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Merging r5975 through r6036 from trunk to ogl-es branch.
[irrlicht.git] / source / Irrlicht / CSkinnedMesh.cpp
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 \r
817 void CSkinnedMesh::calculateGlobalMatrices(SJoint *joint,SJoint *parentJoint)\r
818 {\r
819         if (!joint && parentJoint) // bit of protection from endless loops\r
820                 return;\r
821 \r
822         //Go through the root bones\r
823         if (!joint)\r
824         {\r
825                 for (u32 i=0; i<RootJoints.size(); ++i)\r
826                         calculateGlobalMatrices(RootJoints[i],0);\r
827                 return;\r
828         }\r
829 \r
830         if (!parentJoint)\r
831                 joint->GlobalMatrix = joint->LocalMatrix;\r
832         else\r
833                 joint->GlobalMatrix = parentJoint->GlobalMatrix * joint->LocalMatrix;\r
834 \r
835         joint->LocalAnimatedMatrix=joint->LocalMatrix;\r
836         joint->GlobalAnimatedMatrix=joint->GlobalMatrix;\r
837 \r
838         if (joint->GlobalInversedMatrix.isIdentity())//might be pre calculated\r
839         {\r
840                 joint->GlobalInversedMatrix = joint->GlobalMatrix;\r
841                 joint->GlobalInversedMatrix.makeInverse(); // slow\r
842         }\r
843 \r
844         for (u32 j=0; j<joint->Children.size(); ++j)\r
845                 calculateGlobalMatrices(joint->Children[j],joint);\r
846         SkinnedLastFrame=false;\r
847 }\r
848 \r
849 \r
850 void CSkinnedMesh::checkForAnimation()\r
851 {\r
852         u32 i,j;\r
853         //Check for animation...\r
854         HasAnimation = false;\r
855         for(i=0;i<AllJoints.size();++i)\r
856         {\r
857                 if (AllJoints[i]->UseAnimationFrom)\r
858                 {\r
859                         if (AllJoints[i]->UseAnimationFrom->PositionKeys.size() ||\r
860                                 AllJoints[i]->UseAnimationFrom->ScaleKeys.size() ||\r
861                                 AllJoints[i]->UseAnimationFrom->RotationKeys.size() )\r
862                         {\r
863                                 HasAnimation = true;\r
864                         }\r
865                 }\r
866         }\r
867 \r
868         //meshes with weights, are still counted as animated for ragdolls, etc\r
869         if (!HasAnimation)\r
870         {\r
871                 for(i=0;i<AllJoints.size();++i)\r
872                 {\r
873                         if (AllJoints[i]->Weights.size())\r
874                                 HasAnimation = true;\r
875                 }\r
876         }\r
877 \r
878         if (HasAnimation)\r
879         {\r
880                 //--- Find the length of the animation ---\r
881                 EndFrame=0;\r
882                 for(i=0;i<AllJoints.size();++i)\r
883                 {\r
884                         if (AllJoints[i]->UseAnimationFrom)\r
885                         {\r
886                                 if (AllJoints[i]->UseAnimationFrom->PositionKeys.size())\r
887                                         if (AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame > EndFrame)\r
888                                                 EndFrame=AllJoints[i]->UseAnimationFrom->PositionKeys.getLast().frame;\r
889 \r
890                                 if (AllJoints[i]->UseAnimationFrom->ScaleKeys.size())\r
891                                         if (AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame > EndFrame)\r
892                                                 EndFrame=AllJoints[i]->UseAnimationFrom->ScaleKeys.getLast().frame;\r
893 \r
894                                 if (AllJoints[i]->UseAnimationFrom->RotationKeys.size())\r
895                                         if (AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame > EndFrame)\r
