mirror of https://github.com/axmolengine/axmol.git
351 lines
8.1 KiB
C++
351 lines
8.1 KiB
C++
/****************************************************************************
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axys1.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "3d/CCSkeleton3D.h"
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NS_AX_BEGIN
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/**
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* Sets the inverse bind pose matrix.
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*
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* @param m C3DMatrix representing the inverse bind pose for this Bone.
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*/
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void Bone3D::setInverseBindPose(const Mat4& m)
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{
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_invBindPose = m;
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}
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const Mat4& Bone3D::getInverseBindPose()
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{
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return _invBindPose;
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}
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void Bone3D::setOriPose(const Mat4& m)
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{
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_oriPose = m;
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}
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void Bone3D::resetPose()
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{
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_local = _oriPose;
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for (auto&& it : _children)
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{
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it->resetPose();
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}
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}
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void Bone3D::setWorldMatDirty(bool dirty)
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{
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_worldDirty = dirty;
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for (auto&& it : _children)
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{
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it->setWorldMatDirty(dirty);
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}
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}
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// update own world matrix and children's
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void Bone3D::updateWorldMat()
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{
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getWorldMat();
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for (auto&& itor : _children)
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{
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itor->updateWorldMat();
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}
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}
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const Mat4& Bone3D::getWorldMat()
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{
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if (_worldDirty)
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{
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updateLocalMat();
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if (_parent)
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{
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_world = _parent->getWorldMat() * _local;
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}
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else
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_world = _local;
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_worldDirty = false;
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}
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return _world;
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}
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void Bone3D::setAnimationValue(float* trans, float* rot, float* scale, void* tag, float weight)
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{
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for (auto&& it : _blendStates)
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{
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if (it.tag == tag)
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{
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if (trans)
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it.localTranslate.set(trans);
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if (rot)
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it.localRot.set(rot);
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if (scale)
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it.localScale.set(scale);
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it.weight = weight;
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return;
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}
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}
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BoneBlendState state;
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if (trans)
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state.localTranslate.set(trans);
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if (rot)
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state.localRot.set(rot);
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if (scale)
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state.localScale.set(scale);
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state.weight = weight;
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state.tag = tag;
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_blendStates.emplace_back(state);
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}
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void Bone3D::clearBoneBlendState()
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{
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_blendStates.clear();
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for (auto&& it : _children)
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{
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it->clearBoneBlendState();
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}
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}
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/**
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* Creates C3DBone.
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*/
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Bone3D* Bone3D::create(std::string_view id)
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{
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auto bone = new Bone3D(id);
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bone->autorelease();
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return bone;
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}
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void Bone3D::updateJointMatrix(Vec4* matrixPalette)
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{
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{
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static Mat4 t;
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Mat4::multiply(_world, getInverseBindPose(), &t);
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matrixPalette[0].set(t.m[0], t.m[4], t.m[8], t.m[12]);
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matrixPalette[1].set(t.m[1], t.m[5], t.m[9], t.m[13]);
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matrixPalette[2].set(t.m[2], t.m[6], t.m[10], t.m[14]);
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}
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}
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Bone3D* Bone3D::getParentBone()
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{
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return _parent;
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}
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ssize_t Bone3D::getChildBoneCount() const
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{
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return _children.size();
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}
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Bone3D* Bone3D::getChildBoneByIndex(int index) const
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{
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return _children.at(index);
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}
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void Bone3D::addChildBone(Bone3D* bone)
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{
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if (_children.find(bone) == _children.end())
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_children.pushBack(bone);
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}
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void Bone3D::removeChildBoneByIndex(int index)
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{
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_children.erase(index);
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}
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void Bone3D::removeChildBone(Bone3D* bone)
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{
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_children.eraseObject(bone);
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}
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void Bone3D::removeAllChildBone()
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{
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_children.clear();
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}
