1078 lines
28 KiB
C++
1078 lines
28 KiB
C++
// Copyright (C) 2002-2008 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 "CAnimatedMeshSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "os.h"
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#include "CShadowVolumeSceneNode.h"
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#include "IAnimatedMeshMD3.h"
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#include "CSkinnedMesh.h"
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#include "IDummyTransformationSceneNode.h"
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#include "IBoneSceneNode.h"
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#include "IMaterialRenderer.h"
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#include "IMesh.h"
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#include "IMeshCache.h"
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#include "IAnimatedMesh.h"
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#include "quaternion.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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CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
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: IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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BeginFrameTime(0), StartFrame(0), EndFrame(0), FramesPerSecond(25.f / 1000.f ),
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CurrentFrameNr(0.f), JointMode(EJUOR_NONE), JointsUsed(false),
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TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
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Looping(true), ReadOnlyMaterials(false),
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LoopCallBack(0), PassCount(0), Shadow(0), RenderFromIdentity(0)
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{
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#ifdef _DEBUG
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setDebugName("CAnimatedMeshSceneNode");
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#endif
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BeginFrameTime = os::Timer::getTime();
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setMesh(mesh);
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}
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//! destructor
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CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
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{
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if (Mesh)
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Mesh->drop();
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if (Shadow)
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Shadow->drop();
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//for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
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// if (JointChildSceneNodes[i])
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// JointChildSceneNodes[i]->drop();
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if (LoopCallBack)
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LoopCallBack->drop();
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}
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//! Sets the current frame. From now on the animation is played from this frame.
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void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
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{
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// if you pass an out of range value, we just clamp it
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CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame );
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BeginFrameTime = os::Timer::getTime() - (s32)((CurrentFrameNr - StartFrame) / FramesPerSecond);
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beginTransition(); //transit to this frame if enabled
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}
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//! Returns the currently displayed frame number.
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f32 CAnimatedMeshSceneNode::getFrameNr() const
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{
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return CurrentFrameNr;
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}
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f32 CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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{
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if (Transiting!=0.f)
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{
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TransitingBlend = (f32)(timeMs-BeginFrameTime) * Transiting;
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if (TransitingBlend > 1.f)
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{
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Transiting=0.f;
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TransitingBlend=0.f;
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}
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}
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if (StartFrame==EndFrame)
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return (f32)StartFrame; //Support for non animated meshes
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if (FramesPerSecond==0.f)
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return (f32)StartFrame;
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if (Looping)
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{
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// play animation looped
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const s32 lenInMs = abs(s32( (EndFrame - StartFrame) / FramesPerSecond));
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if (FramesPerSecond > 0.f) //forwards...
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{
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return StartFrame + ( (timeMs - BeginFrameTime) % lenInMs) * FramesPerSecond;
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}
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else //backwards...
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{
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return EndFrame - ( (timeMs - BeginFrameTime) % lenInMs)* -FramesPerSecond;
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}
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}
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else
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{
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// play animation non looped
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f32 frame;
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if (FramesPerSecond > 0.f) //forwards...
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{
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const f32 deltaFrame = ( timeMs - BeginFrameTime ) * FramesPerSecond;
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frame = StartFrame + deltaFrame;
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if (frame > (f32)EndFrame)
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{
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frame = (f32)EndFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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}
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else //backwards... (untested)
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{
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const f32 deltaFrame = ( timeMs - BeginFrameTime ) * -FramesPerSecond;
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frame = EndFrame - deltaFrame;
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if (frame < (f32)StartFrame)
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{
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frame = (f32)StartFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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}
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return frame;
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}
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}
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//! frame
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void CAnimatedMeshSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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// because this node supports rendering of mixed mode meshes consisting of
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// transparent and solid material at the same time, we need to go through all
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// materials, check of what type they are and register this node for the right
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// render pass according to that.
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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PassCount = 0;
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int transparentCount = 0;
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int solidCount = 0;
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// count transparent and solid materials in this scene node
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for (u32 i=0; i<Materials.size(); ++i)
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{
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(Materials[i].MaterialType);
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if (rnd && rnd->isTransparent())
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++transparentCount;
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else
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++solidCount;
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if (solidCount && transparentCount)
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break;
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}
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// register according to material types counted
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if (solidCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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if (transparentCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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//! OnAnimate() is called just before rendering the whole scene.
