mirror of https://github.com/axmolengine/axmol.git
296 lines
7.8 KiB
C++
296 lines
7.8 KiB
C++
/****************************************************************************
|
|
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/CCMeshSkin.h"
|
|
#include "3d/CCSkeleton3D.h"
|
|
#include "3d/CCBundle3D.h"
|
|
|
|
#include "base/ccMacros.h"
|
|
#include "base/CCPlatformMacros.h"
|
|
#include "platform/CCFileUtils.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
static int PALETTE_ROWS = 3;
|
|
|
|
MeshSkin::MeshSkin()
|
|
: _rootBone(nullptr)
|
|
, _matrixPalette(nullptr)
|
|
, _skeleton(nullptr)
|
|
{
|
|
|
|
}
|
|
|
|
MeshSkin::~MeshSkin()
|
|
{
|
|
removeAllBones();
|
|
CC_SAFE_RELEASE(_skeleton);
|
|
}
|
|
|
|
MeshSkin* MeshSkin::create(Skeleton3D* skeleton, const std::string& filename, const std::string& name)
|
|
{
|
|
//load skin here;
|
|
std::string fullPath = FileUtils::getInstance()->fullPathForFilename(filename);
|
|
std::string key = fullPath + "#" + name;
|
|
const auto skindata = MeshSkinDataCache::getInstance()->getMeshSkinData(key);
|
|
if (skindata)
|
|
{
|
|
auto skin = new MeshSkin();
|
|
skin->_skeleton = skeleton;
|
|
skeleton->retain();
|
|
skin->initFromSkinData(*skindata);
|
|
skin->autorelease();
|
|
return skin;
|
|
}
|
|
else
|
|
{
|
|
auto instance = Bundle3D::getInstance();
|
|
bool ret = instance->load(fullPath);
|
|
if (ret)
|
|
{
|
|
SkinData data;
|
|
if (instance->loadSkinData(name, &data))
|
|
{
|
|
auto skin = new MeshSkin();
|
|
skin->_skeleton = skeleton;
|
|
skeleton->retain();
|
|
skin->initFromSkinData(data);
|
|
skin->autorelease();
|
|
MeshSkinDataCache::getInstance()->addMeshSkinData(key, data);
|
|
return skin;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
MeshSkin* MeshSkin::create(Skeleton3D* skeleton, const std::vector<std::string>& boneNames, const std::vector<Mat4>& invBindPose)
|
|
{
|
|
auto skin = new MeshSkin();
|
|
skin->_skeleton = skeleton;
|
|
skeleton->retain();
|
|
|
|
CCASSERT(boneNames.size() == invBindPose.size(), "bone names' num should equals to invBindPose's num");
|
|
for (const auto& it : boneNames) {
|
|
auto bone = skeleton->getBoneByName(it);
|
|
skin->addSkinBone(bone);
|
|
}
|
|
skin->_invBindPoses = invBindPose;
|
|
skin->autorelease();
|
|
|
|
return skin;
|
|
}
|
|
|
|
bool MeshSkin::initFromSkinData(const SkinData& skindata)
|
|
{
|
|
ssize_t i = 0;
|
|
for (; i < skindata.skinBoneNames.size(); i++) {
|
|
auto bone = Bone3D::create(skindata.skinBoneNames[i]);
|
|
bone->_invBindPose = skindata.inverseBindPoseMatrices[i];
|
|
bone->setOriPose(skindata.skinBoneOriginMatrices[i]);
|
|
_invBindPoses.push_back(skindata.inverseBindPoseMatrices[i]);
|
|
addSkinBone(bone);
|
|
}
|
|
for (i = 0; i < skindata.nodeBoneNames.size(); i++) {
|
|
auto bone = Bone3D::create(skindata.nodeBoneNames[i]);
|
|
bone->setOriPose(skindata.nodeBoneOriginMatrices[i]);
|
|
addNodeBone(bone);
|
|
}
|
|
for (auto it : skindata.boneChild) {
|
|
auto parent = getBoneByIndex(it.first);
|
|
for (auto childIt : it.second) {
|
|
auto child = getBoneByIndex(childIt);
|
|
child->_parent = parent;
|
|
parent->_children.pushBack(child);
|
|
}
|
|
}
|
|
|
|
setRootBone(getBoneByIndex(skindata.rootBoneIndex));
|
|
_rootBone->resetPose();
|
|
|
|
return true;
|
|
}
|
|
|
|
ssize_t MeshSkin::getBoneCount() const
|
|
{
|
|
return _skinBones.size() + _nodeBones.size();
|
|
}
|
|
|
|
//get bone
|
|
Bone3D* MeshSkin::getBoneByIndex(unsigned int index) const
|
|
{
|
|
if (index < _skinBones.size())
