openclonk/src/lib/StdMesh.h

680 lines
22 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2006, 2010 Sven Eberhardt
* Copyright (c) 2009-2011 Armin Burgmeier
* Copyright (c) 2010 Benjamin Herr
* 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.
*/
#ifndef INC_StdMesh
#define INC_StdMesh
#include <StdMeshMaterial.h>
class StdCompiler;
// OGRE mesh
struct StdMeshVector
{
float x, y, z;
static StdMeshVector Zero();
static StdMeshVector UnitScale();
static StdMeshVector Translate(float dx, float dy, float dz);
static StdMeshVector Cross(const StdMeshVector& lhs, const StdMeshVector& rhs);
};
struct StdMeshVertex
{
// Match GL_T2F_N3F_V3F
float u, v;
float nx, ny, nz;
float x, y, z;
//void Normalize();
};
struct StdMeshQuaternion
{
float w;
// union
// {
// struct { float x, y, z; };
// StdMeshVector v;
// };
float x, y, z;
static StdMeshQuaternion Zero();
static StdMeshQuaternion AngleAxis(float theta, const StdMeshVector& axis);
float LenSqr() const { return w*w+x*x+y*y+z*z; }
void Normalize();
static StdMeshQuaternion Nlerp(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs, float w);
//static StdMeshQuaternion Slerp(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs, float w);
};
struct StdMeshTransformation
{
StdMeshVector scale;
StdMeshQuaternion rotate;
StdMeshVector translate;
static StdMeshTransformation Zero();
static StdMeshTransformation Identity();
static StdMeshTransformation Inverse(const StdMeshTransformation& transform);
static StdMeshTransformation Translate(float dx, float dy, float dz);
static StdMeshTransformation Scale(float sx, float sy, float sz);
static StdMeshTransformation Rotate(float angle, float rx, float ry, float rz);
// TODO: Might add path parameter if necessary
static StdMeshTransformation Nlerp(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs, float w);
//static StdMeshQuaternion Slerp(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs, float w);
};
class StdMeshMatrix
{
public:
static StdMeshMatrix Zero();
static StdMeshMatrix Identity();
static StdMeshMatrix Inverse(const StdMeshMatrix& mat);
static StdMeshMatrix Translate(float dx, float dy, float dz);
static StdMeshMatrix Scale(float sx, float sy, float sz);
static StdMeshMatrix Rotate(float angle, float rx, float ry, float rz);
static StdMeshMatrix Transform(const StdMeshTransformation& transform);
static StdMeshMatrix TransformInverse(const StdMeshTransformation& transform);
float& operator()(int i, int j) { return a[i][j]; }
float operator()(int i, int j) const { return a[i][j]; }
float Determinant() const;
private:
// 3x3 orthogonal + translation in last column
float a[3][4];
};
StdMeshMatrix operator*(const StdMeshMatrix& lhs, const StdMeshMatrix& rhs);
StdMeshMatrix operator*(float lhs, const StdMeshMatrix& rhs);
StdMeshMatrix operator*(const StdMeshMatrix& lhs, float rhs);
StdMeshMatrix& operator*=(StdMeshMatrix& lhs, const StdMeshMatrix& rhs);
StdMeshMatrix operator+(const StdMeshMatrix& lhs, const StdMeshMatrix& rhs);
StdMeshQuaternion operator-(const StdMeshQuaternion& rhs);
StdMeshQuaternion operator*(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs);
StdMeshQuaternion& operator*=(StdMeshQuaternion& lhs, float rhs);
StdMeshQuaternion operator*(const StdMeshQuaternion& lhs, float rhs);
StdMeshQuaternion operator*(float lhs, const StdMeshQuaternion& rhs);
StdMeshQuaternion& operator+=(StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs);
StdMeshQuaternion operator+(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs);
StdMeshQuaternion operator-(const StdMeshQuaternion& lhs, const StdMeshQuaternion& rhs);
StdMeshTransformation operator*(const StdMeshTransformation& lhs, const StdMeshTransformation& rhs);
StdMeshVector operator-(const StdMeshVector& rhs);
