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1 // Copyright (C) 2002-2012 Nikolaus Gebhardt\r
2 // This file is part of the "Irrlicht Engine".\r
3 // For conditions of distribution and use, see copyright notice in irrlicht.h\r
4 \r
5 #include "IrrCompileConfig.h"\r
6 #ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_\r
7 \r
8 #include "CSkinnedMesh.h"\r
9 #include "CBoneSceneNode.h"\r
10 #include "IAnimatedMeshSceneNode.h"\r
11 #include "os.h"\r
12 \r
13 namespace\r
14 {\r
15         // Frames must always be increasing, so we remove objects where this isn't the case\r
16         // return number of kicked keys\r
17         template <class T> // T = objects containing a "frame" variable\r
18         irr::u32 dropBadKeys(irr::core::array<T>& array)\r
19         {\r
20                 if (array.size()<2)\r
21                         return 0;\r
22 \r
23                 irr::u32 n=1;   // new index\r
24                 for(irr::u32 j=1;j<array.size();++j)\r
25                 {\r
26                         if (array[j].frame < array[n-1].frame)\r
27                                 continue; //bad frame, unneeded and may cause problems\r
28                         if ( n != j )\r
29                                 array[n] = array[j];\r
30                         ++n;\r
31                 }\r
32                 irr::u32 d = array.size()-n; // remove already copied keys\r
33                 if ( d > 0 )\r
34                 {\r
35                         array.erase(n, d);\r
36                 }\r
37                 return d;\r
38         }\r
39 \r
40         // drop identical middle keys - we only need the first and last\r
41         // return number of kicked keys\r
42         template <class T, typename Cmp> // Cmp = comparison for keys of type T\r
43         irr::u32 dropMiddleKeys(irr::core::array<T>& array, Cmp & cmp)\r
44         {\r
45                 if ( array.size() < 3 )\r
46                         return 0;\r
47 \r
48                 irr::u32 s = 0;         // old index for current key\r
49                 irr::u32 n = 1; // new index for next key\r
50                 for(irr::u32 j=1;j<array.size();++j)\r
51                 {\r
52                         if ( cmp(array[j], array[s]) )\r
53                                 continue;       // same key, handle later\r
54 \r
55                         if ( j > s+1 ) // had there been identical keys?\r
56                                 array[n++] = array[j-1]; // keep the last\r
57                         array[n++] = array[j]; // keep the new one\r
58                         s = j;\r
59                 }\r
60                 if ( array.size() > s+1 ) // identical keys at the array end?\r
61                         array[n++] = array[array.size()-1]; // keep the last\r
62 \r
63                 irr::u32 d = array.size()-n; // remove already copied keys\r
64                 if ( d > 0 )\r
65                 {\r
66                         array.erase(n, d);\r
67                 }\r
68                 return d;\r
69         }\r
70 \r
71         bool identicalPos(const irr::scene::ISkinnedMesh::SPositionKey& a, const irr::scene::ISkinnedMesh::SPositionKey& b)\r
72         {\r
73                 return a.position == b.position;\r
74         }\r
75 \r
76         bool identicalScale(const irr::scene::ISkinnedMesh::SScaleKey& a, const irr::scene::ISkinnedMesh::SScaleKey& b)\r
77         {\r
78                 return a.scale == b.scale;\r
79         }\r
80 \r
81         bool identicalRotation(const irr::scene::ISkinnedMesh::SRotationKey& a, const irr::scene::ISkinnedMesh::SRotationKey& b)\r
82         {\r
83                 return a.rotation == b.rotation;\r
84         }\r
85 };\r
86 \r
87 namespace irr\r
88 {\r
89 namespace scene\r
90 {\r
91 \r
92 \r
93 //! constructor\r
94 CSkinnedMesh::CSkinnedMesh()\r
95 : SkinningBuffers(0), EndFrame(0.f), FramesPerSecond(25.f),\r
96         LastAnimatedFrame(-1), SkinnedLastFrame(false),\r
97         InterpolationMode(EIM_LINEAR),\r
98         HasAnimation(false), PreparedForSkinning(false),\r
99         AnimateNormals(true), HardwareSkinning(false)\r
100 {\r
101         #ifdef _DEBUG\r
102         setDebugName("CSkinnedMesh");\r
103         #endif\r
104 \r
105         SkinningBuffers=&LocalBuffers;\r
106 }\r
107 \r
108 \r
109 //! destructor\r
110 CSkinnedMesh::~CSkinnedMesh()\r
111 {\r
112         for (u32 i=0; i<AllJoints.size(); ++i)\r
113                 delete AllJoints[i];\r
114 \r
115         for (u32 j=0; j<LocalBuffers.size(); ++j)\r
116         {\r
117                 if (LocalBuffers[j])\r
118                         LocalBuffers[j]->drop();\r
119         }\r
120 }\r
121 \r
122 \r
123 //! returns the amount of frames in milliseconds.\r
124 //! If the amount is 1, it is a static (=non animated) mesh.\r
125 u32 CSkinnedMesh::getFrameCount() const\r
126 {\r
127         return core::floor32(EndFrame+1.f);\r
128 }\r
129 \r
130 \r
131 //! Gets the default animation speed of the animated mesh.\r
132 /** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */\r
133 f32 CSkinnedMesh::getAnimationSpeed() const\r
134 {\r
135         return FramesPerSecond;\r
136 }\r
137 \r
138 \r
139 //! Gets the frame count of the animated mesh.\r
140 /** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.\r
141 The actual speed is set in the scene node the mesh is instantiated in.*/\r
142 void CSkinnedMesh::setAnimationSpeed(f32 fps)\r
143 {\r
144         FramesPerSecond=fps;\r
145 }\r
146 \r
147 \r
148 //! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.\r
149 IMesh* CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)\r
150 {\r
151         //animate(frame,startFrameLoop, endFrameLoop);\r
152         if (frame==-1)\r
153                 return this;\r
154 \r
155         animateMesh((f32)frame, 1.0f);\r
156         skinMesh();\r
157         return this;\r
158 }\r
159 \r
160 \r
161 //--------------------------------------------------------------------------\r
162 //                      Keyframe Animation\r
163 //--------------------------------------------------------------------------\r
164 \r
165 \r
166 //! Animates this mesh's joints based on frame input\r
167 //! blend: {0-old position, 1-New position}\r
168 void CSkinnedMesh::animateMesh(f32 frame, f32 blend)\r
169 {\r
170         if (!HasAnimation || LastAnimatedFrame==frame)\r
171                 return;\r
172 \r
173         LastAnimatedFrame=frame;\r
174         SkinnedLastFrame=false;\r
175 \r
176         if (blend<=0.f)\r
177                 return; //No need to animate\r
178 \r
179         for (u32 i=0; i<AllJoints.size(); ++i)\r
180         {\r
181                 //The joints can be animated here with no input from their\r
182                 //parents, but for setAnimationMode extra checks are needed\r
183                 //to their parents\r
184                 SJoint *joint = AllJoints[i];\r
185 \r
186                 const core::vector3df oldPosition = joint->Animatedposition;\r
187                 const core::vector3df oldScale = joint->Animatedscale;\r
188                 const core::quaternion oldRotation = joint->Animatedrotation;\r
189 \r
190                 core::vector3df position = oldPosition;\r
191                 core::vector3df scale = oldScale;\r
192                 core::quaternion rotation = oldRotation;\r
193 \r
194                 getFrameData(frame, joint,\r
195                                 position, joint->positionHint,\r
196                                 scale, joint->scaleHint,\r
197                                 rotation, joint->rotationHint);\r
198 \r
199                 if (blend==1.0f)\r
200                 {\r
201                         //No blending needed\r
202                         joint->Animatedposition = position;\r
203                         joint->Animatedscale = scale;\r
204                         joint->Animatedrotation = rotation;\r
205                 }\r
206                 else\r
207                 {\r
208                         //Blend animation\r
209                         joint->Animatedposition = core::lerp(oldPosition, position, blend);\r
210                         joint->Animatedscale = core::lerp(oldScale, scale, blend);\r
211                         joint->Animatedrotation.slerp(oldRotation, rotation, blend);\r
212                 }\r
213         }\r
214 \r
215         //Note:\r
