1064 lines
28 KiB
C++
1064 lines
28 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#include "CAnimatedMeshSceneNode.h"
|
|
#include "IVideoDriver.h"
|
|
#include "ISceneManager.h"
|
|
#include "S3DVertex.h"
|
|
#include "os.h"
|
|
#include "CSkinnedMesh.h"
|
|
#include "IDummyTransformationSceneNode.h"
|
|
#include "IBoneSceneNode.h"
|
|
#include "IMaterialRenderer.h"
|
|
#include "IMesh.h"
|
|
#include "IMeshCache.h"
|
|
#include "IAnimatedMesh.h"
|
|
#include "quaternion.h"
|
|
#include "IFileSystem.h"
|
|
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
|
|
//! constructor
|
|
CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
|
|
ISceneNode* parent, ISceneManager* mgr, s32 id,
|
|
const core::vector3df& position,
|
|
const core::vector3df& rotation,
|
|
const core::vector3df& scale)
|
|
: IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
|
|
StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
|
|
CurrentFrameNr(0.f), AnimationStrength(1.f), LastTimeMs(0),
|
|
TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
|
|
JointMode(EJUOR_NONE), JointsUsed(false),
|
|
Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
|
|
LoopCallBack(0), PassCount(0)
|
|
{
|
|
#ifdef _DEBUG
|
|
setDebugName("CAnimatedMeshSceneNode");
|
|
#endif
|
|
}
|
|
|
|
|
|
//! destructor
|
|
CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
|
|
{
|
|
if (Mesh)
|
|
Mesh->drop();
|
|
|
|
if (LoopCallBack)
|
|
LoopCallBack->drop();
|
|
}
|
|
|
|
|
|
//! Sets the current frame. From now on the animation is played from this frame.
|
|
void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
|
|
{
|
|
// if you pass an out of range value, we just clamp it
|
|
CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame );
|
|
|
|
beginTransition(); //transit to this frame if enabled
|
|
}
|
|
|
|
|
|
//! Returns the currently displayed frame number.
|
|
f32 CAnimatedMeshSceneNode::getFrameNr() const
|
|
{
|
|
return CurrentFrameNr;
|
|
}
|
|
|
|
|
|
//! Get CurrentFrameNr and update transiting settings
|
|
void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
|
|
{
|
|
if (Transiting!=0.f)
|
|
{
|
|
TransitingBlend += (f32)(timeMs) * Transiting;
|
|
if (TransitingBlend > 1.f)
|
|
{
|
|
Transiting=0.f;
|
|
TransitingBlend=0.f;
|
|
}
|
|
}
|
|
|
|
if (StartFrame == EndFrame)
|
|
{
|
|
CurrentFrameNr = (f32)StartFrame; //Support for non animated meshes
|
|
}
|
|
else if (Looping)
|
|
{
|
|
// play animation looped
|
|
CurrentFrameNr += timeMs * FramesPerSecond;
|
|
|
|
// We have no interpolation between EndFrame and StartFrame,
|
|
// the last frame must be identical to first one with our current solution.
|
|
if (FramesPerSecond > 0.f) //forwards...
|
|
{
|
|
if (CurrentFrameNr > EndFrame)
|
|
CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame-StartFrame));
|
|
}
|
|
else //backwards...
|
|
{
|
|
if (CurrentFrameNr < StartFrame)
|
|
CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, (f32)(EndFrame-StartFrame));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// play animation non looped
|
|
|
|
CurrentFrameNr += timeMs * FramesPerSecond;
|
|
if (FramesPerSecond > 0.f) //forwards...
|
|
{
|
|
if (CurrentFrameNr > (f32)EndFrame)
|
|
{
|
|
CurrentFrameNr = (f32)EndFrame;
|
|
if (LoopCallBack)
|
|
LoopCallBack->OnAnimationEnd(this);
|
|
}
|
|
}
|
|
else //backwards...
