mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
286 lines
8.8 KiB
C++
286 lines
8.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "stdh.h"
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#include "Skeleton.h"
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#include <Engine/Graphics/DrawPort.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Ska/StringTable.h>
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#include <Engine/Ska/Render.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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#define SKELETON_VERSION 6
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#define SKELETON_ID "SKEL"
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CStaticArray<struct SkeletonBone> _aSortArray;
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INDEX ctSortBones;
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CSkeleton::CSkeleton()
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{
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}
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CSkeleton::~CSkeleton()
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{
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}
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// Find bone in skeleton lod
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INDEX CSkeleton::FindBoneInLOD(INDEX iBoneID,INDEX iSkeletonLod)
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{
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ASSERT(iSkeletonLod>=0);
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INDEX ctslods = skl_aSkeletonLODs.Count();
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if(ctslods < 1) return -1;
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SkeletonLOD &slod = skl_aSkeletonLODs[iSkeletonLod];
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INDEX ctb = slod.slod_aBones.Count();
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// for each bone in skeleton
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for(INDEX isb=0;isb<ctb;isb++) {
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// if bone id match
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if(slod.slod_aBones[isb].sb_iID == iBoneID) {
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// return index in array of bones
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return isb;
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}
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}
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return -1;
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}
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// Sorts bones in skeleton so parent bones are allways before child bones in array
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void CSkeleton::SortSkeleton()
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{
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// sort each lod in skeleton
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INDEX ctslods = skl_aSkeletonLODs.Count();
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// for each lod in skeleton
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for(INDEX islod=0;islod<ctslods;islod++)
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{
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// create SkeletonBones array for sorting array
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_aSortArray.New(skl_aSkeletonLODs[islod].slod_aBones.Count());
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// start sort for parent bone
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SortSkeletonRecursive(-1,islod);
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// just copy sorted array
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skl_aSkeletonLODs[islod].slod_aBones.CopyArray(_aSortArray);
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// clear array
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_aSortArray.Clear();
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// calculate abs transforms for bones in this lod
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CalculateAbsoluteTransformations(islod);
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}
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}
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// Sort skeleton bones in lod so parent bones are before child bones in array
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void CSkeleton::SortSkeletonRecursive(INDEX iParentID, INDEX iSkeletonLod)
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{
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// reset global counter for sorted bones if this bone is parent bone
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if(iParentID == (-1)) ctSortBones = 0;
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SkeletonLOD &slod = skl_aSkeletonLODs[iSkeletonLod];
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INDEX ctsb = slod.slod_aBones.Count();
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// for each bone in lod
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for(INDEX isb=0;isb<ctsb;isb++)
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{
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SkeletonBone &sb = slod.slod_aBones[isb];
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if(sb.sb_iParentID == iParentID)
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{
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// just copy data to _aSortArray
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_aSortArray[ctSortBones].sb_iID = sb.sb_iID;
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_aSortArray[ctSortBones].sb_iParentID = sb.sb_iParentID;
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_aSortArray[ctSortBones].sb_fBoneLength = sb.sb_fBoneLength;
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memcpy(&_aSortArray[ctSortBones].sb_mAbsPlacement,&sb.sb_mAbsPlacement,sizeof(float)*12);
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memcpy(&_aSortArray[ctSortBones].sb_qvRelPlacement,&sb.sb_qvRelPlacement,sizeof(QVect));
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_aSortArray[ctSortBones].sb_fOffSetLen = sb.sb_fOffSetLen;
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// increase couter for sorted bones
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ctSortBones++;
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}
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}
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// sort children bones
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for(INDEX icsb=0;icsb<ctsb;icsb++) {
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SkeletonBone &sb = slod.slod_aBones[icsb];
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if(sb.sb_iParentID == iParentID) {
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SortSkeletonRecursive(sb.sb_iID,iSkeletonLod);
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}
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}
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}
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// Calculate absolute transformations for all bones in this lod
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void CSkeleton::CalculateAbsoluteTransformations(INDEX iSkeletonLod)
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{
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INDEX ctbones = skl_aSkeletonLODs[iSkeletonLod].slod_aBones.Count();
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SkeletonLOD &slod = skl_aSkeletonLODs[iSkeletonLod];
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// for each bone
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for(INDEX isb=0; isb<ctbones; isb++) {
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SkeletonBone &sb = slod.slod_aBones[isb];
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INDEX iParentID = sb.sb_iParentID;
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INDEX iParentIndex = FindBoneInLOD(iParentID,iSkeletonLod);
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if(iParentID > (-1)) {
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SkeletonBone &sbParent = slod.slod_aBones[iParentIndex];
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MatrixMultiplyCP(sb.sb_mAbsPlacement,sbParent.sb_mAbsPlacement,sb.sb_mAbsPlacement);
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}
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}
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}
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// Add skeleton lod to skeleton
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void CSkeleton::AddSkletonLod(SkeletonLOD &slod)
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{
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INDEX ctlods = skl_aSkeletonLODs.Count();
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skl_aSkeletonLODs.Expand(ctlods+1);
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skl_aSkeletonLODs[ctlods] = slod;
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}
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// Remove skleton lod form skeleton
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void CSkeleton::RemoveSkeletonLod(SkeletonLOD *pslodRemove)
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{
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INDEX ctslod = skl_aSkeletonLODs.Count();
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// create temp space for skeleton lods
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CStaticArray<struct SkeletonLOD> aTempSLODs;
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aTempSLODs.New(ctslod-1);
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INDEX iIndexSrc=0;
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// for each skeleton lod in skeleton
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for(INDEX islod=0;islod<ctslod;islod++) {
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SkeletonLOD *pslod = &skl_aSkeletonLODs[islod];
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// copy all skeleton lods except the selected one
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if(pslod != pslodRemove) {
