khanat-code-old/code/nel/tools/3d/object_viewer_qt/src/entity.cpp

430 lines
11 KiB
C++

/*
Object Viewer Qt
Copyright (C) 2010 Dzmitry Kamiahin <dnk-88@tut.by>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "stdpch.h"
#include "entity.h"
#include <QtCore/QString>
// NeL includes
#include <nel/misc/path.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_skeleton.h>
#include <nel/3d/u_animation_set.h>
#include <nel/3d/u_animation.h>
#include <nel/3d/u_play_list_manager.h>
#include <nel/3d/u_play_list.h>
#include <nel/3d/u_track.h>
// Project includes
#include "modules.h"
using namespace NLMISC;
using namespace NL3D;
namespace NLQT {
CSlotInfo& CSlotInfo::operator=(const CSlotInfo & slotInfo)
{
if ( this != &slotInfo)
{
Animation = slotInfo.Animation;
ClampMode = slotInfo.ClampMode;
Enable = slotInfo.Enable;
EndBlend = slotInfo.EndBlend;
EndTime = slotInfo.EndTime;
Offset = slotInfo.Offset;
Skeleton = slotInfo.Skeleton;
SkeletonInverted = slotInfo.SkeletonInverted;
Smoothness = slotInfo.Smoothness;
SpeedFactor = slotInfo.SpeedFactor;
StartBlend = slotInfo.StartBlend;
StartTime = slotInfo.StartTime;
}
return *this;
}
CEntity::CEntity(void):
_Name("<Unknown>"), _FileNameShape(""),
_FileNameSkeleton(""), _inPlace(false), _incPos(false),
_Instance(NULL), _Skeleton(NULL),
_PlayList(NULL), _AnimationSet(NULL)
{
_CharacterScalePos = 1;
}
CEntity::~CEntity(void)
{
if (_PlayList != NULL)
{
_PlayList->resetAllChannels();
Modules::objView().getPlayListManager()->deletePlayList (_PlayList);
_PlayList = NULL;
}
if (_AnimationSet != NULL)
{
Modules::objView().getDriver()->deleteAnimationSet(_AnimationSet);
_AnimationSet = NULL;
}
if (!_Skeleton.empty())
{
_Skeleton.detachSkeletonSon(_Instance);
Modules::objView().getScene()->deleteSkeleton(_Skeleton);
_Skeleton = NULL;
}
if (!_Instance.empty())
{
Modules::objView().getScene()->deleteInstance(_Instance);
_Instance = NULL;
}
}
void CEntity::loadAnimation(std::string &fileName)
{
uint id = _AnimationSet->addAnimation(fileName.c_str(),CFile::getFilenameWithoutExtension(fileName).c_str());
_AnimationList.push_back(_AnimationSet->getAnimationName(id));
_AnimationSet->build();
if (!_Skeleton.empty()) _PlayList->registerTransform(_Skeleton);
else _PlayList->registerTransform(_Instance);
}
void CEntity::loadSWT(std::string &fileName)
{
uint id = _AnimationSet->addSkeletonWeight(fileName.c_str(),CFile::getFilenameWithoutExtension(fileName).c_str());
_SWTList.push_back(_AnimationSet->getSkeletonWeightName(id));
}
void CEntity::addAnimToPlayList(std::string &name)
{
_PlayListAnimation.push_back(name);
_AnimationStatus.EndAnim = this->getPlayListLength();
_Instance.start();
}
void CEntity::removeAnimToPlayList(uint row)
{
if (row < _PlayListAnimation.size())
_PlayListAnimation.erase(_PlayListAnimation.begin() + row);
_AnimationStatus.EndAnim = this->getPlayListLength();
}
void CEntity::swapAnimToPlayList(uint row1, uint row2)
{
if ((row1 < _PlayListAnimation.size()) && (row2 < _PlayListAnimation.size()))
std::swap(_PlayListAnimation[row1], _PlayListAnimation[row2]);
}
void CEntity::playbackAnim(bool play)
{
_AnimationStatus.PlayAnim = play;
if (play)
_Instance.start();
else
_Instance.freezeHRC();
}
void CEntity::reset()
{
_PlayListAnimation.clear();
_AnimationList.clear();
_SWTList.clear();
_PlayList->resetAllChannels();
}
float CEntity::getPlayListLength()
{
// Accumul all the time
float time = 0;
for(size_t i = 0; i < _PlayListAnimation.size(); ++i)
time += getAnimLength(_PlayListAnimation[i]);