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void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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{
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CurrentFrameNr = buildFrameNr ( timeMs );
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if ( Mesh && (Mesh->getMeshType() != EAMT_SKINNED))
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{
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scene::IMesh *m = Mesh->getMesh((s32)CurrentFrameNr, 255, StartFrame, EndFrame);
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if ( m )
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Box = m->getBoundingBox();
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}
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IAnimatedMeshSceneNode::OnAnimate ( timeMs );
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}
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//! renders the node.
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void CAnimatedMeshSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!Mesh || !driver)
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return;
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bool isTransparentPass =
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SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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++PassCount;
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f32 frame = getFrameNr();
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scene::IMesh* m;
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if (Mesh->getMeshType() != EAMT_SKINNED)
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m = Mesh->getMesh((s32)frame, 255, StartFrame, EndFrame);
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else
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{
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CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh);
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if (JointMode == EJUOR_CONTROL)//write to mesh
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skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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else
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skinnedMesh->animateMesh(frame, 1.0f);
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skinnedMesh->skinMesh();
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if (JointMode == EJUOR_READ)//read from mesh
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{
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skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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//---slow---
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for (u32 n=0;n<JointChildSceneNodes.size();++n)
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if (JointChildSceneNodes[n]->getParent()==this)
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{
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JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
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}
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}
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m=skinnedMesh;
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}
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if ( 0 == m )
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{
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#ifdef _DEBUG
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os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
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#endif
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}
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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if (Shadow && PassCount==1)
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Shadow->updateShadowVolumes();
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// for debug purposes only:
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bool renderMeshes = true;
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video::SMaterial mat;
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if (DebugDataVisible && PassCount==1)
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{
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// overwrite half transparency
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if ( DebugDataVisible & scene::EDS_HALF_TRANSPARENCY )
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{
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for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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mat = Materials[i];
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mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::matrix4() );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->setMaterial(mat);
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driver->drawMeshBuffer(mb);
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}
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renderMeshes = false;
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}
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}
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// render original meshes
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if ( renderMeshes )
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{
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for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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{
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video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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{
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scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::matrix4() );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->setMaterial(Materials[i]);
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driver->drawMeshBuffer(mb);
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}
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}
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}
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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// for debug purposes only:
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if (DebugDataVisible && PassCount==1)
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{
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video::SMaterial debug_mat;
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debug_mat.Lighting = false;
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driver->setMaterial(debug_mat);
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// show normals
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if ( DebugDataVisible & scene::EDS_NORMALS )
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{
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IAnimatedMesh * arrow = SceneManager->addArrowMesh (
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"__debugnormal", 0xFFECEC00,
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0xFF999900, 4, 8, 1.f, 0.6f, 0.05f,
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0.3f);
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if ( 0 == arrow )
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{
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arrow = SceneManager->getMesh ( "__debugnormal" );
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}
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const IMesh *mesh = arrow->getMesh ( 0 );
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// find a good scaling factor
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core::matrix4 m2;
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// draw normals
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for (u32 g=0; g<m->getMeshBufferCount(); ++g)
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{
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const scene::IMeshBuffer* mb = m->getMeshBuffer(g);
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const u32 vSize = video::getVertexPitchFromType(mb->getVertexType());
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const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices();
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for ( u32 i=0; i != mb->getVertexCount(); ++i )
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{
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// Align to v->normal
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core::quaternion quatRot( v->Normal.Z, 0.f, -v->Normal.X, 1 + v->Normal.Y );
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quatRot.normalize();
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quatRot.getMatrix ( m2 );
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m2.setTranslation(v->Pos);
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if (Mesh->getMeshType() == EAMT_SKINNED)
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{
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m2 = (AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation) * m2;
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}
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else
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m2*=AbsoluteTransformation;
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driver->setTransform(video::ETS_WORLD, m2 );
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for ( u32 a = 0; a != mesh->getMeshBufferCount(); ++a )
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driver->drawMeshBuffer ( mesh->getMeshBuffer ( a ) );
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v = (const video::S3DVertex*) ( (u8*) v + vSize );
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}
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}
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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}
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debug_mat.ZBuffer = false;
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debug_mat.Lighting = false;
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driver->setMaterial(debug_mat);
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if ( DebugDataVisible & scene::EDS_BBOX )
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driver->draw3DBox(Box, video::SColor(255,255,255,255));
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// show bounding box
