openclonk/src/lib/StdMeshUpdate.cpp

266 lines
9.6 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
#include "C4Include.h"
#include "lib/StdMesh.h"
#include "lib/StdMeshMaterial.h"
#include "lib/StdMeshUpdate.h"
#include "lib/StdMeshLoader.h"
StdMeshMaterialUpdate::StdMeshMaterialUpdate(StdMeshMatManager& manager):
MaterialManager(manager)
{
}
void StdMeshMaterialUpdate::Update(StdMesh* mesh) const
{
for(std::vector<StdSubMesh>::iterator iter = mesh->SubMeshes.begin(); iter != mesh->SubMeshes.end(); ++iter)
{
std::map<const StdMeshMaterial*, StdMeshMaterial>::const_iterator mat_iter = Materials.find(iter->Material);
if(mat_iter != Materials.end())
{
const StdMeshMaterial* new_material = MaterialManager.GetMaterial(mat_iter->second.Name.getData());
if(new_material)
{
iter->Material = new_material;
}
else
{
// If no replacement material is available, then re-insert the previous
// material into the material map. This is mainly just to keep things
// going - next time the scenario will be started the mesh will fail
// to load because the material cannot be found.
MaterialManager.Materials[mat_iter->second.Name] = mat_iter->second; // TODO: could be moved
iter->Material = MaterialManager.GetMaterial(mat_iter->second.Name.getData());
}
}
}
}
void StdMeshMaterialUpdate::Update(StdMeshInstance* instance) const
{
for(unsigned int i = 0; i < instance->SubMeshInstances.size(); ++i)
{
StdSubMeshInstance* sub_instance = instance->SubMeshInstances[i];
std::map<const StdMeshMaterial*, StdMeshMaterial>::const_iterator mat_iter = Materials.find(sub_instance->Material);
if(mat_iter != Materials.end())
{
// Material needs to be updated
const StdMeshMaterial* new_material = MaterialManager.GetMaterial(mat_iter->second.Name.getData());
// If new material is not available, fall back to StdMesh (definition) material
if(!new_material) new_material = instance->GetMesh().GetSubMesh(i).Material;
sub_instance->SetMaterial(*new_material);
}
}
}
void StdMeshMaterialUpdate::Cancel() const
{
// Reset all materials in manager
for(std::map<const StdMeshMaterial*, StdMeshMaterial>::const_iterator iter = Materials.begin(); iter != Materials.end(); ++iter)
MaterialManager.Materials[iter->second.Name] = iter->second; // TODO: could be moved
}
void StdMeshMaterialUpdate::Add(const StdMeshMaterial* material)
{
assert(Materials.find(material) == Materials.end());
Materials[material] = *material; // TODO: could be moved
}
StdMeshUpdate::StdMeshUpdate(const StdMesh& old_mesh):
OldMesh(&old_mesh), BoneNamesByIndex(OldMesh->GetSkeleton().GetNumBones())
{
for (unsigned int i = 0; i < OldMesh->GetSkeleton().GetNumBones(); ++i)
BoneNamesByIndex[i] = OldMesh->GetSkeleton().GetBone(i).Name;
}
void StdMeshUpdate::Update(StdMeshInstance* instance, const StdMesh& new_mesh) const
{
assert(&instance->GetMesh() == OldMesh);
// Update instance to represent new mesh
instance->Mesh = &new_mesh;
instance->BoneTransforms = std::vector<StdMeshMatrix>(new_mesh.GetSkeleton().GetNumBones(), StdMeshMatrix::Identity());
instance->BoneTransformsDirty = true;
for (unsigned int i = 0; i < instance->SubMeshInstances.size(); ++i)
delete instance->SubMeshInstances[i];
instance->SubMeshInstances.resize(new_mesh.GetNumSubMeshes());
for (unsigned int i = 0; i < instance->SubMeshInstances.size(); ++i)
{
instance->SubMeshInstances[i] = new StdSubMeshInstance(*instance, new_mesh.GetSubMesh(i), instance->GetCompletion());
// Submeshes are reset to their default material,
// so the submesh order is unaltered
instance->SubMeshInstancesOrdered = instance->SubMeshInstances;
// TODO: We might try to restore the previous mesh material here, using global material manager, maybe iff the number of submesh instances is unchanged.
}
// Update child bone of attach parent. If the bone does not exist anymore
// in the updated mesh, then detach the mesh from its parent
if(instance->AttachParent)
{
if(!instance->AttachParent->SetChildBone(BoneNamesByIndex[instance->AttachParent->ChildBone]))
{
bool OwnChild = instance->AttachParent->OwnChild;
instance->AttachParent->Parent->DetachMesh(instance->AttachParent->Number);
// If the attachment owned the child instance then detach procedure
// deleted the child instance. In that case we do not want to proceed
// with the mesh update procedure.
if(OwnChild) return;
}
}
// Update parent bones of attach children. If a bone does not exist in the
// updated mesh then detach the mesh from its parent.
std::vector<unsigned int> Removal;
for(StdMeshInstance::AttachedMeshIter iter = instance->AttachedMeshesBegin(); iter != instance->AttachedMeshesEnd(); ++iter)
{
if(!(*iter)->SetParentBone(BoneNamesByIndex[(*iter)->ParentBone]))
{
// Do not detach the mesh right here so we can finish iterating over
// all attached meshes first.
