale;
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t.rotate.w = transform.rotate.w;
//t.rotate.v = -transform.rotate.v; // Someone set us up the union!?!??
t.rotate.x = -transform.rotate.x;
t.rotate.y = -transform.rotate.y;
t.rotate.z = -transform.rotate.z;
t.translate = t.rotate * (t.scale * -transform.translate);
return t;
}
StdMeshTransformation StdMeshTransformation::Translate(float dx, float dy, float dz)
{
StdMeshTransformation t;
t.scale = StdMeshVector::UnitScale();
t.rotate.w = 1.0f;
t.rotate.x = t.rotate.y = t.rotate.z = 0.0f;
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t.translate = StdMeshVector::Translate(dx, dy, dz);
return t;
}
StdMeshTransformation StdMeshTransformation::Scale(float sx, float sy, float sz)
{
StdMeshTransformation t;
t.scale = StdMeshVector::Translate(sx, sy, sz);
t.rotate.w = 1.0f;
t.rotate.x = t.rotate.y = t.rotate.z = 0.0f;
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t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Rotate(float angle, float rx, float ry, float rz)
{
StdMeshTransformation t;
t.scale = StdMeshVector::UnitScale();
t.rotate = StdMeshQuaternion::AngleAxis(angle, StdMeshVector::Translate(rx, ry, rz));
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t.translate = StdMeshVector::Zero();
return t;
}
StdMeshTransformation StdMeshTransformation::Nlerp(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs, float w)
{
StdMeshTransformation t;
t.translate = (1 - w) * lhs.translate + w * rhs.translate;
t.rotate = StdMeshQuaternion::Nlerp(lhs.rotate, rhs.rotate, w);
t.scale = (1 - w) * lhs.scale + w * rhs.scale;
return t;
}
StdMeshMatrix StdMeshMatrix::Zero()
{
StdMeshMatrix m;
m.a[0][0] = 0.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = 0.0f; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 0.0f; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Identity()
{
StdMeshMatrix m;
m.a[0][0] = 1.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = 1.0f; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 1.0f; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Inverse(const StdMeshMatrix& mat)
{
StdMeshMatrix m;
const float det = mat.Determinant();
assert(det != 0.0f);
m.a[0][0] = (mat.a[1][1]*mat.a[2][2] - mat.a[1][2]*mat.a[2][1]) / det;
m.a[1][0] = (mat.a[1][2]*mat.a[2][0] - mat.a[1][0]*mat.a[2][2]) / det;
m.a[2][0] = (mat.a[1][0]*mat.a[2][1] - mat.a[1][1]*mat.a[2][0]) / det;
m.a[0][1] = (mat.a[0][2]*mat.a[2][1] - mat.a[0][1]*mat.a[2][2]) / det;
m.a[1][1] = (mat.a[0][0]*mat.a[2][2] - mat.a[0][2]*mat.a[2][0]) / det;
m.a[2][1] = (mat.a[0][1]*mat.a[2][0] - mat.a[0][0]*mat.a[2][1]) / det;
m.a[0][2] = (mat.a[0][1]*mat.a[1][2] - mat.a[0][2]*mat.a[1][1]) / det;
m.a[1][2] = (mat.a[0][2]*mat.a[1][0] - mat.a[0][0]*mat.a[1][2]) / det;
m.a[2][2] = (mat.a[0][0]*mat.a[1][1] - mat.a[0][1]*mat.a[1][0]) / det;
m.a[0][3] = (mat.a[0][1]*mat.a[1][3]*mat.a[2][2]
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+ mat.a[0][2]*mat.a[1][1]*mat.a[2][3]
+ mat.a[0][3]*mat.a[1][2]*mat.a[2][1]
- mat.a[0][1]*mat.a[1][2]*mat.a[2][3]
- mat.a[0][2]*mat.a[1][3]*mat.a[2][1]
- mat.a[0][3]*mat.a[1][1]*mat.a[2][2]) / det;
m.a[1][3] = (mat.a[0][0]*mat.a[1][2]*mat.a[2][3]
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+ mat.a[0][2]*mat.a[1][3]*mat.a[2][0]
+ mat.a[0][3]*mat.a[1][0]*mat.a[2][2]
- mat.a[0][0]*mat.a[1][3]*mat.a[2][2]
- mat.a[0][2]*mat.a[1][0]*mat.a[2][3]
- mat.a[0][3]*mat.a[1][2]*mat.a[2][0]) / det;
m.a[2][3] = (mat.a[0][0]*mat.a[1][3]*mat.a[2][1]
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+ mat.a[0][1]*mat.a[1][0]*mat.a[2][3]
+ mat.a[0][3]*mat.a[1][1]*mat.a[2][0]
- mat.a[0][0]*mat.a[1][1]*mat.a[2][3]
- mat.a[0][1]*mat.a[1][3]*mat.a[2][0]
- mat.a[0][3]*mat.a[1][0]*mat.a[2][1]) / det;
return m;
}
StdMeshMatrix StdMeshMatrix::Translate(float dx, float dy, float dz)
{
StdMeshMatrix m;
m.a[0][0] = 1.0f; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = dx;
m.a[1][0] = 0.0f; m.a[1][1] = 1.0f; m.a[1][2] = 0.0f; m.a[1][3] = dy;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = 1.0f; m.a[2][3] = dz;
return m;
}
StdMeshMatrix StdMeshMatrix::Scale(float sx, float sy, float sz)
{
StdMeshMatrix m;
m.a[0][0] = sx; m.a[0][1] = 0.0f; m.a[0][2] = 0.0f; m.a[0][3] = 0.0f;
m.a[1][0] = 0.0f; m.a[1][1] = sy; m.a[1][2] = 0.0f; m.a[1][3] = 0.0f;
m.a[2][0] = 0.0f; m.a[2][1] = 0.0f; m.a[2][2] = sz; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Rotate(float angle, float rx, float ry, float rz)
{
StdMeshMatrix m;
// We do normalize the rx,ry,rz vector here: This is only required for
// precalculations anyway, thus not time-critical.