StdMeshVector& operator+=(StdMeshVector& lhs, const StdMeshVector& rhs);
StdMeshVector operator+(const StdMeshVector& lhs, const StdMeshVector& rhs);
StdMeshVector operator*(const StdMeshVector& lhs, const StdMeshVector& rhs);
StdMeshVector& operator*=(StdMeshVector& lhs, float rhs);
StdMeshVector operator*(const StdMeshVector& lhs, float rhs);
StdMeshVector operator*(float lhs, const StdMeshVector& rhs);
StdMeshVector operator/(const StdMeshVector& lhs, const StdMeshVector& rhs);
StdMeshVector operator/(float lhs, const StdMeshVector& rhs);
StdMeshVector operator/(const StdMeshVector& lhs, float rhs);
StdMeshVector operator*(const StdMeshMatrix& lhs, const StdMeshVector& rhs); // does not apply translation part
StdMeshVector operator*(const StdMeshQuaternion& lhs, const StdMeshVector& rhs);
StdMeshVertex& operator+=(StdMeshVertex& lhs, const StdMeshVertex& rhs);
StdMeshVertex operator+(const StdMeshVertex& lhs, const StdMeshVertex& rhs);
StdMeshVertex operator*(float lhs, const StdMeshVertex& rhs);
StdMeshVertex operator*(const StdMeshVertex& lhs, float rhs);
StdMeshVertex operator*(const StdMeshMatrix& lhs, const StdMeshVertex& rhs);
class StdMeshBone
{
friend class StdMesh;
friend class StdMeshLoader;
public:
StdMeshBone() {}
unsigned int Index; // Index in master bone table
int ID; // Bone ID
StdCopyStrBuf Name; // Bone name
// Bone transformation
StdMeshTransformation Transformation;
// Inverse transformation
StdMeshTransformation InverseTransformation;
const StdMeshBone* GetParent() const { return Parent; }
const StdMeshBone& GetChild(size_t i) const { return *Children[i]; }
size_t GetNumChildren() const { return Children.size(); }
private:
StdMeshBone* Parent; // Parent bone
std::vector<StdMeshBone*> Children; // Children. Not owned.
StdMeshBone(const StdMeshBone&); // non-copyable
StdMeshBone& operator=(const StdMeshBone&); // non-assignable
};
class StdMeshVertexBoneAssignment
{
public:
unsigned int BoneIndex;
float Weight;
};
class StdMeshFace
{
public:
unsigned int Vertices[3];
};
// Keyframe, specifies transformation for one bone in a particular frame
class StdMeshKeyFrame
{
public:
StdMeshTransformation Transformation;
};
// Animation track, specifies transformation for one bone for each keyframe
class StdMeshTrack
{
friend class StdMesh;
friend class StdMeshLoader;
public:
StdMeshTransformation GetTransformAt(float time) const;
private:
std::map<float, StdMeshKeyFrame> Frames;
};
// Animation, consists of one Track for each animated Bone
class StdMeshAnimation
{
friend class StdMesh;
friend class StdMeshLoader;
friend class StdMeshInstance;
public:
StdMeshAnimation() {}
StdMeshAnimation(const StdMeshAnimation& other);
~StdMeshAnimation();
StdMeshAnimation& operator=(const StdMeshAnimation& other);
StdCopyStrBuf Name;
float Length;
private:
std::vector<StdMeshTrack*> Tracks; // bone-indexed
};
struct StdMeshBox
{
float x1, y1, z1;
float x2, y2, z2;
};
class StdSubMesh
{
friend class StdMesh;
friend class StdMeshLoader;
friend class StdMeshMaterialUpdate;
public:
// Remember bone assignments for vertices
class Vertex: public StdMeshVertex
{
public:
std::vector<StdMeshVertexBoneAssignment> BoneAssignments;
};
const Vertex& GetVertex(size_t i) const { return Vertices[i]; }
size_t GetNumVertices() const { return Vertices.size(); }
const StdMeshFace& GetFace(size_t i) const { return Faces[i]; }
size_t GetNumFaces() const { return Faces.size(); }
const StdMeshMaterial& GetMaterial() const { return *Material; }
private:
StdSubMesh();
std::vector<Vertex> Vertices;
std::vector<StdMeshFace> Faces;
const StdMeshMaterial* Material;
};
class StdMesh
{
friend class StdMeshLoader;
friend class StdMeshMaterialUpdate;
friend class StdMeshUpdate;
StdMesh();
public:
~StdMesh();
