1374 lines
32 KiB
C++
1374 lines
32 KiB
C++
// Copyright (C) 2002-2006 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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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#include "CSkinnedMesh.h"
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#include "CBoneSceneNode.h"
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#include "IAnimatedMeshSceneNode.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CSkinnedMesh::CSkinnedMesh()
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: SkinningBuffers(0), HasAnimation(0), PreparedForSkinning(0),
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AnimationFrames(0.f), lastAnimatedFrame(0.f), lastSkinnedFrame(0.f),
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BoneControlUsed(false), AnimateNormals(0), InterpolationMode(EIM_LINEAR)
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{
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#ifdef _DEBUG
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setDebugName("CSkinnedMesh");
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#endif
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SkinningBuffers=&LocalBuffers;
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}
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//! destructor
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CSkinnedMesh::~CSkinnedMesh()
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{
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for (u32 i=0; i<AllJoints.size(); ++i)
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delete AllJoints[i];
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for (u32 j=0; j<LocalBuffers.size(); ++j)
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{
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if (LocalBuffers[j])
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LocalBuffers[j]->drop();
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}
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}
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//! returns the amount of frames in milliseconds.
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//! If the amount is 1, it is a static (=non animated) mesh.
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u32 CSkinnedMesh::getFrameCount() const
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{
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return core::floor32(AnimationFrames);
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}
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//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
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IMesh* CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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//animate(frame,startFrameLoop, endFrameLoop);
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if (frame==-1)
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return this;
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animateMesh((f32)frame, 1.0f);
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buildAll_LocalAnimatedMatrices();
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buildAll_GlobalAnimatedMatrices();
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skinMesh();
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return this;
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}
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//--------------------------------------------------------------------------
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// Keyframe Animation
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//--------------------------------------------------------------------------
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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void CSkinnedMesh::animateMesh(f32 frame, f32 blend)
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{
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if ( !HasAnimation || lastAnimatedFrame==frame)
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return;
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lastAnimatedFrame=frame;
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if (blend<=0.f)
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return; //No need to animate
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for (u32 i=0; i<AllJoints.size(); ++i)
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{
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//To Bitplane: The joints can be animated here with no input from their parents, but for setAnimationMode extra checks are needed to their parents
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SJoint *Joint = AllJoints[i];
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const core::vector3df oldPosition = Joint->Animatedposition;
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const core::vector3df oldScale = Joint->Animatedscale;
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const core::quaternion oldRotation = Joint->Animatedrotation;
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core::vector3df position = oldPosition;
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core::vector3df scale = oldScale;
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core::quaternion rotation = oldRotation;
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if (!BoneControlUsed)
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{
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Joint->positionHint=-1;
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Joint->scaleHint=-1;
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Joint->rotationHint=-1;
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}
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getFrameData(frame, Joint,
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position, Joint->positionHint,
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scale, Joint->scaleHint,
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rotation, Joint->rotationHint);
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if (blend==1.0f)
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{
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//No blending needed
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Joint->Animatedposition = position;
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Joint->Animatedscale = scale;
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Joint->Animatedrotation = rotation;
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}
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else
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{
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//Blend animation
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Joint->Animatedposition = core::lerp(oldPosition, position, blend);
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Joint->Animatedscale = core::lerp(oldScale, scale, blend);
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Joint->Animatedrotation.slerp(oldRotation, rotation, blend);
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}
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//Note:
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//_LocalAnimatedMatrix needs to be built at some point, but this function may be called lots of times for
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//one render (to play two animations at the same time) _LocalAnimatedMatrix only needs to be built once.
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//a call to buildAllLocalAnimatedMatrices is needed before skinning the mesh, and before the user gets the joints to move
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//----------------
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// Temp!
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buildAll_LocalAnimatedMatrices();
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//-----------------
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}
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BoneControlUsed=false;
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}
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void CSkinnedMesh::buildAll_LocalAnimatedMatrices()
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{
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for (u32 i=0; i<AllJoints.size(); ++i)
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{
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SJoint *Joint = AllJoints[i];
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//Could be faster:
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if (Joint->UseAnimationFrom &&
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(Joint->UseAnimationFrom->PositionKeys.size() ||
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Joint->UseAnimationFrom->ScaleKeys.size() ||
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Joint->UseAnimationFrom->RotationKeys.size() ))
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{
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Joint->LocalAnimatedMatrix.makeIdentity();
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Joint->LocalAnimatedMatrix.setTranslation(Joint->Animatedposition);
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Joint->LocalAnimatedMatrix*=Joint->Animatedrotation.getMatrix();
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Joint->GlobalSkinningSpace=false;
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if (Joint->ScaleKeys.size())
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{
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//Joint->_LocalAnimatedMatrix.setScale(Joint->_Animatedscale);
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core::matrix4 scaleMatrix;
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scaleMatrix.setScale(Joint->Animatedscale);
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Joint->LocalAnimatedMatrix *= scaleMatrix;
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}
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}
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else
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{
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Joint->LocalAnimatedMatrix=Joint->LocalMatrix;
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}
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}
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}
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void CSkinnedMesh::buildAll_GlobalAnimatedMatrices(SJoint *Joint, SJoint *ParentJoint)
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{
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if (!Joint)
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{
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for (u32 i=0; i<RootJoints.size(); ++i)
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buildAll_GlobalAnimatedMatrices(RootJoints[i], 0);
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return;
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}
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else
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{
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// Find global matrix...
