NazaraEngine/src/Nazara/Utility/SkeletalMesh.cpp

403 lines
9.4 KiB
C++

// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Core/TaskScheduler.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <vector>
#include <Nazara/Utility/Debug.hpp>
namespace
{
struct SkinningInfos
{
const NzJoint* joints;
const NzMeshVertex* inputVertex;
NzMeshVertex* outputVertex;
const NzVertexWeight* vertexWeights;
const NzWeight* weights;
};
void Skin_Position(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
}
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void Skin_PositionNormal(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
}
finalNormal.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void Skin_PositionNormalTangent(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
NzVector3f finalTangent(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
finalTangent += mat.Transform(inputVertex->tangent, 0.f);
}
finalNormal.Normalize();
finalTangent.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->tangent = finalTangent;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
}
struct NzSkeletalMeshImpl
{
std::vector<NzVertexWeight> vertexWeights;
std::vector<NzWeight> weights;
NzCubef aabb;
nzUInt8* bindPoseBuffer;
NzIndexBufferConstRef indexBuffer;
unsigned int vertexCount;
};
NzSkeletalMesh::NzSkeletalMesh(const NzMesh* parent) :
NzSubMesh(parent)
{
}
NzSkeletalMesh::~NzSkeletalMesh()
{
Destroy();
}
bool NzSkeletalMesh::Create(unsigned int vertexCount, unsigned int weightCount)
{
Destroy();
#if NAZARA_UTILITY_SAFE
if (vertexCount == 0)
{
NazaraError("Vertex count must be over 0");
return false;
}
if (weightCount == 0)
{
NazaraError("Weight count must be over 0");
return false;
}
#endif
m_impl = new NzSkeletalMeshImpl;
m_impl->bindPoseBuffer = new nzUInt8[vertexCount*sizeof(NzMeshVertex)];
m_impl->vertexCount = vertexCount;
m_impl->vertexWeights.resize(vertexCount);
m_impl->weights.resize(weightCount);
return true;
}
void NzSkeletalMesh::Destroy()
{
if (m_impl)
{
delete[] m_impl->bindPoseBuffer;
delete m_impl;
m_impl = nullptr;
}
}
void NzSkeletalMesh::Finish()
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return;
}
#endif
// Rien à faire de particulier
}
const NzCubef& NzSkeletalMesh::GetAABB() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
static NzCubef dummy;
return dummy;
}
#endif
return m_impl->aabb;
}
nzAnimationType NzSkeletalMesh::GetAnimationType() const
{
return nzAnimationType_Skeletal;
}
void* NzSkeletalMesh::GetBindPoseBuffer()
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return m_impl->bindPoseBuffer;
}
const void* NzSkeletalMesh::GetBindPoseBuffer() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return m_impl->bindPoseBuffer;
}
const NzIndexBuffer* NzSkeletalMesh::GetIndexBuffer() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return m_impl->indexBuffer;
}
unsigned int NzSkeletalMesh::GetVertexCount() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return 0;
}
#endif
return m_impl->vertexCount;
}
NzVertexWeight* NzSkeletalMesh::GetVertexWeight(unsigned int vertexIndex)
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return &m_impl->vertexWeights[vertexIndex];
}
const NzVertexWeight* NzSkeletalMesh::GetVertexWeight(unsigned int vertexIndex) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return &m_impl->vertexWeights[vertexIndex];
}
NzWeight* NzSkeletalMesh::GetWeight(unsigned int weightIndex)
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return &m_impl->weights[weightIndex];
}
const NzWeight* NzSkeletalMesh::GetWeight(unsigned int weightIndex) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return nullptr;
}
#endif
return &m_impl->weights[weightIndex];
}
unsigned int NzSkeletalMesh::GetWeightCount() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return 0;
}
#endif
return m_impl->weights.size();
}
bool NzSkeletalMesh::IsAnimated() const
{
return true;
}
bool NzSkeletalMesh::IsValid() const
{
return m_impl != nullptr;
}
void NzSkeletalMesh::Skin(NzMeshVertex* outputBuffer) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return;
}
#endif
Skin(outputBuffer, m_parent->GetSkeleton());
}
void NzSkeletalMesh::Skin(NzMeshVertex* outputBuffer, const NzSkeleton* skeleton) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return;
}
#endif
SkinningInfos skinningInfos;
skinningInfos.inputVertex = reinterpret_cast<const NzMeshVertex*>(m_impl->bindPoseBuffer);
skinningInfos.outputVertex = outputBuffer;
skinningInfos.joints = skeleton->GetJoints();
skinningInfos.vertexWeights = &m_impl->vertexWeights[0];
skinningInfos.weights = &m_impl->weights[0];
#if NAZARA_UTILITY_MULTITHREADED_SKINNING
unsigned int jointCount = skeleton->GetJointCount();
for (unsigned int i = 0; i < jointCount; ++i)
skinningInfos.joints[i].EnsureTransformMatrixUpdate();
unsigned int workerCount = NzTaskScheduler::GetWorkerCount();
std::ldiv_t div = std::ldiv(m_impl->vertexCount, workerCount); // Qui sait, peut-être que ça permet des optimisations plus efficaces
for (unsigned int i = 0; i < workerCount; ++i)
NzTaskScheduler::AddTask(Skin_PositionNormalTangent, skinningInfos, i*div.quot, (i == workerCount-1) ? div.quot + div.rem : div.quot);
NzTaskScheduler::WaitForTasks();
#else
Skin_PositionNormalTangent(skinningInfos, 0, m_impl->vertexCount);
#endif
m_impl->aabb = skeleton->GetAABB();
}
void NzSkeletalMesh::SetIndexBuffer(const NzIndexBuffer* indexBuffer)
{
m_impl->indexBuffer = indexBuffer;
}