[227] | 1 | // Copyright (C) 2011 Kornel Kisielewicz
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| 2 | // This file is part of NV Libraries.
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| 3 | // For conditions of distribution and use, see copyright notice in nv.hh
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| 4 |
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| 5 | #include "nv/gfx/skeletal_mesh.hh"
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| 6 |
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| 7 | #include <glm/gtc/matrix_access.hpp>
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| 8 | #include <glm/gtx/matrix_interpolation.hpp>
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| 9 | #include "nv/interface/context.hh"
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| 10 | #include "nv/interface/device.hh"
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| 11 |
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| 12 |
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[287] | 13 | nv::skeletal_mesh::skeletal_mesh( device* a_device, const mesh_data* a_mesh_data, const mesh_nodes_data* bones )
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[231] | 14 | : animated_mesh()
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[287] | 15 | , m_data( a_mesh_data )
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[227] | 16 | {
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[287] | 17 | const mesh_raw_channel* pnt_chan = a_mesh_data->get_channel<md5_vtx_pnt>();
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| 18 | m_pntdata.assign( (const md5_vtx_pnt*)pnt_chan->data, pnt_chan->count );
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| 19 | m_bone_offset.resize( bones->get_count() );
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| 20 | for ( uint32 i = 0; i < bones->get_count(); ++i )
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| 21 | {
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| 22 | m_bone_offset[i] = transform( bones->get_node(i)->transform );
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| 23 | }
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| 24 | m_vtx_data = a_mesh_data->get_channel_data<md5_vtx_pntiw>();
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| 25 | m_indices = a_mesh_data->get_count();
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[275] | 26 | m_va = a_device->create_vertex_array( a_mesh_data, nv::STREAM_DRAW );
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[239] | 27 | }
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[227] | 28 |
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[283] | 29 | void nv::skeletal_mesh::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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[227] | 30 | {
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[283] | 31 | if ( a_anim )
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[241] | 32 | {
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[283] | 33 | skeletal_animation_entry * anim = (skeletal_animation_entry*)a_anim;
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| 34 | float frame_duration = 1000.f / (float)anim->get_frame_rate();
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| 35 | uint32 anim_duration = uint32( frame_duration * (float)anim->get_frame_count() );
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| 36 | uint32 new_time = a_anim_time % anim_duration;
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| 37 | anim->update_skeleton( m_transform.data(), (float)new_time * 0.001f );
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[287] | 38 |
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| 39 | //m_mesh_data->apply( m_transform.data() );
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| 40 | {
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| 41 | size_t skeleton_size = m_bone_offset.size();
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| 42 | size_t vertex_count = m_pntdata.size();
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| 43 | m_pos_offset.resize( skeleton_size );
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| 44 | for ( unsigned int i = 0; i < skeleton_size; ++i )
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| 45 | {
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| 46 | m_pos_offset[i] = m_transform[i] * m_bone_offset[i];
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| 47 | }
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| 48 |
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| 49 | std::fill( m_pntdata.raw_data(), m_pntdata.raw_data() + m_pntdata.raw_size(), 0 );
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| 50 | for ( unsigned int i = 0; i < vertex_count; ++i )
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| 51 | {
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| 52 | const md5_vtx_pntiw& vert = m_vtx_data[i];
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| 53 |
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| 54 | for ( size_t j = 0; j < 4; ++j )
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| 55 | {
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| 56 | int index = vert.boneindex[j];
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| 57 | float weight = vert.boneweight[j];
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| 58 | const quat& orient = m_transform[index].get_orientation();
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| 59 | const transform& offset = m_pos_offset[index];
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| 60 | m_pntdata[i].position += offset.transformed( vert.position ) * weight;
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| 61 | m_pntdata[i].normal += ( orient * vert.normal ) * weight;
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| 62 | m_pntdata[i].tangent += ( orient * vert.tangent ) * weight;
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| 63 | }
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| 64 | }
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| 65 | }
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| 66 |
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[281] | 67 | vertex_buffer* vb = m_va->find_buffer( nv::slot::POSITION );
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[239] | 68 | vb->bind();
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[287] | 69 | vb->update( m_pntdata.data(), 0, m_pntdata.raw_size() );
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[239] | 70 | vb->unbind();
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[227] | 71 | }
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| 72 | }
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| 73 |
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[230] | 74 | nv::skeletal_mesh::~skeletal_mesh()
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[227] | 75 | {
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[230] | 76 | delete m_va;
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[227] | 77 | }
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| 78 |
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[230] | 79 | void nv::skeletal_mesh::run_animation( animation_entry* a_anim )
