forked from 0ad/0ad
Ykkrosh
fa45d214b3
Moved COLLADA-loading code into separate class, since it now handles both PMD and PSA. Desingletonised CSkeletonAnimManager, moved into CGameView. Made Atlas load its icons with buffered IO, for possible efficiency. This was SVN commit r4934.
525 lines
15 KiB
C++
525 lines
15 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Name: Model.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "precompiled.h"
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#include "Model.h"
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#include "ModelDef.h"
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#include "maths/Quaternion.h"
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#include "maths/Bound.h"
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#include "SkeletonAnim.h"
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#include "SkeletonAnimDef.h"
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#include "SkeletonAnimManager.h"
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#include "MeshManager.h"
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#include "ObjectEntry.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/res/h_mgr.h"
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#include "ps/Profile.h"
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#include "ps/CLogger.h"
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#define LOG_CATEGORY "graphics"
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Constructor
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CModel::CModel(CSkeletonAnimManager& skeletonAnimManager)
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: m_Parent(NULL), m_Flags(0), m_Anim(NULL), m_AnimTime(0),
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m_BoneMatrices(NULL), m_InverseBindBoneMatrices(NULL),
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m_PositionValid(false), m_ShadingColor(1,1,1,1),
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m_SkeletonAnimManager(skeletonAnimManager)
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Destructor
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CModel::~CModel()
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{
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// Detach us from our parent
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if (m_Parent)
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{
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for(std::vector<Prop>::iterator iter = m_Parent->m_Props.begin();
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iter != m_Parent->m_Props.end();
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++iter)
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{
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if (iter->m_Model == this)
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{
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m_Parent->m_Props.erase(iter);
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break;
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}
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}
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m_Parent = 0;
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}
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ReleaseData();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// ReleaseData: delete anything allocated by the model
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void CModel::ReleaseData()
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{
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delete[] m_BoneMatrices;
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delete[] m_InverseBindBoneMatrices;
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for (size_t i = 0; i < m_Props.size(); ++i)
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{
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m_Props[i].m_Model->m_Parent = 0;
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delete m_Props[i].m_Model;
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}
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m_Props.clear();
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m_pModelDef = CModelDefPtr();
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Handle h = m_Texture.GetHandle();
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ogl_tex_free(h);
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m_Texture.SetHandle(0);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// InitModel: setup model from given geometry
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bool CModel::InitModel(CModelDefPtr modeldef)
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{
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// clean up any existing data first
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ReleaseData();
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m_pModelDef = modeldef;
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size_t numBones = modeldef->GetNumBones();
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if (numBones != 0)
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{
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// allocate matrices for bone transformations
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m_BoneMatrices = new CMatrix3D[numBones];
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m_InverseBindBoneMatrices = new CMatrix3D[numBones];
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// store default pose until animation assigned
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CBoneState* defpose = modeldef->GetBones();
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for (size_t i = 0; i < numBones; ++i)
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{
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m_BoneMatrices[i].SetIdentity();
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m_BoneMatrices[i].Rotate(defpose[i].m_Rotation);
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m_BoneMatrices[i].Translate(defpose[i].m_Translation);
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m_InverseBindBoneMatrices[i].SetIdentity();
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m_InverseBindBoneMatrices[i].Translate(-defpose[i].m_Translation);
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m_InverseBindBoneMatrices[i].Rotate(defpose[i].m_Rotation.GetInverse());
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}
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}
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m_PositionValid = true;
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcBound: calculate the world space bounds of this model
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void CModel::CalcBounds()
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{
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// Need to calculate the object bounds first, if that hasn't already been done
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if (! (m_Anim && m_Anim->m_AnimDef))
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CalcObjectBounds();
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else
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{
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if (m_Anim->m_ObjectBounds.IsEmpty())
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CalcAnimatedObjectBound(m_Anim->m_AnimDef, m_Anim->m_ObjectBounds);
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debug_assert(! m_Anim->m_ObjectBounds.IsEmpty()); // (if this happens, it'll be recalculating the bounds every time)
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m_ObjectBounds = m_Anim->m_ObjectBounds;
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}