216         //LocalAnimatedMatrix needs to be built at some point, but this function may be called lots of times for\r
217         //one render (to play two animations at the same time) LocalAnimatedMatrix only needs to be built once.\r
218         //a call to buildAllLocalAnimatedMatrices is needed before skinning the mesh, and before the user gets the joints to move\r
219 \r
220         //----------------\r
221         // Temp!\r
222         buildAllLocalAnimatedMatrices();\r
223         //-----------------\r
224 \r
225         updateBoundingBox();\r
226 }\r
227 \r
228 \r
229 void CSkinnedMesh::buildAllLocalAnimatedMatrices()\r
230 {\r
231         for (u32 i=0; i<AllJoints.size(); ++i)\r
232         {\r
233                 SJoint *joint = AllJoints[i];\r
234 \r
235                 //Could be faster:\r
236 \r
237                 if (joint->UseAnimationFrom &&\r
238                         (joint->UseAnimationFrom->PositionKeys.size() ||\r
239                          joint->UseAnimationFrom->ScaleKeys.size() ||\r
240                          joint->UseAnimationFrom->RotationKeys.size() ))\r
241                 {\r
242                         joint->GlobalSkinningSpace=false;\r
243 \r
244                         // IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched to getMatrix_transposed instead of getMatrix for downward compatibility.\r
245                         //                                                                 Not tested so far if this was correct or wrong before quaternion fix!\r
246                         joint->Animatedrotation.getMatrix_transposed(joint->LocalAnimatedMatrix);\r
247 \r
248                         // --- joint->LocalAnimatedMatrix *= joint->Animatedrotation.getMatrix() ---\r
249                         f32 *m1 = joint->LocalAnimatedMatrix.pointer();\r
250                         core::vector3df &Pos = joint->Animatedposition;\r
251                         m1[0] += Pos.X*m1[3];\r
252                         m1[1] += Pos.Y*m1[3];\r
253                         m1[2] += Pos.Z*m1[3];\r
254                         m1[4] += Pos.X*m1[7];\r
255                         m1[5] += Pos.Y*m1[7];\r
256                         m1[6] += Pos.Z*m1[7];\r
257                         m1[8] += Pos.X*m1[11];\r
258                         m1[9] += Pos.Y*m1[11];\r
259                         m1[10] += Pos.Z*m1[11];\r
260                         m1[12] += Pos.X*m1[15];\r
261                         m1[13] += Pos.Y*m1[15];\r
262                         m1[14] += Pos.Z*m1[15];\r
263                         // -----------------------------------\r
264 \r
265                         if (joint->ScaleKeys.size())\r
266                         {\r
267                                 /*\r
268                                 core::matrix4 scaleMatrix;\r
269                                 scaleMatrix.setScale(joint->Animatedscale);\r
270                                 joint->LocalAnimatedMatrix *= scaleMatrix;\r
271                                 */\r
272 \r
273                                 // -------- joint->LocalAnimatedMatrix *= scaleMatrix -----------------\r
274                                 core::matrix4& mat = joint->LocalAnimatedMatrix;\r
275                                 mat[0] *= joint->Animatedscale.X;\r
276                                 mat[1] *= joint->Animatedscale.X;\r
277                                 mat[2] *= joint->Animatedscale.X;\r
278                                 mat[3] *= joint->Animatedscale.X;\r
279                                 mat[4] *= joint->Animatedscale.Y;\r
280                                 mat[5] *= joint->Animatedscale.Y;\r
281                                 mat[6] *= joint->Animatedscale.Y;\r
282                                 mat[7] *= joint->Animatedscale.Y;\r
283                                 mat[8] *= joint->Animatedscale.Z;\r
284                                 mat[9] *= joint->Animatedscale.Z;\r
285                                 mat[10] *= joint->Animatedscale.Z;\r
286                                 mat[11] *= joint->Animatedscale.Z;\r
287                                 // -----------------------------------\r
288                         }\r
289                 }\r
290                 else\r
291                 {\r
292                         joint->LocalAnimatedMatrix=joint->LocalMatrix;\r
293                 }\r
294         }\r
295         SkinnedLastFrame=false;\r
296 }\r
297 \r
298 \r
299 void CSkinnedMesh::buildAllGlobalAnimatedMatrices(SJoint *joint, SJoint *parentJoint)\r
300 {\r
301         if (!joint)\r
302         {\r
303                 for (u32 i=0; i<RootJoints.size(); ++i)\r
304                         buildAllGlobalAnimatedMatrices(RootJoints[i], 0);\r
305                 return;\r
306         }\r
307         else\r
308         {\r
309                 // Find global matrix...\r
310                 if (!parentJoint || joint->GlobalSkinningSpace)\r
311                         joint->GlobalAnimatedMatrix = joint->LocalAnimatedMatrix;\r
312                 else\r
313                         joint->GlobalAnimatedMatrix = parentJoint->GlobalAnimatedMatrix * joint->LocalAnimatedMatrix;\r
314         }\r
315 \r
316         for (u32 j=0; j<joint->Children.size(); ++j)\r
317                 buildAllGlobalAnimatedMatrices(joint->Children[j], joint);\r
318 }\r
319 \r
320 \r
321 void CSkinnedMesh::getFrameData(f32 frame, SJoint *joint,\r
322                                 core::vector3df &position, s32 &positionHint,\r
323                                 core::vector3df &scale, s32 &scaleHint,\r
324                                 core::quaternion &rotation, s32 &rotationHint)\r
325 {\r
326         s32 foundPositionIndex = -1;\r
327         s32 foundScaleIndex = -1;\r
328         s32 foundRotationIndex = -1;\r
329 \r
330         if (joint->UseAnimationFrom)\r
331         {\r
332                 const core::array<SPositionKey> &PositionKeys=joint->UseAnimationFrom->PositionKeys;\r
333                 const core::array<SScaleKey> &ScaleKeys=joint->UseAnimationFrom->ScaleKeys;\r
334                 const core::array<SRotationKey> &RotationKeys=joint->UseAnimationFrom->RotationKeys;\r
335 \r
336                 if (PositionKeys.size())\r
337                 {\r
338                         foundPositionIndex = -1;\r
339 \r
340                         //Test the Hints...\r
341                         if (positionHint>=0 && (u32)positionHint < PositionKeys.size())\r
342                         {\r
343                                 //check this hint\r
344                                 if (positionHint>0 && PositionKeys[positionHint].frame>=frame && PositionKeys[positionHint-1].frame<frame )\r
345                                         foundPositionIndex=positionHint;\r
346                                 else if (positionHint+1 < (s32)PositionKeys.size())\r
347                                 {\r
348                                         //check the next index\r
349                                         if ( PositionKeys[positionHint+1].frame>=frame &&\r
350                                                         PositionKeys[positionHint+0].frame<frame)\r
351                                         {\r
352                                                 positionHint++;\r
353                                                 foundPositionIndex=positionHint;\r
354                                         }\r
355                                 }\r
356                         }\r
357 \r
358                         //The hint test failed, do a full scan...\r
359                         if (foundPositionIndex==-1)\r
360                         {\r
361                                 for (u32 i=0; i<PositionKeys.size(); ++i)\r
362                                 {\r
363                                         if (PositionKeys[i].frame >= frame) //Keys should to be sorted by frame\r
364                                         {\r
365                                                 foundPositionIndex=i;\r
366                                                 positionHint=i;\r
367                                                 break;\r
368                                         }\r
369                                 }\r
370                         }\r
371 \r
372                         //Do interpolation...\r
373                         if (foundPositionIndex!=-1)\r
374                         {\r
