irrlicht/source/Irrlicht/CAnimatedMeshSceneNode.cpp

1127 lines
30 KiB
C++
Raw Normal View History

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CAnimatedMeshSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "CShadowVolumeSceneNode.h"
#else
#include "IShadowVolumeSceneNode.h"
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "IAnimatedMeshMD3.h"
#include "CSkinnedMesh.h"
#include "IDummyTransformationSceneNode.h"
#include "IBoneSceneNode.h"
#include "IMaterialRenderer.h"
#include "IMesh.h"
#include "IMeshCache.h"
#include "IAnimatedMesh.h"
#include "quaternion.h"
namespace irr
{
namespace scene
{
//! constructor
CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh* mesh,
ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale)
: IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
CurrentFrameNr(0.f), LastTimeMs(0),
TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
JointMode(EJUOR_NONE), JointsUsed(false),
Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
LoopCallBack(0), PassCount(0), Shadow(0), MD3Special(0)
{
#ifdef _DEBUG
setDebugName("CAnimatedMeshSceneNode");
#endif
setMesh(mesh);
}
//! destructor
CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
{
if (MD3Special)
MD3Special->drop();
if (Mesh)
Mesh->drop();
if (Shadow)
Shadow->drop();
if (LoopCallBack)
LoopCallBack->drop();
}
//! Sets the current frame. From now on the animation is played from this frame.
void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
{
// if you pass an out of range value, we just clamp it
CurrentFrameNr = core::clamp ( frame, (f32)StartFrame, (f32)EndFrame );
beginTransition(); //transit to this frame if enabled
}
//! Returns the currently displayed frame number.
f32 CAnimatedMeshSceneNode::getFrameNr() const
{
return CurrentFrameNr;
}
//! Get CurrentFrameNr and update transiting settings
void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
{
if (Transiting!=0.f)
{
TransitingBlend += (f32)(timeMs) * Transiting;
if (TransitingBlend > 1.f)
{
Transiting=0.f;
TransitingBlend=0.f;
}
}
if (StartFrame==EndFrame)
{
CurrentFrameNr = (f32)StartFrame; //Support for non animated meshes
}
else if (Looping)
{
// play animation looped
CurrentFrameNr += timeMs * FramesPerSecond;
// We have no interpolation between EndFrame and StartFrame,
// the last frame must be identical to first one with our current solution.
if (FramesPerSecond > 0.f) //forwards...
{
if (CurrentFrameNr > EndFrame)
CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame-StartFrame));
}
else //backwards...
{
if (CurrentFrameNr < StartFrame)
CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, (f32)(EndFrame-StartFrame));
}
}
else
{
// play animation non looped
CurrentFrameNr += timeMs * FramesPerSecond;
if (FramesPerSecond > 0.f) //forwards...
{
if (CurrentFrameNr > (f32)EndFrame)
{
CurrentFrameNr = (f32)EndFrame;
if (LoopCallBack)
LoopCallBack->OnAnimationEnd(this);
}
}
else //backwards...
{
if (CurrentFrameNr < (f32)StartFrame)
{
CurrentFrameNr = (f32)StartFrame;
if (LoopCallBack)
LoopCallBack->OnAnimationEnd(this);
}
}
}
}
void CAnimatedMeshSceneNode::OnRegisterSceneNode()
{
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
if (IsVisible && Mesh)
{
// because this node supports rendering of mixed mode meshes consisting of
// transparent and solid material at the same time, we need to go through all
// materials, check of what type they are and register this node for the right
// render pass according to that.
video::IVideoDriver* driver = SceneManager->getVideoDriver();
PassCount = 0;
int transparentCount = 0;
int solidCount = 0;
// count transparent and solid materials in this scene node
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
for (u32 i=0; i<numMaterials; ++i)
{
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
if ( driver->needsTransparentRenderPass(material) )
++transparentCount;
else
++solidCount;
if (solidCount && transparentCount)
break;
}
// register according to material types counted
if (solidCount)
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
if (transparentCount)
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
ISceneNode::OnRegisterSceneNode();
}
}
IMesh * CAnimatedMeshSceneNode::getMeshForCurrentFrame()
{
if(Mesh->getMeshType() != EAMT_SKINNED)
{
s32 frameNr = (s32) getFrameNr();
s32 frameBlend = (s32) (core::fract ( getFrameNr() ) * 1000.f);
return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame);
}
else
{
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
return 0;
#else
// As multiple scene nodes may be sharing the same skinned mesh, we have to
// re-animate it every frame to ensure that this node gets the mesh that it needs.
