219 lines
5.7 KiB
C
219 lines
5.7 KiB
C
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// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_X_ANIMATION_PLAYER_H_INCLUDED__
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#define __C_X_ANIMATION_PLAYER_H_INCLUDED__
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#include "IAnimatedMeshX.h"
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#include "CXFileReader.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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}
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namespace scene
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{
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class IMeshManipulator;
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class CXAnimationPlayer : public IAnimatedMeshX
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{
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public:
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//! constructor
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CXAnimationPlayer(CXFileReader* reader,
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video::IVideoDriver* driver,
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IMeshManipulator* manip,
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const c8* filename);
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//! destructor
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virtual ~CXAnimationPlayer();
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//! Gets the frame count of the animated mesh.
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virtual s32 getFrameCount();
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//! Returns the IMesh interface for a frame.
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);
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//! Returns an axis aligned bounding box of the mesh.
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const;
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//! Returns a pointer to a transformation matrix
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virtual core::matrix4* getMatrixOfJoint(s32 jointNumber, s32 frame);
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//! Gets joint count.
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virtual s32 getJointCount() const;
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//! Gets the name of a joint.
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virtual const c8* getJointName(s32 number) const;
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//! Gets a joint number from its name
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virtual s32 getJointNumber(const c8* name) const;
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//! Returns a pointer to list of points containing the skeleton.
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virtual const core::array<core::vector3df>* getDrawableSkeleton(s32 frame);
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//! Returns amount of animations in .X-file.
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virtual s32 getAnimationCount() const;
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//! Returns the name of an animation.
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virtual const c8* getAnimationName(s32 idx) const;
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//! Sets an animation as animation to play back.
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virtual void setCurrentAnimation(s32 idx);
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//! Sets an animation as animation to play back.
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virtual bool setCurrentAnimation(const c8* name);
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private:
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struct SWeightData
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{
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SWeightData() {};
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SWeightData(const SWeightData& other)
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: buffer(other.buffer), vertex(other.vertex), weight(other.weight)
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{}
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SWeightData(s32 b, s32 v, f32 w)
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: buffer(b), vertex(v), weight(w)
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{}
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s32 buffer;
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s32 vertex;
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f32 weight;
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bool operator <(const SWeightData& other) const
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{
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return (buffer < other.buffer ||
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(buffer == other.buffer &&
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vertex < other.vertex) ||
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(buffer == other.buffer &&
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vertex == other.vertex &&
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weight < other.weight));
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}
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};
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struct SVertexWeight
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{
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SVertexWeight() : weightCount(0) {}
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// weight per vertex, at maximum, 4 joints per vertex
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f32 weight[4];
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s32 joint[4];
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s32 weightCount;
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void add(f32 _weight, s32 _joint)
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{
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if (weightCount == 4)
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return;
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weight[weightCount] = _weight;
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joint[weightCount] = _joint;
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++weightCount;
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}
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};
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struct SJoint
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{
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s32 Parent; // index of parent
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core::array<SWeightData> Weights;
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core::matrix4 MatrixOffset;
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core::matrix4 LocalMatrix;
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core::matrix4 GlobalMatrix;
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core::matrix4 AnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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core::matrix4 CombinedAnimationMatrix; // for faster computing
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core::stringc Name;
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bool IsVirtualJoint; // for in .x file not weighted vertices
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bool WasAnimatedThisFrame; // used by animateSkeleton()
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};
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void createAnimationData();
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void createJointData(const CXFileReader::SXFrame& f, s32 JointParent);
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void createMeshData();
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void addFrameToMesh(CXFileReader::SXFrame& frame);
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video::SMaterial getMaterialFromXMaterial(const CXFileReader::SXMaterial& xmat);
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void addFacesToBuffer(s32 meshbuffernr, CXFileReader::SXMesh& mesh, s32 matnr, const CXFileReader::SXFrame& frame);
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core::stringc getTextureFileName(const core::stringc& texture);
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s32 getJointNumberFromName(const core::stringc& name) const;
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//! prepares animation data which was read in from the .x file
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void prepareAnimationData();
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//! animates the skeleton based on the animation data
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void animateSkeleton();
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//! modifies the skin based on the animated skeleton
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void modifySkin();
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void updateBoundingBoxFromAnimation();
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void addVirtualWeight(s32 meshbuffernr, s32 vtxidx, CXFileReader::SXMesh& mesh,
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const CXFileReader::SXFrame& frame);
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CXFileReader* Reader;
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video::IVideoDriver* Driver;
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scene::SMesh OriginalMesh;
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scene::SMesh *AnimatedMesh;
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core::aabbox3df Box;
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core::stringc FileName;
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IMeshManipulator* Manipulator;
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core::array<core::vector3df> DebugSkeleton;
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bool IsAnimatedSkinnedMesh;
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core::array<SJoint> Joints;
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f32 CurrentAnimationTime;
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f32 LastAnimationTime;
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s32 CurrentAnimationSet;
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f32 DebugSkeletonCrossSize;
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// one array of weights per mesh buffer
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core::array< core::array<SVertexWeight> > Weights;
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// data for animations
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struct SXAnimationTrack
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{
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s32 jointNr;
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s32 keyType; // 0=rotation, 1=scale, 2=position, 3=matrix
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core::array<core::quaternion> Quaternions;
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core::array<core::vector3df> Vectors;
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core::array<core::matrix4> Matrices;
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core::array<f32> Times;
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bool operator <(SXAnimationTrack& other) const
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{
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if (jointNr != other.jointNr)
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return (jointNr < other.jointNr);
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return keyType > other.keyType;
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}
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};
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struct SXAnimationSet
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{
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core::stringc AnimationName;
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core::array<SXAnimationTrack> Animations;
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};
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core::array<SXAnimationSet> AnimationSets;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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