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if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
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{
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for (u32 g=0; g< m->getMeshBufferCount(); ++g)
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{
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const IMeshBuffer* mb = m->getMeshBuffer(g);
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if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->draw3DBox( mb->getBoundingBox(),
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video::SColor(255,190,128,128) );
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}
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}
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// show skeleton
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if ( DebugDataVisible & scene::EDS_SKELETON )
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{
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if (Mesh->getMeshType() == EAMT_SKINNED)
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{
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// draw skeleton
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for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g)
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{
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ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g];
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for (u32 n=0;n<joint->Children.size();++n)
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{
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driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
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video::SColor(255,51,66,255));
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}
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}
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}
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// show tag for quake3 models
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if (Mesh->getMeshType() == EAMT_MD3 )
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{
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IAnimatedMesh * arrow =
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SceneManager->addArrowMesh (
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"__tag_show",
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0xFF0000FF, 0xFF000088,
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4, 8, 5.f, 4.f, 0.5f,
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1.f);
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if ( 0 == arrow )
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{
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arrow = SceneManager->getMesh ( "__tag_show" );
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}
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IMesh *arrowMesh = arrow->getMesh(0);
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core::matrix4 matr;
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SMD3QuaterionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList(
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(s32)getFrameNr(), 255,
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getStartFrame(), getEndFrame());
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if ( taglist )
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{
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for ( u32 ts = 0; ts != taglist->size(); ++ts )
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{
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(*taglist)[ts].setto(matr);
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driver->setTransform(video::ETS_WORLD, matr );
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for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a )
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driver->drawMeshBuffer(arrowMesh->getMeshBuffer(a));
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}
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}
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}
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}
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// show mesh
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if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY )
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{
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debug_mat.Lighting = false;
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debug_mat.Wireframe = true;
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debug_mat.ZBuffer = true;
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driver->setMaterial(debug_mat);
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for (u32 g=0; g<m->getMeshBufferCount(); ++g)
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{
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const IMeshBuffer* mb = m->getMeshBuffer(g);
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if (RenderFromIdentity)
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driver->setTransform(video::ETS_WORLD, core::matrix4() );
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else if (Mesh->getMeshType() == EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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driver->drawMeshBuffer(mb);
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}
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}
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}
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}
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//! Returns the current start frame number.
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s32 CAnimatedMeshSceneNode::getStartFrame() const
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{
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return StartFrame;
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}
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//! Returns the current start frame number.
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s32 CAnimatedMeshSceneNode::getEndFrame() const
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{
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return EndFrame;
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}
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//! sets the frames between the animation is looped.
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//! the default is 0 - MaximalFrameCount of the mesh.
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bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
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{
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const s32 maxFrameCount = Mesh->getFrameCount() - 1;
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if ( end < begin )
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{
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StartFrame = core::s32_clamp(end, 0, maxFrameCount);
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EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
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}
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else
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{
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StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
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EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
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}
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setCurrentFrame ( (f32)StartFrame );
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return true;
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}
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//! sets the speed with witch the animation is played
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void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
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{
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FramesPerSecond = framesPerSecond * 0.001f;
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
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{
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return Box;
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}
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
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{
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if ( i >= Materials.size() )
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return ISceneNode::getMaterial(i);
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return Materials[i];
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}
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//! returns amount of materials used by this scene node.
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u32 CAnimatedMeshSceneNode::getMaterialCount() const
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|
{
|
|
return Materials.size();
|
|
}
|
|
|
|
|
|
//! Creates shadow volume scene node as child of this node
|
|
//! and returns a pointer to it.
|
|
IShadowVolumeSceneNode* CAnimatedMeshSceneNode::addShadowVolumeSceneNode(const IMesh* shadowMesh,
|
|
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;
|
|
}
|
|
|
|
if (!shadowMesh)
|
|
shadowMesh = Mesh; // if null is given, use the mesh of node
|
|
|
|
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
|
|
return Shadow;
|
|
}
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
|
|
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
|
|
{
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
checkJoints();
|
|
|
|
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
|
|
|
|
const s32 number = skinnedMesh->getJointNumber(jointName);
|
|
|
|
if (number == -1)
|
|
{
|
|
os::Printer::log("Joint with specified name not found in skinned mesh.", jointName, ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
if ((s32)JointChildSceneNodes.size() <= number)
|
|
{
|
|
os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
return getJointNode((u32)number);
|
|
}
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
|
|
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID)
|
|
{
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
checkJoints();
|
|
|
|
if (JointChildSceneNodes.size() <= jointID)
|
|
{
|
|
os::Printer::log("Joint not loaded into node", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
return JointChildSceneNodes[jointID];
|
|
}
|
|
|
|
//! Gets joint count.