float abs = sqrt(rx*rx+ry*ry+rz*rz);
rx/=abs; ry/=abs; rz/=abs;
float c = cos(angle), s = sin(angle);
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m.a[0][0] = rx*rx*(1-c)+c; m.a[0][1] = rx*ry*(1-c)-rz*s; m.a[0][2] = rx*rz*(1-c)+ry*s; m.a[0][3] = 0.0f;
m.a[1][0] = ry*rx*(1-c)+rz*s; m.a[1][1] = ry*ry*(1-c)+c; m.a[1][2] = ry*rz*(1-c)-rx*s; m.a[1][3] = 0.0f;
m.a[2][0] = rz*rx*(1-c)-ry*s; m.a[2][1] = ry*rz*(1-c)+rx*s; m.a[2][2] = rz*rz*(1-c)+c; m.a[2][3] = 0.0f;
return m;
}
StdMeshMatrix StdMeshMatrix::Transform(const StdMeshTransformation& transform)
{
StdMeshMatrix m;
float tx = 2*transform.rotate.x;
float ty = 2*transform.rotate.y;
float tz = 2*transform.rotate.z;
float twx = tx*transform.rotate.w;
float twy = ty*transform.rotate.w;
float twz = tz*transform.rotate.w;
float txx = tx*transform.rotate.x;
float txy = ty*transform.rotate.x;
float txz = tz*transform.rotate.x;
float tyy = ty*transform.rotate.y;
float tyz = tz*transform.rotate.y;
float tzz = tz*transform.rotate.z;
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m.a[0][0] = (1.0f - (tyy + tzz) ) * transform.scale.x;
m.a[0][1] = (txy - twz) * transform.scale.y;
m.a[0][2] = (txz + twy) * transform.scale.z;
m.a[1][0] = (txy + twz) * transform.scale.x;
m.a[1][1] = (1.0f - (txx + tzz) ) * transform.scale.y;
m.a[1][2] = (tyz - twx) * transform.scale.z;
m.a[2][0] = (txz - twy) * transform.scale.x;
m.a[2][1] = (tyz + twx) * transform.scale.y;
m.a[2][2] = (1.0f - (txx + tyy) ) * transform.scale.z;
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m.a[0][3] = transform.translate.x;
m.a[1][3] = transform.translate.y;
m.a[2][3] = transform.translate.z;
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return m;
}
StdMeshMatrix StdMeshMatrix::TransformInverse(const StdMeshTransformation& transform)
{
StdMeshMatrix m;
float tx = 2*transform.rotate.x;
float ty = 2*transform.rotate.y;
float tz = 2*transform.rotate.z;
float twx = -tx*transform.rotate.w;
float twy = -ty*transform.rotate.w;
float twz = -tz*transform.rotate.w;
float txx = tx*transform.rotate.x;
float txy = ty*transform.rotate.x;
float txz = tz*transform.rotate.x;
float tyy = ty*transform.rotate.y;
float tyz = tz*transform.rotate.y;
float tzz = tz*transform.rotate.z;
m.a[0][0] = (1.0f - (tyy + tzz) ) / transform.scale.x;
m.a[0][1] = (txy - twz) / transform.scale.x;
m.a[0][2] = (txz + twy) / transform.scale.x;
m.a[1][0] = (txy + twz) / transform.scale.y;
m.a[1][1] = (1.0f - (txx + tzz) ) / transform.scale.y;
m.a[1][2] = (tyz - twx) / transform.scale.y;
m.a[2][0] = (txz - twy) / transform.scale.z;
m.a[2][1] = (tyz + twx) / transform.scale.z;
m.a[2][2] = (1.0f - (txx + tyy) ) / transform.scale.z;
// Signs do not cancel!
StdMeshVector invtranslate = (-transform.rotate) * (-transform.translate/transform.scale);
m.a[0][3] = invtranslate.x;
m.a[1][3] = invtranslate.y;
m.a[2][3] = invtranslate.z;
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return m;
}
float StdMeshMatrix::Determinant() const
{
return a[0][0]*a[1][1]*a[2][2] + a[0][1]*a[1][2]*a[2][0] + a[0][2]*a[1][0]*a[2][1]
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- a[0][0]*a[1][2]*a[2][1] - a[0][1]*a[1][0]*a[2][2] - a[0][2]*a[1][1]*a[2][0];
}
StdMeshMatrix operator*(const StdMeshMatrix& lhs, const StdMeshMatrix& rhs)
{
StdMeshMatrix m;
m(0,0) = lhs(0,0)*rhs(0,0) + lhs(0,1)*rhs(1,0) + lhs(0,2)*rhs(2,0);
m(1,0) = lhs(1,0)*rhs(0,0) + lhs(1,1)*rhs(1,0) + lhs(1,2)*rhs(2,0);
m(2,0) = lhs(2,0)*rhs(0,0) + lhs(2,1)*rhs(1,0) + lhs(2,2)*rhs(2,0);
m(0,1) = lhs(0,0)*rhs(0,1) + lhs(0,1)*rhs(1,1) + lhs(0,2)*rhs(2,1);
m(1,1) = lhs(1,0)*rhs(0,1) + lhs(1,1)*rhs(1,1) + lhs(1,2)*rhs(2,1);
m(2,1) = lhs(2,0)*rhs(0,1) + lhs(2,1)*rhs(1,1) + lhs(2,2)*rhs(2,1);
m(0,2) = lhs(0,0)*rhs(0,2) + lhs(0,1)*rhs(1,2) + lhs(0,2)*rhs(2,2);
m(1,2) = lhs(1,0)*rhs(0,2) + lhs(1,1)*rhs(1,2) + lhs(1,2)*rhs(2,2);
m(2,2) = lhs(2,0)*rhs(0,2) + lhs(2,1)*rhs(1,2) + lhs(2,2)*rhs(2,2);
m(0,3) = lhs(0,0)*rhs(0,3) + lhs(0,1)*rhs(1,3) + lhs(0,2)*rhs(2,3) + lhs(0,3);
m(1,3) = lhs(1,0)*rhs(0,3) + lhs(1,1)*rhs(1,3) + lhs(1,2)*rhs(2,3) + lhs(1,3);
m(2,3) = lhs(2,0)*rhs(0,3) + lhs(2,1)*rhs(1,3) + lhs(2,2)*rhs(2,3) + lhs(2,3);
return m;
}
StdMeshMatrix operator*(float lhs, const StdMeshMatrix& rhs)
{
StdMeshMatrix m;
m(0,0) = lhs * rhs(0,0);
m(1,0) = lhs * rhs(1,0);
m(2,0) = lhs * rhs(2,0);
m(0,1) = lhs * rhs(0,1);
m(1,1) = lhs * rhs(1,1);
m(2,1) = lhs * rhs(2,1);
m(0,2) = lhs * rhs(0,2);
m(1,2) = lhs * rhs(1,2);
m(2,2) = lhs * rhs(2,2);
m(0,3) = lhs * rhs(0,3);
m(1,3) = lhs * rhs(1,3);
m(2,3) = lhs * rhs(2,3);
return m;
}
StdMeshMatrix operator*(const StdMeshMatrix& lhs, float rhs)
{
return rhs * lhs;
}
StdMeshMatrix& operator*=(StdMeshMatrix& lhs, const StdMeshMatrix& rhs)
{
lhs = lhs * rhs;
return lhs;
}
StdMeshMatrix operator+(const StdMeshMatrix& lhs, const StdMeshMatrix& rhs)
{
StdMeshMatrix m;
m(0,0) = lhs(0,0) + rhs(0,0);
m(1,0) = lhs(1,0) + rhs(1,0);
m(2,0) = lhs(2,0) + rhs(2,0);
m(0,1) = lhs(0,1) + rhs(0,1);
m(1,1) = lhs(1,1) + rhs(1,1);
m(2,1) = lhs(2,1) + rhs(2,1);
m(0,2) = lhs(0,2) + rhs(0,2);
m(1,2) = lhs(1,2) + rhs(1,2);
m(2,2) = lhs(2,2) + rhs(2,2);
m(0,3) = lhs(0,3) + rhs(0,3);
m(1,3) = lhs(1,3) + rhs(1,3);
m(2,3) = lhs(2,3) + rhs(2,3);
return m;
}
StdMeshQuaternion operator-(const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q;
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q.w = -rhs.w;
q.x = -rhs.x;
q.y = -rhs.y;
q.z = -rhs.z;
return q;
}
StdMeshQuaternion operator*(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q;
q.w = lhs.w*rhs.w - lhs.x*rhs.x - lhs.y*rhs.y - lhs.z*rhs.z;
q.x = lhs.w*rhs.x + lhs.x*rhs.w + lhs.y*rhs.z - lhs.z*rhs.y;
q.y = lhs.w*rhs.y + lhs.y*rhs.w + lhs.z*rhs.x - lhs.x*rhs.z;
q.z = lhs.w*rhs.z + lhs.z*rhs.w + lhs.x*rhs.y - lhs.y*rhs.x;
return q;
}
StdMeshQuaternion& operator*=(StdMeshQuaternion& lhs, float rhs)
{
lhs.w *= rhs;
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
return lhs;
}
StdMeshQuaternion operator*(const StdMeshQuaternion& lhs, float rhs)
{
StdMeshQuaternion q(lhs);
q *= rhs;
return q;
}
StdMeshQuaternion operator*(float lhs, const StdMeshQuaternion& rhs)