|
|
{
|
|
if (CurrentFrameNr < (f32)StartFrame)
|
|
{
|
|
CurrentFrameNr = (f32)StartFrame;
|
|
if (LoopCallBack)
|
|
LoopCallBack->OnAnimationEnd(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CAnimatedMeshSceneNode::OnRegisterSceneNode()
|
|
{
|
|
if (IsVisible)
|
|
{
|
|
// because this node supports rendering of mixed mode meshes consisting of
|
|
// transparent and solid material at the same time, we need to go through all
|
|
// materials, check of what type they are and register this node for the right
|
|
// render pass according to that.
|
|
|
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
|
|
|
PassCount = 0;
|
|
int transparentCount = 0;
|
|
int solidCount = 0;
|
|
|
|
// count transparent and solid materials in this scene node
|
|
for (u32 i=0; i<Materials.size(); ++i)
|
|
{
|
|
video::IMaterialRenderer* rnd =
|
|
driver->getMaterialRenderer(Materials[i].MaterialType);
|
|
|
|
if (rnd && rnd->isTransparent())
|
|
++transparentCount;
|
|
else
|
|
++solidCount;
|
|
|
|
if (solidCount && transparentCount)
|
|
break;
|
|
}
|
|
|
|
// register according to material types counted
|
|
|
|
if (solidCount)
|
|
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
|
|
|
|
if (transparentCount)
|
|
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
|
|
|
ISceneNode::OnRegisterSceneNode();
|
|
}
|
|
}
|
|
|
|
IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
|
|
{
|
|
if(Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
s32 frameNr = (s32) getFrameNr();
|
|
s32 frameBlend = (s32) (core::fract ( getFrameNr() ) * 1000.f);
|
|
return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame);
|
|
}
|
|
else
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return 0;
|
|
#else
|
|
|
|
// As multiple scene nodes may be sharing the same skinned mesh, we have to
|
|
// re-animate it every frame to ensure that this node gets the mesh that it needs.
|
|
|
|
CSkinnedMesh* skinnedMesh = reinterpret_cast<CSkinnedMesh*>(Mesh);
|
|
|
|
if (JointMode == EJUOR_CONTROL)//write to mesh
|
|
skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
|
|
else
|
|
skinnedMesh->animateMesh(getFrameNr(), 1.0f);
|
|
|
|
// Update the skinned mesh for the current joint transforms.
|
|
skinnedMesh->skinMesh(AnimationStrength);
|
|
|
|
if (JointMode == EJUOR_READ)//read from mesh
|
|
{
|
|
skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
|
|
|
|
//---slow---
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
if (JointChildSceneNodes[n]->getParent()==this)
|
|
{
|
|
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
|
|
}
|
|
}
|
|
|
|
if(JointMode == EJUOR_CONTROL)
|
|
{
|
|
// For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
|
|
skinnedMesh->updateBoundingBox();
|
|
}
|
|
|
|
return skinnedMesh;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
//! OnAnimate() is called just before rendering the whole scene.
|
|
void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
|
|
{
|
|
if (LastTimeMs==0) // first frame
|
|
{
|
|
LastTimeMs = timeMs;
|
|
}
|
|
|
|
// set CurrentFrameNr
|
|
buildFrameNr(timeMs-LastTimeMs);
|
|
|
|
// update bbox
|
|
if (Mesh)
|
|
{
|
|
scene::IMesh * mesh = getMeshForCurrentFrame();
|
|
|
|
if (mesh)
|
|
Box = mesh->getBoundingBox();
|
|
}
|
|
LastTimeMs = timeMs;
|
|
|
|
IAnimatedMeshSceneNode::OnAnimate(timeMs);
|
|
|
|
// For up-to-date current frame bone-child attachment
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
JointChildSceneNodes[n]->recursiveUpdateAbsolutePosition();
|
|
}
|
|
|
|
|
|
//! renders the node.