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if (!ParentJoint || Joint->GlobalSkinningSpace)
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Joint->GlobalAnimatedMatrix = Joint->LocalAnimatedMatrix;
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else
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Joint->GlobalAnimatedMatrix = ParentJoint->GlobalAnimatedMatrix * Joint->LocalAnimatedMatrix;
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}
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for (u32 j=0; j<Joint->Children.size(); ++j)
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buildAll_GlobalAnimatedMatrices(Joint->Children[j], Joint);
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}
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void CSkinnedMesh::getFrameData(f32 frame, SJoint *Joint,
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core::vector3df &position, s32 &positionHint,
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core::vector3df &scale, s32 &scaleHint,
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core::quaternion &rotation, s32 &rotationHint)
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{
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s32 foundPositionIndex = -1;
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s32 foundScaleIndex = -1;
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s32 foundRotationIndex = -1;
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if (Joint->UseAnimationFrom)
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{
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const core::array<SPositionKey> &PositionKeys=Joint->UseAnimationFrom->PositionKeys;
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const core::array<SScaleKey> &ScaleKeys=Joint->UseAnimationFrom->ScaleKeys;
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const core::array<SRotationKey> &RotationKeys=Joint->UseAnimationFrom->RotationKeys;
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if (PositionKeys.size())
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{
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foundPositionIndex = -1;
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//Test the Hints...
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if ((u32)positionHint < PositionKeys.size())
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{
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//check this hint
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if (PositionKeys[positionHint].frame>=frame && PositionKeys[positionHint-1].frame<frame )
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foundPositionIndex=positionHint;
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else if (positionHint+1 < (s32)PositionKeys.size())
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{
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//check the next index
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if ( PositionKeys[positionHint+1].frame>=frame &&
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PositionKeys[positionHint+0].frame<frame)
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{
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positionHint++;
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foundPositionIndex=positionHint;
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}
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}
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}
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//The hint test failed, do a full scan...
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if (foundPositionIndex==-1)
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{
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for (u32 i=0; i<PositionKeys.size(); ++i)
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{
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if (PositionKeys[i].frame >= frame) //Keys should to be sorted by frame
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{
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foundPositionIndex=i;
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positionHint=i;
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break;
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}
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}
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}
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//Do interpolation...
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if (foundPositionIndex!=-1)
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{
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if (InterpolationMode==EIM_CONSTANT || foundPositionIndex==0)
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{
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position = PositionKeys[foundPositionIndex].position;
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}
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else if (InterpolationMode==EIM_LINEAR)
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{
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const SPositionKey& KeyA = PositionKeys[foundPositionIndex];
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const SPositionKey& KeyB = PositionKeys[foundPositionIndex-1];
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const f32 fd1 = frame - KeyA.frame;
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const f32 fd2 = KeyB.frame - frame;
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position = ((KeyB.position-KeyA.position)/(fd1+fd2))*fd1 + KeyA.position;
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}
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}
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}
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//------------------------------------------------------------
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if (ScaleKeys.size())
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{
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foundScaleIndex = -1;
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//Test the Hints...
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if ((u32)scaleHint < ScaleKeys.size())
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{
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//check this hint
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if (ScaleKeys[scaleHint].frame>=frame && ScaleKeys[scaleHint-1].frame<frame )
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foundScaleIndex=scaleHint;
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else if (scaleHint+1 < (s32)ScaleKeys.size())
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{
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//check the next index
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if ( ScaleKeys[scaleHint+1].frame>=frame &&
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ScaleKeys[scaleHint+0].frame<frame)
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{
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scaleHint++;
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foundScaleIndex=scaleHint;
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}
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}
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}
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//The hint test failed, do a full scan...
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if (foundScaleIndex==-1)
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{
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for (u32 i=0; i<ScaleKeys.size(); ++i)
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{
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if (ScaleKeys[i].frame >= frame) //Keys should to be sorted by frame
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{
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foundScaleIndex=i;
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scaleHint=i;
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break;
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}
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}
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}
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//Do interpolation...
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if (foundScaleIndex!=-1)
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{
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if (InterpolationMode==EIM_CONSTANT || foundScaleIndex==0)
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{
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scale = ScaleKeys[foundScaleIndex].scale;
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}
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else if (InterpolationMode==EIM_LINEAR)
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{
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const SScaleKey& KeyA = ScaleKeys[foundScaleIndex];
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const SScaleKey& KeyB = ScaleKeys[foundScaleIndex-1];
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const f32 fd1 = frame - KeyA.frame;
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const f32 fd2 = KeyB.frame - frame;
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scale = ((KeyB.scale-KeyA.scale)/(fd1+fd2))*fd1 + KeyA.scale;
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}
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}
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}
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//-------------------------------------------------------------
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if (RotationKeys.size())
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{
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foundRotationIndex = -1;
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//Test the Hints...
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if ((u32)rotationHint < RotationKeys.size())
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{
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//check this hint
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if (RotationKeys[rotationHint].frame>=frame && RotationKeys[rotationHint-1].frame<frame )
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foundRotationIndex=rotationHint;
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else if (rotationHint+1 < (s32)RotationKeys.size())
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{
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//check the next index
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if ( RotationKeys[rotationHint+1].frame>=frame &&
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RotationKeys[rotationHint+0].frame<frame)
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{
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rotationHint++;
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foundRotationIndex=rotationHint;
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}
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}
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}
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//The hint test failed, do a full scan...
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if (foundRotationIndex==-1)
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{
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for (u32 i=0; i<RotationKeys.size(); ++i)
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{
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if (RotationKeys[i].frame >= frame) //Keys should be sorted by frame
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{
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foundRotationIndex=i;
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rotationHint=i;
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break;
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}
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}
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}
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//Do interpolation...
