irrlicht/source/Irrlicht/CAnimatedMeshSceneNode.cpp

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CAnimatedMeshSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
#include "CShadowVolumeSceneNode.h"
#include "IAnimatedMeshMS3D.h"
#include "IAnimatedMeshMD3.h"
#include "IAnimatedMeshX.h"
#include "IAnimatedMeshB3d.h"
#include "IDummyTransformationSceneNode.h"
#include "IMaterialRenderer.h"
#include "IMesh.h"
#include "IMeshCache.h"
#include "IAnimatedMesh.h"
#include "quaternion.h"
namespace irr
{
namespace scene
{
//! constructor
CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
: IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
BeginFrameTime(0), StartFrame(0), EndFrame(0), FramesPerSecond(25.f / 1000.f ),
CurrentFrameNr(0), Looping(true), ReadOnlyMaterials(false),
LoopCallBack(0), PassCount(0), Shadow(0)
{
#ifdef _DEBUG
setDebugName("CAnimatedMeshSceneNode");
#endif
BeginFrameTime = os::Timer::getTime();
setMesh(mesh);
}
//! destructor
CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
{
if (Mesh)
Mesh->drop();
if (Shadow)
Shadow->drop();
for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
if (JointChildSceneNodes[i])
JointChildSceneNodes[i]->drop();
if (LoopCallBack)
LoopCallBack->drop();
}
//! Sets the current frame. From now on the animation is played from this frame.
void CAnimatedMeshSceneNode::setCurrentFrame(s32 frame)
{
// if you pass an out of range value, we just clamp it
CurrentFrameNr = core::s32_clamp ( frame, StartFrame, EndFrame );
BeginFrameTime = os::Timer::getTime() - (s32)((CurrentFrameNr - StartFrame) / FramesPerSecond);
}
//! Returns the current displayed frame number.
s32 CAnimatedMeshSceneNode::getFrameNr() const
{
return CurrentFrameNr;
}
u32 CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
{
const s32 deltaFrame = core::floor32 ( f32 ( timeMs - BeginFrameTime ) * FramesPerSecond );
if (Looping)
{
const s32 len = EndFrame - StartFrame + 1;
// play animation looped
return StartFrame + ( deltaFrame % len );
}
else
{
// play animation non looped
s32 frame = StartFrame + deltaFrame;
if (frame > EndFrame)
{
frame = EndFrame;
if (LoopCallBack)
LoopCallBack->OnAnimationEnd(this);
}
return frame;
}
}
//! frame
void CAnimatedMeshSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
{
// because this node supports rendering of mixed mode meshes consisting of
// transparent and solid material at the same time, we need to go through all
// materials, check of what type they are and register this node for the right
// render pass according to that.
video::IVideoDriver* driver = SceneManager->getVideoDriver();
PassCount = 0;
int transparentCount = 0;
int solidCount = 0;
// count transparent and solid materials in this scene node
for (u32 i=0; i<Materials.size(); ++i)
{
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(Materials[i].MaterialType);
if (rnd && rnd->isTransparent())
++transparentCount;
else
++solidCount;
if (solidCount && transparentCount)
break;
}
// register according to material types counted
if (solidCount)
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
if (transparentCount)
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
ISceneNode::OnRegisterSceneNode();
for (u32 j=0; j<JointChildSceneNodes.size(); ++j)
if (JointChildSceneNodes[j])
JointChildSceneNodes[j]->OnRegisterSceneNode();
}
}
//! OnAnimate() is called just before rendering the whole scene.
void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
{
CurrentFrameNr = buildFrameNr ( timeMs );
if ( Mesh )
{
Box = Mesh->getBoundingBox();
}
IAnimatedMeshSceneNode::OnAnimate ( timeMs );
}
/*
angle = dotproduct ( v(0,1,0), up )
axis = crossproduct ( v(0,1,0), up )
*/
inline void AlignToUpVector(irr::core::matrix4 &m, const irr::core::vector3df &up )
{
core::quaternion quatRot( up.Z, 0.f, -up.X, 1 + up.Y );
quatRot.normalize();
quatRot.getMatrix ( m );
}
//! renders the node.
void CAnimatedMeshSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (!Mesh || !driver)
return;
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
s32 frame = getFrameNr();
scene::IMesh* m = Mesh->getMesh(frame, 255, StartFrame, EndFrame);
if ( 0 == m )
{
#ifdef _DEBUG
os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
#endif
}
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
u32 i,g;
// update all dummy transformation nodes
if (!JointChildSceneNodes.empty() && Mesh &&
(Mesh->getMeshType() == EAMT_MS3D || Mesh->getMeshType() == EAMT_X || Mesh->getMeshType() == EAMT_B3D ))
{
IAnimatedMeshMS3D* amm = (IAnimatedMeshMS3D*)Mesh;
core::matrix4* m;
for ( i=0; i< JointChildSceneNodes.size(); ++i)
if (JointChildSceneNodes[i])
{
m = amm->getMatrixOfJoint(i, frame);
if (m)
JointChildSceneNodes[i]->getRelativeTransformationMatrix() = *m;
}
}
if (Shadow && PassCount==1)
Shadow->setMeshToRenderFrom(m);
// for debug purposes only:
u32 renderMeshes = 1;
video::SMaterial mat;
if (DebugDataVisible && PassCount==1)
{
// overwrite half transparency
if ( DebugDataVisible & scene::EDS_HALF_TRANSPARENCY )
{
for ( g=0; g<m->getMeshBufferCount(); ++g)
{
mat = Materials[g];
mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
driver->setMaterial(mat);
driver->drawMeshBuffer ( m->getMeshBuffer ( g ) );
}
renderMeshes = 0;
}
}
// render original meshes
if ( renderMeshes )
{
for ( i=0; i<m->getMeshBufferCount(); ++i)
{
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
bool transparent = (rnd && rnd->isTransparent());
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (transparent == isTransparentPass)
{
scene::IMeshBuffer* mb = m->getMeshBuffer(i);
driver->setMaterial(Materials[i]);
driver->drawMeshBuffer(mb);
}
}
}
// for debug purposes only:
if (DebugDataVisible && PassCount==1)
{
mat.Lighting = false;
driver->setMaterial(mat);
// show bounding box
if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
{
for ( g=0; g< m->getMeshBufferCount(); ++g)
{
driver->draw3DBox( m->getMeshBuffer(g)->getBoundingBox(),
video::SColor(0,190,128,128)
);
}
}
if ( DebugDataVisible & scene::EDS_BBOX )
driver->draw3DBox(Box, video::SColor(0,255,255,255));
// show skeleton
if ( DebugDataVisible & scene::EDS_SKELETON )
{
if (Mesh->getMeshType() == EAMT_X)
{
// draw skeleton
const core::array<core::vector3df>* ds =
((IAnimatedMeshX*)Mesh)->getDrawableSkeleton(frame);
for ( g=0; g < ds->size(); g +=2 )
driver->draw3DLine((*ds)[g], (*ds)[g+1], video::SColor(0,51,66,255));
}
// show tag for quake3 models
if (Mesh->getMeshType() == EAMT_MD3 )
{
IAnimatedMesh * arrow = SceneManager->addArrowMesh ( "__tag_show",
4, 8, 5.f, 4.f, 0.5f, 1.f, 0xFF0000FF, 0xFF000088
);
if ( 0 == arrow )
{
arrow = SceneManager->getMesh ( "__tag_show" );
}
IMesh *arrowMesh = arrow->getMesh ( 0 );
video::SMaterial material;
material.Lighting = false;
driver->setMaterial(material);
core::matrix4 m;
SMD3QuaterionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList ( getFrameNr(),
255,
getStartFrame (),
getEndFrame ()
);
if ( taglist )
{
for ( u32 g = 0; g != taglist->size();++g )
{
(*taglist)[g].setto ( m );
driver->setTransform(video::ETS_WORLD, m );
for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a )
driver->drawMeshBuffer ( arrowMesh->getMeshBuffer ( a ) );
}
}
}
}
// show normals
if ( DebugDataVisible & scene::EDS_NORMALS )
{
