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438 lines
12 KiB
C++
438 lines
12 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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#pragma once
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#include "IAnimatedMesh.h"
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#include "ISceneManager.h"
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#include "CMeshBuffer.h"
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#include "SSkinMeshBuffer.h"
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#include "aabbox3d.h"
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#include "irrMath.h"
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#include "irrTypes.h"
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#include "irr_ptr.h"
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#include "matrix4.h"
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#include "quaternion.h"
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#include "vector3d.h"
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#include "Transform.h"
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#include <optional>
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#include <string>
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#include <variant>
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#include <vector>
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namespace scene
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{
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class AnimatedMeshSceneNode;
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class IBoneSceneNode;
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class ISceneManager;
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class SkinnedMesh : public IAnimatedMesh
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{
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public:
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enum class SourceFormat {
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B3D,
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X,
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GLTF,
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OTHER,
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};
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//! constructor
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SkinnedMesh(SourceFormat src_format) :
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EndFrame(0.f), FramesPerSecond(25.f),
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HasAnimation(false), PreparedForSkinning(false),
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SrcFormat(src_format)
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{
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SkinningBuffers = &LocalBuffers;
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}
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//! destructor
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virtual ~SkinnedMesh();
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//! The source (file) format the mesh was loaded from.
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//! Important for legacy reasons pertaining to different mesh loader behavior.
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SourceFormat getSourceFormat() const { return SrcFormat; }
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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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//! Turns the given array of local matrices into an array of global matrices
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//! by multiplying with respective parent matrices.
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void calculateGlobalMatrices(std::vector<core::matrix4> &matrices) const;
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//! Performs a software skin on this mesh based on the given joint matrices
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void skinMesh(const std::vector<core::matrix4> &animated_transforms);
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//! returns amount of mesh buffers.
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u32 getMeshBufferCount() const override;
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//! returns pointer to a mesh buffer
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IMeshBuffer *getMeshBuffer(u32 nr) const override;
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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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u32 getTextureSlot(u32 meshbufNr) const override;
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//! Returns bounding box of the mesh *in static pose*.
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const core::aabbox3d<f32> &getBoundingBox() const override {
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// TODO ideally we shouldn't be forced to implement this
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return StaticPoseBox;
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}
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//! Set bounding box of the mesh *in static pose*.
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void setBoundingBox(const core::aabbox3df &box) override {
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StaticPoseBox = box;
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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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//! 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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//! 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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//! Gets joint count.
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u32 getJointCount() const;
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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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//! 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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//! 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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//! 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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//! Back up static pose after local buffers have been modified directly
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void updateStaticPose();
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//! Moves the mesh into static position.
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void resetAnimation();
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//! Creates an array of joints from this mesh as children of node
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std::vector<IBoneSceneNode *> addJoints(
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AnimatedMeshSceneNode *node, ISceneManager *smgr);
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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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bool empty() const {
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return frames.empty();
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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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void pushBack(f32 time, const T &value) {
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frames.push_back({time, value});
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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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void cleanup() {
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if (frames.empty())
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return;
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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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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);
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return result;
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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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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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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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const auto prev = next - 1;
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if (!interpolate)
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return prev->value;
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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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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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bool empty() const {
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return position.empty() && rotation.empty() && scale.empty();
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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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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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void updateTransform(f32 frame, core::Transform &transform) const
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{
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if (auto pos = position.get(frame))
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transform.translation = *pos;
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if (auto rot = rotation.get(frame))
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transform.rotation = *rot;
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if (auto scl = scale.get(frame))
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transform.scale = *scl;
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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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//! Joints
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struct SJoint
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{
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SJoint() {}
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//! The name of this joint
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std::optional<std::string> Name;
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//! Local transformation to be set by loaders. Mutated by animation.
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using VariantTransform = std::variant<core::Transform, core::matrix4>;
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VariantTransform transform{core::Transform{}};
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VariantTransform animate(f32 frame) const {
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if (keys.empty())
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return transform;
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if (std::holds_alternative<core::matrix4>(transform)) {
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// .x lets animations override matrix transforms entirely,
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// which is what we implement here.