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if (foundRotationIndex!=-1)
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{
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if (InterpolationMode==EIM_CONSTANT || foundRotationIndex==0)
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{
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rotation = RotationKeys[foundRotationIndex].rotation;
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}
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else if (InterpolationMode==EIM_LINEAR)
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{
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const SRotationKey& KeyA = RotationKeys[foundRotationIndex];
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const SRotationKey& KeyB = RotationKeys[foundRotationIndex-1];
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const f32 fd1 = frame - KeyA.frame;
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const f32 fd2 = KeyB.frame - frame;
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const f32 t = fd1/(fd1+fd2);
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/*
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f32 t = 0;
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if (KeyA.frame!=KeyB.frame)
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t = (frame-KeyA.frame) / (KeyB.frame - KeyA.frame);
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*/
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rotation.slerp(KeyA.rotation, KeyB.rotation, t);
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}
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}
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}
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}
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}
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//--------------------------------------------------------------------------
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// Software Skinning
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//--------------------------------------------------------------------------
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//! Preforms a software skin on this mesh based of joint positions
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void CSkinnedMesh::skinMesh()
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{
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if ( !HasAnimation)
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return;
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//----------------
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// Temp!
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buildAll_GlobalAnimatedMatrices();
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//-----------------
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//Software skin....
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u32 i;
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//rigid animation
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for (i=0; i<AllJoints.size(); ++i)
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{
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for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)
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{
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SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];
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Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;
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}
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}
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//clear skinning helper array
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for (i=0; i<Vertices_Moved.size(); ++i)
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for (u32 j=0; j<Vertices_Moved[i].size(); ++j)
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Vertices_Moved[i][j]=false;
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//skin starting with the root joints
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for (i=0; i<RootJoints.size(); ++i)
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SkinJoint(RootJoints[i], 0);
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}
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void CSkinnedMesh::SkinJoint(SJoint *Joint, SJoint *ParentJoint)
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{
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if (Joint->Weights.size())
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{
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//Find this joints pull on vertices...
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core::matrix4 JointVertexPull(core::matrix4::EM4CONST_NOTHING);
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JointVertexPull.setbyproduct(Joint->GlobalAnimatedMatrix, Joint->GlobalInversedMatrix);
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core::vector3df ThisVertexMove, ThisNormalMove;
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core::array<scene::SSkinMeshBuffer*> &BuffersUsed=*SkinningBuffers;
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//Skin Vertices Positions and Normals...
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for (u32 i=0; i<Joint->Weights.size(); ++i)
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{
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SWeight& weight = Joint->Weights[i];
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// Pull this vertex...
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JointVertexPull.transformVect(ThisVertexMove, weight.StaticPos);
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if (AnimateNormals)
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JointVertexPull.rotateVect(ThisNormalMove, weight.StaticNormal);
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if (! (*(weight.Moved)) )
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{
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*(weight.Moved) = true;
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BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Pos = ThisVertexMove * weight.strength;
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if (AnimateNormals)
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BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Normal = ThisNormalMove * weight.strength;
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//*(weight._Pos) = ThisVertexMove * weight.strength;
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}
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else
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{
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BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Pos += ThisVertexMove * weight.strength;
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if (AnimateNormals)
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BuffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Normal += ThisNormalMove * weight.strength;
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//*(weight._Pos) += ThisVertexMove * weight.strength;
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}
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}
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}
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//Skin all children
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for (u32 j=0; j<Joint->Children.size(); ++j)
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SkinJoint(Joint->Children[j], Joint);
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}
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E_ANIMATED_MESH_TYPE CSkinnedMesh::getMeshType() const
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{
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return EAMT_SKINNED;
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}
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//! Gets joint count.
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u32 CSkinnedMesh::getJointCount() const
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{
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return AllJoints.size();
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}
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//! Gets the name of a joint.
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const c8* CSkinnedMesh::getJointName(u32 number) const
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{
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if (number >= AllJoints.size())
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return 0;
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return AllJoints[number]->Name.c_str();
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}
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//! Gets a joint number from its name
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s32 CSkinnedMesh::getJointNumber(const c8* name) const
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{
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for (u32 i=0; i<AllJoints.size(); ++i)
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{
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if (AllJoints[i]->Name == name)
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return i;
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}
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return -1;
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}
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//! returns amount of mesh buffers.