CSkinnedMesh* skinnedMesh = static_cast<CSkinnedMesh*>(Mesh);
if (JointMode == EJUOR_CONTROL)//write to mesh
skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
else
skinnedMesh->animateMesh(getFrameNr(), 1.0f);
// Update the skinned mesh for the current joint transforms.
skinnedMesh->skinMesh();
if (JointMode == EJUOR_READ)//read from mesh
{
skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
//---slow---
for (u32 n=0;n<JointChildSceneNodes.size();++n)
if (JointChildSceneNodes[n]->getParent()==this)
{
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); //temp, should be an option
}
}
if(JointMode == EJUOR_CONTROL)
{
// For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
skinnedMesh->updateBoundingBox();
}
return skinnedMesh;
#endif
}
}
//! OnAnimate() is called just before rendering the whole scene.
void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
{
if (LastTimeMs==0) // first frame
{
LastTimeMs = timeMs;
}
// set CurrentFrameNr
buildFrameNr(timeMs-LastTimeMs);
// update bbox
if (Mesh)
{
scene::IMesh * mesh = getMeshForCurrentFrame();
if (mesh)
Box = mesh->getBoundingBox();
}
LastTimeMs = timeMs;
IAnimatedMeshSceneNode::OnAnimate(timeMs);
}
//! renders the node.
void CAnimatedMeshSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (!Mesh || !driver)
return;
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
const bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
scene::IMesh* m = getMeshForCurrentFrame();
if(m)
{
Box = m->getBoundingBox();
}
else
{
#ifdef _DEBUG
os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING);
#endif
}
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
if (Shadow && PassCount==1)
Shadow->updateShadowVolumes();
// for debug purposes only:
bool renderMeshes = true;
video::SMaterial mat;
if (DebugDataVisible && PassCount==1)
{
// overwrite half transparency
if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
{
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = m->getMeshBuffer(i);
mat = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
driver->setMaterial(mat);
driver->drawMeshBuffer(mb);
}
renderMeshes = false;
}
}
// render original meshes
if (renderMeshes)
{
for (u32 i=0; i<m->getMeshBufferCount(); ++i)
{
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
const bool transparent = driver->needsTransparentRenderPass(Materials[i]);
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (transparent == isTransparentPass)
{
scene::IMeshBuffer* mb = m->getMeshBuffer(i);
const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
driver->setMaterial(material);
driver->drawMeshBuffer(mb);
}
}
}
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
// for debug purposes only:
if (DebugDataVisible && PassCount==1)
{
video::SMaterial debug_mat;
debug_mat.Lighting = false;
debug_mat.AntiAliasing=0;
driver->setMaterial(debug_mat);
// show normals
if (DebugDataVisible & scene::EDS_NORMALS)
{
const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
const u32 count = m->getMeshBufferCount();
// draw normals
for (u32 g=0; g < count; ++g)
{
scene::IMeshBuffer* mb = m->getMeshBuffer(g);
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
driver->drawMeshBufferNormals(mb, debugNormalLength, debugNormalColor);
}
}
debug_mat.ZBuffer = video::ECFN_DISABLED;
debug_mat.Lighting = false;
driver->setMaterial(debug_mat);
if (DebugDataVisible & scene::EDS_BBOX)
driver->draw3DBox(Box, video::SColor(255,255,255,255));
// show bounding box
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
{
for (u32 g=0; g< m->getMeshBufferCount(); ++g)
{
const IMeshBuffer* mb = m->getMeshBuffer(g);
if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
driver->draw3DBox(mb->getBoundingBox(), video::SColor(255,190,128,128));
}
}
// show skeleton
if (DebugDataVisible & scene::EDS_SKELETON)
{
if (Mesh->getMeshType() == EAMT_SKINNED)
{
// draw skeleton
for (u32 g=0; g < ((ISkinnedMesh*)Mesh)->getAllJoints().size(); ++g)
{
ISkinnedMesh::SJoint *joint=((ISkinnedMesh*)Mesh)->getAllJoints()[g];
for (u32 n=0;n<joint->Children.size();++n)
{
driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
joint->Children[n]->GlobalAnimatedMatrix.getTranslation(),
video::SColor(255,51,66,255));
}
}
}
// show tag for quake3 models
if (Mesh->getMeshType() == EAMT_MD3)
{
IAnimatedMesh * arrow =
SceneManager->addArrowMesh (
"__tag_show",
0xFF0000FF, 0xFF000088,
4, 8, 5.f, 4.f, 0.5f,
1.f);
if (!arrow)
{
arrow = SceneManager->getMesh ( "__tag_show" );
}
IMesh *arrowMesh = arrow->getMesh(0);
core::matrix4 matr;
