openclonk/src/lib/StdMesh.cpp

1792 lines
56 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2015, 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 <StdMesh.h>
#include <algorithm>
namespace
{
struct StdMeshFaceOrderHelper
{
float z;
unsigned int i;
};
}
static int StdMeshFaceCmp(const StdMeshFaceOrderHelper& h1, const StdMeshFaceOrderHelper& h2)
{
if(h1.z < h2.z) return -1;
else if(h1.z > h2.z) return +1;
return 0;
}
#define SORT_NAME StdMesh
#define SORT_TYPE StdMeshFaceOrderHelper
#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 submesh instances so that opaque ones appear before non-opaque ones,
// this is required if materials are changed with SetMeshMaterial.
struct StdMeshSubMeshInstanceVisibilityCmpPred
{
bool operator()(const StdSubMeshInstance* first, const StdSubMeshInstance* second)
{
return first->GetMaterial().IsOpaque() > second->GetMaterial().IsOpaque();
}
};
float StdMeshFaceOrderGetVertexZ(const StdMeshVertex& vtx, const StdMeshMatrix& trans)
{
// TODO: Need to apply attach matrix in case of attached meshes
// We need to evaluate the Z coordinate of the transformed vertex
// (for all three vertices of the two faces), something like
// float z11 = (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 trans(2,0)*vtx.x + trans(2,1)*vtx.y + trans(2,2)*vtx.z + trans(2,3);
}
float StdMeshFaceOrderGetFaceZ(const StdMeshVertex* vertices, const StdMeshFace& face, const StdMeshMatrix& trans)
{
const float z1 = StdMeshFaceOrderGetVertexZ(vertices[face.Vertices[0]], trans);
const float z2 = StdMeshFaceOrderGetVertexZ(vertices[face.Vertices[1]], trans);
const float z3 = StdMeshFaceOrderGetVertexZ(vertices[face.Vertices[2]], trans);
return std::max(std::max(z1, z2), z3);
}
void SortFacesArray(const StdMeshVertex* vertices, std::vector<StdMeshFace>& faces, StdSubMeshInstance::FaceOrdering face_ordering, const StdMeshMatrix& trans)
{
if(faces.empty()) return;
std::vector<StdMeshFaceOrderHelper> helpers(faces.size());
for(unsigned int i = 0; i < faces.size(); ++i)
{
helpers[i].i = i;
helpers[i].z = StdMeshFaceOrderGetFaceZ(vertices, faces[i], trans);
}
// The reason to use timsort here instead of std::sort is for performance
// reasons. This is performance critical code, with this function being
// called at least once per frame for each semi-transparent object. I have
// measured a factor 7 difference between the two sorting algorithms on my
// system.
// We also pre-compute the Z values that we use for sorting, and sort the
// array of Z values, then use the resorted indices to sort the original
// faces array. The reason for this is twofold:
// 1. We don't need to compute the Z value every time the comparison function
// is called. Even though the computation is not very expensive, we have
// to do many comparisons, and small things add up. I have measured a
// 5-10% performance benefit.
// 2. More importantly, due to floating point rounding errors we cannot guarantee
// that Z values computed in the sorting function always yield the exact same
// number, and the same sorting result for the same faces. This can lead to
// a crash, because the f(a1, a2) = -f(a2, a1) property for the sorting function
// would no longer be met, resulting in undefined behaviour in the sort call.
// See http://bugs.openclonk.org/view.php?id=984.