896                                                 EndFrame=AllJoints[i]->UseAnimationFrom->RotationKeys.getLast().frame;\r
897                         }\r
898                 }\r
899         }\r
900 \r
901         if (HasAnimation && !PreparedForSkinning)\r
902         {\r
903                 PreparedForSkinning=true;\r
904 \r
905                 //check for bugs:\r
906                 for(i=0; i < AllJoints.size(); ++i)\r
907                 {\r
908                         SJoint *joint = AllJoints[i];\r
909                         for (j=0; j<joint->Weights.size(); ++j)\r
910                         {\r
911                                 const u16 buffer_id=joint->Weights[j].buffer_id;\r
912                                 const u32 vertex_id=joint->Weights[j].vertex_id;\r
913 \r
914                                 //check for invalid ids\r
915                                 if (buffer_id>=LocalBuffers.size())\r
916                                 {\r
917                                         os::Printer::log("Skinned Mesh: Weight buffer id too large", ELL_WARNING);\r
918                                         joint->Weights[j].buffer_id = joint->Weights[j].vertex_id =0;\r
919                                 }\r
920                                 else if (vertex_id>=LocalBuffers[buffer_id]->getVertexCount())\r
921                                 {\r
922                                         os::Printer::log("Skinned Mesh: Weight vertex id too large", ELL_WARNING);\r
923                                         joint->Weights[j].buffer_id = joint->Weights[j].vertex_id =0;\r
924                                 }\r
925                         }\r
926                 }\r
927 \r
928                 //An array used in skinning\r
929 \r
930                 for (i=0; i<Vertices_Moved.size(); ++i)\r
931                         for (j=0; j<Vertices_Moved[i].size(); ++j)\r
932                                 Vertices_Moved[i][j] = false;\r
933 \r
934                 // For skinning: cache weight values for speed\r
935 \r
936                 for (i=0; i<AllJoints.size(); ++i)\r
937                 {\r
938                         SJoint *joint = AllJoints[i];\r
939                         for (j=0; j<joint->Weights.size(); ++j)\r
940                         {\r
941                                 const u16 buffer_id=joint->Weights[j].buffer_id;\r
942                                 const u32 vertex_id=joint->Weights[j].vertex_id;\r
943 \r
944                                 joint->Weights[j].Moved = &Vertices_Moved[buffer_id] [vertex_id];\r
945                                 joint->Weights[j].StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;\r
946                                 joint->Weights[j].StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;\r
947 \r
948                                 //joint->Weights[j]._Pos=&Buffers[buffer_id]->getVertex(vertex_id)->Pos;\r
949                         }\r
950                 }\r
951 \r
952                 // normalize weights\r
953                 normalizeWeights();\r
954         }\r
955         SkinnedLastFrame=false;\r
956 }\r
957 \r
958 //! called by loader after populating with mesh and bone data\r
959 void CSkinnedMesh::finalize()\r
960 {\r
961         os::Printer::log("Skinned Mesh - finalize", ELL_DEBUG);\r
962         u32 i;\r
963 \r
964         // Make sure we recalc the next frame\r
965         LastAnimatedFrame=-1;\r
966         SkinnedLastFrame=false;\r
967 \r
968         //calculate bounding box\r
969         for (i=0; i<LocalBuffers.size(); ++i)\r
970         {\r
971                 LocalBuffers[i]->recalculateBoundingBox();\r
972         }\r
973 \r
974         if (AllJoints.size() || RootJoints.size())\r
975         {\r
976                 // populate AllJoints or RootJoints, depending on which is empty\r
977                 if (!RootJoints.size())\r
978                 {\r
