[319] | 1 | // Copyright (C) 2011-2014 ChaosForge Ltd
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[227] | 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 "nv/interface/context.hh"
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| 8 | #include "nv/interface/device.hh"
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| 9 |
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[299] | 10 | nv::skeletal_mesh_cpu::skeletal_mesh_cpu( context* a_context, const mesh_data* a_mesh_data, const mesh_nodes_data* bones )
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[302] | 11 | : skeletal_mesh( a_context )
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[287] | 12 | , m_data( a_mesh_data )
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[227] | 13 | {
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[287] | 14 | const mesh_raw_channel* pnt_chan = a_mesh_data->get_channel<md5_vtx_pnt>();
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| 15 | m_pntdata.assign( (const md5_vtx_pnt*)pnt_chan->data, pnt_chan->count );
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| 16 | m_bone_offset.resize( bones->get_count() );
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[289] | 17 | m_transform.resize( bones->get_count() );
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| 18 |
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[287] | 19 | for ( uint32 i = 0; i < bones->get_count(); ++i )
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| 20 | {
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| 21 | m_bone_offset[i] = transform( bones->get_node(i)->transform );
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| 22 | }
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| 23 | m_vtx_data = a_mesh_data->get_channel_data<md5_vtx_pntiw>();
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| 24 | m_indices = a_mesh_data->get_count();
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[313] | 25 | m_va = a_context->create_vertex_array( a_mesh_data,
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[302] | 26 | STREAM_DRAW );
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[313] | 27 | m_pbuffer = a_context->find_buffer( m_va, slot::POSITION );
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[239] | 28 | }
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[227] | 29 |
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[296] | 30 | void nv::skeletal_mesh_cpu::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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[227] | 31 | {
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[283] | 32 | if ( a_anim )
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[241] | 33 | {
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[296] | 34 | skeletal_animation_entry_cpu * anim = (skeletal_animation_entry_cpu*)a_anim;
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[289] | 35 | anim->update_skeleton( m_transform.data(), (float)a_anim_time );
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[287] | 36 | {
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| 37 | size_t skeleton_size = m_bone_offset.size();
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| 38 | size_t vertex_count = m_pntdata.size();
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| 39 | m_pos_offset.resize( skeleton_size );
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| 40 | for ( unsigned int i = 0; i < skeleton_size; ++i )
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| 41 | {
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| 42 | m_pos_offset[i] = m_transform[i] * m_bone_offset[i];
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| 43 | }
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| 44 |
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[383] | 45 | fill( m_pntdata.raw_data(), m_pntdata.raw_data() + m_pntdata.raw_size(), 0 );
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[287] | 46 | for ( unsigned int i = 0; i < vertex_count; ++i )
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| 47 | {
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| 48 | const md5_vtx_pntiw& vert = m_vtx_data[i];
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| 49 |
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| 50 | for ( size_t j = 0; j < 4; ++j )
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| 51 | {
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[323] | 52 | unsigned index = (unsigned)vert.boneindex[j];
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| 53 | float weight = vert.boneweight[j];
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[287] | 54 | const quat& orient = m_transform[index].get_orientation();
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| 55 | const transform& offset = m_pos_offset[index];
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| 56 | m_pntdata[i].position += offset.transformed( vert.position ) * weight;
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| 57 | m_pntdata[i].normal += ( orient * vert.normal ) * weight;
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| 58 | m_pntdata[i].tangent += ( orient * vert.tangent ) * weight;
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| 59 | }
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| 60 | }
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| 61 | }
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| 62 |
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[302] | 63 | m_context->update( m_pbuffer, m_pntdata.data(), 0, m_pntdata.raw_size() );
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[227] | 64 | }
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| 65 | }
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| 66 |
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[289] | 67 |
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[296] | 68 | void nv::skeletal_animation_entry_cpu::update_skeleton( transform* skeleton, float time ) const
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[289] | 69 | {
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| 70 | float frame_duration = 1000.f / (float)m_node_data->get_frame_rate();
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| 71 | float anim_duration = frame_duration * m_node_data->get_duration();
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| 72 | float new_time = fmodf( time, anim_duration ) * 0.001f;
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| 73 |
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| 74 | float frame_num = new_time * m_node_data->get_frame_rate();
