Serious-Engine/Sources/Engine/Ska/AnimSet.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

643 lines
18 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 "Engine/StdH.h"
#include <Engine/Ska/AnimSet.h>
#include <Engine/Templates/StaticArray.h>
#include <Engine/Base/CTString.h>
#include <Engine/Ska/StringTable.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Base/Stream.h>
#include <Engine/Base/Console.h>
#include <Engine/Math/Functions.h>
#include <Engine/Math/Geometry.h>
#include <Engine/Base/Timer.h>
#define ANIMSET_VERSION 14
#define ANIMSET_ID "ANIM"
// table for removed frames
static CStaticArray<BOOL> aiRemFrameTable;
// precalculated angles for rotations
static CStaticArray<ANGLE3D> aangAngles;
// if rotations are compresed does loader also fills array of uncompresed rotations
static BOOL bAllRotations = FALSE;
void RememberUnCompresedRotatations(BOOL bRemember)
{
bAllRotations = bRemember;
}
CAnimSet::CAnimSet()
{
}
CAnimSet::~CAnimSet()
{
}
// conpres normal
static void CompressAxis(const FLOAT3D &vNormal, UWORD &ubH, UWORD &ubP)
{
ANGLE h, p;
const FLOAT &x = vNormal(1);
const FLOAT &y = vNormal(2);
const FLOAT &z = vNormal(3);
// calculate pitch
p = ASin(y);
// if y is near +1 or -1
if (y>0.99999 || y<-0.99999) {
// heading is irrelevant
h = 0;
// otherwise
} else {
// calculate heading
h = ATan2(-x, -z);
}
h = (h/360.0f)+0.5f;
p = (p/360.0f)+0.5f;
ASSERT(h>=0 && h<=1);
ASSERT(p>=0 && p<=1);
ubH = UWORD(h*65535);
ubP = UWORD(p*65535);
}
// try to remove 2. keyframe in rotation
BOOL RemoveRotFrame(AnimRot &ar1,AnimRot &ar2,AnimRot &ar3,FLOAT fTreshold)
{
ANGLE3D ang1,ang2,ang2i,ang3;
FLOATmatrix3D m2i;
// calculate slerp factor for ar2'
FLOAT fSlerpFactor = (FLOAT)(ar2.ar_iFrameNum - ar1.ar_iFrameNum)/(FLOAT)(ar3.ar_iFrameNum - ar1.ar_iFrameNum);
// calculate ar2'
FLOATquat3D q2i = Slerp(fSlerpFactor,ar1.ar_qRot,ar3.ar_qRot);
// read precalculated values
ang1 = aangAngles[ar1.ar_iFrameNum];
ang2 = aangAngles[ar2.ar_iFrameNum];
ang3 = aangAngles[ar3.ar_iFrameNum];
q2i.ToMatrix(m2i);
DecomposeRotationMatrixNoSnap(ang2i,m2i);
for(INDEX i=1;i<4;i++)
{
if( ((ang2(i) < ang3(i)) && (ang2(i) < ang1(i))) || ((ang2(i) > ang3(i)) && (ang2(i) > ang1(i))) )
{
// this is extrem
if(Abs(ang2(i)) > 0.1f) return FALSE;
}
FLOAT fErr = Abs(ang2(i)-ang2i(i)) / Abs(ang3(i) - ang1(i));
if(Abs(ang2(i)-ang2i(i)) < 0.1f) continue;
if(fErr>fTreshold) return FALSE;
}
return TRUE;
}
// try to remove 2. keyrame in translation
BOOL RemovePosFrame(AnimPos &ap1,AnimPos &ap2,AnimPos &ap3,FLOAT fTreshold)
{
FLOAT fLerpFactor = (FLOAT)(ap2.ap_iFrameNum - ap1.ap_iFrameNum)/(FLOAT)(ap3.ap_iFrameNum - ap1.ap_iFrameNum);
FLOAT3D v2i = Lerp(ap1.ap_vPos,ap3.ap_vPos,fLerpFactor);
FLOAT3D v1 = ap1.ap_vPos;
FLOAT3D v2 = ap2.ap_vPos;
FLOAT3D v3 = ap3.ap_vPos;
for(INDEX i=1;i<4;i++)
{
if( ((v2(i) < v3(i)) && (v2(i) < v1(i))) || ((v2(i) > v3(i)) && (v2(i) > v1(i))) )
{
// extrem
if(Abs(v2(i)) > 0.001f) return FALSE;
}
FLOAT fErr = Abs(v2(i)-v2i(i)) / Abs(v3(i) - v1(i));
if(Abs(v2(i)-v2i(i)) < 0.001f) continue;
