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655 lines
23 KiB
C++
655 lines
23 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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#ifndef NL_SKELETON_MODEL_H
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#define NL_SKELETON_MODEL_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/object_vector.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/bone.h"
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#include "nel/3d/mrm_level_detail.h"
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#include "nel/3d/lod_character_instance.h"
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#include "nel/3d/skeleton_spawn_script.h"
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namespace NLMISC
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{
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class CAABBox;
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}
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namespace NL3D
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{
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class CSkeletonShape;
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class CLodCharacterManager;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId SkeletonModelId=NLMISC::CClassId(0x7d4703b4, 0x43ad6ab1);
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// ***************************************************************************
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/** Struct used when SkinGroup is used.
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* Used to sort specular render pass of all Skins (sorted by specular map).
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*/
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class CSkinSpecularRdrPass
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{
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public:
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// The skin index in the grouped rendering.
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uint16 SkinIndex;
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// The index of the skin rdrPass
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uint16 RdrPassIndex;
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// The texture id of the specular texture. This is the sort Key.
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uint32 SpecId;
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bool operator<(const CSkinSpecularRdrPass &o) const
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{
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return SpecId<o.SpecId;
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}
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};
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// ***************************************************************************
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/**
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* A Skeleton model, instance of CSkeletonShape.
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*
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* Skeletons sons are added with bindSkin(), stickObject(). They are removed auto at dtor.
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CSkeletonModel : public CTransformShape
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{
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public:
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/// max number of bones supported in skeleton
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enum { MaxNumBones = 256 };
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/// Call at the begining of the program, to register the model
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static void registerBasic();
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public:
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/** The list of CBone, created from the CSkeletonShape.
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* They are odered in depth-first order.
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*/
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std::vector<CBone> Bones;
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public:
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/// \name IAnimatable Interface (registering only IAnimatable sons (bones)).
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// @{
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enum TAnimValues
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{
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OwnerBit= CTransformShape::AnimValueLast,
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SpawnScriptValue,
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AnimValueLast,
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};
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/// From IAnimatable
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virtual IAnimatedValue* getValue (uint valueId);
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/// From IAnimatable
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virtual const char *getValueName (uint valueId) const;
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/// Default Track Values for SpawnScriptValue is empty string
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virtual ITrack* getDefaultTrack (uint valueId);
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/// Register bones into chanMixer.
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virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
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/// Return the name of the spwan script track
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static const char *getSpawnScriptValueName() {return "spawn_script";}
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// @}
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/// \name Skin operation.
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// @{
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/** bind a skin to the skeleton. NB: ~CTransform() calls detachSkeletonSon().
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* NB: nlassert() if there is too many skins/sticked objects on this skeleton (more than 255).
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* NB: an object can't be skinned and sticked at same time :)
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* NB: replaced if already here.
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* NB: when a skin is binded, the command hide(), show(), ... have no effect on it, until it is detachSkeletonSon()-ed
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* NB: For Skins, all Hrc/Clip/UpdateList link is done here
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* \return false if mi is not skinnable, true otherwise
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*/
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bool bindSkin(CTransform *mi);
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/** parent a CTransform to a bone of the skeleton. NB: ~CTransform() calls detachSkeletonSon().
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* NB: nlassert() if there is too many skins/sticked objects on this skeleton (more than 255).
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* NB: an object can't be skinned and sticked at same time :)
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* NB: replaced if already here.
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* NB: mi is made son of skeleton model in Traversals Hrc, and change are made at render() for ClipTrav.
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*/
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void stickObject(CTransform *mi, uint boneId);
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/** same method as stickObject(), but if you set forceCLod as true, then this object will be visible
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* even if the skeleton father is in CLod state (ie displayed with a CLodCharacterShape)
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* NB: if "mi" is a skeleton model, forceCLod is considerer true, whatever the value passed in.
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*/
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void stickObjectEx(CTransform *mi, uint boneId, bool forceCLod);
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/** unparent a CTransform from a bone of the skeleton, or unbind a skin. No-op if not a son of this skeleton
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* NB: mi is made son of Root in Traversals Hrc, and change are made at render() for ClipTrav.