979 \r
980                         for(u32 CheckingIdx=0; CheckingIdx < AllJoints.size(); ++CheckingIdx)\r
981                         {\r
982 \r
983                                 bool foundParent=false;\r
984                                 for(i=0; i < AllJoints.size(); ++i)\r
985                                 {\r
986                                         for(u32 n=0; n < AllJoints[i]->Children.size(); ++n)\r
987                                         {\r
988                                                 if (AllJoints[i]->Children[n] == AllJoints[CheckingIdx])\r
989                                                         foundParent=true;\r
990                                         }\r
991                                 }\r
992 \r
993                                 if (!foundParent)\r
994                                         RootJoints.push_back(AllJoints[CheckingIdx]);\r
995                         }\r
996                 }\r
997                 else\r
998                 {\r
999                         AllJoints=RootJoints;\r
1000                 }\r
1001         }\r
1002 \r
1003         for(i=0; i < AllJoints.size(); ++i)\r
1004         {\r
1005                 AllJoints[i]->UseAnimationFrom=AllJoints[i];\r
1006         }\r
1007 \r
1008         //Set array sizes...\r
1009 \r
1010         for (i=0; i<LocalBuffers.size(); ++i)\r
1011         {\r
1012                 Vertices_Moved.push_back( core::array<bool>() );\r
1013                 Vertices_Moved[i].set_used(LocalBuffers[i]->getVertexCount());\r
1014         }\r
1015 \r
1016         checkForAnimation();\r
1017 \r
1018         if (HasAnimation)\r
1019         {\r
1020                 irr::u32 redundantPosKeys = 0;\r
1021                 irr::u32 unorderedPosKeys = 0;\r
1022                 irr::u32 redundantScaleKeys = 0;\r
1023                 irr::u32 unorderedScaleKeys = 0;\r
1024                 irr::u32 redundantRotationKeys = 0;\r
1025                 irr::u32 unorderedRotationKeys = 0;\r
1026 \r
1027                 //--- optimize and check keyframes ---\r
1028                 for(i=0;i<AllJoints.size();++i)\r
1029                 {\r
1030                         core::array<SPositionKey> &PositionKeys =AllJoints[i]->PositionKeys;\r
1031                         core::array<SScaleKey> &ScaleKeys = AllJoints[i]->ScaleKeys;\r
1032                         core::array<SRotationKey> &RotationKeys = AllJoints[i]->RotationKeys;\r
1033 \r
1034                         // redundant = identical middle keys - we only need the first and last frame\r
1035                         // unordered = frames which are out of order - we can't handle those\r
1036                         redundantPosKeys += dropMiddleKeys<SPositionKey>(PositionKeys, identicalPos);\r
1037                         unorderedPosKeys += dropBadKeys<SPositionKey>(PositionKeys);\r
1038                         redundantScaleKeys += dropMiddleKeys<SScaleKey>(ScaleKeys, identicalScale);\r
1039                         unorderedScaleKeys += dropBadKeys<SScaleKey>(ScaleKeys);\r
1040                         redundantRotationKeys += dropMiddleKeys<SRotationKey>(RotationKeys, identicalRotation);\r
1041                         unorderedRotationKeys += dropBadKeys<SRotationKey>(RotationKeys);\r
1042 \r
1043                         //Fill empty keyframe areas\r
1044                         if (PositionKeys.size())\r
1045                         {\r
1046                                 SPositionKey *Key;\r
1047                                 Key=&PositionKeys[0];//getFirst\r
1048                                 if (Key->frame!=0)\r
1049                                 {\r
1050                                         PositionKeys.push_front(*Key);\r
1051                                         Key=&PositionKeys[0];//getFirst\r
1052                                         Key->frame=0;\r