{
return rhs * lhs;
}
StdMeshQuaternion& operator+=(StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
lhs.w += rhs.w;
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
StdMeshQuaternion operator+(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q(lhs);
q += rhs;
return q;
}
StdMeshQuaternion operator-(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs)
{
StdMeshQuaternion q;
q.w = lhs.w - rhs.w;
q.x = lhs.x - rhs.x;
q.y = lhs.y - rhs.y;
q.z = lhs.z - rhs.z;
return q;
}
StdMeshTransformation operator*(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs)
{
StdMeshTransformation t;
t.rotate = lhs.rotate * rhs.rotate;
t.scale = lhs.scale * rhs.scale;
t.translate = lhs.translate + lhs.rotate * (lhs.scale * rhs.translate);
return t;
}
StdMeshVector operator-(const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = -rhs.x;
v.y = -rhs.y;
v.z = -rhs.z;
return v;
}
StdMeshVector& operator+=(StdMeshVector& lhs, const StdMeshVector& rhs)
{
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
StdMeshVector operator+(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v(lhs);
v += rhs;
return v;
}
StdMeshVector operator*(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs.x * rhs.x;
v.y = lhs.y * rhs.y;
v.z = lhs.z * rhs.z;
return v;
}
StdMeshVector& operator*=(StdMeshVector& lhs, float rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
return lhs;
}
StdMeshVector operator*(const StdMeshVector& lhs, float rhs)
{
StdMeshVector v(lhs);
v *= rhs;
return v;
}
StdMeshVector operator*(float lhs, const StdMeshVector& rhs)
{
return rhs * lhs;
}
StdMeshVector operator/(const StdMeshVector& lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs.x/rhs.x;
v.y = lhs.y/rhs.y;
v.z = lhs.z/rhs.z;
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return v;
}
StdMeshVector operator/(float lhs, const StdMeshVector& rhs)
{
StdMeshVector v;
v.x = lhs/rhs.x;
v.y = lhs/rhs.y;
v.z = lhs/rhs.z;
return v;
}
StdMeshVector operator/(const StdMeshVector& lhs, float rhs)
{
StdMeshVector v;
v.x = lhs.x/rhs;
v.y = lhs.y/rhs;
v.z = lhs.z/rhs;
return v;
}
StdMeshVector operator*(const StdMeshMatrix& lhs, const StdMeshVector& rhs) // does not apply translation part
{
StdMeshVector v;
v.x = lhs(0,0)*rhs.x + lhs(0,1)*rhs.y + lhs(0,2)*rhs.z;
v.y = lhs(1,0)*rhs.x + lhs(1,1)*rhs.y + lhs(1,2)*rhs.z;
v.z = lhs(2,0)*rhs.x + lhs(2,1)*rhs.y + lhs(2,2)*rhs.z;
return v;
}
StdMeshVector operator*(const StdMeshQuaternion& lhs, const StdMeshVector& rhs)
{
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StdMeshVector v = { lhs.x, lhs.y, lhs.z };
StdMeshVector uv = 2.0f * StdMeshVector::Cross(v, rhs);
StdMeshVector uuv = StdMeshVector::Cross(v, uv);
return rhs + lhs.w * uv + uuv;
}
StdMeshVertex& operator+=(StdMeshVertex& lhs, const StdMeshVertex& rhs)
{
lhs.nx += rhs.nx;
lhs.ny += rhs.ny;
lhs.nz += rhs.nz;
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
StdMeshVertex operator+(const StdMeshVertex& lhs, const StdMeshVertex& rhs)
{
StdMeshVertex vtx(lhs);
vtx += rhs;
return vtx;
}
StdMeshVertex operator*(float lhs, const StdMeshVertex& rhs)
{
StdMeshVertex vtx;
vtx.nx = lhs*rhs.nx;
vtx.ny = lhs*rhs.ny;
vtx.nz = lhs*rhs.nz;
vtx.x = lhs*rhs.x;
vtx.y = lhs*rhs.y;
vtx.z = lhs*rhs.z;
return vtx;
}
StdMeshVertex operator*(const StdMeshVertex& lhs, float rhs)
{
return rhs * lhs;
}
StdMeshVertex operator*(const StdMeshMatrix& lhs, const StdMeshVertex& rhs)
{
StdMeshVertex vtx;
vtx.nx = lhs(0,0)*rhs.nx + lhs(0,1)*rhs.ny + lhs(0,2)*rhs.nz;
vtx.ny = lhs(1,0)*rhs.nx + lhs(1,1)*rhs.ny + lhs(0,2)*rhs.nz;
vtx.nz = lhs(2,0)*rhs.nx + lhs(2,1)*rhs.ny + lhs(2,2)*rhs.nz;
vtx.x = lhs(0,0)*rhs.x + lhs(0,1)*rhs.y + lhs(0,2)*rhs.z + lhs(0,3);
vtx.y = lhs(1,0)*rhs.x + lhs(1,1)*rhs.y + lhs(1,2)*rhs.z + lhs(1,3);
vtx.z = lhs(2,0)*rhs.x + lhs(2,1)*rhs.y + lhs(2,2)*rhs.z + lhs(2,3);
vtx.u = rhs.u; vtx.v = rhs.v;
return vtx;
}
/* Boring math stuff ends here */
StdMeshTransformation StdMeshTrack::GetTransformAt(float time) const
{
std::map<float, StdMeshKeyFrame>::const_iterator iter = Frames.lower_bound(time);
// If this points to end(), then either
// a) time > animation length
// b) The track does not include a frame for the very end of the animation
// Both is considered an error
assert(iter != Frames.end());
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if (iter == Frames.begin())
return iter->second.Transformation;
std::map<float, StdMeshKeyFrame>::const_iterator prev_iter = iter;
-- prev_iter;
float dt = iter->first - prev_iter->first;
float weight1 = (time - prev_iter->first) / dt;
float weight2 = (iter->first - time) / dt;
assert(weight1 >= 0 && weight2 >= 0 && weight1 <= 1 && weight2 <= 1);
assert(fabs(weight1 + weight2 - 1) < 1e-6);
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/*StdMeshTransformation transformation;
transformation.scale = weight1 * iter->second.Transformation.scale + weight2 * prev_iter->second.Transformation.scale;
transformation.rotate = weight1 * iter->second.Transformation.rotate + weight2 * prev_iter->second.Transformation.rotate; // TODO: slerp or renormalize
transformation.translate = weight1 * iter->second.Transformation.translate + weight2 * prev_iter->second.Transformation.translate;
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return transformation;*/
return StdMeshTransformation::Nlerp(prev_iter->second.Transformation, iter->second.Transformation, weight1);
}
StdMeshAnimation::StdMeshAnimation(const StdMeshAnimation& other):
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Name(other.Name), Length(other.Length), Tracks(other.Tracks.size())
{
// Note that all Tracks are already default-initialized to zero
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for (unsigned int i = 0; i < Tracks.size(); ++i)
if (other.Tracks[i])
Tracks[i] = new StdMeshTrack(*other.Tracks[i]);
}
StdMeshAnimation::~StdMeshAnimation()
{
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for (unsigned int i = 0; i < Tracks.size(); ++i)
delete Tracks[i];
}
StdMeshAnimation& StdMeshAnimation::operator=(const StdMeshAnimation& other)
{
