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2346 lines
68 KiB
C++
2346 lines
68 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/hrc_trav.h"
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#include "nel/3d/clip_trav.h"
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#include "nel/3d/anim_detail_trav.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/skeleton_shape.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/lod_character_manager.h"
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#include "nel/3d/lod_character_shape.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/aabbox.h"
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#include "nel/3d/vertex_stream_manager.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/async_texture_manager.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CSkeletonModel::registerBasic()
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{
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CScene::registerModel(SkeletonModelId, TransformShapeId, CSkeletonModel::creator);
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}
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// ***************************************************************************
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CTrackDefaultString CSkeletonModel::_DefaultSpawnScript;
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// ***************************************************************************
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IAnimatedValue *CSkeletonModel::getValue (uint valueId)
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{
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// what value ?
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switch (valueId)
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{
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case SpawnScriptValue: return &_SpawnScript;
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}
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return CTransformShape::getValue(valueId);
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}
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// ***************************************************************************
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const char *CSkeletonModel::getValueName (uint valueId) const
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{
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// what value ?
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switch (valueId)
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{
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case SpawnScriptValue: return getSpawnScriptValueName();
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}
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return CTransformShape::getValueName(valueId);
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}
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// ***************************************************************************
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ITrack *CSkeletonModel::getDefaultTrack (uint valueId)
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{
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// what value ?
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switch (valueId)
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{
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case SpawnScriptValue: return &_DefaultSpawnScript;
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}
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return CTransformShape::getDefaultTrack(valueId);
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}
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// ***************************************************************************
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void CSkeletonModel::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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/* add the Spawn Script value. The animation is evaluated at detail time, as the script evaluation.
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This seems dangerous (create and delete models at evalDetail time) but works because:
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- deletedModels() in a current CScene::render() are delayed to end of render()
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and are "temp removed" from the render trav
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- createdModels() in CSkeletonSpawnScript are delayed to the end of CScene::render()
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- if a skeleton is not visible, or in LOD form, then its sticked SpawnedModels are not visible too,
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whether or not they are too old regarding the animation time
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*/
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_SpawnScriptChannelId= addValue(chanMixer, SpawnScriptValue, OwnerBit, prefix, true);
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// add standard
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CTransformShape::registerToChannelMixer(chanMixer, prefix);
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// Add any bones.
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for(uint i=0;i<Bones.size();i++)
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{
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// append bonename.
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Bones[i].registerToChannelMixer(chanMixer, prefix + Bones[i].getBoneName() + ".");
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}
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}
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// ***************************************************************************
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CSkeletonModel::CSkeletonModel()
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{
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IAnimatable::resize(AnimValueLast);
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_DisplayedAsLodCharacter= false;
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_LodCharacterDistance= 0;
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_OOLodCharacterDistance= 0;
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_IsEnableLOD=true;
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_DefaultMRMSetup= true;
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_SkinToRenderDirty= false;
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_CLodVertexAlphaDirty= true;
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_LodEmit= CRGBA::Black;
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// Inform the transform that I am a skeleton
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CTransform::setIsSkeleton(true);
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// By default, no skins, hence, impossible to have transparent pass. But opaque pass is always possible
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// because of CLod rendering
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setOpacity(true);
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setTransparency(false);
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// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered
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CTransform::setIsForceAnimDetail(true);
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// LoadBalancing behavior. true because directly act on skins to draw all their MRM level
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CTransform::setIsLoadbalancable(true);
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// Lighting behavior. Lightable because skins/stickedObjects may surely need its LightContribution
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CTransform::setIsLightable(true);
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// Render behavior. Always renderable, because either render the skeleton as a CLod, or render skins
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CTransform::setIsRenderable(true);
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// build a bug-free level detail
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buildDefaultLevelDetail();
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// RenderFilter: We are a skeleton
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_RenderFilterType= UScene::FilterSkeleton;
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_AnimCtrlUsage= 0;
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// ShadowMap
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CTransform::setIsShadowMapCaster(true);
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_ShadowMap= NULL;
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// SpawnScript
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_SSSWOPos= CVector::Null;
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_SSSWODir= CVector::J;
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_SpawnScriptChannelId= -1;
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}
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// ***************************************************************************
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CSkeletonModel::~CSkeletonModel()
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{
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// if initModel() called
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if(getOwnerScene())
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{
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// release the _SpawnScriptEvaluator (delete any instance sticked)
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_SpawnScriptEvaluator.release(getOwnerScene());
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// remove from scene
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getOwnerScene()->eraseSkeletonModelToList(_ItSkeletonInScene);
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}
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// detach skeleton sons from skins.
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while(_Skins.begin()!=_Skins.end())
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{
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detachSkeletonSon(*_Skins.begin());
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}
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// detach skeleton sons from sticked objects.
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while(_StickedObjects.begin()!=_StickedObjects.end())
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{
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detachSkeletonSon(*_StickedObjects.begin());
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}
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// Free Lod instance
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setLodCharacterShape(-1);
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// delete the shadowMap
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deleteShadowMap();
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}
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// ***************************************************************************
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void CSkeletonModel::initModel()
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{
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// Link this skeleton to the CScene.
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_ItSkeletonInScene= getOwnerScene()->appendSkeletonModelToList(this);
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// Call base class
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CTransformShape::initModel();
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}
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// ***************************************************************************
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void CSkeletonModel::initBoneUsages()
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{
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// reset all to 0.
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_BoneUsage.resize(Bones.size());
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for(uint i=0; i<_BoneUsage.size(); i++)
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{
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_BoneUsage[i].Usage= 0;
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_BoneUsage[i].ForcedUsage= 0;
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_BoneUsage[i].CLodForcedUsage= 0;
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_BoneUsage[i].MustCompute= 0;
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_BoneUsage[i].ValidBoneSkinMatrix= 0;
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}
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// reserve space for bone to compute
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_BoneToCompute.reserve(Bones.size());
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_BoneToComputeDirty= false;
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_CurLod= 0;
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_CurLodInterp= 1.f;
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// Default is 0.5 meters.
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_LodInterpMultiplier= 1.f / 0.5f;
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}
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// ***************************************************************************
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void CSkeletonModel::incBoneUsage(uint i, TBoneUsageType boneUsageType)
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{
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nlassert(i<_BoneUsage.size());
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// Get ptr on according refCount
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uint16 *usagePtr;
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if(boneUsageType == UsageNormal)
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usagePtr= &_BoneUsage[i].Usage;
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else if(boneUsageType == UsageForced)
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usagePtr= &_BoneUsage[i].ForcedUsage;
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else
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usagePtr= &_BoneUsage[i].CLodForcedUsage;
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// If the bone was not used before, must update MustCompute.
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if(*usagePtr==0)
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_BoneToComputeDirty= true;
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// Inc the refCount of the bone.
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nlassert(*usagePtr<65535);
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(*usagePtr)++;
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}
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// ***************************************************************************
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void CSkeletonModel::decBoneUsage(uint i, TBoneUsageType boneUsageType)
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{
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nlassert(i<_BoneUsage.size());
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// Get ptr on according refCount
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uint16 *usagePtr;
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if(boneUsageType == UsageNormal)
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usagePtr= &_BoneUsage[i].Usage;
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else if(boneUsageType == UsageForced)
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usagePtr= &_BoneUsage[i].ForcedUsage;
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else
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usagePtr= &_BoneUsage[i].CLodForcedUsage;
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// If the bone was used before (and now won't be more), must update MustCompute.
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if(*usagePtr==1)
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_BoneToComputeDirty= true;
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// Inc the refCount of the bone.
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nlassert(*usagePtr>0);
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(*usagePtr)--;
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}
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// ***************************************************************************
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void CSkeletonModel::flagBoneAndParents(uint32 boneId, std::vector<bool> &boneUsage) const
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{
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nlassert( boneUsage.size()==Bones.size() );
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nlassert( boneId<Bones.size() );
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// Flag this bone.
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boneUsage[boneId]= true;
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// if has father, flag it (recurs).
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sint fatherId= Bones[boneId].getFatherId();
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if(fatherId>=0)
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flagBoneAndParents(fatherId, boneUsage);
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}
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// ***************************************************************************
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void CSkeletonModel::incForcedBoneUsageAndParents(uint i, bool forceCLod)
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{
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// inc forced.
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incBoneUsage(i, forceCLod?UsageCLodForced:UsageForced );
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// recurs to father
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sint fatherId= Bones[i].getFatherId();
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// if not a root bone...
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if(fatherId>=0)
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incForcedBoneUsageAndParents(fatherId, forceCLod);
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}
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// ***************************************************************************
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void CSkeletonModel::decForcedBoneUsageAndParents(uint i, bool forceCLod)
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{
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// dec forced
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decBoneUsage(i, forceCLod?UsageCLodForced:UsageForced);
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// recurs to father
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sint fatherId= Bones[i].getFatherId();
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// if not a root bone...
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if(fatherId>=0)
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decForcedBoneUsageAndParents(fatherId, forceCLod);
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}
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// ***************************************************************************
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void CSkeletonModel::updateBoneToCompute()
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{
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// If already computed, skip
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if(!_BoneToComputeDirty)
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return;
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// get the channelMixer owned by CTransform.
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CChannelMixer *chanMixer= getChannelMixer();
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// Get Lod infos from skeletonShape
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CSkeletonShape *skeShape= (CSkeletonShape*)(IShape*)Shape;
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const CSkeletonShape::CLod &lod= skeShape->getLod(_CurLod);
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// reset _BoneToCompute
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_BoneToCompute.clear();
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// For all bones
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for(uint i=0; i<_BoneUsage.size(); i++)
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{
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// If we are in CLod mode
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if(isDisplayedAsLodCharacter())
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// don't compute the bone
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_BoneUsage[i].MustCompute= 0;
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else
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{
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// set MustCompute to non 0 if (Usage && Lod) || ForcedUsage;
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_BoneUsage[i].MustCompute= (_BoneUsage[i].Usage & lod.ActiveBones[i]) | _BoneUsage[i].ForcedUsage;
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}
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// if CLodForcedUsage for the bone, it must be computed, whatever _DisplayedAsLodCharacter state
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_BoneUsage[i].MustCompute|= _BoneUsage[i].CLodForcedUsage;
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// If the bone must be computed (if !0)
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if(_BoneUsage[i].MustCompute)
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{
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// lodEnable the channels of this bone
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if(chanMixer)
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Bones[i].lodEnableChannels(chanMixer, true);
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// This bone is computed => take his valid boneSkinMatrix.
