Added support for skeletal models (WIP)

Former-commit-id: 6a6c2d9f2c68267df79dc48fa56450d2a563e323
This commit is contained in:
Lynix 2014-12-17 13:56:33 +01:00
parent 58fbed1dbd
commit e55c521e96
3 changed files with 508 additions and 0 deletions

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@ -0,0 +1,88 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SKELETALMODEL_HPP
#define NAZARA_SKELETALMODEL_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ResourceLoader.hpp>
#include <Nazara/Core/Updatable.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/Buffer.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <vector>
struct NAZARA_API NzSkeletalModelParameters : public NzModelParameters
{
bool loadAnimation = true;
NzAnimationParams animation;
bool IsValid() const;
};
class NzSkeletalModel;
using NzSkeletalModelLoader = NzResourceLoader<NzSkeletalModel, NzSkeletalModelParameters>;
class NAZARA_API NzSkeletalModel : public NzModel, NzUpdatable
{
friend NzSkeletalModelLoader;
//friend class NzScene;
public:
NzSkeletalModel();
NzSkeletalModel(const NzSkeletalModel& model);
NzSkeletalModel(NzSkeletalModel&& model);
~NzSkeletalModel();
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
void AdvanceAnimation(float elapsedTime);
void EnableAnimation(bool animation);
NzAnimation* GetAnimation() const;
NzSkeleton* GetSkeleton();
const NzSkeleton* GetSkeleton() const;
bool HasAnimation() const;
bool IsAnimated() const;
bool IsAnimationEnabled() const;
bool IsDrawable() const;
bool LoadFromFile(const NzString& filePath, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
bool LoadFromMemory(const void* data, std::size_t size, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
bool LoadFromStream(NzInputStream& stream, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
void Reset();
bool SetAnimation(NzAnimation* animation);
void SetMesh(NzMesh* mesh) override;
bool SetSequence(const NzString& sequenceName);
void SetSequence(unsigned int sequenceIndex);
NzSkeletalModel& operator=(const NzSkeletalModel& node);
NzSkeletalModel& operator=(NzSkeletalModel&& node);
private:
void Register() override;
void Unregister() override;
void Update() override;
void UpdateBoundingVolume() const;
NzAnimationRef m_animation;
NzSkeleton m_skeleton;
const NzSequence* m_currentSequence;
bool m_animationEnabled;
float m_interpolation;
unsigned int m_currentFrame;
unsigned int m_nextFrame;
static NzSkeletalModelLoader::LoaderList s_loaders;
};
#endif // NAZARA_SKELETALMODEL_HPP

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@ -5,6 +5,7 @@
#include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/Model.hpp>
#include <Nazara/Graphics/SkeletalModel.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
@ -32,11 +33,71 @@ namespace
}
if (mesh->IsAnimable())
{
NazaraError("Can't load animated mesh into static model");
return false;
}
// Nous ne pouvons plus avoir recours au smart pointeur à partir d'ici si nous voulons être exception-safe
NzMesh* meshPtr = mesh.get();
model->Reset();
model->SetMesh(meshPtr);
mesh.release();
if (parameters.loadMaterials)
{
unsigned int matCount = model->GetMaterialCount();
for (unsigned int i = 0; i < matCount; ++i)
{
NzString mat = meshPtr->GetMaterial(i);
if (!mat.IsEmpty())
{
std::unique_ptr<NzMaterial> material(new NzMaterial);
material->SetPersistent(false);
if (material->LoadFromFile(mat, parameters.material))
{
model->SetMaterial(i, material.get());
material.release();
}
else
NazaraWarning("Failed to load material #" + NzString::Number(i));
}
}
}
return true;
}
nzTernary CheckAnimated(NzInputStream& stream, const NzSkeletalModelParameters& parameters)
{
NazaraUnused(stream);
NazaraUnused(parameters);
return nzTernary_Unknown;
}
bool LoadAnimated(NzSkeletalModel* model, NzInputStream& stream, const NzSkeletalModelParameters& parameters)
{
NazaraUnused(parameters);
std::unique_ptr<NzMesh> mesh(new NzMesh);
mesh->SetPersistent(false);
if (!mesh->LoadFromStream(stream, parameters.mesh))
{
NazaraError("Failed to load model mesh");
return false;
}
if (!mesh->IsAnimable())