375                                 if (InterpolationMode==EIM_CONSTANT || foundPositionIndex==0)\r
376                                 {\r
377                                         position = PositionKeys[foundPositionIndex].position;\r
378                                 }\r
379                                 else if (InterpolationMode==EIM_LINEAR)\r
380                                 {\r
381                                         const SPositionKey& KeyA = PositionKeys[foundPositionIndex];\r
382                                         const SPositionKey& KeyB = PositionKeys[foundPositionIndex-1];\r
383 \r
384                                         const f32 fd1 = frame - KeyA.frame;\r
385                                         const f32 fd2 = KeyB.frame - frame;\r
386                                         position = ((KeyB.position-KeyA.position)/(fd1+fd2))*fd1 + KeyA.position;\r
387                                 }\r
388                         }\r
389                 }\r
390 \r
391                 //------------------------------------------------------------\r
392 \r
393                 if (ScaleKeys.size())\r
394                 {\r
395                         foundScaleIndex = -1;\r
396 \r
397                         //Test the Hints...\r
398                         if (scaleHint>=0 && (u32)scaleHint < ScaleKeys.size())\r
399                         {\r
400                                 //check this hint\r
401                                 if (scaleHint>0 && ScaleKeys[scaleHint].frame>=frame && ScaleKeys[scaleHint-1].frame<frame )\r
402                                         foundScaleIndex=scaleHint;\r
403                                 else if (scaleHint+1 < (s32)ScaleKeys.size())\r
404                                 {\r
405                                         //check the next index\r
406                                         if ( ScaleKeys[scaleHint+1].frame>=frame &&\r
407                                                         ScaleKeys[scaleHint+0].frame<frame)\r
408                                         {\r
409                                                 scaleHint++;\r
410                                                 foundScaleIndex=scaleHint;\r
411                                         }\r
412                                 }\r
413                         }\r
414 \r
415 \r
416                         //The hint test failed, do a full scan...\r
417                         if (foundScaleIndex==-1)\r
418                         {\r
419                                 for (u32 i=0; i<ScaleKeys.size(); ++i)\r
420                                 {\r
421                                         if (ScaleKeys[i].frame >= frame) //Keys should to be sorted by frame\r
422                                         {\r
423                                                 foundScaleIndex=i;\r
424                                                 scaleHint=i;\r
425                                                 break;\r
426                                         }\r
427                                 }\r
428                         }\r
429 \r
430                         //Do interpolation...\r
431                         if (foundScaleIndex!=-1)\r
432                         {\r
433                                 if (InterpolationMode==EIM_CONSTANT || foundScaleIndex==0)\r
434                                 {\r
435                                         scale = ScaleKeys[foundScaleIndex].scale;\r
436                                 }\r
437                                 else if (InterpolationMode==EIM_LINEAR)\r
438                                 {\r
439                                         const SScaleKey& KeyA = ScaleKeys[foundScaleIndex];\r
440                                         const SScaleKey& KeyB = ScaleKeys[foundScaleIndex-1];\r
441 \r
442                                         const f32 fd1 = frame - KeyA.frame;\r
443                                         const f32 fd2 = KeyB.frame - frame;\r
444                                         scale = ((KeyB.scale-KeyA.scale)/(fd1+fd2))*fd1 + KeyA.scale;\r
445                                 }\r
446                         }\r
447                 }\r
448 \r
449                 //-------------------------------------------------------------\r
450 \r
451                 if (RotationKeys.size())\r
452                 {\r
453                         foundRotationIndex = -1;\r
454 \r
455                         //Test the Hints...\r
456                         if (rotationHint>=0 && (u32)rotationHint < RotationKeys.size())\r
457                         {\r
458                                 //check this hint\r
459                                 if (rotationHint>0 && RotationKeys[rotationHint].frame>=frame && RotationKeys[rotationHint-1].frame<frame )\r
460                                         foundRotationIndex=rotationHint;\r
461                                 else if (rotationHint+1 < (s32)RotationKeys.size())\r
462                                 {\r
463                                         //check the next index\r
464                                         if ( RotationKeys[rotationHint+1].frame>=frame &&\r
465                                                         RotationKeys[rotationHint+0].frame<frame)\r
466                                         {\r
467                                                 rotationHint++;\r
468                                                 foundRotationIndex=rotationHint;\r
469                                         }\r
470                                 }\r
471                         }\r
472 \r
473 \r
474                         //The hint test failed, do a full scan...\r
475                         if (foundRotationIndex==-1)\r
476                         {\r
477                                 for (u32 i=0; i<RotationKeys.size(); ++i)\r
478                                 {\r
479                                         if (RotationKeys[i].frame >= frame) //Keys should be sorted by frame\r
480                                         {\r
481                                                 foundRotationIndex=i;\r
482                                                 rotationHint=i;\r
483                                                 break;\r
484                                         }\r
485                                 }\r
486                         }\r
487 \r
488                         //Do interpolation...\r
489                         if (foundRotationIndex!=-1)\r
490                         {\r
491                                 if (InterpolationMode==EIM_CONSTANT || foundRotationIndex==0)\r
492                                 {\r
493                                         rotation = RotationKeys[foundRotationIndex].rotation;\r
494                                 }\r
495                                 else if (InterpolationMode==EIM_LINEAR)\r
496                                 {\r
497                                         const SRotationKey& KeyA = RotationKeys[foundRotationIndex];\r
498                                         const SRotationKey& KeyB = RotationKeys[foundRotationIndex-1];\r
499 \r
500                                         const f32 fd1 = frame - KeyA.frame;\r
501                                         const f32 fd2 = KeyB.frame - frame;\r
502                                         const f32 t = fd1/(fd1+fd2);\r
503 \r
504                                         /*\r
505                                         f32 t = 0;\r
506                                         if (KeyA.frame!=KeyB.frame)\r
507                                                 t = (frame-KeyA.frame) / (KeyB.frame - KeyA.frame);\r
508                                         */\r
509 \r
510                                         rotation.slerp(KeyA.rotation, KeyB.rotation, t);\r
511                                 }\r
512                         }\r
513                 }\r
514         }\r
515 }\r
516 \r
517 //--------------------------------------------------------------------------\r
518 //                              Software Skinning\r
519 //--------------------------------------------------------------------------\r
520 \r
521 //! Preforms a software skin on this mesh based of joint positions\r
522 void CSkinnedMesh::skinMesh()\r
523 {\r
524         if (!HasAnimation || SkinnedLastFrame)\r