const StdSubMesh& GetSubMesh(size_t i) const { return SubMeshes[i]; }
size_t GetNumSubMeshes() const { return SubMeshes.size(); }
const StdMeshBone& GetBone(size_t i) const { return *Bones[i]; }
size_t GetNumBones() const { return Bones.size(); }
const StdMeshBone* GetBoneByName(const StdStrBuf& name) const;
const StdMeshAnimation* GetAnimationByName(const StdStrBuf& name) const;
const StdMeshBox& GetBoundingBox() const { return BoundingBox; }
float GetBoundingRadius() const { return BoundingRadius; }
// TODO: This code should maybe better be placed in StdMeshLoader...
void MirrorAnimation(const StdStrBuf& name, const StdMeshAnimation& animation);
void PostInit();
private:
void AddMasterBone(StdMeshBone* bone);
StdMesh(const StdMesh& other); // non-copyable
StdMesh& operator=(const StdMesh& other); // non-assignable
std::vector<StdSubMesh> SubMeshes;
std::vector<StdMeshBone*> Bones; // Master Bone Table
std::map<StdCopyStrBuf, StdMeshAnimation> Animations;
StdMeshBox BoundingBox;
float BoundingRadius;
};
class StdSubMeshInstance
{
friend class StdMeshInstance;
friend class StdMeshMaterialUpdate;
public:
enum FaceOrdering
{
FO_Fixed, // don't reorder, keep faces as in mesh
FO_FarthestToNearest,
FO_NearestToFarthest
};
StdSubMeshInstance(const StdSubMesh& submesh);
// Get vertex of instance, with current animation applied. This needs to
// go elsewhere if/when we want to calculate this on the hardware.
const StdMeshVertex* GetVertices() const { return &Vertices[0]; }
size_t GetNumVertices() const { return Vertices.size(); }
// Get face of instance. The instance faces are the same as the mesh faces,
// with the exception that they are differently ordered, depending on the
// current FaceOrdering. See FaceOrdering in StdMeshInstance.
const StdMeshFace* GetFaces() const { return &Faces[0]; }
size_t GetNumFaces() const { return Faces.size(); }
unsigned int GetTexturePhase(size_t pass, size_t texunit) const { return PassData[pass].TexUnits[texunit].Phase; }
double GetTexturePosition(size_t pass, size_t texunit) const { return PassData[pass].TexUnits[texunit].Position; }
void SetMaterial(const StdMeshMaterial& material);
const StdMeshMaterial& GetMaterial() const { return *Material; }
FaceOrdering GetFaceOrdering() const { return CurrentFaceOrdering; }
protected:
void SetFaceOrdering(const StdSubMesh& submesh, FaceOrdering ordering);
void SetFaceOrderingForClrModulation(const StdSubMesh& submesh, uint32_t clrmod);
// Vertices transformed according to current animation
// Faces sorted according to current face ordering
// TODO: We can skip these if we decide to either
// a) recompute Vertex positions each frame or
// b) compute them on the GPU
std::vector<StdMeshVertex> Vertices;
std::vector<StdMeshFace> Faces;
const StdMeshMaterial* Material;
struct TexUnit // Runtime texunit data
{
// Frame animation
float PhaseDelay;
unsigned int Phase;
// Coordinate transformation animation
// This is never reset so use double to make sure we have enough precision
double Position;
};
struct Pass // Runtime pass data
{
std::vector<TexUnit> TexUnits;
};
std::vector<Pass> PassData;
FaceOrdering CurrentFaceOrdering; // NoSave
private:
StdSubMeshInstance(const StdSubMeshInstance& other); // noncopyable
StdSubMeshInstance& operator=(const StdSubMeshInstance& other); // noncopyable
};
class StdMeshInstance
{
friend class StdMeshMaterialUpdate;
friend class StdMeshUpdate;
public:
StdMeshInstance(const StdMesh& mesh);
~StdMeshInstance();
typedef StdSubMeshInstance::FaceOrdering FaceOrdering;
//FaceOrdering GetFaceOrdering() const { return CurrentFaceOrdering; }
void SetFaceOrdering(FaceOrdering ordering);
void SetFaceOrderingForClrModulation(uint32_t clrmod);
// Provider for animation position or weight.