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if (this == &other) return *this;
Name = other.Name;
Length = other.Length;
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for (unsigned int i = 0; i < Tracks.size(); ++i)
delete Tracks[i];
Tracks.resize(other.Tracks.size());
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for (unsigned int i = 0; i < Tracks.size(); ++i)
if (other.Tracks[i])
Tracks[i] = new StdMeshTrack(*other.Tracks[i]);
return *this;
}
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StdSubMesh::StdSubMesh():
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Material(NULL)
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{
}
StdMesh::StdMesh()
{
BoundingBox.x1 = BoundingBox.y1 = BoundingBox.z1 = 0.0f;
BoundingBox.x2 = BoundingBox.y2 = BoundingBox.z2 = 0.0f;
BoundingRadius = 0.0f;
}
StdMesh::~StdMesh()
{
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for (unsigned int i = 0; i < Bones.size(); ++i)
delete Bones[i];
}
void StdMesh::AddMasterBone(StdMeshBone* bone)
{
bone->Index = Bones.size(); // Remember index in master bone table
Bones.push_back(bone);
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for (unsigned int i = 0; i < bone->Children.size(); ++i)
AddMasterBone(bone->Children[i]);
}
const StdMeshBone* StdMesh::GetBoneByName(const StdStrBuf& name) const
{
// Lookup parent bone
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for (unsigned int i = 0; i < Bones.size(); ++i)
if (Bones[i]->Name == name)
return Bones[i];
return NULL;
}
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const StdMeshAnimation* StdMesh::GetAnimationByName(const StdStrBuf& name) const
{
StdCopyStrBuf name2(name);
std::map<StdCopyStrBuf, StdMeshAnimation>::const_iterator iter = Animations.find(name2);
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if (iter == Animations.end()) return NULL;
return &iter->second;
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}
void StdMesh::MirrorAnimation(const StdStrBuf& name, const StdMeshAnimation& animation)
{
StdCopyStrBuf name2(name);
assert(Animations.find(name2) == Animations.end());
StdMeshAnimation& new_anim = Animations.insert(std::make_pair(name2, animation)).first->second;
new_anim.Name = name2;
// Go through all bones
for(unsigned int i = 0; i < GetNumBones(); ++i)
{
// Only proceed if the bone is used in this animation
if(animation.Tracks[i] != NULL)
{
const StdMeshBone& bone = GetBone(i);
StdCopyStrBuf other_bone_name(bone.Name);
if(MirrorName(other_bone_name))
{
const StdMeshBone* other_bone = GetBoneByName(other_bone_name);
if(!other_bone)
throw std::runtime_error(std::string("No counterpart for bone ") + bone.Name.getData() + " found");
// Make sure to not swap tracks twice
if(other_bone->Index > bone.Index)
{
std::swap(new_anim.Tracks[i], new_anim.Tracks[other_bone->Index]);
#if 1
StdMeshTransformation own_trans = bone.GetParent()->InverseTransformation * bone.Transformation;
StdMeshTransformation other_own_trans = other_bone->GetParent()->InverseTransformation * other_bone->Transformation;
// Mirror all the keyframes of both tracks
for(std::map<float, StdMeshKeyFrame>::iterator iter = new_anim.Tracks[i]->Frames.begin(); iter != new_anim.Tracks[i]->Frames.end(); ++iter)
MirrorKeyFrame(iter->second, own_trans, StdMeshTransformation::Inverse(other_own_trans));
for(std::map<float, StdMeshKeyFrame>::iterator iter = new_anim.Tracks[other_bone->Index]->Frames.begin(); iter != new_anim.Tracks[other_bone->Index]->Frames.end(); ++iter)
MirrorKeyFrame(iter->second, other_own_trans, StdMeshTransformation::Inverse(own_trans));
#endif
}
}
else if(bone.Name.Compare_(".N", bone.Name.getLength()-2) != 0)
{
StdMeshTransformation own_trans = bone.Transformation;
if(bone.GetParent()) own_trans = bone.GetParent()->InverseTransformation * bone.Transformation;
for(std::map<float, StdMeshKeyFrame>::iterator iter = new_anim.Tracks[i]->Frames.begin(); iter != new_anim.Tracks[i]->Frames.end(); ++iter)
MirrorKeyFrame(iter->second, own_trans, StdMeshTransformation::Inverse(own_trans));
}
}
}
}
void StdMesh::PostInit()
{
// Mirror .R and .L animations without counterpart
for(std::map<StdCopyStrBuf, StdMeshAnimation>::iterator iter = Animations.begin(); iter != Animations.end(); ++iter)
{
// For debugging purposes:
// if(iter->second.Name == "Jump")
// MirrorAnimation(StdCopyStrBuf("Jump.Mirror"), iter->second);
StdCopyStrBuf buf = iter->second.Name;
if(MirrorName(buf))
{
if(Animations.find(buf) == Animations.end())
MirrorAnimation(buf, iter->second);
}
}
// Order submeshes so that opaque submeshes come before non-opaque ones
std::sort(SubMeshes.begin(), SubMeshes.end(), StdMeshSubMeshVisibilityCmpPred());
}
StdSubMeshInstance::StdSubMeshInstance(const StdSubMesh& submesh):
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Vertices(submesh.GetNumVertices()), Faces(submesh.GetNumFaces()),
Material(NULL)
{
// Copy initial Vertices/Faces
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for (unsigned int i = 0; i < submesh.GetNumVertices(); ++i)
Vertices[i] = submesh.GetVertex(i);
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for (unsigned int i = 0; i < submesh.GetNumFaces(); ++i)
Faces[i] = submesh.GetFace(i);
SetMaterial(submesh.GetMaterial());
}
void StdSubMeshInstance::SetMaterial(const StdMeshMaterial& material)
{
Material = &material;
// Setup initial texture animation data
assert(Material->BestTechniqueIndex >= 0);
const StdMeshMaterialTechnique& technique = Material->Techniques[Material->BestTechniqueIndex];
PassData.resize(technique.Passes.size());
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for (unsigned int i = 0; i < PassData.size(); ++i)
{
const StdMeshMaterialPass& pass = technique.Passes[i];
// Clear from previous material
PassData[i].TexUnits.clear();
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for (unsigned int j = 0; j < pass.TextureUnits.size(); ++j)
{
TexUnit unit;
unit.Phase = 0;
unit.PhaseDelay = 0.0f;
unit.Position = 0.0;
PassData[i].TexUnits.push_back(unit);
}
}
// TODO: Reorder this submesh so that opaque submeshes are drawn
// before non-opaque ones.
