Big skeletal animation update

Added MeshInfos demo
Added MD5Mesh/MD5Anim loader support
Added Node class
Fixed ResourceParams not being exported
Added support for skeletal animation
(Animation/Mesh/Joint/SkeletalMesh/Skeleton)
Meshes are now only stored with VertexStruct_XYZ_Normal_UV_Tangent type
Moved Sequence declaration to Sequence.hpp

-Animation:
Renamed Create to Create[Keyframe|Skeletal]

-AxisAlignedBox:
Added Contains method
Added GetCorner method
Added GetCube method
Added Transform method

-Cube/Rect:
Added GetPosition method
Added GetSize method
(Almost) Fixed ExtendTo method
Fixed GetCenter method

-File:
Added GetDirectory static function
Added GetPath method
Renamed GetDirectoryPath method to GetDirectory

-Math module:
Fixed constructor/methods taking a non-const array
GetNormal/Normalize methods now takes an optionnal integer pointer
(returning length)
Made all classes default constructor trivial
Inverse, MakeIdentity, MakeZero, Normalize, Set methods now returns
reference to object

-Matrix4:
Modified methods to avoid copies
Removed COW (Too much overhead)
Removed Concatenate[Affine] static function

-Mesh:
Renamed Create to Create[Keyframe|Skeletal|Static]
Renamed Skin to Material

-MeshParams:
No longer takes declaration argument
Renamed loadAnimations to animated
Storage default to BufferStorage_Hardware if supported and
BufferStorage_Software otherwise

-OpenGL:
Added glGetBooleanv function
Added glIsEnabled function

-Quaternion:
Added ComputeW method
Added Conjugate method

-Renderer:
Added IsEnabled static function
Fixed GetLineWidth function not being static
Removed SetVertexDeclaration

-RenderWindow:
Made CopyTo[Image|Texture] method constant

-Resource
Fixed RemoveResourceListener crash

-ResourceLoader:
Loaders are now used in a LIFO context

-Stream:
Renamed GetLine method to ReadLine

-String:
Fixed Simplified

-Utility module
Added configuration define for strict resource parsing

-VertexBuffer
Now takes a VertexDeclaration pointer

-VertexDeclaration
No longer throw an error when getting a non-existing element


Former-commit-id: f7358c1231d6af48b799d2f24f077a001e16785b
This commit is contained in:
Lynix
2012-11-21 17:23:50 +01:00
parent 84f73f2b6a
commit 70ef422950
99 changed files with 6270 additions and 1983 deletions

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kind "ConsoleApp"
files "main.cpp"
if (_OPTIONS["united"]) then
configuration "DebugStatic"
links "NazaraEngine-s-d"
configuration "ReleaseStatic"
links "NazaraEngine-s"
configuration "DebugDLL"
links "NazaraEngine-d"
configuration "ReleaseDLL"
links "NazaraEngine"
else
configuration "DebugStatic"
links "NazaraUtility-s-d"
links "NazaraCore-s-d"
configuration "ReleaseStatic"
links "NazaraUtility-s"
links "NazaraCore-s"
configuration "DebugDLL"
links "NazaraUtility-d"
links "NazaraCore-d"
configuration "ReleaseDLL"
links "NazaraUtility"
links "NazaraCore"
end