IAnimatedMesh * arrow = SceneManager->addArrowMesh ( "__debugnormal",
4, 8, 1.f, 0.6f, 0.05f, 0.3f, 0xFFECEC00, 0xFF999900
);
if ( 0 == arrow )
{
arrow = SceneManager->getMesh ( "__debugnormal" );
}
IMesh *mesh = arrow->getMesh ( 0 );
// find a good scaling factor
core::matrix4 m2;
// draw normals
for ( g=0; g<m->getMeshBufferCount(); ++g)
{
scene::IMeshBuffer* mb = m->getMeshBuffer(g);
const u32 vSize = mb->getVertexPitch();
const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices();
for ( i = 0; i != mb->getVertexCount(); ++i )
{
AlignToUpVector ( m2, v->Normal );
m2.setTranslation(v->Pos);
m2*=AbsoluteTransformation;
driver->setTransform(video::ETS_WORLD, m2 );
for ( u32 a = 0; a != mesh->getMeshBufferCount(); ++a )
driver->drawMeshBuffer ( mesh->getMeshBuffer ( a ) );
v = (const video::S3DVertex*) ( (u8*) v + vSize );
}
}
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
}
// show mesh
if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY )
{
mat.Lighting = false;
mat.Wireframe = true;
driver->setMaterial(mat);
for ( g=0; g<m->getMeshBufferCount(); ++g)
{
driver->drawMeshBuffer ( m->getMeshBuffer ( g ) );
}
}
}
}
//! Returns the current start frame number.
s32 CAnimatedMeshSceneNode::getStartFrame() const
{
return StartFrame;
}
//! Returns the current start frame number.
s32 CAnimatedMeshSceneNode::getEndFrame() const
{
return EndFrame;
}
//! sets the frames between the animation is looped.
//! the default is 0 - MaximalFrameCount of the mesh.
bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
{
const s32 maxFrameCount = Mesh->getFrameCount() - 1;
if ( end < begin )
{
StartFrame = core::s32_clamp(end, 0, maxFrameCount);
EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
}
else
{
StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
}
setCurrentFrame ( StartFrame );
return true;
}
//! sets the speed with witch the animation is played
void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
{
FramesPerSecond = framesPerSecond * 0.001f;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
{
return Box;
}
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
{
if ( i >= Materials.size() )
return ISceneNode::getMaterial(i);
return Materials[i];
}
//! returns amount of materials used by this scene node.
u32 CAnimatedMeshSceneNode::getMaterialCount()
{
return Materials.size();
}
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
IShadowVolumeSceneNode* CAnimatedMeshSceneNode::addShadowVolumeSceneNode(s32 id,
bool zfailmethod, f32 infinity)
{
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
return 0;
if (Shadow)
{
os::Printer::log("This node already has a shadow.", ELL_WARNING);
return 0;
}
Shadow = new CShadowVolumeSceneNode(this, SceneManager, id, zfailmethod, infinity);
return Shadow;
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corrsesponding joint, if the mesh in this scene node is a ms3d mesh.
ISceneNode* CAnimatedMeshSceneNode::getMS3DJointNode(const c8* jointName)
{
if (!Mesh || Mesh->getMeshType() != EAMT_MS3D)
return 0;
IAnimatedMeshMS3D* amm = (IAnimatedMeshMS3D*)Mesh;
s32 jointCount = amm->getJointCount();
s32 number = amm->getJointNumber(jointName);
if (number == -1)
{
os::Printer::log("Joint with specified name not found in ms3d mesh.", jointName, ELL_WARNING);
return 0;
}
if (JointChildSceneNodes.empty())
{
// allocate joints for the first time.