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_BoneUsage[i].ValidBoneSkinMatrix= i;
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// Append to the list to compute.
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//-------
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CBoneCompute bc;
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bc.Bone= &Bones[i];
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sint fatherId= Bones[i].getFatherId();
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// if a root bone...
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if(fatherId==-1)
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bc.Father= NULL;
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else
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bc.Father= &Bones[fatherId];
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// MustInterpolate??
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bc.MustInterpolate= false;
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const CSkeletonShape::CLod *lodNext= NULL;
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// if a lod exist after current lod, and if lod interpolation enabled
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if( _CurLod < skeShape->getNumLods()-1 && _LodInterpMultiplier>0 )
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{
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// get next lod.
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lodNext= &skeShape->getLod(_CurLod+1);
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// Lod interpolation on this bone ?? only if at next lod, the bone is disabled.
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// And only if it is not enabed because of a "Forced reason"
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// Must also have a father, esle can't interpolate.
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if(lodNext->ActiveBones[i]==0 && _BoneUsage[i].ForcedUsage==0 && _BoneUsage[i].CLodForcedUsage==0
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&& bc.Father)
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bc.MustInterpolate= true;
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}
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// append
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_BoneToCompute.push_back(bc);
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}
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else
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{
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// lodDisable the channels of this bone
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if(chanMixer)
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Bones[i].lodEnableChannels(chanMixer, false);
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// This bone is not computed => take the valid boneSkinMatrix of his father
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sint fatherId= Bones[i].getFatherId();
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if(fatherId<0)
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// just take me, even if not computed.
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_BoneUsage[i].ValidBoneSkinMatrix= i;
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else
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// NB: father ValidBoneSkinMatrix already computed because of the hierarchy order of Bones array.
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_BoneUsage[i].ValidBoneSkinMatrix= _BoneUsage[fatherId].ValidBoneSkinMatrix;
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}
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}
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// Enable SpawnScript animation only if we are not in CLod
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if(_SpawnScriptChannelId>=0 && chanMixer)
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chanMixer->lodEnableChannel(_SpawnScriptChannelId, !isDisplayedAsLodCharacter());
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// computed
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_BoneToComputeDirty= false;
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}
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// ***************************************************************************
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bool CSkeletonModel::isBoneComputed(uint boneId) const
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{
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if(boneId>=_BoneUsage.size())
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return false;
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else
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return _BoneUsage[boneId].MustCompute!=0 && isClipVisible();
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}
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// struct used by CSkeletonModel::forceComputeBone only
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struct CForceComputeBoneInfo
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{
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CTransform *Transform;
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uint StickBoneID; // if the transform is a skeleton, gives the bone to which child of interest is sticked
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};
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// ***************************************************************************
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bool CSkeletonModel::forceComputeBone(uint boneId)
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{
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if(boneId >= _BoneUsage.size()) return false;
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// build list of ancestor, then must build
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std::vector<CForceComputeBoneInfo> ancestors;
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// count the number of ancestors (to avoid unwanted alloc with vector)
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uint numAncestors = 1;
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CTransform *currTransform = this;
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for(;;)
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{
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currTransform = currTransform->_HrcParent ? currTransform->_HrcParent : currTransform->_FatherSkeletonModel; // find father transform (maybe a skeleton or a std transform)
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if (!currTransform) break; // root reached ?
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++ numAncestors;
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}
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ancestors.reserve(numAncestors);
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// build list of ancestor
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currTransform = this;
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uint currStickBone = boneId;
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for(;;)
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{
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// if curr transform is a skeleton, animate all bone from stick bone to the root bone
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if (currTransform->isSkeleton())
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{
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if (_ChannelMixer)
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{
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CSkeletonModel *skel = static_cast<CSkeletonModel *>(currTransform);
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nlassert(boneId < skel->_BoneUsage.size());
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nlassert(currStickBone < skel->Bones.size());
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sint currBoneIndex = currStickBone;
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// force channel mixer to eval for that bone
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while (currBoneIndex != -1)
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{
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nlassert((uint) currBoneIndex < skel->Bones.size());
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skel->Bones[currBoneIndex].forceAnimate(*_ChannelMixer);
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currBoneIndex = skel->Bones[currBoneIndex].getFatherId();
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}
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}
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}
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else
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{
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// update stickBone ID (if father is a skeleton)
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currStickBone = _FatherBoneId;
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}
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CForceComputeBoneInfo fcbi;
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fcbi.StickBoneID = currStickBone;
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fcbi.Transform = currTransform;
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ancestors.push_back(fcbi);
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currTransform = currTransform->_HrcParent ? currTransform->_HrcParent : currTransform->_FatherSkeletonModel; // find father transform (maybe a skeleton or a std transform)
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if (!currTransform) break; // root reached ?
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}
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// bones must be recomputed from father bone to sons, so must traverse bones until root is reached to retrieve correct ordering
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CBone *OrderedBone[MaxNumBones];
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//
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const CMatrix *parentWorldMatrix = &CMatrix::Identity;
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for(std::vector<CForceComputeBoneInfo>::reverse_iterator it = ancestors.rbegin(); it != ancestors.rend(); ++it)
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{
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// update world matrix (NB : the call to getmatrix will update the local matrix)
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it->Transform->setWorldMatrix(*parentWorldMatrix * it->Transform->getMatrix());
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if (it->Transform->isSkeleton())
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{
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CSkeletonModel *skel = static_cast<CSkeletonModel *>(it->Transform);
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// reorder bones
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uint numBones = 0;
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nlassert(it->StickBoneID < skel->Bones.size());
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sint currBoneIndex = it->StickBoneID;
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nlassert(currBoneIndex != -1);
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do
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{
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nlassert(numBones < MaxNumBones);
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nlassert((uint) currBoneIndex < skel->Bones.size());
|
|
OrderedBone[numBones] = &skel->Bones[currBoneIndex];
|
|
currBoneIndex = OrderedBone[numBones]->getFatherId();
|
|
++ numBones;
|
|
}
|
|
while (currBoneIndex != -1);
|
|
const CMatrix &modelWorldMatrix = it->Transform->getWorldMatrix();
|
|
// recompute bones
|
|
CBone *fatherBone = NULL;
|
|
while (numBones--)
|
|
{
|
|
OrderedBone[numBones]->compute(fatherBone, modelWorldMatrix, NULL);
|
|
fatherBone = OrderedBone[numBones];
|
|
}
|
|
parentWorldMatrix = &(OrderedBone[0]->getWorldMatrix());
|
|
}
|
|
else
|
|
{
|
|
parentWorldMatrix = &it->Transform->getWorldMatrix();
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
const NLMISC::CMatrix &CSkeletonModel::getActiveBoneSkinMatrix(uint boneId) const
|
|
{
|
|
// Get me or first father with MustCompute==true.
|
|
uint validBoneId= _BoneUsage[boneId].ValidBoneSkinMatrix;
|
|
// return his WorldMatrix.
|
|
return Bones[validBoneId].getBoneSkinMatrix();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CSkeletonModel::bindSkin(CTransform *mi)
|
|
{
|
|
nlassert(mi);
|
|
if( !mi->isSkinnable() )
|
|
return false;
|
|
|
|
// try to detach this object from any skeleton first (possibly me).
|
|
if(mi->_FatherSkeletonModel)
|
|
mi->_FatherSkeletonModel->detachSkeletonSon(mi);
|
|
|
|
// Then Add me.
|
|
_Skins.insert(mi);
|
|
|
|
// advert skin transform it is skinned.
|
|
mi->_FatherSkeletonModel= this;
|
|
// setApplySkin() use _FatherSkeletonModel to computeBonesId() and to update current skeleton bone usage.
|
|
mi->setApplySkin(true);
|
|
|
|
|
|
// Unlink the Skin from Hrc and clip, because SkeletonModel now does the job for him.
|
|
// First ensure that the transform is not frozen (unlink from some quadGrids etc...)
|
|
mi->unfreezeHRC();
|
|
// then never re-parse in validateList/Hrc/Clip
|
|
mi->unlinkFromUpdateList();
|
|
mi->hrcUnlink();
|
|
// ClipTrav is a graph, so must unlink from ALL olds models.
|
|
mi->clipUnlinkFromAll();
|
|
// Ensure flag is correct
|
|
mi->_ClipLinkedInSonsOfAncestorSkeletonModelGroup= false;
|
|
|
|
|
|
// must recompute lod vertex alpha when LodCharacter used
|
|
dirtLodVertexAlpha();
|
|
// must recompute list of skins.
|
|
dirtSkinRenderLists();
|
|
|
|
// Ok, skinned
|
|
return true;
|
|
}
|
|
// ***************************************************************************
|
|
void CSkeletonModel::stickObject(CTransform *mi, uint boneId)
|
|
{
|
|
// by default don't force display of "mi" if the skeleton become in CLod state
|
|
stickObjectEx(mi, boneId, false);
|
|
}
|
|
// ***************************************************************************
|
|
void CSkeletonModel::stickObjectEx(CTransform *mi, uint boneId, bool forceCLod)
|
|
{
|
|
nlassert(mi);
|
|
|
|
// if "mi" is a skeleton, forceCLod must be true, for correct animation purpose
|
|
if(dynamic_cast<CSkeletonModel*>(mi))
|
|
forceCLod= true;
|
|
|
|
// try to detach this object from any skeleton first (possibly me).
|
|
if(mi->_FatherSkeletonModel)
|
|
mi->_FatherSkeletonModel->detachSkeletonSon(mi);
|
|
|
|
// Then Add me.
|
|
_StickedObjects.insert(mi);
|
|
// increment the refCount usage of the bone
|
|
incForcedBoneUsageAndParents(boneId, forceCLod);
|
|
|
|
// advert transform of its sticked state.
|
|
mi->_FatherSkeletonModel= this;
|
|
mi->_FatherBoneId= boneId;
|
|
// advert him if it is "ForceCLod" sticked
|
|
mi->_ForceCLodSticked= forceCLod;
|
|
|
|
// link correctly Hrc only. ClipTrav grah updated in Hrc traversal.
|
|
hrcLinkSon( mi );
|
|
|
|
// must recompute lod vertex alpha when LodCharacter used
|
|
dirtLodVertexAlpha();
|
|
}
|
|
// ***************************************************************************
|
|
void CSkeletonModel::detachSkeletonSon(CTransform *tr)
|
|
{
|
|
nlassert(tr);
|
|
|
|
// If the instance is not binded/sticked to the skeleton, exit.