Removal.push_back((*iter)->Number);
}
}
for(unsigned int i = 0; i < Removal.size(); ++i)
instance->DetachMesh(Removal[i]);
// Update custom nodes in the animation tree. Leaf nodes which refer to an animation that
// does not exist anymore are removed.
for (unsigned int i = instance->AnimationStack.size(); i > 0; --i)
if(!UpdateAnimationNode(instance, instance->AnimationStack[i-1]))
instance->StopAnimation(instance->AnimationStack[i-1]);
}
bool StdMeshUpdate::UpdateAnimationNode(StdMeshInstance* instance, StdMeshInstance::AnimationNode* node) const
{
const StdMesh& new_mesh = *instance->Mesh;
switch (node->GetType())
{
case StdMeshInstance::AnimationNode::LeafNode:
// Animation pointer is updated by StdMeshAnimationUpdate
return true;
case StdMeshInstance::AnimationNode::CustomNode:
{
// Update bone index by bone name
StdCopyStrBuf bone_name = BoneNamesByIndex[node->Custom.BoneIndex];
const StdMeshBone* bone = new_mesh.GetSkeleton().GetBoneByName(bone_name);
if(!bone) return false;
node->Custom.BoneIndex = bone->Index;
return true;
}
case StdMeshInstance::AnimationNode::LinearInterpolationNode:
{
const bool left_result = UpdateAnimationNode(instance, node->GetLeftChild());
const bool right_result = UpdateAnimationNode(instance, node->GetRightChild());
// Remove this node completely
if (!left_result && !right_result)
return false;
// Note that either of this also removes this node (and replaces by
// the other child in the tree).
if (!left_result)
instance->StopAnimation(node->GetLeftChild());
if (!right_result)
instance->StopAnimation(node->GetRightChild());
return true;
}
default:
assert(false);
return false;
}
}
StdMeshAnimationUpdate::StdMeshAnimationUpdate(const StdMeshSkeletonLoader& skeleton_loader)
{
// Store all animation names of all skeletons by pointer, we need those when
// updating the animation state of mesh instances after the update.
for(StdMeshSkeletonLoader::skeleton_iterator iter = skeleton_loader.skeletons_begin(); iter != skeleton_loader.skeletons_end(); ++iter)
{
const StdMeshSkeleton& skeleton = *iter->second;
for (std::map<StdCopyStrBuf, StdMeshAnimation>::const_iterator iter = skeleton.Animations.begin(); iter != skeleton.Animations.end(); ++iter)
{
AnimationNames[&iter->second] = iter->first;
}
}
}
void StdMeshAnimationUpdate::Update(StdMeshInstance* instance) const
{
// Update the animation tree. Leaf nodes which refer to an animation that
// does not exist anymore are removed.
for (unsigned int i = instance->AnimationStack.size(); i > 0; --i)
if(!UpdateAnimationNode(instance, instance->AnimationStack[i-1]))
instance->StopAnimation(instance->AnimationStack[i-1]);
}
bool StdMeshAnimationUpdate::UpdateAnimationNode(StdMeshInstance* instance, StdMeshInstance::AnimationNode* node) const
{
const StdMesh& new_mesh = *instance->Mesh;
switch (node->GetType())
{
case StdMeshInstance::AnimationNode::LeafNode:
{
// Find dead animation
std::map<const StdMeshAnimation*, StdCopyStrBuf>::const_iterator iter = AnimationNames.find(node->Leaf.Animation);
// If this assertion fires, it typically means that UpdateAnimations() was called twice for the same mesh instance
assert(iter != AnimationNames.end());
// Update to new animation
node->Leaf.Animation = new_mesh.GetSkeleton().GetAnimationByName(iter->second);
if(!node->Leaf.Animation) return false;
// Clamp provider value
StdMeshInstance::ValueProvider* provider = node->GetPositionProvider();
C4Real min = Fix0;
C4Real max = ftofix(node->GetAnimation()->Length);
provider->Value = Clamp(provider->Value, min, max);
return true;
}
case StdMeshInstance::AnimationNode::CustomNode:
// Nothing to do here; bone index is updated in StdMeshUpdate
return true;
case StdMeshInstance::AnimationNode::LinearInterpolationNode:
{
const bool left_result = UpdateAnimationNode(instance, node->GetLeftChild());
const bool right_result = UpdateAnimationNode(instance, node->GetRightChild());
// Remove this node completely
if (!left_result && !right_result)
return false;
// Note that either of this also removes this node (and replaces by
// the other child in the tree).
if (!left_result)
instance->StopAnimation(node->GetLeftChild());
if (!right_result)
instance->StopAnimation(node->GetRightChild());
return true;
}
default:
assert(false);
return false;
}
}