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* NB: For Skins, all Hrc/Clip/UpdateList link is done here
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*/
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void detachSkeletonSon(CTransform *mi);
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/** Force the skeletonModel to recompute at next render which skins to render, at wich pass.
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* If you call setOpacity()/setTransparency() on one of the skins binded to the skeleton, you should call this
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* method, else strange result may occurs.
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* NB: this is automatically called by bindSkin()/detachSkeletonSon()
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*/
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void dirtSkinRenderLists() {_SkinToRenderDirty= true;}
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/** return the set of skins added with bindSkin()
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*/
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const std::set<CTransform*> &getSkins() const {return _Skins;};
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/** return the set of stickedObjects added with stickObject()
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*/
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const std::set<CTransform*> &getStickedObjects() const {return _StickedObjects;};
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// @}
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/// \name Skin/BoneUsage Accessor. Called by CMeshInstance only.
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// @{
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typedef enum {UsageNormal, UsageForced, UsageCLodForced} TBoneUsageType;
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/** increment the refCount of the ith bone.
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* set boneUsageType to UsageNormal if enable Skeleton Bone degradation (skins)
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* Forced usage are for Sticked objects
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*/
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void incBoneUsage(uint i, TBoneUsageType boneUsageType);
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/// decrement the refCount of the ith bone. set forced to the same param passed when incBoneUsage()
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void decBoneUsage(uint i, TBoneUsageType boneUsageType);
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/** This method update boneUsage (must be of size of Bones).
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* It's flag boneUsage[boneId] to true, and all parents of boneId.
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*/
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void flagBoneAndParents(uint32 boneId, std::vector<bool> &boneUsage) const;
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// @}
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/// \name Misc.
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// @{
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/// return, from skeleton shape, the BoneIdByName. -1 if not here.
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sint32 getBoneIdByName(const std::string &name) const;
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/// Tell if a bone has been computed in the last frame or not. false if boneId is invalid
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bool isBoneComputed(uint boneId) const;
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/** Force to compute a bone right now (useful if the skeleton is not visible and the bone position is needed)
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* no-op is bone not present or already computed
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* \return true if good indes & bone recomputed
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*/
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bool forceComputeBone(uint boneId);
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/// return the number of bones currently animated/computed (because of bindSkin()/stickObject() / Lod system).
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uint getNumBoneComputed() const {return (uint)_BoneToCompute.size();}
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/** change the Lod Bone interpolation distance (in meters). If 0, interpolation is disabled.
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* The smaller this value is, the more Lod skeleton system will "pop". Default is 0.5 meters.
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*/
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void setInterpolationDistance(float dist);
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/// see setInterpolationDistance()
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float getInterpolationDistance() const;
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/** if Bones[boneId] is "Computed" (usage/lod), return Bones[boneId].getBoneSkinMatrix()
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* else return parent ones (recurs, but precomputed)
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*/
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const NLMISC::CMatrix &getActiveBoneSkinMatrix(uint boneId) const;
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/** Tool function, especially for animation bake. It updates all bones (independent of bone usage,
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* and lod interpolation), and take a user skeleton worldMatrix as input.
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* NB: no detail animation is performed here, just the compute of bone hierarchy.
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* NB: also, no special AnimCtrl (IK etc....) is performed here
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*/
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void computeAllBones(const CMatrix &modelWorldMatrix);
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/** Retrieve the current approx BBox around the skeleton, computed in the last CSene::render().
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* for all computed bones, extend the bbox with their pos
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* \param bbox return the bbox of the skinned skeleton, local to the skeleton. If the skeleton was clipped, the bbox
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* is not modified.
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* \param computeInWorld true if want to get the bbox in world.
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* \return true if the bbox is computed, false otherwise.
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*/
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bool computeRenderedBBox(NLMISC::CAABBox &bbox, bool computeInWorld= false);
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/** same as computeRenderedBBox(), always in world, but use the bone max sphere to enlarge the bbox
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* NB: sticked objects don't influence the result
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*/
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bool computeRenderedBBoxWithBoneSphere(NLMISC::CAABBox &bbox, bool computeInWorld= true);
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/** same as computeRenderedBBox() but force animation and compute of all bones => don't need render(), but slower.
