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			420 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			420 lines
		
	
	
		
			11 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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| #pragma once
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| 
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| #include "IAnimatedMesh.h"
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| #include "ISceneManager.h"
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| #include "SMeshBuffer.h"
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| #include "SSkinMeshBuffer.h"
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| #include "quaternion.h"
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| #include "vector3d.h"
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| 
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| #include <optional>
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| #include <string>
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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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| class IAnimatedMeshSceneNode;
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| class IBoneSceneNode;
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| class ISceneManager;
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| 
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| class SkinnedMesh : public IAnimatedMesh
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| {
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| public:
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| 	//! constructor
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| 	SkinnedMesh() :
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| 		EndFrame(0.f), FramesPerSecond(25.f),
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| 		LastAnimatedFrame(-1), SkinnedLastFrame(false),
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| 		HasAnimation(false), PreparedForSkinning(false),
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| 		AnimateNormals(true), HardwareSkinning(false)
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| 	{
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| 		SkinningBuffers = &LocalBuffers;
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| 	}
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| 
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| 	//! destructor
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| 	virtual ~SkinnedMesh();
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| 
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| 	//! If the duration is 0, it is a static (=non animated) mesh.
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| 	f32 getMaxFrameNumber() const override;
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| 
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| 	//! Gets the default animation speed of the animated mesh.
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| 	/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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| 	f32 getAnimationSpeed() const override;
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| 
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| 	//! Gets the frame count of the animated mesh.
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| 	/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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| 	The actual speed is set in the scene node the mesh is instantiated in.*/
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| 	void setAnimationSpeed(f32 fps) override;
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| 
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| 	//! returns the animated mesh for the given frame
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| 	IMesh *getMesh(f32) override;
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| 
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| 	//! Animates joints based on frame input
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| 	void animateMesh(f32 frame);
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| 
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| 	//! Performs a software skin on this mesh based of joint positions
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| 	void skinMesh();
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| 
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| 	//! returns amount of mesh buffers.
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| 	u32 getMeshBufferCount() const override;
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| 
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| 	//! returns pointer to a mesh buffer
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| 	IMeshBuffer *getMeshBuffer(u32 nr) const override;
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| 
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| 	//! Returns pointer to a mesh buffer which fits a material
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| 	/** \param material: material to search for
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| 	\return Returns the pointer to the mesh buffer or
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| 	NULL if there is no such mesh buffer. */
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| 	IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override;
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| 
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| 	u32 getTextureSlot(u32 meshbufNr) const override;
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| 
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| 	void setTextureSlot(u32 meshbufNr, u32 textureSlot);
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| 
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| 	//! returns an axis aligned bounding box
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| 	const core::aabbox3d<f32> &getBoundingBox() const override {
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| 		return BoundingBox;
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| 	}
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| 
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| 	//! set user axis aligned bounding box
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| 	void setBoundingBox(const core::aabbox3df &box) override {
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| 		BoundingBox = box;
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| 	}
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| 
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| 	//! set the hardware mapping hint, for driver
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| 	void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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| 
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| 	//! flags the meshbuffer as changed, reloads hardware buffers
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| 	void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
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| 
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| 	//! Returns the type of the animated mesh.
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| 	E_ANIMATED_MESH_TYPE getMeshType() const override {
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| 		return EAMT_SKINNED;
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| 	}
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| 
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| 	//! Gets joint count.
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| 	u32 getJointCount() const;
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| 
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| 	//! Gets the name of a joint.
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| 	/** \param number: Zero based index of joint.
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| 	\return Name of joint and null if an error happened. */
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| 	const std::optional<std::string> &getJointName(u32 number) const;
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| 
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| 	//! Gets a joint number from its name
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| 	/** \param name: Name of the joint.
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| 	\return Number of the joint or std::nullopt if not found. */
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| 	std::optional<u32> getJointNumber(const std::string &name) const;
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| 
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| 	//! Update Normals when Animating
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| 	/** \param on If false don't animate, which is faster.
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| 	Else update normals, which allows for proper lighting of
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| 	animated meshes (default). */
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| 	void updateNormalsWhenAnimating(bool on) {
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| 		AnimateNormals = on;
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| 	}
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| 
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| 	//! converts the vertex type of all meshbuffers to tangents.
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| 	/** E.g. used for bump mapping. */
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| 	void convertMeshToTangents();
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| 
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| 	//! Does the mesh have no animation
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| 	bool isStatic() const {
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| 		return !HasAnimation;
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| 	}
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| 
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| 	//! Allows to enable hardware skinning.
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| 	/* This feature is not implemented in Irrlicht yet */
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| 	bool setHardwareSkinning(bool on);
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| 
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| 	//! Refreshes vertex data cached in joints such as positions and normals
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| 	void refreshJointCache();
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| 
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| 	//! Moves the mesh into static position.