|
|
void CAnimatedMeshSceneNode::render()
|
|
{
|
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
|
|
|
if (!Mesh || !driver)
|
|
return;
|
|
|
|
|
|
bool isTransparentPass =
|
|
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
|
|
|
++PassCount;
|
|
|
|
scene::IMesh* m = getMeshForCurrentFrame();
|
|
|
|
if(m)
|
|
{
|
|
Box = m->getBoundingBox();
|
|
}
|
|
else
|
|
{
|
|
#ifdef _DEBUG
|
|
os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
|
|
#endif
|
|
}
|
|
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
|
|
|
// for debug purposes only:
|
|
|
|
bool renderMeshes = true;
|
|
video::SMaterial mat;
|
|
if (DebugDataVisible && PassCount==1)
|
|
{
|
|
// overwrite half transparency
|
|
if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
|
|
{
|
|
|
|
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
|
|
{
|
|
scene::IMeshBuffer* mb = m->getMeshBuffer(i);
|
|
mat = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
|
mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
|
|
if (RenderFromIdentity)
|
|
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
|
|
else if (Mesh->getMeshType() == EAMT_SKINNED)
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
|
|
|
|
driver->setMaterial(mat);
|
|
driver->drawMeshBuffer(mb);
|
|
}
|
|
renderMeshes = false;
|
|
}
|
|
}
|
|
|
|
// render original meshes
|
|
if (renderMeshes)
|
|
{
|
|
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
|
|
{
|
|
video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
|
|
bool transparent = (rnd && rnd->isTransparent());
|
|
|
|
// only render transparent buffer if this is the transparent render pass
|
|
// and solid only in solid pass
|
|
if (transparent == isTransparentPass)
|
|
{
|
|
scene::IMeshBuffer* mb = m->getMeshBuffer(i);
|
|
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
|
if (RenderFromIdentity)
|
|
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
|
|
else if (Mesh->getMeshType() == EAMT_SKINNED)
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
|
|
|
|
driver->setMaterial(material);
|
|
driver->drawMeshBuffer(mb);
|
|
}
|
|
}
|
|
}
|
|
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
|
|
|
// for debug purposes only:
|
|
if (DebugDataVisible && PassCount==1)
|
|
{
|
|
video::SMaterial debug_mat;
|
|
debug_mat.Lighting = false;
|
|
debug_mat.AntiAliasing=0;
|
|
driver->setMaterial(debug_mat);
|
|
// show normals
|
|
if (DebugDataVisible & scene::EDS_NORMALS)
|
|
{
|
|
const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
|
|
const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
|
|
const u32 count = m->getMeshBufferCount();
|
|
|
|
// draw normals
|
|
for (u32 g=0; g < count; ++g)
|
|
{
|
|
driver->drawMeshBufferNormals(m->getMeshBuffer(g), debugNormalLength, debugNormalColor);
|
|
}
|
|
}
|
|
|
|
debug_mat.ZBuffer = video::ECFN_NEVER;
|
|
debug_mat.Lighting = false;
|
|
driver->setMaterial(debug_mat);
|
|
|
|
if (DebugDataVisible & scene::EDS_BBOX)
|
|
driver->draw3DBox(Box, video::SColor(255,255,255,255));
|
|
|
|
// show bounding box
|
|
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
|
|
{
|
|
for (u32 g=0; g< m->getMeshBufferCount(); ++g)
|
|
{
|
|
const IMeshBuffer* mb = m->getMeshBuffer(g);
|
|
|
|
if (Mesh->getMeshType() == EAMT_SKINNED)
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
|
|
driver->draw3DBox(mb->getBoundingBox(), video::SColor(255,190,128,128));
|
|
}
|
|
}
|
|
|
|
// show skeleton
|
|
if (DebugDataVisible & scene::EDS_SKELETON)
|
|
{
|
|
if (Mesh->getMeshType() == EAMT_SKINNED)
|
|
{
|
|
// draw skeleton
|
|
|
|
for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g)
|
|
{
|
|
ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g];
|
|
|
|
for (u32 n=0;n<joint->Children.size();++n)
|
|
{
|
|
driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
|
|
joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
|
|
video::SColor(255,51,66,255));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// show mesh
|
|
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
|
|
{
|
|
debug_mat.Lighting = false;
|
|
debug_mat.Wireframe = true;
|
|
debug_mat.ZBuffer = video::ECFN_NEVER;
|
|
driver->setMaterial(debug_mat);
|
|
|
|
for (u32 g=0; g<m->getMeshBufferCount(); ++g)
|
|
{
|
|
const IMeshBuffer* mb = m->getMeshBuffer(g);
|
|
if (RenderFromIdentity)
|
|
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
|
|
else if (Mesh->getMeshType() == EAMT_SKINNED)
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
|
|
driver->drawMeshBuffer(mb);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! Returns the current start frame number.
