856 lines
21 KiB
C++
856 lines
21 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CXAnimationPlayer.h"
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#include "ISceneNode.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "SMeshBuffer.h"
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#include "IMeshManipulator.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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CXAnimationPlayer::CXAnimationPlayer(CXFileReader* reader,
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video::IVideoDriver* driver,
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IMeshManipulator* manip,
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const c8* filename)
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: Reader(reader), Driver(driver), AnimatedMesh(0),
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FileName(filename), Manipulator(manip), IsAnimatedSkinnedMesh(false),
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CurrentAnimationTime(0.0f), LastAnimationTime(1.0f),
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CurrentAnimationSet(0), DebugSkeletonCrossSize(1.0f)
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{
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if (!Reader)
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return;
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if (Driver)
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Driver->grab();
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if (Manipulator)
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Manipulator->grab();
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Reader->grab();
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createAnimationData();
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}
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//! destructor
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CXAnimationPlayer::~CXAnimationPlayer()
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{
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if (Reader)
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Reader->drop();
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if (Driver)
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Driver->drop();
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if (AnimatedMesh)
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AnimatedMesh->drop();
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if (Manipulator)
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Manipulator->drop();
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}
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//! Gets the frame count of the animated mesh.
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s32 CXAnimationPlayer::getFrameCount()
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{
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return IsAnimatedSkinnedMesh ? (s32)LastAnimationTime : 1;
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}
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//! Returns the IMesh interface for a frame.
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IMesh* CXAnimationPlayer::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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{
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if (!IsAnimatedSkinnedMesh)
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return &OriginalMesh;
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CurrentAnimationTime = (f32)frame;
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animateSkeleton();
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modifySkin();
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updateBoundingBoxFromAnimation();
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return AnimatedMesh;
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}
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//! Returns an axis aligned bounding box of the mesh.
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const core::aabbox3d<f32>& CXAnimationPlayer::getBoundingBox() const
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{
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return Box;
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}
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//! Returns the type of the animated mesh.
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E_ANIMATED_MESH_TYPE CXAnimationPlayer::getMeshType() const
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{
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return EAMT_X;
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}
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void CXAnimationPlayer::createAnimationData()
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{
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int i, iCnt;
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// get joints from x-file
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core::array<CXFileReader::SXFrame>& pgRootFrames = Reader->getRootFrames();
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iCnt = pgRootFrames.size();
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for( i = 0; i < iCnt; i++ )
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{
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createJointData(pgRootFrames[i], -1);
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createMeshData();
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if (IsAnimatedSkinnedMesh && AnimatedMesh)
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{
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animateSkeleton();
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modifySkin();
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updateBoundingBoxFromAnimation();
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DebugSkeletonCrossSize = AnimatedMesh->getBoundingBox().getExtent().X / 20.0f;
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}
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else
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DebugSkeletonCrossSize = OriginalMesh.getBoundingBox().getExtent().X / 20.0f;
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}
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}
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void CXAnimationPlayer::createMeshData()
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{
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int i, iCnt;
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core::array<CXFileReader::SXFrame>& pgRootFrames = Reader->getRootFrames();
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iCnt = pgRootFrames.size();
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for( i = 0; i < iCnt; i++ )
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{
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// create mesh
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addFrameToMesh(pgRootFrames[i]);
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// recalculate box
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OriginalMesh.recalculateBoundingBox();
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// store box (fix by jox, thnx)
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Box = OriginalMesh.getBoundingBox();
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// sort weights in joints
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for (s32 j=0; j<(s32)Joints.size(); ++j)
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Joints[j].Weights.sort();
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// copy mesh
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AnimatedMesh = Manipulator->createMeshCopy(&OriginalMesh);
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// create and link animation data
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prepareAnimationData();
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// first animation
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animateSkeleton();
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modifySkin();
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}
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}