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| 	void resetAnimation();
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| 
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| 	void updateBoundingBox();
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| 
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| 	//! Recovers the joints from the mesh
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| 	void recoverJointsFromMesh(std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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| 
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| 	//! Transfers the joint data to the mesh
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| 	void transferJointsToMesh(const std::vector<IBoneSceneNode *> &jointChildSceneNodes);
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| 
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| 	//! Creates an array of joints from this mesh as children of node
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| 	void addJoints(std::vector<IBoneSceneNode *> &jointChildSceneNodes,
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| 			IAnimatedMeshSceneNode *node,
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| 			ISceneManager *smgr);
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| 
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| 	//! A vertex weight
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| 	struct SWeight
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| 	{
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| 		//! Index of the mesh buffer
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| 		u16 buffer_id; // I doubt 32bits is needed
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| 
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| 		//! Index of the vertex
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| 		u32 vertex_id; // Store global ID here
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| 
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| 		//! Weight Strength/Percentage (0-1)
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| 		f32 strength;
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| 
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| 	private:
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| 		//! Internal members used by SkinnedMesh
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| 		friend class SkinnedMesh;
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| 		char *Moved;
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| 		core::vector3df StaticPos;
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| 		core::vector3df StaticNormal;
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| 	};
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| 
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| 	template <class T>
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| 	struct Channel {
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| 		struct Frame {
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| 			f32 time;
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| 			T value;
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| 		};
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| 		std::vector<Frame> frames;
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| 		bool interpolate = true;
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| 
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| 		bool empty() const {
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| 			return frames.empty();
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| 		}
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| 
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| 		f32 getEndFrame() const {
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| 			return frames.empty() ? 0 : frames.back().time;
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| 		}
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| 
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| 		void pushBack(f32 time, const T &value) {
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| 			frames.push_back({time, value});
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| 		}
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| 
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| 		void append(const Channel<T> &other) {
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| 			frames.insert(frames.end(), other.frames.begin(), other.frames.end());
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| 		}
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| 
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| 		void cleanup() {
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| 			if (frames.empty())
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| 				return;
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| 
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| 			std::vector<Frame> ordered;
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| 			ordered.push_back(frames.front());
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| 			// Drop out-of-order frames
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| 			for (auto it = frames.begin() + 1; it != frames.end(); ++it) {
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| 				if (it->time > ordered.back().time) {
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| 					ordered.push_back(*it);
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| 				}
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| 			}
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| 			frames.clear();
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| 			// Drop redundant middle keys
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| 			frames.push_back(ordered.front());
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| 			for (u32 i = 1; i < ordered.size() - 1; ++i) {
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| 				if (ordered[i - 1].value != ordered[i].value
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| 						|| ordered[i + 1].value != ordered[i].value) {
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| 					frames.push_back(ordered[i]);
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| 				}
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| 			}
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| 			if (ordered.size() > 1)
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| 				frames.push_back(ordered.back());
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| 			frames.shrink_to_fit();
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| 		}
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| 
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| 		static core::quaternion interpolateValue(core::quaternion from, core::quaternion to, f32 time) {
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| 			core::quaternion result;
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| 			result.slerp(from, to, time, 0.001f);
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| 			return result;
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| 		}
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| 
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| 		static core::vector3df interpolateValue(core::vector3df from, core::vector3df to, f32 time) {
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| 			// Note: `from` and `to` are swapped here compared to quaternion slerp
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| 			return to.getInterpolated(from, time);
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| 		}
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| 
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| 		std::optional<T> get(f32 time) const {
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| 			if (frames.empty())
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| 				return std::nullopt;
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| 
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| 			const auto next = std::lower_bound(frames.begin(), frames.end(), time, [](const auto& frame, f32 time) {
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| 				return frame.time < time;
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| 			});
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| 			if (next == frames.begin())
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| 				return next->value;
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| 			if (next == frames.end())
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| 				return frames.back().value;
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| 
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| 			const auto prev = next - 1;
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| 			if (!interpolate)
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| 				return prev->value;
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| 
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| 			return interpolateValue(prev->value, next->value, (time - prev->time) / (next->time - prev->time));
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| 		}
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| 	};
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| 
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| 	struct Keys {
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| 		Channel<core::vector3df> position;
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| 		Channel<core::quaternion> rotation;
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| 		Channel<core::vector3df> scale;
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| 
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| 		bool empty() const {
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| 			return position.empty() && rotation.empty() && scale.empty();
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| 		}
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| 
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| 		void append(const Keys &other) {
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| 			position.append(other.position);
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| 			rotation.append(other.rotation);
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| 			scale.append(other.scale);
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| 		}
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| 
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| 		f32 getEndFrame() const {
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| 			return std::max({
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| 				position.getEndFrame(),
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| 				rotation.getEndFrame(),
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| 				scale.getEndFrame()
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| 			});
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| 		}
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| 
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| 		void updateTransform(f32 frame,
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| 				core::vector3df &t, core::quaternion &r, core::vector3df &s) const
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| 		{
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| 			if (auto pos = position.get(frame))
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| 				t = *pos;
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| 			if (auto rot = rotation.get(frame))
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| 				r = *rot;
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| 			if (auto scl = scale.get(frame))
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| 				s = *scl;
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| 		}
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| 
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| 		void cleanup() {
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| 			position.cleanup();
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| 			rotation.cleanup();
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| 			scale.cleanup();
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| 		}
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| 	};
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| 
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| 	//! Joints
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| 	struct SJoint
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| 	{
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| 		SJoint() : GlobalSkinningSpace(false) {}
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| 
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| 		//! The name of this joint
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| 		std::optional<std::string> Name;
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| 
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| 		//! Local matrix of this joint
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| 		core::matrix4 LocalMatrix;
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| 
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| 		//! List of child joints
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| 		std::vector<SJoint *> Children;
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| 
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| 		//! List of attached meshes
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| 		std::vector<u32> AttachedMeshes;
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| 
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| 		// Animation keyframes for translation, rotation, scale
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| 		Keys keys;
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| 
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| 		//! Skin weights
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| 		std::vector<SWeight> Weights;
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| 
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| 		//! Unnecessary for loaders, will be overwritten on finalize
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| 		core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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| 		core::matrix4 GlobalAnimatedMatrix;
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| 		core::matrix4 LocalAnimatedMatrix;
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| 
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| 		//! These should be set by loaders.
