Meshes no longer retains an animation pointer

Former-commit-id: da4d93b815c46284a8977d7fb142201dc23fff61
This commit is contained in:
Lynix 2012-11-27 23:33:11 +01:00
parent c019d02b91
commit 2e26d52248
4 changed files with 165 additions and 21 deletions

View File

@ -13,7 +13,6 @@
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Core/ResourceLoader.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/AxisAlignedBox.hpp>
#include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/SubMesh.hpp>
@ -23,13 +22,13 @@ struct NAZARA_API NzMeshParams
{
NzMeshParams(); // Vérifie que le storage indiqué un peu plus bas est supporté
NzAnimationParams animation;
nzBufferStorage storage = nzBufferStorage_Hardware;
bool animated = true;
bool IsValid() const;
};
class NzAnimation;
class NzMesh;
typedef NzVertexStruct_XYZ_Normal_UV_Tangent NzMeshVertex;
@ -57,6 +56,7 @@ class NAZARA_API NzMesh : public NzResource, NzResourceListener
void Destroy();
const NzAxisAlignedBox& GetAABB() const;
NzString GetAnimation() const;
nzAnimationType GetAnimationType() const;
unsigned int GetJointCount() const;
NzString GetMaterial(unsigned int index) const;
@ -86,6 +86,7 @@ class NAZARA_API NzMesh : public NzResource, NzResourceListener
void RemoveSubMesh(const NzString& identifier);
void RemoveSubMesh(unsigned int index);
void SetAnimation(const NzString& animationPath);
void SetMaterial(unsigned int matIndex, const NzString& materialPath);
void SetMaterialCount(unsigned int matCount);

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@ -8,6 +8,7 @@
#include <Nazara/Core/InputStream.hpp>
#include <Nazara/Math/Basic.hpp>
#include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/KeyframeMesh.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Loaders/MD2/Constants.hpp>
@ -18,7 +19,8 @@
namespace
{
bool Check(NzInputStream& stream, const NzMeshParams& parameters)
/// Loader de mesh
bool CheckMesh(NzInputStream& stream, const NzMeshParams& parameters)
{
NazaraUnused(parameters);
@ -34,7 +36,7 @@ namespace
return magic[0] == md2Ident && magic[1] == 8;
}
bool Load(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
bool LoadMesh(NzMesh* mesh, NzInputStream& stream, const NzMeshParams& parameters)
{
md2_header header;
if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
@ -69,11 +71,8 @@ namespace
/// Création du mesh
// Animé ou statique, c'est la question
unsigned int startFrame = NzClamp(parameters.animation.startFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
unsigned int endFrame = NzClamp(parameters.animation.endFrame, 0U, static_cast<unsigned int>(header.num_frames-1));
bool animated = (parameters.animated && startFrame != endFrame);
if (animated)
///FIXME: Le loader ne traite pas correctement le cas d'un mesh statique
if (parameters.animated)
mesh->CreateKeyframe();
else
mesh->CreateStatic();
@ -84,6 +83,8 @@ namespace
return false;
}
mesh->SetAnimation(stream.GetPath()); // Même fichier
/// Chargement des skins
if (header.num_skins > 0)
{
@ -103,12 +104,11 @@ namespace
/// Chargement des submesh
// Actuellement le loader ne charge qu'un submesh
// TODO: Utiliser les commandes OpenGL pour créer des indices et accélérer le rendu
unsigned int frameCount = endFrame - startFrame + 1;
unsigned int vertexCount = header.num_tris * 3;
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer(NzMesh::GetDeclaration(), vertexCount, parameters.storage, nzBufferUsage_Dynamic));
std::unique_ptr<NzKeyframeMesh> subMesh(new NzKeyframeMesh(mesh));
if (!subMesh->Create(vertexBuffer.get(), frameCount))
if (!subMesh->Create(vertexBuffer.get(), header.num_frames))
{
NazaraError("Failed to create SubMesh");
return false;
@ -153,13 +153,13 @@ namespace
#endif
/// Chargement des frames
stream.SetCursorPos(header.offset_frames + header.framesize*startFrame);
stream.SetCursorPos(header.offset_frames);
// Pour que le modèle soit correctement aligné, on génère un quaternion que nous appliquerons à chacune des vertices
NzQuaternionf rotationQuat = NzEulerAnglesf(-90.f, 90.f, 0.f);
md2_vertex* vertices = new md2_vertex[header.num_vertices];
for (unsigned int f = 0; f < frameCount; ++f)
for (unsigned int f = 0; f < header.num_frames; ++f)
{
NzVector3f scale, translate;
@ -217,14 +217,125 @@ namespace
return true;
}
/// Loader d'animations
bool CheckAnim(NzInputStream& stream, const NzAnimationParams& parameters)
{
NazaraUnused(parameters);
nzUInt32 magic[2];
if (stream.Read(&magic[0], 2*sizeof(nzUInt32)) != 2*sizeof(nzUInt32))
return false;
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&magic[0], sizeof(nzUInt32));
NzByteSwap(&magic[1], sizeof(nzUInt32));
#endif
return magic[0] == md2Ident && magic[1] == 8;
}
bool LoadAnim(NzAnimation* animation, NzInputStream& stream, const NzAnimationParams& parameters)
{
md2_header header;
if (stream.Read(&header, sizeof(md2_header)) != sizeof(md2_header))
{
NazaraError("Failed to read header");
return false;
}
#ifdef NAZARA_BIG_ENDIAN
NzByteSwap(&header.framesize, sizeof(nzUInt32));
NzByteSwap(&header.num_frames, sizeof(nzUInt32));
NzByteSwap(&header.offset_frames, sizeof(nzUInt32));
NzByteSwap(&header.offset_end, sizeof(nzUInt32));
#endif
if (stream.GetSize() < header.offset_end)
{
NazaraError("Incomplete MD2 file");
return false;
}
unsigned int startFrame = std::min(parameters.startFrame, static_cast<unsigned int>(header.num_frames-1));
unsigned int endFrame = std::min(parameters.endFrame, static_cast<unsigned int>(header.num_frames-1));
unsigned int frameCount = endFrame - startFrame + 1;
if (!animation->CreateKeyframe(frameCount))
{
NazaraInternalError("Failed to create animaton");
return false;
}
// Décodage des séquences
///TODO: Optimiser le calcul
char last[16];
stream.SetCursorPos(header.offset_frames + startFrame*header.framesize + 2*sizeof(NzVector3f));
stream.Read(last, 16*sizeof(char));
int pos = std::strlen(last)-1;
for (unsigned int j = 0; j < 2; ++j)
{
if (!std::isdigit(last[pos]))
break;
pos--;
}
last[pos+1] = '\0';
NzSequence sequence;
sequence.firstFrame = startFrame;
sequence.frameCount = 0;
sequence.frameRate = 10; // Par défaut pour les animations MD2
sequence.name = last;
char name[16];
for (unsigned int i = startFrame; i <= endFrame; ++i)
{
stream.SetCursorPos(header.offset_frames + i*header.framesize + 2*sizeof(NzVector3f));
stream.Read(name, 16*sizeof(char));
pos = std::strlen(name)-1;
for (unsigned int j = 0; j < 2; ++j)
{
if (!std::isdigit(name[pos]))
break;
pos--;
}
name[pos+1] = '\0';
if (std::strcmp(name, last) != 0) // Si les deux frames n'ont pas le même nom
{
std::strcpy(last, name);
// Alors on enregistre la séquence actuelle
animation->AddSequence(sequence);
// Et on initialise la séquence suivante
sequence.firstFrame = i;
sequence.frameCount = 0;
sequence.name = last;
}
sequence.frameCount++;
}
// On ajoute la dernière frame (Qui n'a pas été traitée par la boucle)
animation->AddSequence(sequence);
return true;
}
}
void NzLoaders_MD2_Register()
{
NzMeshLoader::RegisterLoader("md2", Check, Load);
NzAnimationLoader::RegisterLoader("md2", CheckAnim, LoadAnim);
NzMeshLoader::RegisterLoader("md2", CheckMesh, LoadMesh);
}
void NzLoaders_MD2_Unregister()
{
NzMeshLoader::UnregisterLoader("md2", Check, Load);
NzAnimationLoader::UnregisterLoader("md2", CheckAnim, LoadAnim);
NzMeshLoader::UnregisterLoader("md2", CheckMesh, LoadMesh);
}