if(fErr>fTreshold) return FALSE;
}
return TRUE;
}
// find next keyframe that havent been marked as removed
INDEX FindNextFrame(INDEX ifnToFind)
{
INDEX ctfn = aiRemFrameTable.Count();
if(ifnToFind >= ctfn) return -1;
if(aiRemFrameTable[ifnToFind] == FALSE) return ifnToFind;
for(INDEX ifn=ifnToFind;ifn<ctfn;ifn++)
{
if(aiRemFrameTable[ifn] == FALSE) return ifn;
}
return -1;
}
// optimize all animations
void CAnimSet::Optimize()
{
INDEX ctan=as_Anims.Count();
for(INDEX ian=0;ian<ctan;ian++)
{
Animation &an = as_Anims[ian];
//CalculateExtraSpins(an);
OptimizeAnimation(an,an.an_fTreshold);
}
}
// optimize animation
void CAnimSet::OptimizeAnimation(Animation &an, FLOAT fTreshold)
{
INDEX ctfn = an.an_iFrames;
INDEX ctbe = an.an_abeBones.Count();
aiRemFrameTable.Clear();
aiRemFrameTable.New(ctfn);
aangAngles.Clear();
aangAngles.New(ctfn);
for(INDEX ibe=0;ibe<ctbe;ibe++)
{
BoneEnvelope &be = an.an_abeBones[ibe];
// calculate length on bone in default pos
be.be_OffSetLen = (FLOAT3D(be.be_mDefaultPos[3],be.be_mDefaultPos[7],be.be_mDefaultPos[11])).Length();
// create a table for removed frames
memset(&aiRemFrameTable[0],0,sizeof(BOOL)*ctfn);
memset(&aangAngles[0],0,sizeof(ANGLE3D)*ctfn);
// fill array of decomposed matrices
FLOATmatrix3D mat;
for(INDEX im=0;im<ctfn;im++)
{
be.be_arRot[im].ar_qRot.ToMatrix(mat);
DecomposeRotationMatrixNoSnap(aangAngles[im],mat);
}
// try to remove rotations, stepping by 2
INDEX iloop;
for(iloop=0;iloop<ctfn;iloop++)
{
INDEX ctRemoved=0;
// for each frame in bone envelope
for(INDEX ifn=0;ifn<ctfn;ifn+=2)
{
INDEX iInd1 = FindNextFrame(ifn);
INDEX iInd2 = FindNextFrame(iInd1+1);
INDEX iInd3 = FindNextFrame(iInd2+1);
// !!!! try only ind3
if((iInd1 < 0)||(iInd2 < 0)||(iInd3 < 0)) break;
AnimRot *parCurent = &be.be_arRot[iInd1];
AnimRot *parNext = &be.be_arRot[iInd2];
AnimRot *parLast = &be.be_arRot[iInd3];
if(RemoveRotFrame(*parCurent,*parNext,*parLast,fTreshold))
{
aiRemFrameTable[iInd2] = TRUE;
ctRemoved++;
}
}
if(ctRemoved==0)
{
// exit if no keyframe has been removed
break;
}
}
// create temp array for rotations that are not removed
CStaticStackArray<struct AnimRot> arRot;
// for each removed frame
for(INDEX ifnr=0;ifnr<ctfn;ifnr++)
{
// if frame is not in table for removed frames add it to temp arRot array
if(!aiRemFrameTable[ifnr])
{
AnimRot &ar = arRot.Push();
ar = be.be_arRot[ifnr];
}
}
// count frames that are left
INDEX ctfl = arRot.Count();
// create new array for bone envelope
be.be_arRot.Clear();
be.be_arRot.New(ctfl);
// copy array of rotaions
INDEX fl;
for(fl=0;fl<ctfl;fl++)
{
be.be_arRot[fl] = arRot[fl];
}
arRot.Clear();
// do same thing for positions
// clear table for removed frames
memset(&aiRemFrameTable[0],0,sizeof(BOOL)*ctfn);
// try to remove translations stepping by 2
for(iloop=0;iloop<ctfn;iloop++)
{
INDEX ctRemoved=0;
for(INDEX ifn=0;ifn<ctfn;ifn+=2)
{
INDEX iInd1 = FindNextFrame(ifn);
INDEX iInd2 = FindNextFrame(iInd1+1);
INDEX iInd3 = FindNextFrame(iInd2+1);
// !!!! try only ind3
if((iInd1 < 0)||(iInd2 < 0)||(iInd3 < 0)) break;
