283 lines
7.8 KiB
C++
283 lines
7.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/skeleton_spawn_script.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/particle_system_model.h"
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#include "nel/misc/common.h"
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#include "nel/misc/algo.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CSkeletonSpawnScript::CSkeletonSpawnScript()
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{
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}
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// ***************************************************************************
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CSkeletonSpawnScript::~CSkeletonSpawnScript()
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{
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// the user has not called release
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nlassert(_Instances.empty());
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}
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// ***************************************************************************
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void CSkeletonSpawnScript::evaluate(CSkeletonModel *skeleton)
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{
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// if same cache, don't need to update parsed instances
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if(_Cache!=skeleton->getSpawnScript())
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{
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_Cache=skeleton->getSpawnScript();
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parseCache(skeleton->getOwnerScene(), skeleton);
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}
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// each frame, update PS UserMatrix
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for(uint i=0;i<_Instances.size();i++)
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{
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CInstance &inst= _Instances[i];
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if(inst.Model && inst.PS)
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{
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CMatrix userMat;
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userMat.setRot(CVector::I, skeleton->getSSSWODir(), CVector::K);
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userMat.normalize(CMatrix::YZX);
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userMat.setPos(skeleton->getSSSWOPos());
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inst.PS->setUserMatrix(userMat);
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}
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}
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}
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// ***************************************************************************
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void CSkeletonSpawnScript::release(CScene *scene)
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{
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// act as if the skeleton has an empty script
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if(!_Cache.empty())
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{
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_Cache.clear();
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parseCache(scene, NULL);
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}
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}
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// ***************************************************************************
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void CSkeletonSpawnScript::parseCache(CScene *scene, CSkeletonModel *skeleton)
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{
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uint i;
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nlassert(scene);
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nlassert(_Cache.empty() || skeleton);
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static std::vector<std::string> newLines;
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newLines.clear();
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splitString(_Cache,"\n",newLines);
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// **** compare the 2 set of script line to know what to add, and what to remove.
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// NB: this is an O(N2), but the number of spawned objects should be small (0, 1 or 2 surely)
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static std::vector<bool> srcToRemove;
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static std::vector<bool> dstToAdd;
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srcToRemove.clear();
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dstToAdd.clear();
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srcToRemove.resize(_Instances.size(), true);
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dstToAdd.resize(newLines.size(), true);
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for(uint i=0;i<_Instances.size();i++)
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{
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for(uint j=0;j<newLines.size();j++)
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{
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// if the new line script is the same than the old one, then reuse!
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// NB: the script line contains an "instance number", so there is no risk of "reuse same twice"
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if(newLines[j] == _Instances[i].ScriptLine)
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{
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srcToRemove[i]= false;
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dstToAdd[j]= false;
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}
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}
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}
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// **** remove the no more used instances
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vector<CInstance>::iterator it= _Instances.begin();
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for(i=0;i<srcToRemove.size();i++)
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{
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// if must remove this entry
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if(srcToRemove[i])
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{
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// then erase the entry
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if(it->Model)
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scene->deleteInstance(it->Model);
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it= _Instances.erase(it);
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}
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else
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it++;
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}
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// **** create the new instances
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for(i=0;i<dstToAdd.size();i++)
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{
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// if not reused
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if(dstToAdd[i])
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{
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// parse the line
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const std::string &line= newLines[i];
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static std::vector<string> words;
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words.clear();
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splitString(line, " ", words);
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if(words.size()>=3)
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{
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// command
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if(words[0]=="objw")
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{
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// format: "objw inst shapeName"
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// inst is a number only used to generate line difference (for cache comparison)
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_Instances.push_back(CInstance());
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CInstance &inst= _Instances.back();
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inst.ScriptLine= line;
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// Delay the model creation at end of CScene::render()
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CSSSModelRequest req;
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req.Skel= skeleton;
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req.InstanceId= (uint)_Instances.size()-1;
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req.Shape= words[2];
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// World Spawned Objects are sticked to the root bone (for CLod hiding behavior)
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req.BoneId= 0;
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// but have a special feature to compute their world matrix
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req.SSSWO= true;
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addModelCreationRequest(req, scene);
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}
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else if(words[0]=="objl" && words.size()>=4)
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{
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// format: "objl inst shapeName boneName"
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// inst is a number only used to generate line difference (for cache comparison)
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// get the bone name, but may have space in its name => words[3] is not the correct name
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uint pos= 0;
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bool inWord= false;
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uint wordId= 0;
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// skip first spaces
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while(pos<line.size() && line[pos]==' ')
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pos++;
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// count word until reach
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while(pos<line.size())
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{
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if(line[pos]!=' ')
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{
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if(!inWord)
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{
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inWord= true;
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wordId++;
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// reach bone name! stop
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if(wordId==4)
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break;
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}
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}
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else
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{
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inWord= false;
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}
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pos++;
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}
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// and get the bone name
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string boneName= line.substr(pos);
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// create
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_Instances.push_back(CInstance());
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CInstance &inst= _Instances.back();
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inst.ScriptLine= line;
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// try to get the bone id from name
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sint32 boneId= skeleton->getBoneIdByName(boneName);
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// if fails, then don't create the instance
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if(boneId>=0)
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{
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// Delay the model creation at end of CScene::render()
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CSSSModelRequest req;
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req.Skel= skeleton;
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req.InstanceId= (uint)_Instances.size()-1;
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req.Shape= words[2];
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req.BoneId= boneId;
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req.SSSWO= false;
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addModelCreationRequest(req, scene);
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}
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else
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{
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// avoid flooding (animation)
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#ifdef NL_DEBUG
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nlwarning("ERROR: SkeletonSpawnScript: boneId not found in: %s", line.c_str());
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#endif
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}
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}
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// unknown command
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else
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{
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// avoid flooding (animation)
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#ifdef NL_DEBUG
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nlwarning("ERROR: SkeletonSpawnScript: error in command: %s", line.c_str());
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#endif
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}
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}
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}
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}
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}
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// ***************************************************************************
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void CSkeletonSpawnScript::addModelCreationRequest(CSSSModelRequest &req, CScene *scene)
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{
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// if the scene is currently rendering, then process the request at end of CScene::render()
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if(scene->isRendering())
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scene->addSSSModelRequest(req);
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// else process it now!
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else
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req.execute();
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}
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// ***************************************************************************
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void CSSSModelRequest::execute()
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{
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// If skeleton still exist
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if(!Skel)
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return;
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CSkeletonSpawnScript &sss= Skel->getSSSScript();
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CScene *scene= Skel->getOwnerScene();
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// test validity of the instanceId
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if(InstanceId>=sss._Instances.size())
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return;
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// it must not have been already created (else error???)
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if(sss._Instances[InstanceId].Model)
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return;
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// OK, create the model
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CSkeletonSpawnScript::CInstance &inst= sss._Instances[InstanceId];
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inst.Model= scene->createInstance(Shape);
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inst.PS= dynamic_cast<CParticleSystemModel*>((CTransformShape*)inst.Model);
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if(inst.Model)
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{
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Skel->stickObject(inst.Model, BoneId);
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inst.Model->setSSSWO(SSSWO);
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}
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}
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} // NL3D
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