525                 return;\r
526 \r
527         //----------------\r
528         // This is marked as "Temp!".  A shiny dubloon to whomever can tell me why.\r
529         buildAllGlobalAnimatedMatrices();\r
530         //-----------------\r
531 \r
532         SkinnedLastFrame=true;\r
533         if (!HardwareSkinning)\r
534         {\r
535                 //Software skin....\r
536                 u32 i;\r
537 \r
538                 //rigid animation\r
539                 for (i=0; i<AllJoints.size(); ++i)\r
540                 {\r
541                         for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)\r
542                         {\r
543                                 SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];\r
544                                 Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;\r
545                         }\r
546                 }\r
547 \r
548                 //clear skinning helper array\r
549                 for (i=0; i<Vertices_Moved.size(); ++i)\r
550                         for (u32 j=0; j<Vertices_Moved[i].size(); ++j)\r
551                                 Vertices_Moved[i][j]=false;\r
552 \r
553                 //skin starting with the root joints\r
554                 for (i=0; i<RootJoints.size(); ++i)\r
555                         skinJoint(RootJoints[i], 0);\r
556 \r
557                 for (i=0; i<SkinningBuffers->size(); ++i)\r
558                         (*SkinningBuffers)[i]->setDirty(EBT_VERTEX);\r
559         }\r
560         updateBoundingBox();\r
561 }\r
562 \r
563 \r
564 void CSkinnedMesh::skinJoint(SJoint *joint, SJoint *parentJoint)\r
565 {\r
566         if (joint->Weights.size())\r
567         {\r
568                 //Find this joints pull on vertices...\r
569                 core::matrix4 jointVertexPull(core::matrix4::EM4CONST_NOTHING);\r
570                 jointVertexPull.setbyproduct(joint->GlobalAnimatedMatrix, joint->GlobalInversedMatrix);\r
571 \r
572                 core::vector3df thisVertexMove, thisNormalMove;\r
573 \r
574                 core::array<scene::SSkinMeshBuffer*> &buffersUsed=*SkinningBuffers;\r
575 \r
576                 //Skin Vertices Positions and Normals...\r
577                 for (u32 i=0; i<joint->Weights.size(); ++i)\r
578                 {\r
579                         SWeight& weight = joint->Weights[i];\r
580 \r
581                         // Pull this vertex...\r
582                         jointVertexPull.transformVect(thisVertexMove, weight.StaticPos);\r
583 \r
584                         if (AnimateNormals)\r
585                                 jointVertexPull.rotateVect(thisNormalMove, weight.StaticNormal);\r
586 \r
587                         if (! (*(weight.Moved)) )\r
588                         {\r
589                                 *(weight.Moved) = true;\r
590 \r
591                                 buffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Pos = thisVertexMove * weight.strength;\r
592 \r
593                                 if (AnimateNormals)\r
594                                         buffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Normal = thisNormalMove * weight.strength;\r
595 \r
596                                 //*(weight._Pos) = thisVertexMove * weight.strength;\r
597                         }\r
598                         else\r
599                         {\r
600                                 buffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Pos += thisVertexMove * weight.strength;\r
601 \r
602                                 if (AnimateNormals)\r
603                                         buffersUsed[weight.buffer_id]->getVertex(weight.vertex_id)->Normal += thisNormalMove * weight.strength;\r
604 \r
605                                 //*(weight._Pos) += thisVertexMove * weight.strength;\r
606                         }\r
607 \r
608                         buffersUsed[weight.buffer_id]->boundingBoxNeedsRecalculated();\r
609                 }\r
610         }\r
611 \r
612         //Skin all children\r
613         for (u32 j=0; j<joint->Children.size(); ++j)\r
614                 skinJoint(joint->Children[j], joint);\r
615 }\r
616 \r
617 \r
618 E_ANIMATED_MESH_TYPE CSkinnedMesh::getMeshType() const\r
619 {\r
620         return EAMT_SKINNED;\r
621 }\r
622 \r
623 \r
624 //! Gets joint count.\r
625 u32 CSkinnedMesh::getJointCount() const\r
626 {\r
627         return AllJoints.size();\r
628 }\r
629 \r
630 \r
631 //! Gets the name of a joint.\r
632 const c8* CSkinnedMesh::getJointName(u32 number) const\r
633 {\r
634         if (number >= AllJoints.size())\r
635                 return 0;\r
636         return AllJoints[number]->Name.c_str();\r
637 }\r
638 \r
639 \r
640 //! Gets a joint number from its name\r
641 s32 CSkinnedMesh::getJointNumber(const c8* name) const\r
642 {\r
643         for (u32 i=0; i<AllJoints.size(); ++i)\r
644         {\r
645                 if (AllJoints[i]->Name == name)\r
646                         return i;\r
647         }\r
648 \r
649         return -1;\r
650 }\r
651 \r
652 \r
653 //! returns amount of mesh buffers.\r
654 u32 CSkinnedMesh::getMeshBufferCount() const\r
655 {\r
656         return LocalBuffers.size();\r
657 }\r
658 \r
659 \r
660 //! returns pointer to a mesh buffer\r
661 IMeshBuffer* CSkinnedMesh::getMeshBuffer(u32 nr) const\r
662 {\r
663         if (nr < LocalBuffers.size())\r
664                 return LocalBuffers[nr];\r
665         else\r
666                 return 0;\r
667 }\r
668 \r
669 \r
670 //! Returns pointer to a mesh buffer which fits a material\r
671 IMeshBuffer* CSkinnedMesh::getMeshBuffer(const video::SMaterial &material) const\r
672 {\r
673         for (u32 i=0; i<LocalBuffers.size(); ++i)\r
674         {\r
675                 if (LocalBuffers[i]->getMaterial() == material)\r
676                         return LocalBuffers[i];\r
677         }\r
678         return 0;\r
679 }\r
680 \r
681 \r
682 //! returns an axis aligned bounding box\r
683 const core::aabbox3d<f32>& CSkinnedMesh::getBoundingBox() const\r
684 {\r
685         return BoundingBox;\r
686 }\r
687 \r
688 \r
689 //! set user axis aligned bounding box\r
690 void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)\r
691 {\r
692         BoundingBox = box;\r
693 }\r
694 \r
695 \r
696 //! sets a flag of all contained materials to a new value\r
697 void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)\r
698 {\r
699         for (u32 i=0; i<LocalBuffers.size(); ++i)\r
700                 LocalBuffers[i]->Material.setFlag(flag,newvalue);\r
701 }\r
702 \r
703 \r
704 //! set the hardware mapping hint, for driver\r
705 void CSkinnedMesh::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,\r
706                 E_BUFFER_TYPE buffer)\r
707 {\r
708         for (u32 i=0; i<LocalBuffers.size(); ++i)\r
709                 LocalBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);\r
710 }\r
711 \r
712 \r
713 //! flags the meshbuffer as changed, reloads hardware buffers\r
714 void CSkinnedMesh::setDirty(E_BUFFER_TYPE buffer)\r
715 {\r
716         for (u32 i=0; i<LocalBuffers.size(); ++i)\r
717                 LocalBuffers[i]->setDirty(buffer);\r
718 }\r
719 \r
720 \r
721 //! uses animation from another mesh\r
722 bool CSkinnedMesh::useAnimationFrom(const ISkinnedMesh *mesh)\r
723 {\r
724         bool unmatched=false;\r
725 \r
726         for(u32 i=0;i<AllJoints.size();++i)\r
727         {\r
728                 SJoint *joint=AllJoints[i];\r
729                 joint->UseAnimationFrom=0;\r
730 \r
731                 if (joint->Name=="")\r
732                         unmatched=true;\r
733                 else\r
734                 {\r
735                         for(u32 j=0;j<mesh->getAllJoints().size();++j)\r
736                         {\r
737                                 SJoint *otherJoint=mesh->getAllJoints()[j];\r
738                                 if (joint->Name==otherJoint->Name)\r
739                                 {\r
740                                         joint->UseAnimationFrom=otherJoint;\r
741                                 }\r
742                         }\r
743                         if (!joint->UseAnimationFrom)\r
744                                 unmatched=true;\r
745                 }\r
746         }\r
747 \r
748         checkForAnimation();\r
749 \r
750         return !unmatched;\r
751 }\r
752 \r
753 \r
754 //!Update Normals when Animating\r
