mirror of
https://github.com/minetest/minetest.git
synced 2024-12-23 06:32:23 +01:00
340 lines
9.6 KiB
C++
340 lines
9.6 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
#include "IAnimatedMesh.h"
|
|
#include "ISceneManager.h"
|
|
#include "SMeshBuffer.h"
|
|
#include "SSkinMeshBuffer.h"
|
|
#include "quaternion.h"
|
|
|
|
#include <optional>
|
|
#include <string>
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
enum E_INTERPOLATION_MODE
|
|
{
|
|
// constant does use the current key-values without interpolation
|
|
EIM_CONSTANT = 0,
|
|
|
|
// linear interpolation
|
|
EIM_LINEAR,
|
|
|
|
//! count of all available interpolation modes
|
|
EIM_COUNT
|
|
};
|
|
|
|
class IAnimatedMeshSceneNode;
|
|
class IBoneSceneNode;
|
|
class ISceneManager;
|
|
|
|
class SkinnedMesh : public IAnimatedMesh
|
|
{
|
|
public:
|
|
//! constructor
|
|
SkinnedMesh();
|
|
|
|
//! destructor
|
|
virtual ~SkinnedMesh();
|
|
|
|
//! If the duration is 0, it is a static (=non animated) mesh.
|
|
f32 getMaxFrameNumber() const override;
|
|
|
|
//! Gets the default animation speed of the animated mesh.
|
|
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
|
f32 getAnimationSpeed() const override;
|
|
|
|
//! Gets the frame count of the animated mesh.
|
|
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
|
The actual speed is set in the scene node the mesh is instantiated in.*/
|
|
void setAnimationSpeed(f32 fps) override;
|
|
|
|
//! returns the animated mesh for the given frame
|
|
IMesh *getMesh(f32) override;
|
|
|
|
//! Animates this mesh's joints based on frame input
|
|
//! blend: {0-old position, 1-New position}
|
|
void animateMesh(f32 frame, f32 blend);
|
|
|
|
//! Performs a software skin on this mesh based of joint positions
|
|
void skinMesh();
|
|
|
|
//! returns amount of mesh buffers.
|
|
u32 getMeshBufferCount() const override;
|
|
|
|
//! returns pointer to a mesh buffer
|
|
IMeshBuffer *getMeshBuffer(u32 nr) const override;
|
|
|
|
//! Returns pointer to a mesh buffer which fits a material
|
|
/** \param material: material to search for
|
|
\return Returns the pointer to the mesh buffer or
|
|
NULL if there is no such mesh buffer. */
|
|
IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override;
|
|
|
|
u32 getTextureSlot(u32 meshbufNr) const override;
|
|
|
|
void setTextureSlot(u32 meshbufNr, u32 textureSlot);
|
|
|
|
//! returns an axis aligned bounding box
|
|
const core::aabbox3d<f32> &getBoundingBox() const override;
|
|
|
|
//! set user axis aligned bounding box
|
|
void setBoundingBox(const core::aabbox3df &box) override;
|
|
|
|
//! set the hardware mapping hint, for driver
|
|
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
|
|
|
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
|
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override;
|
|
|
|
//! Returns the type of the animated mesh.
|
|
E_ANIMATED_MESH_TYPE getMeshType() const override;
|
|
|
|
//! Gets joint count.
|
|
u32 getJointCount() const;
|
|
|
|
//! Gets the name of a joint.
|
|
/** \param number: Zero based index of joint.
|
|
\return Name of joint and null if an error happened. */
|
|
const std::optional<std::string> &getJointName(u32 number) const;
|
|
|
|
//! Gets a joint number from its name
|
|
/** \param name: Name of the joint.
|
|
\return Number of the joint or std::nullopt if not found. */
|
|
std::optional<u32> getJointNumber(const std::string &name) const;
|
|
|
|
//! Update Normals when Animating
|
|
/** \param on If false don't animate, which is faster.
|
|
Else update normals, which allows for proper lighting of
|
|
animated meshes. */
|
|
void updateNormalsWhenAnimating(bool on);
|
|
|
|
//! Sets Interpolation Mode
|
|
void setInterpolationMode(E_INTERPOLATION_MODE mode);
|
|
|
|
//! converts the vertex type of all meshbuffers to tangents.