SMD3QuaternionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList(
(s32)getFrameNr(), 255,
getStartFrame(), getEndFrame());
if (taglist)
{
for ( u32 ts = 0; ts != taglist->size(); ++ts )
{
(*taglist)[ts].setto(matr);
driver->setTransform(video::ETS_WORLD, matr );
for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a )
driver->drawMeshBuffer(arrowMesh->getMeshBuffer(a));
}
}
}
}
// show mesh
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
{
debug_mat.Lighting = false;
debug_mat.Wireframe = true;
debug_mat.ZBuffer = video::ECFN_DISABLED;
driver->setMaterial(debug_mat);
for (u32 g=0; g<m->getMeshBufferCount(); ++g)
{
const IMeshBuffer* mb = m->getMeshBuffer(g);
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix );
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer*)mb)->Transformation);
driver->drawMeshBuffer(mb);
}
}
}
}
//! Returns the current start frame number.
s32 CAnimatedMeshSceneNode::getStartFrame() const
{
return StartFrame;
}
//! Returns the current start frame number.
s32 CAnimatedMeshSceneNode::getEndFrame() const
{
return EndFrame;
}
//! sets the frames between the animation is looped.
//! the default is 0 - MaximalFrameCount of the mesh.
bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
{
const s32 maxFrameCount = Mesh->getFrameCount() - 1;
if (end < begin)
{
StartFrame = core::s32_clamp(end, 0, maxFrameCount);
EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
}
else
{
StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
}
if (FramesPerSecond < 0)
setCurrentFrame((f32)EndFrame);
else
setCurrentFrame((f32)StartFrame);
return true;
}
//! sets the speed with witch the animation is played
void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
{
FramesPerSecond = framesPerSecond * 0.001f;
}
f32 CAnimatedMeshSceneNode::getAnimationSpeed() const
{
return FramesPerSecond * 1000.f;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CAnimatedMeshSceneNode::getBoundingBox() const
{
return Box;
}
//! returns the material based on the zero based index i.
video::SMaterial& CAnimatedMeshSceneNode::getMaterial(u32 i)
{
if (i >= Materials.size())
return ISceneNode::getMaterial(i);
return Materials[i];
}
//! returns amount of materials used by this scene node.
u32 CAnimatedMeshSceneNode::getMaterialCount() const
{
return Materials.size();
}
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
IShadowVolumeSceneNode* CAnimatedMeshSceneNode::addShadowVolumeSceneNode(
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
{
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
return 0;
if (!shadowMesh)
shadowMesh = Mesh; // if null is given, use the mesh of node
if (Shadow)
Shadow->drop();
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
return Shadow;
#else
return 0;
#endif
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(const c8* jointName)
{
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
return 0;
#else
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
{
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
return 0;
}
checkJoints();
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
const s32 number = skinnedMesh->getJointNumber(jointName);
if (number == -1)
{
os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
return 0;
}
if ((s32)JointChildSceneNodes.size() <= number)
{
os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
return 0;
}
return JointChildSceneNodes[number];
#endif
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
IBoneSceneNode* CAnimatedMeshSceneNode::getJointNode(u32 jointID)
{
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
os::Printer::log("Compiled without _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_", ELL_WARNING);
return 0;
#else
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
{
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
return 0;
}
checkJoints();
if (JointChildSceneNodes.size() <= jointID)
{
os::Printer::log("Joint not loaded into node", ELL_WARNING);
return 0;
}
return JointChildSceneNodes[jointID];
#endif
}
//! Gets joint count.
u32 CAnimatedMeshSceneNode::getJointCount() const
{
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
return 0;
#else
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
return 0;
ISkinnedMesh *skinnedMesh=(ISkinnedMesh*)Mesh;
return skinnedMesh->getJointCount();
#endif
}
//! 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 (child && Shadow == child)
{
Shadow->drop();
Shadow = 0;
}
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;
}
//! Starts a MD2 animation.