|
|
s32 CAnimatedMeshSceneNode::getStartFrame() const
|
|
{
|
|
return StartFrame;
|
|
}
|
|
|
|
|
|
//! Returns the current start frame number.
|
|
s32 CAnimatedMeshSceneNode::getEndFrame() const
|
|
{
|
|
return EndFrame;
|
|
}
|
|
|
|
|
|
//! sets the frames between the animation is looped.
|
|
//! the default is 0 - MaximalFrameCount of the mesh.
|
|
bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
|
|
{
|
|
const s32 maxFrameCount = Mesh->getFrameCount() - 1;
|
|
if (end < begin)
|
|
{
|
|
StartFrame = core::s32_clamp(end, 0, maxFrameCount);
|
|
EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
|
|
}
|
|
else
|
|
{
|
|
StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
|
|
EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
|
|
}
|
|
if (FramesPerSecond < 0)
|
|
setCurrentFrame((f32)EndFrame);
|
|
else
|
|
setCurrentFrame((f32)StartFrame);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//! sets the speed with witch the animation is played
|
|
void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
|
|
{
|
|
FramesPerSecond = framesPerSecond * 0.001f;
|
|
}
|
|
|
|
|
|
f32 CAnimatedMeshSceneNode::getAnimationSpeed() const
|
|
{
|
|
return FramesPerSecond * 1000.f;
|
|
}
|
|
|
|
|
|
//! Sets the animation strength (how important the animation is)
|
|
/** \param strength: The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */
|
|
void CAnimatedMeshSceneNode::setAnimationStrength(f32 strength)
|
|
{
|
|
AnimationStrength = strength;
|
|
}
|
|
|
|
//! Gets the animation strength (how important the animation is)
|
|
/** \return The importance of the animation: 1.f keeps the original animation, 0.f is no animation. */
|
|
f32 CAnimatedMeshSceneNode::getAnimationStrength() const
|
|
{
|
|
return AnimationStrength;
|
|
}
|
|
|
|
|
|
//! returns the axis aligned bounding box of this node
|
|
const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
|
|
{
|
|
return Box;
|
|
}
|
|
|
|
|
|
//! returns the material based on the zero based index i. To get the amount
|
|
//! of materials used by this scene node, use getMaterialCount().
|
|
//! This function is needed for inserting the node into the scene hirachy on a
|
|
//! optimal position for minimizing renderstate changes, but can also be used
|
|
//! to directly modify the material of a scene node.
|
|
video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
|
|
{
|
|
if (i >= Materials.size())
|
|
return ISceneNode::getMaterial(i);
|
|
|
|
return Materials[i];
|
|
}
|
|
|
|
|
|
|
|
//! returns amount of materials used by this scene node.
