mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-22 08:58:43 +00:00
228 lines
6.6 KiB
C++
228 lines
6.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// 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 <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/misc/debug.h"
|
|
#include "nel/3d/lod_character_builder.h"
|
|
#include "nel/3d/scene.h"
|
|
#include "nel/3d/skeleton_shape.h"
|
|
#include "nel/3d/mesh.h"
|
|
#include "nel/3d/skeleton_model.h"
|
|
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// ***************************************************************************
|
|
CLodCharacterBuilder::CLodCharacterBuilder()
|
|
{
|
|
_SkeletonShape= NULL;
|
|
_LodBuild= NULL;
|
|
_TmpScene= NULL;
|
|
}
|
|
// ***************************************************************************
|
|
CLodCharacterBuilder::~CLodCharacterBuilder()
|
|
{
|
|
// release the scene
|
|
if(_TmpScene)
|
|
{
|
|
_TmpScene->release();
|
|
delete _TmpScene;
|
|
_TmpScene= NULL;
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLodCharacterBuilder::setShape(const std::string &name, CSkeletonShape *skeletonShape, CLodCharacterShapeBuild *lodBuild)
|
|
{
|
|
nlassert(skeletonShape);
|
|
nlassert(lodBuild);
|
|
|
|
// SmartPtr the skeleton Shape (NB: important because skeletonModel use it)
|
|
_SkeletonShape= skeletonShape;
|
|
// a std ptr.
|
|
_LodBuild= lodBuild;
|
|
|
|
// Remap bone, with help of lodBuild and skeleton names.
|
|
_BoneRemap.resize(lodBuild->BonesNames.size());
|
|
for(uint i=0; i<_BoneRemap.size(); i++)
|
|
{
|
|
const std::string &boneName= lodBuild->BonesNames[i];
|
|
sint32 boneId= _SkeletonShape->getBoneIdByName(boneName);
|
|
// If not found
|
|
if(boneId<0)
|
|
{
|
|
nlwarning("Not found a bone in the skeleton Shape: %s", boneName.c_str());
|
|
// use root bone.
|
|
_BoneRemap[i]= 0;
|
|
}
|
|
else
|
|
// remap
|
|
_BoneRemap[i]= boneId;
|
|
}
|
|
|
|
// build basics
|
|
_LodCharacterShape.buildMesh(name, *_LodBuild);
|
|
|
|
// Build a scene, for addAnim purpose
|
|
if(!_TmpScene)
|
|
{
|
|
_TmpScene= new CScene(false);
|
|
// Must init Statics for scene (because use it in addAnim). NB: never mind if done twice.
|
|
CScene::registerBasics();
|
|
// init default Roots.
|
|
_TmpScene->initDefaultRoots();
|
|
// Don't Set driver/viewport
|
|
// init QuadGridClipManager
|
|
_TmpScene->initQuadGridClipManager ();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLodCharacterBuilder::addAnim(const char *animName, CAnimation *animation, float frameRate)
|
|
{
|
|
nlassert(frameRate>0);
|
|
nlassert(animation);
|
|
|
|
/* Create a Scene, a skeletonModel, an animation set, and a channel mixer to play the animation
|
|
NB: no render is made and no driver is created. The scene is just here for correct creation of the skeleton
|
|
Yoyo: This is a tricky way, but I found it the easier one...
|
|
*/
|
|
|
|
// Create Components necesssary to play the animation
|
|
//==========================
|
|
|
|
// create an animationSet, and a channelMixer.
|
|
//--------------
|
|
// build an animation set with the only one animation. This animation will be deleted with the animationSet
|
|
CAnimationSet *tmpAnimationSet= new CAnimationSet;
|
|
tmpAnimationSet->addAnimation(animName, animation);
|
|
tmpAnimationSet->build();
|
|
// Build a channelMixer.