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// .gltf does not allow animation of nodes using matrix transforms.
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// Note that a decomposition into a TRS transform need not exist!
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core::Transform trs;
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keys.updateTransform(frame, trs);
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return {trs};
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}
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auto trs = std::get<core::Transform>(transform);
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keys.updateTransform(frame, trs);
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return {trs};
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}
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//! List of attached meshes
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std::vector<u32> AttachedMeshes;
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// TODO ^ should turn this into optional meshbuffer parent field?
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// Animation keyframes for translation, rotation, scale
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Keys keys;
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//! Bounding box of all affected vertices, in local space
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core::aabbox3df LocalBoundingBox{{0, 0, 0}};
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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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// The .x and .gltf formats pre-calculate this
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std::optional<core::matrix4> GlobalInversedMatrix;
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void setParent(SJoint *parent) {
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ParentJointID = parent ? parent->JointID : std::optional<u16>{};
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}
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u16 JointID; // TODO refactor away: pointers -> IDs (problem: .x loader abuses SJoint)
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std::optional<u16> ParentJointID;
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};
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//! Animates joints based on frame input
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std::vector<SJoint::VariantTransform> animateMesh(f32 frame);
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//! Calculates a bounding box given an animation in the form of global joint transforms.
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core::aabbox3df calculateBoundingBox(
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const std::vector<core::matrix4> &global_transforms);
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void recalculateBaseBoundingBoxes();
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const std::vector<SJoint *> &getAllJoints() const {
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return AllJoints;
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}
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protected:
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bool checkForAnimation() const;
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void prepareForSkinning();
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void calculateStaticBoundingBox();
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void calculateJointBoundingBoxes();
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void calculateBufferBoundingBoxes();
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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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friend class SkinnedMeshBuilder;
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std::vector<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
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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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//! Joints, topologically sorted (parents come before their children).
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std::vector<SJoint *> AllJoints;
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//! Bounding box of just the static parts of the mesh
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core::aabbox3df StaticPartsBox{{0, 0, 0}};
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//! Bounding box of the mesh in static pose
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core::aabbox3df StaticPoseBox{{0, 0, 0}};
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f32 EndFrame;
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f32 FramesPerSecond;
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bool HasAnimation;
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bool PreparedForSkinning;
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SourceFormat SrcFormat;
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};
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// Interface for mesh loaders
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class SkinnedMeshBuilder {
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using SJoint = SkinnedMesh::SJoint;
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public:
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// HACK the .x and .b3d loader do not separate the "loader" class from an "extractor" class
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// used and destroyed in a specific loading process (contrast with the .gltf mesh loader).
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// This means we need an empty skinned mesh builder.
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SkinnedMeshBuilder() {}
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SkinnedMeshBuilder(SkinnedMesh::SourceFormat src_format)
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: mesh(new SkinnedMesh(src_format))
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{}
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//! loaders should call this after populating the mesh
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SkinnedMesh *finalize() &&;
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//! alternative method for adding joints
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std::vector<SJoint *> &getJoints() { return mesh->AllJoints; }
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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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//! Adds a new meshbuffer to the mesh, returns ID
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u32 addMeshBuffer(SSkinMeshBuffer *meshbuf);
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u32 getMeshBufferCount() { return mesh->getMeshBufferCount(); }
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void setTextureSlot(u32 meshbufNr, u32 textureSlot)
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{
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mesh->TextureSlots.at(meshbufNr) = textureSlot;
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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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std::optional<u32> getJointNumber(const std::string &name) const
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{
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return mesh->getJointNumber(name);
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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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//! Adds a new weight to the mesh
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void addWeight(SJoint *joint, u16 buf, u32 vert_id, f32 strength);
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private:
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void topoSortJoints();
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//! The mesh that is being built
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irr_ptr<SkinnedMesh> mesh;
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struct Weight {
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u16 joint_id;
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u16 buffer_id;
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u32 vertex_id;
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f32 strength;
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};
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//! Weights to be added once all mesh buffers have been loaded
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std::vector<Weight> weights;
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};
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} // end namespace scene
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