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| 		core::vector3df Animatedposition;
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| 		core::vector3df Animatedscale;
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| 		core::quaternion Animatedrotation;
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| 
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| 		// The .x and .gltf formats pre-calculate this
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| 		std::optional<core::matrix4> GlobalInversedMatrix;
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| 	private:
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| 		//! Internal members used by SkinnedMesh
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| 		friend class SkinnedMesh;
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| 
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| 		bool GlobalSkinningSpace;
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| 	};
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| 
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| 	const std::vector<SJoint *> &getAllJoints() const {
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| 		return AllJoints;
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| 	}
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| 
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| protected:
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| 	void checkForAnimation();
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| 
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| 	void normalizeWeights();
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| 
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| 	void buildAllLocalAnimatedMatrices();
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| 
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| 	void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
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| 
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| 	void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
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| 
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| 	void skinJoint(SJoint *Joint, SJoint *ParentJoint);
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| 
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| 	void calculateTangents(core::vector3df &normal,
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| 			core::vector3df &tangent, core::vector3df &binormal,
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| 			const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
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| 			const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
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| 
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| 	std::vector<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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| 
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| 	std::vector<SSkinMeshBuffer *> LocalBuffers;
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| 	//! Mapping from meshbuffer number to bindable texture slot
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| 	std::vector<u32> TextureSlots;
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| 
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| 	std::vector<SJoint *> AllJoints;
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| 	std::vector<SJoint *> RootJoints;
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| 
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| 	// bool can't be used here because std::vector<bool>
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| 	// doesn't allow taking a reference to individual elements.
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| 	std::vector<std::vector<char>> Vertices_Moved;
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| 
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| 	core::aabbox3d<f32> BoundingBox{{0, 0, 0}};
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| 
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| 	f32 EndFrame;
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| 	f32 FramesPerSecond;
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| 
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| 	f32 LastAnimatedFrame;
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| 	bool SkinnedLastFrame;
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| 
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| 	bool HasAnimation;
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| 	bool PreparedForSkinning;
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| 	bool AnimateNormals;
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| 	bool HardwareSkinning;
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| };
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| 
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| // Interface for mesh loaders
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| class SkinnedMeshBuilder : public SkinnedMesh {
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| public:
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| 	SkinnedMeshBuilder() : SkinnedMesh() {}
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| 
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| 	//! loaders should call this after populating the mesh
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| 	// returns *this, so do not try to drop the mesh builder instance
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| 	SkinnedMesh *finalize();
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| 
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| 	//! alternative method for adding joints
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| 	std::vector<SJoint *> &getAllJoints() {
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| 		return AllJoints;
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| 	}
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| 
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| 	//! Adds a new meshbuffer to the mesh, access it as last one
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| 	SSkinMeshBuffer *addMeshBuffer();
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| 
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| 	//! Adds a new meshbuffer to the mesh, access it as last one
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| 	void addMeshBuffer(SSkinMeshBuffer *meshbuf);
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| 
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| 	//! Adds a new joint to the mesh, access it as last one
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| 	SJoint *addJoint(SJoint *parent = nullptr);
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| 
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| 	void addPositionKey(SJoint *joint, f32 frame, core::vector3df pos);
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| 	void addRotationKey(SJoint *joint, f32 frame, core::quaternion rotation);
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| 	void addScaleKey(SJoint *joint, f32 frame, core::vector3df scale);
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| 
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| 	//! Adds a new weight to the mesh, access it as last one
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| 	SWeight *addWeight(SJoint *joint);
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| };
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| 
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| } // end namespace scene
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| } // end namespace irr
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