class ValueProvider
{
public:
ValueProvider(): Value(Fix0) {}
virtual ~ValueProvider() {}
// Return false if the corresponding node is to be removed or true
// otherwise.
virtual bool Execute() = 0;
C4Real Value; // Current provider value
};
// Serializable value providers need to be registered with SerializeableValueProvider::Register.
// They also need to implement a default constructor and a compile func
class SerializableValueProvider: public ValueProvider
{
public:
struct IDBase;
private:
// Pointer for deterministic initialization
static std::vector<IDBase*>* IDs;
public:
struct IDBase
{
typedef SerializableValueProvider*(*NewFunc)();
protected:
IDBase(const char* name, const std::type_info& type, NewFunc newfunc):
name(name), type(type), newfunc(newfunc)
{
if(!IDs) IDs = new std::vector<IDBase*>;
IDs->push_back(this);
}
virtual ~IDBase()
{
assert(IDs);
IDs->erase(std::find(IDs->begin(), IDs->end(), this));
if (!IDs->size()) { delete IDs; IDs = NULL; }
}
public:
const char* name;
const std::type_info& type;
NewFunc newfunc;
};
template<typename T>
struct ID: IDBase
{
private:
static SerializableValueProvider* CreateFunc() { return new T; }
public:
ID(const char* name):
IDBase(name, typeid(T), CreateFunc) {}
};
static const IDBase* Lookup(const char* name)
{
if(!IDs) return NULL;
for(unsigned int i = 0; i < IDs->size(); ++i)
if(strcmp((*IDs)[i]->name, name) == 0)
return (*IDs)[i];
return NULL;
}
static const IDBase* Lookup(const std::type_info& type)
{
if(!IDs) return NULL;
for(unsigned int i = 0; i < IDs->size(); ++i)
if((*IDs)[i]->type == type)
return (*IDs)[i];
return NULL;
}
virtual void CompileFunc(StdCompiler* pComp);
virtual void DenumeratePointers() {}
};
// A node in the animation tree
// Can be either a leaf node, or interpolation between two other nodes
class AnimationNode
{
friend class StdMeshInstance;
friend class StdMeshUpdate;
public:
enum NodeType { LeafNode, LinearInterpolationNode };
AnimationNode();
AnimationNode(const StdMeshAnimation* animation, ValueProvider* position);
AnimationNode(AnimationNode* child_left, AnimationNode* child_right, ValueProvider* weight);
~AnimationNode();
bool GetBoneTransform(unsigned int bone, StdMeshTransformation& transformation);
int GetSlot() const { return Slot; }
unsigned int GetNumber() const { return Number; }
NodeType GetType() const { return Type; }
AnimationNode* GetParent() { return Parent; }
const StdMeshAnimation* GetAnimation() const { assert(Type == LeafNode); return Leaf.Animation; }
ValueProvider* GetPositionProvider() { assert(Type == LeafNode); return Leaf.Position; }
C4Real GetPosition() const { assert(Type == LeafNode); return Leaf.Position->Value; }
AnimationNode* GetLeftChild() { assert(Type == LinearInterpolationNode); return LinearInterpolation.ChildLeft; }
AnimationNode* GetRightChild() { assert(Type == LinearInterpolationNode); return LinearInterpolation.ChildRight; }
ValueProvider* GetWeightProvider() { assert(Type == LinearInterpolationNode); return LinearInterpolation.Weight; }
C4Real GetWeight() const { assert(Type == LinearInterpolationNode); return LinearInterpolation.Weight->Value; }
void CompileFunc(StdCompiler* pComp, const StdMesh* Mesh);
void DenumeratePointers();