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void CXAnimationPlayer::addFrameToMesh(CXFileReader::SXFrame& frame)
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{
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// go through all meshes
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for (u32 m=0; m<frame.Meshes.size(); ++m)
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{
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// create mesh buffer for every material
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if (frame.Meshes[m].MaterialList.Materials.empty())
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os::Printer::log("Mesh without material found in x file.", ELL_WARNING);
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for (u32 mt=0; mt<frame.Meshes[m].MaterialList.Materials.size(); ++mt)
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{
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// create buffer
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SMeshBuffer *buf = new SMeshBuffer();
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OriginalMesh.addMeshBuffer(buf);
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buf->drop();
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// new weights buffer
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Weights.push_back( core::array<SVertexWeight>() );
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// create material
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buf->Material = getMaterialFromXMaterial(
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frame.Meshes[m].MaterialList.Materials[mt]);
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// add all faces of this material
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addFacesToBuffer(OriginalMesh.MeshBuffers.size()-1,
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frame.Meshes[m], mt, frame);
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buf->recalculateBoundingBox();
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}
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}
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// add child frames
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for (u32 c=0; c<frame.ChildFrames.size(); ++c)
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addFrameToMesh(frame.ChildFrames[c]);
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}
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video::SMaterial CXAnimationPlayer::getMaterialFromXMaterial(const CXFileReader::SXMaterial& xmat)
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{
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video::SMaterial mat;
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mat.EmissiveColor = xmat.Emissive.toSColor();
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mat.DiffuseColor = xmat.FaceColor.toSColor();
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mat.SpecularColor = xmat.Specular.toSColor();
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mat.Shininess = xmat.Power;
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if (xmat.TextureFileName.size() != 0)
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{
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mat.Textures[0] = Driver->getTexture(getTextureFileName(xmat.TextureFileName).c_str());
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if (mat.Textures[0] == 0)
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mat.Textures[0] = Driver->getTexture(xmat.TextureFileName.c_str());
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}
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return mat;
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}
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void CXAnimationPlayer::addFacesToBuffer(s32 meshbuffernr, CXFileReader::SXMesh& mesh, s32 matnr, const CXFileReader::SXFrame& frame)
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{
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scene::SMeshBuffer* buf = (SMeshBuffer*)OriginalMesh.MeshBuffers[meshbuffernr];
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u32 tcnt = mesh.TextureCoords.size();
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u32 ncnt = mesh.Normals.size();
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u32 ccnt = mesh.VertexColors.size();
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// precompute which joint belongs to which weight array
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core::array< s32 > jointNumberWeightNumberMap;
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for (u32 w=0; w<mesh.SkinWeights.size(); ++w)
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{
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s32 jnr = getJointNumberFromName(mesh.SkinWeights[w].TransformNodeName);
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if (jnr == -1)
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os::Printer::log("Unknown Joint referenced in x file",
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mesh.SkinWeights[w].TransformNodeName.c_str(), ELL_WARNING);
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else
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{
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Joints[jnr].MatrixOffset = mesh.SkinWeights[w].MatrixOffset;
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IsAnimatedSkinnedMesh = true;
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}
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jointNumberWeightNumberMap.push_back(jnr);
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}
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video::S3DVertex v;
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v.Color.set(255,255,255,255);
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// add only those with material matnr
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for (u32 i=0; i<mesh.MaterialList.FaceIndices.size(); ++i)
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{
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if (mesh.MaterialList.FaceIndices[i] == matnr)
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{
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// add face number i
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for (s32 f=0; f<3; ++f)
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{
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s32 idxidx = i*3+f;
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s32 idx = mesh.Indices[idxidx];
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v.Pos = mesh.Vertices[idx];
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if (tcnt) v.TCoords = mesh.TextureCoords[idx];
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if (ncnt) v.Normal = mesh.Normals[mesh.NormalIndices[idxidx]];
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if (ccnt)
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v.Color = mesh.VertexColors[idx].Color.toSColor();
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else
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v.Color = buf->Material.DiffuseColor;
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s32 nidx = buf->Vertices.linear_reverse_search(v);
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bool alreadyIn = (nidx != -1);
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if (!alreadyIn)
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{
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nidx = buf->Vertices.size();
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buf->Indices.push_back(nidx);
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buf->Vertices.push_back(v);
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Weights[meshbuffernr].push_back(SVertexWeight());
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}
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else
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buf->Indices.push_back(nidx);
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bool isWeighted = alreadyIn;
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// add weight data of this vertex to all joints
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if (!alreadyIn)
