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forked from 0ad/0ad
0ad/source/graphics/Model.cpp
2005-04-03 05:02:00 +00:00

414 lines
13 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Name: Model.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include "precompiled.h"
#include "Model.h"
#include "ModelDef.h"
#include "Quaternion.h"
#include "Bound.h"
#include "SkeletonAnim.h"
#include "SkeletonAnimDef.h"
#include "SkeletonAnimManager.h"
#include "MeshManager.h"
#include "lib/res/ogl_tex.h"
#include "lib/res/h_mgr.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "graphics"
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Constructor
CModel::CModel()
: m_Flags(0), m_PlayerID(0), m_Anim(0), m_AnimTime(0),
m_BoneMatrices(0), m_InvBoneMatrices(0), m_BoneMatricesValid(false)
{
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Destructor
CModel::~CModel()
{
ReleaseData();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ReleaseData: delete anything allocated by the model
void CModel::ReleaseData()
{
delete[] m_BoneMatrices;
delete[] m_InvBoneMatrices;
for (size_t i=0;i<m_Props.size();i++) {
delete m_Props[i].m_Model;
}
m_Props.clear();
m_pModelDef = CModelDefPtr();
Handle h = m_Texture.GetHandle();
tex_free(h);
m_Texture.SetHandle(0);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// InitModel: setup model from given geometry
bool CModel::InitModel(CModelDefPtr modeldef)
{
// clean up any existing data first
ReleaseData();
m_pModelDef = modeldef;
u32 numBones=modeldef->GetNumBones();
if (numBones>0) {
// allocate matrices for bone transformations
m_BoneMatrices=new CMatrix3D[numBones];
m_InvBoneMatrices=new CMatrix3D[numBones];
// store default pose until animation assigned
CBoneState* defpose=modeldef->GetBones();
for (uint i=0;i<numBones;i++) {
CMatrix3D& m=m_BoneMatrices[i];
m.SetIdentity();
m.Rotate(defpose[i].m_Rotation);
m.Translate(defpose[i].m_Translation);
m.GetInverse(m_InvBoneMatrices[i]);
}
m_BoneMatricesValid=true;
}
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SkinPoint: skin the given point using the given blend and bonestate data
static CVector3D SkinPoint(const CVector3D& pos,const SVertexBlend& blend,
const CBoneState* bonestates)
{
CVector3D result(0,0,0);
for (int i=0;i<SVertexBlend::SIZE && blend.m_Bone[i]!=0xff;i++) {
CMatrix3D m;
m.SetIdentity();
m.Rotate(bonestates[blend.m_Bone[i]].m_Rotation);
m.Translate(bonestates[blend.m_Bone[i]].m_Translation);
CVector3D tmp=m.Transform(pos);
result+=tmp*blend.m_Weight[i];
}
return result;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SkinPoint: skin the given point using the given blend and matrix data
static CVector3D SkinPoint(const CVector3D& pos,const SVertexBlend& blend,
const CMatrix3D* bonestates)
{
CVector3D result,tmp;
// must have at least one valid bone if we're using SkinPoint
assert(blend.m_Bone[0]!=0xff);
const CMatrix3D& m=bonestates[blend.m_Bone[0]];
m.Transform(pos,result);
result*=blend.m_Weight[0];
for (int i=1;i<SVertexBlend::SIZE && blend.m_Bone[i]!=0xff;i++) {
const CMatrix3D& m=bonestates[blend.m_Bone[i]];
m.Transform(pos,tmp);
result+=tmp*blend.m_Weight[i];
}
return result;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcBound: calculate the world space bounds of this model
void CModel::CalcBounds()
{
// Need to calculate the object bounds first, if that hasn't already been done
if (! m_Anim)
CalcObjectBounds();
else
{
if (m_Anim->m_ObjectBounds.IsEmpty())
CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
m_ObjectBounds = m_Anim->m_ObjectBounds;
}
m_ObjectBounds.Transform(GetTransform(),m_Bounds);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions
void CModel::CalcObjectBounds()
{
m_ObjectBounds.SetEmpty();
int numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
for (int i=0;i<numverts;i++) {
m_ObjectBounds+=verts[i].m_Coords;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation
void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
{
result.SetEmpty();
// Set the current animation on which to perform calculations (if it's necessary)
if (anim != m_Anim->m_AnimDef)
{
CSkeletonAnim dummyanim;
dummyanim.m_AnimDef=anim;
if (!SetAnimation(&dummyanim)) return;
}
int numverts=m_pModelDef->GetNumVertices();
SModelVertex* verts=m_pModelDef->GetVertices();
// Remove any transformations, so that we calculate the bounding box
// at the origin. The box is later re-transformed onto the object, without
// having to recalculate the size of the box.
