853 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			853 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #include "CAnimatedMeshSceneNode.h"
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| #include "IVideoDriver.h"
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| #include "ISceneManager.h"
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| #include "S3DVertex.h"
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| #include "os.h"
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| #include "CSkinnedMesh.h"
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| #include "IDummyTransformationSceneNode.h"
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| #include "IBoneSceneNode.h"
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| #include "IMaterialRenderer.h"
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| #include "IMesh.h"
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| #include "IMeshCache.h"
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| #include "IAnimatedMesh.h"
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| #include "IFileSystem.h"
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| #include "quaternion.h"
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| 
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 
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| 
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| //! constructor
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| CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
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| 		ISceneNode* parent, ISceneManager* mgr, s32 id,
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| 		const core::vector3df& position,
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| 		const core::vector3df& rotation,
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| 		const core::vector3df& scale)
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| : IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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| 	StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
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| 	CurrentFrameNr(0.f), LastTimeMs(0),
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| 	TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
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| 	JointMode(EJUOR_NONE), JointsUsed(false),
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| 	Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
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| 	LoopCallBack(0), PassCount(0)
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| {
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| 	#ifdef _DEBUG
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| 	setDebugName("CAnimatedMeshSceneNode");
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| 	#endif
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| 
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| 	setMesh(mesh);
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| }
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| 
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| 
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| //! destructor
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| CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
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| {
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| 	if (LoopCallBack)
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| 		LoopCallBack->drop();
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| 	if (Mesh)
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| 		Mesh->drop();
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| }
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| 
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| 
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| //! Sets the current frame. From now on the animation is played from this frame.
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| void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
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| {
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| 	// if you pass an out of range value, we just clamp it
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| 	CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame );
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| 
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| 	beginTransition(); //transit to this frame if enabled
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| }
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| 
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| 
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| //! Returns the currently displayed frame number.
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| f32 CAnimatedMeshSceneNode::getFrameNr() const
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| {
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| 	return CurrentFrameNr;
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| }
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| 
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| 
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| //! Get CurrentFrameNr and update transiting settings
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| void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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| {
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| 	if (Transiting!=0.f)
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| 	{
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| 		TransitingBlend += (f32)(timeMs) * Transiting;
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| 		if (TransitingBlend > 1.f)
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| 		{
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| 			Transiting=0.f;
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| 			TransitingBlend=0.f;
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| 		}
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| 	}
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| 
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| 	if (StartFrame==EndFrame)
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| 	{
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| 		CurrentFrameNr = (f32)StartFrame; //Support for non animated meshes
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| 	}
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| 	else if (Looping)
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| 	{
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| 		// play animation looped
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| 		CurrentFrameNr += timeMs * FramesPerSecond;
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| 
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| 		// We have no interpolation between EndFrame and StartFrame,
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| 		// the last frame must be identical to first one with our current solution.
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| 		if (FramesPerSecond > 0.f) //forwards...
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| 		{
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| 			if (CurrentFrameNr > EndFrame)
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| 				CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame-StartFrame));
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| 		}
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| 		else //backwards...
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| 		{
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| 			if (CurrentFrameNr < StartFrame)
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| 				CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, (f32)(EndFrame-StartFrame));
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| 		}
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| 	}
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| 	else
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| 	{
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| 		// play animation non looped
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| 
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| 		CurrentFrameNr += timeMs * FramesPerSecond;
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| 		if (FramesPerSecond > 0.f) //forwards...
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| 		{
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| 			if (CurrentFrameNr > (f32)EndFrame)
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| 			{
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| 				CurrentFrameNr = (f32)EndFrame;
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| 				if (LoopCallBack)
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| 					LoopCallBack->OnAnimationEnd(this);
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| 			}
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| 		}
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| 		else //backwards...
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| 		{
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| 			if (CurrentFrameNr < (f32)StartFrame)
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| 			{
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| 				CurrentFrameNr = (f32)StartFrame;
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| 				if (LoopCallBack)
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| 					LoopCallBack->OnAnimationEnd(this);
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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 CAnimatedMeshSceneNode::OnRegisterSceneNode()
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| {
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| 	if (IsVisible && Mesh)
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| 	{
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| 		// because this node supports rendering of mixed mode meshes consisting of
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| 		// transparent and solid material at the same time, we need to go through all
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| 		// materials, check of what type they are and register this node for the right
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| 		// render pass according to that.