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for (s32 w=0; w<(s32)mesh.SkinWeights.size(); ++w)
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{
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s32 vertexinweights = mesh.SkinWeights[w].Weights.binary_search(CXFileReader::SXWeight(idx));
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if (vertexinweights != -1)
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{
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s32 jnr = jointNumberWeightNumberMap[w];
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if (jnr != -1)
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{
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// weight per joint
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Joints[jnr].Weights.push_back(SWeightData(
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meshbuffernr,
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nidx,
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mesh.SkinWeights[w].Weights[vertexinweights].Weight));
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// weight per vertex
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SVertexWeight& weight = Weights[meshbuffernr].pointer()[nidx];
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weight.add(mesh.SkinWeights[w].Weights[vertexinweights].Weight, jnr);
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isWeighted = true;
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}
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}
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} // end for all weights
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// if this vertex does not have a weight, create a virtual new
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// joint and attach it to this one
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if (!isWeighted)
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addVirtualWeight(meshbuffernr, nidx, mesh, frame);
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} // end for all faces
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} // end for all materials
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}
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// generate missing normals
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if (!ncnt)
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{
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// Using Mesh manipulator
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Manipulator->recalculateNormals ( buf, true );
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}
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/*// transform vertices and normals
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core::matrix4 mat = frame.LocalMatrix;
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s32 vcnt = buf->Vertices.size();
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for (s32 u=0; u<vcnt; ++u)
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{
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mat.transformVect(buf->Vertices[u].Pos);
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mat.rotateVect(buf->Vertices[u].Normal);
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}*/
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}
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void CXAnimationPlayer::addVirtualWeight(s32 meshbuffernr, s32 vtxidx, CXFileReader::SXMesh& mesh,
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const CXFileReader::SXFrame& frame)
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{
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// find original joint of vertex
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s32 jnr = getJointNumberFromName(frame.Name);
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if (jnr == -1)
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return;
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// weight per joint
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Joints[jnr].Weights.push_back(SWeightData(
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meshbuffernr,
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vtxidx,
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1.0f));
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// weight per vertex
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SVertexWeight& weight = Weights[meshbuffernr].pointer()[vtxidx];
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weight.add(1.0f, jnr);
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}
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s32 CXAnimationPlayer::getJointNumberFromName(const core::stringc& name) const
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{
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for (s32 i=0; i<(s32)Joints.size(); ++i)
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if (Joints[i].Name == name)
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return i;
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return -1;
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}
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core::stringc CXAnimationPlayer::getTextureFileName(const core::stringc& texture)
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{
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s32 idx = -1;
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idx = FileName.findLast('/');
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if (idx == -1)
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idx = FileName.findLast('\\');
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if (idx == -1)
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return core::stringc();
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core::stringc p = FileName.subString(0, idx+1);
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p.append(texture);
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return p;
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}
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void CXAnimationPlayer::createJointData(const CXFileReader::SXFrame& f, s32 JointParent)
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{
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// add joint
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s32 index = Joints.size();
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Joints.push_back(SJoint());
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SJoint& j = Joints.getLast();
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j.Parent = JointParent;
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j.GlobalMatrix = f.GlobalMatrix;
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j.LocalMatrix = f.LocalMatrix;
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j.AnimatedMatrix = j.GlobalMatrix;
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j.LocalAnimatedMatrix = j.LocalMatrix;
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j.CombinedAnimationMatrix = j.AnimatedMatrix * j.MatrixOffset;
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j.IsVirtualJoint = false;
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j.Name = f.Name;
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// add all children
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for (s32 i=0; i<(s32)f.ChildFrames.size(); ++i)
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createJointData(f.ChildFrames[i], index);
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}
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//! Returns a pointer to a transformation matrix
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core::matrix4* CXAnimationPlayer::getMatrixOfJoint(s32 jointNumber, s32 frame)
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{
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if (jointNumber < 0 || jointNumber >= (s32)Joints.size())
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return 0;
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return &Joints[jointNumber].AnimatedMatrix;
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}
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//! Gets joint count.