755 //!False= Don't animate them, faster\r
756 //!True= Update normals (default)\r
757 void CSkinnedMesh::updateNormalsWhenAnimating(bool on)\r
758 {\r
759         AnimateNormals = on;\r
760 }\r
761 \r
762 \r
763 //!Sets Interpolation Mode\r
764 void CSkinnedMesh::setInterpolationMode(E_INTERPOLATION_MODE mode)\r
765 {\r
766         InterpolationMode = mode;\r
767 }\r
768 \r
769 \r
770 core::array<scene::SSkinMeshBuffer*> &CSkinnedMesh::getMeshBuffers()\r
771 {\r
772         return LocalBuffers;\r
773 }\r
774 \r
775 \r
776 core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints()\r
777 {\r
778         return AllJoints;\r
779 }\r
780 \r
781 \r
782 const core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints() const\r
783 {\r
784         return AllJoints;\r
785 }\r
786 \r
787 \r
788 //! (This feature is not implemented in irrlicht yet)\r
789 bool CSkinnedMesh::setHardwareSkinning(bool on)\r
790 {\r
791         if (HardwareSkinning!=on)\r
792         {\r
793                 if (on)\r
794                 {\r
795 \r
796                         //set mesh to static pose...\r
797                         for (u32 i=0; i<AllJoints.size(); ++i)\r
798                         {\r
799                                 SJoint *joint=AllJoints[i];\r
800                                 for (u32 j=0; j<joint->Weights.size(); ++j)\r
801                                 {\r
802                                         const u16 buffer_id=joint->Weights[j].buffer_id;\r
803                                         const u32 vertex_id=joint->Weights[j].vertex_id;\r
804                                         LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos = joint->Weights[j].StaticPos;\r
805                                         LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal = joint->Weights[j].StaticNormal;\r
806                                         LocalBuffers[buffer_id]->boundingBoxNeedsRecalculated();\r
807                                 }\r
808                         }\r
809                 }\r
810 \r
811                 HardwareSkinning=on;\r
812         }\r
813         return HardwareSkinning;\r
814 }\r
815 \r
816 void CSkinnedMesh::refreshJointCache()\r
817 {\r
818         //copy cache from the mesh...\r
819         for (u32 i=0; i<AllJoints.size(); ++i)\r
820         {\r
821                 SJoint *joint=AllJoints[i];\r
822                 for (u32 j=0; j<joint->Weights.size(); ++j)\r
823                 {\r
824                         const u16 buffer_id=joint->Weights[j].buffer_id;\r
825                         const u32 vertex_id=joint->Weights[j].vertex_id;\r
826                         joint->Weights[j].StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;\r
827                         joint->Weights[j].StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;\r
828                 }\r
829         }\r
830 }\r
831 \r
832 void CSkinnedMesh::calculateGlobalMatrices(SJoint *joint,SJoint *parentJoint)\r
833 {\r
834         if (!joint && parentJoint) // bit of protection from endless loops\r
835                 return;\r
836 \r
837         //Go through the root bones\r
838         if (!joint)\r
839         {\r
840                 for (u32 i=0; i<RootJoints.size(); ++i)\r
841                         calculateGlobalMatrices(RootJoints[i],0);\r
842                 return;\r
843         }\r
844 \r
845         if (!parentJoint)\r
846                 joint->GlobalMatrix = joint->LocalMatrix;\r
847         else\r
848                 joint->GlobalMatrix = parentJoint->GlobalMatrix * joint->LocalMatrix;\r
849 \r
850         joint->LocalAnimatedMatrix=joint->LocalMatrix;\r
851         joint->GlobalAnimatedMatrix=joint->GlobalMatrix;\r
852 \r
853         if (joint->GlobalInversedMatrix.isIdentity())//might be pre calculated\r
854         {\r
855                 joint->GlobalInversedMatrix = joint->GlobalMatrix;\r
856                 joint->GlobalInversedMatrix.makeInverse(); // slow\r
857         }\r
858 \r
859         for (u32 j=0; j<joint->Children.size(); ++j)\r
860                 calculateGlobalMatrices(joint->Children[j],joint);\r
861         SkinnedLastFrame=false;\r
862 }\r
863 \r
864 \r
865 void CSkinnedMesh::checkForAnimation()\r
866 {\r
867         u32 i,j;\r
868         //Check for animation...\r
869         HasAnimation = false;\r
870         for(i=0;i<AllJoints.size();++i)\r
871         {\r
872                 if (AllJoints[i]->UseAnimationFrom)\r
873                 {\r
874                         if (AllJoints[i]->UseAnimationFrom->PositionKeys.size() ||\r
875                                 AllJoints[i]->UseAnimationFrom->ScaleKeys.size() ||\r
876                                 AllJoints[i]->UseAnimationFrom->RotationKeys.size() )\r
877                         {\r
878                                 HasAnimation = true;\r
879                         }\r
880                 }\r
881         }\r
882 \r
883         //meshes with weights, are still counted as animated for ragdolls, etc\r
884         if (!HasAnimation)\r
885         {\r
886                 for(i=0;i<AllJoints.size();++i)\r
887                 {\r
888                         if (AllJoints[i]->Weights.size())\r
889                                 HasAnimation = true;\r
890                 }\r
891         }\r
892 \r
893         if (HasAnimation)\r
894         {\r
895                 //--- Find the length of the animation ---\r
896                 EndFrame=0;\r
897                 for(i=0;i<AllJoints.size();++i)\r
898                 {\r
899                         if (AllJoints[i]->UseAnimationFrom)\r
900                         {\r
901                                 if (AllJoints[i]->UseAnimationFrom->PositionKeys.size())\r
902                                         if (AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame > EndFrame)\r
903                                                 EndFrame=AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame;\r
904 \r
905                                 if (AllJoints[i]->UseAnimationFrom->ScaleKeys.size())\r
906                                         if (AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame > EndFrame)\r
907                                                 EndFrame=AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame;\r
908 \r
909                                 if (AllJoints[i]->UseAnimationFrom->RotationKeys.size())\r
910                                         if (AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame > EndFrame)\r
911                                                 EndFrame=AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame;\r
912                         }\r
913                 }\r
914         }\r
915 \r
916         if (HasAnimation && !PreparedForSkinning)\r
917         {\r
918                 PreparedForSkinning=true;\r
919 \r
920                 //check for bugs:\r
921                 for(i=0; i < AllJoints.size(); ++i)\r
922                 {\r
923                         SJoint *joint = AllJoints[i];\r
924                         for (j=0; j<joint->Weights.size(); ++j)\r
925                         {\r
926                                 const u16 buffer_id=joint->Weights[j].buffer_id;\r
927                                 const u32 vertex_id=joint->Weights[j].vertex_id;\r
928 \r
929                                 //check for invalid ids\r
930                                 if (buffer_id>=LocalBuffers.size())\r
931                                 {\r
932                                         os::Printer::log("Skinned Mesh: Weight buffer id too large", ELL_WARNING);\r
933                                         joint->Weights[j].buffer_id = joint->Weights[j].vertex_id =0;\r
934                                 }\r
935                                 else if (vertex_id>=LocalBuffers[buffer_id]->getVertexCount())\r
936                                 {\r
937                                         os::Printer::log("Skinned Mesh: Weight vertex id too large", ELL_WARNING);\r
938                                         joint->Weights[j].buffer_id = joint->Weights[j].vertex_id =0;\r
939                                 }\r
940                         }\r
941                 }\r
942 \r
943                 //An array used in skinning\r
944 \r
945                 for (i=0; i<Vertices_Moved.size(); ++i)\r