|
|
if(tr->_FatherSkeletonModel!=this)
|
|
return;
|
|
|
|
// try to erase from StickObject.
|
|
_StickedObjects.erase(tr);
|
|
// try to erase from Skins.
|
|
_Skins.erase(tr);
|
|
|
|
// If the instance is not skinned, then it is sticked
|
|
bool wasSkinned= tr->isSkinned()!=0;
|
|
if( !wasSkinned )
|
|
{
|
|
// Then decrement Bone Usage RefCount. Decrement from CLodForcedUsage if was sticked with forceCLod==true
|
|
decForcedBoneUsageAndParents(tr->_FatherBoneId, tr->_ForceCLodSticked);
|
|
}
|
|
else
|
|
{
|
|
// it is skinned, advert the skinning is no more OK.
|
|
// setApplySkin() use _FatherSkeletonModel to update current skeleton bone usage.
|
|
tr->setApplySkin(false);
|
|
}
|
|
|
|
// advert transform it is no more sticked/skinned.
|
|
tr->_FatherSkeletonModel= NULL;
|
|
tr->_ForceCLodSticked= false;
|
|
|
|
// link correctly Hrc / Clip / UpdateList...
|
|
getOwnerScene()->getRoot()->hrcLinkSon( tr );
|
|
if( !wasSkinned )
|
|
{
|
|
// No-op. ClipTrav graph/UpdateList updated in Hrc traversal.
|
|
}
|
|
else
|
|
{
|
|
// Skin case: must do the Job here.
|
|
// Update ClipTrav here.
|
|
getOwnerScene()->getRoot()->clipAddChild(tr);
|
|
// Must re-add to the update list.
|
|
tr->linkToUpdateList();
|
|
}
|
|
|
|
|
|
// must recompute lod vertex alpha when LodCharacter used
|
|
dirtLodVertexAlpha();
|
|
// must recompute list of skins if was skinned
|
|
if( wasSkinned )
|
|
dirtSkinRenderLists();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
sint32 CSkeletonModel::getBoneIdByName(const std::string &name) const
|
|
{
|
|
CSkeletonShape *shp= safe_cast<CSkeletonShape*>((IShape*)Shape);
|
|
return shp->getBoneIdByName(name);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setInterpolationDistance(float dist)
|
|
{
|
|
dist= std::max(0.f, dist);
|
|
// disable interpolation?
|
|
if(dist==0)
|
|
_LodInterpMultiplier= 0.f;
|
|
else
|
|
_LodInterpMultiplier= 1.f / dist;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
float CSkeletonModel::getInterpolationDistance() const
|
|
{
|
|
if(_LodInterpMultiplier==0)
|
|
return 0.f;
|
|
else
|
|
return 1.f / _LodInterpMultiplier;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::traverseAnimDetail()
|
|
{
|
|
CSkeletonShape *skeShape= ((CSkeletonShape*)(IShape*)Shape);
|
|
|
|
/* NB: If "this" skeleton has an AncestorSkeletonModel displayed but "this" skeleton is clipped,
|
|
it will be still animDetailed.
|
|
So its possible sticked sons will be displayed with correct WorldMatrix (if not themselves clipped).
|
|
*/
|
|
|
|
/* If the Root Skeleton Model (ie me or my AncestorSM) is asked to render a ShadowMap, BUT I am
|
|
in CLod Form (and visible in HRC else won't be rendered in shadowMap...), then temporarly
|
|
Avoid CLod!! To really compute the bones for this frame only.
|
|
*/
|
|
bool tempAvoidCLod= false;
|
|
bool genShadow;
|
|
if(_AncestorSkeletonModel)
|
|
genShadow= _AncestorSkeletonModel->isGeneratingShadowMap();
|
|
else
|
|
genShadow= isGeneratingShadowMap();
|
|
// do the test.
|
|
if(genShadow && isDisplayedAsLodCharacter() && isHrcVisible() )
|
|
{
|
|
tempAvoidCLod= true;
|
|
// Disable it just the time of this AnimDetail
|
|
setDisplayLodCharacterFlag(false);
|
|
}
|
|
|
|
|
|
// Update Lod, and animate.
|
|
//===============
|
|
|
|
/*
|
|
CTransformShape::traverseAnimDetail() is torn in 2 here because
|
|
channels may be enabled/disabled by updateBoneToCompute()
|
|
*/
|
|
|
|
// First update Skeleton WorldMatrix (case where the skeleton is sticked).
|
|
CTransform::updateWorldMatrixFromFather();
|
|
// get dist from camera.
|
|
float dist= (getWorldMatrix().getPos() - getOwnerScene()->getClipTrav().CamPos).norm();
|
|
// Use dist to get current lod to use for this skeleton
|
|
uint newLod= skeShape->getLodForDistance( dist );
|
|
if(!_IsEnableLOD) newLod = 0;
|
|
if(newLod != _CurLod)
|
|
{
|
|
// set new lod to use.
|
|
_CurLod= newLod;
|
|
// dirt the skeleton.
|
|
_BoneToComputeDirty= true;
|
|
}
|
|
|
|
// If needed, let's know which bone has to be computed, and enable / disable (lod) channels in channelMixer.
|
|
updateBoneToCompute();
|
|
|
|
// Animate skeleton.
|
|
CTransformShape::traverseAnimDetailWithoutUpdateWorldMatrix();
|
|
|
|
// If in normal mode, must update the SpawnScript
|
|
if(!isDisplayedAsLodCharacter())
|
|
{
|
|
_SpawnScriptEvaluator.evaluate(this);
|
|
}
|
|
|
|
// Prepare Lod Bone interpolation.
|
|
//===============
|
|
|
|
float lodBoneInterp;
|
|
const CSkeletonShape::CLod *lodNext= NULL;
|
|
// if a lod exist after current lod, and if lod interpolation enabled
|
|
if( _CurLod < skeShape->getNumLods()-1 && _LodInterpMultiplier>0 && _IsEnableLOD)
|
|
{
|
|
// get next lod.
|
|
lodNext= &skeShape->getLod(_CurLod+1);
|
|
// get interp value to next.
|
|
lodBoneInterp= (lodNext->Distance - dist) * _LodInterpMultiplier;
|
|
NLMISC::clamp(lodBoneInterp, 0.f, 1.f);
|
|
// if still 1, keep cur matrix => disable interpolation
|
|
if(lodBoneInterp==1.f)
|
|
lodNext=NULL;
|
|
}
|
|
// else, no interpolation
|
|
else
|
|
{
|
|
lodBoneInterp=1.f;
|
|
}
|
|
_CurLodInterp= lodBoneInterp;
|
|
|
|
|
|
// Compute bones
|
|
//===============
|
|
|
|
|
|
// test if bones must be updated. either if animation change or if BoneUsage change.
|
|
// Retrieve the WorldMatrix of the current CTransformShape.
|
|
const CMatrix &modelWorldMatrix= getWorldMatrix();
|
|
|
|
// must test / update the hierarchy of Bones.
|
|
// Since they are orderd in depth-first order, we are sure that parent are computed before sons.
|
|
uint numBoneToCompute= (uint)_BoneToCompute.size();
|
|
CSkeletonModel::CBoneCompute *pBoneCompute= numBoneToCompute? &_BoneToCompute[0] : NULL;
|
|
// traverse only bones which need to be computed
|
|
for(;numBoneToCompute>0;numBoneToCompute--, pBoneCompute++)
|
|
{
|
|
// compute the bone with his father, if any
|
|
pBoneCompute->Bone->compute( pBoneCompute->Father, modelWorldMatrix, this);
|
|
|
|
// Lod interpolation on this bone .. only if interp is enabled now, and if bone wants it
|
|
if(lodNext && pBoneCompute->MustInterpolate)
|
|
{
|
|
// interpolate with my father matrix.
|
|
const CMatrix &fatherMatrix= pBoneCompute->Father->getBoneSkinMatrix();
|
|
pBoneCompute->Bone->interpolateBoneSkinMatrix(fatherMatrix, lodBoneInterp);
|
|
}
|
|
}
|
|
|
|
IAnimatable::clearFlag(CSkeletonModel::OwnerBit);
|
|
|
|
// Sticked Objects:
|
|
// they will update their WorldMatrix after, because of the AnimDetail traverse scheme:
|
|
// traverse visible Clip models, and if skeleton, traverse Hrc sons.
|
|
|
|
|
|
// Restore the Initial CLod flag if needed (see above)
|
|
if(tempAvoidCLod)
|
|
{
|
|
setDisplayLodCharacterFlag(true);
|
|
}
|
|
|
|
|
|
// Update Animated Skins.
|
|
//===============
|
|
for(uint i=0;i<_AnimDetailSkins.size();i++)
|
|
{
|
|
// traverse it. NB: updateWorldMatrixFromFather() is called but no-op because isSkinned()
|
|
_AnimDetailSkins[i]->traverseAnimDetail();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::computeAllBones(const CMatrix &modelWorldMatrix)
|
|
{
|
|
// must test / update the hierarchy of Bones.
|
|
// Since they are orderd in depth-first order, we are sure that parent are computed before sons.
|
|
for(uint i=0;i<Bones.size();i++)
|
|
{
|
|
sint fatherId= Bones[i].getFatherId();
|
|
// if a root bone...
|
|
if(fatherId==-1)
|
|
// Compute root bone worldMatrix. Do not allow special AnimCtrl
|
|
Bones[i].compute( NULL, modelWorldMatrix, NULL);
|
|
else
|
|
// Compute bone worldMatrix. Do not allow special AnimCtrl
|
|
Bones[i].compute( &Bones[fatherId], modelWorldMatrix, NULL);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setLodCharacterDistance(float dist)
|
|
{
|
|
_LodCharacterDistance= max(dist, 0.f);
|
|
if(_LodCharacterDistance>0)
|
|
_OOLodCharacterDistance= 1.0f/_LodCharacterDistance;
|
|
else
|
|
_OOLodCharacterDistance= 0;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setLodCharacterShape(sint shapeId)
|
|
{
|
|
// get a ptr on the scene which owns us, and so on the lodManager.
|
|
CScene *scene= getOwnerScene();
|
|
CLodCharacterManager *mngr= scene->getLodCharacterManager();
|
|
|
|
// if mngr not setuped, noop (lod not possible).