164
examples/MeshInfos/main.cpp Normal file
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#include <Nazara/Core/Directory.hpp>
#include <Nazara/Core/File.hpp>
#include <Nazara/Math/Cube.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Utility.hpp>
#include <iostream>
#include <limits>
int main()
{
// Pour charger des ressources, il est impératif d'initialiser le module utilitaire
NzInitializer<NzUtility> utility;
if (!utility)
{
// Ça n'a pas fonctionné, le pourquoi se trouve dans le fichier NazaraLog.log
std::cout << "Failed to initialize Nazara, see NazaraLog.log for further informations" << std::endl;
std::getchar(); // On laise le temps de voir l'erreur
return EXIT_FAILURE;
}
for (;;)
{
NzDirectory resourceDirectory("resources/");
if (!resourceDirectory.Open())
{
std::cerr << "Failed to open resource directory" << std::endl;
std::getchar();
return EXIT_FAILURE;
}
std::vector<NzString> models;
while (resourceDirectory.NextResult(true))
{
NzString path = resourceDirectory.GetResultName();
if (path.EndsWith(".md2") || path.EndsWith(".md5mesh"))
models.push_back(path);
}
resourceDirectory.Close();
if (models.empty())
{
std::cout << "No loadable mesh found in resource directory" << std::endl;
std::getchar();
return EXIT_FAILURE;
}
std::cout << "Choose:" << std::endl;
std::cout << "0: exit" << std::endl;
for (unsigned int i = 0; i < models.size(); ++i)
std::cout << (i+1) << ": " << models[i] << std::endl;
std::cout << std::endl;
unsigned int iChoice;
do
{
std::cout << '-';
std::cin >> iChoice;
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
}
while (iChoice > models.size());
if (iChoice == 0)
break;
NzMesh mesh;
if (!mesh.LoadFromFile("resources/" + models[iChoice-1]))
{
std::cout << "Failed to load mesh" << std::endl;
std::getchar();
return EXIT_FAILURE;
}
switch (mesh.GetAnimationType())
{
case nzAnimationType_Keyframe:
std::cout << "This is a keyframe-animated mesh" << std::endl;
break;
case nzAnimationType_Skeletal:
std::cout << "This is a skeletal-animated mesh" << std::endl;
break;
case nzAnimationType_Static:
std::cout << "This is a static mesh" << std::endl;
break;
// Inutile de faire un case default (GetAnimationType renverra toujours une valeur correcte)
}
std::cout << "It has a total of " << mesh.GetVertexCount() << " vertices for " << mesh.GetSubMeshCount() << " submesh(es)." << std::endl;
if (mesh.IsAnimable())
{
if (mesh.GetAnimationType() == nzAnimationType_Skeletal)
{
const NzSkeleton* skeleton = mesh.GetSkeleton();
unsigned int jointCount = skeleton->GetJointCount();
std::cout << "It has a skeleton made of " << skeleton->GetJointCount() << " joint(s)." << std::endl;
std::cout << "Print joints ? (Y/N) ";
char cChoice;
std::cin >> cChoice;
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
if (std::tolower(cChoice) == 'y')
{
for (unsigned int i = 0; i < jointCount; ++i)
{
const NzJoint* joint = skeleton->GetJoint(i);
std::cout << "\t" << (i+1) << ": " << joint->GetName();
const NzJoint* parent = static_cast<const NzJoint*>(joint->GetParent());
if (parent)
std::cout << " (Parent: " << parent->GetName() << ')';
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
}
}
}
if (mesh.HasAnimation())
{
const NzAnimation* animation = mesh.GetAnimation();
unsigned int sequenceCount = animation->GetSequenceCount();
std::cout << "It has an animation made of " << animation->GetFrameCount() << " frame(s) for " << sequenceCount << " sequence(s)." << std::endl;
std::cout << "Print sequences ? (Y/N) ";
char cChoice;
std::cin >> cChoice;
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
if (std::tolower(cChoice) == 'y')
{
for (unsigned int i = 0; i < sequenceCount; ++i)
{
const NzSequence* sequence = animation->GetSequence(i);
std::cout << "\t" << (i+1) << ": " << sequence->name << std::endl;
std::cout << "\t\tStart frame: " << sequence->firstFrame << std::endl;
std::cout << "\t\tFrame count: " << sequence->frameCount << std::endl;
std::cout << "\t\tFrame rate: " << sequence->frameRate << std::endl;
std::cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
}
}
}
else
std::cout << "It's animable but has no loaded animation" << std::endl;
}
/*NzCubef cube = mesh.GetAABB().GetCube();
std::cout << "Mesh is " << cube.width << " unit wide, " << cube.height << "unit height and " << cube.depth << " unit depth" << std::endl;
unsigned int materialCount = mesh.GetMaterialCount();
std::cout << "It has " << materialCount << " materials registred" << std::endl;
for (unsigned int i = 0; i < materialCount; ++i)
std::cout << "\t" << (i+1) << ": " << mesh.GetMaterial(i) << std::endl;*/
std::cout << std::endl << std::endl;
}
// Le module utilitaire et le mesh sont déchargés automatiquement
return EXIT_SUCCESS;
}