// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "std3d.h"
#include "nel/3d/channel_mixer.h"
#include "nel/3d/track.h"
#include "nel/3d/animatable.h"
#include "nel/3d/skeleton_weight.h"
#include "nel/misc/debug.h"
#include "nel/misc/common.h"
#include "nel/misc/hierarchical_timer.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
CChannelMixer::CChannelMixer()
{
// No channel in the list
_FirstChannelGlobal=NULL;
_FirstChannelDetail=NULL;
// No animation set
_AnimationSet=NULL;
// Mixer no dirty
_Dirt=false;
_ListToEvalDirt= false;
// never evaluated.
_LastEvalDetailDate= -1;
}
// ***************************************************************************
CChannelMixer::~CChannelMixer()
{
resetChannels();
}
// ***************************************************************************
void CChannelMixer::setAnimationSet (const CAnimationSet* animationSet)
{
// Set the animationSet Pointer
_AnimationSet=animationSet;
// clear the channels.
resetChannels();
}
// ***************************************************************************
const CAnimationSet* CChannelMixer::getAnimationSet () const
{
// Return the animationSet Pointer
return _AnimationSet;
}
// ***************************************************************************
// Temp Data
static CAnimatedValueBlock TempAnimatedValueBlock;
// ***************************************************************************
void CChannelMixer::evalSingleChannel(CChannel &chan, uint numActive, uint activeSlot[NumAnimationSlot])
{
// If the refPtr of the object handled has been deleted, then no-op
if(!chan._Object)
{
return;
}
// For Quat animated value only.
CQuat firstQuat;
// First slot found
bool bFirst=true;
// Last blend factor
float lastBlend=0.0;
// Eval each slot
for (uint a=0; aeval (_SlotArray[slot]._Time, TempAnimatedValueBlock);
// First track to be eval ?
if (bFirst)
{
// If channel is a Quaternion animated Value, must store the first Quat.
if (chan._IsQuat)
{
CAnimatedValueBlendable &quatValue=(CAnimatedValueBlendable&)trackResult;
firstQuat=quatValue.Value;
}
// Copy the interpolated value
chan._Value->affect (trackResult);
// First blend factor
lastBlend=blend;
// Not first anymore
bFirst=false;
}
else
{
// If channel is a Quaternion animated Value, must makeClosest the ith result of the track, from firstQuat.
if (chan._IsQuat)
{
CAnimatedValueBlendable &quatValue=(CAnimatedValueBlendable&)trackResult;
quatValue.Value.makeClosest (firstQuat);
}
// Blend with this value and the previous sum
chan._Value->blend (trackResult, lastBlend/(lastBlend+blend));
// last blend update
lastBlend+=blend;
}
}
// NB: if all weights are 0, the AnimatedValue is not modified...
}
// Touch the animated value and its owner to recompute them later.
chan._Object->touch (chan._ValueId, chan._OwnerValueId);
}
// ***************************************************************************
void CChannelMixer::eval (bool detail, uint64 evalDetailDate)
{
// eval the detail animation only one time per scene traversal.
if(detail)
{
if((sint64)evalDetailDate== _LastEvalDetailDate)
return;
_LastEvalDetailDate= evalDetailDate;
}
// clean list according to anim setup
if(_Dirt)
{
refreshList();
cleanAll();
}
// clean eval list, according to channels enabled.
if(_ListToEvalDirt)
{
refreshListToEval();
nlassert(!_ListToEvalDirt);
}
// If the number of channels to draw is 0, quick quit.
CChannel **channelArrayPtr;
uint numChans;
if(detail)
{
numChans= (uint)_DetailListToEval.size();
if(numChans)
channelArrayPtr= &_DetailListToEval[0];
else
return;
}
else
{
numChans= (uint)_GlobalListToEval.size();
if(numChans)
channelArrayPtr= &_GlobalListToEval[0];
else
return;
}
// Setup an array of animation that are not empty and stay. HTimer: 0.0% (because CLod skeletons not parsed here)
uint numActive=0;
uint activeSlot[NumAnimationSlot];
for (uint s=0; s0)
// Add a dirt slot
activeSlot[numActive++]=s;
}
// no slot enabled at all?? skip
if(numActive==0)
return;
// For each selected channel
// fast 'just one slot Activated' version
if(numActive==1)
{
// Slot number
uint slot=activeSlot[0];
// Slot time
TAnimationTime slotTime= _SlotArray[slot]._Time;
// For all channels
for(;numChans>0; numChans--, channelArrayPtr++)
{
CChannel &chan= **channelArrayPtr;
// If the refPtr of the object handled has been deleted, then no-op
if(!chan._Object)
{
continue;
}
// if Current blend factor is not 0
if(chan._Weights[slot]!=0.0f)
{
// Eval the track and copy the interpolated value. HTimer: 1.4%
chan._Value->affect (((ITrack*)chan._Tracks[slot])->eval (slotTime, TempAnimatedValueBlock));
// Touch the animated value and its owner to recompute them later. HTimer: 0.6%
chan._Object->touch (chan._ValueId, chan._OwnerValueId);
}
}
}
// little bit slower Blend version
else
{
// For all channels
for(;numChans>0; numChans--, channelArrayPtr++)
{
evalSingleChannel(**channelArrayPtr, numActive, activeSlot);
}
}
}
// ***************************************************************************
void CChannelMixer::evalChannels(sint *channelIdArray, uint numID)
{
if (!channelIdArray) return;
if (numID == 0) return;
// Setup an array of animation that are not empty and stay
uint numActive=0;
uint activeSlot[NumAnimationSlot];
// clean list according to anim setup
if(_Dirt)
{
refreshList();
cleanAll();
}
// clean eval list, according to channels enabled.