return time;
}
float CEntity::getAnimLength(std::string name)
{
uint id = _AnimationSet->getAnimationIdByName(name.c_str());
NL3D::UAnimation *anim = _AnimationSet->getAnimation(id);
return anim->getEndTime() - anim->getBeginTime();
}
void CEntity::update(NL3D::TAnimationTime time)
{
this->resetChannel();
switch (_AnimationStatus.Mode)
{
case Mode::PlayList:
animatePlayList(time);
break;
case Mode::Mixer:
animateChannelMixer();
break;
}
}
void CEntity::resetChannel()
{
for(uint i = 0; i < NL3D::CChannelMixer::NumAnimationSlot; i++)
_PlayList->setAnimation(i, UPlayList::empty);
}
void CEntity::addTransformation (CMatrix &current, UAnimation *anim, float begin, float end, UTrack *posTrack, UTrack *rotquatTrack,
UTrack *nextPosTrack, UTrack *nextRotquatTrack, bool removeLast)
{
// In place ?
if (_inPlace)
{
// Just identity
current.identity();
}
else
{
// Remove the start of the animation
CQuat rotEnd (0,0,0,1);
CVector posEnd (0,0,0);
if (rotquatTrack)
{
// Interpolate the rotation
rotquatTrack->interpolate (end, rotEnd);
}
if (posTrack)
{
// Interpolate the position
posTrack->interpolate (end, posEnd);
}
// Add the final rotation and position
CMatrix tmp;
tmp.identity ();
tmp.setRot (rotEnd);
tmp.setPos (posEnd);
// Incremental ?
if (_incPos)
current *= tmp;
else
current = tmp;
if (removeLast)
{
CQuat rotStart (0,0,0,1);
CVector posStart (0,0,0);
if (nextRotquatTrack)
{
// Interpolate the rotation
nextRotquatTrack->interpolate (begin, rotStart);
}
if (nextPosTrack)
{
// Interpolate the position
nextPosTrack->interpolate (begin, posStart);
}
// Remove the init rotation and position of the next animation
tmp.identity ();
tmp.setRot (rotStart);
tmp.setPos (posStart);
tmp.invert ();
current *= tmp;
// Normalize the mt
CVector I = current.getI ();
CVector J = current.getJ ();
I.z = 0;
J.z = 0;
J.normalize ();
CVector K = I^J;
K.normalize ();
I = J^K;
I.normalize ();
tmp.setRot (I, J, K);
tmp.setPos (current.getPos ());
current = tmp;
}
}
}
void CEntity::animatePlayList(NL3D::TAnimationTime time)
{
if (!_PlayListAnimation.empty())
{
// Animation index
uint id = _AnimationSet->getAnimationIdByName(_PlayListAnimation[0].c_str());
// Try channel AnimationSet
NL3D::UAnimation *anim = _AnimationSet->getAnimation(id);
bool there = false;
UTrack *posTrack = NULL;
UTrack *rotQuatTrack = NULL;
// Current matrix
CMatrix current;
current.identity();
// read an animation for init matrix
rotQuatTrack = anim->getTrackByName("rotquat");
posTrack = anim->getTrackByName("pos");
there = posTrack || rotQuatTrack;
// Accumul time
float startTime = 0;
float endTime = anim->getEndTime() - anim->getBeginTime();
uint index = 0;
while (time >= endTime)
{
index++;
if (index < _PlayListAnimation.size())
{
id = _AnimationSet->getAnimationIdByName(_PlayListAnimation[index].c_str());
NL3D::UAnimation *newAnim = _AnimationSet->getAnimation(id);
UTrack *newPosTrack = newAnim->getTrackByName ("pos");
UTrack *newRotquatTrack = newAnim->getTrackByName ("rotquat");
// Add the transformation
addTransformation (current, anim, newAnim->getBeginTime(), anim->getEndTime(), posTrack, rotQuatTrack, newPosTrack, newRotquatTrack, true);
anim = newAnim;
posTrack = newPosTrack;
rotQuatTrack = newRotquatTrack;
// Add start time
startTime = endTime;
endTime = startTime + (anim->getEndTime() - anim->getBeginTime());
}
else
{
// Add the transformation
addTransformation (current, anim, 0, anim->getEndTime(), posTrack, rotQuatTrack, NULL, NULL, false);
break;
}
}
// Time cropped ?
