openclonk/src/lib/StdMesh.cpp

1369 lines
44 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* 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>
#include <algorithm>
static int StdMeshFaceCmp(const StdMeshFace& face1, const StdMeshFace& face2);
#define SORT_NAME StdMesh
#define SORT_TYPE StdMeshFace
#define SORT_CMP StdMeshFaceCmp
#include "timsort/sort.h"
std::vector<StdMeshInstance::SerializableValueProvider::IDBase*>* StdMeshInstance::SerializableValueProvider::IDs = NULL;
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 StdSubMeshInstance& m_inst;
const StdMeshVertex* m_vertices;
const StdMeshMatrix& m_global_trans;
StdMeshInstanceFaceOrderingCmpPred(const StdSubMeshInstance& inst, const StdMeshMatrix& global_trans):
m_inst(inst), m_vertices(m_inst.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
{
return compare(face1, face2) < 0;
}
int compare(const StdMeshFace& face1, const StdMeshFace& face2) const
{
// TODO: Need to apply attach matrix in case of attached meshes
switch (m_inst.GetFaceOrdering())
{
case StdSubMeshInstance::FO_Fixed:
assert(false);
return 0;
case StdSubMeshInstance::FO_FarthestToNearest:
case StdSubMeshInstance::FO_NearestToFarthest:
{
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);
if (m_inst.GetFaceOrdering() == StdSubMeshInstance::FO_FarthestToNearest)
return (z1 < z2 ? -1 : (z1 > z2 ? +1 : 0));
else
return (z2 < z1 ? -1 : (z2 > z1 ? +1 : 0));
}
default:
assert(false);
return 0;
}
}
};
// Serialize 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));
}
pComp->Separator(StdCompiler::SEP_START);
pComp->Value(mkContextPtrAdapt(svp, *id, false));
pComp->Separator(StdCompiler::SEP_END);
if(pComp->isCompiler())
*ValueProvider = svp;
}
ALLOW_TEMP_TO_REF(ValueProviderAdapt)
};
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)
{
pComp->Separator(StdCompiler::SEP_START);
for(unsigned int i = 0; i < 3; ++i)
{
for(unsigned int j = 0; j < 4; ++j)
{
if(i != 0 || j != 0) pComp->Separator();
// TODO: Teach StdCompiler how to handle float
// pComp->Value(Matrix(i, j));
if(pComp->isCompiler())
{
C4Real f;
pComp->Value(f);
Matrix(i,j) = fixtof(f);
}
else
{
C4Real f = ftofix(Matrix(i,j));
pComp->Value(f);
}
}
}
pComp->Separator(StdCompiler::SEP_END);
}
ALLOW_TEMP_TO_REF(TransformAdapt)
};
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;
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.y = -frame.Transformation.rotate.y;
frame.Transformation.rotate.z = -frame.Transformation.rotate.z;
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);
// TODO: scale
}
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;
}
StdMeshInstanceFaceOrderingCmpPred* g_pred = NULL;
}
static int StdMeshFaceCmp(const StdMeshFace& face1, const StdMeshFace& face2)
{
return g_pred->compare(face1, face2);
}
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());
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);
/*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;
return transformation;*/
return StdMeshTransformation::Nlerp(prev_iter->second.Transformation, iter->second.Transformation, weight1);
}
StdMeshAnimation::StdMeshAnimation(const StdMeshAnimation& other):
Name(other.Name), Length(other.Length), Tracks(other.Tracks.size())
{
// Note that all Tracks are already default-initialized to zero
for (unsigned int i = 0; i < Tracks.size(); ++i)
if (other.Tracks[i])
Tracks[i] = new StdMeshTrack(*other.Tracks[i]);
}
StdMeshAnimation::~StdMeshAnimation()
{
for (unsigned int i = 0; i < Tracks.size(); ++i)
delete Tracks[i];
}
StdMeshAnimation& StdMeshAnimation::operator=(const StdMeshAnimation& other)
{
if (this == &other) return *this;
Name = other.Name;
Length = other.Length;
for (unsigned int i = 0; i < Tracks.size(); ++i)
delete Tracks[i];
Tracks.resize(other.Tracks.size());
for (unsigned int i = 0; i < Tracks.size(); ++i)
if (other.Tracks[i])
Tracks[i] = new StdMeshTrack(*other.Tracks[i]);
return *this;
}
StdSubMesh::StdSubMesh():
Material(NULL)
{
}
StdMesh::StdMesh()
{
BoundingBox.x1 = BoundingBox.y1 = BoundingBox.z1 = 0.0f;
BoundingBox.x2 = BoundingBox.y2 = BoundingBox.z2 = 0.0f;
BoundingRadius = 0.0f;
}
StdMesh::~StdMesh()
{
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);
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
for (unsigned int i = 0; i < Bones.size(); ++i)
if (Bones[i]->Name == name)
return Bones[i];
return NULL;
}
const StdMeshAnimation* StdMesh::GetAnimationByName(const StdStrBuf& name) const
{
StdCopyStrBuf name2(name);
std::map<StdCopyStrBuf, StdMeshAnimation>::const_iterator iter = Animations.find(name2);
if (iter == Animations.end()) return NULL;
return &iter->second;
}
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)
{
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( (animation.Tracks[i] != NULL || animation.Tracks[other_bone->Index] != NULL) &&
other_bone->Index > bone.Index)
{
std::swap(new_anim.Tracks[i], new_anim.Tracks[other_bone->Index]);
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