|
|
u32 CAnimatedMeshSceneNode::getJointCount() const
|
|
{
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
return 0;
|
|
|
|
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
|
|
|
|
return skinnedMesh->getJointCount();
|
|
}
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a ms3d mesh.
|
|
ISceneNode* CAnimatedMeshSceneNode::getMS3DJointNode(const c8* jointName)
|
|
{
|
|
return getJointNode(jointName);
|
|
}
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a .x mesh.
|
|
ISceneNode* CAnimatedMeshSceneNode::getXJointNode(const c8* jointName)
|
|
{
|
|
return getJointNode(jointName);
|
|
}
|
|
|
|
|
|
//! 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))
|
|
{
|
|
if (JointsUsed) //stop weird bugs caused while changing parents as the joints are being created
|
|
{
|
|
for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
|
|
if (JointChildSceneNodes[i] == child)
|
|
{
|
|
JointChildSceneNodes[i] = 0; //remove link to child
|
|
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* md = (IAnimatedMeshMD2*)Mesh;
|
|
|
|
s32 begin, end, speed;
|
|
md->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* md = (IAnimatedMeshMD2*)Mesh;
|
|
|
|
s32 begin, end, speed;
|
|
if (!md->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() const
|
|
{
|
|
return ReadOnlyMaterials;
|
|
}
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
|
void CAnimatedMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
|
{
|
|
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()
|
|
{
|
|
IAnimatedMeshSceneNode::updateAbsolutePosition();
|
|
|
|
if ( 0 == Mesh || Mesh->getMeshType() != EAMT_MD3 )
|
|
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 ( (s32)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;
|
|
}
|
|
}
|
|
}
|
|
|
|
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
|
|
void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode)
|
|
{
|
|
checkJoints();
|
|
|
|
//if (mode<0) mode=0;
|
|
//if (mode>3) mode=3;
|
|
|
|
JointMode=mode;
|
|
}
|
|
|
|
|
|
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
|
|
//! you must call animateJoints(), or the mesh will not animate
|
|
void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
|
|
{
|
|
if (time != 0.0f)
|
|
{
|
|
checkJoints();
|
|
setJointMode(EJUOR_CONTROL);
|
|
TransitionTime = (u32)core::floor32(time*1000.0f);
|
|
}
|
|
}
|
|
|
|
//! render mesh ignoring it's transformation. Used with ragdolls. (culling is unaffected)
|
|
void CAnimatedMeshSceneNode::setRenderFromIdentity( bool On )
|
|
{
|
|
RenderFromIdentity=On;
|
|
}
|
|
|
|
|
|
|
|
//! updates the joint positions of this mesh
|
|
void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
|
|
{
|
|
checkJoints();
|
|
|
|
if (Mesh && Mesh->getMeshType() == EAMT_SKINNED )
|
|
{
|
|
if (JointsUsed)
|
|
{
|
|
f32 frame = getFrameNr(); //old?
