source: trunk/src/gfx/skeletal_mesh.cc @ 477

Last change on this file since 477 was 477, checked in by epyon, 10 years ago
  • resource handling rewrite
  • skeletal_mesh/mesh_data updates
File size: 2.4 KB
Line 
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.
6
7#include "nv/gfx/skeletal_mesh.hh"
8
9#include "nv/interface/context.hh"
10#include "nv/interface/device.hh"
11#include "nv/stl/unordered_map.hh"
12
13#include "nv/core/logging.hh"
14
15void nv::skeletal_animation_entry::update_skeleton( skeleton_instance& data, uint32 a_ms_time ) const
16{
17        float  fframe   = ( a_ms_time * 0.001f ) * m_fps;
18        uint32 frame    = uint32( math::floor( fframe ) );
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        }
39
40        if ( data.size() == 0 )
41                data.initialize( m_temp_anim->size() );
42        data.animate( m_temp_anim, m_data, fframe );
43}
44
45void nv::skeletal_animation_entry::prepare( const mesh_nodes_data* bones )
46{
47        m_data.prepare( m_temp_anim, bones ? bones : m_temp_anim );
48}
49
50nv::skeletal_mesh::skeletal_mesh( context* a_context, const data_channel_set* a_mesh, const mesh_nodes_data* a_bone_data )
51        : m_skeleton( a_bone_data ? a_bone_data->size() : 0 ), m_context( a_context ), m_bone_data( a_bone_data ), m_index_count( 0 ), m_parent_id(-1)
52{
53        if ( a_mesh )
54        {
55                m_va = a_context->create_vertex_array( a_mesh, nv::STATIC_DRAW );
56                m_index_count = a_mesh->get_channel_size( slot::INDEX );
57                m_parent_id = a_mesh->get_parent_id();
58        }
59}
60
61void nv::skeletal_mesh::update_animation( animation_entry& a_anim, uint32 a_anim_time )
62{
63        skeletal_animation_entry& anim = static_cast<skeletal_animation_entry&>( a_anim );
64        anim.prepare( m_bone_data );
65        anim.update_skeleton( m_skeleton, a_anim_time );
66}
67
68void nv::skeletal_mesh::update_program( program a_program )
69{
70        m_context->get_device()->set_opt_uniform_array( a_program, "nv_m_bones", m_skeleton.transforms(), m_skeleton.size() );
71}
72
73nv::transform nv::skeletal_mesh::get_node_transform( uint32 node_id ) const
74{
75        return transform( get_node_matrix( node_id ) );
76}
77
78nv::mat4 nv::skeletal_mesh::get_node_matrix( uint32 node_id ) const
79{
80        return m_skeleton.transforms()[ node_id ];
81}
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