source: trunk/src/gfx/skeletal_mesh.cc @ 275

Last change on this file since 275 was 275, checked in by epyon, 11 years ago
  • scene_node setters
  • animated meshes don't need context, just the device
File size: 1.8 KB
Line 
1// Copyright (C) 2011 Kornel Kisielewicz
2// This file is part of NV Libraries.
3// For conditions of distribution and use, see copyright notice in nv.hh
4
5#include "nv/gfx/skeletal_mesh.hh"
6
7#include <glm/gtc/matrix_access.hpp>
8#include <glm/gtx/matrix_interpolation.hpp>
9#include "nv/interface/context.hh"
10#include "nv/interface/device.hh"
11
12
13nv::skeletal_mesh::skeletal_mesh( device* a_device, md5_mesh_data* a_mesh_data )
14        : animated_mesh()
15        , m_mesh_data( nullptr )
16        , m_animation( nullptr )
17        , m_animation_time( 0 )
18{
19        m_mesh_data = a_mesh_data->spawn();
20        m_va        = a_device->create_vertex_array( a_mesh_data, nv::STREAM_DRAW );
21}
22
23
24void nv::skeletal_mesh::setup_animation( md5_animation* a_anim )
25{
26        m_animation      = a_anim;
27        m_animation_time = 0;
28        if ( m_animation )
29        {
30                m_transform.resize( m_animation->get_num_joints() );
31                update( 0 );
32        }
33}
34
35void nv::skeletal_mesh::update( uint32 ms )
36{
37        if ( m_animation )
38        {
39                m_animation_time += ms;
40                float frame_duration = 1000.f / (float)m_animation->get_frame_rate();
41                uint32 anim_duration = uint32( frame_duration * (float)m_animation->get_frame_count() );
42                while ( m_animation_time >= anim_duration ) m_animation_time -= anim_duration;
43                m_animation->update_skeleton( m_transform.data(), (float)m_animation_time * 0.001f );
44                m_mesh_data->apply( m_transform.data() );
45                vertex_buffer* vb = m_va->find_buffer( nv::POSITION );
46                vb->bind();
47                vb->update( m_mesh_data->data(), 0, m_mesh_data->size() );
48                vb->unbind();
49        }
50}
51
52nv::skeletal_mesh::~skeletal_mesh()
53{
54        delete m_va;
55        delete m_mesh_data;
56}
57
58void nv::skeletal_mesh::run_animation( animation_entry* a_anim )
59{
60        if ( a_anim != nullptr )
61        {
62                skeletal_animation_entry * anim = down_cast<skeletal_animation_entry>(a_anim);
63                setup_animation( anim->m_animation );
64        }
65        else
66        {
67                setup_animation( nullptr );
68        }
69}
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