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| 
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| 		video::IVideoDriver* driver = SceneManager->getVideoDriver();
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| 
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| 		PassCount = 0;
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| 		int transparentCount = 0;
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| 		int solidCount = 0;
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| 
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| 		// count transparent and solid materials in this scene node
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| 		const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
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| 		for (u32 i=0; i<numMaterials; ++i)
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| 		{
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| 			const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
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| 
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| 			if ( driver->needsTransparentRenderPass(material) )
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| 				++transparentCount;
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| 			else
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| 				++solidCount;
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| 
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| 			if (solidCount && transparentCount)
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| 				break;
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| 		}
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| 
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| 		// register according to material types counted
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| 
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| 		if (solidCount)
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| 			SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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| 
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| 		if (transparentCount)
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| 			SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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| 
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| 		ISceneNode::OnRegisterSceneNode();
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| 	}
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| }
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| 
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| IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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| {
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| 	if(Mesh->getMeshType() != EAMT_SKINNED)
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| 	{
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| 		s32 frameNr = (s32) getFrameNr();
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| 		s32 frameBlend = (s32) (core::fract ( getFrameNr() ) * 1000.f);
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| 		return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame);
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| 	}
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| 	else
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| 	{
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| 		// As multiple scene nodes may be sharing the same skinned mesh, we have to
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| 		// re-animate it every frame to ensure that this node gets the mesh that it needs.
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| 
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| 		CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);
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| 
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| 		if (JointMode == EJUOR_CONTROL)//write to mesh
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| 			skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
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| 		else
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| 			skinnedMesh->animateMesh(getFrameNr(), 1.0f);
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| 
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| 		// Update the skinned mesh for the current joint transforms.
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| 		skinnedMesh->skinMesh();
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| 
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| 		if (JointMode == EJUOR_READ)//read from mesh
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| 		{
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| 			skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
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| 
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| 			//---slow---
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| 			for (u32 n=0;n<JointChildSceneNodes.size();++n)
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| 				if (JointChildSceneNodes[n]->getParent()==this)
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| 				{
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| 					JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
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| 				}
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| 		}
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| 
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| 		if(JointMode == EJUOR_CONTROL)
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| 		{
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| 			// For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
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| 			skinnedMesh->updateBoundingBox();
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| 		}
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| 
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| 		return skinnedMesh;
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| 	}
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| }
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| 
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| 
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| //! OnAnimate() is called just before rendering the whole scene.
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| void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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| {
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| 	if (LastTimeMs==0)	// first frame
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| 	{
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| 		LastTimeMs = timeMs;
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| 	}
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| 
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| 	// set CurrentFrameNr
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| 	buildFrameNr(timeMs-LastTimeMs);
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| 	LastTimeMs = timeMs;
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| 
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| 	IAnimatedMeshSceneNode::OnAnimate(timeMs);
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| }
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| 
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| 
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| //! renders the node.