1053                                 }\r
1054 \r
1055                                 Key=&PositionKeys.getLast();\r
1056                                 if (Key->frame!=EndFrame)\r
1057                                 {\r
1058                                         PositionKeys.push_back(*Key);\r
1059                                         Key=&PositionKeys.getLast();\r
1060                                         Key->frame=EndFrame;\r
1061                                 }\r
1062                         }\r
1063 \r
1064                         if (ScaleKeys.size())\r
1065                         {\r
1066                                 SScaleKey *Key;\r
1067                                 Key=&ScaleKeys[0];//getFirst\r
1068                                 if (Key->frame!=0)\r
1069                                 {\r
1070                                         ScaleKeys.push_front(*Key);\r
1071                                         Key=&ScaleKeys[0];//getFirst\r
1072                                         Key->frame=0;\r
1073                                 }\r
1074 \r
1075                                 Key=&ScaleKeys.getLast();\r
1076                                 if (Key->frame!=EndFrame)\r
1077                                 {\r
1078                                         ScaleKeys.push_back(*Key);\r
1079                                         Key=&ScaleKeys.getLast();\r
1080                                         Key->frame=EndFrame;\r
1081                                 }\r
1082                         }\r
1083 \r
1084                         if (RotationKeys.size())\r
1085                         {\r
1086                                 SRotationKey *Key;\r
1087                                 Key=&RotationKeys[0];//getFirst\r
1088                                 if (Key->frame!=0)\r
1089                                 {\r
1090                                         RotationKeys.push_front(*Key);\r
1091                                         Key=&RotationKeys[0];//getFirst\r
1092                                         Key->frame=0;\r
1093                                 }\r
1094 \r
1095                                 Key=&RotationKeys.getLast();\r
1096                                 if (Key->frame!=EndFrame)\r
1097                                 {\r
1098                                         RotationKeys.push_back(*Key);\r
1099                                         Key=&RotationKeys.getLast();\r
1100                                         Key->frame=EndFrame;\r
1101                                 }\r
1102                         }\r
1103                 }\r
1104 \r
1105                 if ( redundantPosKeys > 0 )\r
1106                 {\r
1107                         os::Printer::log("Skinned Mesh - redundant position frames kicked:", core::stringc(redundantPosKeys).c_str(), ELL_DEBUG);\r
1108                 }\r
1109                 if ( unorderedPosKeys > 0 )\r
1110                 {\r
1111                         irr::os::Printer::log("Skinned Mesh - unsorted position frames kicked:", irr::core::stringc(unorderedPosKeys).c_str(), irr::ELL_DEBUG);\r
1112                 }\r
1113                 if ( redundantScaleKeys > 0 )\r
1114                 {\r
1115                         os::Printer::log("Skinned Mesh - redundant scale frames kicked:", core::stringc(redundantScaleKeys).c_str(), ELL_DEBUG);\r
1116                 }\r
1117                 if ( unorderedScaleKeys > 0 )\r
1118                 {\r
1119                         irr::os::Printer::log("Skinned Mesh - unsorted scale frames kicked:", irr::core::stringc(unorderedScaleKeys).c_str(), irr::ELL_DEBUG);\r
1120                 }\r
1121                 if ( redundantRotationKeys > 0 )\r
1122                 {\r
1123                         os::Printer::log("Skinned Mesh - redundant rotation frames kicked:", core::stringc(redundantRotationKeys).c_str(), ELL_DEBUG);\r