StdMesh_tim_sort(&helpers[0], helpers.size());
std::vector<StdMeshFace> new_faces(faces.size());
switch(face_ordering)
{
case StdSubMeshInstance::FO_Fixed:
assert(false);
break;
case StdSubMeshInstance::FO_FarthestToNearest:
for(unsigned int i = 0; i < faces.size(); ++i)
new_faces[i] = faces[helpers[i].i];
break;
case StdSubMeshInstance::FO_NearestToFarthest:
for(unsigned int i = 0; i < faces.size(); ++i)
new_faces[i] = faces[helpers[faces.size() - i - 1].i];
break;
default:
assert(false);
break;
}
faces.swap(new_faces);
}
// 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); }
void CompileFloat(StdCompiler* pComp, float& f)
{
// TODO: Teach StdCompiler how to handle float
if(pComp->isCompiler())
{
C4Real r;
pComp->Value(r);
f = fixtof(r);
}
else
{
C4Real r = ftofix(f);
pComp->Value(r);
}
}
// Serialize a transformation matrix by name with StdCompiler
struct MatrixAdapt
{
StdMeshMatrix& Matrix;
MatrixAdapt(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();
CompileFloat(pComp, Matrix(i, j));
}
}
pComp->Separator(StdCompiler::SEP_END);
}
ALLOW_TEMP_TO_REF(MatrixAdapt)
};
struct TransformAdapt
{
StdMeshTransformation& Trans;
TransformAdapt(StdMeshTransformation& trans): Trans(trans) {}
void CompileFunc(StdCompiler* pComp)
{
pComp->Separator(StdCompiler::SEP_START);
CompileFloat(pComp, Trans.translate.x);
CompileFloat(pComp, Trans.translate.y);
CompileFloat(pComp, Trans.translate.z);
CompileFloat(pComp, Trans.rotate.w);
CompileFloat(pComp, Trans.rotate.x);
CompileFloat(pComp, Trans.rotate.y);
CompileFloat(pComp, Trans.rotate.z);
CompileFloat(pComp, Trans.scale.x);
CompileFloat(pComp, Trans.scale.y);
CompileFloat(pComp, Trans.scale.z);
pComp->Separator(StdCompiler::SEP_END);
}
ALLOW_TEMP_TO_REF(TransformAdapt);
};
MatrixAdapt mkMatrixAdapt(StdMeshMatrix& Matrix) { return MatrixAdapt(Matrix); }
TransformAdapt mkTransformAdapt(StdMeshTransformation& Trans) { return TransformAdapt(Trans); }
// 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;
}
}
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;
(void)weight2; // used in assertion only
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]);
OriginSkeleton = other.OriginSkeleton;
}
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;
}
StdMeshSkeleton::StdMeshSkeleton()
{
}
StdMeshSkeleton::~StdMeshSkeleton()
{
for (unsigned int i = 0; i < Bones.size(); ++i)
delete Bones[i];
}
void StdMeshSkeleton::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* StdMeshSkeleton::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* StdMeshSkeleton::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 StdMeshSkeleton::MirrorAnimation(const StdMeshAnimation& animation)
{
StdCopyStrBuf name(animation.Name);
// do nothing if the name cannot be switched from *.L to *.R or vice versa
// or if the animation already exists
if (!MirrorName(name) || Animations.find(name) != Animations.end())
{
return;
}
StdMeshAnimation& new_anim = Animations.insert(std::make_pair(name, animation)).first->second;
new_anim.Name = name;
// 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 StdMeshSkeleton::InsertAnimation(const StdMeshAnimation& animation)
{
assert(Animations.find(animation.Name) == Animations.end());
Animations.insert(std::make_pair(animation.Name, animation));
}
void StdMeshSkeleton::InsertAnimation(const StdMeshSkeleton& source, const StdMeshAnimation& animation)
{
assert(Animations.find(animation.Name) == Animations.end());
// get matching bones from the source
std::vector<int> bone_index_source = source.GetMatchingBones(*this);
// create a new animation and copy the basic data from the other animation
StdMeshAnimation anim;
anim.Name = animation.Name;
anim.Length = animation.Length;
anim.Tracks.resize(GetNumBones());
anim.OriginSkeleton = &source;
// sort the tracks according to the matched bones
for (unsigned int i = 0; i < anim.Tracks.size(); ++i)
{
if (bone_index_source[i] > -1 && animation.Tracks[bone_index_source[i]] != NULL)
{
anim.Tracks[i] = new StdMeshTrack(*animation.Tracks[bone_index_source[i]]);