|
|
return _skinBones.at(index);
|
|
index -= _skinBones.size();
|
|
if (index < _nodeBones.size())
|
|
return _nodeBones.at(index);
|
|
|
|
return nullptr;
|
|
}
|
|
Bone3D* MeshSkin::getBoneByName(const std::string& id) const
|
|
{
|
|
//search from skin bones
|
|
for (const auto& it : _skinBones) {
|
|
if (it->getName() == id)
|
|
return it;
|
|
}
|
|
//search from node bones
|
|
for (const auto& it : _nodeBones) {
|
|
if (it->getName() == id )
|
|
return it;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
Bone3D* MeshSkin::getRootBone() const
|
|
{
|
|
return _rootBone;
|
|
}
|
|
void MeshSkin::setRootBone(Bone3D* joint)
|
|
{
|
|
CC_SAFE_RETAIN(joint);
|
|
CC_SAFE_RELEASE(_rootBone);
|
|
_rootBone = joint;
|
|
}
|
|
|
|
int MeshSkin::getBoneIndex(Bone3D* bone) const
|
|
{
|
|
int i = 0;
|
|
for (; i < _skinBones.size(); i++) {
|
|
if (_skinBones.at(i) == bone)
|
|
return i;
|
|
}
|
|
int index = 0;
|
|
for (; index < _nodeBones.size(); index++, i++) {
|
|
if (_nodeBones.at(index) == bone)
|
|
return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//compute matrix palette used by gpu skin
|
|
Vec4* MeshSkin::getMatrixPalette()
|
|
{
|
|
updateBoneMatrix();
|
|
|
|
if (_matrixPalette == nullptr)
|
|
{
|
|
_matrixPalette = new Vec4[_skinBones.size() * PALETTE_ROWS];
|
|
}
|
|
int i = 0, paletteIndex = 0;
|
|
static Mat4 t;
|
|
for (auto it : _skinBones )
|
|
{
|
|
Mat4::multiply(it->getWorldMat(), _invBindPoses[i++], &t);
|
|
_matrixPalette[paletteIndex++].set(t.m[0], t.m[4], t.m[8], t.m[12]);
|
|
_matrixPalette[paletteIndex++].set(t.m[1], t.m[5], t.m[9], t.m[13]);
|
|
_matrixPalette[paletteIndex++].set(t.m[2], t.m[6], t.m[10], t.m[14]);
|
|
}
|
|
|
|
return _matrixPalette;
|
|
}
|
|
|
|
ssize_t MeshSkin::getMatrixPaletteSize() const
|
|
{
|
|
return _skinBones.size() * PALETTE_ROWS;
|
|
}
|
|
|
|
//refresh bone world matrix
|
|
void MeshSkin::updateBoneMatrix()
|
|
{
|
|
// _rootBone->setWorldMatDirty(true);
|
|
// _rootBone->updateWorldMat();
|
|
}
|
|
|
|
void MeshSkin::removeAllBones()
|
|
{
|
|
_skinBones.clear();
|
|
_nodeBones.clear();
|
|
CC_SAFE_DELETE_ARRAY(_matrixPalette);
|
|
CC_SAFE_RELEASE(_rootBone);
|
|
}
|
|
|
|
void MeshSkin::addSkinBone(Bone3D* bone)
|
|
{
|
|
_skinBones.pushBack(bone);
|
|
}
|
|
|
|
void MeshSkin::addNodeBone(Bone3D* bone)
|
|
{
|
|
_nodeBones.pushBack(bone);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
MeshSkinDataCache* MeshSkinDataCache::_cacheInstance = nullptr;
|
|
|
|
MeshSkinDataCache* MeshSkinDataCache::getInstance()
|
|
{
|
|
if (_cacheInstance == nullptr)
|
|
_cacheInstance = new MeshSkinDataCache();
|
|
return _cacheInstance;
|
|
}
|
|
void MeshSkinDataCache::destroyInstance()
|
|
{
|
|
if (_cacheInstance)
|
|
{
|
|
CC_SAFE_DELETE(_cacheInstance);
|
|
}
|
|
}
|
|
|
|
const SkinData* MeshSkinDataCache::getMeshSkinData(const std::string& key) const
|
|
{
|
|
auto it = _skinDatas.find(key);
|
|
if (it != _skinDatas.end())
|
|
return &it->second;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool MeshSkinDataCache::addMeshSkinData(const std::string& key, const SkinData& skin)
|
|
{
|
|
if (_skinDatas.find(key) != _skinDatas.end())
|
|
return false; // already have this key
|
|
|
|
_skinDatas[key] = skin;
|
|
|
|
return true;
|
|
}
|
|
|
|
void MeshSkinDataCache::removeAllMeshSkinData()
|
|
{
|
|
_skinDatas.clear();
|
|
}
|
|
|
|
MeshSkinDataCache::MeshSkinDataCache()
|
|
{
|
|
|
|
}
|
|
MeshSkinDataCache::~MeshSkinDataCache()
|
|
{
|
|
|
|
}
|
|
|
|
NS_CC_END
|