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* for all used bones, extend the bbox with their pos
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* NB: AnimCtrl are not evaluated by this method (since computed with 0 pos).
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* \param bbox return the bbox of the skinned skeleton, local to the skeleton. If the skeleton is not skinned/sticked
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* at all, bbox is not modified.
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* \param forceCompute force evalution even if not skinned
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* \param computeInWorld true if want to get the bbox in world.
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* \return true if the bbox is computed, false otherwise.
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*/
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bool computeCurrentBBox(NLMISC::CAABBox &bbox, bool forceCompute = false, bool computeInWorld= false);
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/// return the current Script of Spwan.
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const std::string &getSpawnScript() const {return _SpawnScript.Value;}
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/// set the current Spawn Script (for debug, should only be used by animation)
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void setSpawnScript(const std::string &s) {_SpawnScript.Value= s;}
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/// SkeletonSpawnScript special: World Spawned objects are still relative to this position (default: Null)
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void setSSSWOPos(const CVector &pos) {_SSSWOPos= pos;}
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const CVector &getSSSWOPos() const {return _SSSWOPos;}
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/// SkeletonSpawnScript special: World Spawned objects are still relative to this direction (default: J)
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void setSSSWODir(const CVector &dir) {_SSSWODir= dir;}
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const CVector &getSSSWODir() const {return _SSSWODir;}
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/// don't use
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CSkeletonSpawnScript &getSSSScript() {return _SpawnScriptEvaluator;}
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/// see CTransform::fastIntersect()
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virtual bool fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D);
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/** Internal. Tool method used by Skins, to remap their bones id to skeleton ones
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* \param bonesName input list of bones name
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* \param boneId output list of bone remapped (size==bonesName.size()). -1 if bone not found
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* \param remap == boneId, but with 0 where boneId[i]==-1
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*/
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void remapSkinBones(const std::vector<std::string> &bonesName, std::vector<sint32> &bonesId, std::vector<uint> &remap);
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// @}
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/// \name CLod / Character Lod
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// @{
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/// enable/disable LOD
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void enableLOD(bool isEnable) { _IsEnableLOD=isEnable; }
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/// Change the Character Lod shape Id. set -1 if want to disable the feature (default)
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void setLodCharacterShape(sint shapeId);
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/// see setLodCharacterShape
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sint getLodCharacterShape() const {return _CLodInstance.ShapeId;}
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/// Change/get the Character Lod anim setup.
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void setLodCharacterAnimId(uint animId);
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uint getLodCharacterAnimId() const {return _CLodInstance.AnimId;}
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void setLodCharacterAnimTime(TGlobalAnimationTime time);
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TGlobalAnimationTime getLodCharacterAnimTime() const {return _CLodInstance.AnimTime;}
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/// tells if the animation must loop or clamp.
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void setLodCharacterWrapMode(bool wrapMode);
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bool getLodCharacterWrapMode() const {return _CLodInstance.WrapMode;}
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/** True if the skeleton model and his skins are to be displayed with a CLodCharacterShape, instead of the std way
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* This state is modified early during the HRC Traversal. Because Clip traversal need this result.
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*/
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bool isDisplayedAsLodCharacter() const {return _DisplayedAsLodCharacter;}
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/** This is the distance at which the skeleton use a CLodCharacterShape to display himself
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* if 0, never display the skeleton as a CLodCharacterShape
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*/
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void setLodCharacterDistance(float dist);
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/// see setLodCharacterDistance. 0 if disabled
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float getLodCharacterDistance() const {return _LodCharacterDistance;}
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/** Called in ClipTrav pass. Used to update the flag _DisplayedAsLodCharacter.
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* return 0 if CLod not enabled. Else return a priority>0 computed from curDistance/LodCharacterDistance
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* return 0 too if the skeleton is not visible or if his ancestorSkeletonModel is not visible.
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* If priority is >1 then the skeleton must be displayed in CLod form
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*/
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float computeDisplayLodCharacterPriority() const;
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/** Called in ClipTrav pass. setup the flag.
