axmol/cocos/3d/CCSkeleton3D.cpp

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/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "3d/CCSkeleton3D.h"
#include "3d/CCBundle3D.h"
#include "base/ccMacros.h"
#include "base/CCPlatformMacros.h"
#include "platform/CCFileUtils.h"
NS_CC_BEGIN
/**
* Sets the inverse bind pose matrix.
*
* @param m C3DMatrix representing the inverse bind pose for this Bone.
*/
void Bone3D::setInverseBindPose(const Mat4& m)
{
_invBindPose = m;
}
const Mat4& Bone3D::getInverseBindPose()
{
return _invBindPose;
}
void Bone3D::setOriPose(const Mat4& m)
{
_oriPose = m;
}
void Bone3D::resetPose()
{
_local =_oriPose;
for (auto it : _children) {
it->resetPose();
}
}
void Bone3D::setWorldMatDirty(bool dirty)
{
_worldDirty = dirty;
for (auto it : _children) {
it->setWorldMatDirty(dirty);
}
}
//update own world matrix and children's
void Bone3D::updateWorldMat()
{
getWorldMat();
for (auto itor : _children) {
itor->updateWorldMat();
}
}
const Mat4& Bone3D::getWorldMat()
{
if (_worldDirty)
{
updateLocalMat();
if (_parent)
{
_world = _parent->getWorldMat() * _local;
}
else
_world = _local;
_worldDirty = false;
}
return _world;
}
void Bone3D::setAnimationValue(float* trans, float* rot, float* scale, void* tag, float weight)
{
for (auto& it : _blendStates) {
if (it.tag == tag)
{
if (trans)
it.localTranslate.set(trans);
if (rot)
it.localRot.set(rot);
if (scale)
it.localScale.set(scale);
it.weight = weight;
return;
}
}
BoneBlendState state;
if (trans)
state.localTranslate.set(trans);
if (rot)
state.localRot.set(rot);
if (scale)
state.localScale.set(scale);
state.weight = weight;
state.tag = tag;
_blendStates.push_back(state);
}
void Bone3D::clearBoneBlendState()
{
_blendStates.clear();
for (auto it : _children) {
it->clearBoneBlendState();
}
}
/**
* Creates C3DBone.
*/
Bone3D* Bone3D::create(const std::string& id)
{
auto bone = new Bone3D(id);
bone->autorelease();
return bone;
}
void Bone3D::updateJointMatrix(Vec4* matrixPalette)
{
{
static Mat4 t;
Mat4::multiply(_world, getInverseBindPose(), &t);
matrixPalette[0].set(t.m[0], t.m[4], t.m[8], t.m[12]);
matrixPalette[1].set(t.m[1], t.m[5], t.m[9], t.m[13]);
matrixPalette[2].set(t.m[2], t.m[6], t.m[10], t.m[14]);
}
}
Bone3D* Bone3D::getParentBone()
{
return _parent;
}
ssize_t Bone3D::getChildBoneCount() const
{
return _children.size();
}
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Bone3D* Bone3D::getChildBoneByIndex(int index) const
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{
return _children.at(index);
}
void Bone3D::addChildBone(Bone3D* bone)
{
if (_children.find(bone) == _children.end())
_children.pushBack(bone);
}
void Bone3D::removeChildBoneByIndex(int index)
{
_children.erase(index);
}
void Bone3D::removeChildBone(Bone3D* bone)
{
_children.eraseObject(bone);
}
void Bone3D::removeAllChildBone()
{
_children.clear();
}
Bone3D::Bone3D(const std::string& id)
: _name(id)
, _parent(nullptr)
, _worldDirty(true)
{
}
Bone3D::~Bone3D()
{
removeAllChildBone();
}
void Bone3D::updateLocalMat()
{
if (_blendStates.size())
{
Vec3 translate(Vec3::ZERO), scale(Vec3::ZERO);
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Quaternion quat(Quaternion::ZERO);
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float total = 0.f;
for (auto it: _blendStates) {
total += it.weight;
}
if (total)
{
if (_blendStates.size() == 1)
{
auto& state = _blendStates[0];
translate = state.localTranslate;
scale = state.localScale;
quat = state.localRot;
}
else
{
float invTotal = 1.f / total;
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for (const auto& it : _blendStates)
{
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float weight = (it.weight * invTotal);
translate += it.localTranslate * weight;
scale.x += it.localScale.x * weight;
scale.y += it.localScale.y * weight;
scale.z += it.localScale.z * weight;
if (!quat.isZero())
{
Quaternion& q = _blendStates[0].localRot;
if (q.x * quat.x + q.y * quat.y + q.z * quat.z + q.w * quat.w < 0)
weight = -weight;
}