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aTempSLODs[iIndexSrc] = *pslod;
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iIndexSrc++;
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}
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}
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// copy temp array of skeleton lods back in skeleton
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skl_aSkeletonLODs.CopyArray(aTempSLODs);
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// clear temp skleletons lods array
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aTempSLODs.Clear();
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}
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// write to stream
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void CSkeleton::Write_t(CTStream *ostrFile)
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{
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INDEX ctslods = skl_aSkeletonLODs.Count();
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// write id
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ostrFile->WriteID_t(CChunkID(SKELETON_ID));
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// write version
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(*ostrFile)<<(INDEX)SKELETON_VERSION;
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// write lods count
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(*ostrFile)<<ctslods;
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// for each lod in skeleton
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for(INDEX islod=0;islod<ctslods;islod++)
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{
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SkeletonLOD &slod = skl_aSkeletonLODs[islod];
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// write source file name
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(*ostrFile)<<slod.slod_fnSourceFile;
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// write MaxDistance
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(*ostrFile)<<slod.slod_fMaxDistance;
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// write bone count
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INDEX ctb = slod.slod_aBones.Count();
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(*ostrFile)<<ctb;
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// write skeleton bones
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for(INDEX ib=0;ib<ctb;ib++) {
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CTString strNameID = ska_GetStringFromTable(slod.slod_aBones[ib].sb_iID);
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CTString strParentID = ska_GetStringFromTable(slod.slod_aBones[ib].sb_iParentID);
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SkeletonBone &sb = slod.slod_aBones[ib];
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// write ID
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(*ostrFile)<<strNameID;
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// write Parent ID
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(*ostrFile)<<strParentID;
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//(*ostrFile)<<slod.slod_aBones[ib].sb_iParentIndex;
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// write AbsPlacement matrix
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ostrFile->Write_t(&sb.sb_mAbsPlacement,sizeof(FLOAT)*12);
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// write RelPlacement Qvect stuct
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ostrFile->Write_t(&sb.sb_qvRelPlacement,sizeof(QVect));
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// write offset len
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(*ostrFile)<<sb.sb_fOffSetLen;
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// write bone length
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(*ostrFile)<<sb.sb_fBoneLength;
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}
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}
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}
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// read from stream
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void CSkeleton::Read_t(CTStream *istrFile)
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{
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INDEX iFileVersion;
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INDEX ctslods;
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// read chunk id
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istrFile->ExpectID_t(CChunkID(SKELETON_ID));
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// check file version
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(*istrFile)>>iFileVersion;
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if(iFileVersion != SKELETON_VERSION) {
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ThrowF_t(TRANS("File '%s'.\nInvalid skeleton file version.\nExpected Ver \"%d\" but found \"%d\"\n"),
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(const char*)istrFile->GetDescription(),SKELETON_VERSION,iFileVersion);
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}
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// read skeleton lod count
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(*istrFile)>>ctslods;
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if(ctslods>0) {
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skl_aSkeletonLODs.Expand(ctslods);
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}
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// for each skeleton lod
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for(INDEX islod=0;islod<ctslods;islod++) {
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SkeletonLOD &slod = skl_aSkeletonLODs[islod];
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// read source file name
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(*istrFile)>>slod.slod_fnSourceFile;
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// read MaxDistance
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(*istrFile)>>slod.slod_fMaxDistance;
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// read bone count
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INDEX ctb;
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(*istrFile)>>ctb;
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// create bone array
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slod.slod_aBones.New(ctb);
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// read skeleton bones
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for(INDEX ib=0;ib<ctb;ib++) {
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CTString strNameID;
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CTString strParentID;
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SkeletonBone &sb = slod.slod_aBones[ib];
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// read ID
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(*istrFile)>>strNameID;
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// read Parent ID
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(*istrFile)>>strParentID;
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//(*istrFile)>>slod.slod_aBones[ib].sb_iParentIndex ;
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sb.sb_iID = ska_GetIDFromStringTable(strNameID);
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sb.sb_iParentID = ska_GetIDFromStringTable(strParentID);
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// read AbsPlacement matrix
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istrFile->Read_t(&sb.sb_mAbsPlacement,sizeof(FLOAT)*12);
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// read RelPlacement Qvect stuct
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istrFile->Read_t(&sb.sb_qvRelPlacement,sizeof(QVect));
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// read offset len
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(*istrFile)>>sb.sb_fOffSetLen;
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// read bone length
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(*istrFile)>>sb.sb_fBoneLength;
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}
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}
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}
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// Clear skeleton
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void CSkeleton::Clear(void)
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{
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// for each LOD
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for (INDEX islod=0; islod<skl_aSkeletonLODs.Count(); islod++) {
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// clear bones array
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skl_aSkeletonLODs[islod].slod_aBones.Clear();
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}
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// clear all lods
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skl_aSkeletonLODs.Clear();
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}
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// Count used memory
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SLONG CSkeleton::GetUsedMemory(void)
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{
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SLONG slMemoryUsed = sizeof(*this);
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INDEX ctslods = skl_aSkeletonLODs.Count();
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// for each skeleton lods
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for(INDEX islod=0;islod<ctslods;islod++) {
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SkeletonLOD &slod = skl_aSkeletonLODs[islod];
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slMemoryUsed += sizeof(slod);
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slMemoryUsed += slod.slod_aBones.Count() * sizeof(SkeletonBone);
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}
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return slMemoryUsed;
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}
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