if(new_anim.Tracks[i] != NULL)
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));
if(new_anim.Tracks[other_bone->Index] != NULL)
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));
}
}
else if(bone.Name.Compare_(".N", bone.Name.getLength()-2) != 0)
{
if(new_anim.Tracks[i] != NULL)
{
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):
Vertices(submesh.GetNumVertices()), Faces(submesh.GetNumFaces()),
Material(NULL), CurrentFaceOrdering(FO_Fixed)
{
// Copy initial Vertices/Faces
for (unsigned int i = 0; i < submesh.GetNumVertices(); ++i)
Vertices[i] = submesh.GetVertex(i);
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());
for (unsigned int i = 0; i < PassData.size(); ++i)
{
const StdMeshMaterialPass& pass = technique.Passes[i];
// Clear from previous material
PassData[i].TexUnits.clear();
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.
// TODO: Reset face ordering
}
void StdSubMeshInstance::SetFaceOrdering(const StdSubMesh& submesh, FaceOrdering ordering)
{
if (CurrentFaceOrdering != ordering)
{
CurrentFaceOrdering = ordering;
if (ordering == FO_Fixed)
{
for (unsigned int i = 0; i < submesh.GetNumFaces(); ++i)
Faces[i] = submesh.GetFace(i);
}
}
}
void StdSubMeshInstance::SetFaceOrderingForClrModulation(const StdSubMesh& submesh, uint32_t clrmod)
{
bool opaque = Material->IsOpaque();
if(!opaque)
SetFaceOrdering(submesh, FO_FarthestToNearest);
else if( ((clrmod >> 24) & 0xff) != 0xff)
SetFaceOrdering(submesh, FO_NearestToFarthest);
else
SetFaceOrdering(submesh, FO_Fixed);
}
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):
Type(LeafNode), Parent(NULL)
{
Leaf.Animation = animation;
Leaf.Position = position;
}
StdMeshInstance::AnimationNode::AnimationNode(AnimationNode* child_left, AnimationNode* child_right, ValueProvider* weight):
Type(LinearInterpolationNode), Parent(NULL)
{
LinearInterpolation.ChildLeft = child_left;
LinearInterpolation.ChildRight = child_right;
LinearInterpolation.Weight = weight;
}
StdMeshInstance::AnimationNode::~AnimationNode()
{
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;
switch (Type)
{
case LeafNode:
//if(!Leaf.Animation) return false;
track = Leaf.Animation->Tracks[bone];
if (!track) return false;
transformation = track->GetTransformAt(fixtof(Leaf.Position->Value));
return true;
case LinearInterpolationNode:
if (!LinearInterpolation.ChildLeft->GetBoneTransform(bone, transformation))
return LinearInterpolation.ChildRight->GetBoneTransform(bone, transformation);
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;
}
}
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"));
pComp->Value(mkNamingAdapt(mkEnumAdaptT<uint8_t>(Type, NodeTypes), "Type"));
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):
Number(number), Parent(parent), Child(child), OwnChild(own_child), ChildDenumerator(denumerator),
ParentBone(parent_bone), ChildBone(child_bone), AttachTrans(transform), Flags(flags),
FinalTransformDirty(true)
{
}
StdMeshInstance::AttachedMesh::~AttachedMesh()
{
if (OwnChild)
delete Child;
delete ChildDenumerator;
}
bool StdMeshInstance::AttachedMesh::SetParentBone(const StdStrBuf& bone)
{
const StdMeshBone* bone_obj = Parent->GetMesh().GetBoneByName(bone);
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);
if (!bone_obj) return false;
ChildBone = bone_obj->Index;
FinalTransformDirty = true;
return true;
}
void StdMeshInstance::AttachedMesh::SetAttachTransformation(const StdMeshMatrix& transformation)
{
AttachTrans = transformation;
FinalTransformDirty = true;
}
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 }
};
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;
pComp->Value(mkParAdapt(*ChildDenumerator, this));
}
void StdMeshInstance::AttachedMesh::DenumeratePointers()
{
ChildDenumerator->DenumeratePointers(this);
}
StdMeshInstance::StdMeshInstance(const StdMesh& mesh):
Mesh(&mesh),
BoneTransforms(Mesh->GetNumBones(), StdMeshMatrix::Identity()),
SubMeshInstances(Mesh->GetNumSubMeshes()), AttachParent(NULL),
BoneTransformsDirty(false)
{
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
{
const StdSubMesh& submesh = Mesh->GetSubMesh(i);
SubMeshInstances[i] = new StdSubMeshInstance(submesh);
}
}
StdMeshInstance::~StdMeshInstance()
{
// If we are attached then detach from parent
if (AttachParent)
AttachParent->Parent->DetachMesh(AttachParent->Number);
// Remove all attach children
while (!AttachChildren.empty())
DetachMesh(AttachChildren.back()->Number);
while (!AnimationStack.empty())
StopAnimation(AnimationStack.front());
assert(AnimationNodes.empty());
// Delete submeshes
for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
delete SubMeshInstances[i];
}
void StdMeshInstance::SetFaceOrdering(FaceOrdering ordering)
{
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
SubMeshInstances[i]->SetFaceOrdering(Mesh->GetSubMesh(i), ordering);
// Update attachments (only own meshes for now... others might be displayed both attached and non-attached...)