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| 75 | for ( size_t i = 0; i < m_node_data->get_count(); ++i )
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| 76 | {
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| 77 | skeleton[i] = m_node_data->get_node(i)->data->get_transform( frame_num );
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| 78 | }
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| 79 | }
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| 80 |
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[288] | 81 | void nv::skeletal_animation_entry_gpu::initialize()
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[283] | 82 | {
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[287] | 83 | m_prepared = false;
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| 84 | m_children = nullptr;
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| 85 | m_offsets = nullptr;
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[288] | 86 | uint32 node_count = m_node_data->get_count();
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[287] | 87 | m_bone_ids = new sint16[ node_count ];
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| 88 |
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| 89 | if ( !m_node_data->is_flat() )
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| 90 | {
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| 91 | m_children = new std::vector< uint32 >[ node_count ];
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| 92 | for ( uint32 n = 0; n < node_count; ++n )
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| 93 | {
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| 94 | const mesh_node_data* node = m_node_data->get_node(n);
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| 95 | if ( node->parent_id != -1 )
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| 96 | {
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| 97 | m_children[ node->parent_id ].push_back( n );
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| 98 | }
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| 99 | }
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| 100 | }
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[283] | 101 | }
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| 102 |
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[287] | 103 | void nv::skeletal_animation_entry_gpu::update_skeleton( mat4* data, uint32 time ) const
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[283] | 104 | {
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[290] | 105 | float tick_time = ( time * 0.001f ) * m_frame_rate;
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| 106 | float anim_time = m_start;
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| 107 | if ( m_duration > 0.0f ) anim_time += fmodf( tick_time, m_duration );
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[287] | 108 |
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| 109 | if ( !m_node_data->is_flat() )
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| 110 | {
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| 111 | animate_rec( data, anim_time, 0, mat4() );
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| 112 | return;
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| 113 | }
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| 114 |
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| 115 | for ( uint32 n = 0; n < m_node_data->get_count(); ++n )
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| 116 | if ( m_bone_ids[n] >= 0 )
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| 117 | {
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| 118 | const mesh_node_data* node = m_node_data->get_node(n);
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| 119 | nv::mat4 node_mat( node->transform );
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| 120 |
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| 121 | if ( node->data )
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| 122 | {
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| 123 | node_mat = node->data->get_matrix( anim_time );
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| 124 | }
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| 125 |
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| 126 | sint16 bone_id = m_bone_ids[n];
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| 127 | data[ bone_id ] = node_mat * m_offsets[ bone_id ];
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| 128 | }
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[283] | 129 | }
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| 130 |
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[287] | 131 | void nv::skeletal_animation_entry_gpu::prepare( const mesh_nodes_data* bones )
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[283] | 132 | {
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[287] | 133 | if ( m_prepared ) return;
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| 134 | std::unordered_map< std::string, nv::uint16 > bone_names;
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| 135 | m_offsets = new mat4[ bones->get_count() ];
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| 136 | for ( nv::uint16 bi = 0; bi < bones->get_count(); ++bi )
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| 137 | {
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| 138 | const mesh_node_data* bone = bones->get_node(bi);
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| 139 | bone_names[ bone->name ] = bi;
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| 140 | m_offsets[bi] = bone->transform;
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| 141 | }
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| 142 |
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| 143 | for ( uint32 n = 0; n < m_node_data->get_count(); ++n )
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| 144 | {
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| 145 | const mesh_node_data* node = m_node_data->get_node(n);
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| 146 | sint16 bone_id = -1;
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| 147 |
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| 148 | auto bi = bone_names.find( node->name );
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| 149 | if ( bi != bone_names.end() )
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| 150 | {
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[323] | 151 | bone_id = (sint16)bi->second;
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[287] | 152 | }