|
|
/** E.g. used for bump mapping. */
|
|
void convertMeshToTangents();
|
|
|
|
//! Does the mesh have no animation
|
|
bool isStatic() const;
|
|
|
|
//! Allows to enable hardware skinning.
|
|
/* This feature is not implemented in Irrlicht yet */
|
|
bool setHardwareSkinning(bool on);
|
|
|
|
//! Refreshes vertex data cached in joints such as positions and normals
|
|
void refreshJointCache();
|
|
|
|
//! Moves the mesh into static position.
|
|
void resetAnimation();
|
|
|
|
virtual void updateBoundingBox();
|
|
|
|
//! Recovers the joints from the mesh
|
|
void recoverJointsFromMesh(core::array<IBoneSceneNode *> &jointChildSceneNodes);
|
|
|
|
//! Transfers the joint data to the mesh
|
|
void transferJointsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
|
|
|
|
//! Transfers the joint hints to the mesh
|
|
void transferOnlyJointsHintsToMesh(const core::array<IBoneSceneNode *> &jointChildSceneNodes);
|
|
|
|
//! Creates an array of joints from this mesh as children of node
|
|
void addJoints(core::array<IBoneSceneNode *> &jointChildSceneNodes,
|
|
IAnimatedMeshSceneNode *node,
|
|
ISceneManager *smgr);
|
|
|
|
//! A vertex weight
|
|
struct SWeight
|
|
{
|
|
//! Index of the mesh buffer
|
|
u16 buffer_id; // I doubt 32bits is needed
|
|
|
|
//! Index of the vertex
|
|
u32 vertex_id; // Store global ID here
|
|
|
|
//! Weight Strength/Percentage (0-1)
|
|
f32 strength;
|
|
|
|
private:
|
|
//! Internal members used by SkinnedMesh
|
|
friend class SkinnedMesh;
|
|
char *Moved;
|
|
core::vector3df StaticPos;
|
|
core::vector3df StaticNormal;
|
|
};
|
|
|
|
//! Animation keyframe which describes a new position
|
|
struct SPositionKey
|
|
{
|
|
f32 frame;
|
|
core::vector3df position;
|
|
};
|
|
|
|
//! Animation keyframe which describes a new scale
|
|
struct SScaleKey
|
|
{
|
|
f32 frame;
|
|
core::vector3df scale;
|
|
};
|
|
|
|
//! Animation keyframe which describes a new rotation
|
|
struct SRotationKey
|
|
{
|
|
f32 frame;
|
|
core::quaternion rotation;
|
|
};
|
|
|
|
//! Joints
|
|
struct SJoint
|
|
{
|
|
SJoint() :
|
|
UseAnimationFrom(0), GlobalSkinningSpace(false),
|
|
positionHint(-1), scaleHint(-1), rotationHint(-1)
|
|
{
|
|
}
|
|
|
|
//! The name of this joint
|
|
std::optional<std::string> Name;
|
|
|
|
//! Local matrix of this joint
|
|
core::matrix4 LocalMatrix;
|
|
|
|
//! List of child joints
|
|
core::array<SJoint *> Children;
|
|
|
|
//! List of attached meshes
|
|
core::array<u32> AttachedMeshes;
|
|
|
|
//! Animation keys causing translation change
|
|
core::array<SPositionKey> PositionKeys;
|
|
|
|
//! Animation keys causing scale change
|
|
core::array<SScaleKey> ScaleKeys;
|
|
|
|
//! Animation keys causing rotation change
|
|
core::array<SRotationKey> RotationKeys;
|
|
|
|
//! Skin weights
|
|
core::array<SWeight> Weights;
|
|
|
|
//! Unnecessary for loaders, will be overwritten on finalize
|
|
core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
|
|
core::matrix4 GlobalAnimatedMatrix;
|
|
core::matrix4 LocalAnimatedMatrix;
|
|
|
|
//! These should be set by loaders.