}
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void StdMeshInstance::SerializableValueProvider::CompileFunc(StdCompiler* pComp)
{
pComp->Value(Value);
}
StdMeshInstance::AnimationNode::AnimationNode():
Type(LeafNode), Parent(NULL)
{
Leaf.Animation = NULL;
Leaf.Position = NULL;
}
StdMeshInstance::AnimationNode::AnimationNode(const StdMeshAnimation* animation, ValueProvider* position):
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Type(LeafNode), Parent(NULL)
{
Leaf.Animation = animation;
Leaf.Position = position;
}
StdMeshInstance::AnimationNode::AnimationNode(AnimationNode* child_left, AnimationNode* child_right, ValueProvider* weight):
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Type(LinearInterpolationNode), Parent(NULL)
{
LinearInterpolation.ChildLeft = child_left;
LinearInterpolation.ChildRight = child_right;
LinearInterpolation.Weight = weight;
}
StdMeshInstance::AnimationNode::~AnimationNode()
{
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switch (Type)
{
case LeafNode:
delete Leaf.Position;
break;
case LinearInterpolationNode:
delete LinearInterpolation.ChildLeft;
delete LinearInterpolation.ChildRight;
delete LinearInterpolation.Weight;
break;
}
}
bool StdMeshInstance::AnimationNode::GetBoneTransform(unsigned int bone, StdMeshTransformation& transformation)
{
StdMeshTransformation combine_with;
StdMeshTrack* track;
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switch (Type)
{
case LeafNode:
//if(!Leaf.Animation) return false;
track = Leaf.Animation->Tracks[bone];
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if (!track) return false;
transformation = track->GetTransformAt(fixtof(Leaf.Position->Value));
return true;
case LinearInterpolationNode:
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if (!LinearInterpolation.ChildLeft->GetBoneTransform(bone, transformation))
return LinearInterpolation.ChildRight->GetBoneTransform(bone, transformation);
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if (!LinearInterpolation.ChildRight->GetBoneTransform(bone, combine_with))
return true; // First Child affects bone
transformation = StdMeshTransformation::Nlerp(transformation, combine_with, fixtof(LinearInterpolation.Weight->Value));
return true;
default:
assert(false);
return false;
}
}
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void StdMeshInstance::AnimationNode::CompileFunc(StdCompiler* pComp, const StdMesh* Mesh)
{
static const StdEnumEntry<NodeType> NodeTypes[] =
{
{ "Leaf", LeafNode },
{ "LinearInterpolation", LinearInterpolationNode },
{ NULL, static_cast<NodeType>(0) }
};
pComp->Value(mkNamingAdapt(Slot, "Slot"));
pComp->Value(mkNamingAdapt(Number, "Number"));
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pComp->Value(mkNamingAdapt(mkEnumAdaptT<uint8_t>(Type, NodeTypes), "Type"));
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switch(Type)
{
case LeafNode:
if(pComp->isCompiler())
{
StdCopyStrBuf anim_name;
pComp->Value(mkNamingAdapt(toC4CStrBuf(anim_name), "Animation"));
Leaf.Animation = Mesh->GetAnimationByName(anim_name);
if(!Leaf.Animation) pComp->excCorrupt("No such animation: \"%s\"", anim_name.getData());
}
else
{
pComp->Value(mkNamingAdapt(mkParAdapt(mkDecompileAdapt(Leaf.Animation->Name), StdCompiler::RCT_All), "Animation"));
}
pComp->Value(mkNamingAdapt(mkValueProviderAdapt(&Leaf.Position), "Position"));
break;
case LinearInterpolationNode:
pComp->Value(mkParAdapt(mkNamingPtrAdapt(LinearInterpolation.ChildLeft, "ChildLeft"), Mesh));
pComp->Value(mkParAdapt(mkNamingPtrAdapt(LinearInterpolation.ChildRight, "ChildRight"), Mesh));
pComp->Value(mkNamingAdapt(mkValueProviderAdapt(&LinearInterpolation.Weight), "Weight"));
if(pComp->isCompiler())
{
if(LinearInterpolation.ChildLeft->Slot != Slot)
pComp->excCorrupt("Slot of left child does not match parent slot");
if(LinearInterpolation.ChildRight->Slot != Slot)
pComp->excCorrupt("Slof of right child does not match parent slot");
LinearInterpolation.ChildRight->Parent = this;
LinearInterpolation.ChildRight->Parent = this;
}
break;
default:
pComp->excCorrupt("Invalid animation node type");
break;
}
}
void StdMeshInstance::AnimationNode::DenumeratePointers()
{
SerializableValueProvider* value_provider = NULL;
switch(Type)
{
case LeafNode:
value_provider = dynamic_cast<SerializableValueProvider*>(Leaf.Position);
break;
case LinearInterpolationNode:
value_provider = dynamic_cast<SerializableValueProvider*>(LinearInterpolation.Weight);
break;
}
if(value_provider) value_provider->DenumeratePointers();
}
StdMeshInstance::AttachedMesh::AttachedMesh():
Number(0), Parent(NULL), Child(NULL), OwnChild(true), ChildDenumerator(NULL), ParentBone(0), ChildBone(0), FinalTransformDirty(false)
{
}
StdMeshInstance::AttachedMesh::AttachedMesh(unsigned int number, StdMeshInstance* parent, StdMeshInstance* child, bool own_child, Denumerator* denumerator,
unsigned int parent_bone, unsigned int child_bone, const StdMeshMatrix& transform, uint32_t flags):
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Number(number), Parent(parent), Child(child), OwnChild(own_child), ChildDenumerator(denumerator),
ParentBone(parent_bone), ChildBone(child_bone), AttachTrans(transform), Flags(flags),
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FinalTransformDirty(true)
{
}
StdMeshInstance::AttachedMesh::~AttachedMesh()
{
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if (OwnChild)
delete Child;
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delete ChildDenumerator;
}
bool StdMeshInstance::AttachedMesh::SetParentBone(const StdStrBuf& bone)
{
const StdMeshBone* bone_obj = Parent->GetMesh().GetBoneByName(bone);
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if (!bone_obj) return false;
ParentBone = bone_obj->Index;
FinalTransformDirty = true;
return true;
}
bool StdMeshInstance::AttachedMesh::SetChildBone(const StdStrBuf& bone)
{
const StdMeshBone* bone_obj = Child->GetMesh().GetBoneByName(bone);
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if (!bone_obj) return false;
ChildBone = bone_obj->Index;
FinalTransformDirty = true;
return true;
}
void StdMeshInstance::AttachedMesh::SetAttachTransformation(const StdMeshMatrix& transformation)
{
AttachTrans = transformation;
FinalTransformDirty = true;
}
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void StdMeshInstance::AttachedMesh::CompileFunc(StdCompiler* pComp, DenumeratorFactoryFunc Factory)
{
if(pComp->isCompiler())
{
FinalTransformDirty = true;
ChildDenumerator = Factory();
}
const StdBitfieldEntry<uint8_t> AM_Entries[] =
{
{ "DrawBefore", AM_DrawBefore },
{ NULL, 0 }
};
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pComp->Value(mkNamingAdapt(Number, "Number"));
pComp->Value(mkNamingAdapt(ParentBone, "ParentBone")); // TODO: Save as string
pComp->Value(mkNamingAdapt(ChildBone, "ChildBone")); // TODO: Save as string (note we can only resolve this in DenumeratePointers then!)
pComp->Value(mkNamingAdapt(mkTransformAdapt(AttachTrans), "AttachTransformation"));
uint8_t dwSyncFlags = static_cast<uint8_t>(Flags);
pComp->Value(mkNamingAdapt(mkBitfieldAdapt(dwSyncFlags, AM_Entries), "Flags", 0u));
if(pComp->isCompiler()) Flags = dwSyncFlags;
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pComp->Value(mkParAdapt(*ChildDenumerator, this));
}
void StdMeshInstance::AttachedMesh::DenumeratePointers()
{
ChildDenumerator->DenumeratePointers(this);
}
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StdMeshInstance::StdMeshInstance(const StdMesh& mesh):
Mesh(&mesh), CurrentFaceOrdering(FO_Fixed),
BoneTransforms(Mesh->GetNumBones(), StdMeshMatrix::Identity()),
SubMeshInstances(Mesh->GetNumSubMeshes()), AttachParent(NULL),
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BoneTransformsDirty(false)
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{
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
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{
const StdSubMesh& submesh = Mesh->GetSubMesh(i);
SubMeshInstances[i] = new StdSubMeshInstance(submesh);
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}
}
StdMeshInstance::~StdMeshInstance()
{
// If we are attached then detach from parent
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if (AttachParent)
AttachParent->Parent->DetachMesh(AttachParent->Number);
// Remove all attach children
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while (!AttachChildren.empty())
DetachMesh(AttachChildren.back()->Number);
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while (!AnimationStack.empty())
StopAnimation(AnimationStack.front());
assert(AnimationNodes.empty());
// Delete submeshes
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for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
delete SubMeshInstances[i];
}
void StdMeshInstance::SetFaceOrdering(FaceOrdering ordering)
{
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if (CurrentFaceOrdering != ordering)
{
CurrentFaceOrdering = ordering;
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if (ordering == FO_Fixed)
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{
// Copy original face ordering from StdMesh
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
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{
const StdSubMesh& submesh = Mesh->GetSubMesh(i);
//SubMeshInstances[i]->Faces = submesh.GetFaces();
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for (unsigned int j = 0; j < submesh.GetNumFaces(); ++j)
SubMeshInstances[i]->Faces[j] = submesh.GetFace(j);
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}
}
//BoneTransformsDirty = true;
// Update attachments (only own meshes for now... others might be displayed both attached and non-attached...)
