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 | #include "nv/core/logging.hh"
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14 |
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15 | void nv::skeletal_animation_entry::update_skeleton( mat4* data, uint32 a_ms_time ) const
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16 | {
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17 | float fframe = ( a_ms_time * 0.001f ) * m_fps;
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18 | uint32 frame = uint32( math::floor( fframe ) );
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19 | float reminder = fframe - static_cast<float>( frame );
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20 | uint32 duration = get_frame_count();
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21 | if ( duration == 0 )
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22 | {
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23 | frame = get_start_frame();
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24 | fframe = static_cast<float>( frame );
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25 | }
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26 | else if ( frame >= duration )
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27 | {
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28 | if ( is_looping() )
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29 | {
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30 | frame = frame % duration;
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31 | fframe = static_cast<float>( frame ) + reminder;
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32 | }
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33 | else
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34 | {
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35 | frame = get_end_frame();
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36 | fframe = static_cast<float>( frame );
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37 | }
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38 | }
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39 |
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40 | m_data.animate( data, fframe );
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41 | }
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42 |
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43 | void nv::skeletal_animation_entry::prepare( const mesh_nodes_data* bones )
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44 | {
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45 | m_data.prepare( bones );
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46 | }
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47 |
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48 | 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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49 | : m_context( a_context ), m_bone_data( a_bone_data ), m_index_count( 0 ), m_transform( nullptr ), m_parent_id(-1)
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50 | {
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51 | if ( a_mesh )
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52 | {
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53 | m_va = a_context->create_vertex_array( a_mesh, nv::STATIC_DRAW );
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54 | m_index_count = a_mesh->get_channel_size( slot::INDEX );
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55 | m_parent_id = a_mesh->get_parent_id();
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56 | }
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57 | if ( m_bone_data )
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58 | {
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59 | m_transform = new mat4[ m_bone_data->size() ];
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60 | }
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61 | }
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62 |
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63 | void nv::skeletal_mesh::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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64 | {
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65 | if ( m_bone_data && a_anim )
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66 | {
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67 | skeletal_animation_entry * anim = static_cast<skeletal_animation_entry*>( a_anim );
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68 | anim->prepare( m_bone_data );
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69 | anim->update_skeleton( m_transform, a_anim_time );
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70 | }
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71 | }
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72 |
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73 | void nv::skeletal_mesh::update( program a_program )
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74 | {
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75 | if ( m_bone_data )
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76 | m_context->get_device()->set_opt_uniform_array( a_program, "nv_m_bones", m_transform, m_bone_data->size() );
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77 | }
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78 |
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79 | nv::transform nv::skeletal_mesh::get_node_transform( uint32 node_id ) const
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80 | {
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81 | return transform( m_transform[ node_id ] );
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82 | }
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83 |
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84 | nv::mat4 nv::skeletal_mesh::get_node_matrix( uint32 node_id ) const
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85 | {
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86 | return m_transform[ node_id ];
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87 | }
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