if (index >= _PlayListAnimation.size())
{
// Yes
index--;
id = _AnimationSet->getAnimationIdByName(_PlayListAnimation[index].c_str());
anim = _AnimationSet->getAnimation(id);
// End time for last anim
startTime = anim->getEndTime() - time;
}
else
{
// No
// Add the transformation
addTransformation (current, anim, 0, anim->getBeginTime() + time - startTime, posTrack, rotQuatTrack, NULL, NULL, false);
id = _AnimationSet->getAnimationIdByName(_PlayListAnimation[index].c_str());
anim = _AnimationSet->getAnimation(id);
// Final time
startTime -= anim->getBeginTime();
}
// Set the slot
_PlayList->setAnimation(0, id);
_PlayList->setTimeOrigin(0, startTime);
_PlayList->setSpeedFactor(0, 1.0f);
_PlayList->setWeightSmoothness(0, 1.0f);
_PlayList->setStartWeight(0, 1, 0);
_PlayList->setEndWeight(0, 1, 1);
_PlayList->setWrapMode(0, UPlayList::Clamp);
// Setup the pos and rot for this shape
if (there)
{
CVector pos = current.getPos();
// If a skeleton model
if(!_Skeleton.empty())
{
// scale animated pos value with the CFG scale
pos *= _CharacterScalePos;
_Skeleton.setPos(pos);
_Skeleton.setRotQuat(current.getRot());
}
else
{
_Instance.setPos(pos);
_Instance.setRotQuat(current.getRot());
}
}
}
}
void CEntity::animateChannelMixer()
{
for (uint i = 0; i < NL3D::CChannelMixer::NumAnimationSlot; i++)
{
if (_SlotInfo[i].Enable)
{
// Set the animation
uint animId = _AnimationSet->getAnimationIdByName(_SlotInfo[i].Animation);
if (animId == UAnimationSet::NotFound)
_PlayList->setAnimation(i, UPlayList::empty);
else
_PlayList->setAnimation(i, animId);
// Set the skeleton weight
uint skelId = _AnimationSet->getSkeletonWeightIdByName(_SlotInfo[i].Skeleton);
if (skelId == UAnimationSet::NotFound)
_PlayList->setSkeletonWeight(i, UPlayList::empty, false);
else
_PlayList->setSkeletonWeight(i, skelId, _SlotInfo[i].SkeletonInverted);
// Set others values
_PlayList->setTimeOrigin(i, _SlotInfo[i].Offset);
_PlayList->setSpeedFactor(i, _SlotInfo[i].SpeedFactor);
_PlayList->setStartWeight(i, _SlotInfo[i].StartBlend, _SlotInfo[i].StartTime);
_PlayList->setEndWeight(i, _SlotInfo[i].EndBlend, _SlotInfo[i].EndTime);
_PlayList->setWeightSmoothness(i, _SlotInfo[i].Smoothness);
// Switch between wrap modes
switch (_SlotInfo[i].ClampMode)
{
case 0:
_PlayList->setWrapMode (i, UPlayList::Clamp);
break;
case 1:
_PlayList->setWrapMode (i, UPlayList::Repeat);
break;
case 2:
_PlayList->setWrapMode (i, UPlayList::Disable);
break;
}
}
}
}
} /* namespace NLQT */