1124                 }\r
1125                 if ( unorderedRotationKeys > 0 )\r
1126                 {\r
1127                         irr::os::Printer::log("Skinned Mesh - unsorted rotation frames kicked:", irr::core::stringc(unorderedRotationKeys).c_str(), irr::ELL_DEBUG);\r
1128                 }\r
1129         }\r
1130 \r
1131         //Needed for animation and skinning...\r
1132 \r
1133         calculateGlobalMatrices(0,0);\r
1134 \r
1135         //animateMesh(0, 1);\r
1136         //buildAllLocalAnimatedMatrices();\r
1137         //buildAllGlobalAnimatedMatrices();\r
1138 \r
1139         //rigid animation for non animated meshes\r
1140         for (i=0; i<AllJoints.size(); ++i)\r
1141         {\r
1142                 for (u32 j=0; j<AllJoints[i]->AttachedMeshes.size(); ++j)\r
1143                 {\r
1144                         SSkinMeshBuffer* Buffer=(*SkinningBuffers)[ AllJoints[i]->AttachedMeshes[j] ];\r
1145                         Buffer->Transformation=AllJoints[i]->GlobalAnimatedMatrix;\r
1146                 }\r
1147         }\r
1148 \r
1149         //calculate bounding box\r
1150         if (LocalBuffers.empty())\r
1151                 BoundingBox.reset(0,0,0);\r
1152         else\r
1153         {\r
1154                 irr::core::aabbox3df bb(LocalBuffers[0]->BoundingBox);\r
1155                 LocalBuffers[0]->Transformation.transformBoxEx(bb);\r
1156                 BoundingBox.reset(bb);\r
1157 \r
1158                 for (u32 j=1; j<LocalBuffers.size(); ++j)\r
1159                 {\r
1160                         bb = LocalBuffers[j]->BoundingBox;\r
1161                         LocalBuffers[j]->Transformation.transformBoxEx(bb);\r
1162 \r
1163                         BoundingBox.addInternalBox(bb);\r
1164                 }\r
1165         }\r
1166 }\r
1167 \r
1168 \r
1169 void CSkinnedMesh::updateBoundingBox(void)\r
1170 {\r
1171         if(!SkinningBuffers)\r
1172                 return;\r
1173 \r
1174         core::array<SSkinMeshBuffer*> & buffer = *SkinningBuffers;\r
1175         BoundingBox.reset(0,0,0);\r
1176 \r
1177         if (!buffer.empty())\r
1178         {\r
1179                 for (u32 j=0; j<buffer.size(); ++j)\r
1180                 {\r
1181                         buffer[j]->recalculateBoundingBox();\r
1182                         core::aabbox3df bb = buffer[j]->BoundingBox;\r
1183                         buffer[j]->Transformation.transformBoxEx(bb);\r
1184 \r
1185                         BoundingBox.addInternalBox(bb);\r
1186                 }\r
1187         }\r
1188 }\r
1189 \r
1190 \r
1191 scene::SSkinMeshBuffer *CSkinnedMesh::addMeshBuffer()\r
1192 {\r
1193         scene::SSkinMeshBuffer *buffer=new scene::SSkinMeshBuffer();\r
1194         LocalBuffers.push_back(buffer);\r
1195         return buffer;\r
1196 }\r
1197 \r
1198 \r
1199 CSkinnedMesh::SJoint *CSkinnedMesh::addJoint(SJoint *parent)\r
1200 {\r
1201         SJoint *joint=new SJoint;\r
1202 \r
1203         AllJoints.push_back(joint);\r
1204         if (!parent)\r
1205         {\r
1206                 //Add root joints to array in finalize()\r
1207         }\r
1208         else\r
1209         {\r
1210                 //Set parent (Be careful of the mesh loader also setting the parent)\r
1211                 parent->Children.push_back(joint);\r
1212         }\r
1213 \r
1214         return joint;\r
1215 }\r
1216 \r
1217 \r
1218 CSkinnedMesh::SPositionKey *CSkinnedMesh::addPositionKey(SJoint *joint)\r
1219 {\r
1220         if (!joint)\r
1221                 return 0;\r
1222 \r
1223         joint->PositionKeys.push_back(SPositionKey());\r
1224         return &joint->PositionKeys.getLast();\r
1225 }\r
1226 \r
1227 \r
1228 CSkinnedMesh::SScaleKey *CSkinnedMesh::addScaleKey(SJoint *joint)\r
1229 {\r
1230         if (!joint)\r
1231                 return 0;\r