// still not optimal.
for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
if ((*iter)->OwnChild)
(*iter)->Child->SetFaceOrdering(ordering);
}
void StdMeshInstance::SetFaceOrderingForClrModulation(uint32_t clrmod)
{
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
SubMeshInstances[i]->SetFaceOrderingForClrModulation(Mesh->GetSubMesh(i), clrmod);
// Update attachments (only own meshes for now... others might be displayed both attached and non-attached...)
// still not optimal.
for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
if ((*iter)->OwnChild)
(*iter)->Child->SetFaceOrderingForClrModulation(clrmod);
}
StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdStrBuf& animation_name, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight)
{
const StdMeshAnimation* animation = Mesh->GetAnimationByName(animation_name);
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
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;
for (Number1 = 0; Number1 < AnimationNodes.size(); ++Number1)
if (AnimationNodes[Number1] == NULL && (!sibling || Number1+1 == AnimationNodes.size() || AnimationNodes[Number1+1] == NULL))
break;
/* 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));
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;
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;
if (sibling->Parent)
{
if (sibling->Parent->LinearInterpolation.ChildLeft == sibling)
sibling->Parent->LinearInterpolation.ChildLeft = parent;
else
sibling->Parent->LinearInterpolation.ChildRight = parent;
}
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;
}
BoneTransformsDirty = true;
return child;
}
void StdMeshInstance::StopAnimation(AnimationNode* node)
{
ClearAnimationListRecursively(AnimationNodes, node);
AnimationNode* parent = node->Parent;
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;
if (parent->LinearInterpolation.ChildLeft == node)
{
other_child = parent->LinearInterpolation.ChildRight;
parent->LinearInterpolation.ChildRight = NULL;
}
else
{
other_child = parent->LinearInterpolation.ChildLeft;
parent->LinearInterpolation.ChildLeft = NULL;
}
if (parent->Parent)
{
assert(parent->Parent->Type == AnimationNode::LinearInterpolationNode);
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;
}
while (!AnimationNodes.empty() && AnimationNodes.back() == NULL)
AnimationNodes.erase(AnimationNodes.end()-1);
BoneTransformsDirty = true;
}
StdMeshInstance::AnimationNode* StdMeshInstance::GetAnimationNodeByNumber(unsigned int number)
{
if (number >= AnimationNodes.size()) return NULL;
return AnimationNodes[number];
}
StdMeshInstance::AnimationNode* StdMeshInstance::GetRootAnimationForSlot(int slot)
{
AnimationNodeList::iterator iter = GetStackIterForSlot(slot, false);
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
for (unsigned int i = AnimationStack.size(); i > 0; --i)
if(!ExecuteAnimationNode(AnimationStack[i-1]))
StopAnimation(AnimationStack[i-1]);
// Update animated textures
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];
for (unsigned int j = 0; j < submesh.PassData.size(); ++j)
{
StdSubMeshInstance::Pass& pass = submesh.PassData[j];
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];
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;
}
if (texunit.HasTexCoordAnimation())
texunit_instance.Position += dt;
}
}
}
// Update animation for attached meshes
for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
(*iter)->Child->ExecuteAnimation(dt);
}
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);
AttachedMesh* attach = AttachMesh(*instance, denumerator, parent_bone, child_bone, transformation, flags, true);
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)
{
std::auto_ptr<AttachedMesh::Denumerator> auto_denumerator(denumerator);
// We don't allow an instance to be attached to multiple parent instances for now
if (instance.AttachParent) return NULL;
// Make sure there are no cyclic attachments
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.