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u32 CSkinnedMesh::getMeshBufferCount() const
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{
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return LocalBuffers.size();
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}
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//! returns pointer to a mesh buffer
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IMeshBuffer* CSkinnedMesh::getMeshBuffer(u32 nr) const
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{
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if (nr < LocalBuffers.size())
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return LocalBuffers[nr];
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else
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return 0;
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}
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//! Returns pointer to a mesh buffer which fits a material
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IMeshBuffer* CSkinnedMesh::getMeshBuffer(const video::SMaterial &material) const
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{
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for (u32 i=0; i<LocalBuffers.size(); ++i)
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{
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if (LocalBuffers[i]->getMaterial() == material)
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return LocalBuffers[i];
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}
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return 0;
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}
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//! returns an axis aligned bounding box
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const core::aabbox3d<f32>& CSkinnedMesh::getBoundingBox() const
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{
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return BoundingBox;
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}
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//! set user axis aligned bounding box
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void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)
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{
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BoundingBox = box;
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}
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//! sets a flag of all contained materials to a new value
|
|
void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
|
|
{
|
|
for (u32 i=0; i<LocalBuffers.size(); ++i)
|
|
LocalBuffers[i]->Material.setFlag(flag,newvalue);
|
|
}
|
|
|
|
|
|
//! uses animation from another mesh
|
|
bool CSkinnedMesh::useAnimationFrom(const ISkinnedMesh *mesh)
|
|
{
|
|
bool unmatched=false;
|
|
|
|
for(u32 i=0;i<AllJoints.size();++i)
|
|
{
|
|
SJoint *joint=AllJoints[i];
|
|
joint->UseAnimationFrom=0;
|
|
|
|
if (joint->Name=="")
|
|
unmatched=true;
|
|
else
|
|
{
|
|
for(u32 j=0;j<mesh->getAllJoints().size();++j)
|
|
{
|
|
SJoint *otherJoint=mesh->getAllJoints()[j];
|
|
if (joint->Name==otherJoint->Name)
|
|
{
|
|
joint->UseAnimationFrom=otherJoint;
|
|
}
|
|
}
|
|
if (!joint->UseAnimationFrom) unmatched=true;
|
|
}
|
|
}
|
|
|
|
checkForAnimation();
|
|
|
|
return !unmatched;
|
|
}
|
|
|
|
|
|
//!Update Normals when Animating
|
|
//!False= Don't (default)
|
|
//!True= Update normals, slower
|
|
void CSkinnedMesh::updateNormalsWhenAnimating(bool on)
|
|
{
|
|
AnimateNormals = on;
|
|
}
|
|
|
|
|
|
//!Sets Interpolation Mode
|
|
void CSkinnedMesh::setInterpolationMode(E_INTERPOLATION_MODE mode)
|
|
{
|
|
InterpolationMode = mode;
|
|
}
|
|
|
|
|
|
core::array<scene::SSkinMeshBuffer*> &CSkinnedMesh::getMeshBuffers()
|
|
{
|
|
return LocalBuffers;
|
|
}
|
|
|
|
|
|
core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints()
|
|
{
|
|
return AllJoints;
|
|
}
|
|
|
|
|
|
const core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints() const
|
|
{
|
|
return AllJoints;
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::CalculateGlobalMatrixes(SJoint *Joint,SJoint *ParentJoint)
|
|
{
|
|
if (!Joint && ParentJoint) // bit of protection from endless loops
|
|
return;
|
|
|
|
//Go through the root bones
|
|
if (!Joint)
|
|
{
|
|
for (u32 i=0; i<RootJoints.size(); ++i)
|
|
CalculateGlobalMatrixes(RootJoints[i],0);
|
|
return;
|
|
}
|
|
|
|
if (!ParentJoint)
|
|
Joint->GlobalMatrix = Joint->LocalMatrix;
|
|
else
|
|
Joint->GlobalMatrix = ParentJoint->GlobalMatrix * Joint->LocalMatrix;
|
|
|
|
Joint->LocalAnimatedMatrix=Joint->LocalMatrix;
|
|
Joint->GlobalAnimatedMatrix=Joint->GlobalMatrix;
|
|
|
|
if (Joint->GlobalInversedMatrix.isIdentity())//might be pre calculated
|
|
{
|
|
Joint->GlobalInversedMatrix = Joint->GlobalMatrix;
|
|
Joint->GlobalInversedMatrix.makeInverse(); // slow
|
|
}
|
|
|
|
for (u32 j=0; j<Joint->Children.size(); ++j)
|
|
CalculateGlobalMatrixes(Joint->Children[j],Joint);