946                         for (j=0; j<Vertices_Moved[i].size(); ++j)\r
947                                 Vertices_Moved[i][j] = false;\r
948 \r
949                 // For skinning: cache weight values for speed\r
950 \r
951                 for (i=0; i<AllJoints.size(); ++i)\r
952                 {\r
953                         SJoint *joint = AllJoints[i];\r
954                         for (j=0; j<joint->Weights.size(); ++j)\r
955                         {\r
956                                 const u16 buffer_id=joint->Weights[j].buffer_id;\r
957                                 const u32 vertex_id=joint->Weights[j].vertex_id;\r
958 \r
959                                 joint->Weights[j].Moved = &Vertices_Moved[buffer_id] [vertex_id];\r
960                                 joint->Weights[j].StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;\r
961                                 joint->Weights[j].StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;\r
962 \r
963                                 //joint->Weights[j]._Pos=&Buffers[buffer_id]->getVertex(vertex_id)->Pos;\r
964                         }\r
965                 }\r
966 \r
967                 // normalize weights\r
968                 normalizeWeights();\r
969         }\r
970         SkinnedLastFrame=false;\r
971 }\r
972 \r
973 //! called by loader after populating with mesh and bone data\r
974 void CSkinnedMesh::finalize()\r
975 {\r
976         os::Printer::log("Skinned Mesh - finalize", ELL_DEBUG);\r
977         u32 i;\r
978 \r
979         // Make sure we recalc the next frame\r
980         LastAnimatedFrame=-1;\r
981         SkinnedLastFrame=false;\r
982 \r
983         //calculate bounding box\r
984         for (i=0; i<LocalBuffers.size(); ++i)\r
985         {\r
986                 LocalBuffers[i]->recalculateBoundingBox();\r
987         }\r
988 \r
989         if (AllJoints.size() || RootJoints.size())\r
990         {\r
991                 // populate AllJoints or RootJoints, depending on which is empty\r
992                 if (!RootJoints.size())\r
993                 {\r
994 \r
995                         for(u32 CheckingIdx=0; CheckingIdx < AllJoints.size(); ++CheckingIdx)\r
996                         {\r
997 \r
998                                 bool foundParent=false;\r
999                                 for(i=0; i < AllJoints.size(); ++i)\r
1000                                 {\r
1001                                         for(u32 n=0; n < AllJoints[i]->Children.size(); ++n)\r
1002                                         {\r
1003                                                 if (AllJoints[i]->Children[n] == AllJoints[CheckingIdx])\r
1004                                                         foundParent=true;\r
1005                                         }\r
1006                                 }\r
1007 \r
1008                                 if (!foundParent)\r
1009                                         RootJoints.push_back(AllJoints[CheckingIdx]);\r
1010                         }\r
1011                 }\r
1012                 else\r
1013                 {\r
1014                         AllJoints=RootJoints;\r
1015                 }\r
1016         }\r
1017 \r
1018         for(i=0; i < AllJoints.size(); ++i)\r
1019         {\r
1020                 AllJoints[i]->UseAnimationFrom=AllJoints[i];\r
1021         }\r
1022 \r
1023         //Set array sizes...\r
1024 \r
1025         for (i=0; i<LocalBuffers.size(); ++i)\r
1026         {\r
1027                 Vertices_Moved.push_back( core::array<bool>() );\r
1028                 Vertices_Moved[i].set_used(LocalBuffers[i]->getVertexCount());\r
1029         }\r
1030 \r
1031         checkForAnimation();\r
1032 \r
1033         if (HasAnimation)\r
1034         {\r
1035                 irr::u32 redundantPosKeys = 0;\r
1036                 irr::u32 unorderedPosKeys = 0;\r
1037                 irr::u32 redundantScaleKeys = 0;\r
1038                 irr::u32 unorderedScaleKeys = 0;\r
1039                 irr::u32 redundantRotationKeys = 0;\r
1040                 irr::u32 unorderedRotationKeys = 0;\r
1041 \r
1042                 //--- optimize and check keyframes ---\r
1043                 for(i=0;i<AllJoints.size();++i)\r
1044                 {\r
1045                         core::array<SPositionKey> &PositionKeys =AllJoints[i]->PositionKeys;\r
1046                         core::array<SScaleKey> &ScaleKeys = AllJoints[i]->ScaleKeys;\r
1047                         core::array<SRotationKey> &RotationKeys = AllJoints[i]->RotationKeys;\r
1048 \r
1049                         // redundant = identical middle keys - we only need the first and last frame\r
1050                         // unordered = frames which are out of order - we can't handle those\r
1051                         redundantPosKeys += dropMiddleKeys<SPositionKey>(PositionKeys, identicalPos);\r
1052                         unorderedPosKeys += dropBadKeys<SPositionKey>(PositionKeys);\r
1053                         redundantScaleKeys += dropMiddleKeys<SScaleKey>(ScaleKeys, identicalScale);\r
1054                         unorderedScaleKeys += dropBadKeys<SScaleKey>(ScaleKeys);\r
1055                         redundantRotationKeys += dropMiddleKeys<SRotationKey>(RotationKeys, identicalRotation);\r
1056                         unorderedRotationKeys += dropBadKeys<SRotationKey>(RotationKeys);\r
1057 \r
1058                         //Fill empty keyframe areas\r
1059                         if (PositionKeys.size())\r
1060                         {\r
1061                                 SPositionKey *Key;\r
1062                                 Key=&PositionKeys[0];//getFirst\r
1063                                 if (Key->frame!=0)\r
1064                                 {\r
1065                                         PositionKeys.push_front(*Key);\r
1066                                         Key=&PositionKeys[0];//getFirst\r
1067                                         Key->frame=0;\r
1068                                 }\r
1069 \r
1070                                 Key=&PositionKeys.getLast();\r
1071                                 if (Key->frame!=EndFrame)\r
1072                                 {\r
1073                                         PositionKeys.push_back(*Key);\r
1074                                         Key=&PositionKeys.getLast();\r
1075                                         Key->frame=EndFrame;\r
1076                                 }\r
1077                         }\r
1078 \r
1079                         if (ScaleKeys.size())\r
1080                         {\r
1081                                 SScaleKey *Key;\r
1082                                 Key=&ScaleKeys[0];//getFirst\r
1083                                 if (Key->frame!=0)\r
1084                                 {\r
1085                                         ScaleKeys.push_front(*Key);\r
1086                                         Key=&ScaleKeys[0];//getFirst\r
1087                                         Key->frame=0;\r
1088                                 }\r
1089 \r
1090                                 Key=&ScaleKeys.getLast();\r
1091                                 if (Key->frame!=EndFrame)\r
1092                                 {\r
1093                                         ScaleKeys.push_back(*Key);\r
1094                                         Key=&ScaleKeys.getLast();\r
1095                                         Key->frame=EndFrame;\r
1096                                 }\r
1097                         }\r
1098 \r
1099                         if (RotationKeys.size())\r
1100                         {\r
1101                                 SRotationKey *Key;\r
1102                                 Key=&RotationKeys[0];//getFirst\r
1103                                 if (Key->frame!=0)\r
1104                                 {\r
1105                                         RotationKeys.push_front(*Key);\r
1106                                         Key=&RotationKeys[0];//getFirst\r
1107                                         Key->frame=0;\r
1108                                 }\r
1109 \r
1110                                 Key=&RotationKeys.getLast();\r
1111                                 if (Key->frame!=EndFrame)\r
1112                                 {\r
1113                                         RotationKeys.push_back(*Key);\r
1114                                         Key=&RotationKeys.getLast();\r