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[227] | 80 | {
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[252] | 81 | if ( a_anim != nullptr )
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| 82 | {
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[283] | 83 | skeletal_animation_entry * anim = (skeletal_animation_entry*)(a_anim);
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| 84 | m_transform.resize( anim->get_num_joints() );
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| 85 | update_animation( a_anim, 0 );
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[252] | 86 | }
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[283] | 87 | }
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| 88 |
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[287] | 89 |
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| 90 | nv::skeletal_animation_entry_gpu::skeletal_animation_entry_gpu( const std::string& name, const mesh_nodes_data* anim, bool a_looping )
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| 91 | : animation_entry( name )
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| 92 | , m_node_data( anim )
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[283] | 93 | {
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[287] | 94 | uint32 node_count = m_node_data->get_count();
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| 95 |
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| 96 | m_prepared = false;
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| 97 | m_looping = a_looping;
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| 98 | m_children = nullptr;
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| 99 | m_offsets = nullptr;
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| 100 | m_bone_ids = new sint16[ node_count ];
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| 101 |
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| 102 | if ( !m_node_data->is_flat() )
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| 103 | {
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| 104 | m_children = new std::vector< uint32 >[ node_count ];
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| 105 | for ( uint32 n = 0; n < node_count; ++n )
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| 106 | {
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| 107 | const mesh_node_data* node = m_node_data->get_node(n);
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| 108 | if ( node->parent_id != -1 )
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| 109 | {
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| 110 | m_children[ node->parent_id ].push_back( n );
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| 111 | }
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| 112 | }
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| 113 | }
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[283] | 114 | }
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| 115 |
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[287] | 116 | void nv::skeletal_animation_entry_gpu::update_skeleton( mat4* data, uint32 time ) const
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[283] | 117 | {
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[287] | 118 | float tick_time = ( time * 0.001f ) * m_node_data->get_frame_rate();
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| 119 | float anim_time = fmodf( tick_time, m_node_data->get_duration() );
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| 120 |
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| 121 | if ( !m_node_data->is_flat() )
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| 122 | {
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| 123 | animate_rec( data, anim_time, 0, mat4() );
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| 124 | return;
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| 125 | }
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| 126 |
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| 127 | for ( uint32 n = 0; n < m_node_data->get_count(); ++n )
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| 128 | if ( m_bone_ids[n] >= 0 )
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| 129 | {
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| 130 | const mesh_node_data* node = m_node_data->get_node(n);
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| 131 | nv::mat4 node_mat( node->transform );
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| 132 |
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| 133 | if ( node->data )
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| 134 | {
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| 135 | node_mat = node->data->get_matrix( anim_time );
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| 136 | }
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| 137 |
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| 138 | sint16 bone_id = m_bone_ids[n];
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| 139 | data[ bone_id ] = node_mat * m_offsets[ bone_id ];
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| 140 | }
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[283] | 141 | }
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| 142 |
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[287] | 143 | void nv::skeletal_animation_entry_gpu::prepare( const mesh_nodes_data* bones )
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[283] | 144 | {
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[287] | 145 | if ( m_prepared ) return;
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| 146 | std::unordered_map< std::string, nv::uint16 > bone_names;
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| 147 | m_offsets = new mat4[ bones->get_count() ];
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| 148 | for ( nv::uint16 bi = 0; bi < bones->get_count(); ++bi )
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| 149 | {
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| 150 | const mesh_node_data* bone = bones->get_node(bi);
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| 151 | bone_names[ bone->name ] = bi;
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| 152 | m_offsets[bi] = bone->transform;
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| 153 | }
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| 154 |
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| 155 | for ( uint32 n = 0; n < m_node_data->get_count(); ++n )
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| 156 | {
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| 157 | const mesh_node_data* node = m_node_data->get_node(n);
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| 158 | sint16 bone_id = -1;
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| 159 |
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| 160 | auto bi = bone_names.find( node->name );
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| 161 | if ( bi != bone_names.end() )
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| 162 | {
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| 163 | bone_id = bi->second;
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| 164 | }