}
}
// and add it to the map
Animations.insert(std::make_pair(animation.Name, anim));
}
void StdMeshSkeleton::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);
// mirrors only if necessary
MirrorAnimation(iter->second);
}
}
std::vector<int> StdMeshSkeleton::GetMatchingBones(const StdMeshSkeleton& child_skeleton) const
{
std::vector<int> MatchedBoneInParentSkeleton;
// find matching bones names in both skeletons
for (unsigned int i = 0; i < child_skeleton.GetNumBones(); ++i)
{
int parent_bone_index = -1; // instantiate with invalid index == no match
for (unsigned int j = 0; j < GetNumBones(); ++j)
{
// start searching at the same index
int sample_index = (i + j) % GetNumBones();
if (GetBone(sample_index).Name == child_skeleton.GetBone(i).Name)
{
parent_bone_index = sample_index;
break;
}
}
// add valid or invalid mapped index to list of mapped bones
MatchedBoneInParentSkeleton.push_back(parent_bone_index);
}
return MatchedBoneInParentSkeleton;
}
StdSubMesh::StdSubMesh() :
Material(NULL), buffer_offset(0)
{
}
StdMesh::StdMesh() :
Skeleton(new StdMeshSkeleton)
#ifndef USE_CONSOLE
, vbo(0)
#endif
{
BoundingBox.x1 = BoundingBox.y1 = BoundingBox.z1 = 0.0f;
BoundingBox.x2 = BoundingBox.y2 = BoundingBox.z2 = 0.0f;
BoundingRadius = 0.0f;
}
StdMesh::~StdMesh()
{
#ifndef USE_CONSOLE
if (vbo)
glDeleteBuffers(1, &vbo);
#endif
}
void StdMesh::PostInit()
{
#ifndef USE_CONSOLE
// Order submeshes so that opaque submeshes come before non-opaque ones
std::sort(SubMeshes.begin(), SubMeshes.end(), StdMeshSubMeshVisibilityCmpPred());
UpdateVBO();
#endif
}
#ifndef USE_CONSOLE
void StdMesh::UpdateVBO()
{
// We're only uploading vertices once, so there shouldn't be a VBO so far
assert(vbo == 0);
if (vbo != 0)
glDeleteBuffers(1, &vbo);
glGenBuffers(1, &vbo);
// Calculate total number of vertices
size_t total_vertices = SharedVertices.size();
for (auto &submesh : SubMeshes)
{
total_vertices += submesh.GetNumVertices();
}
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Unmapping the buffer may fail for certain reasons, in which case we need to try again.
do
{
// Allocate VBO backing memory. If this mesh's skeleton has no animations
// defined, we assume that the VBO will not change frequently.
glBufferData(GL_ARRAY_BUFFER, total_vertices * sizeof(StdMeshVertex), NULL, GL_STATIC_DRAW);
void *map = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
uint8_t *buffer = static_cast<uint8_t*>(map);
uint8_t *cursor = buffer;
// Add shared vertices to buffer
if (!SharedVertices.empty())
{
size_t shared_vertices_size = SharedVertices.size() * sizeof(SharedVertices[0]);
std::memcpy(cursor, &SharedVertices[0], shared_vertices_size);
cursor += shared_vertices_size;
}
// Add all submeshes to buffer
for (auto &submesh : SubMeshes)
{
// Store the offset, so the render code can use it later
submesh.buffer_offset = cursor - buffer;
if (submesh.Vertices.empty()) continue;
size_t vertices_size = sizeof(submesh.Vertices[0]) * submesh.Vertices.size();
std::memcpy(cursor, &submesh.Vertices[0], vertices_size);
cursor += vertices_size;
}
} while (glUnmapBuffer(GL_ARRAY_BUFFER) == GL_FALSE);
// Unbind the buffer so following rendering calls do not use it
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
#endif
StdSubMeshInstance::StdSubMeshInstance(StdMeshInstance& instance, const StdSubMesh& submesh, float completion):
base(&submesh), Material(NULL), CurrentFaceOrdering(FO_Fixed)
{
#ifndef USE_CONSOLE
LoadFacesForCompletion(instance, submesh, completion);
#endif
SetMaterial(submesh.GetMaterial());
}
void StdSubMeshInstance::LoadFacesForCompletion(StdMeshInstance& instance, const StdSubMesh& submesh, float completion)
{
#ifndef USE_CONSOLE
// First: Copy all faces
Faces.resize(submesh.GetNumFaces());
for (unsigned int i = 0; i < submesh.GetNumFaces(); ++i)
Faces[i] = submesh.GetFace(i);
if(completion < 1.0f)
{
// Second: Order by Y position. StdMeshInstanceFaceOrderingCmpPred orders by Z position,
// however we can simply give an appropriate transformation matrix to the face ordering.