JointChildSceneNodes.set_used(jointCount);
for (s32 i=0; i<jointCount; ++i)
JointChildSceneNodes[i] = 0;
}
if (JointChildSceneNodes[number] == 0)
{
JointChildSceneNodes[number] =
SceneManager->addDummyTransformationSceneNode(this);
JointChildSceneNodes[number]->grab();
}
return JointChildSceneNodes[number];
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corrsesponding joint, if the mesh in this scene node is a ms3d mesh.
ISceneNode* CAnimatedMeshSceneNode::getXJointNode(const c8* jointName)
{
if (!Mesh || Mesh->getMeshType() != EAMT_X)
return 0;
IAnimatedMeshX* amm = (IAnimatedMeshX*)Mesh;
s32 jointCount = amm->getJointCount();
s32 number = amm->getJointNumber(jointName);
if (number == -1)
{
os::Printer::log("Joint with specified name not found in x mesh.", jointName, ELL_WARNING);
return 0;
}
if (JointChildSceneNodes.empty())
{
// allocate joints for the first time.
JointChildSceneNodes.set_used(jointCount);
for (s32 i=0; i<jointCount; ++i)
JointChildSceneNodes[i] = 0;
}
if (JointChildSceneNodes[number] == 0)
{
JointChildSceneNodes[number] =
SceneManager->addDummyTransformationSceneNode(this);
JointChildSceneNodes[number]->grab();
}
return JointChildSceneNodes[number];
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corrsesponding joint, if the mesh in this scene node is a b3d mesh.
ISceneNode* CAnimatedMeshSceneNode::getB3DJointNode(const c8* jointName)
{
if (!Mesh || Mesh->getMeshType() != EAMT_B3D)
return 0;
IAnimatedMeshB3d* amm = (IAnimatedMeshB3d*)Mesh;
s32 jointCount = amm->getJointCount();
s32 number = amm->getJointNumber(jointName);
if (number == -1)
{
os::Printer::log("Joint with specified name not found in b3d mesh.", jointName, ELL_WARNING);
return 0;
}
if (JointChildSceneNodes.empty())
{
// allocate joints for the first time.
JointChildSceneNodes.set_used(jointCount);
for (s32 i=0; i<jointCount; ++i)
JointChildSceneNodes[i] = 0;
}
if (JointChildSceneNodes[number] == 0)
{
JointChildSceneNodes[number] =
SceneManager->addDummyTransformationSceneNode(this);
JointChildSceneNodes[number]->grab();
}
return JointChildSceneNodes[number];
}
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached childs.
bool CAnimatedMeshSceneNode::removeChild(ISceneNode* child)
{
if (child && Shadow == child)
{
Shadow->drop();
Shadow = 0;
return true;
}
if (ISceneNode::removeChild(child))
{
for (s32 i=0; i<(s32)JointChildSceneNodes.size(); ++i)
if (JointChildSceneNodes[i] == child)
{
JointChildSceneNodes[i]->drop();
JointChildSceneNodes[i] = 0;
return true;
}
return true;
}
return false;
}
//! Starts a MD2 animation.
bool CAnimatedMeshSceneNode::setMD2Animation(EMD2_ANIMATION_TYPE anim)
{
if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
return false;
IAnimatedMeshMD2* m = (IAnimatedMeshMD2*)Mesh;
s32 begin, end, speed;
m->getFrameLoop(anim, begin, end, speed);
setAnimationSpeed( f32(speed) );
setFrameLoop(begin, end);
return true;
}
//! Starts a special MD2 animation.
bool CAnimatedMeshSceneNode::setMD2Animation(const c8* animationName)
{
if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
return false;
IAnimatedMeshMD2* m = (IAnimatedMeshMD2*)Mesh;
s32 begin, end, speed;
if (!m->getFrameLoop(animationName, begin, end, speed))
return false;
setAnimationSpeed( (f32)speed );
setFrameLoop(begin, end);
return true;
}
//! Sets looping mode which is on by default. If set to false,
//! animations will not be looped.
void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
{
Looping = playAnimationLooped;
}
//! Sets a callback interface which will be called if an animation
//! playback has ended. Set this to 0 to disable the callback again.