|
|
if(!mngr)
|
|
return;
|
|
|
|
// If a shape was setup, free the instance
|
|
if(_CLodInstance.ShapeId>=0)
|
|
{
|
|
mngr->releaseInstance(_CLodInstance);
|
|
_CLodInstance.ShapeId= -1;
|
|
}
|
|
|
|
// assign
|
|
_CLodInstance.ShapeId= shapeId;
|
|
|
|
// if a real shape is setuped, alloc an instance
|
|
if(_CLodInstance.ShapeId>=0)
|
|
{
|
|
mngr->initInstance(_CLodInstance);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::computeLodTexture()
|
|
{
|
|
// is lod setuped
|
|
if(_CLodInstance.ShapeId<0)
|
|
return;
|
|
|
|
// get a ptr on the scene which owns us, and so on the lodManager.
|
|
CScene *scene= getOwnerScene();
|
|
CLodCharacterManager *mngr= scene->getLodCharacterManager();
|
|
// mngr must be setuped since shape Id is >-1
|
|
nlassert(mngr);
|
|
/* Get the asyncTextureManager. This is a Hack. We use the AsyncTextureManager to store very low version of Textures
|
|
(kept in DXTC1 format for minimum memory overhead).
|
|
HENCE Lod Texture can work only with Async Textured instances!!
|
|
*/
|
|
CAsyncTextureManager *asyncMngr= scene->getAsyncTextureManager();
|
|
// if not setuped, cancel
|
|
if(!asyncMngr)
|
|
return;
|
|
|
|
|
|
// **** start process. If cannot (TextureId==no more texture space), just quit.
|
|
if(!mngr->startTextureCompute(_CLodInstance))
|
|
return;
|
|
uint maxNumBmpToReset= 0;
|
|
|
|
// **** For all skins which have a LodTexture setuped
|
|
ItTransformSet it= _Skins.begin();
|
|
for(;it!=_Skins.end();it++)
|
|
{
|
|
// the skin should be a meshBaseInstance setuped to asyncTexturing
|
|
CMeshBaseInstance *mbi= dynamic_cast<CMeshBaseInstance*>(*it);
|
|
if(mbi && mbi->getAsyncTextureMode() && mbi->Shape)
|
|
{
|
|
CMeshBase *mb= (CMeshBase*)(IShape*)(mbi->Shape);
|
|
// get the LodTexture info of this shape.
|
|
const CLodCharacterTexture *lodText= mb->getLodCharacterTexture();
|
|
// if setuped
|
|
if(lodText)
|
|
{
|
|
// Ok, compute influence of this instance on the Lod.
|
|
|
|
// ---- Build all bmps of the instance with help of the asyncTextureManager
|
|
uint numMats= (uint)mbi->Materials.size();
|
|
// 256 materials possibles for the lod Manager
|
|
numMats= min(numMats, 256U);
|
|
// for endTexturecompute
|
|
maxNumBmpToReset= max(maxNumBmpToReset, numMats);
|
|
// process each materials
|
|
for(uint i=0;i<numMats;i++)
|
|
{
|
|
// get the manager bitmap to write to
|
|
CLodCharacterTmpBitmap &dstBmp= mngr->getTmpBitmap(uint8(i));
|
|
|
|
// if the material stage 0 is not textured, or has not a valid async id, build the bitmap with a color.
|
|
sint asyncTextId= mbi->getAsyncTextureId(i,0);
|
|
const CBitmap *coarseBitmap= NULL;
|
|
if(asyncTextId!=-1)
|
|
{
|
|
// get it from async manager
|
|
coarseBitmap= asyncMngr->getCoarseBitmap(asyncTextId);
|
|
}
|
|
|
|
// So if we have no bmp here, build with material color, else build a texture
|
|
if(!coarseBitmap)
|
|
{
|
|
dstBmp.build(mbi->Materials[i].getDiffuse());
|
|
}
|
|
else
|
|
{
|
|
dstBmp.build(*coarseBitmap);
|
|
}
|
|
}
|
|
|
|
// ---- add the lodTextureInfo to the current texture computed
|
|
mngr->addTextureCompute(_CLodInstance, *lodText);
|
|
}
|
|
}
|
|
}
|
|
|
|
// **** compile the process
|
|
mngr->endTextureCompute(_CLodInstance, maxNumBmpToReset);
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setLodCharacterAnimId(uint animId)
|
|
{
|
|
_CLodInstance.AnimId= animId;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setLodCharacterAnimTime(TGlobalAnimationTime time)
|
|
{
|
|
_CLodInstance.AnimTime= time;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setLodCharacterWrapMode(bool wrapMode)
|
|
{
|
|
_CLodInstance.WrapMode= wrapMode;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CSkeletonModel::computeDisplayLodCharacterPriority() const
|
|
{
|
|
// if enabled
|
|
if(_LodCharacterDistance>0 && _CLodInstance.ShapeId>=0)
|
|
{
|
|
CVector globalPos;
|
|
|
|
// Get object position, test visibility;
|
|
// If has a skeleton ancestor, take his world position instead, because ours is invalid.
|
|
if( _AncestorSkeletonModel != NULL)
|
|
{
|
|
// if the ancestore is clipped, quit
|
|
if( !_AncestorSkeletonModel->isClipVisible() )
|
|
return 0;
|
|
// take ancestor world position
|
|
globalPos= _AncestorSkeletonModel->getWorldMatrix().getPos();
|
|
}
|
|
else
|
|
{
|
|
// if the skeleton is clipped, quit
|
|
if( !isClipVisible() )
|
|
return 0;
|
|
// take our world position
|
|
globalPos= getWorldMatrix().getPos();
|
|
}
|
|
|
|
// compute distance from camera.
|
|
float dist= (getOwnerScene()->getClipTrav().CamPos - globalPos).norm();
|
|
|
|
// compute priority
|
|
return dist*_OOLodCharacterDistance;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setDisplayLodCharacterFlag(bool displayCLod)
|
|
{
|
|
// if enabled
|
|
if(_LodCharacterDistance>0 && _CLodInstance.ShapeId>=0)
|
|
{
|
|
// If the flag has changed since last frame, must recompute bone Usage.
|
|
if(_DisplayedAsLodCharacter != displayCLod)
|
|
_BoneToComputeDirty= true;
|
|
|
|
// set new state
|
|
_DisplayedAsLodCharacter= displayCLod;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::traverseRender()
|
|
{
|
|
H_AUTO( NL3D_Skeleton_Render );
|
|
|
|
// render as CLod, or render Skins.
|
|
if(isDisplayedAsLodCharacter())
|
|
renderCLod();
|
|
else
|
|
renderSkins();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::computeCLodVertexAlpha(CLodCharacterManager *mngr)
|
|
{
|
|
// if shape id set.
|
|
if(_CLodInstance.ShapeId<0)
|
|
return;
|
|
// get the lod shape,a nd check exist in the manager
|
|
const CLodCharacterShape *lodShape= mngr->getShape(_CLodInstance.ShapeId);
|
|
if(lodShape)
|
|
{
|
|
// start process.
|
|
//-----------------
|
|
lodShape->startBoneAlpha(_CLodInstance.VertexAlphas);
|
|
|
|
// build an Id map, from Skeleton Ids to the lodShapes ids. (because may be differents)
|
|
static vector<sint> boneMap;
|
|
// reset to -1 (ie not found)
|
|
boneMap.clear();
|
|
boneMap.resize(Bones.size(), -1);
|
|
uint i;
|
|
// for all skeletons bones.
|
|
for(i=0; i<boneMap.size(); i++)
|
|
{
|
|
boneMap[i]= lodShape->getBoneIdByName(Bones[i].getBoneName());;
|
|
}
|
|
|
|
// Parse all skins
|
|
//-----------------
|
|
ItTransformSet it;
|
|
for(it= _Skins.begin(); it!=_Skins.end(); it++)
|
|
{
|
|
CTransform *skin= *it;
|
|
|
|
// get array of bone used for this skin.
|
|
const vector<sint32> *skinUsage= skin->getSkinBoneUsage();
|
|
// check correct skin
|
|
if(skinUsage)
|
|
{
|
|
// For all bones used
|
|
for(uint i=0; i<skinUsage->size(); i++)
|
|
{
|
|
// the id in the vector point to a bone in the skeleton. Hence use the boneMap to translate it
|
|
// in the lodShape ids.
|
|
sint idInLod= boneMap[(*skinUsage)[i]];
|
|
// only if id found in the lod shape
|
|
if(idInLod>=0)
|
|
// add color to this bone.
|
|
lodShape->addBoneAlpha(idInLod, _CLodInstance.VertexAlphas);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Parse all sticked objects
|
|
//-----------------
|
|
for(it= _StickedObjects.begin(); it!=_StickedObjects.end(); it++)
|
|
{
|
|
CTransform *object= *it;
|
|
|
|
// get on which bone this object is linked.
|
|
// use the boneMap to translate id to lodShape id.
|
|
sint idInLod= boneMap[object->_FatherBoneId];
|
|
|
|
// only if id found in the lod shape
|
|
if(idInLod>=0)
|
|
// add color to this bone.
|
|
lodShape->addBoneAlpha(idInLod, _CLodInstance.VertexAlphas);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::updateSkinRenderLists()
|
|
{
|
|
// If need to update array of skins to compute
|
|
if(_SkinToRenderDirty)
|
|
{
|
|
uint i;
|
|
|
|
_SkinToRenderDirty= false;
|
|
|
|
// Reset the LevelDetail.
|
|
_LevelDetail.MinFaceUsed= 0;
|
|
_LevelDetail.MaxFaceUsed= 0;
|
|
// If must follow default MRM setup from skins.
|
|
if(_DefaultMRMSetup)
|
|
{
|
|
_LevelDetail.DistanceCoarsest= 0;
|
|
_LevelDetail.DistanceMiddle= 0;
|
|
_LevelDetail.DistanceFinest= 0;
|
|
}
|
|
|
|
// reset Bone Sphere of skeleton.
|
|
static std::vector<bool> sphereEmpty;
|
|
sphereEmpty.clear();
|
|
sphereEmpty.resize(Bones.size(), true);
|
|
for(i=0;i<Bones.size();i++)
|
|
{
|
|
// Default sphere is centered on the bone pos, and has 0 radius.