|
|
u32 CAnimatedMeshSceneNode::getMaterialCount() const
|
|
{
|
|
return Materials.size();
|
|
}
|
|
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
|
|
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
|
|
return 0;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
checkJoints();
|
|
|
|
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
|
|
|
|
const s32 number = skinnedMesh->getJointNumber(jointName);
|
|
|
|
if (number == -1)
|
|
{
|
|
os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
|
|
return 0;
|
|
}
|
|
|
|
if ((s32)JointChildSceneNodes.size() <= number)
|
|
{
|
|
os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
return JointChildSceneNodes[number];
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
|
|
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID)
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
|
|
return 0;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
{
|
|
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
checkJoints();
|
|
|
|
if (JointChildSceneNodes.size() <= jointID)
|
|
{
|
|
os::Printer::log("Joint not loaded into node", ELL_WARNING);
|
|
return 0;
|
|
}
|
|
|
|
return JointChildSceneNodes[jointID];
|
|
#endif
|
|
}
|
|
|
|
//! Gets joint count.
|
|
u32 CAnimatedMeshSceneNode::getJointCount() const
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return 0;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
return 0;
|
|
|
|
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
|
|
|
|
return skinnedMesh->getJointCount();
|
|
#endif
|
|
}
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a ms3d mesh.
|
|
ISceneNode* CAnimatedMeshSceneNode::getMS3DJointNode(const c8* jointName)
|
|
{
|
|
return getJointNode(jointName);
|
|
}
|
|
|
|
|
|
//! Returns a pointer to a child node, which has the same transformation as
|
|
//! the corresponding joint, if the mesh in this scene node is a .x mesh.
|
|
ISceneNode* CAnimatedMeshSceneNode::getXJointNode(const c8* jointName)
|
|
{
|
|
return getJointNode(jointName);
|
|
}
|
|
|
|
//! Removes a child from this scene node.
|
|
//! Implemented here, to be able to remove the shadow properly, if there is one,
|
|
//! or to remove attached childs.
|
|
bool CAnimatedMeshSceneNode::removeChild(ISceneNode* child)
|
|
{
|
|
if (ISceneNode::removeChild(child))
|
|
{
|
|
if (JointsUsed) //stop weird bugs caused while changing parents as the joints are being created
|
|
{
|
|
for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
|
|
{
|
|
if (JointChildSceneNodes[i] == child)
|
|
{
|
|
JointChildSceneNodes[i] = 0; //remove link to child
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//! Sets looping mode which is on by default. If set to false,
|
|
//! animations will not be looped.
|
|
void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
|
|
{
|
|
Looping = playAnimationLooped;
|
|
}
|
|
|
|
//! returns the current loop mode
|
|
bool CAnimatedMeshSceneNode::getLoopMode() const
|
|
{
|
|
return Looping;
|
|
}
|
|
|
|
|
|
//! Sets a callback interface which will be called if an animation
|
|
//! playback has ended. Set this to 0 to disable the callback again.
|
|
void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack* callback)
|
|
{
|
|
if (callback == LoopCallBack)
|
|
return;
|
|
|
|
if (LoopCallBack)
|
|
LoopCallBack->drop();
|
|
|
|
LoopCallBack = callback;
|
|
|
|
if (LoopCallBack)
|
|
LoopCallBack->grab();
|
|
}
|
|
|
|
|
|
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
|
void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly)
|
|
{
|
|
ReadOnlyMaterials = readonly;
|
|
}
|
|
|
|
|
|
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
|
bool CAnimatedMeshSceneNode::isReadOnlyMaterials() const
|
|
{
|
|
return ReadOnlyMaterials;
|
|
}
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
|
void CAnimatedMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
|
{
|
|
IAnimatedMeshSceneNode::serializeAttributes(out, options);
|
|
|
|
if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
|
|
{
|
|
const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
|
|
SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
|
|
options->Filename);
|
|
out->addString("Mesh", path.c_str());
|
|
}
|
|
else
|
|
out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
|
|
out->addBool("Looping", Looping);
|
|
out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
|
|
out->addFloat("FramesPerSecond", FramesPerSecond);
|
|
out->addInt("StartFrame", StartFrame);
|
|
out->addInt("EndFrame", EndFrame);
|
|
}
|
|
|
|
|
|
//! Reads attributes of the scene node.