if(_ListToEvalDirt)
{
refreshListToEval();
nlassert(!_ListToEvalDirt);
}
// Setup it up
for (uint s=0; s0)
// Add a dirt slot
activeSlot[numActive++]=s;
}
// no slot enabled at all?? skip
if(numActive==0)
return;
for(uint k = 0; k < numID; ++k)
{
std::map::iterator it = _Channels.find(channelIdArray[k]);
if (it != _Channels.end())
{
evalSingleChannel(it->second, numActive, activeSlot);
}
}
}
// ***************************************************************************
sint CChannelMixer::addChannel (const string& channelName, IAnimatable* animatable, IAnimatedValue* value, ITrack* defaultValue, uint32 valueId, uint32 ownerValueId, bool detail)
{
// Check the animationSet has been set
nlassert (_AnimationSet);
// Check args
nlassert (animatable);
nlassert (value);
nlassert (defaultValue);
// Get the channel Id having the same name than the tracks in this animation set.
uint iDInAnimationSet=_AnimationSet->getChannelIdByName (channelName);
// Tracks exist in this animation set?
if (iDInAnimationSet!=CAnimationSet::NotFound)
{
// The channel entry
CChannel entry;
// Set the channel name
entry._ChannelName=channelName;
// Set the object pointer
entry._Object=animatable;
// Set the pointer on the value in the object
entry._Value=value;
// Is this a CQuat animated value???
entry._IsQuat= (typeid (*(entry._Value))==typeid (CAnimatedValueBlendable))!=0;
// Set the default track pointer
entry._DefaultTracks=defaultValue;
// Set the value ID in the object
entry._ValueId=valueId;
// Set the First value ID in the object
entry._OwnerValueId=ownerValueId;
// in what mode is the channel?
entry._Detail= detail;
// All weights default to 1. All Tracks default to defaultTrack.
for(sint s=0;saffect (((ITrack*)(entry._DefaultTracks))->eval(0, TempAnimatedValueBlock));
// Touch the animated value and its owner to recompute them later.
entry._Object->touch (entry._ValueId, entry._OwnerValueId);
// return the id.
return iDInAnimationSet;
}
else
{
// return Not found.
return -1;
}
}
// ***************************************************************************
void CChannelMixer::resetChannels ()
{
// clear
_Channels.clear();
dirtAll ();
}
// ***************************************************************************
void CChannelMixer::enableChannel (uint channelId, bool enable)
{
std::map::iterator it= _Channels.find(channelId);
if(it!=_Channels.end())
{
it->second._EnableFlags &= ~CChannel::EnableUserFlag;
if(enable)
it->second._EnableFlags |= CChannel::EnableUserFlag;
// Must recompute the channels to animate.
_ListToEvalDirt= true;
}
}
// ***************************************************************************
bool CChannelMixer::isChannelEnabled (uint channelId) const
{
std::map::const_iterator it= _Channels.find(channelId);
if(it!=_Channels.end())
{
return (it->second._EnableFlags & CChannel::EnableUserFlag) != 0;
}
else
return false;
}
// ***************************************************************************
void CChannelMixer::lodEnableChannel (uint channelId, bool enable)
{
std::map::iterator it= _Channels.find(channelId);
if(it!=_Channels.end())
{
it->second._EnableFlags &= ~CChannel::EnableLodFlag;
if(enable)
it->second._EnableFlags |= CChannel::EnableLodFlag;
// Must recompute the channels to animate.
_ListToEvalDirt= true;
}
}
// ***************************************************************************
bool CChannelMixer::isChannelLodEnabled (uint channelId) const
{
std::map::const_iterator it= _Channels.find(channelId);
if(it!=_Channels.end())
{
return (it->second._EnableFlags & CChannel::EnableLodFlag) != 0;
}
else
return false;
}
// ***************************************************************************
void CChannelMixer::setSlotAnimation (uint slot, uint animation)
{
// Check alot arg
nlassert (slotgetAnimation (animation);
// Does this animation change ?
if (_SlotArray[slot]._Animation!=pAnimation)
{
// Change it
_SlotArray[slot]._Animation=pAnimation;
// Dirt it
_SlotArray[slot]._Dirt=true;
// Dirt the mixer
_Dirt=true;
}
}
// ***************************************************************************
const CAnimation *CChannelMixer::getSlotAnimation(uint slot) const
{
nlassert(slot < NumAnimationSlot);
return _SlotArray[slot]._Animation;
}
// ***************************************************************************
void CChannelMixer::emptySlot (uint slot)
{
// Check alot arg
nlassert (slotgetSkeletonWeight (skeleton);
// Something to change ?