|
|
Bones[i]._MaxSphere.Center= CVector::Null;
|
|
Bones[i]._MaxSphere.Radius= 0;
|
|
}
|
|
|
|
// Parse to count new size of the arrays, and to build MRM info, and bone Max sphere
|
|
uint opaqueSize= 0;
|
|
uint transparentSize= 0;
|
|
uint animDetailSize= 0;
|
|
ItTransformSet it;
|
|
// also test if can support fast intersection
|
|
_SupportFastIntersect= !_Skins.empty();
|
|
for(it= _Skins.begin();it!=_Skins.end();it++)
|
|
{
|
|
CTransform *skin= *it;
|
|
|
|
// If the skin is hidden, don't add it to any list!
|
|
if(skin->getVisibility()==CHrcTrav::Hide)
|
|
continue;
|
|
|
|
// if transparent, then must fill in transparent list.
|
|
if(skin->isTransparent())
|
|
transparentSize++;
|
|
// else may fill in opaquelist. NB: for optimisation, don't add in opaqueList
|
|
// if added to the transperent list (all materials are rendered)
|
|
else if(skin->isOpaque())
|
|
opaqueSize++;
|
|
|
|
// if animDetailable, then must fill list
|
|
if(skin->isAnimDetailable())
|
|
animDetailSize++;
|
|
|
|
// if the skin support MRM, then must update levelDetal number of faces
|
|
CTransformShape *trShape= dynamic_cast<CTransformShape*>(skin);
|
|
if(trShape)
|
|
{
|
|
const CMRMLevelDetail *skinLevelDetail= trShape->getMRMLevelDetail();
|
|
if(skinLevelDetail)
|
|
{
|
|
// Add Faces to the Skeleton level detail
|
|
_LevelDetail.MinFaceUsed+= skinLevelDetail->MinFaceUsed;
|
|
_LevelDetail.MaxFaceUsed+= skinLevelDetail->MaxFaceUsed;
|
|
// MRM Max skin setup.
|
|
if(_DefaultMRMSetup)
|
|
{
|
|
// Get the maximum distance setup (ie the one which degrades the less)
|
|
_LevelDetail.DistanceCoarsest= max(_LevelDetail.DistanceCoarsest, skinLevelDetail->DistanceCoarsest);
|
|
_LevelDetail.DistanceMiddle= max(_LevelDetail.DistanceMiddle, skinLevelDetail->DistanceMiddle);
|
|
_LevelDetail.DistanceFinest= max(_LevelDetail.DistanceFinest, skinLevelDetail->DistanceFinest);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Enlarge Bone BBox
|
|
const std::vector<sint32> *boneUsage= skin->getSkinBoneUsage();
|
|
const std::vector<NLMISC::CBSphere> *boneSphere= skin->getSkinBoneSphere();
|
|
if(boneUsage && boneSphere)
|
|
{
|
|
nlassert(boneUsage->size()==boneSphere->size());
|
|
for(i=0;i<boneUsage->size();i++)
|
|
{
|
|
const CBSphere &sphere= (*boneSphere)[i];
|
|
sint boneId= (*boneUsage)[i];
|
|
nlassert(boneId<(sint)Bones.size());
|
|
// if valid boneId, and sphere not empty (ie not -1 radius)
|
|
if(boneId>-1 && sphere.Radius>=0)
|
|
{
|
|
if(sphereEmpty[boneId])
|
|
{
|
|
sphereEmpty[boneId]= false;
|
|
Bones[boneId]._MaxSphere= sphere;
|
|
}
|
|
else
|
|
{
|
|
Bones[boneId]._MaxSphere.setUnion(Bones[boneId]._MaxSphere, sphere);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Whole skeleton model Support Fast intersection only if all
|
|
// displayed skins support skin intersection
|
|
_SupportFastIntersect= _SupportFastIntersect && skin->supportIntersectSkin();
|
|
}
|
|
|
|
// MRM Max skin setup.
|
|
if(_DefaultMRMSetup)
|
|
{
|
|
// compile LevelDetail.
|
|
if(_LevelDetail.MaxFaceUsed==0)
|
|
// build a bug-free level detail
|
|
buildDefaultLevelDetail();
|
|
else
|
|
_LevelDetail.compileDistanceSetup();
|
|
}
|
|
|
|
// alloc array.
|
|
_OpaqueSkins.clear();
|
|
_TransparentSkins.clear();
|
|
_AnimDetailSkins.clear();
|
|
_OpaqueSkins.resize(opaqueSize);
|
|
_TransparentSkins.resize(transparentSize);
|
|
_AnimDetailSkins.resize(animDetailSize);
|
|
|
|
// ReParse, to fill array.
|
|
uint opaqueId= 0;
|
|
uint transparentId= 0;
|
|
uint animDetailId= 0;
|
|
for(it= _Skins.begin();it!=_Skins.end();it++)
|
|
{
|
|
CTransform *skin= *it;
|
|
|
|
// If the skin is hidden, don't add it to any list!
|
|
if(skin->getVisibility()==CHrcTrav::Hide)
|
|
continue;
|
|
|
|
// if transparent, then must fill in transparent list.
|
|
if(skin->isTransparent())
|
|
{
|
|
nlassert(transparentId<transparentSize);
|
|
_TransparentSkins[transparentId++]= skin;
|
|
}
|
|
// else may fill in opaquelist. NB: for optimisation, don't add in opaqueList
|
|
// if added to the transperent list (all materials are rendered)
|
|
else if(skin->isOpaque())
|
|
{
|
|
nlassert(opaqueId<opaqueSize);
|
|
_OpaqueSkins[opaqueId++]= skin;
|
|
}
|
|
|
|
// if animDetailable, then must fill list
|
|
if(skin->isAnimDetailable())
|
|
{
|
|
nlassert(animDetailId<animDetailSize);
|
|
_AnimDetailSkins[animDetailId++]= skin;
|
|
}
|
|
}
|
|
|
|
// set the Transparency to the skeleton only if has at least one transparent skin
|
|
setTransparency( transparentSize>0 );
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::buildDefaultLevelDetail()
|
|
{
|
|
// Avoid divide by zero.
|
|
_LevelDetail.MinFaceUsed= 0;
|
|
_LevelDetail.MaxFaceUsed= 0;
|
|
_LevelDetail.DistanceFinest= 1;
|
|
_LevelDetail.DistanceMiddle= 2;
|
|
_LevelDetail.DistanceCoarsest= 3;
|
|
_LevelDetail.compileDistanceSetup();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::renderCLod()
|
|
{
|
|
CRenderTrav &renderTrav= getOwnerScene()->getRenderTrav();
|
|
IDriver *drv= renderTrav.getDriver();
|
|
CScene *scene= getOwnerScene();
|
|
|
|
// Transparent pass? quit
|
|
if(!renderTrav.isCurrentPassOpaque())
|
|
return;
|
|
|
|
// the lod manager. no op if not here
|
|
CLodCharacterManager *mngr= scene->getLodCharacterManager();
|
|
if(!mngr)
|
|
return;
|
|
|
|
// Get global lighting on the instance. Suppose SunAmbient only.
|
|
//=================
|
|
const CLightContribution *lightContrib;
|
|
|
|
// the std case is to take my model lightContribution
|
|
if(_AncestorSkeletonModel==NULL)
|
|
lightContrib= &getSkeletonLightContribution();
|
|
// but if skinned/sticked (directly or not) to a skeleton, take its.
|
|
else
|
|
lightContrib= &_AncestorSkeletonModel->getSkeletonLightContribution();
|
|
|
|
// compute his main light contribution result. Try first with sun
|
|
CRGBA mainAmbient= scene->getSunAmbient();
|
|
CRGBA mainDiffuse= scene->getSunDiffuse();
|
|
// modulate sun contribution
|
|
mainDiffuse.modulateFromuiRGBOnly(mainDiffuse, lightContrib->SunContribution );
|
|
CVector mainLightDir= scene->getSunDirection();
|
|
// Add ambient with Lod Emit
|
|
mainAmbient.addRGBOnly(mainAmbient, _LodEmit);
|
|
|
|
|
|
/* During night, and in the buildings, it may be better to use one of the other Points lights
|
|
Test only with the first pointLight, for faster compute, even if It may fail in some cases.
|
|
*/
|
|
CPointLight *mainPL= lightContrib->PointLight[0];
|
|
if(mainPL)
|
|
{
|
|
CRGBA plDiffuse;
|
|
// get the diffuse of the pointLight, attenuated from distance and importance.
|
|
plDiffuse.modulateFromuiRGBOnly(mainPL->getDiffuse(), lightContrib->AttFactor[0]);
|
|
plDiffuse.A = 255;
|
|
// compare the 2 diffuse
|
|
uint d0= mainDiffuse.R + mainDiffuse.G + mainDiffuse.B;
|
|
uint d1= plDiffuse.R + plDiffuse.G + plDiffuse.B;
|
|
// if the pointLight is lighter, take it.
|
|
if(d1>d0)
|
|
{
|
|
// leave ambient, but take diffuse and pointLight fake Direction
|
|
mainDiffuse= plDiffuse;
|
|
mainLightDir= getWorldMatrix().getPos() - mainPL->getPosition();
|
|
mainLightDir.normalize();
|
|
}
|
|
}
|
|
|
|
|
|
// compute colors of the lods.
|
|
//=================
|
|
// NB: even if texturing is sufficient, still important for AlphaTest.
|
|
|
|
// If must recompute alpha because of change of skin added/deleted
|
|
if(_CLodVertexAlphaDirty)
|
|
{
|
|
// recompute vertex alpha
|
|
computeCLodVertexAlpha(mngr);
|
|
// set _CLodVertexAlphaDirty to false.
|
|
_CLodVertexAlphaDirty= false;
|
|
}
|
|
|
|
// render the Lod in the LodManager.
|
|
//=================
|
|
// render must have been intialized
|
|
nlassert(mngr->isRendering());
|
|
|
|
|
|
// add the instance to the manager.
|
|
if(!mngr->addRenderCharacterKey(_CLodInstance, getWorldMatrix(),
|
|
mainAmbient, mainDiffuse, mainLightDir) )
|
|
{
|
|
// If failed to add it because no more vertex space in the manager, retry.
|
|
|
|
// close vertexBlock, compile render
|
|
mngr->endRender();
|
|
// and restart.
|
|
mngr->beginRender(drv, renderTrav.CamPos);
|
|
|
|
// retry. but no-op if refail.
|
|
mngr->addRenderCharacterKey(_CLodInstance, getWorldMatrix(),
|
|
mainAmbient, mainDiffuse, mainLightDir);
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::renderSkins()
|
|
{
|
|
// Render skins according to the pass.
