khanat-opennel-code/code/nel/src/3d/lod_character_shape.cpp

702 lines
20 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/lod_character_shape.h"
#include "nel/misc/vectord.h"
#include "nel/misc/fast_floor.h"
#include "nel/3d/lod_character_texture.h"
#include "nel/misc/triangle.h"
#include "nel/misc/polygon.h"
#include "nel/misc/hierarchical_timer.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// CLodCharacterShape
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
const CLodCharacterShapeBuild::CPixelInfo CLodCharacterShapeBuild::CPixelInfo::EmptyPixel(
CVector::Null, CVector(1000,0,0));
// ***************************************************************************
CLodCharacterShapeBuild::CLodCharacterShapeBuild()
{
_Width= 0;
_Height= 0;
}
// ***************************************************************************
void CLodCharacterShapeBuild::compile(const std::vector<bool> &triangleSelection, uint textureOverSample)
{
nlassert(UVs.size()==Vertices.size());
nlassert(Normals.size()==Vertices.size());
// take the sqrtf.
textureOverSample= (uint)sqrtf((float)textureOverSample);
textureOverSample= max(textureOverSample, 1U);
_Width= NL3D_CLOD_TEXT_WIDTH;
_Height= NL3D_CLOD_TEXT_HEIGHT;
uint wOver= _Width*textureOverSample;
uint hOver= _Height*textureOverSample;
std::vector<CPixelInfo> overTextureInfo;
// do some tri selection?
bool triSelectOk= triangleSelection.size()==TriangleIndices.size()/3;
// **** reset the texture and init with "empty" pixel (ie normal.x==1000, which is not possible because normal.norm()==1)
_TextureInfo.resize(_Width*_Height);
fill(_TextureInfo.begin(), _TextureInfo.end(), CPixelInfo::EmptyPixel);
// do it to the oversampled texture
overTextureInfo.resize(wOver*hOver, CPixelInfo::EmptyPixel);
// **** For each triangle in the shape, polyfill this triangle from a texture view, in the overSampledTexture
CPolygon2D poly;
poly.Vertices.resize(3);
for(uint i=0; i<TriangleIndices.size();i+=3)
{
// if selection OK, and the tri is not selected, skip
if(triSelectOk && !triangleSelection[i/3])
continue;
// Setup triangle.
// -----------
uint idx[3];
idx[0]= TriangleIndices[i+0];
idx[1]= TriangleIndices[i+1];
idx[2]= TriangleIndices[i+2];
// compute corners UVs, in texel size
CTriangle triangleUV;
triangleUV.V0= CVector(UVs[idx[0]].U*wOver, UVs[idx[0]].V*hOver, 0);
triangleUV.V1= CVector(UVs[idx[1]].U*wOver, UVs[idx[1]].V*hOver, 0);
triangleUV.V2= CVector(UVs[idx[2]].U*wOver, UVs[idx[2]].V*hOver, 0);
// compute corners pixelInfos
CPixelInfo pInf[3];
for(uint corner=0; corner<3; corner++)
{
pInf[corner].Pos= Vertices[idx[corner]];
pInf[corner].Normal= Normals[idx[corner]];
}
// Compute Gradients
CVector GradPosX, GradPosY, GradPosZ;
CVector GradNormalX, GradNormalY, GradNormalZ;
triangleUV.computeGradient(pInf[0].Pos.x, pInf[1].Pos.x, pInf[2].Pos.x, GradPosX);
triangleUV.computeGradient(pInf[0].Pos.y, pInf[1].Pos.y, pInf[2].Pos.y, GradPosY);
triangleUV.computeGradient(pInf[0].Pos.z, pInf[1].Pos.z, pInf[2].Pos.z, GradPosZ);
triangleUV.computeGradient(pInf[0].Normal.x, pInf[1].Normal.x, pInf[2].Normal.x, GradNormalX);
triangleUV.computeGradient(pInf[0].Normal.y, pInf[1].Normal.y, pInf[2].Normal.y, GradNormalY);
triangleUV.computeGradient(pInf[0].Normal.z, pInf[1].Normal.z, pInf[2].Normal.z, GradNormalZ);
// Compute Gradients offset
float OffPosX, OffPosY, OffPosZ;
float OffNormalX, OffNormalY, OffNormalZ;
OffPosX= pInf[0].Pos.x - GradPosX*triangleUV.V0;
OffPosY= pInf[0].Pos.y - GradPosY*triangleUV.V0;
OffPosZ= pInf[0].Pos.z - GradPosZ*triangleUV.V0;
OffNormalX= pInf[0].Normal.x - GradNormalX*triangleUV.V0;
OffNormalY= pInf[0].Normal.y - GradNormalY*triangleUV.V0;
OffNormalZ= pInf[0].Normal.z - GradNormalZ*triangleUV.V0;
// PolyFiller
// -----------
CVector2f dCenter(0.5f, 0.5f);
// select texels if their centers is in the triangle
poly.Vertices[0]= triangleUV.V0-dCenter;
poly.Vertices[1]= triangleUV.V1-dCenter;
poly.Vertices[2]= triangleUV.V2-dCenter;
// polyFiller
CPolygon2D::TRasterVect rasters;
sint minY;
poly.computeBorders(rasters, minY);
for(sint y=0;y<(sint)rasters.size();y++)
{
sint x0= rasters[y].first;
sint x1= rasters[y].second;
CVector v;
// get the center coord of this texel
v.y= y+minY+0.5f;
v.z= 0;
for(sint x=x0;x<=x1;x++)
{
// get the center coord of this texel
v.x= x+0.5f;
// Compute Pos/Normal on this texel.