// still not optimal.
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for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
if ((*iter)->OwnChild)
(*iter)->Child->SetFaceOrdering(ordering);
}
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}
void StdMeshInstance::SetFaceOrderingForClrModulation(uint32_t clrmod)
{
// TODO: This could do face ordering only for non-opaque submeshes
bool opaque = true;
for(unsigned int i = 0; i < SubMeshInstances.size(); ++i)
if(!SubMeshInstances[i]->Material->IsOpaque())
{ opaque = false; break; }
if(!opaque)
SetFaceOrdering(FO_FarthestToNearest);
else if( ((clrmod >> 24) & 0xff) != 0xff)
SetFaceOrdering(FO_NearestToFarthest);
else
SetFaceOrdering(FO_Fixed);
}
StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdStrBuf& animation_name, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight)
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{
const StdMeshAnimation* animation = Mesh->GetAnimationByName(animation_name);
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if (!animation) { delete position; delete weight; return NULL; }
return PlayAnimation(*animation, slot, sibling, position, weight);
}
StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdMeshAnimation& animation, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight)
{
// Default
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if (!sibling) sibling = GetRootAnimationForSlot(slot);
assert(!sibling || sibling->Slot == slot);
// Find two subsequent numbers in case we need to create two nodes, so
// script can deduce the second node.
unsigned int Number1, Number2;
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for (Number1 = 0; Number1 < AnimationNodes.size(); ++Number1)
if (AnimationNodes[Number1] == NULL && (!sibling || Number1+1 == AnimationNodes.size() || AnimationNodes[Number1+1] == NULL))
break;
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/* for(Number2 = Number1+1; Number2 < AnimationNodes.size(); ++Number2)
if(AnimationNodes[Number2] == NULL)
break;*/
Number2 = Number1 + 1;
position->Value = BoundBy(position->Value, Fix0, ftofix(animation.Length));
weight->Value = BoundBy(weight->Value, Fix0, itofix(1));
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if (Number1 == AnimationNodes.size()) AnimationNodes.push_back( (StdMeshInstance::AnimationNode*) NULL);
if (sibling && Number2 == AnimationNodes.size()) AnimationNodes.push_back( (StdMeshInstance::AnimationNode*) NULL);
AnimationNode* child = new AnimationNode(&animation, position);
AnimationNodes[Number1] = child;
child->Number = Number1;
child->Slot = slot;
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if (sibling)
{
AnimationNode* parent = new AnimationNode(child, sibling, weight);
AnimationNodes[Number2] = parent;
parent->Number = Number2;
parent->Slot = slot;
child->Parent = parent;
parent->Parent = sibling->Parent;
parent->LinearInterpolation.ChildLeft = sibling;
parent->LinearInterpolation.ChildRight = child;
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if (sibling->Parent)
{
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if (sibling->Parent->LinearInterpolation.ChildLeft == sibling)
sibling->Parent->LinearInterpolation.ChildLeft = parent;
else
sibling->Parent->LinearInterpolation.ChildRight = parent;
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}
else
{
// set new parent
AnimationNodeList::iterator iter = GetStackIterForSlot(slot, false);
// slot must not be empty, since sibling uses same slot
assert(iter != AnimationStack.end() && *iter != NULL);
*iter = parent;
}
sibling->Parent = parent;
}
else
{
delete weight;
AnimationNodeList::iterator iter = GetStackIterForSlot(slot, true);
assert(!*iter); // we have a sibling if slot is not empty
*iter = child;
}
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BoneTransformsDirty = true;
return child;
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}
void StdMeshInstance::StopAnimation(AnimationNode* node)
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{
ClearAnimationListRecursively(AnimationNodes, node);
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AnimationNode* parent = node->Parent;
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if (parent == NULL)
{
AnimationNodeList::iterator iter = GetStackIterForSlot(node->Slot, false);
assert(iter != AnimationStack.end() && *iter == node);
AnimationStack.erase(iter);
delete node;
}
else
{
assert(parent->Type == AnimationNode::LinearInterpolationNode);
// Remove parent interpolation node and re-link
AnimationNode* other_child;
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if (parent->LinearInterpolation.ChildLeft == node)
{
other_child = parent->LinearInterpolation.ChildRight;
parent->LinearInterpolation.ChildRight = NULL;
}
else
{
other_child = parent->LinearInterpolation.ChildLeft;
parent->LinearInterpolation.ChildLeft = NULL;
}
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if (parent->Parent)
{
assert(parent->Parent->Type == AnimationNode::LinearInterpolationNode);
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if (parent->Parent->LinearInterpolation.ChildLeft == parent)
parent->Parent->LinearInterpolation.ChildLeft = other_child;
else
parent->Parent->LinearInterpolation.ChildRight = other_child;
other_child->Parent = parent->Parent;
}
else
{
AnimationNodeList::iterator iter = GetStackIterForSlot(node->Slot, false);
assert(iter != AnimationStack.end() && *iter == parent);
*iter = other_child;
other_child->Parent = NULL;
}
AnimationNodes[parent->Number] = NULL;
// Recursively deletes parent and its descendants
delete parent;
}
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while (!AnimationNodes.empty() && AnimationNodes.back() == NULL)
AnimationNodes.erase(AnimationNodes.end()-1);
BoneTransformsDirty = true;
}
StdMeshInstance::AnimationNode* StdMeshInstance::GetAnimationNodeByNumber(unsigned int number)
{
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if (number >= AnimationNodes.size()) return NULL;
return AnimationNodes[number];
}
StdMeshInstance::AnimationNode* StdMeshInstance::GetRootAnimationForSlot(int slot)
{
AnimationNodeList::iterator iter = GetStackIterForSlot(slot, false);
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if (iter == AnimationStack.end()) return NULL;
return *iter;
}
void StdMeshInstance::SetAnimationPosition(AnimationNode* node, ValueProvider* position)
{
assert(node->GetType() == AnimationNode::LeafNode);
delete node->Leaf.Position;
node->Leaf.Position = position;
position->Value = BoundBy(position->Value, Fix0, ftofix(node->Leaf.Animation->Length));
BoneTransformsDirty = true;
}
void StdMeshInstance::SetAnimationWeight(AnimationNode* node, ValueProvider* weight)
{
assert(node->GetType() == AnimationNode::LinearInterpolationNode);
delete node->LinearInterpolation.Weight; node->LinearInterpolation.Weight = weight;
weight->Value = BoundBy(weight->Value, Fix0, itofix(1));
BoneTransformsDirty = true;
}
void StdMeshInstance::ExecuteAnimation(float dt)
{
// Iterate from the back since slots might be removed
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for (unsigned int i = AnimationStack.size(); i > 0; --i)
if(!ExecuteAnimationNode(AnimationStack[i-1]))
StopAnimation(AnimationStack[i-1]);
// Update animated textures
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for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
{
StdSubMeshInstance& submesh = *SubMeshInstances[i];
const StdMeshMaterial& material = submesh.GetMaterial();
const StdMeshMaterialTechnique& technique = material.Techniques[material.BestTechniqueIndex];
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for (unsigned int j = 0; j < submesh.PassData.size(); ++j)
{
StdSubMeshInstance::Pass& pass = submesh.PassData[j];
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for (unsigned int k = 0; k < pass.TexUnits.size(); ++k)
{
const StdMeshMaterialTextureUnit& texunit = technique.Passes[j].TextureUnits[k];