|
|
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
|
|
// get a ptr on the driver
|
|
IDriver *drv= rdrTrav.getDriver();
|
|
nlassert(drv);
|
|
|
|
|
|
// Compute the levelOfDetail
|
|
float alphaMRM= _LevelDetail.getLevelDetailFromPolyCount(getNumTrianglesAfterLoadBalancing());
|
|
|
|
// force normalisation of normals..
|
|
bool bkupNorm= drv->isForceNormalize();
|
|
drv->forceNormalize(true);
|
|
|
|
|
|
// rdr good pass
|
|
if(rdrTrav.isCurrentPassOpaque())
|
|
{
|
|
// Compute in Pass Opaque only the light contribution.
|
|
// Easier for skeleton: suppose lightable, no local attenuation
|
|
|
|
// the std case is to take my model lightContribution
|
|
if(_AncestorSkeletonModel==NULL)
|
|
setupCurrentLightContribution(&_LightContribution, false);
|
|
// but if sticked (directly or not) to a skeleton, take its.
|
|
else
|
|
setupCurrentLightContribution(&_AncestorSkeletonModel->_LightContribution, false);
|
|
|
|
|
|
// Activate Driver setup: light and modelMatrix
|
|
changeLightSetup( &rdrTrav );
|
|
rdrTrav.getDriver()->setupModelMatrix(getWorldMatrix());
|
|
|
|
|
|
// Render all totaly opaque skins.
|
|
renderSkinList(_OpaqueSkins, alphaMRM);
|
|
}
|
|
else
|
|
{
|
|
// NB: must have some transparent skins, since thee skeletonModel is traversed in the transparent pass.
|
|
|
|
// Activate Driver setup: light and modelMatrix
|
|
changeLightSetup( &rdrTrav );
|
|
rdrTrav.getDriver()->setupModelMatrix(getWorldMatrix());
|
|
|
|
|
|
// render all opaque/transparent skins
|
|
renderSkinList(_TransparentSkins, alphaMRM);
|
|
}
|
|
|
|
|
|
// bkup force normalisation.
|
|
drv->forceNormalize(bkupNorm);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::renderSkinList(NLMISC::CObjectVector<CTransform*, false> &skinList, float alphaMRM)
|
|
{
|
|
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
|
|
|
|
// if the SkinManager is not possible at all, just rendered the std way.
|
|
if( !rdrTrav.getMeshSkinManager() )
|
|
{
|
|
for(uint i=0;i<skinList.size();i++)
|
|
{
|
|
skinList[i]->renderSkin(alphaMRM);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// get the meshSkinManager
|
|
CVertexStreamManager &meshSkinManager= *rdrTrav.getMeshSkinManager();
|
|
|
|
// array (rarely allocated) of skins with grouping support
|
|
static std::vector<CTransform*> skinsToGroup;
|
|
static std::vector<uint> baseVertices;
|
|
skinsToGroup.clear();
|
|
baseVertices.clear();
|
|
|
|
// get the maxVertices the manager support
|
|
uint maxVertices= meshSkinManager.getMaxVertices();
|
|
uint vertexSize= meshSkinManager.getVertexSize();
|
|
|
|
// render any skins which do not support SkinGrouping, and fill array of skins to group
|
|
for(uint i=0;i<skinList.size();i++)
|
|
{
|
|
// If don't support, or if too big to fit in the manager, just renderSkin()
|
|
if(!skinList[i]->supportSkinGrouping())
|
|
{
|
|
H_AUTO( NL3D_Skin_NotGrouped );
|
|
skinList[i]->renderSkin(alphaMRM);
|
|
}
|
|
else
|
|
{
|
|
skinsToGroup.push_back(skinList[i]);
|
|
}
|
|
}
|
|
|
|
H_AUTO( NL3D_Skin_Grouped );
|
|
|
|
// For each skin, have an index which gives the decal of the vertices in the buffer
|
|
baseVertices.resize(skinsToGroup.size());
|
|
|
|
// while there is skin to render in group
|
|
uint skinId= 0;
|
|
while(skinId<skinsToGroup.size())
|
|
{
|
|
// space left in the manager
|
|
uint remainingVertices= maxVertices;
|
|
uint currentBaseVertex= 0;
|
|
|
|
|
|
// First pass, fill The VB.
|
|
//------------
|
|
// lock buffer
|
|
uint8 *vbDest= meshSkinManager.lock();
|
|
|
|
// For all skins until the buffer is full
|
|
uint startSkinId= skinId;
|
|
while(skinId<skinsToGroup.size())
|
|
{
|
|
// if success to fill the AGP
|
|
sint numVerticesAdded= skinsToGroup[skinId]->renderSkinGroupGeom(alphaMRM, remainingVertices,
|
|
vbDest + vertexSize*currentBaseVertex );
|
|
// -1 means that this skin can't render because no space left for her. Then stop for this block
|
|
if(numVerticesAdded==-1)
|
|
break;
|
|
// Else ok, get the currentBaseVertex for this skin
|
|
baseVertices[skinId]= currentBaseVertex;
|
|
// and jump to the next place
|
|
currentBaseVertex+= numVerticesAdded;
|
|
remainingVertices-= numVerticesAdded;
|
|
|
|
// go to the next skin
|
|
skinId++;
|
|
}
|
|
|
|
// release buffer. ATI: release only vertices used.
|
|
meshSkinManager.unlock(currentBaseVertex);
|
|
|
|
// Second pass, render the primitives.
|
|
//------------
|
|
meshSkinManager.activate();
|
|
|
|
/* Render any primitives that are not specular. Group specular ones into specularRdrPasses.
|
|
NB: this speed a lot (specular setup is heavy)!
|
|
*/
|
|
static std::vector<CSkinSpecularRdrPass> specularRdrPasses;
|
|
specularRdrPasses.clear();
|
|
for(uint i=startSkinId;i<skinId;i++)
|
|
{
|
|
// render the skin in the current buffer
|
|
skinsToGroup[i]->renderSkinGroupPrimitives(baseVertices[i], specularRdrPasses, i);
|
|
}
|
|
|
|
// If any skin Specular rdrPass to render
|
|
if(!specularRdrPasses.empty())
|
|
{
|
|
// Sort by Specular Map. HTimerInfo: take 0.0% time
|
|
sort(specularRdrPasses.begin(), specularRdrPasses.end());
|
|
|
|
// Batch Specular! HTimerInfo: take 0.2%
|
|
rdrTrav.getDriver()->startSpecularBatch();
|
|
|
|
// Render all of them
|
|
for(uint i=0;i<specularRdrPasses.size();i++)
|
|
{
|
|
CSkinSpecularRdrPass &specRdrPass= specularRdrPasses[i];
|
|
// render the associated skin in the current buffer
|
|
skinsToGroup[specRdrPass.SkinIndex]->renderSkinGroupSpecularRdrPass(specRdrPass.RdrPassIndex);
|
|
}
|
|
|
|
// End Batch Specular! HTimerInfo: take 0.0%
|
|
rdrTrav.getDriver()->endSpecularBatch();
|
|
}
|
|
|
|
|
|
// End of this block, swap to the next buffer. HTimerInfo: take 0.0%
|
|
meshSkinManager.swapVBHard();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CSkeletonModel::getNumTriangles (float distance)
|
|
{
|
|
// If the skeleton is displayed as a CLod suppose 0 triangles.
|
|
if( isDisplayedAsLodCharacter() )
|
|
return 0;
|
|
else
|
|
// NB: this is an approximation, but this is continious.
|
|
return _LevelDetail.getNumTriangles(distance);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest)
|
|
{
|
|
// check input.
|
|
if(distanceFinest<0) return;
|
|
if(distanceMiddle<=distanceFinest) return;
|
|
if(distanceCoarsest<=distanceMiddle) return;
|
|
|
|
// Change.
|
|
_LevelDetail.DistanceFinest= distanceFinest;
|
|
_LevelDetail.DistanceMiddle= distanceMiddle;
|
|
_LevelDetail.DistanceCoarsest= distanceCoarsest;
|
|
|
|
// compile
|
|
_LevelDetail.compileDistanceSetup();
|
|
|
|
// Never more use MAX skin setup.
|
|
_DefaultMRMSetup= false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::resetDefaultMRMDistanceSetup()
|
|
{
|
|
_DefaultMRMSetup= true;
|
|
|
|
// Must use Skins linked to know the MRM setup.
|
|
dirtSkinRenderLists();
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CSkeletonModel::computeRenderedBBox(NLMISC::CAABBox &bbox, bool computeInWorld)
|
|
{
|
|
// reset bbox
|
|
CAABBox tmpBBox;
|
|
tmpBBox.setCenter(CVector::Null);
|
|
tmpBBox.setHalfSize(CVector::Null);
|
|
bool empty= true;
|
|
|
|
// Not visible => empty bbox
|
|
if(!isClipVisible())
|
|
return false;
|
|
|
|
// For all bones
|
|
uint i;
|
|
for(i=0;i<Bones.size();i++)
|
|
{
|
|
if(isBoneComputed(i))
|
|
{
|
|
CVector pos;
|
|
if(computeInWorld)
|
|
pos= Bones[i].getWorldMatrix().getPos();
|
|
else
|
|
pos= Bones[i].getLocalSkeletonMatrix().getPos();
|
|
if(empty)
|
|
{
|
|
empty= false;
|
|
tmpBBox.setCenter(pos);
|
|
}
|
|
else
|
|
tmpBBox.extend(pos);
|
|
}
|
|
}
|
|
|
|
// End!
|
|
if(!empty)
|
|
{
|
|
bbox= tmpBBox;
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::getWorldMaxBoneSpheres(std::vector<NLMISC::CBSphere> &dest) const
|
|
{
|
|
dest.clear();
|
|
// Not visible => empty bbox
|
|
if(!isClipVisible())
|
|
return;
|
|
dest.resize(_BoneToCompute.size());
|
|
for(uint i=0;i<_BoneToCompute.size();i++)
|
|
{
|
|
CBone *bone= _BoneToCompute[i].Bone;
|
|
bone->_MaxSphere.applyTransform(bone->getWorldMatrix(), dest[i]);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CSkeletonModel::computeRenderedBBoxWithBoneSphere(NLMISC::CAABBox &bbox, bool computeInWorld)
|
|
{
|
|
// Not visible => empty bbox
|
|
if(!isClipVisible())
|
|
return false;
|
|
|
|
if(_BoneToCompute.empty())
|
|
return false;
|
|
|
|
if (_Skins.empty())
|
|
return false;
|
|
|
|
updateSkinRenderLists();
|
|
|
|
// **** Compute The BBox with Bones of the skeleton
|
|
CVector minBB(0.f, 0.f, 0.f), maxBB(0.f, 0.f, 0.f);
|
|
for(uint i=0;i<_BoneToCompute.size();i++)
|
|
{
|
|
CBone *bone= _BoneToCompute[i].Bone;
|
|
// compute the world / local sphere
|
|
const CMatrix &boneMat = computeInWorld ? bone->getWorldMatrix() : bone->getLocalSkeletonMatrix();
|
|
CBSphere sphere;
|
|
bone->_MaxSphere.applyTransform(boneMat, sphere);
|
|
// compute bone min max bounding cube.