1232 \r
1233         joint->ScaleKeys.push_back(SScaleKey());\r
1234         return &joint->ScaleKeys.getLast();\r
1235 }\r
1236 \r
1237 \r
1238 CSkinnedMesh::SRotationKey *CSkinnedMesh::addRotationKey(SJoint *joint)\r
1239 {\r
1240         if (!joint)\r
1241                 return 0;\r
1242 \r
1243         joint->RotationKeys.push_back(SRotationKey());\r
1244         return &joint->RotationKeys.getLast();\r
1245 }\r
1246 \r
1247 \r
1248 CSkinnedMesh::SWeight *CSkinnedMesh::addWeight(SJoint *joint)\r
1249 {\r
1250         if (!joint)\r
1251                 return 0;\r
1252 \r
1253         joint->Weights.push_back(SWeight());\r
1254         return &joint->Weights.getLast();\r
1255 }\r
1256 \r
1257 \r
1258 bool CSkinnedMesh::isStatic()\r
1259 {\r
1260         return !HasAnimation;\r
1261 }\r
1262 \r
1263 \r
1264 void CSkinnedMesh::normalizeWeights()\r
1265 {\r
1266         // note: unsure if weights ids are going to be used.\r
1267 \r
1268         // Normalise the weights on bones....\r
1269 \r
1270         u32 i,j;\r
1271         core::array< core::array<f32> > verticesTotalWeight;\r
1272 \r
1273         verticesTotalWeight.reallocate(LocalBuffers.size());\r
1274         for (i=0; i<LocalBuffers.size(); ++i)\r
1275         {\r
1276                 verticesTotalWeight.push_back(core::array<f32>());\r
1277                 verticesTotalWeight[i].set_used(LocalBuffers[i]->getVertexCount());\r
1278         }\r
1279 \r
1280         for (i=0; i<verticesTotalWeight.size(); ++i)\r
1281                 for (j=0; j<verticesTotalWeight[i].size(); ++j)\r
1282                         verticesTotalWeight[i][j] = 0;\r
1283 \r
1284         for (i=0; i<AllJoints.size(); ++i)\r
1285         {\r
1286                 SJoint *joint=AllJoints[i];\r
1287                 for (j=0; j<joint->Weights.size(); ++j)\r
1288                 {\r
1289                         if (joint->Weights[j].strength<=0)//Check for invalid weights\r
1290                         {\r
1291                                 joint->Weights.erase(j);\r
1292                                 --j;\r
1293                         }\r
1294                         else\r
1295                         {\r
1296                                 verticesTotalWeight[joint->Weights[j].buffer_id] [joint->Weights[j].vertex_id] += joint->Weights[j].strength;\r
1297                         }\r
1298                 }\r
1299         }\r
1300 \r
1301         for (i=0; i<AllJoints.size(); ++i)\r
1302         {\r
1303                 SJoint *joint=AllJoints[i];\r
1304                 for (j=0; j< joint->Weights.size(); ++j)\r
1305                 {\r
1306                         const f32 total = verticesTotalWeight[joint->Weights[j].buffer_id] [joint->Weights[j].vertex_id];\r
1307                         if (total != 0 && total != 1)\r
1308                                 joint->Weights[j].strength /= total;\r
1309                 }\r
1310         }\r
1311 }\r
1312 \r
1313 \r
1314 void CSkinnedMesh::recoverJointsFromMesh(core::array<IBoneSceneNode*> &jointChildSceneNodes)\r
1315 {\r
1316         for (u32 i=0; i<AllJoints.size(); ++i)\r
1317         {\r
1318                 IBoneSceneNode* node=jointChildSceneNodes[i];\r
1319                 SJoint *joint=AllJoints[i];\r
1320                 node->setPosition(joint->LocalAnimatedMatrix.getTranslation());\r
1321                 node->setRotation(joint->LocalAnimatedMatrix.getRotationDegrees());\r
1322                 node->setScale(joint->LocalAnimatedMatrix.getScale());\r
1323 \r
1324                 node->positionHint=joint->positionHint;\r
1325                 node->scaleHint=joint->scaleHint;\r
1326                 node->rotationHint=joint->rotationHint;\r
1327 \r
1328                 node->updateAbsolutePosition();\r
1329         }\r
1330 }\r
1331 \r
1332 \r
1333 void CSkinnedMesh::transferJointsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes)\r
