1 | // Copyright (C) 2011-2015 ChaosForge Ltd
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2 | // http://chaosforge.org/
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3 | //
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4 | // This file is part of Nova libraries.
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5 | // For conditions of distribution and use, see copying.txt file in root folder.
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6 |
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7 | #include "nv/gfx/skeletal_mesh.hh"
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8 |
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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 | #include "nv/stl/unordered_map.hh"
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12 |
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13 | void nv::skeletal_animation_entry::initialize()
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14 | {
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15 | m_prepared = false;
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16 | m_children = nullptr;
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17 | m_offsets = nullptr;
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18 | m_bone_ids = new sint16[m_node_data->size()];
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19 |
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20 | NV_ASSERT( m_node_data, "node data empty!" );
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21 |
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22 | if ( !m_node_data->is_flat() )
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23 | {
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24 | m_children = new vector< uint32 >[m_node_data->size()];
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25 | for ( uint32 n = 0; n < m_node_data->size(); ++n )
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26 | {
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27 | const data_channel_set* node = (*m_node_data)[n];
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28 | if ( node->get_parent_id() != -1 )
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29 | {
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30 | m_children[ node->get_parent_id()].push_back( n );
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31 | }
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32 | }
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33 | }
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34 | }
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35 |
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36 | void nv::skeletal_animation_entry::update_skeleton( mat4* data, uint32 time ) const
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37 | {
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38 | float tick_time = ( time * 0.001f ) * m_frame_rate;
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39 | float anim_time = m_start;
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40 | if ( m_duration > 0.0f ) anim_time += fmodf( tick_time, m_duration );
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41 |
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42 | if ( !m_node_data->is_flat() )
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43 | {
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44 | animate_rec( data, anim_time, 0, mat4() );
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45 | return;
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46 | }
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47 |
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48 | for ( uint32 n = 0; n < m_node_data->size(); ++n )
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49 | if ( m_bone_ids[n] >= 0 )
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50 | {
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51 | const data_channel_set* node = (*m_node_data)[n];
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52 | nv::mat4 node_mat( node->get_transform() );
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53 |
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54 | if ( node->size() > 0 )
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55 | {
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56 | raw_channel_interpolator interpolator( node, m_interpolation_key );
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57 | node_mat = interpolator.get< mat4 >( anim_time );
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58 | }
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59 |
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60 | sint16 bone_id = m_bone_ids[n];
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61 | data[ bone_id ] = node_mat * m_offsets[ bone_id ];
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62 | }
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63 | }
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64 |
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65 | void nv::skeletal_animation_entry::prepare( const mesh_nodes_data* bones )
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66 | {
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67 | if ( m_prepared ) return;
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68 | unordered_map< uint64, uint16 > bone_names;
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69 | m_offsets = new mat4[ bones->size() ];
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70 | for ( nv::uint16 bi = 0; bi < bones->size(); ++bi )
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71 | {
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72 | const data_channel_set* bone = (*bones)[ bi ];
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73 | bone_names[ bone->get_name().value() ] = bi;
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74 | m_offsets[bi] = bone->get_transform();
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75 | }
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76 |
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77 | for ( uint32 n = 0; n < m_node_data->size(); ++n )
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78 | {
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79 | const data_channel_set* node = (*m_node_data)[ n ];
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80 | sint16 bone_id = -1;
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81 |
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82 | auto bi = bone_names.find( node->get_name().value() );
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83 | if ( bi != bone_names.end() )
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84 | {
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85 | bone_id = sint16( bi->second );
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86 | }
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87 | m_bone_ids[n] = bone_id;
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88 |
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89 | if ( m_interpolation_key.size() == 0 && node->size() > 0 )
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90 | m_interpolation_key = node->get_interpolation_key();
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91 |
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92 | }
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93 | m_prepared = true;
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94 | }
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95 |
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96 | void nv::skeletal_animation_entry::animate_rec( mat4* data, float time, uint32 node_id, const mat4& parent_mat ) const
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97 | {
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98 | // TODO: fix transforms, which are now embedded,
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99 | // see note in assimp_loader.cc:load_node
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100 | const data_channel_set* node = ( *m_node_data )[ node_id ];
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101 | mat4 node_mat( node->get_transform() );
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102 |
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103 | if ( node->size() > 0 )
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104 | {
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105 | raw_channel_interpolator interpolator( node, m_interpolation_key );
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106 | node_mat = interpolator.get< mat4 >( time );
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107 | }
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108 |
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109 | mat4 global_mat = parent_mat * node_mat;
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110 |
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111 | sint16 bone_id = m_bone_ids[ node_id ];
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112 | if ( bone_id >= 0 )
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113 | {
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114 | data[ bone_id ] = global_mat * m_offsets[ bone_id ];
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115 | }
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116 |
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117 | for ( auto child : m_children[ node_id ] )
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118 | {
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119 | animate_rec( data, time, child, global_mat );
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120 | }
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121 | }
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122 |
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123 | nv::skeletal_animation_entry::~skeletal_animation_entry()
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124 | {
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125 | delete[] m_offsets;
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126 | delete[] m_children;
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127 | delete[] m_bone_ids;
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128 | }
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129 |
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130 | nv::skeletal_mesh::skeletal_mesh( context* a_context, const data_channel_set* a_mesh, const mesh_nodes_data* a_bone_data )
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131 | : m_context( a_context ), m_bone_data( a_bone_data ), m_index_count( 0 ), m_transform( nullptr )
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132 | {
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133 | if ( a_mesh )
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134 | {
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135 | m_va = a_context->create_vertex_array( a_mesh, nv::STATIC_DRAW );
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136 | m_index_count = a_mesh->get_channel_size( slot::INDEX );
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137 | }
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138 | if ( m_bone_data )
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139 | {
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140 | m_transform = new mat4[ m_bone_data->size() ];
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141 | }
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142 | }
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143 |
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144 | void nv::skeletal_mesh::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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145 | {
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146 | if ( m_bone_data && a_anim )
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147 | {
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148 | skeletal_animation_entry * anim = static_cast<skeletal_animation_entry*>( a_anim );
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149 | anim->prepare( m_bone_data );
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150 | anim->update_skeleton( m_transform, a_anim_time );
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151 | }
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152 | }
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153 |
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154 | void nv::skeletal_mesh::update( program a_program )
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155 | {
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156 | if ( m_bone_data )
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157 | m_context->get_device()->set_opt_uniform_array( a_program, "nv_m_bones", m_transform, m_bone_data->size() );
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158 | }
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159 |
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160 | nv::transform nv::skeletal_mesh::get_node_transform( uint32 node_id ) const
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161 | {
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162 | if ( node_id == 0 ) return transform();
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163 | if ( node_id == uint32(-1) ) return transform( m_transform[0] );
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164 | return transform( m_transform[ node_id ] );
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165 | }
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166 |
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167 | nv::mat4 nv::skeletal_mesh::get_node_matrix( uint32 node_id ) const
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168 | {
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169 | return m_transform[ node_id ];
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170 | }
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