protected:
int Slot;
unsigned int Number;
NodeType Type;
AnimationNode* Parent; // NoSave
union
{
struct
{
const StdMeshAnimation* Animation;
ValueProvider* Position;
} Leaf;
struct
{
AnimationNode* ChildLeft;
AnimationNode* ChildRight;
ValueProvider* Weight;
} LinearInterpolation;
};
};
AnimationNode* PlayAnimation(const StdStrBuf& animation_name, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight);
AnimationNode* PlayAnimation(const StdMeshAnimation& animation, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight);
void StopAnimation(AnimationNode* node);
AnimationNode* GetAnimationNodeByNumber(unsigned int number);
AnimationNode* GetRootAnimationForSlot(int slot);
// child bone transforms are dirty (saves matrix inversion for unanimated attach children).
// Set new value providers for a node's position or weight - cannot be in
// class AnimationNode since we need to mark BoneTransforms dirty.
void SetAnimationPosition(AnimationNode* node, ValueProvider* position);
void SetAnimationWeight(AnimationNode* node, ValueProvider* weight);
// Update animations; call once a frame
// dt is used for texture animation, skeleton animation is updated via value providers
void ExecuteAnimation(float dt);
enum AttachMeshFlags {
AM_None = 0,
AM_DrawBefore = 1 << 0
};
class AttachedMesh
{
friend class StdMeshInstance;
friend class StdMeshUpdate;
public:
// The job of this class is to help serialize the Child and OwnChild members of AttachedMesh
class Denumerator
{
public:
virtual ~Denumerator() {}
virtual void CompileFunc(StdCompiler* pComp, AttachedMesh* attach) = 0;
virtual void DenumeratePointers(AttachedMesh* attach) {}
};
typedef Denumerator*(*DenumeratorFactoryFunc)();
template<typename T>
static Denumerator* DenumeratorFactory() { return new T; }
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);
~AttachedMesh();
uint32_t Number;
StdMeshInstance* Parent; // NoSave (set by parent)
StdMeshInstance* Child;
bool OwnChild; // NoSave
Denumerator* ChildDenumerator;
bool SetParentBone(const StdStrBuf& bone);
bool SetChildBone(const StdStrBuf& bone);
void SetAttachTransformation(const StdMeshMatrix& transformation);
const StdMeshMatrix& GetFinalTransformation() const { return FinalTrans; }
uint32_t GetFlags() const { return Flags; }
void CompileFunc(StdCompiler* pComp, DenumeratorFactoryFunc Factory);
void DenumeratePointers();
private:
unsigned int ParentBone;
unsigned int ChildBone;
StdMeshMatrix AttachTrans;
uint32_t Flags;
// Cache final attach transformation, updated in UpdateBoneTransform
StdMeshMatrix FinalTrans; // NoSave
bool FinalTransformDirty; // NoSave; Whether FinalTrans is up to date or not
};
typedef std::vector<AttachedMesh*> AttachedMeshList;
typedef AttachedMeshList::const_iterator AttachedMeshIter;
// Create a new instance and attach it to this mesh. Takes ownership of denumerator
AttachedMesh* AttachMesh(const StdMesh& mesh, AttachedMesh::Denumerator* denumerator, const StdStrBuf& parent_bone, const StdStrBuf& child_bone, const StdMeshMatrix& transformation = StdMeshMatrix::Identity(), uint32_t flags = AM_None);
// Attach an instance to this instance. Takes ownership of denumerator. If own_child is true deletes instance on detach.