// At this point, all vertices are in the OGRE coordinate frame, and Z in OGRE equals
// Y in Clonk, so we are fine without additional transformation.
const StdMeshVertex* vertices;
if(submesh.GetNumVertices() > 0)
vertices = &submesh.GetVertices()[0];
else
vertices = &instance.GetSharedVertices()[0];
SortFacesArray(vertices, Faces, FO_FarthestToNearest, StdMeshMatrix::Identity());
// Third: Only use the first few ones
assert(submesh.GetNumFaces() >= 1);
Faces.resize(Clamp<unsigned int>(static_cast<unsigned int>(completion * submesh.GetNumFaces() + 0.5), 1, submesh.GetNumFaces()));
}
#endif
}
void StdSubMeshInstance::SetMaterial(const StdMeshMaterial& material)
{
Material = &material;
#ifndef USE_CONSOLE
// 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: Reset face ordering
#endif
}
void StdSubMeshInstance::SetFaceOrdering(const StdSubMesh& submesh, FaceOrdering ordering)
{
#ifndef USE_CONSOLE
if (CurrentFaceOrdering != ordering)
{
CurrentFaceOrdering = ordering;
if (ordering == FO_Fixed)
{
for (unsigned int i = 0; i < submesh.GetNumFaces(); ++i)
Faces[i] = submesh.GetFace(i);
}
}
#endif
}
void StdSubMeshInstance::SetFaceOrderingForClrModulation(const StdSubMesh& submesh, uint32_t clrmod)
{
#ifndef USE_CONSOLE
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);
#endif
}
void StdSubMeshInstance::CompileFunc(StdCompiler* pComp)
{
// TODO: We should also serialize the texture animation positions
if(pComp->isCompiler())
{
StdCopyStrBuf material_name;
pComp->Value(mkNamingAdapt(material_name, "Material"));
if(material_name != Material->Name)
{
const StdMeshMaterial* material = ::MeshMaterialManager.GetMaterial(material_name.getData());
if(!material)
{
StdStrBuf buf;
buf.Format("There is no such material with name \"%s\"", material_name.getData());
pComp->excCorrupt(buf.getData());
}
SetMaterial(*material);
}
}
else
{
StdCopyStrBuf material_name = Material->Name;
pComp->Value(mkNamingAdapt(material_name, "Material"));
}
}
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(const StdMeshBone* bone, const StdMeshTransformation& trans):
Type(CustomNode), Parent(NULL)
{
Custom.BoneIndex = bone->Index;
Custom.Transformation = new StdMeshTransformation(trans);
}
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 CustomNode:
delete Custom.Transformation;
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 CustomNode:
if(bone == Custom.BoneIndex)
transformation = *Custom.Transformation;
else
return false;
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 },
{ "Custom", CustomNode },
{ "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->GetSkeleton().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 CustomNode:
if(pComp->isCompiler())
{
StdCopyStrBuf bone_name;
pComp->Value(mkNamingAdapt(toC4CStrBuf(bone_name), "Bone"));
const StdMeshBone* bone = Mesh->GetSkeleton().GetBoneByName(bone_name);
if(!bone) pComp->excCorrupt("No such bone: \"%s\"", bone_name.getData());
Custom.BoneIndex = bone->Index;
}
else
{
pComp->Value(mkNamingAdapt(mkParAdapt(mkDecompileAdapt(Mesh->GetSkeleton().GetBone(Custom.BoneIndex).Name), StdCompiler::RCT_All), "Bone"));
}
pComp->Value(mkNamingAdapt(mkTransformAdapt(*Custom.Transformation), "Transformation"));
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.ChildLeft->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 CustomNode:
value_provider = NULL;
break;
case LinearInterpolationNode:
value_provider = dynamic_cast<SerializableValueProvider*>(LinearInterpolation.Weight);
// non-recursive, StdMeshInstance::DenumeratePointers walks over all nodes
break;
}
if(value_provider) value_provider->DenumeratePointers();
}
void StdMeshInstance::AnimationNode::ClearPointers(class C4Object* pObj)
{
SerializableValueProvider* value_provider = NULL;
switch(Type)
{
case LeafNode:
value_provider = dynamic_cast<SerializableValueProvider*>(Leaf.Position);
break;
case CustomNode:
value_provider = NULL;
break;
case LinearInterpolationNode:
value_provider = dynamic_cast<SerializableValueProvider*>(LinearInterpolation.Weight);
// non-recursive, StdMeshInstance::ClearPointers walks over all nodes
break;
}
if(value_provider) value_provider->ClearPointers(pObj);
}
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)
{
MapBonesOfChildToParent(parent->GetMesh().GetSkeleton(), child->GetMesh().GetSkeleton());
}
StdMeshInstance::AttachedMesh::~AttachedMesh()
{
if (OwnChild)
delete Child;
delete ChildDenumerator;
}
bool StdMeshInstance::AttachedMesh::SetParentBone(const StdStrBuf& bone)
{
const StdMeshBone* bone_obj = Parent->GetMesh().GetSkeleton().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().GetSkeleton().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[] =
{
{ "MatchSkeleton", AM_MatchSkeleton },
{ "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(mkMatrixAdapt(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);
assert(Child != NULL);
Child->AttachParent = this;
MapBonesOfChildToParent(Parent->GetMesh().GetSkeleton(), Child->GetMesh().GetSkeleton());
}
bool StdMeshInstance::AttachedMesh::ClearPointers(class C4Object* pObj)
{
return ChildDenumerator->ClearPointers(pObj);
}
void StdMeshInstance::AttachedMesh::MapBonesOfChildToParent(const StdMeshSkeleton& parent_skeleton, const StdMeshSkeleton& child_skeleton)
{
// not necessary if we do not match anyway.
if (!(Flags & AM_MatchSkeleton)) return;
// clear array to avoid filling it twice
MatchedBoneInParentSkeleton.clear();
MatchedBoneInParentSkeleton = parent_skeleton.GetMatchingBones(child_skeleton);
}
StdMeshInstance::StdMeshInstance(const StdMesh& mesh, float completion):
Mesh(&mesh), Completion(completion),
BoneTransforms(Mesh->GetSkeleton().GetNumBones(), StdMeshMatrix::Identity()),
SubMeshInstances(Mesh->GetNumSubMeshes()), AttachParent(NULL),
BoneTransformsDirty(false)
{
// Create submesh instances
for (unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
{
const StdSubMesh& submesh = Mesh->GetSubMesh(i);
SubMeshInstances[i] = new StdSubMeshInstance(*this, submesh, completion);
}
// copy, order is fine at the moment since only default materials are used.
SubMeshInstancesOrdered = SubMeshInstances;
}
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)
{
#ifndef USE_CONSOLE
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);
#endif
}
void StdMeshInstance::SetFaceOrderingForClrModulation(uint32_t clrmod)
{
#ifndef USE_CONSOLE
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);
#endif
}
void StdMeshInstance::SetCompletion(float completion)
{
Completion = completion;
#ifndef USE_CONSOLE
// TODO: Load all submesh faces and then determine the ones to use from the
// full pool.