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s32 CXAnimationPlayer::getJointCount() const
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{
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return Joints.size();
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}
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//! Gets the name of a joint.
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const c8* CXAnimationPlayer::getJointName(s32 number) const
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{
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if (number<0 || number>=(s32)Joints.size())
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return 0;
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return Joints[number].Name.c_str();
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}
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//! Gets a joint number from its name
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s32 CXAnimationPlayer::getJointNumber(const c8* name) const
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{
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for (s32 i=0; i<(s32)Joints.size(); ++i)
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if (Joints[i].Name == name)
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return i;
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return -1;
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}
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//! Returns a pointer to list of points containing the skeleton.
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const core::array<core::vector3df>* CXAnimationPlayer::getDrawableSkeleton(s32 frame)
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{
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DebugSkeleton.clear();
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f32 k = DebugSkeletonCrossSize;
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f32 p = 0.0f;
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for (s32 i=0; i<(s32)Joints.size(); ++i)
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{
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core::vector3df start(p,p,p);
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core::vector3df end(p,p,p);
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Joints[i].AnimatedMatrix.transformVect(start);
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DebugSkeleton.push_back(start);
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DebugSkeleton.push_back(start + core::vector3df(0,k,0));
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DebugSkeleton.push_back(start);
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DebugSkeleton.push_back(start + core::vector3df(0,-k,0));
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DebugSkeleton.push_back(start);
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DebugSkeleton.push_back(start + core::vector3df(k,0,0));
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DebugSkeleton.push_back(start);
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DebugSkeleton.push_back(start + core::vector3df(-k,0,0));
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DebugSkeleton.push_back(start);
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DebugSkeleton.push_back(start + core::vector3df(0,0,k));
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DebugSkeleton.push_back(start);
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DebugSkeleton.push_back(start + core::vector3df(0,0,-k));
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if (Joints[i].Parent != -1)
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{
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Joints[Joints[i].Parent].AnimatedMatrix.transformVect(end);
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DebugSkeleton.push_back(end);
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DebugSkeleton.push_back(start);
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}
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}
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return &DebugSkeleton;
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}
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//! animates the skeleton based on the animation data
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void CXAnimationPlayer::animateSkeleton()
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{
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if (!AnimationSets.empty())
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{
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// reset joints
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for (u32 jii=0; jii<Joints.size(); ++jii)
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{
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Joints[jii].LocalAnimatedMatrix.makeIdentity();
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Joints[jii].WasAnimatedThisFrame = false;
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}
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const SXAnimationSet& currentSet = AnimationSets[CurrentAnimationSet];
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// go through all animation tracks
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for (u32 i=0; i<currentSet.Animations.size(); ++i)
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{
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SJoint& joint = Joints[currentSet.Animations[i].jointNr];
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// find indices to interpolate between
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s32 idx1 = -1;
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s32 idx2 = -1;
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for (s32 t=0; t<(s32)currentSet.Animations[i].Times.size()-1; ++t)
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{
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if (currentSet.Animations[i].Times[t] <= CurrentAnimationTime &&
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currentSet.Animations[i].Times[t+1] >= CurrentAnimationTime)
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{
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idx1 = t;
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idx2 = (t+1) % currentSet.Animations[i].Times.size();
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break;
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}
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}
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if (idx1 == -1)
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continue;
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// calculate interpolation factor
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f32 factor = (CurrentAnimationTime - currentSet.Animations[i].Times[idx1]) /
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(currentSet.Animations[i].Times[idx2] - currentSet.Animations[i].Times[idx1]);
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// animate it
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switch(currentSet.Animations[i].keyType)
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{
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case 0: // rotation
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{
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// with this code, rotations are not 100% ok, they are
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// mirrored.