AnimPos *papCurent = &be.be_apPos[iInd1];
AnimPos *papNext = &be.be_apPos[iInd2];
AnimPos *papLast = &be.be_apPos[iInd3];
if(RemovePosFrame(*papCurent,*papNext,*papLast,fTreshold))
{
aiRemFrameTable[iInd2] = TRUE;
ctRemoved++;
}
}
if(ctRemoved==0)
{
// exit if no keyframe has been removed
break;
}
}
CStaticStackArray<struct AnimPos> apPos;
// count removed frames
for(INDEX ifr=0;ifr<ctfn;ifr++)
{
if(!aiRemFrameTable[ifr])
{
AnimPos &ap = apPos.Push();
ap = be.be_apPos[ifr];
}
}
// count frames that are left
ctfl = apPos.Count();
// create new array for bone envelope
be.be_apPos.Clear();
be.be_apPos.New(ctfl);
// copy array of translations
for(fl=0;fl<ctfl;fl++)
{
be.be_apPos[fl] = apPos[fl];
}
apPos.Clear();
}
aiRemFrameTable.Clear();
// if morph envelope has all factors 0 remove it
CStaticStackArray<struct MorphEnvelope> aMorphs;
INDEX ctme = an.an_ameMorphs.Count();
for(INDEX ime=0;ime<ctme;ime++)
{
MorphEnvelope &me = an.an_ameMorphs[ime];
// morph factors count
INDEX ctwm=me.me_aFactors.Count();
// index of wertex morph
INDEX iwm=0;
BOOL bMorphIsZero = TRUE;
while(bMorphIsZero)
{
if(iwm>=ctwm) break;
FLOAT &fMorphFactor = me.me_aFactors[iwm];
// check if morph factor is 0
bMorphIsZero = fMorphFactor == 0;
iwm++;
}
// dont remove this morph envelope
if(!bMorphIsZero)
{
// copy this morphmap to temp array of morph envelopes
MorphEnvelope &meNew = aMorphs.Push();
meNew = me;
}
}
INDEX ctmeNew = aMorphs.Count();
// crate new array for morph envelopes
an.an_ameMorphs.Clear();
an.an_ameMorphs.New(ctmeNew);
// copy morph back to animations array of morph envelopes
for(INDEX imeNew=0;imeNew<ctmeNew;imeNew++)
{
an.an_ameMorphs[imeNew] = aMorphs[imeNew];
}
}
// add animation to animset
void CAnimSet::AddAnimation(Animation *pan)
{
INDEX ctan = as_Anims.Count();
as_Anims.Expand(ctan+1);
Animation &an = as_Anims[ctan];
an = *pan;
}
// remove animation from animset
void CAnimSet::RemoveAnimation(Animation *pan)
{
INDEX ctan = as_Anims.Count();
ASSERT(ctan>0);
ASSERT(pan!=NULL);
// copy all animations to temp array
CStaticArray<struct Animation> animsTemp;
animsTemp.New(ctan-1);
INDEX ianNew=0;
for(INDEX ian=0;ian<ctan;ian++)
{
Animation *panTemp = &as_Anims[ian];
if(panTemp != pan)
{
// copy anims
animsTemp[ianNew] = *panTemp;
ianNew++;
}
}
as_Anims = animsTemp;
}
// write to stream
void CAnimSet::Write_t(CTStream *ostrFile)
{
// write id
ostrFile->WriteID_t(CChunkID(ANIMSET_ID));
// write version
(*ostrFile)<<(INDEX)ANIMSET_VERSION;
INDEX ctan = as_Anims.Count();
(*ostrFile)<<ctan;
for(int ian=0;ian<ctan;ian++)
{
Animation &an = as_Anims[ian];
CTString pstrNameID = ska_GetStringFromTable(an.an_iID);
// write anim source file
(*ostrFile)<<an.an_fnSourceFile;
// write anim id
(*ostrFile)<<pstrNameID;
// write secperframe
(*ostrFile)<<an.an_fSecPerFrame;
// write num of frames
(*ostrFile)<<an.an_iFrames;
// write treshold
(*ostrFile)<<an.an_fTreshold;
// write if compresion is used
(*ostrFile)<<an.an_bCompresed;
// write bool if animation uses custom speed
(*ostrFile)<<an.an_bCustomSpeed;