for(unsigned int i = 0; i < Mesh->GetNumSubMeshes(); ++i)
SubMeshInstances[i]->LoadFacesForCompletion(*this, Mesh->GetSubMesh(i), completion);
#endif
}
StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdStrBuf& animation_name, int slot, AnimationNode* sibling, ValueProvider* position, ValueProvider* weight)
{
const StdMeshAnimation* animation = Mesh->GetSkeleton().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)
{
position->Value = Clamp(position->Value, Fix0, ftofix(animation.Length));
AnimationNode* child = new AnimationNode(&animation, position);
InsertAnimationNode(child, slot, sibling, weight);
return child;
}
StdMeshInstance::AnimationNode* StdMeshInstance::PlayAnimation(const StdMeshBone* bone, const StdMeshTransformation& trans, int slot, AnimationNode* sibling, ValueProvider* weight)
{
AnimationNode* child = new AnimationNode(bone, trans);
InsertAnimationNode(child, slot, sibling, weight);
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);
SetBoneTransformsDirty(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 = Clamp(position->Value, Fix0, ftofix(node->Leaf.Animation->Length));
SetBoneTransformsDirty(true);
}
void StdMeshInstance::SetAnimationBoneTransform(AnimationNode* node, const StdMeshTransformation& trans)
{
assert(node->GetType() == AnimationNode::CustomNode);
*node->Custom.Transformation = trans;
SetBoneTransformsDirty(true);
}
void StdMeshInstance::SetAnimationWeight(AnimationNode* node, ValueProvider* weight)
{
assert(node->GetType() == AnimationNode::LinearInterpolationNode);
delete node->LinearInterpolation.Weight; node->LinearInterpolation.Weight = weight;
weight->Value = Clamp(weight->Value, Fix0, itofix(1));
SetBoneTransformsDirty(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]);
#ifndef USE_CONSOLE
// 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;
}
}
}
#endif
// 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, 1.0f);
AttachedMesh* attach = AttachMesh(*instance, denumerator, parent_bone, child_bone, transformation, flags, true);
if (!attach) { delete instance; 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::unique_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->GetSkeleton().GetBoneByName(parent_bone);
const StdMeshBone* child_bone_obj = instance.Mesh->GetSkeleton().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;
}
void StdMeshInstance::SetMaterial(size_t i, const StdMeshMaterial& material)
{
assert(i < SubMeshInstances.size());
SubMeshInstances[i]->SetMaterial(material);
#ifndef USE_CONSOLE
std::stable_sort(SubMeshInstancesOrdered.begin(), SubMeshInstancesOrdered.end(), StdMeshSubMeshInstanceVisibilityCmpPred());
#endif
}
const StdMeshMatrix& StdMeshInstance::GetBoneTransform(size_t i) const
{
if ((AttachParent != NULL) && (AttachParent->GetFlags() & AM_MatchSkeleton))
{
assert(i < AttachParent->MatchedBoneInParentSkeleton.size());
int parent_bone_index = AttachParent->MatchedBoneInParentSkeleton[i];
if (parent_bone_index > -1)
{
return AttachParent->Parent->BoneTransforms[i];
}
}
return BoneTransforms[i];
}
size_t StdMeshInstance::GetBoneCount() const
{
if ((AttachParent != NULL) && (AttachParent->GetFlags() & AM_MatchSkeleton))
return AttachParent->MatchedBoneInParentSkeleton.size();
else
return BoneTransforms.size();
}
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->GetSkeleton().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];
}
}
}
// 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 = GetBoneTransform(attach->ParentBone)
* StdMeshMatrix::Transform(Mesh->GetSkeleton().GetBone(attach->ParentBone).Transformation)
* attach->AttachTrans
* StdMeshMatrix::Transform(attach->Child->Mesh->GetSkeleton().GetBone(attach->ChildBone).InverseTransformation)
* StdMeshMatrix::Inverse(attach->Child->GetBoneTransform(attach->ChildBone));
attach->FinalTransformDirty = false;
}
}
SetBoneTransformsDirty(false);
return was_dirty;
}
void StdMeshInstance::ReorderFaces(StdMeshMatrix* global_trans)
{
#ifndef USE_CONSOLE
for (unsigned int i = 0; i < SubMeshInstances.size(); ++i)
{
StdSubMeshInstance& inst = *SubMeshInstances[i];
assert((inst.Faces.size() > 0) && "StdMeshInstance sub-mesh instance has zero faces");
if(inst.Faces.size() > 0 && inst.CurrentFaceOrdering != StdSubMeshInstance::FO_Fixed)
{
const StdMeshVertex* vertices;
if(inst.GetSubMesh().GetNumVertices() > 0)
vertices = &inst.GetSubMesh().GetVertices()[0];
else
vertices = &GetSharedVertices()[0];
SortFacesArray(vertices, inst.Faces, inst.CurrentFaceOrdering, global_trans ? *global_trans : StdMeshMatrix::Identity());
}
}
// TODO: Also reorder submeshes, attached meshes and include AttachTransformation for attached meshes...