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| 153 | m_bone_ids[n] = bone_id;
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| 154 | }
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| 155 | m_prepared = true;
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[283] | 156 | }
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| 157 |
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[287] | 158 | void nv::skeletal_animation_entry_gpu::animate_rec( mat4* data, float time, uint32 node_id, const mat4& parent_mat ) const
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| 159 | {
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| 160 | // TODO: fix transforms, which are now embedded,
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| 161 | // see note in assimp_loader.cc:load_node
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| 162 | const mesh_node_data* node = m_node_data->get_node( node_id );
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| 163 | mat4 node_mat( node->transform );
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| 164 |
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| 165 | if ( node->data )
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| 166 | {
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| 167 | node_mat = node->data->get_matrix( time );
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| 168 | }
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| 169 |
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| 170 | mat4 global_mat = parent_mat * node_mat;
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| 171 |
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| 172 | sint16 bone_id = m_bone_ids[ node_id ];
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| 173 | if ( bone_id >= 0 )
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| 174 | {
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| 175 | data[ bone_id ] = global_mat * m_offsets[ bone_id ];
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| 176 | }
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| 177 |
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| 178 | for ( auto child : m_children[ node_id ] )
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| 179 | {
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| 180 | animate_rec( data, time, child, global_mat );
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| 181 | }
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| 182 | }
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| 183 |
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| 184 | nv::skeletal_animation_entry_gpu::~skeletal_animation_entry_gpu()
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| 185 | {
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| 186 | delete[] m_offsets;
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| 187 | delete[] m_children;
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| 188 | delete[] m_bone_ids;
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| 189 | }
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| 190 |
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[299] | 191 | nv::skeletal_mesh_gpu::skeletal_mesh_gpu( context* a_context, const mesh_data* a_mesh, const mesh_nodes_data* a_bone_data )
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[302] | 192 | : skeletal_mesh( a_context ), m_bone_data( a_bone_data ), m_transform( nullptr )
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[287] | 193 | {
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[313] | 194 | m_va = a_context->create_vertex_array( a_mesh, nv::STATIC_DRAW );
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[287] | 195 | m_index_count = a_mesh->get_count();
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| 196 | if ( m_bone_data )
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| 197 | {
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| 198 | m_transform = new mat4[ m_bone_data->get_count() ];
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| 199 | }
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| 200 | }
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| 201 |
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[283] | 202 | void nv::skeletal_mesh_gpu::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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| 203 | {
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[287] | 204 | if ( m_bone_data && a_anim )
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[283] | 205 | {
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| 206 | skeletal_animation_entry_gpu * anim = (skeletal_animation_entry_gpu*)a_anim;
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[296] | 207 | anim->prepare( m_bone_data );
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[287] | 208 | anim->update_skeleton( m_transform, a_anim_time );
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[283] | 209 | }
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| 210 | }
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| 211 |
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[303] | 212 | void nv::skeletal_mesh_gpu::update( program a_program )
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[283] | 213 | {
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[287] | 214 | if ( m_bone_data )
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[303] | 215 | m_context->get_device()->set_opt_uniform_array( a_program, "nv_m_bones", m_transform, m_bone_data->get_count() );
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[287] | 216 | }
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| 217 |
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| 218 | nv::transform nv::skeletal_mesh_gpu::get_node_transform( uint32 node_id ) const
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| 219 | {
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[290] | 220 | if ( node_id == 0 ) return transform();
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[287] | 221 | return transform( m_transform[ node_id ] );
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| 222 | }
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| 223 |
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| 224 | nv::mat4 nv::skeletal_mesh_gpu::get_node_matrix( uint32 node_id ) const
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| 225 | {
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| 226 | return m_transform[ node_id ];
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| 227 | }
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