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*/
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void setDisplayLodCharacterFlag(bool displayCLod);
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/** Call it when you want the system to recompute the Lod texture
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* NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned
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* to the skeleton should be in AsyncTextureMode.
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* For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded)
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*/
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void computeLodTexture();
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/// Set the emissive of the skeleton model, when it is rendered in CLod form. Default to Black
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void setLodEmit(NLMISC::CRGBA emit) {_LodEmit= emit;}
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NLMISC::CRGBA getLodEmit() const {return _LodEmit;}
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// @}
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/// \name Load balancing methods
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// @{
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/// Special version for skins
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virtual float getNumTriangles (float distance);
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/** Special version for skins. NB: skins never follow their original MRM distance setup, but follow
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* this skeleton MRM setup. Default is to follow the MAX of all skins binded (ie the finer).
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* NB: Unlike CMeshBaseInstance::changeMRMDistanceSetup(), this setup applies to the SkeletonModel, not the shape.
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* NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
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* \param distanceFinest The MRM has its max faces when dist<=distanceFinest.
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* \param distanceMiddle The MRM has 50% of its faces at dist==distanceMiddle.
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* \param distanceCoarsest The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.
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*/
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void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
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/// Reset the Default MRM setup: follow MAX skin setup (ie the finer)
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void resetDefaultMRMDistanceSetup();
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// @}
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/// \name CTransform traverse specialisation
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// @{
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/** this do :
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* - call CTransformShape::traverseAnimDetail()
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* - update animated bones.
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*/
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virtual void traverseAnimDetail();
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/** If displayed as a CLod, render it, else render the skins binded to this skeleton
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*/
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virtual void traverseRender();
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// @}
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// Lighting: get the Root world position!
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virtual void getLightHotSpotInWorld(CVector &modelPos, float &modelRadius) const;
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/// \name AnimCtrl (IK...)
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// @{
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/** Set a special ctrl on a bone. see IAnimCtrl. NB: once an animCtrl is set to a bone in a skeleton,
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* his bones are always computed each frame.
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* set to NULL if you want to reset this bone AnimCtrl.
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*/
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void setBoneAnimCtrl(uint boneId, IAnimCtrl *ctrl);
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IAnimCtrl *getBoneAnimCtrl(uint boneId) const;
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// @}
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/// \name ShadowMap CTransform Implementation
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// @{
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virtual void generateShadowMap(const CVector &lightDir);
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virtual CShadowMap *getShadowMap();
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virtual bool computeWorldBBoxForShadow(NLMISC::CAABBox &worldBB);
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virtual void renderIntoSkeletonShadowMap(CSkeletonModel *rootSkeleton, CMaterial &castMat);
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// @}
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// TMP nico debug function : retrieve all max bone spheres in world coordinates
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void getWorldMaxBoneSpheres(std::vector<NLMISC::CBSphere> &dest) const;
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// ***********************
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protected:
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/// Constructor
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CSkeletonModel();
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/// Destructor
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virtual ~CSkeletonModel();
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/// Build link to traversals.
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virtual void initModel();
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private:
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static CTransform *creator() {return new CSkeletonModel;}
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friend class CSkeletonShape;
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public:
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// update if needed the renderList
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void updateSkinRenderLists();
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private:
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// The iterator of the skeleton inserted in the scene
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std::list<CSkeletonModel*>::iterator _ItSkeletonInScene;
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/// skins/sticked objects
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typedef std::set<CTransform*> TTransformSet;
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typedef TTransformSet::iterator ItTransformSet;
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/// The skins.
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TTransformSet _Skins;
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/// The StickedObjects.
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TTransformSet _StickedObjects;
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// see dirtSkinRenderLists
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bool _SkinToRenderDirty;
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// see _LevelDetail
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bool _DefaultMRMSetup;
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// Raw lists of Skins. Both for transparent and opaque pass
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typedef NLMISC::CObjectVector<CTransform*, false> TTransformArray;
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TTransformArray _OpaqueSkins;
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TTransformArray _TransparentSkins;
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// Skins which need to be animated (very rare)
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TTransformArray _AnimDetailSkins;
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// The level detail used to drive MRM skins
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CMRMLevelDetail _LevelDetail;
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// build a bug-free level detail
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void buildDefaultLevelDetail();
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/// \name Bone Usage.