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::checkForAnimation()
|
|
{
|
|
u32 i,j;
|
|
//Check for animation...
|
|
HasAnimation = false;
|
|
for(i=0;i<AllJoints.size();++i)
|
|
{
|
|
if (AllJoints[i]->UseAnimationFrom)
|
|
{
|
|
if (AllJoints[i]->UseAnimationFrom->PositionKeys.size() ||
|
|
AllJoints[i]->UseAnimationFrom->ScaleKeys.size() ||
|
|
AllJoints[i]->UseAnimationFrom->RotationKeys.size() )
|
|
{
|
|
HasAnimation = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//meshes with weights, are still counted as animated for ragdolls, etc
|
|
if (!HasAnimation)
|
|
{
|
|
for(i=0;i<AllJoints.size();++i)
|
|
{
|
|
if (AllJoints[i]->Weights.size())
|
|
HasAnimation = true;
|
|
}
|
|
}
|
|
|
|
if (HasAnimation)
|
|
{
|
|
//--- Find the length of the animation ---
|
|
AnimationFrames=0;
|
|
for(i=0;i<AllJoints.size();++i)
|
|
{
|
|
if (AllJoints[i]->UseAnimationFrom)
|
|
{
|
|
if (AllJoints[i]->UseAnimationFrom->PositionKeys.size())
|
|
if (AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame > AnimationFrames)
|
|
AnimationFrames=AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame;
|
|
|
|
if (AllJoints[i]->UseAnimationFrom->ScaleKeys.size())
|
|
if (AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame > AnimationFrames)
|
|
AnimationFrames=AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame;
|
|
|
|
if (AllJoints[i]->UseAnimationFrom->RotationKeys.size())
|
|
if (AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame > AnimationFrames)
|
|
AnimationFrames=AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (HasAnimation && !PreparedForSkinning)
|
|
{
|
|
PreparedForSkinning=true;
|
|
|
|
//check for bugs:
|
|
for(i=0; i < AllJoints.size(); ++i)
|
|
{
|
|
SJoint *Joint = AllJoints[i];
|
|
for (j=0; j<Joint->Weights.size(); ++j)
|
|
{
|
|
const u16 buffer_id=Joint->Weights[j].buffer_id;
|
|
const u32 vertex_id=Joint->Weights[j].vertex_id;
|
|
|
|
//check for invalid ids
|
|
if (buffer_id>=LocalBuffers.size())
|
|
{
|
|
os::Printer::log("Skinned Mesh: Weight buffer id too large", ELL_WARNING);
|
|
Joint->Weights[j].buffer_id = Joint->Weights[j].vertex_id =0;
|
|
}
|
|
else if (vertex_id>=LocalBuffers[buffer_id]->getVertexCount())
|
|
{
|
|
os::Printer::log("Skinned Mesh: Weight vertex id too large", ELL_WARNING);
|
|
Joint->Weights[j].buffer_id = Joint->Weights[j].vertex_id =0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//An array used in skinning
|
|
|
|
for (i=0; i<Vertices_Moved.size(); ++i)
|
|
for (j=0; j<Vertices_Moved[i].size(); ++j)
|
|
Vertices_Moved[i][j] = false;
|
|
|
|
// For skinning: cache weight values for speed
|
|
|
|
for (i=0; i<AllJoints.size(); ++i)
|
|
{
|
|
SJoint *Joint = AllJoints[i];
|
|
for (j=0; j<Joint->Weights.size(); ++j)
|
|
{
|
|
const u16 buffer_id=Joint->Weights[j].buffer_id;
|
|
const u32 vertex_id=Joint->Weights[j].vertex_id;
|
|
|
|
Joint->Weights[j].Moved = &Vertices_Moved[buffer_id] [vertex_id];
|
|
Joint->Weights[j].StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;
|
|
Joint->Weights[j].StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;
|
|
|
|
//Joint->Weights[j]._Pos=&Buffers[buffer_id]->getVertex(vertex_id)->Pos;
|
|
}
|
|
}
|
|
|
|
// normalize weights
|
|
normalizeWeights();
|
|
}
|
|
}
|
|
|
|
|
|
//! called by loader after populating with mesh and bone data
|
|
void CSkinnedMesh::finalize()
|
|
{
|
|
u32 i;
|
|
|
|
lastAnimatedFrame=-1;
|
|
lastSkinnedFrame=-1;
|
|
AnimateNormals=false;
|
|
|
|
//calculate bounding box
|
|
|
|
for (i=0; i<LocalBuffers.size(); ++i)
|
|
{
|
|
LocalBuffers[i]->recalculateBoundingBox();
|
|
}
|
|
|
|
// Get BoundingBox...
|
|
if (LocalBuffers.empty())
|
|
BoundingBox.reset(0,0,0);
|
|
else
|
|
{
|
|
BoundingBox.reset(LocalBuffers[0]->BoundingBox.MaxEdge);
|
|
for (u32 j=0; j<LocalBuffers.size(); ++j)
|
|
{
|
|
BoundingBox.addInternalBox(LocalBuffers[j]->BoundingBox);
|
|
}
|
|
}
|
|
|
|
//add 5% padding to bounding box
|
|
core::vector3df Padding=BoundingBox.getExtent()*0.05f;
|
|
BoundingBox.MinEdge-=Padding;
|
|
BoundingBox.MaxEdge+=Padding;
|
|
|
|
|
|
if (AllJoints.size() || RootJoints.size())
|
|
{
|
|
// populate AllJoints or RootJoints, depending on which is empty
|
|
if (!RootJoints.size())
|
|
{
|
|
|
|
for(u32 CheckingIdx=0; CheckingIdx < AllJoints.size(); ++CheckingIdx)
|
|
{
|
|
|
|
bool foundParent=false;
|
|
for(i=0; i < AllJoints.size(); ++i)
|
|
{
|
|
for(u32 n=0; n < AllJoints[i]->Children.size(); ++n)
|
|
{
|
|
if (AllJoints[i]->Children[n] == AllJoints[CheckingIdx])
|
|
foundParent=true;
|
|
}
|
|
}
|
|
|
|
if (!foundParent)
|
|
RootJoints.push_back(AllJoints[CheckingIdx]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AllJoints=RootJoints;
|
|
}
|
|
}
|
|
|
|
for(i=0; i < AllJoints.size(); ++i)
|
|
{
|
|
AllJoints[i]->UseAnimationFrom=AllJoints[i];
|
|
}
|
|
|
|
//Set array sizes...
|
|
|
|
for (i=0; i<LocalBuffers.size(); ++i)
|
|
{
|
|
Vertices_Moved.push_back( core::array<bool>() );
|
|
Vertices_Moved[i].set_used(LocalBuffers[i]->getVertexCount());
|
|
}
|
|
|
|
|
|
//Todo: optimise keys here...