CPixelInfo texelInf;
texelInf.Pos.x= OffPosX + GradPosX * v;
texelInf.Pos.y= OffPosY + GradPosY * v;
texelInf.Pos.z= OffPosZ + GradPosZ * v;
texelInf.Normal.x= OffNormalX + GradNormalX * v;
texelInf.Normal.y= OffNormalY + GradNormalY * v;
texelInf.Normal.z= OffNormalZ + GradNormalZ * v;
// normalize.
texelInf.Normal.normalize();
// Store (NB: overwrite any pixel)
sint texX= ((uint)x)%wOver;
sint texY= ((uint)y+minY)%hOver;
overTextureInfo[texY*wOver+texX]= texelInf;
}
}
}
// **** Down sample the overSampled texture.
sint x,y;
if(textureOverSample==1)
{
_TextureInfo= overTextureInfo;
}
else
{
// eg: 3 gives 1. delta ranges from -1 to 1.
float middle= (textureOverSample-1)/2.f;
// for all pixels.
for(y=0;y<(sint)_Height;y++)
{
for(x=0;x<(sint)_Width;x++)
{
// for all samples, take the best one.
sint xo, yo;
float bestDist= FLT_MAX;
CPixelInfo bestPixel= CPixelInfo::EmptyPixel;
for(yo=0;yo<(sint)textureOverSample;yo++)
{
for(xo=0;xo<(sint)textureOverSample;xo++)
{
// compute distance to the pixel center.
float dist= sqr(yo-middle)+sqr(xo-middle);
const CPixelInfo &overPixel= overTextureInfo[(y*textureOverSample+yo)*wOver+(x*textureOverSample+xo)];
// if the overPixel is not empty.
if( !(overPixel==CPixelInfo::EmptyPixel) )
{
// take it if the best: nearest to the pixel center.
if(dist<bestDist)
{
bestDist= dist;
bestPixel= overPixel;
}
}
}
}
// fill textureInfo
_TextureInfo[y*_Width+x]= bestPixel;
}
}
}
// **** Dilate texture 1 time: each empty pixel info get neighbor full pixel (8box)
// copy the non dilated texture
std::vector<CPixelInfo> tmpTextureInfo= _TextureInfo;
// process all pixels
for(y=0;y<(sint)_Height;y++)
{
sint y0=y-1, y1=y+1;
y0= max(y0, 0);
y1= min(y1, (sint)_Height-1);
for(x=0;x<(sint)_Width;x++)
{
CPixelInfo &texelInf= _TextureInfo[y*_Width+x];
// if an empty pixel.
if(texelInf==CPixelInfo::EmptyPixel)
{
// dilate: look around for non empty pixel.