StdSubMeshInstance::TexUnit& texunit_instance = submesh.PassData[j].TexUnits[k];
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if (texunit.HasFrameAnimation())
{
const unsigned int NumPhases = texunit.GetNumTextures();
const float PhaseDuration = texunit.Duration / NumPhases;
const float Position = texunit_instance.PhaseDelay + dt;
const unsigned int AddPhases = static_cast<unsigned int>(Position / PhaseDuration);
texunit_instance.Phase = (texunit_instance.Phase + AddPhases) % NumPhases;
texunit_instance.PhaseDelay = Position - AddPhases * PhaseDuration;
}
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if (texunit.HasTexCoordAnimation())
texunit_instance.Position += dt;
}
}
}
// Update animation for attached meshes
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for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
(*iter)->Child->ExecuteAnimation(dt);
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}
StdMeshInstance::AttachedMesh* StdMeshInstance::AttachMesh(const StdMesh& mesh, AttachedMesh::Denumerator* denumerator, const StdStrBuf& parent_bone, const StdStrBuf& child_bone, const StdMeshMatrix& transformation, uint32_t flags)
{
StdMeshInstance* instance = new StdMeshInstance(mesh);
instance->SetFaceOrdering(CurrentFaceOrdering);
AttachedMesh* attach = AttachMesh(*instance, denumerator, parent_bone, child_bone, transformation, flags, true);
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if (!attach) { delete instance; delete denumerator; return NULL; }
return attach;
}
StdMeshInstance::AttachedMesh* StdMeshInstance::AttachMesh(StdMeshInstance& instance, AttachedMesh::Denumerator* denumerator, const StdStrBuf& parent_bone, const StdStrBuf& child_bone, const StdMeshMatrix& transformation, uint32_t flags, bool own_child)
{
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std::auto_ptr<AttachedMesh::Denumerator> auto_denumerator(denumerator);
// We don't allow an instance to be attached to multiple parent instances for now
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if (instance.AttachParent) return NULL;
// Make sure there are no cyclic attachments
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for (StdMeshInstance* Parent = this; Parent->AttachParent != NULL; Parent = Parent->AttachParent->Parent)
if (Parent == &instance)
return NULL;
AttachedMesh* attach = NULL;
unsigned int number = 1;
// Find free index.
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for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
if ((*iter)->Number >= number)
number = (*iter)->Number + 1;
const StdMeshBone* parent_bone_obj = Mesh->GetBoneByName(parent_bone);
const StdMeshBone* child_bone_obj = instance.Mesh->GetBoneByName(child_bone);
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if (!parent_bone_obj || !child_bone_obj) return NULL;
// TODO: Face Ordering is not lined up... can't do that properly here
attach = new AttachedMesh(number, this, &instance, own_child, auto_denumerator.release(), parent_bone_obj->Index, child_bone_obj->Index, transformation, flags);
instance.AttachParent = attach;
// If DrawInFront is set then sort before others so that drawing order is easy
if(flags & AM_DrawBefore)
AttachChildren.insert(AttachChildren.begin(), attach);
else
AttachChildren.insert(AttachChildren.end(), attach);
return attach;
}
bool StdMeshInstance::DetachMesh(unsigned int number)
{
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for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
{
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if ((*iter)->Number == number)
{
// Reset attach parent of child so it does not try
// to detach itself on destruction.
(*iter)->Child->AttachParent = NULL;
delete *iter;
AttachChildren.erase(iter);
return true;
}
}
return false;
}
StdMeshInstance::AttachedMesh* StdMeshInstance::GetAttachedMeshByNumber(unsigned int number) const
{
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for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
if ((*iter)->Number == number)
return *iter;
return NULL;
}
bool StdMeshInstance::UpdateBoneTransforms()
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{
bool was_dirty = BoneTransformsDirty;
// Nothing changed since last time
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if (BoneTransformsDirty)
{
// Compute transformation matrix for each bone.
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for (unsigned int i = 0; i < BoneTransforms.size(); ++i)
{
StdMeshTransformation Transformation;
const StdMeshBone& bone = Mesh->GetBone(i);
const StdMeshBone* parent = bone.GetParent();
assert(!parent || parent->Index < i);
bool have_transform = false;
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for (unsigned int j = 0; j < AnimationStack.size(); ++j)
{
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if (have_transform)
{
StdMeshTransformation other;
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if (AnimationStack[j]->GetBoneTransform(i, other))
Transformation = StdMeshTransformation::Nlerp(Transformation, other, 1.0f); // TODO: Allow custom weighing for slot combination
}
else
{
have_transform = AnimationStack[j]->GetBoneTransform(i, Transformation);
}
}
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if (!have_transform)
{
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if (parent)
BoneTransforms[i] = BoneTransforms[parent->Index];
else
BoneTransforms[i] = StdMeshMatrix::Identity();
}
else
{
BoneTransforms[i] = StdMeshMatrix::Transform(bone.Transformation * Transformation * bone.InverseTransformation);
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if (parent) BoneTransforms[i] = BoneTransforms[parent->Index] * BoneTransforms[i];
}
}
// Compute transformation for each vertex. We could later think about
// doing this on the GPU using a vertex shader. This would then probably
// need to go to CStdGL::PerformMesh and CStdD3D::PerformMesh.
// (can only work for fixed face ordering though)
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for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
{
const StdSubMesh& submesh = Mesh->GetSubMesh(i);
std::vector<StdMeshVertex>& instance_vertices = SubMeshInstances[i]->Vertices;
assert(submesh.GetNumVertices() == instance_vertices.size());
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for (unsigned int j = 0; j < instance_vertices.size(); ++j)
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{
const StdSubMesh::Vertex& vertex = submesh.GetVertex(j);
StdMeshVertex& instance_vertex = instance_vertices[j];
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if (!vertex.BoneAssignments.empty())
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{
instance_vertex.x = instance_vertex.y = instance_vertex.z = 0.0f;
instance_vertex.nx = instance_vertex.ny = instance_vertex.nz = 0.0f;
instance_vertex.u = vertex.u; instance_vertex.v = vertex.v;
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for (unsigned int k = 0; k < vertex.BoneAssignments.size(); ++k)
{
const StdMeshVertexBoneAssignment& assignment = vertex.BoneAssignments[k];
instance_vertex += assignment.Weight * (BoneTransforms[assignment.BoneIndex] * vertex);
}
}
else
{
instance_vertex = vertex;
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}
}
}
}
// Update attachment's attach transformations. Note this is done recursively.
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for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
{
AttachedMesh* attach = *iter;
const bool ChildBoneTransformsDirty = attach->Child->BoneTransformsDirty;
attach->Child->UpdateBoneTransforms();
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if (BoneTransformsDirty || ChildBoneTransformsDirty || attach->FinalTransformDirty)
{
was_dirty = true;
// Compute matrix to change the coordinate system to the one of the attached bone:
// The idea is that a vertex at the child bone's position transforms to the parent bone's position.