|
|
|
|
|
|
checkForAnimation();
|
|
|
|
|
|
if (HasAnimation)
|
|
{
|
|
|
|
//--- optimize and check keyframes ---
|
|
for(i=0;i<AllJoints.size();++i)
|
|
{
|
|
core::array<SPositionKey> &PositionKeys =AllJoints[i]->PositionKeys;
|
|
core::array<SScaleKey> &ScaleKeys = AllJoints[i]->ScaleKeys;
|
|
core::array<SRotationKey> &RotationKeys = AllJoints[i]->RotationKeys;
|
|
|
|
if (PositionKeys.size()>2)
|
|
{
|
|
for(u32 j=0;j<PositionKeys.size()-2;++j)
|
|
{
|
|
if (PositionKeys[j].position == PositionKeys[j+1].position && PositionKeys[j+1].position == PositionKeys[j+2].position)
|
|
{
|
|
PositionKeys.erase(j+1); //the middle key is unneeded
|
|
--j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PositionKeys.size()>1)
|
|
{
|
|
for(u32 j=0;j<PositionKeys.size()-1;++j)
|
|
{
|
|
if (PositionKeys[j].frame >= PositionKeys[j+1].frame) //bad frame, unneed and may cause problems
|
|
{
|
|
PositionKeys.erase(j+1);
|
|
--j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ScaleKeys.size()>2)
|
|
{
|
|
for(u32 j=0;j<ScaleKeys.size()-2;++j)
|
|
{
|
|
if (ScaleKeys[j].scale == ScaleKeys[j+1].scale && ScaleKeys[j+1].scale == ScaleKeys[j+2].scale)
|
|
{
|
|
ScaleKeys.erase(j+1); //the middle key is unneeded
|
|
--j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ScaleKeys.size()>1)
|
|
{
|
|
for(u32 j=0;j<ScaleKeys.size()-1;++j)
|
|
{
|
|
if (ScaleKeys[j].frame >= ScaleKeys[j+1].frame) //bad frame, unneed and may cause problems
|
|
{
|
|
ScaleKeys.erase(j+1);
|
|
--j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (RotationKeys.size()>2)
|
|
{
|
|
for(u32 j=0;j<RotationKeys.size()-2;++j)
|
|
{
|
|
if (RotationKeys[j].rotation == RotationKeys[j+1].rotation && RotationKeys[j+1].rotation == RotationKeys[j+2].rotation)
|
|
{
|
|
RotationKeys.erase(j+1); //the middle key is unneeded
|
|
--j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (RotationKeys.size()>1)
|
|
{
|
|
for(u32 j=0;j<RotationKeys.size()-1;++j)
|
|
{
|
|
if (RotationKeys[j].frame >= RotationKeys[j+1].frame) //bad frame, unneed and may cause problems
|
|
{
|
|
RotationKeys.erase(j+1);
|
|
--j;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//Fill empty keyframe areas
|
|
if (PositionKeys.size())
|
|
{
|
|
SPositionKey *Key;
|
|
Key=&PositionKeys[0];//getFirst
|
|
if (Key->frame!=0)
|
|
{
|
|
PositionKeys.push_front(*Key);
|
|
Key=&PositionKeys[0];//getFirst
|
|
Key->frame=0;
|
|
}
|
|
|
|
Key=&PositionKeys.getLast();
|
|
if (Key->frame!=AnimationFrames)
|
|
{
|
|
PositionKeys.push_back(*Key);
|
|
Key=&PositionKeys.getLast();
|
|
Key->frame=AnimationFrames;
|
|
}
|
|
}
|
|
|
|
if (ScaleKeys.size())
|
|
{
|
|
SScaleKey *Key;
|
|
Key=&ScaleKeys[0];//getFirst
|
|
if (Key->frame!=0)
|
|
{
|
|
ScaleKeys.push_front(*Key);
|
|
Key=&ScaleKeys[0];//getFirst
|
|
Key->frame=0;
|
|
}
|
|
|
|
Key=&ScaleKeys.getLast();
|
|
if (Key->frame!=AnimationFrames)
|
|
{
|
|
ScaleKeys.push_back(*Key);
|
|
Key=&ScaleKeys.getLast();
|
|
Key->frame=AnimationFrames;
|
|
}
|
|
}
|
|
|
|
if (RotationKeys.size())
|
|
{
|
|
SRotationKey *Key;
|
|
Key=&RotationKeys[0];//getFirst
|
|
if (Key->frame!=0)
|
|
{
|
|
RotationKeys.push_front(*Key);
|
|
Key=&RotationKeys[0];//getFirst
|
|
Key->frame=0;
|
|
}
|
|
|
|
Key=&RotationKeys.getLast();
|
|
if (Key->frame!=AnimationFrames)
|
|
{
|
|
RotationKeys.push_back(*Key);
|
|
Key=&RotationKeys.getLast();
|
|
Key->frame=AnimationFrames;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Needed for animation and skinning...