bool CAnimatedMeshSceneNode::setMD2Animation(EMD2_ANIMATION_TYPE anim)
{
if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
return false;
IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh;
s32 begin, end, speed;
md->getFrameLoop(anim, begin, end, speed);
setAnimationSpeed( f32(speed) );
setFrameLoop(begin, end);
return true;
}
//! Starts a special MD2 animation.
bool CAnimatedMeshSceneNode::setMD2Animation(const c8* animationName)
{
if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
return false;
IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh;
s32 begin, end, speed;
if (!md->getFrameLoop(animationName, begin, end, speed))
return false;
setAnimationSpeed( (f32)speed );
setFrameLoop(begin, end);
return true;
}
//! 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;
}
//! Writes attributes of the scene node.
void CAnimatedMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
IAnimatedMeshSceneNode::serializeAttributes(out, options);
if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
{
const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
options->Filename);
out->addString("Mesh", path.c_str());
}
else
out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
out->addBool("Looping", Looping);
out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
out->addFloat("FramesPerSecond", FramesPerSecond);
out->addInt("StartFrame", StartFrame);
out->addInt("EndFrame", EndFrame);
}
//! Reads attributes of the scene node.
void CAnimatedMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
IAnimatedMeshSceneNode::deserializeAttributes(in, options);
io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
io::path newMeshStr = in->getAttributeAsString("Mesh");
Looping = in->getAttributeAsBool("Looping");
ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
FramesPerSecond = in->getAttributeAsFloat("FramesPerSecond");
StartFrame = in->getAttributeAsInt("StartFrame");
EndFrame = in->getAttributeAsInt("EndFrame");
if (newMeshStr != "" && oldMeshStr != newMeshStr)
{
IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
if (newAnimatedMesh)
setMesh(newAnimatedMesh);
}
// TODO: read animation names instead of frame begin and ends
}
//! 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);
}
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
// or the absolutetransformation if it's a normal scenenode
const SMD3QuaternionTag* CAnimatedMeshSceneNode::getMD3TagTransformation(const core::stringc& tagname)
{
return MD3Special ? MD3Special->AbsoluteTagList.get(tagname) : 0;
}
//! updates the absolute position based on the relative and the parents position
void CAnimatedMeshSceneNode::updateAbsolutePosition()
{
IAnimatedMeshSceneNode::updateAbsolutePosition();
if (!Mesh || Mesh->getMeshType() != EAMT_MD3)
return;
SMD3QuaternionTagList *taglist;
taglist = ( (IAnimatedMeshMD3*) Mesh )->getTagList ( (s32)getFrameNr(),255,getStartFrame (),getEndFrame () );
if (taglist)
{
if (!MD3Special)
{
MD3Special = new SMD3Special();
}
SMD3QuaternionTag parent ( MD3Special->Tagname );
if (Parent && Parent->getType() == ESNT_ANIMATED_MESH)
{
const SMD3QuaternionTag * p = ((IAnimatedMeshSceneNode*) Parent)->getMD3TagTransformation
( MD3Special->Tagname );
if (p)
parent = *p;
}
SMD3QuaternionTag relative( RelativeTranslation, RelativeRotation );
MD3Special->AbsoluteTagList.set_used ( taglist->size () );
for ( u32 i=0; i!= taglist->size (); ++i )
{
MD3Special->AbsoluteTagList[i].position = parent.position + (*taglist)[i].position + relative.position;
MD3Special->AbsoluteTagList[i].rotation = parent.rotation * (*taglist)[i].rotation * relative.rotation;
}
}
}
//! 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)
{
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
return;
#else
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
}
}
}
}
#endif
}
/*!
*/
void CAnimatedMeshSceneNode::checkJoints()
{
#ifndef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
return;
#else
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;
}
#endif
}
/*!
*/
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->Shadow = Shadow;
if (newNode->Shadow)
newNode->Shadow->grab();
newNode->JointChildSceneNodes = JointChildSceneNodes;
newNode->PretransitingSave = PretransitingSave;
newNode->RenderFromIdentity = RenderFromIdentity;
newNode->MD3Special = MD3Special;
return newNode;
}
} // end namespace scene
} // end namespace irr