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// @{
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struct CBoneUsage
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{
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/// The bone Usage (refCount).
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uint16 Usage;
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/// Same as Usage, but must be animated/computed, even if Skeleton Lods say not (stickedObjects).
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uint16 ForcedUsage;
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/** Same as ForcedUsage, but must be animated/computed, even if the skeleton is in CLod state
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* ie displayed with a CLodCharacterShape. This is important for skeletons which have skeletons
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* sons sticked on them
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*/
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uint16 CLodForcedUsage;
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/** The current state: which bones need to be computed. ie:
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* (CLodForcedUsage) | ( ((Usage & currentLodUsage) | ForcedUsage) & skeleton not in CLod state )
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*/
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uint16 MustCompute;
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/// Myself if MustCompute==true, or the first parent with MustCompute==true.
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uint ValidBoneSkinMatrix;
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};
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// A bone to compute information
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struct CBoneCompute
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{
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// The bone
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CBone *Bone;
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// Father of the bone. May be NULL
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CBone *Father;
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// true if must interpolate this bone with next lod
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bool MustInterpolate;
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};
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|
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/// The list of BoneUsage. Updated by Meshes, stickObject(), and lod changes.
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std::vector<CBoneUsage> _BoneUsage;
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/// List of bones to compute.
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std::vector<CBoneCompute> _BoneToCompute;
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/// Flag set if the MRSkeleton lod change, or if a new bone Usage change (only if was 0 or become 0).
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bool _BoneToComputeDirty;
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/// The current lod activated for this skeleton
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|
uint _CurLod;
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/// The current lod Interpolation Value for this skeleton
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float _CurLodInterp;
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/// For lod interpolation. Inverse of distance. If 0, disable interpolation.
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float _LodInterpMultiplier;
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|
|
|
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/// called by CSkeletonShape::createInstance(). init the vector.
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void initBoneUsages();
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|
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/// increment the refCount of the ith bone and its parents. for stickObjects.
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void incForcedBoneUsageAndParents(uint i, bool forceCLod);
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|
/// increment the refCount of the ith bone and its parents. for stickObjects.
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|
void decForcedBoneUsageAndParents(uint i, bool forceCLod);
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|
|
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/// According to Usage, ForedUsage and current skeleton Lod, update MustCompute and ValidBoneSkinMatrix
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|
void updateBoneToCompute();
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|
|
|
// @}
|
|
|
|
|
|
/// \name CLod / Character Lod
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|
// @{
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|
|
|
// return the contribution of lights (for Character Lod render).
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|
const CLightContribution &getSkeletonLightContribution() {return _LightContribution;}
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|
|
|
/** True if the skeleton model and his skins have to be displayed with a CLodCharacterShape, instead of the std way
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|
* This state is modified early during the HRC Traversal. Because Clip traversal need this result.
|
|
*/
|
|
bool _DisplayedAsLodCharacter;
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|
|
|
/// is enable LOD
|
|
bool _IsEnableLOD;
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|
|
|
/// see setLodCharacterDistance
|
|
float _LodCharacterDistance;
|
|
float _OOLodCharacterDistance;
|
|
|
|
/// The Lod instance. -1 by default
|
|
CLodCharacterInstance _CLodInstance;
|
|
|
|
/** dirt when a bindSkin/stickObject/detachSkeletonSon is called
|
|
*/
|
|
bool _CLodVertexAlphaDirty;
|
|
|
|
/// see setLodEmit()
|
|
NLMISC::CRGBA _LodEmit;
|
|
|
|
|
|
void dirtLodVertexAlpha() {_CLodVertexAlphaDirty= true;}
|
|
|
|
/// recompute _CLodVertexAlpha, ignoring _CLodVertexAlphaDirty
|
|
void computeCLodVertexAlpha(CLodCharacterManager *mngr);
|
|
|
|
// @}
|
|
|
|
|
|
/// \name Rendering
|
|
// @{
|
|
/** render the skeleton as a CLod.