|
|
CChannelMixer *tmpChannelMixer= new CChannelMixer;
|
|
tmpChannelMixer->setAnimationSet(tmpAnimationSet);
|
|
|
|
|
|
// create a skeleton Model for animation
|
|
//---------------
|
|
CSkeletonModel *skeleton= (CSkeletonModel*)_SkeletonShape->createInstance(*_TmpScene);
|
|
// and skeleton it with animation
|
|
skeleton->registerToChannelMixer(tmpChannelMixer, "");
|
|
// activate the anim
|
|
uint animID = tmpAnimationSet->getAnimationIdByName(animName);
|
|
nlassert(animID != CAnimationSet::NotFound);
|
|
tmpChannelMixer->setSlotAnimation(0, animID);
|
|
|
|
|
|
// Build Dst Animation basics.
|
|
//--------------
|
|
CLodCharacterShape::CAnimBuild dstAnim;
|
|
dstAnim.Name= animName;
|
|
dstAnim.AnimLength= animation->getEndTime();
|
|
dstAnim.NumKeys= (uint)ceil(dstAnim.AnimLength * frameRate);
|
|
dstAnim.NumKeys= max(1U, dstAnim.NumKeys);
|
|
// resize array.
|
|
dstAnim.Keys.resize(_LodCharacterShape.getNumVertices() * dstAnim.NumKeys);
|
|
|
|
|
|
// Bake the animation
|
|
//==========================
|
|
double time=0;
|
|
double dt= 1.0/(double)frameRate;
|
|
uint64 evalDetaiDate= 0;
|
|
for(uint i=0; i<dstAnim.NumKeys; i++, time+= dt)
|
|
{
|
|
// clamp the time
|
|
time= min(time, (double)dstAnim.AnimLength);
|
|
|
|
// setup the channelMixer time
|
|
tmpChannelMixer->setSlotTime(0, (float)time);
|
|
|
|
// Eval the channelMixer, both global and detail
|
|
tmpChannelMixer->eval(false);
|
|
tmpChannelMixer->eval(true, evalDetaiDate++);
|
|
|
|
// Use the skeleton model to compute bone skin matrix, supposing an identity skeleton worldMatrix
|
|
skeleton->computeAllBones(CMatrix::Identity);
|
|
|
|
// apply the skinning from the current skeleton state
|
|
applySkin(skeleton, &dstAnim.Keys[i*_LodCharacterShape.getNumVertices()]);
|
|
}
|
|
|
|
|
|
// Add the animation to the lod
|
|
//==========================
|
|
_LodCharacterShape.addAnim(dstAnim);
|
|
|
|
|
|
// Delete
|
|
//==========================
|
|
// release the skeleton
|
|
_TmpScene->deleteModel(skeleton);
|
|
// delete the channelMixer
|
|
delete tmpChannelMixer;
|
|
// delete the animationSet
|
|
delete tmpAnimationSet;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CLodCharacterBuilder::applySkin(CSkeletonModel *skeleton, CVector *dstVertices)
|
|
{
|
|
uint numVerts= (uint)_LodBuild->Vertices.size();
|
|
|
|
// for all vertices.
|
|
for(uint i=0; i<numVerts; i++)
|
|
{
|
|
CMesh::CSkinWeight &skinWgt= _LodBuild->SkinWeights[i];
|
|
CVector &srcVert= _LodBuild->Vertices[i];
|
|
CVector &dstVert= dstVertices[i];
|
|
dstVert= CVector::Null;
|
|
// parse all Weights, and add influence.
|
|
for(uint j=0; j<NL3D_MESH_SKINNING_MAX_MATRIX; j++)
|
|
{
|
|
float wgt= skinWgt.Weights[j];
|
|
|
|
if(wgt==0)
|
|
{
|
|
// this should not happen, at least weight 0 should have an influence.
|
|
if(j==0)
|
|
dstVert= srcVert;
|
|
// no more influence for this vertex.
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Get the skeleton bone to read.
|
|
uint boneId= _BoneRemap[skinWgt.MatrixId[j]];
|
|
// Get the computed matrix from the skeleton.
|
|
const CMatrix &boneMat= skeleton->Bones[boneId].getBoneSkinMatrix();
|
|
// Add the influence of this bone.
|
|
dstVert+= (boneMat * srcVert) * wgt;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
} // NL3D
|