Serious-Engine/Sources/Engine/Ska/Skeleton.cpp
2016-03-11 18:20:51 -06:00

286 lines
8.8 KiB
C++

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