|
|
void CAnimatedMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
|
{
|
|
IAnimatedMeshSceneNode::deserializeAttributes(in, options);
|
|
|
|
io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
|
|
io::path newMeshStr = in->getAttributeAsString("Mesh");
|
|
|
|
Looping = in->getAttributeAsBool("Looping");
|
|
ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
|
|
FramesPerSecond = in->getAttributeAsFloat("FramesPerSecond");
|
|
StartFrame = in->getAttributeAsInt("StartFrame");
|
|
EndFrame = in->getAttributeAsInt("EndFrame");
|
|
|
|
if (newMeshStr != "" && oldMeshStr != newMeshStr)
|
|
{
|
|
IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
|
|
|
|
if (newAnimatedMesh)
|
|
setMesh(newAnimatedMesh);
|
|
}
|
|
|
|
// TODO: read animation names instead of frame begin and ends
|
|
}
|
|
|
|
|
|
//! Sets a new mesh
|
|
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh* mesh)
|
|
{
|
|
if (!mesh)
|
|
return; // won't set null mesh
|
|
|
|
if (Mesh != mesh)
|
|
{
|
|
if (Mesh)
|
|
Mesh->drop();
|
|
|
|
Mesh = mesh;
|
|
|
|
// grab the mesh (it's non-null!)
|
|
Mesh->grab();
|
|
}
|
|
|
|
// get materials and bounding box
|
|
Box = Mesh->getBoundingBox();
|
|
|
|
IMesh* m = Mesh->getMesh(0,0);
|
|
if (m)
|
|
{
|
|
Materials.clear();
|
|
Materials.reallocate(m->getMeshBufferCount());
|
|
|
|
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
|
|
{
|
|
IMeshBuffer* mb = m->getMeshBuffer(i);
|
|
if (mb)
|
|
Materials.push_back(mb->getMaterial());
|
|
else
|
|
Materials.push_back(video::SMaterial());
|
|
}
|
|
}
|
|
|
|
// clean up joint nodes
|
|
if (JointsUsed)
|
|
{
|
|
JointsUsed=false;
|
|
checkJoints();
|
|
}
|
|
|
|
// get start and begin time
|
|
// setAnimationSpeed(Mesh->getAnimationSpeed());
|
|
setFrameLoop(0, Mesh->getFrameCount());
|
|
}
|
|
|
|
//! updates the absolute position based on the relative and the parents position
|
|
void CAnimatedMeshSceneNode::updateAbsolutePosition()
|
|
{
|
|
IAnimatedMeshSceneNode::updateAbsolutePosition();
|
|
}
|
|
|
|
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
|
|
void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode)
|
|
{
|
|
checkJoints();
|
|
JointMode=mode;
|
|
}
|
|
|
|
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
|
|
//! you must call animateJoints(), or the mesh will not animate
|
|
void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
|
|
{
|
|
const u32 ttime = (u32)core::floor32(time*1000.0f);
|
|
if (TransitionTime==ttime)
|
|
return;
|
|
TransitionTime = ttime;
|
|
if (ttime != 0)
|
|
setJointMode(EJUOR_CONTROL);
|
|
else
|
|
setJointMode(EJUOR_NONE);
|
|
}
|
|
|
|
|
|
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
|
|
void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable)
|
|
{
|
|
RenderFromIdentity=enable;
|
|
}
|
|
|
|
|
|
//! updates the joint positions of this mesh
|
|
void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return;
|
|
#else
|
|
if (Mesh && Mesh->getMeshType() == EAMT_SKINNED )
|
|
{
|
|
checkJoints();
|
|
const f32 frame = getFrameNr(); //old?