|
|
core::vector3df Animatedposition;
|
|
core::vector3df Animatedscale;
|
|
core::quaternion Animatedrotation;
|
|
|
|
// The .x and .gltf formats pre-calculate this
|
|
std::optional<core::matrix4> GlobalInversedMatrix;
|
|
private:
|
|
//! Internal members used by SkinnedMesh
|
|
friend class SkinnedMesh;
|
|
|
|
SJoint *UseAnimationFrom;
|
|
bool GlobalSkinningSpace;
|
|
|
|
s32 positionHint;
|
|
s32 scaleHint;
|
|
s32 rotationHint;
|
|
};
|
|
|
|
// Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
|
// these functions will use the needed arrays, set values, etc to help the loaders
|
|
|
|
//! exposed for loaders to add mesh buffers
|
|
core::array<SSkinMeshBuffer *> &getMeshBuffers();
|
|
|
|
//! alternative method for adding joints
|
|
core::array<SJoint *> &getAllJoints();
|
|
|
|
//! alternative method for reading joints
|
|
const core::array<SJoint *> &getAllJoints() const;
|
|
|
|
//! loaders should call this after populating the mesh
|
|
void finalize();
|
|
|
|
//! Adds a new meshbuffer to the mesh, access it as last one
|
|
SSkinMeshBuffer *addMeshBuffer();
|
|
|
|
//! Adds a new meshbuffer to the mesh, access it as last one
|
|
void addMeshBuffer(SSkinMeshBuffer *meshbuf);
|
|
|
|
//! Adds a new joint to the mesh, access it as last one
|
|
SJoint *addJoint(SJoint *parent = 0);
|
|
|
|
//! Adds a new position key to the mesh, access it as last one
|
|
SPositionKey *addPositionKey(SJoint *joint);
|
|
//! Adds a new rotation key to the mesh, access it as last one
|
|
SRotationKey *addRotationKey(SJoint *joint);
|
|
//! Adds a new scale key to the mesh, access it as last one
|
|
SScaleKey *addScaleKey(SJoint *joint);
|
|
|
|
//! Adds a new weight to the mesh, access it as last one
|
|
SWeight *addWeight(SJoint *joint);
|
|
|
|
private:
|
|
void checkForAnimation();
|
|
|
|
void normalizeWeights();
|
|
|
|
void buildAllLocalAnimatedMatrices();
|
|
|
|
void buildAllGlobalAnimatedMatrices(SJoint *Joint = 0, SJoint *ParentJoint = 0);
|
|
|
|
void getFrameData(f32 frame, SJoint *Node,
|
|
core::vector3df &position, s32 &positionHint,
|
|
core::vector3df &scale, s32 &scaleHint,
|
|
core::quaternion &rotation, s32 &rotationHint);
|
|
|
|
void calculateGlobalMatrices(SJoint *Joint, SJoint *ParentJoint);
|
|
|
|
void skinJoint(SJoint *Joint, SJoint *ParentJoint);
|
|
|
|
void calculateTangents(core::vector3df &normal,
|
|
core::vector3df &tangent, core::vector3df &binormal,
|
|
const core::vector3df &vt1, const core::vector3df &vt2, const core::vector3df &vt3,
|
|
const core::vector2df &tc1, const core::vector2df &tc2, const core::vector2df &tc3);
|
|
|
|
core::array<SSkinMeshBuffer *> *SkinningBuffers; // Meshbuffer to skin, default is to skin localBuffers
|
|
|
|
core::array<SSkinMeshBuffer *> LocalBuffers;
|
|
//! Mapping from meshbuffer number to bindable texture slot
|
|
std::vector<u32> TextureSlots;
|
|
|
|
core::array<SJoint *> AllJoints;
|
|
core::array<SJoint *> RootJoints;
|
|
|
|
// bool can't be used here because std::vector<bool>
|
|
// doesn't allow taking a reference to individual elements.
|
|
core::array<core::array<char>> Vertices_Moved;
|
|
|
|
core::aabbox3d<f32> BoundingBox;
|
|
|
|
f32 EndFrame;
|
|
f32 FramesPerSecond;
|
|
|
|
f32 LastAnimatedFrame;
|
|
bool SkinnedLastFrame;
|
|
|
|
E_INTERPOLATION_MODE InterpolationMode : 8;
|
|
|
|
bool HasAnimation;
|
|
bool PreparedForSkinning;
|
|
bool AnimateNormals;
|
|
bool HardwareSkinning;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|