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m_ObjectBounds.Transform(GetTransform(),m_Bounds);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcObjectBounds: calculate object space bounds of this model, based solely on vertex positions
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void CModel::CalcObjectBounds()
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{
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m_ObjectBounds.SetEmpty();
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size_t numverts=m_pModelDef->GetNumVertices();
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SModelVertex* verts=m_pModelDef->GetVertices();
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for (size_t i=0;i<numverts;i++) {
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m_ObjectBounds+=verts[i].m_Coords;
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CalcAnimatedObjectBound: calculate bounds encompassing all vertex positions for given animation
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void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
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{
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result.SetEmpty();
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// Set the current animation on which to perform calculations (if it's necessary)
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if (anim != m_Anim->m_AnimDef)
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{
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CSkeletonAnim dummyanim;
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dummyanim.m_AnimDef=anim;
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if (!SetAnimation(&dummyanim)) return;
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}
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size_t numverts=m_pModelDef->GetNumVertices();
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SModelVertex* verts=m_pModelDef->GetVertices();
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// Remove any transformations, so that we calculate the bounding box
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// at the origin. The box is later re-transformed onto the object, without
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// having to recalculate the size of the box.
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CMatrix3D transform, oldtransform = GetTransform();
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CModel* oldparent = m_Parent;
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m_Parent = 0;
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transform.SetIdentity();
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CRenderableObject::SetTransform(transform);
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// Following seems to stomp over the current animation time - which, unsurprisingly,
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// introduces artefacts in the currently playing animation. Save it here and restore it
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// at the end.
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float AnimTime = m_AnimTime;
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// iterate through every frame of the animation
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for (size_t j=0;j<anim->GetNumFrames();j++) {
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m_PositionValid = false;
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ValidatePosition();
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// extend bounds by vertex positions at the frame
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for (size_t i=0;i<numverts;i++)
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{
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result += CModelDef::SkinPoint(verts[i], GetAnimatedBoneMatrices(), GetInverseBindBoneMatrices());
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}
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// advance to next frame
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m_AnimTime += anim->GetFrameTime();
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}
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m_PositionValid = false;
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m_Parent = oldparent;
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SetTransform(oldtransform);
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m_AnimTime = AnimTime;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// BuildAnimation: load raw animation frame animation from given file, and build a
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// animation specific to this model
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CSkeletonAnim* CModel::BuildAnimation(const char* filename, const char* name, float speed, double actionpos, double actionpos2)
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{
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CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(filename);
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if (!def) return NULL;
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CSkeletonAnim* anim=new CSkeletonAnim;
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anim->m_Name = name;
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anim->m_AnimDef=def;
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anim->m_Speed=speed;
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anim->m_ActionPos=(float)( actionpos /* * anim->m_AnimDef->GetDuration() */ / speed );
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anim->m_ActionPos2=(float)( actionpos2 /* * anim->m_AnimDef->GetDuration() */ / speed );
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anim->m_ObjectBounds.SetEmpty();
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InvalidateBounds();
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return anim;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Update: update this model by the given time, in seconds
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void CModel::Update(float time)
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{
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if (m_Anim && m_Anim->m_AnimDef && m_BoneMatrices)
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{
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// adjust for animation speed
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float animTimeDelta = time*m_AnimSpeed;
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float oldAnimTime = m_AnimTime;
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// update animation time, but don't calculate bone matrices - do that (lazily) when
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// something requests them; that saves some calculation work for offscreen models,
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// and also assures the world space, inverted bone matrices (required for normal
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// skinning) are up to date with respect to m_Transform
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m_AnimTime += animTimeDelta;
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float duration = m_Anim->m_AnimDef->GetDuration();
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if (m_AnimTime > duration)
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{
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if (m_Flags & MODELFLAG_NOLOOPANIMATION)
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{
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if (m_NextAnim)
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SetAnimation(m_NextAnim);
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else
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{
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// Changing to no animation - probably becoming a corpse.
