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/skeleton_instance.hh"
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8 |
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9 | void nv::skeleton_instance::prepare( const mesh_nodes_data* bones )
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10 | {
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11 | if ( m_offsets || m_indices ) return;
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12 | hash_store< shash64, uint16 > bone_names;
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13 | m_offsets = new mat4[bones->size()];
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14 | m_indices = new sint16[m_data->size()];
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15 |
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16 | for ( nv::uint16 bi = 0; bi < bones->size(); ++bi )
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17 | {
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18 | const data_channel_set* bone = ( *bones )[bi];
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19 | bone_names[bone->get_name()] = bi;
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20 | m_offsets[bi] = bone->get_transform();
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21 | }
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22 |
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23 | for ( uint32 n = 0; n < m_data->size(); ++n )
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24 | {
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25 | const data_channel_set* node = ( *m_data )[n];
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26 | sint16 bone_id = -1;
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27 |
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28 | auto bi = bone_names.find( node->get_name() );
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29 | if ( bi != bone_names.end() )
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30 | {
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31 | bone_id = sint16( bi->second );
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32 | }
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33 | m_indices[n] = bone_id;
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34 |
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35 | if ( m_key.size() == 0 && node->size() > 0 )
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36 | m_key = node->get_interpolation_key();
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37 | }
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38 | }
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39 |
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40 | void nv::skeleton_instance::animate( mat4* data, float frame ) const
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41 | {
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42 | if ( m_data->is_flat() )
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43 | {
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44 | animate_flat( data, frame );
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45 | }
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46 | else
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47 | {
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48 | for ( uint32 n = 0; n < m_data->size(); ++n )
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49 | if ( ( *m_data )[n]->get_parent_id() == -1 )
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50 | animate_rec( data, frame, n, mat4() );
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51 | }
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52 | }
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53 |
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54 | void nv::skeleton_instance::animate_flat( mat4* data, float frame ) const
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55 | {
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56 | for ( uint32 n = 0; n < m_data->size(); ++n )
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57 | if ( m_indices[n] >= 0 )
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58 | {
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59 | const data_channel_set* node = ( *m_data )[n];
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60 | nv::mat4 node_mat( node->get_transform() );
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61 |
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62 | if ( node->size() > 0 )
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63 | {
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64 | raw_channel_interpolator interpolator( node, m_key );
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65 | node_mat = interpolator.get< mat4 >( frame );
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66 | }
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67 |
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68 | sint16 bone_id = m_indices[n];
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69 | data[bone_id] = node_mat * m_offsets[bone_id];
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70 | }
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71 | }
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72 |
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73 | void nv::skeleton_instance::animate_rec( mat4* data, float frame, uint32 id, const mat4& parent ) const
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74 | {
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75 | // TODO: fix transforms, which are now embedded,
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76 | // see note in assimp_loader.cc:load_node
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77 | const data_channel_set* node = ( *m_data )[id];
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78 | mat4 node_mat( node->get_transform() );
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79 |
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80 | if ( node->size() > 0 )
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81 | {
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82 | raw_channel_interpolator interpolator( node, m_key );
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83 | node_mat = interpolator.get< mat4 >( frame );
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84 | }
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85 |
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86 | mat4 global_mat = parent * node_mat;
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87 |
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88 | sint16 bone_id = m_indices[id];
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89 | if ( bone_id >= 0 )
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90 | {
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91 | data[bone_id] = global_mat * m_offsets[bone_id];
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92 | }
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93 |
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94 | for ( auto child : m_data->children( id ) )
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95 | {
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96 | animate_rec( data, frame, child, global_mat );
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97 | }
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98 | }
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