CMatrix3D transform, oldtransform = GetTransform();
transform.SetIdentity();
SetTransform(transform);
// iterate through every frame of the animation
for (uint j=0;j<anim->GetNumFrames();j++) {
// extend bounds by vertex positions at the frame
for (int i=0;i<numverts;i++) {
CVector3D tmp=SkinPoint(verts[i].m_Coords,verts[i].m_Blend,GetBoneMatrices());
result+=tmp;
}
// advance to next frame
m_AnimTime+=anim->GetFrameTime();
m_BoneMatricesValid=false;
}
SetTransform(oldtransform);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BuildAnimation: load raw animation frame animation from given file, and build a
// animation specific to this model
CSkeletonAnim* CModel::BuildAnimation(const char* filename,float speed)
{
CSkeletonAnimDef* def=g_SkelAnimMan.GetAnimation(filename);
if (!def) return 0;
CSkeletonAnim* anim=new CSkeletonAnim;
anim->m_AnimDef=def;
anim->m_Speed=speed;
anim->m_ObjectBounds.SetEmpty();
InvalidateBounds();
return anim;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update: update this model by the given time, in seconds
void CModel::Update(float time)
{
if (m_Anim && m_BoneMatrices) {
// convert to ms and adjust for animation speed
float animtime=time*1000*m_Anim->m_Speed;
// update animation time, but don't calculate bone matrices - do that (lazily) when
// something requests them; that saves some calculation work for offscreen models,
// and also assures the world space, inverted bone matrices (required for normal
// skinning) are up to date with respect to m_Transform
m_AnimTime+=animtime;
float duration=m_Anim->m_AnimDef->GetDuration();
if (m_AnimTime>duration) {
if( m_Flags & MODELFLAG_NOLOOPANIMATION )
SetAnimation( NULL );
m_AnimTime=(float) fmod(m_AnimTime,duration);
}
// mark vertices as dirty
SetDirty(RENDERDATA_UPDATE_VERTICES);
// mark matrices as dirty
m_BoneMatricesValid=false;
}
// update props
for (uint i=0;i<m_Props.size();i++) {
m_Props[i].m_Model->Update(time);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// GenerateBoneMatrices: calculate necessary bone transformation matrices for skinning
void CModel::GenerateBoneMatrices()
{
if (!m_Anim || !m_BoneMatrices) return;
assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime,m_BoneMatrices);
const CMatrix3D& transform=GetTransform();
for (int i=0;i<m_pModelDef->GetNumBones();i++) {
m_BoneMatrices[i].Concatenate(transform);
m_BoneMatrices[i].GetInverse(m_InvBoneMatrices[i]);
}
// update transform of boned props
// TODO, RC - ugh, we'll be doing this twice (for boned props, at least) - once here,
// and once again in SetTransform; better to just do it in Update?