if ((pSkeleton!=_SlotArray[slot]._SkeletonWeight)||(invert!=_SlotArray[slot]._InvertedSkeletonWeight))
{
// Set the current skeleton
_SlotArray[slot]._SkeletonWeight=pSkeleton;
_SlotArray[slot]._InvertedSkeletonWeight=invert;
// Get number of node in the skeleton weight
uint sizeSkel=pSkeleton->getNumNode ();
// For each entry of the skeleton weight
for (uint n=0; ngetNodeName (n);
// Get the channel Id having the same name than the tracks in this animation set.
uint channelId=_AnimationSet->getChannelIdByName (channelName);
// Tracks exist in this animation set?
if (channelId!=CAnimationSet::NotFound)
{
// Get the weight of the channel for this node
float weight=pSkeleton->getNodeWeight (n);
// Set the weight of this channel for this slot (only if channel setuped!!)
std::map::iterator ite=_Channels.find(channelId);
if (ite!=_Channels.end())
ite->second._Weights[slot]=invert?1.f-weight:weight;
}
}
}
}
// ***************************************************************************
void CChannelMixer::resetSkeletonWeight (uint slot)
{
// Check alot arg
nlassert (slot::iterator itChannel;
for(itChannel= _Channels.begin(); itChannel!=_Channels.end();itChannel++)
{
// Reset
(*itChannel).second._Weights[slot]=1.f;
}
}
}
// ***************************************************************************
void CChannelMixer::cleanAll ()
{
// For each slot
for (uint s=0; s::iterator itChannel;
for(itChannel= _Channels.begin(); itChannel!=_Channels.end();itChannel++)
{
uint channelId= itChannel->first;
CChannel &channel= (*itChannel).second;
// Add this channel to the list if true
bool add=false;
// For each slot to add
for (s=0; sisAnimHeaderOptimized())
// can retrieve the animation trough the channel id (faster)
iDTrack= _SlotArray[addSlot[s]]._Animation->getIdTrackByChannelId(channelId);
else
// get by name
iDTrack= _SlotArray[addSlot[s]]._Animation->getIdTrackByName (channel._ChannelName);
// If this track exist
if (iDTrack!=CAnimation::NotFound)
{
// Set the track
channel._Tracks[addSlot[s]]=_SlotArray[addSlot[s]]._Animation->getTrack (iDTrack);
// Add this channel to the list
add=true;
}
else
{
// Set the default track
channel._Tracks[addSlot[s]]=channel._DefaultTracks;
}
}
// Add this channel to the list ?
if (!add)
{
// Was it in the list ?
if (channel._InTheList)
{
// Check if this channel is still in use
// For each slot in the stay list
for (s=0; saffect (((ITrack*)(channel._DefaultTracks))->eval(0, TempAnimatedValueBlock));
channel._Object->touch (channel._ValueId, channel._OwnerValueId);
}
}
}
}
// Do i have to add the channel to the list
if (add)
{
// It is in the list
channel._InTheList=true;
if(channel._Detail)
{
// Set the last pointer value
*lastPointerDetail=&channel;
// Change last pointer
lastPointerDetail=&channel._Next;
}
else
{
// Set the last pointer value
*lastPointerGlobal=&channel;
// Change last pointer
lastPointerGlobal=&channel._Next;
}
}
else
{
// It is not in the list
channel._InTheList=false;
}
}
// End of the list
*lastPointerGlobal=NULL;
*lastPointerDetail=NULL;
// Must recompute the channels to animate.
_ListToEvalDirt= true;
}
// ***************************************************************************
void CChannelMixer::refreshListToEval ()
{
CChannel* pChannel;
/* NB: this save if(), especially when Used with Skeleton, and CLod mode
*/
// Global list.
_GlobalListToEval.clear();
_GlobalListToEval.reserve(_Channels.size());
pChannel=_FirstChannelGlobal;
while(pChannel)
{
// if the channel is enabled (both user and lod), must eval all active slot.
if(pChannel->_EnableFlags == CChannel::EnableAllFlag)
_GlobalListToEval.push_back(pChannel);
// next
pChannel= pChannel->_Next;
}
// Global list.
_DetailListToEval.clear();
_DetailListToEval.reserve(_Channels.size());
pChannel=_FirstChannelDetail;
while(pChannel)
{
// if the channel is enabled (both user and lod), must eval all active slot.
if(pChannel->_EnableFlags == CChannel::EnableAllFlag)
_DetailListToEval.push_back(pChannel);
// next
pChannel= pChannel->_Next;
}
// done
_ListToEvalDirt= false;
}
// ***************************************************************************
void CChannelMixer::resetEvalDetailDate()
{
_LastEvalDetailDate= -1;
}
} // NL3D