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| void CAnimatedMeshSceneNode::render()
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| {
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| 	video::IVideoDriver* driver = SceneManager->getVideoDriver();
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| 
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| 	if (!Mesh || !driver)
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| 		return;
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| 
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| 
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| 	const bool isTransparentPass =
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| 		SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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| 
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| 	++PassCount;
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| 
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| 	scene::IMesh* m = getMeshForCurrentFrame();
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| 
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| 	if(m)
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| 	{
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| 		Box = m->getBoundingBox();
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| 	}
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| 	else
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| 	{
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| 		#ifdef _DEBUG
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| 			os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
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| 		#endif
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| 		return;
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| 	}
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| 
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| 	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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| 
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| 	for (u32 i=0; i<m->getMeshBufferCount(); ++i)
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| 	{
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| 		const bool transparent = driver->needsTransparentRenderPass(Materials[i]);
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| 
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| 		// only render transparent buffer if this is the transparent render pass
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| 		// and solid only in solid pass
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| 		if (transparent == isTransparentPass)
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| 		{
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| 			scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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| 			const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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| 			if (RenderFromIdentity)
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| 				driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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| 			else if (Mesh->getMeshType() == EAMT_SKINNED)
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| 				driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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| 
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| 			driver->setMaterial(material);
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| 			driver->drawMeshBuffer(mb);
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| 		}
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| 	}
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| 
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| 	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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| 
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| 	// for debug purposes only:
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| 	if (DebugDataVisible && PassCount==1)
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| 	{
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| 		video::SMaterial debug_mat;
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| 		debug_mat.Lighting = false;
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| 		debug_mat.AntiAliasing=0;
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| 		driver->setMaterial(debug_mat);
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| 		// show normals
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| 		if (DebugDataVisible & scene::EDS_NORMALS)
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| 		{
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| 			const f32 debugNormalLength = 1.f;
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| 			const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
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| 			const u32 count = m->getMeshBufferCount();
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| 
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| 			// draw normals
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| 			for (u32 g=0; g < count; ++g)
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| 			{
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| 				scene::IMeshBuffer* mb = m->getMeshBuffer(g);
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| 				if (RenderFromIdentity)
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| 					driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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| 				else if (Mesh->getMeshType() == EAMT_SKINNED)
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| 					driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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| 
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| 				driver->drawMeshBufferNormals(mb, debugNormalLength, debugNormalColor);
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| 			}
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| 		}
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| 
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| 		debug_mat.ZBuffer = video::ECFN_DISABLED;
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| 		debug_mat.Lighting = false;
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| 		driver->setMaterial(debug_mat);
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| 
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| 		if (DebugDataVisible & scene::EDS_BBOX)
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| 			driver->draw3DBox(Box, video::SColor(255,255,255,255));
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| 
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| 		// show bounding box
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| 		if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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| 		{
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| 			for (u32 g=0; g< m->getMeshBufferCount(); ++g)
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| 			{
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| 				const IMeshBuffer* mb = m->getMeshBuffer(g);
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| 
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| 				if (Mesh->getMeshType() == EAMT_SKINNED)
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| 					driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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| 				driver->draw3DBox(mb->getBoundingBox(), video::SColor(255,190,128,128));
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| 			}
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| 		}
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| 
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| 		// show skeleton
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| 		if (DebugDataVisible & scene::EDS_SKELETON)
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| 		{
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| 			if (Mesh->getMeshType() == EAMT_SKINNED)
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| 			{
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| 				// draw skeleton
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| 
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| 				for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g)
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| 				{
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| 					ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g];
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| 
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| 					for (u32 n=0;n<joint->Children.size();++n)
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| 					{
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| 						driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
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| 								joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
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| 								video::SColor(255,51,66,255));
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| 					}
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| 				}
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| 			}
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| 		}
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| 
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| 		// show mesh
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| 		if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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| 		{
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| 			debug_mat.Lighting = false;
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| 			debug_mat.Wireframe = true;
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| 			debug_mat.ZBuffer = video::ECFN_DISABLED;
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| 			driver->setMaterial(debug_mat);
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| 
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| 			for (u32 g=0; g<m->getMeshBufferCount(); ++g)
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| 			{
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| 				const IMeshBuffer* mb = m->getMeshBuffer(g);
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| 				if (RenderFromIdentity)
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| 					driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
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| 				else if (Mesh->getMeshType() == EAMT_SKINNED)
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| 					driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
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| 				driver->drawMeshBuffer(mb);
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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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| //! Returns the current start frame number.
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| s32 CAnimatedMeshSceneNode::getStartFrame() const
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| {
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| 	return StartFrame;
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| }
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| 
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| 
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| //! Returns the current start frame number.
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| s32 CAnimatedMeshSceneNode::getEndFrame() const
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| {
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| 	return EndFrame;
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| }
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| 
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| 
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| //! sets the frames between the animation is looped.
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| //! the default is 0 - MaximalFrameCount of the mesh.