{
NazaraError("Can't load static mesh into animated model");
return false;
}
// Nous ne pouvons plus avoir recours au smart pointeur à partir d'ici si nous voulons être exception-safe
NzMesh* meshPtr = mesh.get();
@ -74,9 +135,11 @@ namespace
void NzLoaders_Mesh_Register()
{
NzModelLoader::RegisterLoader(NzMeshLoader::IsExtensionSupported, CheckStatic, LoadStatic);
NzSkeletalModelLoader::RegisterLoader(NzMeshLoader::IsExtensionSupported, CheckAnimated, LoadAnimated);
}
void NzLoaders_Mesh_Unregister()
{
NzModelLoader::UnregisterLoader(NzMeshLoader::IsExtensionSupported, CheckStatic, LoadStatic);
NzSkeletalModelLoader::UnregisterLoader(NzMeshLoader::IsExtensionSupported, CheckAnimated, LoadAnimated);
}

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// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/SkeletalModel.hpp>
#include <Nazara/Graphics/AbstractRenderQueue.hpp>
#include <Nazara/Graphics/Camera.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/SkinningManager.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/MeshData.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
bool NzSkeletalModelParameters::IsValid() const
{
if (!NzModelParameters::IsValid())
return false;
if (loadAnimation && !animation.IsValid())
return false;
return true;
}
NzSkeletalModel::NzSkeletalModel() :
m_currentSequence(nullptr),
m_animationEnabled(true)
{
}
NzSkeletalModel::NzSkeletalModel(const NzSkeletalModel& model) :
NzModel(model),
m_skeleton(model.m_skeleton),
m_currentSequence(model.m_currentSequence),
m_animationEnabled(model.m_animationEnabled),
m_interpolation(model.m_interpolation),
m_currentFrame(model.m_currentFrame),
m_nextFrame(model.m_nextFrame)
{
}
NzSkeletalModel::~NzSkeletalModel()
{
Reset();
}
void NzSkeletalModel::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
{
const NzMatrix4f& transformMatrix = GetTransformMatrix();
unsigned int submeshCount = m_mesh->GetSubMeshCount();
for (unsigned int i = 0; i < submeshCount; ++i)
{
const NzSkeletalMesh* mesh = static_cast<const NzSkeletalMesh*>(m_mesh->GetSubMesh(i));
const NzMaterial* material = m_materials[mesh->GetMaterialIndex()];
NzMeshData meshData;
meshData.indexBuffer = mesh->GetIndexBuffer();
meshData.primitiveMode = mesh->GetPrimitiveMode();
meshData.vertexBuffer = NzSkinningManager::GetBuffer(mesh, &m_skeleton);
renderQueue->AddMesh(material, meshData, m_skeleton.GetAABB(), transformMatrix);
}
}
void NzSkeletalModel::AdvanceAnimation(float elapsedTime)
{
#if NAZARA_GRAPHICS_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return;
}
#endif
m_interpolation += m_currentSequence->frameRate * elapsedTime;
while (m_interpolation > 1.f)
{
m_interpolation -= 1.f;
unsigned lastFrame = m_currentSequence->firstFrame + m_currentSequence->frameCount - 1;
if (m_nextFrame+1 > lastFrame)
{
if (m_animation->IsLoopPointInterpolationEnabled())
{
m_currentFrame = m_nextFrame;
m_nextFrame = m_currentSequence->firstFrame;
}
else
{
m_currentFrame = m_currentSequence->firstFrame;
m_nextFrame = m_currentFrame+1;
}
}
else
{
m_currentFrame = m_nextFrame;
m_nextFrame++;
}
}
m_animation->AnimateSkeleton(&m_skeleton, m_currentFrame, m_nextFrame, m_interpolation);
InvalidateBoundingVolume();
}
void NzSkeletalModel::EnableAnimation(bool animation)
{
m_animationEnabled = animation;
}
NzAnimation* NzSkeletalModel::GetAnimation() const
{
return m_animation;
}
NzSkeleton* NzSkeletalModel::GetSkeleton()
{
InvalidateBoundingVolume();
return &m_skeleton;
}
const NzSkeleton* NzSkeletalModel::GetSkeleton() const
{
return &m_skeleton;
}
bool NzSkeletalModel::HasAnimation() const
{
return m_animation != nullptr;
}
bool NzSkeletalModel::IsAnimated() const
{
return true;
}
bool NzSkeletalModel::IsAnimationEnabled() const
{
return m_animationEnabled;
}
bool NzSkeletalModel::IsDrawable() const
{
return m_mesh != nullptr && m_mesh->GetSubMeshCount() >= 1;
}
bool NzSkeletalModel::LoadFromFile(const NzString& filePath, const NzSkeletalModelParameters& params)
{
return NzSkeletalModelLoader::LoadFromFile(this, filePath, params);
}
