NazaraEngine/src/Nazara/Graphics/SkeletalModel.cpp

450 lines
9.8 KiB
C++

// Copyright (C) 2015 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/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>
namespace Nz
{
/*!
* \ingroup graphics
* \class Nz::SkeletalModel
* \brief Graphics class that represents a model with a skeleton
*/
/*!
* \brief Checks whether the parameters for the skeletal mesh are correct
* \return true If parameters are valid
*/
bool SkeletalModelParameters::IsValid() const
{
if (!ModelParameters::IsValid())
return false;
if (loadAnimation && !animation.IsValid())
return false;
return true;
}
/*!
* \brief Constructs a SkeletalModel object by default
*/
SkeletalModel::SkeletalModel() :
m_currentSequence(nullptr),
m_animationEnabled(true)
{
}
/*!
* \brief Adds the skeletal mesh to the rendering queue
*
* \param renderQueue Queue to be added
* \param instanceData Data for the instance
*/
void SkeletalModel::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
{
if (!m_mesh)
return;
unsigned int submeshCount = m_mesh->GetSubMeshCount();
for (unsigned int i = 0; i < submeshCount; ++i)
{
const SkeletalMesh* mesh = static_cast<const SkeletalMesh*>(m_mesh->GetSubMesh(i));
const Material* material = m_materials[mesh->GetMaterialIndex()];
MeshData meshData;
meshData.indexBuffer = mesh->GetIndexBuffer();
meshData.primitiveMode = mesh->GetPrimitiveMode();
meshData.vertexBuffer = SkinningManager::GetBuffer(mesh, &m_skeleton);
renderQueue->AddMesh(instanceData.renderOrder, material, meshData, m_skeleton.GetAABB(), instanceData.transformMatrix);
}
}
/*!
* \brief Updates the animation of the mesh
*
* \param elapsedTime Delta time between two frames
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE defined if there is no animation
*/
void SkeletalModel::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();
}
/*!
* \brief Clones this skeletal model
* \return Pointer to newly allocated SkeletalModel
*/
SkeletalModel* SkeletalModel::Clone() const
{
return new SkeletalModel(*this);
}
/*!
* \brief Creates a default skeletal model
* \return Pointer to newly allocated SkeletalModel
*/
SkeletalModel* SkeletalModel::Create() const
{
return new SkeletalModel;
}
/*!
* \brief Enables the animation of the model
*
* \param animation Should the model be animated
*/
void SkeletalModel::EnableAnimation(bool animation)
{
m_animationEnabled = animation;
}
/*!
* \brief Gets the animation of the model
* \return Pointer to the animation
*/
Animation* SkeletalModel::GetAnimation() const
{
return m_animation;
}
/*!
* \brief Gets the skeleton of the model
* \return Pointer to the skeleton
*/
Skeleton* SkeletalModel::GetSkeleton()
{
InvalidateBoundingVolume();
return &m_skeleton;
}
/*!
* \brief Gets the skeleton of the model
* \return Constant pointer to the skeleton
*/
const Skeleton* SkeletalModel::GetSkeleton() const
{
return &m_skeleton;
}
/*!
* \brief Checks whether the skeleton has an animation
* \return true If it is the case
*
* \see IsAnimated, IsAnimationEnabled
*/
bool SkeletalModel::HasAnimation() const
{
return m_animation != nullptr;
}
/*!
* \brief Checks whether the skeleton is animated
* \return true
*
* \see HasAnimation, IsAnimationEnabled
*/
bool SkeletalModel::IsAnimated() const
{
return true;
}
/*!
* \brief Checks whether the skeleton is currently animated
* \return true If it is the case
*
* \see HasAnimation, IsAnimated
*/
bool SkeletalModel::IsAnimationEnabled() const
{
return m_animationEnabled;
}
/*!
* \brief Loads the skeleton model from file
* \return true if loading is successful
*
* \param filePath Path to the file
* \param params Parameters for the skeleton model
*/
bool SkeletalModel::LoadFromFile(const String& filePath, const SkeletalModelParameters& params)
{
return SkeletalModelLoader::LoadFromFile(this, filePath, params);
}
/*!
* \brief Loads the skeleton model from memory
* \return true if loading is successful
*
* \param data Raw memory
* \param size Size of the memory
* \param params Parameters for the skeleton model
*/
bool SkeletalModel::LoadFromMemory(const void* data, std::size_t size, const SkeletalModelParameters& params)
{
return SkeletalModelLoader::LoadFromMemory(this, data, size, params);
}
/*!
* \brief Loads the skeleton model from stream
* \return true if loading is successful
*
* \param stream Stream to the skeleton model
* \param params Parameters for the skeleton model
*/
bool SkeletalModel::LoadFromStream(Stream& stream, const SkeletalModelParameters& params)
{
return SkeletalModelLoader::LoadFromStream(this, stream, params);
}
/*!
* \brief Resets the model
*/
void SkeletalModel::Reset()
{
Model::Reset();
m_skeleton.Destroy();
}
/*!
* \brief Sets the animation for the model
* \return true If successful
*
* \param animation Animation for the model
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no mesh
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if animation is invalid
*/
bool SkeletalModel::SetAnimation(Animation* 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);
}
return true;
}
/*!
* \brief Sets the mesh for the model
*
* \param mesh Mesh for the model
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no mesh or if invalid
*/
void SkeletalModel::SetMesh(Mesh* mesh)
{
#if NAZARA_GRAPHICS_SAFE
if (mesh && mesh->GetAnimationType() != AnimationType_Skeletal)
{
NazaraError("Mesh animation type must be skeletal");
return;
}
#endif
Model::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(); // Copy of skeleton template
}
}
/*!
* \brief Sets the sequence for the model
* \return true If successful
*
* \param sequenceName Name for the sequence animation
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no animation
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if sequence name does not exist for the current animation
*/
bool SkeletalModel::SetSequence(const String& sequenceName)
{
///TODO: Make this error "safe" with the new system of error handling (No-log)
#if NAZARA_GRAPHICS_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return false;
}
#endif
const Sequence* currentSequence = m_animation->GetSequence(sequenceName);
#if NAZARA_GRAPHICS_SAFE
if (!currentSequence)
{
NazaraError("Sequence not found");
return false;
}
#endif
m_currentSequence = currentSequence;
m_nextFrame = m_currentSequence->firstFrame;
return true;
}
/*!
* \brief Sets the sequence for the model
*
* \param sequenceIndex Index for the sequence animation
*
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no animation
* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if sequence name does not exist for the current animation
*/
void SkeletalModel::SetSequence(unsigned int sequenceIndex)
{
#if NAZARA_GRAPHICS_SAFE
if (!m_animation)
{
NazaraError("Model has no animation");
return;
}
#endif
const Sequence* 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;
}
/*
* \brief Makes the bounding volume of this text
*/
void SkeletalModel::MakeBoundingVolume() const
{
m_boundingVolume.Set(m_skeleton.GetAABB());
}
/*!
* \brief Updates the model
*/
void SkeletalModel::Update()
{
///TODO
/*if (m_animationEnabled && m_animation)
AdvanceAnimation(m_scene->GetUpdateTime());*/
}
SkeletalModelLoader::LoaderList SkeletalModel::s_loaders;
}