sint x0=x-1, x1=x+1;
x0= max(x0, 0);
x1= min(x1, (sint)_Width-1);
// For the 8 possible pixels (nb: look us too, but doesn't matter since we are an empty pixel)
for(sint yb= y0; yb<=y1;yb++)
{
for(sint xb= x0; xb<=x1;xb++)
{
// if the neighbor is not an empty pixel. NB: avoid override problems using not Dilated texture
CPixelInfo &nbTexelInf= tmpTextureInfo[yb*_Width+xb];
if( !(nbTexelInf==CPixelInfo::EmptyPixel) )
{
// write it in the center pixel, and skip the search
texelInf= nbTexelInf;
yb= y1+1;
break;
}
}
}
}
}
}
}
// ***************************************************************************
void CLodCharacterShapeBuild::serial(NLMISC::IStream &f)
{
// NEL_CLODBULD
f.serialCheck((uint32)'_LEN');
f.serialCheck((uint32)'DOLC');
f.serialCheck((uint32)'DLUB');
/*
Version 1:
- UVs and Normals + texture info
*/
sint ver= f.serialVersion(1);
f.serialCont(Vertices);
f.serialCont(SkinWeights);
f.serialCont(BonesNames);
#ifdef NL_LOD_CHARACTER_INDEX16
// must serial 16 bits index as 32 bits
if (f.isReading())
{
std::vector<uint32> readVect;
f.serialCont(readVect);
TriangleIndices.resize(readVect.size());
for(uint k = 0; k < readVect.size(); ++k)
{
nlassert(readVect[k] <= 0xffff);
TriangleIndices[k] = (uint16) readVect[k];
}
}
else
{
std::vector<uint32> saveVect(TriangleIndices.size());
std::copy(TriangleIndices.begin(), TriangleIndices.end(), saveVect.begin()); // copy will do the job
f.serialCont(saveVect);
}
#else
f.serialCont(TriangleIndices);
#endif
if(ver>=1)
{
f.serialCont(UVs);
f.serialCont(Normals);
f.serial(_Width, _Height);
f.serialCont(_TextureInfo);
}
else
{
// Must init dummy UVs/normals
UVs.resize(Vertices.size(), CUV(0,0));
Normals.resize(Vertices.size(), CVector::K);
// Must init dummy texture
_Width= NL3D_CLOD_TEXT_WIDTH;
_Height= NL3D_CLOD_TEXT_HEIGHT;
_TextureInfo.resize(_Width*_Height, CPixelInfo::EmptyPixel);
}
}
// ***************************************************************************
const CLodCharacterShapeBuild::CPixelInfo *CLodCharacterShapeBuild::getTextureInfoPtr()
{
if(_TextureInfo.empty())
return NULL;
else
return &_TextureInfo[0];
}
// ***************************************************************************
// ***************************************************************************
// CLodCharacterShape
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CLodCharacterShape::CLodCharacterShape()
{
_NumVertices= 0;
_NumTriangles= 0;
}
// ***************************************************************************
void CLodCharacterShape::buildMesh(const std::string &name, const CLodCharacterShapeBuild &lodBuild)
{
uint numVertices= (uint)lodBuild.Vertices.size();
const vector<uint32> &triangleIndices= lodBuild.TriangleIndices;
const vector<CMesh::CSkinWeight> &skinWeights= lodBuild.SkinWeights;
const vector<CUV> &uvs= lodBuild.UVs;
const vector<CVector> &normals= lodBuild.Normals;
nlassert(numVertices>0);
nlassert(triangleIndices.size()>0);
nlassert((triangleIndices.size()%3)==0);
nlassert(skinWeights.size() == numVertices);
nlassert(uvs.size() == numVertices);
nlassert(normals.size() == numVertices);
// reset data
contReset(_Anims);
contReset(_AnimMap);
contReset(_Bones);
contReset(_BoneMap);
contReset(_TriangleIndices);
contReset(_UVs);
contReset(_Normals);
// Copy data.
_Name= name;
_NumVertices= numVertices;
_NumTriangles= (uint32)triangleIndices.size()/3;
#ifdef NL_LOD_CHARACTER_INDEX16
_TriangleIndices.resize(triangleIndices.size());
for(uint k = 0; k < triangleIndices.size(); ++k)
{
nlassert(triangleIndices[k] <= 0xffff);
_TriangleIndices[k] = (uint16) triangleIndices[k];
}
#else
_TriangleIndices= triangleIndices;
#endif
_UVs= uvs;
_Normals= normals;
// check indices.