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| 165 | m_bone_ids[n] = bone_id;
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| 166 | }
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| 167 | m_prepared = true;
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[283] | 168 | }
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| 169 |
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[287] | 170 | void nv::skeletal_animation_entry_gpu::animate_rec( mat4* data, float time, uint32 node_id, const mat4& parent_mat ) const
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| 171 | {
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| 172 | // TODO: fix transforms, which are now embedded,
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| 173 | // see note in assimp_loader.cc:load_node
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| 174 | const mesh_node_data* node = m_node_data->get_node( node_id );
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| 175 | mat4 node_mat( node->transform );
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| 176 |
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| 177 | if ( node->data )
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| 178 | {
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| 179 | node_mat = node->data->get_matrix( time );
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| 180 | }
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| 181 |
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| 182 | mat4 global_mat = parent_mat * node_mat;
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| 183 |
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| 184 | sint16 bone_id = m_bone_ids[ node_id ];
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| 185 | if ( bone_id >= 0 )
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| 186 | {
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| 187 | data[ bone_id ] = global_mat * m_offsets[ bone_id ];
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| 188 | }
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| 189 |
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| 190 | for ( auto child : m_children[ node_id ] )
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| 191 | {
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| 192 | animate_rec( data, time, child, global_mat );
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| 193 | }
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| 194 | }
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| 195 |
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| 196 | nv::skeletal_animation_entry_gpu::~skeletal_animation_entry_gpu()
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| 197 | {
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| 198 | delete[] m_offsets;
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| 199 | delete[] m_children;
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| 200 | delete[] m_bone_ids;
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| 201 | }
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| 202 |
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| 203 | nv::skeletal_mesh_gpu::skeletal_mesh_gpu( device* a_device, const mesh_data* a_mesh, const mesh_nodes_data* a_bone_data )
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| 204 | : animated_mesh(), m_bone_data( a_bone_data ), m_transform( nullptr )
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| 205 | {
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| 206 | m_va = a_device->create_vertex_array( a_mesh, nv::STATIC_DRAW );
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| 207 | m_index_count = a_mesh->get_count();
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| 208 | if ( m_bone_data )
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| 209 | {
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| 210 | m_transform = new mat4[ m_bone_data->get_count() ];
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| 211 | }
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| 212 | }
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| 213 |
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[283] | 214 | void nv::skeletal_mesh_gpu::run_animation( animation_entry* a_anim )
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| 215 | {
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[287] | 216 | if ( m_bone_data && a_anim != nullptr )
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[252] | 217 | {
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[283] | 218 | skeletal_animation_entry_gpu * anim = (skeletal_animation_entry_gpu*)(a_anim);
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[287] | 219 | anim->prepare( m_bone_data );
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[283] | 220 | update_animation( a_anim, 0 );
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[252] | 221 | }
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[227] | 222 | }
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[283] | 223 |
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| 224 | void nv::skeletal_mesh_gpu::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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| 225 | {
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[287] | 226 | if ( m_bone_data && a_anim )
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[283] | 227 | {
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| 228 | skeletal_animation_entry_gpu * anim = (skeletal_animation_entry_gpu*)a_anim;
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[287] | 229 | anim->update_skeleton( m_transform, a_anim_time );
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[283] | 230 | }
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| 231 | }
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| 232 |
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| 233 | void nv::skeletal_mesh_gpu::update( program* a_program ) const
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| 234 | {
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[287] | 235 | if ( m_bone_data )
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| 236 | a_program->set_uniform_array( "nv_m_bones", m_transform, m_bone_data->get_count() );
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| 237 | }
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| 238 |
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| 239 | nv::transform nv::skeletal_mesh_gpu::get_node_transform( uint32 node_id ) const
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| 240 | {
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| 241 | return transform( m_transform[ node_id ] );
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| 242 | }
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| 243 |
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| 244 | nv::mat4 nv::skeletal_mesh_gpu::get_node_matrix( uint32 node_id ) const
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| 245 | {
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| 246 | return m_transform[ node_id ];
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| 247 | }
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