|
|
CVector minBone, maxBone;
|
|
minBone= maxBone= sphere.Center;
|
|
float r= sphere.Radius;
|
|
|
|
|
|
minBone.x-= r;
|
|
minBone.y-= r;
|
|
minBone.z-= r;
|
|
maxBone.x+= r;
|
|
maxBone.y+= r;
|
|
maxBone.z+= r;
|
|
|
|
|
|
// set or extend
|
|
if(i==0)
|
|
{
|
|
minBB= minBone;
|
|
maxBB= maxBone;
|
|
}
|
|
else
|
|
{
|
|
minBB.minof(minBB, minBone);
|
|
maxBB.maxof(maxBB, maxBone);
|
|
}
|
|
}
|
|
|
|
// build the bbox
|
|
bbox.setMinMax(minBB, maxBB);
|
|
return true;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CSkeletonModel::computeCurrentBBox(NLMISC::CAABBox &bbox, bool forceCompute /* = false*/, bool computeInWorld)
|
|
{
|
|
// animate all bones channels (detail only channels). don't bother cur lod state.
|
|
CChannelMixer *chanmix= getChannelMixer();
|
|
if (chanmix)
|
|
{
|
|
// Force detail evaluation.
|
|
chanmix->resetEvalDetailDate();
|
|
chanmix->eval(true, 0);
|
|
chanmix->resetEvalDetailDate();
|
|
}
|
|
// compute all skeleton bones
|
|
computeAllBones(CMatrix::Identity);
|
|
|
|
// reset bbox
|
|
CAABBox tmpBBox;
|
|
tmpBBox.setCenter(CVector::Null);
|
|
tmpBBox.setHalfSize(CVector::Null);
|
|
bool empty= true;
|
|
|
|
// For all bones
|
|
uint i;
|
|
for(i=0;i<Bones.size();i++)
|
|
{
|
|
// Is the bone used ?? (whatever bone lod, or CLod state)
|
|
uint16 mustCompute = forceCompute ? 1 : _BoneUsage[i].Usage | _BoneUsage[i].ForcedUsage | _BoneUsage[i].CLodForcedUsage;
|
|
|
|
// If the bone is used.
|
|
if(mustCompute)
|
|
{
|
|
CVector pos;
|
|
if(computeInWorld)
|
|
pos= Bones[i].getWorldMatrix().getPos();
|
|
else
|
|
pos= Bones[i].getLocalSkeletonMatrix().getPos();
|
|
if(empty)
|
|
{
|
|
empty= false;
|
|
tmpBBox.setCenter(pos);
|
|
}
|
|
else
|
|
tmpBBox.extend(pos);
|
|
}
|
|
}
|
|
|
|
// End!
|
|
if(!empty)
|
|
{
|
|
bbox= tmpBBox;
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::getLightHotSpotInWorld(CVector &modelPos, float &modelRadius) const
|
|
{
|
|
// If the bone 0 is computed (pelvis), then return its worldMatrix
|
|
if(isBoneComputed(0))
|
|
{
|
|
modelPos= Bones[0].getWorldMatrix().getPos();
|
|
}
|
|
else
|
|
{
|
|
/* Else return the skeleton pos. NB: this seems useless since bone 0 not computed means no Skins.
|
|
But lighting computation is still done and may use a VisualCollisionEntity.
|
|
This system cache some infos according to position. This is why we must return a position
|
|
near the skeleton (else cache crash each frame => slowdown...)
|
|
*/
|
|
modelPos= _WorldMatrix.getPos();
|
|
}
|
|
|
|
// Consider Skeletons as not big lightable
|
|
modelRadius= 0;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::setBoneAnimCtrl(uint boneId, IAnimCtrl *ctrl)
|
|
{
|
|
if(boneId>=Bones.size())
|
|
return;
|
|
|
|
CBone &bone= Bones[boneId];
|
|
|
|
// Update refCount
|
|
if(ctrl && !bone._AnimCtrl)
|
|
_AnimCtrlUsage++;
|
|
else if(!ctrl && bone._AnimCtrl)
|
|
_AnimCtrlUsage--;
|
|
|
|
// set
|
|
bone._AnimCtrl= ctrl;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
IAnimCtrl *CSkeletonModel::getBoneAnimCtrl(uint boneId) const
|
|
{
|
|
if(boneId>=Bones.size())
|
|
return NULL;
|
|
|
|
return Bones[boneId]._AnimCtrl;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CSkeletonModel::fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D)
|
|
{
|
|
if(!_SupportFastIntersect)
|
|
return false;
|
|
|
|
// no intersection by default
|
|
dist2D= FLT_MAX;
|
|
distZ= FLT_MAX;
|
|
|
|
// The skinning must be done in final RaySpace.
|
|
CMatrix toRaySpace;
|
|
// compute the ray matrix
|
|
CVector dirn= dir;
|
|
if(dirn.isNull())
|
|
dirn= CVector::K;
|
|
dirn.normalize();
|
|
toRaySpace.setArbitraryRotK(dirn);
|
|
toRaySpace.setPos(p0);
|
|
// The skinning must be done in ray space: (RayMat-1)*skelWorldMatrix;
|
|
toRaySpace.invert();
|
|
toRaySpace*= getWorldMatrix();
|
|
|
|
// displayed as a CLod?
|
|
if(isDisplayedAsLodCharacter())
|
|
{
|
|
// must do the test with the CLod, because Bones are not animated at all (hence skinning would be false)
|
|
CLodCharacterManager *mngr= getOwnerScene()->getLodCharacterManager();
|
|
if(!mngr)
|
|
return false;
|
|
|
|
// test the instance
|
|
if(!mngr->fastIntersect(_CLodInstance, toRaySpace, dist2D, distZ, computeDist2D))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// For all skins
|
|
ItTransformSet it;
|
|
for(it= _Skins.begin();it!=_Skins.end();it++)
|
|
{
|
|
CTransform *skin= *it;
|
|
|
|
// If the skin is hidden, don't test intersection!
|
|
if(skin->getVisibility()==CHrcTrav::Hide)
|
|
continue;
|
|
|
|
if(!skin->supportIntersectSkin())
|
|
continue;
|
|
|
|
// compute intersection with this skin
|
|
float skinDist2D, skinDistZ;
|
|
if(skin->intersectSkin(toRaySpace, skinDist2D, skinDistZ, computeDist2D))
|
|
{
|
|
// true intersection found?
|
|
if(skinDist2D==0)
|
|
{
|
|
dist2D= 0;
|
|
distZ= min(distZ, skinDistZ);
|
|
}
|
|
// else lower the distance to the skins?
|
|
else if(dist2D>0)
|
|
{
|
|
dist2D= min(dist2D, skinDist2D);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// no intersection found? set Z to 0 (to be clean)
|
|
if(dist2D>0)
|
|
distZ= 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::remapSkinBones(const std::vector<string> &bonesName, std::vector<sint32> &bonesId, std::vector<uint> &remap)
|
|
{
|
|
// Resize boneId to the good size.
|
|
bonesId.resize(bonesName.size());
|
|
remap.resize(bonesName.size());
|
|
|
|
// **** For each bones, compute remap
|
|
for (uint bone=0; bone<remap.size(); bone++)
|
|
{
|
|
// Look for the bone
|
|
sint32 boneId = getBoneIdByName (bonesName[bone]);
|
|
|
|
// Setup the _BoneId.
|
|
bonesId[bone]= boneId;
|
|
|
|
// Bones found ?
|
|
if (boneId != -1)
|
|
{
|
|
// Set the bone id
|
|
remap[bone] = (uint32)boneId;
|
|
}
|
|
else
|
|
{
|
|
// Put id 0
|
|
remap[bone] = 0;
|
|
|
|
// Error
|
|
nlwarning ("Bone %s not found in the skeleton.", bonesName[bone].c_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// ShadowMap
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::generateShadowMap(const CVector &lightDir)
|
|
{
|
|
H_AUTO( NL3D_Skeleton_GenerateShadow );
|
|
|
|
// get the driver for Texture Render
|
|
CScene *scene= getOwnerScene();
|
|
CRenderTrav &renderTrav= scene->getRenderTrav();
|
|
IDriver *driver= renderTrav.getAuxDriver();
|
|
|
|
if(!Shape)
|
|
return;
|
|
|
|
// update ShadowMap data if needed.
|
|
// ****
|
|
updateShadowMap(driver);
|
|
|
|
// compute the ProjectionMatrix.
|
|
// ****
|
|
|
|
// Compute the BBox in World, with bounding Box of Bones, and with BoundingBox of sticked Objects
|
|
CAABBox bbWorld;
|
|
computeWorldBBoxForShadow(bbWorld);
|
|
|
|
|
|
// Here the bbox is defined in world, hence must remove the World Pos.
|
|
CMatrix localPosMatrix;
|
|
localPosMatrix.setPos(-getWorldMatrix().getPos());
|
|
|
|
// setup cameraMatrix with BBox and Enlarge For 1 pixel
|
|
CMatrix cameraMatrix;
|
|
_ShadowMap->buildCasterCameraMatrix(lightDir, localPosMatrix, bbWorld, cameraMatrix);
|
|
|
|
|
|
// Render.
|
|
// ****
|
|
// setup the orhtogonal frustum and viewMatrix to include all the object.
|
|
driver->setFrustum(0,1,0,1,0,1,false);
|
|
driver->setupViewMatrix(cameraMatrix.inverted());
|
|
|
|
// render the Skinned meshs, and also the Sticked Objects/Skeletons
|
|
CMaterial &castMat= renderTrav.getShadowMapManager().getCasterShadowMaterial();
|
|
renderIntoSkeletonShadowMap(this, castMat);
|
|
|
|
// Infos.