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core::quaternion q;
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q.slerp(currentSet.Animations[i].Quaternions[idx1],
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currentSet.Animations[i].Quaternions[idx2],
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factor);
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joint.LocalAnimatedMatrix *= q.getMatrix();
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joint.WasAnimatedThisFrame = true;
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}
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break;
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case 1: // scale
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{
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core::matrix4 mat1, mat2;
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mat1.setScale(currentSet.Animations[i].Vectors[idx1]);
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mat2.setScale(currentSet.Animations[i].Vectors[idx2]);
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joint.LocalAnimatedMatrix *= mat1.interpolate(mat2, factor);
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joint.WasAnimatedThisFrame = true;
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}
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break;
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case 2: // position
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{
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core::matrix4 mat1, mat2;
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mat1.setTranslation(currentSet.Animations[i].Vectors[idx1]);
|
|
mat2.setTranslation(currentSet.Animations[i].Vectors[idx2]);
|
|
|
|
joint.LocalAnimatedMatrix *= mat1.interpolate(mat2, factor);
|
|
joint.WasAnimatedThisFrame = true;
|
|
}
|
|
break;
|
|
case 4:
|
|
case 3: // matrix
|
|
{
|
|
joint.LocalAnimatedMatrix =
|
|
currentSet.Animations[i].Matrices[idx1].interpolate(
|
|
currentSet.Animations[i].Matrices[idx2], factor);
|
|
|
|
joint.WasAnimatedThisFrame = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// update all joints
|
|
for (s32 ji=0; ji<(s32)Joints.size(); ++ji)
|
|
{
|
|
if (!Joints[ji].WasAnimatedThisFrame)
|
|
Joints[ji].LocalAnimatedMatrix = Joints[ji].LocalMatrix;
|
|
|
|
Joints[ji].AnimatedMatrix = Joints[ji].LocalAnimatedMatrix;
|
|
|
|
if (Joints[ji].Parent != -1)
|
|
Joints[ji].AnimatedMatrix = Joints[Joints[ji].Parent].AnimatedMatrix * Joints[ji].AnimatedMatrix;
|
|
|
|
Joints[ji].CombinedAnimationMatrix = Joints[ji].AnimatedMatrix *
|
|
Joints[ji].MatrixOffset;
|
|
}
|
|
}
|
|
|
|
|
|
//! modifies the skin based on the animated skeleton
|
|
void CXAnimationPlayer::modifySkin()
|
|
{
|
|
// set animated vertices to zero
|
|
for (s32 k=0; k<(s32)Joints.size(); ++k)
|
|
{
|
|
for (s32 w=0; w<(s32)Joints[k].Weights.size(); ++w)
|
|
{
|
|
SWeightData& wd = Joints[k].Weights[w];
|
|
|
|
#ifdef _XREADER_DEBUG
|
|
if (wd.buffer >= AnimatedMesh->getMeshBufferCount() ||
|
|
wd.vertex >= AnimatedMesh->getMeshBuffer(wd.buffer)->getVertexCount())
|
|
os::Printer::log("CXAnimationPlayer: Invalid Weights");
|
|
#endif
|
|
|
|
video::S3DVertex* nv = (video::S3DVertex*)AnimatedMesh->getMeshBuffer(wd.buffer)->getVertices();
|
|
nv[wd.vertex].Pos.set(0,0,0);
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef _XREADER_DEBUG
|
|
bool somethingIsWrong = false;
|
|
|
|
// check if all vertices are set to zero
|
|
for (u32 mb=0; mb<AnimatedMesh->getMeshBufferCount(); ++mb)
|
|
{
|
|
video::S3DVertex* v = (video::S3DVertex*)AnimatedMesh->getMeshBuffer(mb)->getVertices();
|
|
s32 c = AnimatedMesh->getMeshBuffer(mb)->getVertexCount();
|
|
for (s32 vt=0; vt<c; ++vt)
|
|
if (v[vt].Pos != core::vector3df(0,0,0))
|
|
{
|
|
char tmp[255];
|
|
sprintf(tmp, "CXAnimationPlayer: Vertex not null. Buf:%d Vtx:%d", mb, vt);
|
|
// this can happen if something is wrong with the vertex weights,
|
|
// not all vertices have a weight attached.