#endif
}
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());
SetBoneTransformsDirty(true);
bool valid;
pComp->Value(mkNamingAdapt(valid, "Valid"));
if(!valid) pComp->excCorrupt("Mesh instance is invalid");
int32_t iSubMeshCnt;
pComp->Value(mkNamingCountAdapt(iSubMeshCnt, "SubMesh"));
if(static_cast<uint32_t>(iSubMeshCnt) != SubMeshInstances.size())
pComp->excCorrupt("Invalid number of submeshes");
for(int32_t i = 0; i < iSubMeshCnt; ++i)
pComp->Value(mkNamingAdapt(*SubMeshInstances[i], "SubMesh"));
std::stable_sort(SubMeshInstancesOrdered.begin(), SubMeshInstancesOrdered.end(), StdMeshSubMeshInstanceVisibilityCmpPred());
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 iSubMeshCnt = SubMeshInstances.size();
pComp->Value(mkNamingCountAdapt(iSubMeshCnt, "SubMesh"));
for(int32_t i = 0; i < iSubMeshCnt; ++i)
pComp->Value(mkNamingAdapt(*SubMeshInstances[i], "SubMesh"));
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();
}
}
void StdMeshInstance::ClearPointers(class C4Object* pObj)
{
for(unsigned int i = 0; i < AnimationNodes.size(); ++i)
if(AnimationNodes[i])
AnimationNodes[i]->ClearPointers(pObj);
std::vector<unsigned int> Removal;
for(unsigned int i = 0; i < AttachChildren.size(); ++i)
if(!AttachChildren[i]->ClearPointers(pObj))
Removal.push_back(AttachChildren[i]->Number);
for(unsigned int i = 0; i < Removal.size(); ++i)
DetachMesh(Removal[i]);
}
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);
}
void StdMeshInstance::InsertAnimationNode(AnimationNode* node, int slot, AnimationNode* sibling, 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;
weight->Value = Clamp(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);
AnimationNodes[Number1] = node;
node->Number = Number1;
node->Slot = slot;
if (sibling)
{
AnimationNode* parent = new AnimationNode(node, sibling, weight);
AnimationNodes[Number2] = parent;
parent->Number = Number2;
parent->Slot = slot;
node->Parent = parent;
parent->Parent = sibling->Parent;
parent->LinearInterpolation.ChildLeft = sibling;
parent->LinearInterpolation.ChildRight = node;
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 = node;
}
SetBoneTransformsDirty(true);
}
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::CustomNode:
// No execution necessary
return true;
case AnimationNode::LinearInterpolationNode:
provider = node->GetWeightProvider();
min = Fix0;
max = itofix(1);
break;
default:
assert(false);
break;
}
assert(provider);
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 = Clamp(provider->Value, min, max);
SetBoneTransformsDirty(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;
}
void StdMeshInstance::SetBoneTransformsDirty(bool value)
{
BoneTransformsDirty = value;
// only if the value is true, so that updates happen
if (value)
{
// Update attachment's attach transformations. Note this is done recursively.
for (AttachedMeshList::iterator iter = AttachChildren.begin(); iter != AttachChildren.end(); ++iter)
{
AttachedMesh* attach = *iter;
if (attach->GetFlags() & AM_MatchSkeleton)
{
attach->Child->SetBoneTransformsDirty(value);
}
}
}
}