1334 {\r
1335         for (u32 i=0; i<AllJoints.size(); ++i)\r
1336         {\r
1337                 const IBoneSceneNode* const node=jointChildSceneNodes[i];\r
1338                 SJoint *joint=AllJoints[i];\r
1339 \r
1340                 joint->LocalAnimatedMatrix.setRotationDegrees(node->getRotation());\r
1341                 joint->LocalAnimatedMatrix.setTranslation(node->getPosition());\r
1342                 joint->LocalAnimatedMatrix *= core::matrix4().setScale(node->getScale());\r
1343 \r
1344                 joint->positionHint=node->positionHint;\r
1345                 joint->scaleHint=node->scaleHint;\r
1346                 joint->rotationHint=node->rotationHint;\r
1347 \r
1348                 joint->GlobalSkinningSpace=(node->getSkinningSpace()==EBSS_GLOBAL);\r
1349         }\r
1350         // Make sure we recalc the next frame\r
1351         LastAnimatedFrame=-1;\r
1352         SkinnedLastFrame=false;\r
1353 }\r
1354 \r
1355 \r
1356 void CSkinnedMesh::transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode*> &jointChildSceneNodes)\r
1357 {\r
1358         for (u32 i=0; i<AllJoints.size(); ++i)\r
1359         {\r
1360                 const IBoneSceneNode* const node=jointChildSceneNodes[i];\r
1361                 SJoint *joint=AllJoints[i];\r
1362 \r
1363                 joint->positionHint=node->positionHint;\r
1364                 joint->scaleHint=node->scaleHint;\r
1365                 joint->rotationHint=node->rotationHint;\r
1366         }\r
1367         SkinnedLastFrame=false;\r
1368 }\r
1369 \r
1370 \r
1371 void CSkinnedMesh::addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,\r
1372                 IAnimatedMeshSceneNode* node, ISceneManager* smgr)\r
1373 {\r
1374         //Create new joints\r
1375         for (u32 i=0; i<AllJoints.size(); ++i)\r
1376         {\r
1377                 jointChildSceneNodes.push_back(new CBoneSceneNode(0, smgr, 0, i, AllJoints[i]->Name.c_str()));\r
1378         }\r
1379 \r
1380         //Match up parents\r
1381         for (u32 i=0; i<jointChildSceneNodes.size(); ++i)\r
1382         {\r
1383                 const SJoint* const joint=AllJoints[i]; //should be fine\r
1384 \r
1385                 s32 parentID=-1;\r
1386 \r
1387                 for (u32 j=0;(parentID==-1)&&(j<AllJoints.size());++j)\r
1388                 {\r
1389                         if (i!=j)\r
1390                         {\r
1391                                 const SJoint* const parentTest=AllJoints[j];\r
1392                                 for (u32 n=0; n<parentTest->Children.size(); ++n)\r
1393                                 {\r
1394                                         if (parentTest->Children[n]==joint)\r
1395                                         {\r
1396                                                 parentID=j;\r
1397                                                 break;\r
1398                                         }\r
1399                                 }\r
1400                         }\r
1401                 }\r
1402 \r
1403                 IBoneSceneNode* bone=jointChildSceneNodes[i];\r
1404                 if (parentID!=-1)\r
1405                         bone->setParent(jointChildSceneNodes[parentID]);\r
1406                 else\r
1407                         bone->setParent(node);\r
1408 \r
1409                 bone->drop();\r
1410         }\r
1411         SkinnedLastFrame=false;\r
1412 }\r
1413 \r
1414 \r
1415 void CSkinnedMesh::convertMeshToTangents()\r
1416 {\r
1417         // now calculate tangents\r
1418         for (u32 b=0; b < LocalBuffers.size(); ++b)\r
1419         {\r
1420                 if (LocalBuffers[b])\r
1421                 {\r
1422                         LocalBuffers[b]->convertToTangents();\r
1423 \r
1424                         const s32 idxCnt = LocalBuffers[b]->getIndexCount();\r
1425 \r