AttachedMesh* AttachMesh(StdMeshInstance& instance, AttachedMesh::Denumerator* denumerator, const StdStrBuf& parent_bone, const StdStrBuf& child_bone, const StdMeshMatrix& transformation = StdMeshMatrix::Identity(), uint32_t flags = AM_None, bool own_child = false);
// Removes attachment with given number
bool DetachMesh(unsigned int number);
// Returns attached mesh with given number
AttachedMesh* GetAttachedMeshByNumber(unsigned int number) const;
// To iterate through attachments
AttachedMeshIter AttachedMeshesBegin() const { return AttachChildren.begin(); }
AttachedMeshIter AttachedMeshesEnd() const { return AttachChildren.end(); }
AttachedMesh* GetAttachParent() const { return AttachParent; }
size_t GetNumSubMeshes() const { return SubMeshInstances.size(); }
StdSubMeshInstance& GetSubMesh(size_t i) { return *SubMeshInstances[i]; }
const StdSubMeshInstance& GetSubMesh(size_t i) const { return *SubMeshInstances[i]; }
const StdMeshMatrix& GetBoneTransform(size_t i) const { return BoneTransforms[i]; }
// Update bone transformation matrices, vertex positions and final attach transformations of attached children.
// This is called recursively for attached children, so there is no need to call it on attached children only
// which would also not update its attach transformation. Call this once before rendering. Returns true if the
// mesh was deformed since the last execution, or false otherwise.
bool UpdateBoneTransforms();
// Orders faces according to current face ordering. Clal this once before rendering if one of the following is true:
//
// a) the call to UpdateBoneTransforms returns true
// b) a submesh's material was changed
// c) the global transformation changed since previous call to ReorderFaces()
// d) some other obscure state change occurred (?)
//
// global_trans is a global transformation that is applied when rendering the mesh, and this is used
// to correctly do face ordering.
//
// TODO: Should maybe introduce a FaceOrderingDirty flag
void ReorderFaces(StdMeshMatrix* global_trans);
void CompileFunc(StdCompiler* pComp, AttachedMesh::DenumeratorFactoryFunc Factory);
void DenumeratePointers();
const StdMesh& GetMesh() const { assert(Mesh != NULL); return *Mesh; }
protected:
typedef std::vector<AnimationNode*> AnimationNodeList;
AnimationNodeList::iterator GetStackIterForSlot(int slot, bool create);
bool ExecuteAnimationNode(AnimationNode* node);
const StdMesh* Mesh;
AnimationNodeList AnimationNodes; // for simple lookup of animation nodes by their unique number
AnimationNodeList AnimationStack; // contains top level nodes only, ordered by slot number
std::vector<StdMeshMatrix> BoneTransforms;
std::vector<StdSubMeshInstance*> SubMeshInstances;
// Not asymptotically efficient, but we do not expect many attached meshes anyway.
// In theory map would fit better, but it's probably not worth the extra overhead.
std::vector<AttachedMesh*> AttachChildren;
AttachedMesh* AttachParent;
bool BoneTransformsDirty;
private:
StdMeshInstance(const StdMeshInstance& other); // noncopyable
StdMeshInstance& operator=(const StdMeshInstance& other); // noncopyable
};
inline void CompileNewFuncCtx(StdMeshInstance::SerializableValueProvider *&pStruct, StdCompiler *pComp, const StdMeshInstance::SerializableValueProvider::IDBase& rID)
{
std::auto_ptr<StdMeshInstance::SerializableValueProvider> temp(rID.newfunc());
pComp->Value(*temp);
pStruct = temp.release();
}
#endif