INDEX ctbe = an.an_abeBones.Count();
INDEX ctme = an.an_ameMorphs.Count();
// write bone envelopes count
(*ostrFile)<<ctbe;
// for each bone envelope
for(int ibe=0;ibe<ctbe;ibe++)
{
BoneEnvelope &be = an.an_abeBones[ibe];
CTString pstrNameID = ska_GetStringFromTable(be.be_iBoneID);
// write bone envelope ID
(*ostrFile)<<pstrNameID;
// write default pos(matrix12)
ostrFile->Write_t(&be.be_mDefaultPos[0],sizeof(FLOAT)*12);
// count positions
INDEX ctp = be.be_apPos.Count();
// write position count
(*ostrFile)<<ctp;
// for each position
for(INDEX ip=0;ip<ctp;ip++)
{
// write position
ostrFile->Write_t(&be.be_apPos[ip],sizeof(AnimPos));
}
// count rotations
INDEX ctRotations = be.be_arRot.Count();
(*ostrFile)<<ctRotations;
// for each rotation
for(INDEX ir=0;ir<ctRotations;ir++)
{
// write rotation
AnimRot &arRot = be.be_arRot[ir];
ostrFile->Write_t(&arRot,sizeof(AnimRot));
}
INDEX ctOptRotations = be.be_arRotOpt.Count();
if(ctOptRotations>0)
{
// OPTIMISED ROTATIONS ARE NOT SAVED !!!
// use RememberUnCompresedRotatations();
ASSERT(ctRotations>=ctOptRotations);
}
// write offsetlen
(*ostrFile)<<be.be_OffSetLen;
}
// write morph envelopes
(*ostrFile)<<ctme;
for(int ime=0;ime<ctme;ime++)
{
MorphEnvelope &me = an.an_ameMorphs[ime];
CTString pstrNameID = ska_GetStringFromTable(me.me_iMorphMapID);
// write morph map ID
(*ostrFile)<<pstrNameID;
// write morph factors count
INDEX ctmf = me.me_aFactors.Count();
(*ostrFile)<<ctmf;
ostrFile->Write_t(&me.me_aFactors[0],sizeof(FLOAT)*ctmf);
}
}
}
// read from stream
void CAnimSet::Read_t(CTStream *istrFile)
{
INDEX iFileVersion;
// read chunk id
istrFile->ExpectID_t(CChunkID(ANIMSET_ID));
// check file version
(*istrFile)>>iFileVersion;
if(iFileVersion != ANIMSET_VERSION)
{
ThrowF_t(TRANS("File '%s'.\nInvalid animset file version. Expected Ver \"%d\" but found \"%d\"\n"),
(const char*)istrFile->GetDescription(),ANIMSET_VERSION,iFileVersion);
}
INDEX ctan;
// read anims count
(*istrFile)>>ctan;
// create anims array
as_Anims.New(ctan);
for(int ian=0;ian<ctan;ian++)
{
Animation &an = as_Anims[ian];
CTString pstrNameID;
// read anim source file
(*istrFile)>>an.an_fnSourceFile;
// read Anim ID
(*istrFile>>pstrNameID);
an.an_iID = ska_GetIDFromStringTable(pstrNameID);
// read secperframe
(*istrFile)>>an.an_fSecPerFrame;
// read num of frames
(*istrFile)>>an.an_iFrames;
// read treshold
(*istrFile)>>an.an_fTreshold;
// read if compresion is used
(*istrFile)>>an.an_bCompresed;
// read bool if animation uses custom speed
(*istrFile)>>an.an_bCustomSpeed;
INDEX ctbe;
INDEX ctme;
// read bone envelopes count
(*istrFile)>>ctbe;
// create bone envelopes array
an.an_abeBones.New(ctbe);
// read bone envelopes
for(int ibe=0;ibe<ctbe;ibe++)
{
BoneEnvelope &be = an.an_abeBones[ibe];
CTString pstrNameID;
(*istrFile)>>pstrNameID;
// read bone envelope ID
be.be_iBoneID = ska_GetIDFromStringTable(pstrNameID);
// read default pos(matrix12)
for (int i = 0; i < 12; i++)
(*istrFile) >> be.be_mDefaultPos[i];
INDEX ctp;
// read pos array
(*istrFile)>>ctp;
be.be_apPos.New(ctp);