// Therefore (read from right to left) we first apply the inverse of the child bone transformation,
// then an optional scaling matrix, and finally the parent bone transformation
// TODO: we can cache the three matrices in the middle since they don't change over time,
// reducing this to two matrix multiplications instead of four each frame.
// Might even be worth to compute the complete transformation directly when rendering then
// (saves per-instance memory, but requires recomputation if the animation does not change).
// TODO: We might also be able to cache child inverse, and only recomupte it if
// child bone transforms are dirty (saves matrix inversion for unanimated attach children).
attach->FinalTrans = BoneTransforms[attach->ParentBone]
* StdMeshMatrix::Transform(Mesh->GetBone(attach->ParentBone).Transformation)
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* attach->AttachTrans
* StdMeshMatrix::Transform(attach->Child->Mesh->GetBone(attach->ChildBone).InverseTransformation)
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* StdMeshMatrix::Inverse(attach->Child->BoneTransforms[attach->ChildBone]);
attach->FinalTransformDirty = false;
}
}
BoneTransformsDirty = false;
return was_dirty;
}
void StdMeshInstance::ReorderFaces(StdMeshMatrix* global_trans)
{
if(CurrentFaceOrdering != FO_Fixed)
{
for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
{
StdMeshInstanceFaceOrderingCmpPred pred(*this, i, global_trans ? *global_trans : StdMeshMatrix::Identity());
std::sort(SubMeshInstances[i]->Faces.begin(), SubMeshInstances[i]->Faces.end(), pred);
}
}
// TODO: Also reorder submeshes, attached meshes and include AttachTransformation for attached meshes...
}
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void StdMeshInstance::CompileFunc(StdCompiler* pComp, AttachedMesh::DenumeratorFactoryFunc Factory)
{
if(pComp->isCompiler())
{
// Only initially created instances can be compiled
assert(!AttachParent);
assert(AttachChildren.empty());
assert(AnimationStack.empty());
BoneTransformsDirty = true;
bool valid;
pComp->Value(mkNamingAdapt(valid, "Valid"));
if(!valid) pComp->excCorrupt("Mesh instance is invalid");
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int32_t iAnimCnt = AnimationStack.size();
pComp->Value(mkNamingCountAdapt(iAnimCnt, "AnimationNode"));
for(int32_t i = 0; i < iAnimCnt; ++i)
{
AnimationNode* node = NULL;
pComp->Value(mkParAdapt(mkNamingPtrAdapt(node, "AnimationNode"), Mesh));
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AnimationNodeList::iterator iter = GetStackIterForSlot(node->Slot, true);
if(*iter != NULL) { delete node; pComp->excCorrupt("Duplicate animation slot index"); }
*iter = node;
// Add nodes into lookup table
std::vector<AnimationNode*> nodes(1, node);
while(!nodes.empty())
{
node = nodes.back();
nodes.erase(nodes.end()-1);
if (AnimationNodes.size() <= node->Number)
AnimationNodes.resize(node->Number+1);
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if(AnimationNodes[node->Number] != NULL) pComp->excCorrupt("Duplicate animation node number");
AnimationNodes[node->Number] = node;
if(node->Type == AnimationNode::LinearInterpolationNode)
{
nodes.push_back(node->LinearInterpolation.ChildLeft);
nodes.push_back(node->LinearInterpolation.ChildRight);
}
}
}
int32_t iAttachedCnt;
pComp->Value(mkNamingCountAdapt(iAttachedCnt, "Attached"));
for(int32_t i = 0; i < iAttachedCnt; ++i)
{
AttachChildren.push_back(new AttachedMesh);
AttachedMesh* attach = AttachChildren.back();
attach->Parent = this;
pComp->Value(mkNamingAdapt(mkParAdapt(*attach, Factory), "Attached"));
}
}
else
{
// Write something to make sure that the parent
// named section ([Mesh] or [ChildInstance]) is written.
// StdCompilerIni does not make a difference between
// non-existing and empty named sections.
bool valid = true;
pComp->Value(mkNamingAdapt(valid, "Valid"));
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int32_t iAnimCnt = AnimationStack.size();
pComp->Value(mkNamingCountAdapt(iAnimCnt, "AnimationNode"));
for(AnimationNodeList::iterator iter = AnimationStack.begin(); iter != AnimationStack.end(); ++iter)
pComp->Value(mkParAdapt(mkNamingPtrAdapt(*iter, "AnimationNode"), Mesh));
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int32_t iAttachedCnt = AttachChildren.size();
pComp->Value(mkNamingCountAdapt(iAttachedCnt, "Attached"));
for(unsigned int i = 0; i < AttachChildren.size(); ++i)
pComp->Value(mkNamingAdapt(mkParAdapt(*AttachChildren[i], Factory), "Attached"));
}
}
void StdMeshInstance::DenumeratePointers()
{
for(unsigned int i = 0; i < AnimationNodes.size(); ++i)
if(AnimationNodes[i])
AnimationNodes[i]->DenumeratePointers();
for(unsigned int i = 0; i < AttachChildren.size(); ++i)
AttachChildren[i]->DenumeratePointers();
}
StdMeshInstance::AnimationNodeList::iterator StdMeshInstance::GetStackIterForSlot(int slot, bool create)
{
// TODO: bsearch
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for (AnimationNodeList::iterator iter = AnimationStack.begin(); iter != AnimationStack.end(); ++iter)
{
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if ((*iter)->Slot == slot)
{
return iter;
}
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else if ((*iter)->Slot > slot)
{
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if (!create)
return AnimationStack.end();
else
return AnimationStack.insert(iter, NULL);
}
}
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if (!create)
return AnimationStack.end();
else
return AnimationStack.insert(AnimationStack.end(), NULL);
}
bool StdMeshInstance::ExecuteAnimationNode(AnimationNode* node)
{
ValueProvider* provider = NULL;
C4Real min;
C4Real max;
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switch (node->GetType())
{
case AnimationNode::LeafNode:
provider = node->GetPositionProvider();
min = Fix0;
max = ftofix(node->GetAnimation()->Length);
break;
case AnimationNode::LinearInterpolationNode:
provider = node->GetWeightProvider();
min = Fix0;
max = itofix(1);
break;
}
const C4Real old_value = provider->Value;
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if (!provider->Execute())
{
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if (node->GetType() == AnimationNode::LeafNode) return false;
// Remove the child with less weight (normally weight reaches 0.0 or 1.0)
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if (node->GetWeight() > itofix(1, 2))
{
// Remove both children (by parent) if other wants to be deleted as well
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if (!ExecuteAnimationNode(node->GetRightChild())) return false;
// Remove left child as it has less weight
StopAnimation(node->LinearInterpolation.ChildLeft);
}
else
{
// Remove both children (by parent) if other wants to be deleted as well
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if (!ExecuteAnimationNode(node->GetLeftChild())) return false;
// Remove right child as it has less weight
StopAnimation(node->LinearInterpolation.ChildRight);
}
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}
else
{
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if (provider->Value != old_value)
{
provider->Value = BoundBy(provider->Value, min, max);
BoneTransformsDirty = true;
}
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if (node->GetType() == AnimationNode::LinearInterpolationNode)
{
const bool left_result = ExecuteAnimationNode(node->GetLeftChild());
const bool right_result = ExecuteAnimationNode(node->GetRightChild());
// Remove this node completely
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if (!left_result && !right_result)
return false;
// Note that either of this also removes node
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if (!left_result)
StopAnimation(node->GetLeftChild());
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if (!right_result)
StopAnimation(node->GetRightChild());
}
}
return true;
}