1115                                         Key->frame=EndFrame;\r
1116                                 }\r
1117                         }\r
1118                 }\r
1119 \r
1120                 if ( redundantPosKeys > 0 )\r
1121                 {\r
1122                         os::Printer::log("Skinned Mesh - redundant position frames kicked:", core::stringc(redundantPosKeys).c_str(), ELL_DEBUG);\r
1123                 }\r
1124                 if ( unorderedPosKeys > 0 )\r
1125                 {\r
1126                         irr::os::Printer::log("Skinned Mesh - unsorted position frames kicked:", irr::core::stringc(unorderedPosKeys).c_str(), irr::ELL_DEBUG);\r
1127                 }\r
1128                 if ( redundantScaleKeys > 0 )\r
1129                 {\r
1130                         os::Printer::log("Skinned Mesh - redundant scale frames kicked:", core::stringc(redundantScaleKeys).c_str(), ELL_DEBUG);\r
1131                 }\r
1132                 if ( unorderedScaleKeys > 0 )\r
1133                 {\r
1134                         irr::os::Printer::log("Skinned Mesh - unsorted scale frames kicked:", irr::core::stringc(unorderedScaleKeys).c_str(), irr::ELL_DEBUG);\r
1135                 }\r
1136                 if ( redundantRotationKeys > 0 )\r
1137                 {\r
1138                         os::Printer::log("Skinned Mesh - redundant rotation frames kicked:", core::stringc(redundantRotationKeys).c_str(), ELL_DEBUG);\r
1139                 }\r
1140                 if ( unorderedRotationKeys > 0 )\r
1141                 {\r
1142                         irr::os::Printer::log("Skinned Mesh - unsorted rotation frames kicked:", irr::core::stringc(unorderedRotationKeys).c_str(), irr::ELL_DEBUG);\r
1143                 }\r
1144         }\r
1145 \r
1146         //Needed for animation and skinning...\r
1147 \r
1148         calculateGlobalMatrices(0,0);\r
1149 \r
1150         //animateMesh(0, 1);\r
1151         //buildAllLocalAnimatedMatrices();\r
1152         //buildAllGlobalAnimatedMatrices();\r
1153 \r
1154         //rigid animation for non animated meshes\r
1155         for (i=0; i<AllJoints.size(); ++i)\r
1156         {\r
1157                 for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)\r
1158                 {\r
1159                         SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];\r
1160                         Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;\r
1161                 }\r
1162         }\r
1163 \r
1164         //calculate bounding box\r
1165         if (LocalBuffers.empty())\r
1166                 BoundingBox.reset(0,0,0);\r
1167         else\r
1168         {\r
1169                 irr::core::aabbox3df bb(LocalBuffers[0]->BoundingBox);\r
1170                 LocalBuffers[0]->Transformation.transformBoxEx(bb);\r
1171                 BoundingBox.reset(bb);\r
1172 \r
1173                 for (u32 j=1; j<LocalBuffers.size(); ++j)\r
1174                 {\r
1175                         bb = LocalBuffers[j]->BoundingBox;\r
1176                         LocalBuffers[j]->Transformation.transformBoxEx(bb);\r
1177 \r
1178                         BoundingBox.addInternalBox(bb);\r
1179                 }\r
1180         }\r
1181 }\r
1182 \r
1183 \r
1184 void CSkinnedMesh::updateBoundingBox(void)\r
1185 {\r
1186         if(!SkinningBuffers)\r
1187                 return;\r
1188 \r
1189         core::array<SSkinMeshBuffer*> & buffer = *SkinningBuffers;\r
1190         BoundingBox.reset(0,0,0);\r
1191 \r
1192         if (!buffer.empty())\r
1193         {\r
1194                 for (u32 j=0; j<buffer.size(); ++j)\r
1195                 {\r
1196                         buffer[j]->recalculateBoundingBox();\r
1197                         core::aabbox3df bb = buffer[j]->BoundingBox;\r
1198                         buffer[j]->Transformation.transformBoxEx(bb);\r
1199 \r
1200                         BoundingBox.addInternalBox(bb);\r
1201                 }\r
1202         }\r
1203 }\r
1204 \r
1205 \r
1206 scene::SSkinMeshBuffer *CSkinnedMesh::addMeshBuffer()\r
1207 {\r
1208         scene::SSkinMeshBuffer *buffer=new scene::SSkinMeshBuffer();\r
1209         LocalBuffers.push_back(buffer);\r
1210         return buffer;\r
1211 }\r
1212 \r
1213 \r
1214 CSkinnedMesh::SJoint *CSkinnedMesh::addJoint(SJoint *parent)\r
1215 {\r
1216         SJoint *joint=new SJoint;\r
1217 \r
1218         AllJoints.push_back(joint);\r
1219         if (!parent)\r
1220         {\r
1221                 //Add root joints to array in finalize()\r
1222         }\r
1223         else\r
1224         {\r
1225                 //Set parent (Be careful of the mesh loader also setting the parent)\r
1226                 parent->Children.push_back(joint);\r
1227         }\r
1228 \r
1229         return joint;\r
1230 }\r
1231 \r
1232 \r
1233 CSkinnedMesh::SPositionKey *CSkinnedMesh::addPositionKey(SJoint *joint)\r
1234 {\r
1235         if (!joint)\r
1236                 return 0;\r
1237 \r
1238         joint->PositionKeys.push_back(SPositionKey());\r
1239         return &joint->PositionKeys.getLast();\r
1240 }\r
1241 \r
1242 \r
1243 CSkinnedMesh::SScaleKey *CSkinnedMesh::addScaleKey(SJoint *joint)\r
1244 {\r
1245         if (!joint)\r
1246                 return 0;\r
1247 \r
1248         joint->ScaleKeys.push_back(SScaleKey());\r
1249         return &joint->ScaleKeys.getLast();\r
1250 }\r
1251 \r
1252 \r
1253 CSkinnedMesh::SRotationKey *CSkinnedMesh::addRotationKey(SJoint *joint)\r
1254 {\r
1255         if (!joint)\r
1256                 return 0;\r
1257 \r
1258         joint->RotationKeys.push_back(SRotationKey());\r
1259         return &joint->RotationKeys.getLast();\r
1260 }\r
1261 \r
1262 \r
1263 CSkinnedMesh::SWeight *CSkinnedMesh::addWeight(SJoint *joint)\r
1264 {\r
1265         if (!joint)\r
1266                 return 0;\r
1267 \r
1268         joint->Weights.push_back(SWeight());\r
1269         return &joint->Weights.getLast();\r
1270 }\r
1271 \r
1272 \r
1273 bool CSkinnedMesh::isStatic()\r
1274 {\r
1275         return !HasAnimation;\r
1276 }\r
1277 \r
1278 \r
1279 void CSkinnedMesh::normalizeWeights()\r
1280 {\r
1281         // note: unsure if weights ids are going to be used.\r
1282 \r
1283         // Normalise the weights on bones....\r
1284 \r
1285         u32 i,j;\r
1286         core::array< core::array<f32> > verticesTotalWeight;\r
1287 \r
1288         verticesTotalWeight.reallocate(LocalBuffers.size());\r
1289         for (i=0; i<LocalBuffers.size(); ++i)\r
1290         {\r
1291                 verticesTotalWeight.push_back(core::array<f32>());\r
1292                 verticesTotalWeight[i].set_used(LocalBuffers[i]->getVertexCount());\r
1293         }\r
1294 \r
1295         for (i=0; i<verticesTotalWeight.size(); ++i)\r
1296                 for (j=0; j<verticesTotalWeight[i].size(); ++j)\r
1297                         verticesTotalWeight[i][j] = 0;\r
1298 \r
1299         for (i=0; i<AllJoints.size(); ++i)\r
1300         {\r
1301                 SJoint *joint=AllJoints[i];\r
1302                 for (j=0; j<joint->Weights.size(); ++j)\r
1303                 {\r
1304                         if (joint->Weights[j].strength<=0)//Check for invalid weights\r
1305                         {\r
1306                                 joint->Weights.erase(j);\r
1307                                 --j;\r
1308                         }\r
1309                         else\r
1310                         {\r
1311                                 verticesTotalWeight[joint->Weights[j].buffer_id] [joint->Weights[j].vertex_id] += joint->Weights[j].strength;\r
1312                         }\r
1313                 }\r
1314         }\r
1315 \r
1316         for (i=0; i<AllJoints.size(); ++i)\r
1317         {\r
1318                 SJoint *joint=AllJoints[i];\r
1319                 for (j=0; j< joint->Weights.size(); ++j)\r
1320                 {\r
1321                         const f32 total = verticesTotalWeight[joint->Weights[j].buffer_id] [joint->Weights[j].vertex_id];\r
1322                         if (total != 0 && total != 1)\r
1323                                 joint->Weights[j].strength /= total;\r
1324                 }\r
1325         }\r
1326 }\r
1327 \r
1328 \r
1329 void CSkinnedMesh::recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes)\r
1330 {\r
1331         for (u32 i=0; i<AllJoints.size(); ++i)\r
1332         {\r