for(INDEX ip=0;ip<ctp;ip++)
{
(*istrFile)>>be.be_apPos[ip];
}
INDEX ctr;
// read rot array count
(*istrFile)>>ctr;
if(!an.an_bCompresed)
{
// create array for uncompresed rotations
be.be_arRot.New(ctr);
}
else
{
// if flag is set to remember uncompresed rotations
if(bAllRotations)
{
// create array for uncompresed rotations
be.be_arRot.New(ctr);
}
// create array for compresed rotations
be.be_arRotOpt.New(ctr);
}
for(INDEX ir=0;ir<ctr;ir++)
{
AnimRot arRot;// = be.be_arRot[ir];
(*istrFile) >> arRot;
if(!an.an_bCompresed)
{
be.be_arRot[ir] = arRot;
}
else
{
if(bAllRotations)
{
// fill uncompresed rotations
be.be_arRot[ir] = arRot;
}
// optimize quaternions
FLOAT3D vAxis;
ANGLE aAngle;
UWORD ubH,ubP;
FLOATquat3D &qRot = arRot.ar_qRot;
AnimRotOpt &aroRot = be.be_arRotOpt[ir];
qRot.ToAxisAngle(vAxis,aAngle);
CompressAxis(vAxis,ubH,ubP);
// compress angle
aroRot.aro_aAngle = aAngle * ANG_COMPRESIONMUL;
aroRot.aro_iFrameNum = arRot.ar_iFrameNum;
aroRot.aro_ubH = ubH;
aroRot.aro_ubP = ubP;
be.be_arRotOpt[ir] = aroRot;
}
}
// read offsetlen
(*istrFile)>>be.be_OffSetLen;
}
// read morph envelopes
(*istrFile)>>ctme;
// create morph envelopes array
an.an_ameMorphs.New(ctme);
// read morph envelopes
for(int ime=0;ime<ctme;ime++)
{
MorphEnvelope &me = an.an_ameMorphs[ime];
CTString pstrNameID;
// read morph envelope ID
(*istrFile)>>pstrNameID;
me.me_iMorphMapID = ska_GetIDFromStringTable(pstrNameID);
INDEX ctmf;
// read morph factors count
(*istrFile)>>ctmf;
// create morph factors array
me.me_aFactors.New(ctmf);
// read morph factors
for (INDEX i = 0; i < ctmf; i++)
(*istrFile) >> me.me_aFactors[i];
}
}
}
// clear animset
void CAnimSet::Clear(void)
{
INDEX ctAnims = as_Anims.Count();
for(INDEX iAnims=0;iAnims<ctAnims;iAnims++)
{
Animation &an = as_Anims[iAnims];
INDEX ctBoneEnv = an.an_abeBones.Count();
INDEX ctMorphEnv = an.an_ameMorphs.Count();
for(INDEX iBoneEnv=0;iBoneEnv<ctBoneEnv;iBoneEnv++)
{
BoneEnvelope &be = an.an_abeBones[iBoneEnv];
//be.be_aqvPlacement.Clear();
be.be_apPos.Clear();
be.be_arRot.Clear();
}
for(INDEX iMorphEnv=0;iMorphEnv<ctMorphEnv;iMorphEnv++)
{
MorphEnvelope &me = an.an_ameMorphs[iMorphEnv];
me.me_aFactors.Clear();
}
an.an_abeBones.Clear();
an.an_ameMorphs.Clear();
}
as_Anims.Clear();
}
// Count used memory
SLONG CAnimSet::GetUsedMemory(void)
{
SLONG slMemoryUsed = sizeof(*this);
INDEX ctAnims = as_Anims.Count();
for(INDEX ias=0;ias<ctAnims;ias++) {
Animation &an = as_Anims[ias];
slMemoryUsed+=sizeof(an);
// for each bone envelope
INDEX ctbe = an.an_abeBones.Count();
for(INDEX ibe=0;ibe<ctbe;ibe++) {
BoneEnvelope &be = an.an_abeBones[ibe];
slMemoryUsed+=sizeof(be);
slMemoryUsed+=be.be_apPos.Count() * sizeof(AnimPos);
slMemoryUsed+=be.be_arRot.Count() * sizeof(AnimRot);
slMemoryUsed+=be.be_arRotOpt.Count() * sizeof(AnimRotOpt);
}
// for each morph envelope
INDEX ctme = an.an_ameMorphs.Count();
for(INDEX ime=0;ime<ctme;ime++) {
MorphEnvelope &me = an.an_ameMorphs[ime];
slMemoryUsed+=sizeof(me);
slMemoryUsed+=sizeof(FLOAT) * me.me_aFactors.Count() + 12;
}
}
return slMemoryUsed;
}