|
|
os::Printer::log(tmp);
|
|
somethingIsWrong = true;
|
|
}
|
|
}
|
|
|
|
if (somethingIsWrong)
|
|
{
|
|
// write out mesh informations
|
|
char tmp[255];
|
|
sprintf(tmp, "CXAnimationPlayer: Meshbuffers:%d", AnimatedMesh->getMeshBufferCount());
|
|
os::Printer::log(tmp);
|
|
|
|
for (u32 mb=0; mb<AnimatedMesh->getMeshBufferCount(); ++mb)
|
|
{
|
|
sprintf(tmp, "CXAnimationPlayer: Meshbuffer #%d: %d vertices", mb, AnimatedMesh->getMeshBuffer(mb)->getVertexCount());
|
|
os::Printer::log(tmp);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// transform vertices
|
|
for (u32 mb=0; mb<AnimatedMesh->getMeshBufferCount(); ++mb)
|
|
{
|
|
video::S3DVertex* av = (video::S3DVertex*)AnimatedMesh->getMeshBuffer(mb)->getVertices();
|
|
video::S3DVertex* ov = (video::S3DVertex*)OriginalMesh.getMeshBuffer(mb)->getVertices();
|
|
const u32 c = AnimatedMesh->getMeshBuffer(mb)->getVertexCount();
|
|
for (u32 vt=0; vt<c; ++vt)
|
|
{
|
|
core::vector3df vtmp;
|
|
core::vector3df orig = ov[vt].Pos;
|
|
const SVertexWeight& weight = Weights[mb].pointer()[vt];
|
|
|
|
av[vt].Pos.set(0.0f,0.0f,0.0f);
|
|
|
|
s32 w;
|
|
for (w=0; w<weight.weightCount; ++w)
|
|
{
|
|
Joints[weight.joint[w]].CombinedAnimationMatrix.transformVect(
|
|
vtmp, orig);
|
|
|
|
vtmp *= weight.weight[w];
|
|
av[vt].Pos += vtmp;
|
|
}
|
|
|
|
// yin nadie: let's modify the normals
|
|
orig += ov[vt].Normal;
|
|
av[vt].Normal.set(0.0f,0.0f,0.0f);
|
|
|
|
for( w = 0; w < weight.weightCount; ++w )
|
|
{
|
|
Joints[weight.joint[w]].CombinedAnimationMatrix.transformVect( vtmp,orig );
|
|
vtmp *= weight.weight[w];
|
|
av[vt].Normal += vtmp;
|
|
}
|
|
av[vt].Normal -= av[ vt ].Pos;
|
|
av[vt].Normal.normalize();
|
|
// yin nadie: normals modified
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//! prepares animation data which was read in from the .x file
|
|
void CXAnimationPlayer::prepareAnimationData()
|
|
{
|
|
s32 animationSetCount = Reader->getAnimationSetCount();
|
|
for (s32 i=0; i<animationSetCount; ++i)
|
|
{
|
|
AnimationSets.push_back(SXAnimationSet());
|
|
SXAnimationSet& mySet = AnimationSets.getLast();
|
|
|
|
const CXFileReader::SXAnimationSet& readerSet = Reader->getAnimationSet(i);
|
|
mySet.AnimationName = readerSet.AnimationName;
|
|
|
|
// through all animations
|
|
for (s32 a=0; a<(s32)readerSet.Animations.size(); ++a)
|
|
{
|
|
// through all keys
|
|
for (s32 k=0; k<(s32)readerSet.Animations[a].Keys.size(); ++k)
|
|
{
|
|
// link with joint
|
|
s32 jntnr = getJointNumberFromName(readerSet.Animations[a].FrameName);
|
|
|
|
if (jntnr == -1)
|
|
{
|
|
os::Printer::log(
|
|
"CXAnimationPlayer: Animationtrack without corresponding joint found",
|
|
readerSet.Animations[a].FrameName.c_str());
|
|
continue;
|
|
}
|
|
|
|
// copy track
|
|
s32 keyCount = (s32)readerSet.Animations[a].Keys[k].numberOfKeys;
|
|
if (!keyCount)
|
|
{
|
|
os::Printer::log(
|
|
"CXAnimationPlayer: Skipping Animationtrack with zero key frames",