for (size_t j=0;j<m_Props.size();j++) {
const Prop& prop=m_Props[j];
if (prop.m_Point->m_BoneIndex!=0xff) {
CMatrix3D proptransform=prop.m_Point->m_Transform;;
if (prop.m_Point->m_BoneIndex!=0xff) {
proptransform.Concatenate(m_BoneMatrices[prop.m_Point->m_BoneIndex]);
} else {
proptransform.Concatenate(transform);
}
prop.m_Model->SetTransform(proptransform);
}
}
m_BoneMatricesValid=true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SetAnimation: set the given animation as the current animation on this model;
// return false on error, else true
bool CModel::SetAnimation(CSkeletonAnim* anim, bool once)
{
m_Anim=NULL; // in case something fails
if (anim) {
m_Flags &= ~MODELFLAG_NOLOOPANIMATION;
if( once )
m_Flags |= MODELFLAG_NOLOOPANIMATION;
if (!m_BoneMatrices) {
// not boned, can't animate
return false;
}
if (anim->m_AnimDef->GetNumKeys()!=m_pModelDef->GetNumBones()) {
// mismatch between model's skeleton and animation's skeleton
LOG(ERROR, LOG_CATEGORY, "Mismatch between model's skeleton and animation's skeleton (%d model bones != %d animation keys)",
m_pModelDef->GetNumBones(), anim->m_AnimDef->GetNumKeys());
return false;
}
// reset the cached bounds when the animation is changed
m_ObjectBounds.SetEmpty();
InvalidateBounds();
// start anim from beginning
m_AnimTime=0;
}
m_Anim=anim;
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// AddProp: add a prop to the model on the given point
void CModel::AddProp(SPropPoint* point,CModel* model)
{
// position model according to prop point position
model->SetTransform(point->m_Transform);
// check if we're already using this point, and replace
// model on it if so
uint i;
for (i=0;i<m_Props.size();i++) {
if (m_Props[i].m_Point==point) {
delete m_Props[i].m_Model;
m_Props[i].m_Model=model;
return;
}
}
// not using point; add new prop
Prop prop;
prop.m_Point=point;
prop.m_Model=model;
m_Props.push_back(prop);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RemoveProp: remove a prop from the given point
void CModel::RemoveProp(SPropPoint* point)
{
typedef std::vector<Prop>::iterator Iter;
for (Iter iter=m_Props.begin();iter!=m_Props.end();++iter) {
const Prop& prop=*iter;
if (prop.m_Point==point) {
m_Props.erase(iter);
return;
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Clone: return a clone of this model
CModel* CModel::Clone() const
{
CModel* clone=new CModel;
clone->m_ObjectBounds=m_ObjectBounds;
clone->InitModel(m_pModelDef);
clone->SetTexture(m_Texture);
if (m_Texture.GetHandle()) h_add_ref(m_Texture.GetHandle());
clone->SetMaterial(m_Material);
clone->SetAnimation(m_Anim);
clone->SetPlayerID(m_PlayerID);
clone->SetFlags(m_Flags);
for (uint i=0;i<m_Props.size();i++) {
// eek! TODO, RC - need to investigate shallow clone here
clone->AddProp(m_Props[i].m_Point,m_Props[i].m_Model->Clone());
}
return clone;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SetTransform: set the transform on this object, and reorientate props accordingly
void CModel::SetTransform(const CMatrix3D& transform)
{
// call base class to set transform on this object
CRenderableObject::SetTransform(transform);
m_BoneMatricesValid=false;
InvalidateBounds();
// now set transforms on props
const CMatrix3D* bonematrices=GetBoneMatrices();
for (size_t i=0;i<m_Props.size();i++) {
const Prop& prop=m_Props[i];
CMatrix3D proptransform=prop.m_Point->m_Transform;;
if (prop.m_Point->m_BoneIndex!=0xff) {
proptransform.Concatenate(m_BoneMatrices[prop.m_Point->m_BoneIndex]);
} else {
proptransform.Concatenate(transform);
}
prop.m_Model->SetTransform(proptransform);
}
}
void CModel::SetMaterial(const CMaterial &material)
{
m_Material = material;
if(m_Material.GetTexture().Trim(PS_TRIM_BOTH).Length() > 0)
{
}
}