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// Make sure the last displayed frame is the final frame
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// of the animation.
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float nearlyEnd = duration - 1.f; // 1 msec
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if (fabs(oldAnimTime - nearlyEnd) < 1.f)
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SetAnimation(NULL);
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else
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m_AnimTime = nearlyEnd;
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}
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}
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else
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m_AnimTime = fmod(m_AnimTime, duration);
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}
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// mark vertices as dirty
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SetDirty(RENDERDATA_UPDATE_VERTICES);
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// mark matrices as dirty
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InvalidatePosition();
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}
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// update props
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for (size_t i = 0; i < m_Props.size(); ++i)
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m_Props[i].m_Model->Update(time);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CModel::NeedsNewAnim(float time) const
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{
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// TODO: fix UnitAnimation so it correctly loops animated props
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if (m_Anim && m_Anim->m_AnimDef && m_BoneMatrices)
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{
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// adjust for animation speed
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float animtime = time * m_AnimSpeed;
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float duration = m_Anim->m_AnimDef->GetDuration();
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if (m_AnimTime + animtime > duration)
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return true;
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}
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return false;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// InvalidatePosition
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void CModel::InvalidatePosition()
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{
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m_PositionValid = false;
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for (uint i = 0; i < m_Props.size(); ++i)
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m_Props[i].m_Model->InvalidatePosition();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// ValidatePosition: ensure that current transform and bone matrices are both uptodate
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void CModel::ValidatePosition()
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{
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if (m_PositionValid)
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{
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debug_assert(!m_Parent || m_Parent->m_PositionValid);
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return;
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}
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if (m_Parent && !m_Parent->m_PositionValid)
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{
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// Make sure we don't base our calculations on
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// a parent animation state that is out of date.
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m_Parent->ValidatePosition();
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// Parent will recursively call our validation.
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debug_assert(m_PositionValid);
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return;
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}
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if (m_Anim && m_BoneMatrices)
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{
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PROFILE( "generating bone matrices" );
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debug_assert(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys());
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m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime, m_BoneMatrices, !(m_Flags & MODELFLAG_NOLOOPANIMATION));
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const CMatrix3D& transform=GetTransform();
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for (size_t i=0;i<m_pModelDef->GetNumBones();i++) {
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m_BoneMatrices[i].Concatenate(transform);
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}
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}
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m_PositionValid = true;
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// re-position and validate all props
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for (size_t j = 0; j < m_Props.size(); ++j)
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{
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const Prop& prop=m_Props[j];
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CMatrix3D proptransform = prop.m_Point->m_Transform;;
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if (prop.m_Point->m_BoneIndex != 0xff)
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proptransform.Concatenate(m_BoneMatrices[prop.m_Point->m_BoneIndex]);
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else
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proptransform.Concatenate(m_Transform);
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prop.m_Model->SetTransform(proptransform);
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prop.m_Model->ValidatePosition();
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SetAnimation: set the given animation as the current animation on this model;
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// return false on error, else true
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bool CModel::SetAnimation(CSkeletonAnim* anim, bool once, float speed, CSkeletonAnim* next)
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{
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m_Anim=NULL; // in case something fails
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if (anim) {
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m_Flags &= ~MODELFLAG_NOLOOPANIMATION;
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if (once)
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{
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m_Flags |= MODELFLAG_NOLOOPANIMATION;
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m_NextAnim = next;
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}
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if (!m_BoneMatrices && anim->m_AnimDef) {
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// not boned, can't animate
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return false;
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}
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if (m_BoneMatrices && !anim->m_AnimDef) {
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// boned, but animation isn't valid
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// (e.g. the default (static) idle animation on an animated unit)
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return false;
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}
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if (anim->m_AnimDef && anim->m_AnimDef->GetNumKeys() != m_pModelDef->GetNumBones()) {
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// mismatch between model's skeleton and animation's skeleton
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LOG(ERROR, LOG_CATEGORY, "Mismatch between model's skeleton and animation's skeleton (%d model bones != %d animation keys)",
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m_pModelDef->GetNumBones(), anim->m_AnimDef->GetNumKeys());
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return false;
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}
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// reset the cached bounds when the animation is changed
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m_ObjectBounds.SetEmpty();
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InvalidateBounds();
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// start anim from beginning
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m_AnimTime=0;
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// Adjust speed by animation base rate.