|
|
|
|
CSkinnedMesh* skinnedMesh=reinterpret_cast<CSkinnedMesh*>(Mesh);
|
|
|
|
skinnedMesh->transferOnlyJointsHintsToMesh( JointChildSceneNodes );
|
|
skinnedMesh->animateMesh(frame, 1.0f);
|
|
skinnedMesh->recoverJointsFromMesh( JointChildSceneNodes);
|
|
|
|
//-----------------------------------------
|
|
// Transition
|
|
//-----------------------------------------
|
|
|
|
if (Transiting != 0.f)
|
|
{
|
|
// Init additional matrices
|
|
if (PretransitingSave.size()<JointChildSceneNodes.size())
|
|
{
|
|
for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
|
|
PretransitingSave.push_back(core::matrix4());
|
|
}
|
|
|
|
for (u32 n=0; n<JointChildSceneNodes.size(); ++n)
|
|
{
|
|
//------Position------
|
|
|
|
JointChildSceneNodes[n]->setPosition(
|
|
core::lerp(
|
|
PretransitingSave[n].getTranslation(),
|
|
JointChildSceneNodes[n]->getPosition(),
|
|
TransitingBlend));
|
|
|
|
//------Rotation------
|
|
|
|
//Code is slow, needs to be fixed up
|
|
|
|
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees()*core::DEGTORAD);
|
|
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation()*core::DEGTORAD);
|
|
|
|
core::quaternion QRotation;
|
|
QRotation.slerp(RotationStart, RotationEnd, TransitingBlend);
|
|
|
|
core::vector3df tmpVector;
|
|
QRotation.toEuler(tmpVector);
|
|
tmpVector*=core::RADTODEG; //convert from radians back to degrees
|
|
JointChildSceneNodes[n]->setRotation( tmpVector );
|
|
|
|
//------Scale------
|
|
|
|
//JointChildSceneNodes[n]->setScale(
|
|
// core::lerp(
|
|
// PretransitingSave[n].getScale(),
|
|
// JointChildSceneNodes[n]->getScale(),
|
|
// TransitingBlend));
|
|
}
|
|
}
|
|
|
|
if (CalculateAbsolutePositions)
|
|
{
|
|
//---slow---
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
{
|
|
if (JointChildSceneNodes[n]->getParent()==this)
|
|
{
|
|
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshSceneNode::checkJoints()
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
|
|
return;
|
|
#else
|
|
|
|
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
|
|
return;
|
|
|
|
if (!JointsUsed)
|
|
{
|
|
for (u32 i=0; i<JointChildSceneNodes.size(); ++i)
|
|
removeChild(JointChildSceneNodes[i]);
|
|
JointChildSceneNodes.clear();
|
|
|
|
//Create joints for SkinnedMesh
|
|
((CSkinnedMesh*)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
|
|
((CSkinnedMesh*)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
|
|
|
|
JointsUsed=true;
|
|
JointMode=EJUOR_READ;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CAnimatedMeshSceneNode::beginTransition()
|
|
{
|
|
if (!JointsUsed)
|
|
return;
|
|
|
|
if (TransitionTime != 0)
|
|
{
|
|
//Check the array is big enough
|
|
if (PretransitingSave.size()<JointChildSceneNodes.size())
|
|
{
|
|
for(u32 n=PretransitingSave.size(); n<JointChildSceneNodes.size(); ++n)
|
|
PretransitingSave.push_back(core::matrix4());
|
|
}
|
|
|
|
//Copy the position of joints
|
|
for (u32 n=0;n<JointChildSceneNodes.size();++n)
|
|
PretransitingSave[n]=JointChildSceneNodes[n]->getRelativeTransformation();
|
|
|
|
Transiting = core::reciprocal((f32)TransitionTime);
|