uint i;
for(i=0;i<triangleIndices.size();i++)
{
nlassert(triangleIndices[i]<_NumVertices);
}
// Copy bone names, and compute bone Map
_Bones.resize(lodBuild.BonesNames.size());
for(i=0; i<_Bones.size(); i++)
{
_Bones[i].Name= lodBuild.BonesNames[i];
_BoneMap.insert( make_pair(_Bones[i].Name, i) );
}
// "Normalize" SkinWeights for CLodCharacterShape
for(i=0;i<skinWeights.size();i++)
{
nlassert(skinWeights[i].Weights[0]>0);
// for all slots not 0
for(uint j=0;j<NL3D_MESH_SKINNING_MAX_MATRIX;j++)
{
// if this this slot is used.
if(skinWeights[i].Weights[j]>0)
{
uint boneId= skinWeights[i].MatrixId[j];
nlassert(boneId < _Bones.size());
// init the vInf data
CVertexInf vInf;
vInf.VertexId= i;
vInf.Influence= skinWeights[i].Weights[j];
// Insert this vertex influence in the bone.
_Bones[boneId].InfVertices.push_back(vInf);
}
else
// stop for this vertex.
break;
}
}
}
// ***************************************************************************
bool CLodCharacterShape::addAnim(const CAnimBuild &animBuild)
{
// first, verify don't exist.
if(getAnimIdByName(animBuild.Name)!=-1)
return false;
// build basics of the animation
CAnim dstAnim;
dstAnim.Name= animBuild.Name;
dstAnim.AnimLength= animBuild.AnimLength;
// Possible to have an Anim with just one key. setup an epsilon for animLength if 0.
if(dstAnim.AnimLength<=0)
dstAnim.AnimLength= 0.001f;
dstAnim.OOAnimLength= 1.0f / animBuild.AnimLength;
dstAnim.NumKeys= animBuild.NumKeys;
// verify size of the array
nlassert(dstAnim.NumKeys>0);
nlassert(dstAnim.NumKeys * _NumVertices == animBuild.Keys.size());
// resize dest array
dstAnim.Keys.resize(animBuild.Keys.size());
// Pack animation. 1st pass: compute max size over the animation vertices
uint i;
// minimum shape size is , say, 1 cm :)
CVector maxSize(0.01f, 0.01f, 0.01f);
for(i=0;i<animBuild.Keys.size();i++)
{
// take the maxSize of the abs values
maxSize.maxof(maxSize, -animBuild.Keys[i]);
maxSize.maxof(maxSize, animBuild.Keys[i]);
}
// compute the UnPackScaleFactor ie maxSize, to be multiplied by max Abs value of a sint16
dstAnim.UnPackScaleFactor= maxSize * (1.0f/32767);
// Pack animation. 2st pass: pack.
CVectorD packScaleFactor;
packScaleFactor.x= 1.0 / dstAnim.UnPackScaleFactor.x;
packScaleFactor.y= 1.0 / dstAnim.UnPackScaleFactor.y;
packScaleFactor.z= 1.0 / dstAnim.UnPackScaleFactor.z;
// For all key vertices
for(i=0;i<animBuild.Keys.size();i++)
{
CVector v= animBuild.Keys[i];
CVector3s &dstV= dstAnim.Keys[i];
// compress
v.x= float(v.x*packScaleFactor.x);
v.y= float(v.y*packScaleFactor.y);
v.z= float(v.z*packScaleFactor.z);
// clamp to sint16 limits (for float precision problems).
clamp(v.x, -32767, 32767);
clamp(v.y, -32767, 32767);
clamp(v.z, -32767, 32767);
// get into the vector3s
dstV.x= (sint16)floor(v.x);
dstV.y= (sint16)floor(v.y);
dstV.z= (sint16)floor(v.z);
}
// Add the anim to the array, and add an entry to the map
_Anims.push_back(dstAnim);
_AnimMap.insert(make_pair(dstAnim.Name, (uint32)_Anims.size()-1));
return true;
}
// ***************************************************************************
void CLodCharacterShape::CAnim::serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
f.serial(Name);
f.serial(NumKeys);
f.serial(AnimLength);
f.serial(OOAnimLength);
f.serial(UnPackScaleFactor);
f.serialCont(Keys);
}
// ***************************************************************************
void CLodCharacterShape::CBoneInfluence::serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
f.serial(Name);
f.serialCont(InfVertices);
}
// ***************************************************************************
void CLodCharacterShape::serial(NLMISC::IStream &f)
{
// NEL_CLODSHAP
f.serialCheck((uint32)'_LEN');
f.serialCheck((uint32)'DOLC');
f.serialCheck((uint32)'PAHS');
/*
Version 1:
- UVs and Normals.