void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack* callback)
{
if (LoopCallBack)
LoopCallBack->drop();
LoopCallBack = callback;
if (LoopCallBack)
LoopCallBack->grab();
}
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly)
{
ReadOnlyMaterials = readonly;
}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
bool CAnimatedMeshSceneNode::isReadOnlyMaterials()
{
return ReadOnlyMaterials;
}
//! Writes attributes of the scene node.
void CAnimatedMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
{
IAnimatedMeshSceneNode::serializeAttributes(out, options);
out->addString("Mesh", SceneManager->getMeshCache()->getMeshFilename(Mesh));
out->addBool("Looping", Looping);
out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
out->addFloat("FramesPerSecond", FramesPerSecond);
// TODO: write animation names instead of frame begin and ends
}
//! Reads attributes of the scene node.
void CAnimatedMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
IAnimatedMeshSceneNode::deserializeAttributes(in, options);
core::stringc oldMeshStr = SceneManager->getMeshCache()->getMeshFilename(Mesh);
core::stringc newMeshStr = in->getAttributeAsString("Mesh");
Looping = in->getAttributeAsBool("Looping");
ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
FramesPerSecond = in->getAttributeAsFloat("FramesPerSecond");
if (newMeshStr != "" && oldMeshStr != newMeshStr)
{
IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
if (newAnimatedMesh)
setMesh(newAnimatedMesh);
}
// TODO: read animation names instead of frame begin and ends
}
//! Sets a new mesh
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
{
if (!mesh)
return; // won't set null mesh
if (Mesh)
Mesh->drop();
Mesh = mesh;
// get materials and bounding box
Box = Mesh->getBoundingBox();
IMesh* m = Mesh->getMesh(0,0);
if (m)
{
Materials.clear();
video::SMaterial mat;
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
{
IMeshBuffer* mb = m->getMeshBuffer(i);
if (mb)
mat = mb->getMaterial();
Materials.push_back(mat);
}
}
// get start and begin time
setFrameLoop ( 0, Mesh->getFrameCount() );
// grab the mesh
if (Mesh)
Mesh->grab();
}
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
// or the absolutetransformation if it's a normal scenenode
const SMD3QuaterionTag& CAnimatedMeshSceneNode::getMD3TagTransformation( const core::stringc & tagname)
{
SMD3QuaterionTag * tag = MD3Special.AbsoluteTagList.get ( tagname );
if ( tag )
return *tag;
MD3Special.AbsoluteTagList.Container.push_back ( SMD3QuaterionTag ( tagname, AbsoluteTransformation ) );
return *MD3Special.AbsoluteTagList.get ( tagname );
}
//! updates the absolute position based on the relative and the parents position
void CAnimatedMeshSceneNode::updateAbsolutePosition()
{
if ( 0 == Mesh || Mesh->getMeshType() != EAMT_MD3 )
{
IAnimatedMeshSceneNode::updateAbsolutePosition();
return;
}
SMD3QuaterionTag parent;
if ( Parent && Parent->getType () == ESNT_ANIMATED_MESH)
{
parent = ((IAnimatedMeshSceneNode*) Parent)->getMD3TagTransformation ( MD3Special.Tagname );
}
SMD3QuaterionTag relative( RelativeTranslation, RelativeRotation );
SMD3QuaterionTagList *taglist;
taglist = ( (IAnimatedMeshMD3*) Mesh )->getTagList ( getFrameNr(),255,getStartFrame (),getEndFrame () );
if ( taglist )
{
MD3Special.AbsoluteTagList.Container.set_used ( taglist->size () );
for ( u32 i = 0; i!= taglist->size (); ++i )
{
MD3Special.AbsoluteTagList[i].position = parent.position + (*taglist)[i].position + relative.position;
MD3Special.AbsoluteTagList[i].rotation = parent.rotation * (*taglist)[i].rotation * relative.rotation;
}
}
}
} // end namespace scene
} // end namespace irr