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m_AnimSpeed = speed * anim->m_Speed;
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}
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m_Anim = anim;
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// CopyAnimation
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void CModel::CopyAnimationFrom(CModel* source)
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{
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m_Anim = source->m_Anim;
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m_NextAnim = source->m_NextAnim;
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m_AnimTime = source->m_AnimTime;
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m_AnimSpeed = source->m_AnimSpeed;
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m_Flags &= ~MODELFLAG_CASTSHADOWS;
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if (source->m_Flags & MODELFLAG_CASTSHADOWS)
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m_Flags |= MODELFLAG_CASTSHADOWS;
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m_ObjectBounds.SetEmpty();
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InvalidateBounds();
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// AddProp: add a prop to the model on the given point
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void CModel::AddProp(SPropPoint* point, CModel* model, CObjectEntry* objectentry)
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{
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// position model according to prop point position
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model->SetTransform(point->m_Transform);
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model->m_Parent = this;
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// check if we're already using this point, and remove it if so
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// (when a prop is removed it will also remove the prop point)
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uint i;
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for (i = 0; i < m_Props.size(); i++) {
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if (m_Props[i].m_Point == point) {
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delete m_Props[i].m_Model;
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break;
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}
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}
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// not using point; add new prop
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Prop prop;
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prop.m_Point = point;
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prop.m_Model = model;
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prop.m_ObjectEntry = objectentry;
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m_Props.push_back(prop);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// RemoveProp: remove a prop from the given point
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void CModel::RemoveProp(SPropPoint* point)
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{
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uint i;
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for (i=0;i<m_Props.size();i++) {
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if (m_Props[i].m_Point==point) {
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delete m_Props[i].m_Model;
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// (when a prop is removed it will automatically remove its prop point)
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break;
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Clone: return a clone of this model
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CModel* CModel::Clone() const
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{
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CModel* clone = new CModel(m_SkeletonAnimManager);
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clone->m_ObjectBounds = m_ObjectBounds;
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clone->InitModel(m_pModelDef);
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clone->SetTexture(m_Texture);
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if (m_Texture.GetHandle())
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h_add_ref(m_Texture.GetHandle());
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clone->SetMaterial(m_Material);
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clone->SetAnimation(m_Anim);
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clone->SetFlags(m_Flags);
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for (uint i=0;i<m_Props.size();i++) {
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// eek! TODO, RC - need to investigate shallow clone here
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clone->AddProp(m_Props[i].m_Point, m_Props[i].m_Model->Clone(), m_Props[i].m_ObjectEntry);
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}
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return clone;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// SetTransform: set the transform on this object, and reorientate props accordingly
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void CModel::SetTransform(const CMatrix3D& transform)
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{
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// call base class to set transform on this object
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CRenderableObject::SetTransform(transform);
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InvalidateBounds();
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InvalidatePosition();
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}
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//////////////////////////////////////////////////////////////////////////
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void CModel::SetMaterial(const CMaterial &material)
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{
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m_Material = material;
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if(m_Material.GetTexture().Trim(PS_TRIM_BOTH).length() > 0)
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{
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// [TODO: uh, shouldn't this be doing something?]
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}
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}
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void CModel::SetPlayerID(int id)
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{
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m_Material.SetPlayerColor(id);
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for (std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
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it->m_Model->SetPlayerID(id);
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}
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void CModel::SetPlayerColor(CColor& colour)
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{
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m_Material.SetPlayerColor(colour);
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}
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void CModel::SetShadingColor(CColor& colour)
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{
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m_ShadingColor = colour;
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for( std::vector<Prop>::iterator it = m_Props.begin(); it != m_Props.end(); ++it )
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{
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it->m_Model->SetShadingColor(colour);
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}
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}
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