|
|
|
|
CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh);
|
|
|
|
skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );
|
|
|
|
skinnedMesh->animateMesh(frame, 1.0f);
|
|
|
|
skinnedMesh->recoverJointsFromMesh( JointChildSceneNodes);
|
|
|
|
//-----------------------------------------
|
|
// Transition
|
|
//-----------------------------------------
|
|
|
|
if (Transiting != 0.f)
|
|
{
|
|
//Check the array is big enough (not really needed)
|
|
if (PretransitingSave.size()<JointChildSceneNodes.size())
|
|
{
|
|
for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
|
|
PretransitingSave.push_back(core::matrix4());
|
|
}
|
|
|
|
for (u32 n=0; n<JointChildSceneNodes.size(); ++n)
|
|
{
|
|
//------Position------
|
|
|
|
JointChildSceneNodes[n]->setPosition(
|
|
core::lerp(
|
|
PretransitingSave[n].getTranslation(),
|
|
JointChildSceneNodes[n]->getPosition(),
|
|
TransitingBlend));
|
|
|
|
//------Rotation------
|
|
|
|
//Code is slow, needs to be fixed up
|
|
|
|
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees()*core::DEGTORAD);
|
|
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation()*core::DEGTORAD);
|
|
|
|
core::quaternion QRotation;
|
|
QRotation.slerp(RotationStart, RotationEnd, TransitingBlend);
|
|
|
|
core::vector3df tmpVector;
|
|
QRotation.toEuler(tmpVector);
|
|
tmpVector*=core::RADTODEG; //convert from radians back to degrees
|
|
JointChildSceneNodes[n]->setRotation( tmpVector );
|
|
|
|
//------Scale------
|
|
|
|
//JointChildSceneNodes[n]->setScale(
|
|
// core::lerp(
|
|
// PretransitingSave[n].getScale(),
|
|
// JointChildSceneNodes[n]->getScale(),
|
|
// TransitingBlend));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
if (CalculateAbsolutePositions)
|
|
{
|
|
//---slow---
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
{
|
|
if (JointChildSceneNodes[n]->getParent()==this)
|
|
{
|
|
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CAnimatedMeshSceneNode::checkJoints()
|
|
{
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
return;
|
|
|
|
if (!JointsUsed)
|
|
{
|
|
//Create joints for SkinnedMesh
|
|
|
|
((CSkinnedMesh*)Mesh)->createJoints(JointChildSceneNodes, this, SceneManager);
|
|
((CSkinnedMesh*)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
|
|
|
|
JointsUsed=true;
|
|
JointMode=EJUOR_READ;
|
|
}
|
|
}
|
|
|
|
|
|
void CAnimatedMeshSceneNode::beginTransition()
|
|
{
|
|
if (!JointsUsed)
|
|
return;
|
|
|
|
if (TransitionTime != 0)
|
|
{
|
|
//Check the array is big enough
|
|
if (PretransitingSave.size()<JointChildSceneNodes.size())
|
|
{
|
|
for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
|
|
PretransitingSave.push_back(core::matrix4());
|
|
}
|
|
|
|
|
|
//Copy the position of joints
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
PretransitingSave[n]=JointChildSceneNodes[n]->getRelativeTransformation();
|
|
|
|
Transiting = core::reciprocal((f32)TransitionTime);
|
|
}
|
|
TransitingBlend = 0.f;
|
|
}
|
|
|
|
ISceneNode* CAnimatedMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
|
|
{
|
|
if (!newParent) newParent = Parent;
|
|
if (!newManager) newManager = SceneManager;
|
|
|
|
CAnimatedMeshSceneNode * newNode =
|
|
new CAnimatedMeshSceneNode(Mesh, newParent, newManager, ID, RelativeTranslation,
|
|
RelativeRotation, RelativeScale);
|
|
|
|
newNode->cloneMembers(this, newManager);
|
|
|
|
newNode->Materials = Materials;
|
|
newNode->Box = Box;
|
|
newNode->Mesh = Mesh;
|
|
newNode->BeginFrameTime = BeginFrameTime;
|
|
newNode->StartFrame = StartFrame;
|
|
newNode->EndFrame = EndFrame;
|
|
newNode->FramesPerSecond = FramesPerSecond;
|
|
newNode->CurrentFrameNr = CurrentFrameNr;
|
|
newNode->JointMode = JointMode;
|
|
newNode->JointsUsed = JointsUsed;
|
|
newNode->TransitionTime = TransitionTime;
|
|
newNode->Transiting = Transiting;
|
|
newNode->TransitingBlend = TransitingBlend;
|
|
newNode->Looping = Looping;
|
|
newNode->ReadOnlyMaterials = ReadOnlyMaterials;
|
|
newNode->LoopCallBack = LoopCallBack;
|
|
newNode->PassCount = PassCount;
|
|
newNode->Shadow = Shadow;
|
|
newNode->JointChildSceneNodes = JointChildSceneNodes;
|
|
newNode->PretransitingSave = PretransitingSave;
|
|
newNode->RenderFromIdentity = RenderFromIdentity;
|
|
newNode->MD3Special = MD3Special;
|
|
|
|
(void)newNode->drop();
|
|
return newNode;
|
|
}
|
|
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|