|
|
|
|
CalculateGlobalMatrixes(0,0);
|
|
|
|
//animateMesh(0, 1);
|
|
//buildAll_LocalAnimatedMatrices();
|
|
//buildAll_GlobalAnimatedMatrices();
|
|
|
|
|
|
|
|
//rigid animation for non animated meshes
|
|
for (i=0; i<AllJoints.size(); ++i)
|
|
{
|
|
for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)
|
|
{
|
|
SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];
|
|
Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
scene::SSkinMeshBuffer *CSkinnedMesh::createBuffer()
|
|
{
|
|
scene::SSkinMeshBuffer *buffer=new scene::SSkinMeshBuffer();
|
|
LocalBuffers.push_back(buffer);
|
|
return buffer;
|
|
}
|
|
|
|
|
|
CSkinnedMesh::SJoint *CSkinnedMesh::createJoint(SJoint *parent)
|
|
{
|
|
SJoint *joint=new SJoint;
|
|
|
|
AllJoints.push_back(joint);
|
|
if (!parent)
|
|
{
|
|
//Add root joints to array in finalize()
|
|
}
|
|
else
|
|
{
|
|
//Set parent (Be careful of the mesh loader also setting the parent)
|
|
parent->Children.push_back(joint);
|
|
}
|
|
|
|
return joint;
|
|
}
|
|
|
|
|
|
CSkinnedMesh::SPositionKey *CSkinnedMesh::createPositionKey(SJoint *joint)
|
|
{
|
|
if (!joint)
|
|
return 0;
|
|
SPositionKey *key;
|
|
|
|
joint->PositionKeys.push_back(SPositionKey());
|
|
key=&joint->PositionKeys.getLast();
|
|
|
|
key->frame=0;
|
|
return key;
|
|
}
|
|
|
|
|
|
CSkinnedMesh::SScaleKey *CSkinnedMesh::createScaleKey(SJoint *joint)
|
|
{
|
|
if (!joint)
|
|
return 0;
|
|
SScaleKey *key;
|
|
|
|
joint->ScaleKeys.push_back(SScaleKey());
|
|
key=&joint->ScaleKeys.getLast();
|
|
|
|
return key;
|
|
}
|
|
|
|
|
|
CSkinnedMesh::SRotationKey *CSkinnedMesh::createRotationKey(SJoint *joint)
|
|
{
|
|
if (!joint)
|
|
return 0;
|
|
SRotationKey *key;
|
|
|
|
joint->RotationKeys.push_back(SRotationKey());
|
|
key=&joint->RotationKeys.getLast();
|
|
|
|
return key;
|
|
}
|
|
|
|
|
|
CSkinnedMesh::SWeight *CSkinnedMesh::createWeight(SJoint *joint)
|
|
{
|
|
if (!joint)
|
|
return 0;
|
|
|
|
joint->Weights.push_back(SWeight());
|
|
|
|
SWeight *weight=&joint->Weights.getLast();
|
|
|
|
//Could do stuff here...
|
|
|
|
return weight;
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::normalizeWeights()
|
|
{
|
|
// note: unsure if weights ids are going to be used.
|
|
|
|
// Normalise the weights on bones....
|
|
|
|
u32 i,j;
|
|
core::array< core::array<f32> > Vertices_TotalWeight;
|
|
|
|
for (i=0; i<LocalBuffers.size(); ++i)
|
|
{
|
|
Vertices_TotalWeight.push_back(core::array<f32>());
|
|
Vertices_TotalWeight[i].set_used(LocalBuffers[i]->getVertexCount());
|
|
}
|
|
|
|
|
|
for (i=0; i<Vertices_TotalWeight.size(); ++i)
|
|
for (j=0; j<Vertices_TotalWeight[i].size(); ++j)
|
|
Vertices_TotalWeight[i][j] = 0;
|
|
|
|
for (i=0; i<AllJoints.size(); ++i)
|
|
{
|
|
SJoint *Joint=AllJoints[i];
|
|
for (j=0; j<Joint->Weights.size(); ++j)
|
|
{
|
|
if (Joint->Weights[j].strength<=0)//Check for invalid weights
|
|
{
|
|
Joint->Weights.erase(j);
|
|
j--;
|
|
}
|
|
else
|
|
{
|
|
Vertices_TotalWeight[ Joint->Weights[j].buffer_id ] [ Joint->Weights[j].vertex_id ] += Joint->Weights[j].strength;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i=0; i<AllJoints.size(); ++i)
|
|
{
|
|
SJoint *Joint=AllJoints[i];
|
|
for (j=0; j< Joint->Weights.size(); ++j)
|
|
{
|
|
f32 total = Vertices_TotalWeight[ Joint->Weights[j].buffer_id ] [ Joint->Weights[j].vertex_id ];
|
|
if (total != 0 && total != 1)
|
|
Joint->Weights[j].strength /= total;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::recoverJointsFromMesh(core::array<IBoneSceneNode*> &JointChildSceneNodes)
|
|
{
|
|
for (u32 i=0;i<AllJoints.size();++i)
|
|
{
|
|
IBoneSceneNode* node=JointChildSceneNodes[i];
|
|
SJoint *joint=AllJoints[i];
|
|
node->setPosition( joint->LocalAnimatedMatrix.getTranslation() );
|
|
node->setRotation( joint->LocalAnimatedMatrix.getRotationDegrees() );
|
|
|
|
//node->setScale( joint->LocalAnimatedMatrix.getScale() );
|
|
|
|
node->positionHint=joint->positionHint;
|
|
node->scaleHint=joint->scaleHint;
|
|
node->rotationHint=joint->rotationHint;
|
|
|
|
//node->setAbsoluteTransformation(joint->GlobalMatrix); //not going to work
|
|
|
|
//Note: This updateAbsolutePosition will not work well if joints are not nested like b3d
|
|
//node->updateAbsolutePosition();
|
|
}
|
|
}
|
|
|
|
void CSkinnedMesh::transferJointsToMesh(const core::array<IBoneSceneNode*> &JointChildSceneNodes)
|
|
{
|
|
for (u32 i=0;i<AllJoints.size();++i)
|
|
{
|
|
IBoneSceneNode* node=JointChildSceneNodes[i];
|
|
SJoint *joint=AllJoints[i];
|
|
|
|
|
|
|
|
joint->LocalAnimatedMatrix.setTranslation( node->getPosition() );
|
|
joint->LocalAnimatedMatrix.setRotationDegrees( node->getRotation() );
|
|
|
|
|
|
//joint->LocalAnimatedMatrix.setScale( node->getScale() );
|
|
|
|
joint->positionHint=node->positionHint;
|
|
joint->scaleHint=node->scaleHint;
|
|
joint->rotationHint=node->rotationHint;
|
|
|
|
if (node->getSkinningSpace()==EBSS_GLOBAL)
|
|
joint->GlobalSkinningSpace=true;
|
|
else
|
|
joint->GlobalSkinningSpace=false;
|
|
}
|
|
//Remove cache, temp...