View File

@ -314,6 +314,16 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
}
subMesh.release();
// Animation
// Il est peut-être éventuellement possible que la probabilité que l'animation ait le même nom soit non-nulle.
NzString path = m_stream.GetPath();
if (!path.IsEmpty())
{
path.Replace(".md5mesh", ".md5anim", -8, NzString::CaseInsensitive);
if (NzFile::Exists(path))
mesh->SetAnimation(path);
}
}
}
else

View File

@ -4,6 +4,7 @@
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/Buffer.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/KeyframeMesh.hpp>
@ -23,12 +24,6 @@ NzMeshParams::NzMeshParams()
bool NzMeshParams::IsValid() const
{
if (!animation.IsValid())
{
NazaraError("Invalid animation parameters");
return false;
}
if (!NzBuffer::IsSupported(storage))
{
NazaraError("Storage not supported");
@ -46,6 +41,7 @@ struct NzMeshImpl
nzAnimationType animationType;
NzAxisAlignedBox aabb;
NzSkeleton skeleton; // Uniquement pour les animations squelettiques
NzString animationPath;
unsigned int jointCount; // Uniquement pour les animations squelettiques
};
@ -275,6 +271,19 @@ const NzAxisAlignedBox& NzMesh::GetAABB() const
return m_impl->aabb;
}
NzString NzMesh::GetAnimation() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Mesh not created");
return nzAnimationType_Static;
}
#endif
return m_impl->animationPath;
}
nzAnimationType NzMesh::GetAnimationType() const
{
#if NAZARA_UTILITY_SAFE
@ -645,6 +654,19 @@ void NzMesh::RemoveSubMesh(unsigned int index)
m_impl->aabb.SetNull(); // On invalide l'AABB
}
void NzMesh::SetAnimation(const NzString& animationPath)
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Mesh not created");
return;
}
#endif
m_impl->animationPath = animationPath;
}
void NzMesh::SetMaterial(unsigned int matIndex, const NzString& materialPath)
{
#if NAZARA_UTILITY_SAFE