quat = Quaternion(it.localRot.x * weight + quat.x, it.localRot.y * weight + quat.y, it.localRot.z * weight + quat.z, it.localRot.w * weight + quat.w);
}
}
}
Mat4::createTranslation(translate, &_local);
_local.rotate(quat);
_local.scale(scale);
_blendStates.clear();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Skeleton3D::Skeleton3D()
: _rootBone(nullptr)
{
}
Skeleton3D::~Skeleton3D()
{
removeAllBones();
}
//create a new meshskin if do not want to share meshskin
Skeleton3D* Skeleton3D::create(const std::string& filename, const std::string& name)
{
//load skin here;
std::string fullPath = FileUtils::getInstance()->fullPathForFilename(filename);
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std::string key(fullPath + "#" + name);
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const auto skeletondata = Skeleton3DDataCache::getInstance()->getSkeletonData(key);
if (skeletondata)
{
auto skeleton = new Skeleton3D();
skeleton->initFromSkeletonData(*skeletondata);
skeleton->autorelease();
return skeleton;
}
else
{
auto instance = Bundle3D::getInstance();
bool ret = instance->load(fullPath);
if (ret)
{
Skeleton3DData data;
if (instance->loadSkeletonData(name, &data))
{
auto skeleton = new Skeleton3D();
skeleton->initFromSkeletonData(data);
skeleton->autorelease();
Skeleton3DDataCache::getInstance()->addSkeletonData(key, data);
return skeleton;
}
}
}
return nullptr;
}
bool Skeleton3D::initFromSkeletonData(const Skeleton3DData& skeletondata)
{
ssize_t i = 0;
for (; i < skeletondata.boneNames.size(); i++) {
auto bone = Bone3D::create(skeletondata.boneNames[i]);
bone->setOriPose(skeletondata.boneOriginMatrices[i]);
addBone(bone);
}
for (auto it : skeletondata.boneChild) {
auto parent = getBoneByIndex(it.first);
for (auto childIt : it.second) {
auto child = getBoneByIndex(childIt);
child->_parent = parent;
parent->_children.pushBack(child);
}
}
setRootBone(getBoneByIndex(skeletondata.rootBoneIndex));
if (_rootBone)
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_rootBone->resetPose();
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return true;
}
ssize_t Skeleton3D::getBoneCount() const
{
return _bones.size();
}
//get bone
Bone3D* Skeleton3D::getBoneByIndex(unsigned int index) const
{
if (index < _bones.size())
return _bones.at(index);
return nullptr;
}
Bone3D* Skeleton3D::getBoneByName(const std::string& id) const
{
//search from bones
for (auto it : _bones) {
if (it->getName() == id)
return it;
}
return nullptr;
}
Bone3D* Skeleton3D::getRootBone() const
{
return _rootBone;
}
void Skeleton3D::setRootBone(Bone3D* joint)
{
CC_SAFE_RETAIN(joint);
CC_SAFE_RELEASE(_rootBone);
_rootBone = joint;
}
int Skeleton3D::getBoneIndex(Bone3D* bone) const
{
int i = 0;
for (; i < _bones.size(); i++) {
if (_bones.at(i) == bone)
return i;
}
return -1;
}
//refresh bone world matrix
void Skeleton3D::updateBoneMatrix()
{
_rootBone->setWorldMatDirty(true);
_rootBone->updateWorldMat();
}
void Skeleton3D::removeAllBones()
{
_bones.clear();
CC_SAFE_RELEASE(_rootBone);
}
void Skeleton3D::addBone(Bone3D* bone)
{
_bones.pushBack(bone);
}
////////////////////////////////////////////////////////////////////////
Skeleton3DDataCache* Skeleton3DDataCache::_cacheInstance = nullptr;
Skeleton3DDataCache* Skeleton3DDataCache::getInstance()
{
if (_cacheInstance == nullptr)
_cacheInstance = new Skeleton3DDataCache();
return _cacheInstance;
}
void Skeleton3DDataCache::destroyInstance()
{
if (_cacheInstance)
{
CC_SAFE_DELETE(_cacheInstance);
}
}
const Skeleton3DData* Skeleton3DDataCache::getSkeletonData(const std::string& key) const
{
auto it = _skeletonDatas.find(key);
if (it != _skeletonDatas.end())
return &it->second;
return nullptr;
}
bool Skeleton3DDataCache::addSkeletonData(const std::string& key, const Skeleton3DData& data)
{
if (_skeletonDatas.find(key) != _skeletonDatas.end())
return false; // already have this key
_skeletonDatas[key] = data;
return true;
}
void Skeleton3DDataCache::removeAllSkeletonData()
{
_skeletonDatas.clear();
}
Skeleton3DDataCache::Skeleton3DDataCache()
{
}
Skeleton3DDataCache::~Skeleton3DDataCache()
{
}
NS_CC_END