bool NzSkeletalModel::LoadFromMemory(const void* data, std::size_t size, const NzSkeletalModelParameters& params)
{
return NzSkeletalModelLoader::LoadFromMemory(this, data, size, params);
}
bool NzSkeletalModel::LoadFromStream(NzInputStream& stream, const NzSkeletalModelParameters& params)
{
return NzSkeletalModelLoader::LoadFromStream(this, stream, params);
}
void NzSkeletalModel::Reset()
{
NzModel::Reset();
m_skeleton.Destroy();
if (m_scene)
m_scene->UnregisterForUpdate(this);
}
bool NzSkeletalModel::SetAnimation(NzAnimation* animation)
{
#if NAZARA_GRAPHICS_SAFE
if (!m_mesh)
{
NazaraError("Model has no mesh");
return false;
}
if (animation)
{
if (!animation->IsValid())
{
NazaraError("Invalid animation");
return false;
}
if (animation->GetType() != m_mesh->GetAnimationType())
{
NazaraError("Animation type must match mesh animation type");
return false;
}
if (animation->GetJointCount() != m_mesh->GetJointCount())
{
NazaraError("Animation joint count must match mesh joint count");
return false;
}
}
#endif
m_animation = animation;
if (m_animation)
{
m_currentFrame = 0;
m_interpolation = 0.f;
SetSequence(0);
if (m_scene)
m_scene->RegisterForUpdate(this);
}
else if (m_scene)
m_scene->UnregisterForUpdate(this);
return true;
}
void NzSkeletalModel::SetMesh(NzMesh* mesh)
{
#if NAZARA_GRAPHICS_SAFE
if (mesh && mesh->GetAnimationType() != nzAnimationType_Skeletal)
{
NazaraError("Mesh animation type must be skeletal");
return;
}
#endif
NzModel::SetMesh(mesh);
if (m_mesh)
{
if (m_animation && m_animation->GetJointCount() != m_mesh->GetJointCount())
{
NazaraWarning("Animation joint count is not matching new mesh joint count, disabling animation...");
SetAnimation(nullptr);
}
m_skeleton = *m_mesh->GetSkeleton(); // Copie du squelette template
}
}
bool NzSkeletalModel::SetSequence(const NzString& sequenceName)
{
///TODO: Rendre cette erreur "safe" avec le nouveau système de gestions d'erreur (No-log)
#if NAZARA_GRAPHICS_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return false;
}
#endif
const NzSequence* currentSequence = m_animation->GetSequence(sequenceName);
if (!currentSequence)
{
NazaraError("Sequence not found");
return false;
}
m_currentSequence = currentSequence;
m_nextFrame = m_currentSequence->firstFrame;
return true;
}
void NzSkeletalModel::SetSequence(unsigned int sequenceIndex)
{
#if NAZARA_GRAPHICS_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return;
}
#endif
const NzSequence* currentSequence = m_animation->GetSequence(sequenceIndex);
#if NAZARA_GRAPHICS_SAFE
if (!currentSequence)
{
NazaraError("Sequence not found");
return;
}
#endif
m_currentSequence = currentSequence;
m_nextFrame = m_currentSequence->firstFrame;
}
NzSkeletalModel& NzSkeletalModel::operator=(const NzSkeletalModel& node)
{
NzSkeletalModel::operator=(node);
m_animation = node.m_animation;
m_animationEnabled = node.m_animationEnabled;
m_currentFrame = node.m_currentFrame;
m_currentSequence = node.m_currentSequence;
m_interpolation = node.m_interpolation;
m_nextFrame = node.m_nextFrame;
m_skeleton = node.m_skeleton;
return *this;
}
NzSkeletalModel& NzSkeletalModel::operator=(NzSkeletalModel&& node)
{
NzModel::operator=(node);
// Ressources
m_animation = std::move(node.m_animation);
m_skeleton = std::move(node.m_skeleton);
// Paramètres
m_animationEnabled = node.m_animationEnabled;
m_currentFrame = node.m_currentFrame;
m_currentSequence = node.m_currentSequence;
m_interpolation = node.m_interpolation;
m_nextFrame = node.m_nextFrame;
return *this;
}
void NzSkeletalModel::Register()
{
if (m_animation)
m_scene->RegisterForUpdate(this);
}
void NzSkeletalModel::Unregister()
{
m_scene->UnregisterForUpdate(this);
}
void NzSkeletalModel::Update()
{
if (m_animationEnabled && m_animation)
AdvanceAnimation(m_scene->GetUpdateTime());
}
void NzSkeletalModel::UpdateBoundingVolume() const
{
if (m_boundingVolume.IsNull())
m_boundingVolume.Set(m_skeleton.GetAABB());
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingVolume.Update(m_transformMatrix);
m_boundingVolumeUpdated = true;
}
NzSkeletalModelLoader::LoaderList NzSkeletalModel::s_loaders;