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);
if (!parent_bone_obj || !child_bone_obj) return NULL;
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)
{
for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
{
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
{
for (AttachedMeshIter iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
if ((*iter)->Number == number)
return *iter;
return NULL;
}
bool StdMeshInstance::UpdateBoneTransforms()
{
bool was_dirty = BoneTransformsDirty;
// Nothing changed since last time
if (BoneTransformsDirty)
{
// Compute transformation matrix for each bone.
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;
for (unsigned int j = 0; j < AnimationStack.size(); ++j)
{
if (have_transform)
{
StdMeshTransformation other;
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);
}
}
if (!have_transform)
{
if (parent)
BoneTransforms[i] = BoneTransforms[parent->Index];
else
BoneTransforms[i] = StdMeshMatrix::Identity();
}
else
{
BoneTransforms[i] = StdMeshMatrix::Transform(bone.Transformation * Transformation * bone.InverseTransformation);
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)
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());
for (unsigned int j = 0; j < instance_vertices.size(); ++j)
{
const StdSubMesh::Vertex& vertex = submesh.GetVertex(j);
StdMeshVertex& instance_vertex = instance_vertices[j];
if (!vertex.BoneAssignments.empty())
{
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;
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;
}
}
}
}
// Update attachment's attach transformations. Note this is done recursively.
for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
{
AttachedMesh* attach = *iter;
const bool ChildBoneTransformsDirty = attach->Child->BoneTransformsDirty;
attach->Child->UpdateBoneTransforms();
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)
* attach->AttachTrans
* StdMeshMatrix::Transform(attach->Child->Mesh->GetBone(attach->ChildBone).InverseTransformation)
* StdMeshMatrix::Inverse(attach->Child->BoneTransforms[attach->ChildBone]);
attach->FinalTransformDirty = false;
}
}
BoneTransformsDirty = false;
return was_dirty;
}
//#include <sys/time.h>
void StdMeshInstance::ReorderFaces(StdMeshMatrix* global_trans)
{
for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
{
StdSubMeshInstance& inst = *SubMeshInstances[i];
if(inst.CurrentFaceOrdering != StdSubMeshInstance::FO_Fixed)
{
StdMeshInstanceFaceOrderingCmpPred pred(inst, global_trans ? *global_trans : StdMeshMatrix::Identity());
// The usage of timsort instead of std::sort at this point is twofold.
// First, it's faster in our case where the array is already sorted in
// many cases (remember this is called at least once a frame).
// And it's not just a bit faster either but a lot. I have measured
// a factor of 7 on my system.
// Second, in our Windows autobuilds there is a crash within std::sort
// which is very hard to debug because it's hardly reproducible with
// anything other than the autobuilds (I tried hard). If the crash goes
// away with timsort then great, if not then maybe it's easier to debug
// since the code is in our tree.
//std::sort(inst.Faces.begin(), inst.Faces.end(), pred);
g_pred = &pred;
StdMesh_tim_sort(&inst.Faces[0], inst.Faces.size());
g_pred = NULL;
}
}
// TODO: Also reorder submeshes, attached meshes and include AttachTransformation for attached meshes...
}
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");
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));
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);
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"));
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));
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
for (AnimationNodeList::iterator iter = AnimationStack.begin(); iter != AnimationStack.end(); ++iter)
{
if ((*iter)->Slot == slot)
{
return iter;
}
else if ((*iter)->Slot > slot)
{
if (!create)
return AnimationStack.end();
else
return AnimationStack.insert(iter, NULL);
}
}
if (!create)
return AnimationStack.end();
else
return AnimationStack.insert(AnimationStack.end(), NULL);
}
bool StdMeshInstance::ExecuteAnimationNode(AnimationNode* node)
{
ValueProvider* provider = NULL;
C4Real min;
C4Real max;
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;
if (!provider->Execute())
{
if (node->GetType() == AnimationNode::LeafNode) return false;
// Remove the child with less weight (normally weight reaches 0.0 or 1.0)
if (node->GetWeight() > itofix(1, 2))
{
// Remove both children (by parent) if other wants to be deleted as well
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
if (!ExecuteAnimationNode(node->GetLeftChild())) return false;
// Remove right child as it has less weight
StopAnimation(node->LinearInterpolation.ChildRight);
}
}
else
{
if (provider->Value != old_value)
{
provider->Value = BoundBy(provider->Value, min, max);
BoneTransformsDirty = true;
}
if (node->GetType() == AnimationNode::LinearInterpolationNode)
{
const bool left_result = ExecuteAnimationNode(node->GetLeftChild());
const bool right_result = ExecuteAnimationNode(node->GetRightChild());
// Remove this node completely
if (!left_result && !right_result)
return false;
// Note that either of this also removes node
if (!left_result)
StopAnimation(node->GetLeftChild());
if (!right_result)
StopAnimation(node->GetRightChild());
}
}
return true;
}