|
}
|
|
TransitingBlend = 0.f;
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
ISceneNode* CAnimatedMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
|
|
{
|
|
if (!newParent)
|
|
newParent = Parent;
|
|
if (!newManager)
|
|
newManager = SceneManager;
|
|
|
|
CAnimatedMeshSceneNode* newNode =
|
|
new CAnimatedMeshSceneNode(Mesh, NULL, newManager, ID, RelativeTranslation,
|
|
RelativeRotation, RelativeScale);
|
|
|
|
if (newParent)
|
|
{
|
|
newNode->setParent(newParent); // not in constructor because virtual overload for updateAbsolutePosition won't be called
|
|
newNode->drop();
|
|
}
|
|
|
|
newNode->cloneMembers(this, newManager);
|
|
|
|
newNode->Materials = Materials;
|
|
newNode->Box = Box;
|
|
newNode->Mesh = Mesh;
|
|
newNode->StartFrame = StartFrame;
|
|
newNode->EndFrame = EndFrame;
|
|
newNode->FramesPerSecond = FramesPerSecond;
|
|
newNode->CurrentFrameNr = CurrentFrameNr;
|
|
newNode->JointMode = JointMode;
|
|
newNode->JointsUsed = JointsUsed;
|
|
newNode->TransitionTime = TransitionTime;
|
|
newNode->Transiting = Transiting;
|
|
newNode->TransitingBlend = TransitingBlend;
|
|
newNode->Looping = Looping;
|
|
newNode->ReadOnlyMaterials = ReadOnlyMaterials;
|
|
newNode->LoopCallBack = LoopCallBack;
|
|
newNode->PassCount = PassCount;
|
|
newNode->JointChildSceneNodes = JointChildSceneNodes;
|
|
newNode->PretransitingSave = PretransitingSave;
|
|
newNode->RenderFromIdentity = RenderFromIdentity;
|
|
|
|
return newNode;
|
|
}
|
|
|
|
void CAnimatedMeshSceneNode::useAnimationSet(u32 set_num)
|
|
{
|
|
if (m_animation_set.empty())
|
|
{
|
|
setFrameLoop(getStartFrame(), getEndFrame());
|
|
return;
|
|
}
|
|
setFrameLoop(m_animation_set[set_num * 2], m_animation_set[set_num * 2 + 1]);
|
|
}
|
|
|
|
void CAnimatedMeshSceneNode::setFrameLoopOnce(s32 begin, s32 end)
|
|
{
|
|
if (LoopCallBack != NULL || !Looping)
|
|
{
|
|
return;
|
|
}
|
|
Looping = false;
|
|
class MiniLoopSetter : public IAnimationEndCallBack
|
|
{
|
|
private:
|
|
int m_old_start, m_old_end, m_new_start, m_new_end;
|
|
|
|
bool m_run_cb;
|
|
public:
|
|
MiniLoopSetter(int old_start, int old_end, int new_start, int new_end)
|
|
: m_old_start(old_start), m_old_end(old_end),
|
|
m_new_start(new_start), m_new_end(new_end), m_run_cb(false) {}
|
|
virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node)
|
|
{
|
|
if (!m_run_cb)
|
|
{
|
|
m_run_cb = true;
|
|
node->setFrameLoop(m_new_start, m_new_end);
|
|
return;
|
|
}
|
|
if (m_run_cb)
|
|
{
|
|
node->setFrameLoop(m_old_start, m_old_end);
|
|
node->setLoopMode(true);
|
|
node->setAnimationEndCallback(NULL);
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
MiniLoopSetter* mls = new MiniLoopSetter(StartFrame, EndFrame,
|
|
begin, end);
|
|
setAnimationEndCallback(mls);
|
|
mls->drop();
|
|
|
|
}
|
|
|
|
s32 CAnimatedMeshSceneNode::getAnimationSet() const
|
|
{
|
|
for (u32 i = 0; i < m_animation_set.size(); i += 2)
|
|
{
|
|
if (m_animation_set[i] == (u32)StartFrame &&
|
|
m_animation_set[i + 1] == (u32)EndFrame)
|
|
{
|
|
return (s32)(i >> 1);
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|