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| bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
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| {
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| 	const s32 maxFrameCount = Mesh->getFrameCount() - 1;
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| 	if (end < begin)
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| 	{
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| 		StartFrame = core::s32_clamp(end, 0, maxFrameCount);
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| 		EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
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| 	}
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| 	else
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| 	{
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| 		StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
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| 		EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
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| 	}
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| 	if (FramesPerSecond < 0)
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| 		setCurrentFrame((f32)EndFrame);
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| 	else
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| 		setCurrentFrame((f32)StartFrame);
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| 
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| 	return true;
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| }
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| 
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| 
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| //! sets the speed with witch the animation is played
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| void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
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| {
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| 	FramesPerSecond = framesPerSecond * 0.001f;
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| }
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| 
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| 
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| f32 CAnimatedMeshSceneNode::getAnimationSpeed() const
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| {
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| 	return FramesPerSecond * 1000.f;
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| }
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| 
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| 
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| //! returns the axis aligned bounding box of this node
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| const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
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| {
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| 	return Box;
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| }
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| 
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| 
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| //! returns the material based on the zero based index i.
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| video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
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| {
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| 	if (i >= Materials.size())
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| 		return ISceneNode::getMaterial(i);
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| 
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| 	return Materials[i];
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| }
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| 
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| 
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| 
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| //! returns amount of materials used by this scene node.
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| u32 CAnimatedMeshSceneNode::getMaterialCount() const
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| {
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| 	return Materials.size();
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| }
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| 
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| 
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| //! Returns a pointer to a child node, which has the same transformation as
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| //! the corresponding joint, if the mesh in this scene node is a skinned mesh.
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| IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
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| {
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| 	if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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| 	{
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| 		os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
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| 		return 0;
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| 	}
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| 
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| 	checkJoints();
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| 
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| 	ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
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| 
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| 	const std::optional<u32> number = skinnedMesh->getJointNumber(jointName);
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| 
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| 	if (!number.has_value())
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| 	{
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| 		os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
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| 		return 0;
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| 	}
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| 
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| 	if (JointChildSceneNodes.size() <= *number)
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| 	{
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| 		os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
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| 		return 0;
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| 	}
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| 
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| 	return JointChildSceneNodes[*number];
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| }
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| 
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| 
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| 
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| //! Returns a pointer to a child node, which has the same transformation as
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| //! the corresponding joint, if the mesh in this scene node is a skinned mesh.
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| IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID)
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| {
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| 	if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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| 	{
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| 		os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
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| 		return 0;
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| 	}
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| 
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| 	checkJoints();
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| 
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| 	if (JointChildSceneNodes.size() <= jointID)
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| 	{
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| 		os::Printer::log("Joint not loaded into node", ELL_WARNING);
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| 		return 0;
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| 	}
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| 
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| 	return JointChildSceneNodes[jointID];
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| }
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| 
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| //! Gets joint count.
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| u32 CAnimatedMeshSceneNode::getJointCount() const
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| {
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| 	if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
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| 		return 0;
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| 
 | |
| 	ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
 | |
| 
 | |
| 	return skinnedMesh->getJointCount();
 | |
| }
 | |
| 
 | |
| 
 | |
| //! 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;
 | |
| }
 | |
| 
 | |
| 
 | |
| //! 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());	// NOTE: This had been commented out (but not removed!) in r3526. Which caused meshloader-values for speed to be ignored unless users specified explicitly. Missing a test-case where this could go wrong so I put the code back in.
 | |
| 	setFrameLoop(0, Mesh->getFrameCount()-1);
 | |
| }
 | |
| 
 | |
| 
 | |
| //! 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)
 | |
| {
 | |
| 	if (Mesh && Mesh->getMeshType() == EAMT_SKINNED )
 | |
| 	{
 | |
| 		checkJoints();
 | |
| 		const f32 frame = getFrameNr(); //old?
 | |
| 
 | |
| 		CSkinnedMesh* skinnedMesh=static_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
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /*!
 | |
| */
 | |
| void CAnimatedMeshSceneNode::checkJoints()
 | |
| {
 | |
| 	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;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /*!
 | |
| */
 | |
| 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;
 | |
| 	if (newNode->LoopCallBack)
 | |
| 		newNode->LoopCallBack->grab();
 | |
| 	newNode->PassCount = PassCount;
 | |
| 	newNode->JointChildSceneNodes = JointChildSceneNodes;
 | |
| 	newNode->PretransitingSave = PretransitingSave;
 | |
| 	newNode->RenderFromIdentity = RenderFromIdentity;
 | |
| 
 | |
| 	return newNode;
 | |
| }
 | |
| 
 | |
| 
 | |
| } // end namespace scene
 | |
| } // end namespace irr
 |