|
|
* - update instance Lighting
|
|
* - render the lod.
|
|
* - no op if passTransparent
|
|
*/
|
|
void renderCLod();
|
|
|
|
/** render the skins of the skeleton
|
|
* - update instance Lighting, and setup Driver lighting
|
|
* - activate skeleton Matrix
|
|
* - render all the skins (according if passOpaque or not)
|
|
*/
|
|
void renderSkins();
|
|
|
|
/** render a list of skin, no lighting setup etc..., but use where possible a CVertexStreamManager
|
|
*/
|
|
void renderSkinList(NLMISC::CObjectVector<CTransform*, false> &skinList, float alphaMRM);
|
|
// @}
|
|
|
|
/// \name AnimCtrl (IK...)
|
|
// @{
|
|
// If >0, then user may change any if this bone each frame...
|
|
sint _AnimCtrlUsage;
|
|
// @}
|
|
|
|
|
|
// SkeletonModel can generate Shadow Map
|
|
CShadowMap *_ShadowMap;
|
|
void updateShadowMap(IDriver *driver);
|
|
void renderShadowSkins(CMaterial &castMat);
|
|
|
|
|
|
/// \name Spawn Script Animation
|
|
// @{
|
|
|
|
// The animated Spawn script
|
|
CAnimatedValueString _SpawnScript;
|
|
// The manager which evaluates the script and appropriate process
|
|
CSkeletonSpawnScript _SpawnScriptEvaluator;
|
|
// Special for World Objects
|
|
CVector _SSSWOPos;
|
|
CVector _SSSWODir;
|
|
sint _SpawnScriptChannelId;
|
|
|
|
// Default track
|
|
static CTrackDefaultString _DefaultSpawnScript; // ""
|
|
// @}
|
|
|
|
protected:
|
|
virtual void createShadowMap();
|
|
virtual void deleteShadowMap();
|
|
|
|
};
|
|
|
|
|
|
// ***************************************************************************
|
|
/*
|
|
* Function used by CMeshMRM and CMeshMRMSkinned, to compute CMatrix3x4 of used skeleton bones
|
|
*/
|
|
template <class TMatrixArray>
|
|
inline void computeBoneMatrixes3x4(TMatrixArray &boneMat3x4, const std::vector<uint32> &matInfs, const CSkeletonModel *skeleton)
|
|
{
|
|
// For all matrix this lod use.
|
|
for(uint i= 0; i<matInfs.size(); i++)
|
|
{
|
|
// Get Matrix info.
|
|
uint matId= matInfs[i];
|
|
const CMatrix &boneMat= skeleton->getActiveBoneSkinMatrix(matId);
|
|
|
|
// compute "fast" matrix 3x4.
|
|
// resize Matrix3x4.
|
|
if(matId>=boneMat3x4.size())
|
|
{
|
|
boneMat3x4.resize(matId+1);
|
|
}
|
|
boneMat3x4[matId].set(boneMat);
|
|
}
|
|
}
|
|
|
|
|
|
/// Same as computeBoneMatrixes3x4, but premul by a matrix.
|
|
template <class TMatrixArray>
|
|
inline void computeBoneMatrixes3x4PreMul(TMatrixArray &boneMat3x4, const CMatrix &preMulMat, const std::vector<uint32> &matInfs, const CSkeletonModel *skeleton)
|
|
{
|
|
// For all matrix this lod use.
|
|
for(uint i= 0; i<matInfs.size(); i++)
|
|
{
|
|
// Get Matrix info.
|
|
uint matId= matInfs[i];
|
|
const CMatrix &boneMat= skeleton->getActiveBoneSkinMatrix(matId);
|
|
CMatrix boneMatMul;
|
|
boneMatMul.setMulMatrixNoProj(preMulMat, boneMat);
|
|
|
|
// compute "fast" matrix 3x4.
|
|
// resize Matrix3x4.
|
|
if(matId>=boneMat3x4.size())
|
|
{
|
|
boneMat3x4.resize(matId+1);
|
|
}
|
|
boneMat3x4[matId].set(boneMatMul);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_SKELETON_MODEL_H
|
|
|
|
/* End of skeleton_model.h */
|