1426                         u16* idx = LocalBuffers[b]->getIndices();\r
1427                         video::S3DVertexTangents* v =\r
1428                                 (video::S3DVertexTangents*)LocalBuffers[b]->getVertices();\r
1429 \r
1430                         for (s32 i=0; i<idxCnt; i+=3)\r
1431                         {\r
1432                                 calculateTangents(\r
1433                                         v[idx[i+0]].Normal,\r
1434                                         v[idx[i+0]].Tangent,\r
1435                                         v[idx[i+0]].Binormal,\r
1436                                         v[idx[i+0]].Pos,\r
1437                                         v[idx[i+1]].Pos,\r
1438                                         v[idx[i+2]].Pos,\r
1439                                         v[idx[i+0]].TCoords,\r
1440                                         v[idx[i+1]].TCoords,\r
1441                                         v[idx[i+2]].TCoords);\r
1442 \r
1443                                 calculateTangents(\r
1444                                         v[idx[i+1]].Normal,\r
1445                                         v[idx[i+1]].Tangent,\r
1446                                         v[idx[i+1]].Binormal,\r
1447                                         v[idx[i+1]].Pos,\r
1448                                         v[idx[i+2]].Pos,\r
1449                                         v[idx[i+0]].Pos,\r
1450                                         v[idx[i+1]].TCoords,\r
1451                                         v[idx[i+2]].TCoords,\r
1452                                         v[idx[i+0]].TCoords);\r
1453 \r
1454                                 calculateTangents(\r
1455                                         v[idx[i+2]].Normal,\r
1456                                         v[idx[i+2]].Tangent,\r
1457                                         v[idx[i+2]].Binormal,\r
1458                                         v[idx[i+2]].Pos,\r
1459                                         v[idx[i+0]].Pos,\r
1460                                         v[idx[i+1]].Pos,\r
1461                                         v[idx[i+2]].TCoords,\r
1462                                         v[idx[i+0]].TCoords,\r
1463                                         v[idx[i+1]].TCoords);\r
1464                         }\r
1465                 }\r
1466         }\r
1467 }\r
1468 \r
1469 \r
1470 void CSkinnedMesh::calculateTangents(\r
1471         core::vector3df& normal,\r
1472         core::vector3df& tangent,\r
1473         core::vector3df& binormal,\r
1474         const core::vector3df& vt1, const core::vector3df& vt2, const core::vector3df& vt3, // vertices\r
1475         const core::vector2df& tc1, const core::vector2df& tc2, const core::vector2df& tc3) // texture coords\r
1476 {\r
1477         core::vector3df v1 = vt1 - vt2;\r
1478         core::vector3df v2 = vt3 - vt1;\r
1479         normal = v2.crossProduct(v1);\r
1480         normal.normalize();\r
1481 \r
1482         // binormal\r
1483 \r
1484         f32 deltaX1 = tc1.X - tc2.X;\r
1485         f32 deltaX2 = tc3.X - tc1.X;\r
1486         binormal = (v1 * deltaX2) - (v2 * deltaX1);\r
1487         binormal.normalize();\r
1488 \r
1489         // tangent\r
1490 \r
1491         f32 deltaY1 = tc1.Y - tc2.Y;\r
1492         f32 deltaY2 = tc3.Y - tc1.Y;\r
1493         tangent = (v1 * deltaY2) - (v2 * deltaY1);\r
1494         tangent.normalize();\r
1495 \r
1496         // adjust\r
1497 \r
1498         core::vector3df txb = tangent.crossProduct(binormal);\r
1499         if (txb.dotProduct(normal) < 0.0f)\r
1500         {\r
1501                 tangent *= -1.0f;\r
1502                 binormal *= -1.0f;\r
1503         }\r
1504 }\r
1505 \r
1506 \r
1507 } // end namespace scene\r
1508 } // end namespace irr\r
1509 \r
1510 #endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_\r
1511 \r