1333                 IBoneSceneNode* node=jointChildSceneNodes[i];\r
1334                 SJoint *joint=AllJoints[i];\r
1335                 node->setPosition(joint->LocalAnimatedMatrix.getTranslation());\r
1336                 node->setRotation(joint->LocalAnimatedMatrix.getRotationDegrees());\r
1337                 node->setScale(joint->LocalAnimatedMatrix.getScale());\r
1338 \r
1339                 node->positionHint=joint->positionHint;\r
1340                 node->scaleHint=joint->scaleHint;\r
1341                 node->rotationHint=joint->rotationHint;\r
1342 \r
1343                 node->updateAbsolutePosition();\r
1344         }\r
1345 }\r
1346 \r
1347 \r
1348 void CSkinnedMesh::transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes)\r
1349 {\r
1350         for (u32 i=0; i<AllJoints.size(); ++i)\r
1351         {\r
1352                 const IBoneSceneNode* const node=jointChildSceneNodes[i];\r
1353                 SJoint *joint=AllJoints[i];\r
1354 \r
1355                 joint->LocalAnimatedMatrix.setRotationDegrees(node->getRotation());\r
1356                 joint->LocalAnimatedMatrix.setTranslation(node->getPosition());\r
1357                 joint->LocalAnimatedMatrix *= core::matrix4().setScale(node->getScale());\r
1358 \r
1359                 joint->positionHint=node->positionHint;\r
1360                 joint->scaleHint=node->scaleHint;\r
1361                 joint->rotationHint=node->rotationHint;\r
1362 \r
1363                 joint->GlobalSkinningSpace=(node->getSkinningSpace()==EBSS_GLOBAL);\r
1364         }\r
1365         // Make sure we recalc the next frame\r
1366         LastAnimatedFrame=-1;\r
1367         SkinnedLastFrame=false;\r
1368 }\r
1369 \r
1370 \r
1371 void CSkinnedMesh::transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes)\r
1372 {\r
1373         for (u32 i=0; i<AllJoints.size(); ++i)\r
1374         {\r
1375                 const IBoneSceneNode* const node=jointChildSceneNodes[i];\r
1376                 SJoint *joint=AllJoints[i];\r
1377 \r
1378                 joint->positionHint=node->positionHint;\r
1379                 joint->scaleHint=node->scaleHint;\r
1380                 joint->rotationHint=node->rotationHint;\r
1381         }\r
1382         SkinnedLastFrame=false;\r
1383 }\r
1384 \r
1385 \r
1386 void CSkinnedMesh::addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,\r
1387                 IAnimatedMeshSceneNode* node, ISceneManager* smgr)\r
1388 {\r
1389         //Create new joints\r
1390         for (u32 i=0; i<AllJoints.size(); ++i)\r
1391         {\r
1392                 jointChildSceneNodes.push_back(new CBoneSceneNode(0, smgr, 0, i, AllJoints[i]->Name.c_str()));\r
1393         }\r
1394 \r
1395         //Match up parents\r
1396         for (u32 i=0; i<jointChildSceneNodes.size(); ++i)\r
1397         {\r
1398                 const SJoint* const joint=AllJoints[i]; //should be fine\r
1399 \r
1400                 s32 parentID=-1;\r
1401 \r
1402                 for (u32 j=0;(parentID==-1)&&(j<AllJoints.size());++j)\r
1403                 {\r
1404                         if (i!=j)\r
1405                         {\r
1406                                 const SJoint* const parentTest=AllJoints[j];\r
1407                                 for (u32 n=0; n<parentTest->Children.size(); ++n)\r
1408                                 {\r
1409                                         if (parentTest->Children[n]==joint)\r
1410                                         {\r
1411                                                 parentID=j;\r
1412                                                 break;\r
1413                                         }\r
1414                                 }\r
1415                         }\r
1416                 }\r
1417 \r
1418                 IBoneSceneNode* bone=jointChildSceneNodes[i];\r
1419                 if (parentID!=-1)\r
1420                         bone->setParent(jointChildSceneNodes[parentID]);\r
1421                 else\r
1422                         bone->setParent(node);\r
1423 \r
1424                 bone->drop();\r
1425         }\r
1426         SkinnedLastFrame=false;\r
1427 }\r
1428 \r
1429 \r
1430 void CSkinnedMesh::convertMeshToTangents()\r
1431 {\r
1432         // now calculate tangents\r
1433         for (u32 b=0; b < LocalBuffers.size(); ++b)\r
1434         {\r
1435                 if (LocalBuffers[b])\r
1436                 {\r
1437                         LocalBuffers[b]->convertToTangents();\r
1438 \r
1439                         const s32 idxCnt = LocalBuffers[b]->getIndexCount();\r
1440 \r
1441                         u16* idx = LocalBuffers[b]->getIndices();\r
1442                         video::S3DVertexTangents* v =\r
1443                                 (video::S3DVertexTangents*)LocalBuffers[b]->getVertices();\r
1444 \r
1445                         for (s32 i=0; i<idxCnt; i+=3)\r
1446                         {\r
1447                                 calculateTangents(\r
1448                                         v[idx[i+0]].Normal,\r
1449                                         v[idx[i+0]].Tangent,\r
1450                                         v[idx[i+0]].Binormal,\r
1451                                         v[idx[i+0]].Pos,\r
1452                                         v[idx[i+1]].Pos,\r
1453                                         v[idx[i+2]].Pos,\r
1454                                         v[idx[i+0]].TCoords,\r
1455                                         v[idx[i+1]].TCoords,\r
1456                                         v[idx[i+2]].TCoords);\r
1457 \r
1458                                 calculateTangents(\r
1459                                         v[idx[i+1]].Normal,\r
1460                                         v[idx[i+1]].Tangent,\r
1461                                         v[idx[i+1]].Binormal,\r
1462                                         v[idx[i+1]].Pos,\r
1463                                         v[idx[i+2]].Pos,\r
1464                                         v[idx[i+0]].Pos,\r
1465                                         v[idx[i+1]].TCoords,\r
1466                                         v[idx[i+2]].TCoords,\r
1467                                         v[idx[i+0]].TCoords);\r
1468 \r
1469                                 calculateTangents(\r
1470                                         v[idx[i+2]].Normal,\r
1471                                         v[idx[i+2]].Tangent,\r
1472                                         v[idx[i+2]].Binormal,\r
1473                                         v[idx[i+2]].Pos,\r
1474                                         v[idx[i+0]].Pos,\r
1475                                         v[idx[i+1]].Pos,\r
1476                                         v[idx[i+2]].TCoords,\r
1477                                         v[idx[i+0]].TCoords,\r
1478                                         v[idx[i+1]].TCoords);\r
1479                         }\r
1480                 }\r
1481         }\r
1482 }\r
1483 \r
1484 \r
1485 void CSkinnedMesh::calculateTangents(\r
1486         core::vector3df& normal,\r
1487         core::vector3df& tangent,\r
1488         core::vector3df& binormal,\r
1489         const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices\r
1490         const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords\r
1491 {\r
1492         core::vector3df v1 = vt1 - vt2;\r
1493         core::vector3df v2 = vt3 - vt1;\r
1494         normal = v2.crossProduct(v1);\r
1495         normal.normalize();\r
1496 \r
1497         // binormal\r
1498 \r
1499         f32 deltaX1 = tc1.X - tc2.X;\r
1500         f32 deltaX2 = tc3.X - tc1.X;\r
1501         binormal = (v1 * deltaX2) - (v2 * deltaX1);\r
1502         binormal.normalize();\r
1503 \r
1504         // tangent\r
1505 \r
1506         f32 deltaY1 = tc1.Y - tc2.Y;\r
1507         f32 deltaY2 = tc3.Y - tc1.Y;\r
1508         tangent = (v1 * deltaY2) - (v2 * deltaY1);\r
1509         tangent.normalize();\r
1510 \r
1511         // adjust\r
1512 \r
1513         core::vector3df txb = tangent.crossProduct(binormal);\r
1514         if (txb.dotProduct(normal) < 0.0f)\r
1515         {\r
1516                 tangent *= -1.0f;\r
1517                 binormal *= -1.0f;\r
1518         }\r
1519 }\r
1520 \r
1521 \r
1522 } // end namespace scene\r
1523 } // end namespace irr\r
1524 \r
1525 #endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_\r
1526 \r