|
|
lastAnimatedFrame=-1;
|
|
lastSkinnedFrame=-1;
|
|
|
|
BoneControlUsed=true;
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::createJoints(core::array<IBoneSceneNode*> &JointChildSceneNodes,
|
|
IAnimatedMeshSceneNode* AnimatedMeshSceneNode, ISceneManager* SceneManager)
|
|
{
|
|
u32 i;
|
|
|
|
//Create new joints
|
|
for (i=0;i<AllJoints.size();++i)
|
|
{
|
|
IBoneSceneNode* node = new CBoneSceneNode(0, SceneManager, 0, i, AllJoints[i]->Name.c_str());
|
|
|
|
JointChildSceneNodes.push_back(node);
|
|
}
|
|
|
|
//Match up parents
|
|
for (i=0;i<JointChildSceneNodes.size();++i)
|
|
{
|
|
IBoneSceneNode* node=JointChildSceneNodes[i];
|
|
SJoint *joint=AllJoints[i]; //should be fine
|
|
|
|
s32 parentID=-1;
|
|
|
|
for (u32 j=0;j<AllJoints.size();++j)
|
|
{
|
|
if (i!=j && parentID==-1)
|
|
{
|
|
SJoint *parentTest=AllJoints[j];
|
|
for (u32 n=0;n<parentTest->Children.size();++n)
|
|
{
|
|
if (parentTest->Children[n]==joint)
|
|
{
|
|
parentID=j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (parentID!=-1)
|
|
node->setParent( JointChildSceneNodes[parentID] );
|
|
else
|
|
node->setParent( AnimatedMeshSceneNode );
|
|
|
|
node->drop();
|
|
}
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::convertMeshToTangents()
|
|
{
|
|
// now calculate tangents
|
|
for (u32 b=0; b < LocalBuffers.size(); ++b)
|
|
{
|
|
if (LocalBuffers[b])
|
|
{
|
|
LocalBuffers[b]->MoveTo_Tangents();
|
|
|
|
s32 idxCnt = LocalBuffers[b]->getIndexCount();
|
|
|
|
u16* idx = LocalBuffers[b]->getIndices();
|
|
video::S3DVertexTangents* v =
|
|
(video::S3DVertexTangents*)LocalBuffers[b]->getVertices();
|
|
|
|
for (s32 i=0; i<idxCnt; i+=3)
|
|
{
|
|
calculateTangents(
|
|
v[idx[i+0]].Normal,
|
|
v[idx[i+0]].Tangent,
|
|
v[idx[i+0]].Binormal,
|
|
v[idx[i+0]].Pos,
|
|
v[idx[i+1]].Pos,
|
|
v[idx[i+2]].Pos,
|
|
v[idx[i+0]].TCoords,
|
|
v[idx[i+1]].TCoords,
|
|
v[idx[i+2]].TCoords);
|
|
|
|
calculateTangents(
|
|
v[idx[i+1]].Normal,
|
|
v[idx[i+1]].Tangent,
|
|
v[idx[i+1]].Binormal,
|
|
v[idx[i+1]].Pos,
|
|
v[idx[i+2]].Pos,
|
|
v[idx[i+0]].Pos,
|
|
v[idx[i+1]].TCoords,
|
|
v[idx[i+2]].TCoords,
|
|
v[idx[i+0]].TCoords);
|
|
|
|
calculateTangents(
|
|
v[idx[i+2]].Normal,
|
|
v[idx[i+2]].Tangent,
|
|
v[idx[i+2]].Binormal,
|
|
v[idx[i+2]].Pos,
|
|
v[idx[i+0]].Pos,
|
|
v[idx[i+1]].Pos,
|
|
v[idx[i+2]].TCoords,
|
|
v[idx[i+0]].TCoords,
|
|
v[idx[i+1]].TCoords);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CSkinnedMesh::calculateTangents(
|
|
core::vector3df& normal,
|
|
core::vector3df& tangent,
|
|
core::vector3df& binormal,
|
|
core::vector3df& vt1, core::vector3df& vt2, core::vector3df& vt3, // vertices
|
|
core::vector2df& tc1, core::vector2df& tc2, core::vector2df& tc3) // texture coords
|
|
{
|
|
core::vector3df v1 = vt1 - vt2;
|
|
core::vector3df v2 = vt3 - vt1;
|
|
normal = v2.crossProduct(v1);
|
|
normal.normalize();
|
|
|
|
// binormal
|
|
|
|
f32 deltaX1 = tc1.X - tc2.X;
|
|
f32 deltaX2 = tc3.X - tc1.X;
|
|
binormal = (v1 * deltaX2) - (v2 * deltaX1);
|
|
binormal.normalize();
|
|
|
|
// tangent
|
|
|
|
f32 deltaY1 = tc1.Y - tc2.Y;
|
|
f32 deltaY2 = tc3.Y - tc1.Y;
|
|
tangent = (v1 * deltaY2) - (v2 * deltaY1);
|
|
tangent.normalize();
|
|
|
|
// adjust
|
|
|
|
core::vector3df txb = tangent.crossProduct(binormal);
|
|
if (txb.dotProduct(normal) < 0.0f)
|
|
{
|
|
tangent *= -1.0f;
|
|
binormal *= -1.0f;
|
|
}
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
|