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Bone3D::Bone3D(std::string_view id) : _name(id), _parent(nullptr), _worldDirty(true) {}
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Bone3D::~Bone3D()
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{
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removeAllChildBone();
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}
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void Bone3D::updateLocalMat()
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{
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if (_blendStates.size())
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{
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Vec3 translate, scale;
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Quaternion quat(Quaternion::ZERO);
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float total = 0.f;
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for (const auto& it : _blendStates)
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{
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total += it.weight;
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}
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if (total)
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{
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if (_blendStates.size() == 1)
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{
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auto& state = _blendStates[0];
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translate = state.localTranslate;
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scale = state.localScale;
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quat = state.localRot;
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}
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else
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{
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float invTotal = 1.f / total;
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for (const auto& it : _blendStates)
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{
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float weight = (it.weight * invTotal);
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translate += it.localTranslate * weight;
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scale.x += it.localScale.x * weight;
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scale.y += it.localScale.y * weight;
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scale.z += it.localScale.z * weight;
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if (!quat.isZero())
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{
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Quaternion& q = _blendStates[0].localRot;
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if (q.x * quat.x + q.y * quat.y + q.z * quat.z + q.w * quat.w < 0)
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weight = -weight;
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}
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quat = Quaternion(it.localRot.x * weight + quat.x, it.localRot.y * weight + quat.y,
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it.localRot.z * weight + quat.z, it.localRot.w * weight + quat.w);
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}
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quat.normalize();
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}
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}
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Mat4::createTranslation(translate, &_local);
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_local.rotate(quat);
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_local.scale(scale);
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_blendStates.clear();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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Skeleton3D::Skeleton3D() {}
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Skeleton3D::~Skeleton3D()
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{
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removeAllBones();
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}
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Skeleton3D* Skeleton3D::create(const std::vector<NodeData*>& skeletondata)
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{
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auto skeleton = new Skeleton3D();
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for (const auto& it : skeletondata)
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{
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auto bone = skeleton->createBone3D(*it);
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bone->resetPose();
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skeleton->_rootBones.pushBack(bone);
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}
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skeleton->autorelease();
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return skeleton;
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}
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ssize_t Skeleton3D::getBoneCount() const
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{
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return _bones.size();
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}
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// get bone
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Bone3D* Skeleton3D::getBoneByIndex(unsigned int index) const
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{
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if (index < static_cast<unsigned int>(_bones.size()))
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return _bones.at(index);
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return nullptr;
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}
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Bone3D* Skeleton3D::getBoneByName(std::string_view id) const
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{
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// search from bones
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for (auto&& it : _bones)
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{
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if (it->getName() == id)
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return it;
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}
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return nullptr;
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}
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ssize_t Skeleton3D::getRootCount() const
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{
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return _rootBones.size();
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}
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Bone3D* Skeleton3D::getRootBone(int index) const
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{
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return _rootBones.at(index);
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}
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int Skeleton3D::getBoneIndex(Bone3D* bone) const
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{
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for (ssize_t i = 0, size = _bones.size(); i < size; ++i)
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{
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if (_bones.at(i) == bone)
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return static_cast<int>(i);
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}
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return -1;
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}
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// refresh bone world matrix
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void Skeleton3D::updateBoneMatrix()
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{
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for (const auto& it : _rootBones)
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{
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it->setWorldMatDirty(true);
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it->updateWorldMat();
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}
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}
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void Skeleton3D::removeAllBones()
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{
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_bones.clear();
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_rootBones.clear();
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}
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void Skeleton3D::addBone(Bone3D* bone)
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{
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_bones.pushBack(bone);
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}
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Bone3D* Skeleton3D::createBone3D(const NodeData& nodedata)
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{
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auto bone = Bone3D::create(nodedata.id);
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for (const auto& it : nodedata.children)
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{
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auto child = createBone3D(*it);
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bone->addChildBone(child);
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child->_parent = bone;
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}
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_bones.pushBack(bone);
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bone->_oriPose = nodedata.transform;
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return bone;
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}
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NS_AX_END
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