|
|
// ****
|
|
|
|
// Compute the BackPoint: the first point to be shadowed.
|
|
CVector backPoint= bbWorld.getCenter();
|
|
// get the 3/4 bottom of the shape
|
|
backPoint.z-= bbWorld.getHalfSize().z/2;
|
|
// Use the 3/4 bottom of the BBox minus the light direction in XY.
|
|
CVector ldir= lightDir;
|
|
ldir.z= 0;
|
|
ldir.normalize();
|
|
// NB: This way seems to works quite well, even if the worldBBox is changing every frame.
|
|
float lenXY= (CVector(bbWorld.getHalfSize().x, bbWorld.getHalfSize().y, 0)).norm();
|
|
backPoint-= ldir*lenXY;
|
|
// localPos.
|
|
backPoint-= getWorldMatrix().getPos();
|
|
|
|
// Compute LocalProjectionMatrix and other infos from cameraMatrix and backPoint?
|
|
_ShadowMap->buildProjectionInfos(cameraMatrix, backPoint, getShadowMapMaxDepth());
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CShadowMap *CSkeletonModel::getShadowMap()
|
|
{
|
|
return _ShadowMap;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::createShadowMap()
|
|
{
|
|
// create the shadowMap
|
|
if(!_ShadowMap)
|
|
{
|
|
_ShadowMap= new CShadowMap(&getOwnerScene()->getRenderTrav().getShadowMapManager());
|
|
getOwnerScene()->registerShadowCasterToList(this);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::deleteShadowMap()
|
|
{
|
|
if(_ShadowMap)
|
|
{
|
|
delete _ShadowMap;
|
|
_ShadowMap= NULL;
|
|
getOwnerScene()->unregisterShadowCasterToList(this);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::updateShadowMap(IDriver * /* driver */)
|
|
{
|
|
nlassert(_ShadowMap);
|
|
|
|
// create/update texture
|
|
if(_ShadowMap->getTextureSize()!=getOwnerScene()->getShadowMapTextureSize())
|
|
{
|
|
_ShadowMap->initTexture(getOwnerScene()->getShadowMapTextureSize());
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::renderShadowSkins(CMaterial &castMat)
|
|
{
|
|
H_AUTO( NL3D_Skin_RenderShadow );
|
|
|
|
CRenderTrav &rdrTrav= getOwnerScene()->getRenderTrav();
|
|
// Render Shadow in auxiliary driver.
|
|
IDriver *driver= rdrTrav.getAuxDriver();
|
|
|
|
// if the SkinManager is not possible at all, just rendered the std way
|
|
if( !rdrTrav.getShadowMeshSkinManager() )
|
|
{
|
|
// can occurs?????
|
|
// ABORT!! ... avoid Mesh Shadowing (free shadowMap)? Replace with a dummy Shadow?
|
|
// For now, no-op...
|
|
}
|
|
else
|
|
{
|
|
uint i;
|
|
|
|
// get the meshSkinManager
|
|
CVertexStreamManager &meshSkinManager= *rdrTrav.getShadowMeshSkinManager();
|
|
|
|
// array (rarely allocated) of skins with grouping support
|
|
static std::vector<CTransform*> skinsToGroup;
|
|
static std::vector<uint> baseVertices;
|
|
skinsToGroup.clear();
|
|
baseVertices.clear();
|
|
|
|
// get the maxVertices the manager support
|
|
uint maxVertices= meshSkinManager.getMaxVertices();
|
|
uint vertexSize= meshSkinManager.getVertexSize();
|
|
|
|
// fill array of skins to group (suppose all support else won't be rendered)
|
|
for(i=0;i<_OpaqueSkins.size();i++)
|
|
{
|
|
if(_OpaqueSkins[i]->supportShadowSkinGrouping())
|
|
skinsToGroup.push_back(_OpaqueSkins[i]);
|
|
}
|
|
for(i=0;i<_TransparentSkins.size();i++)
|
|
{
|
|
if(_TransparentSkins[i]->supportShadowSkinGrouping())
|
|
skinsToGroup.push_back(_TransparentSkins[i]);
|
|
}
|
|
|
|
// For each skin, have an index which gives the decal of the vertices in the buffer
|
|
baseVertices.resize(skinsToGroup.size());
|
|
|
|
// while there is skin to render in group
|
|
uint skinId= 0;
|
|
while(skinId<skinsToGroup.size())
|
|
{
|
|
// space left in the manager
|
|
uint remainingVertices= maxVertices;
|
|
uint currentBaseVertex= 0;
|
|
|
|
// First pass, fill The VB.
|
|
//------------
|
|
// lock buffer
|
|
uint8 *vbDest= meshSkinManager.lock();
|
|
|
|
// For all skins until the buffer is full
|
|
uint startSkinId= skinId;
|
|
while(skinId<skinsToGroup.size())
|
|
{
|
|
// if success to fill the AGP
|
|
sint numVerticesAdded= skinsToGroup[skinId]->renderShadowSkinGeom(remainingVertices,
|
|
vbDest + vertexSize*currentBaseVertex );
|
|
// -1 means that this skin can't render because no space left for her. Then stop for this block
|
|
if(numVerticesAdded==-1)
|
|
break;
|
|
// Else ok, get the currentBaseVertex for this skin
|
|
baseVertices[skinId]= currentBaseVertex;
|
|
// and jump to the next place
|
|
currentBaseVertex+= numVerticesAdded;
|
|
remainingVertices-= numVerticesAdded;
|
|
|
|
// go to the next skin
|
|
skinId++;
|
|
}
|
|
|
|
// release buffer. ATI: release only vertices used.
|
|
meshSkinManager.unlock(currentBaseVertex);
|
|
|
|
// Second pass, render the primitives.
|
|
//------------
|
|
meshSkinManager.activate();
|
|
|
|
// Render any primitives
|
|
for(uint i=startSkinId;i<skinId;i++)
|
|
{
|
|
// render the skin in the current buffer
|
|
skinsToGroup[i]->renderShadowSkinPrimitives(castMat, driver, baseVertices[i]);
|
|
}
|
|
|
|
// End of this block, swap to the next buffer
|
|
meshSkinManager.swapVBHard();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CSkeletonModel::computeWorldBBoxForShadow(NLMISC::CAABBox &worldBB)
|
|
{
|
|
uint i;
|
|
|
|
// If even not visible, no-op
|
|
if(!isHrcVisible() || !Shape)
|
|
return false;
|
|
|
|
// **** Compute The BBox with Bones of the skeleton
|
|
CVector minBB(0.f, 0.f, 0.f), maxBB(0.f, 0.f, 0.f);
|
|
for(i=0;i<_BoneToCompute.size();i++)
|
|
{
|
|
CBone *bone= _BoneToCompute[i].Bone;
|
|
// compute the world sphere
|
|
const CMatrix &worldMat= bone->getWorldMatrix();
|
|
CBSphere worldSphere;
|
|
bone->_MaxSphere.applyTransform(worldMat, worldSphere);
|
|
// compute bone min max bounding cube.
|
|
CVector minBone, maxBone;
|
|
minBone= maxBone= worldSphere.Center;
|
|
float r= worldSphere.Radius;
|
|
minBone.x-= r;
|
|
minBone.y-= r;
|
|
minBone.z-= r;
|
|
maxBone.x+= r;
|
|
maxBone.y+= r;
|
|
maxBone.z+= r;
|
|
// set or extend
|
|
if(i==0)
|
|
{
|
|
minBB= minBone;
|
|
maxBB= maxBone;
|
|
}
|
|
else
|
|
{
|
|
minBB.minof(minBB, minBone);
|
|
maxBB.maxof(maxBB, maxBone);
|
|
}
|
|
}
|
|
// build the bbox
|
|
worldBB.setMinMax(minBB, maxBB);
|
|
/*
|
|
// Fake Version. Faster (-0.2 ms for 8 compute each frame) but false.
|
|
for(i=0;i<_BoneToCompute.size();i++)
|
|
{
|
|
CBone *bone= _BoneToCompute[i].Bone;
|
|
const CMatrix &worldMat= bone->getWorldMatrix();
|
|
if(i==0)
|
|
worldBB.setCenter(worldMat.getPos());
|
|
else
|
|
worldBB.extend(worldMat.getPos());
|
|
}
|
|
worldBB.setHalfSize(worldBB.getHalfSize() *1.5f);
|
|
*/
|
|
|
|
|
|
// **** Add to this bbox the ones of the Sticked objects.
|
|
ItTransformSet it;
|
|
for(it= _StickedObjects.begin();it!=_StickedObjects.end();it++)
|
|
{
|
|
CTransform *stickModel= *it;
|
|
// Do the same for this son (NB: recurs, may be a skeleton too!!)
|
|
CAABBox stickBB;
|
|
if(stickModel->computeWorldBBoxForShadow(stickBB))
|
|
{
|
|
// Make union of the 2
|
|
worldBB= CAABBox::computeAABBoxUnion(worldBB, stickBB);
|
|
}
|
|
}
|
|
|
|
// Done!
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CSkeletonModel::renderIntoSkeletonShadowMap(CSkeletonModel *rootSkeleton, CMaterial &castMat)
|
|
{
|
|
// If even not visible, no-op
|
|
if(!isHrcVisible() || !Shape)
|
|
return;
|
|
|
|
// render into aux Driver
|
|
IDriver *driver= getOwnerScene()->getRenderTrav().getAuxDriver();
|
|
|
|
// **** Render the Skeleton Skins
|
|
// The model Matrix is special here. It must be the Skeleton World Matrix, minus The Root Skeleton pos.
|
|
CMatrix localPosMatrix;
|
|
localPosMatrix.setRot( getWorldMatrix() );
|
|
// NB: if this==rootSkeleton, then the final pos will be CVector::Null
|
|
localPosMatrix.setPos( getWorldMatrix().getPos() - rootSkeleton->getWorldMatrix().getPos() );
|
|
driver->setupModelMatrix(localPosMatrix);
|
|
|
|
// render the skins.
|
|
renderShadowSkins(castMat);
|
|
|
|
// **** Render The Sticked Objects.
|
|
ItTransformSet it;
|
|
for(it= _StickedObjects.begin();it!=_StickedObjects.end();it++)
|
|
{
|
|
CTransform *stickModel= *it;
|
|
stickModel->renderIntoSkeletonShadowMap(rootSkeleton, castMat);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|
|
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|
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|
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