*/
sint ver= f.serialVersion(1);
f.serial(_Name);
f.serial(_NumVertices);
f.serial(_NumTriangles);
f.serialCont(_Bones);
f.serialCont(_BoneMap);
// nb : indices are always saved in 32 bits for compatibility
#ifndef NL_LOD_CHARACTER_INDEX16
f.serialCont(_TriangleIndices);
#else
if (f.isReading())
{
std::vector<uint32> savedIndices;
f.serialCont(savedIndices);
_TriangleIndices.resize(savedIndices.size());
for(uint k = 0; k < savedIndices.size(); ++k)
{
nlassert(savedIndices[k] <= 0xffff);
_TriangleIndices[k] = (uint16) savedIndices[k];
}
}
else
{
std::vector<uint32> savedIndices;
savedIndices.resize(_TriangleIndices.size());
for(uint k = 0; k < savedIndices.size(); ++k)
{
savedIndices[k] = _TriangleIndices[k];
}
f.serialCont(savedIndices);
}
#endif
f.serialCont(_Anims);
f.serialCont(_AnimMap);
if(ver>=1)
{
f.serialCont(_UVs);
f.serialCont(_Normals);
}
else
{
// Must init dummy UVs/normals
_UVs.resize(_NumVertices, CUV(0,0));
_Normals.resize(_NumVertices, CVector::K);
}
}
// ***************************************************************************
sint CLodCharacterShape::getAnimIdByName(const std::string &name) const
{
CstItStrIdMap it= _AnimMap.find(name);
if(it == _AnimMap.end())
return -1;
else
return it->second;
}
// ***************************************************************************
sint CLodCharacterShape::getBoneIdByName(const std::string &name) const
{
CstItStrIdMap it= _BoneMap.find(name);
if(it == _BoneMap.end())
return -1;
else
return it->second;
}
// ***************************************************************************
const TLodCharacterIndexType *CLodCharacterShape::getTriangleArray() const
{
if(_NumTriangles)
return &_TriangleIndices[0];
else
return NULL;
}
// ***************************************************************************
const CLodCharacterShape::CVector3s *CLodCharacterShape::getAnimKey(uint animId, TGlobalAnimationTime time, bool wrapMode, CVector &unPackScaleFactor) const
{
H_AUTO( NL3D_LodCharacterShape_getAnimKey )
float localTime;
if(animId>=_Anims.size())
return NULL;
// get the anim.
const CAnim &anim= _Anims[animId];
// scale info
unPackScaleFactor= anim.UnPackScaleFactor;
// Loop mgt.
if(wrapMode)
localTime= (float)fmod((float)time, (float)anim.AnimLength);
else
localTime= (float)time;
// Clamp to the range.
clamp(localTime, 0, anim.AnimLength);
// get the key.
sint keyId= (sint)floor( (localTime*anim.OOAnimLength) * anim.NumKeys );
clamp(keyId, 0, sint(anim.NumKeys-1));
// return the key.
return &anim.Keys[keyId * _NumVertices];
}
// ***************************************************************************
const CUV *CLodCharacterShape::getUVs() const
{
if(_NumVertices==0)
return NULL;
return &_UVs[0];
}
// ***************************************************************************
const CVector *CLodCharacterShape::getNormals() const
{
if(_NumVertices==0)
return NULL;
return &_Normals[0];
}
// ***************************************************************************
// ***************************************************************************
// Bone Alpha Testing
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
void CLodCharacterShape::startBoneAlpha(std::vector<uint8> &tmpAlphas) const
{
// clear
tmpAlphas.clear();
// alocate, and fill
tmpAlphas.resize(getNumVertices(), 0);
}
// ***************************************************************************
void CLodCharacterShape::addBoneAlpha(uint boneId, std::vector<uint8> &tmpAlphas) const
{
// Yoyo: This is an error to not have the same skeleton that the one stored in the lod shape. But must not crash
if(boneId>=_Bones.size())
return;
const CBoneInfluence &bone= _Bones[boneId];
// for all vertices influenced by this bone, must set the alpha to full
for(uint i=0; i<bone.InfVertices.size(); i++)
{
const CVertexInf &vInf= bone.InfVertices[i];
tmpAlphas[vInf.VertexId]= 255;
}
}
} // NL3D