|
|
readerSet.Animations[a].FrameName.c_str());
|
|
continue;
|
|
}
|
|
|
|
// add new track
|
|
mySet.Animations.push_back(SXAnimationTrack());
|
|
SXAnimationTrack& myTrack = mySet.Animations.getLast();
|
|
myTrack.jointNr = jntnr;
|
|
IsAnimatedSkinnedMesh = true;
|
|
|
|
s32 type = readerSet.Animations[a].Keys[k].keyType;
|
|
s32 l;
|
|
myTrack.keyType = type;
|
|
|
|
#ifdef _XREADER_DEBUG
|
|
char tmp[255];
|
|
sprintf(tmp, "adding track %s with %d keys, type:%d", readerSet.Animations[a].FrameName.c_str(), keyCount, type);
|
|
os::Printer::log(tmp);
|
|
#endif
|
|
|
|
switch(type)
|
|
{
|
|
case 0: // quaternion
|
|
for (l=0; l<keyCount; ++l)
|
|
myTrack.Quaternions.push_back(readerSet.Animations[a].Keys[k].getQuaternion(l));
|
|
break;
|
|
case 1: // scale
|
|
case 2: // position
|
|
for (l=0; l<keyCount; ++l)
|
|
myTrack.Vectors.push_back(readerSet.Animations[a].Keys[k].getVector(l));
|
|
break;
|
|
case 4:
|
|
case 3: // matrix
|
|
for (l=0; l<keyCount; ++l)
|
|
myTrack.Matrices.push_back(readerSet.Animations[a].Keys[k].getMatrix(l));
|
|
break;
|
|
}
|
|
|
|
// copy times
|
|
if (keyCount)
|
|
{
|
|
for (l=0; l<keyCount; ++l)
|
|
myTrack.Times.push_back((f32)readerSet.Animations[a].Keys[k].time[l]);
|
|
|
|
if (myTrack.Times.getLast() > LastAnimationTime)
|
|
LastAnimationTime = myTrack.Times.getLast();
|
|
}
|
|
}
|
|
}
|
|
|
|
// sort animation tracks
|
|
mySet.Animations.sort();
|
|
}
|
|
}
|
|
|
|
void CXAnimationPlayer::updateBoundingBoxFromAnimation()
|
|
{
|
|
if (!Joints.size())
|
|
return;
|
|
|
|
bool first = true;
|
|
|
|
for (u32 i=0; i<Joints.size(); ++i)
|
|
// I think there should be two vectors from aabbox of each joint should
|
|
// be used instead of just (0,0,0)
|
|
// if (!Joints[i].Weights.empty())
|
|
{
|
|
core::vector3df p(0,0,0);
|
|
Joints[i].AnimatedMatrix.transformVect(p);
|
|
|
|
if (first)
|
|
Box.reset(p);
|
|
else
|
|
Box.addInternalPoint(p);
|
|
|
|
first = false;
|
|
}
|
|
|
|
AnimatedMesh->BoundingBox = Box;
|
|
}
|
|
|
|
//! Returns amount of animations in .X-file.
|
|
s32 CXAnimationPlayer::getAnimationCount() const
|
|
{
|
|
return AnimationSets.size();
|
|
}
|
|
|
|
//! Returns the name of an animation.
|
|
const c8* CXAnimationPlayer::getAnimationName(s32 idx) const
|
|
{
|
|
if (idx < 0 || idx >= (s32)AnimationSets.size())
|
|
return 0;
|
|
|
|
return AnimationSets[idx].AnimationName.c_str();
|
|
}
|
|
|
|
|
|
//! Sets an animation as animation to play back.
|
|
void CXAnimationPlayer::setCurrentAnimation(s32 idx)
|
|
{
|
|
if (idx < 0 || idx >= (s32)AnimationSets.size())
|
|
return;
|
|
|
|
CurrentAnimationSet = idx;
|
|
}
|
|
|
|
|
|
//! Sets an animation as animation to play back.
|
|
bool CXAnimationPlayer::setCurrentAnimation(const c8* name)
|
|
{
|
|
for (s32 i=0; i<(s32)AnimationSets.size(); ++i)
|
|
if (AnimationSets[i].AnimationName == name)
|
|
{
|
|
CurrentAnimationSet = i;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|