source: trunk/src/gfx/skeletal_mesh.cc @ 475

Last change on this file since 475 was 475, checked in by epyon, 10 years ago
  • skeletal_mesh updates
File size: 2.4 KB
RevLine 
[395]1// Copyright (C) 2011-2015 ChaosForge Ltd
2// http://chaosforge.org/
3//
4// This file is part of Nova libraries.
5// For conditions of distribution and use, see copying.txt file in root folder.
[227]6
7#include "nv/gfx/skeletal_mesh.hh"
8
9#include "nv/interface/context.hh"
10#include "nv/interface/device.hh"
[392]11#include "nv/stl/unordered_map.hh"
[227]12
[475]13#include "nv/core/logging.hh"
[287]14
[470]15void nv::skeletal_animation_entry::update_skeleton( mat4* data, uint32 a_ms_time ) const
[283]16{
[470]17        float  fframe   = ( a_ms_time * 0.001f ) * m_fps;
[471]18        uint32 frame    = uint32( math::floor( fframe ) );
[470]19        float  reminder = fframe - static_cast<float>( frame );
20        uint32 duration = get_frame_count();
21        if ( duration == 0 )
22        {
23                frame  = get_start_frame();
24                fframe = static_cast<float>( frame );
25        }
26        else if ( frame >= duration )
27        {
28                if ( is_looping() )
29                {
30                        frame  = frame % duration;
31                        fframe = static_cast<float>( frame ) + reminder;
32                }
33                else
34                {
35                        frame  = get_end_frame();
36                        fframe = static_cast<float>( frame );
37                }
38        }
[287]39
[475]40        m_data.animate( data, fframe );
[283]41}
42
[467]43void nv::skeletal_animation_entry::prepare( const mesh_nodes_data* bones )
[283]44{
[475]45        m_data.prepare( bones );
[283]46}
47
[467]48nv::skeletal_mesh::skeletal_mesh( context* a_context, const data_channel_set* a_mesh, const mesh_nodes_data* a_bone_data )
[470]49        : m_context( a_context ), m_bone_data( a_bone_data ), m_index_count( 0 ), m_transform( nullptr ), m_parent_id(-1)
[287]50{
[458]51        if ( a_mesh )
52        {
53                m_va = a_context->create_vertex_array( a_mesh, nv::STATIC_DRAW );
54                m_index_count = a_mesh->get_channel_size( slot::INDEX );
[470]55                m_parent_id = a_mesh->get_parent_id();
[458]56        }
[287]57        if ( m_bone_data )
58        {
[428]59                m_transform = new mat4[ m_bone_data->size() ];
[287]60        }
61}
62
[467]63void nv::skeletal_mesh::update_animation( animation_entry* a_anim, uint32 a_anim_time )
[283]64{
[287]65        if ( m_bone_data && a_anim )
[283]66        {
[467]67                skeletal_animation_entry * anim = static_cast<skeletal_animation_entry*>( a_anim );
[296]68                anim->prepare( m_bone_data );
[287]69                anim->update_skeleton( m_transform, a_anim_time );
[283]70        }
71}
72
[467]73void nv::skeletal_mesh::update( program a_program )
[283]74{
[287]75        if ( m_bone_data )
[428]76                m_context->get_device()->set_opt_uniform_array( a_program, "nv_m_bones", m_transform, m_bone_data->size() );
[287]77}
78
[467]79nv::transform nv::skeletal_mesh::get_node_transform( uint32 node_id ) const
[287]80{
81        return transform( m_transform[ node_id ] );
82}
83
[467]84nv::mat4 nv::skeletal_mesh::get_node_matrix( uint32 node_id ) const
[287]85{
86        return m_transform[ node_id ];
87}
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