mirror of https://github.com/axmolengine/axmol.git
553 lines
14 KiB
C++
553 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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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 "CCMeshSkin.h"
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#include "CCBundle3D.h"
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#include "base/ccMacros.h"
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#include "base/CCPlatformMacros.h"
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#include "platform/CCFileUtils.h"
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NS_CC_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 Bone::setInverseBindPose(const Mat4& m)
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{
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_bindPose = m;
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}
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const Mat4& Bone::getInverseBindPose()
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{
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return _bindPose;
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}
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void Bone::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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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 Bone::updateWorldMat()
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{
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getWorldMat();
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for (auto itor : _children) {
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itor->updateWorldMat();
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}
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}
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const Mat4& Bone::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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///**
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// * Set AnimationValue. set to its transform
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// */
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//void Bone::setAnimationValueTranslation(float* value, float weight)
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//{
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// static const int bytes = 3 * sizeof(float);
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// if (memcmp(&_localTranslate.x, value, bytes) != 0)
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// {
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// _dirtyFlag |= Dirty_Translate;
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// _localTranslate.set(value);
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// }
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//}
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//void Bone::setAnimationValueRotation(float* value, float weight)
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//{
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// static const int bytes = 4 * sizeof(float);
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// if (memcmp(&_localRot.x, value, bytes) != 0)
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// {
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// _dirtyFlag |= Dirty_Rotation;
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// _localRot.set(value);
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// }
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//}
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//void Bone::setAnimationValueScale(float* value, float weight)
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//{
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// static const int bytes = 3 * sizeof(float);
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// if (memcmp(&_localScale.x, value, bytes) != 0)
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// {
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// _dirtyFlag |= Dirty_Scale;
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// _localScale.set(value);
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// }
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//}
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void Bone::setAnimationValue(float* trans, float* rot, float* scale, float weight)
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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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_blendStates.clear();
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_blendStates.push_back(state);
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_localDirty = true;
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}
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/**
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* Creates C3DBone.
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*/
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Bone* Bone::create(const std::string& id)
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{
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auto bone = new Bone(id);
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bone->autorelease();
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return bone;
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}
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/**
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* Updates the joint matrix.
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*
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* @param bindShape The bind shape matrix.
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* @param matrixPalette The matrix palette to update.
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*/
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void Bone::updateJointMatrix(const Mat4& bindShape, Vec4* matrixPalette)
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{
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//if (_skinCount > 1 || _jointMatrixDirty)
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{
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//_jointMatrixDirty = false;
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static Mat4 t;
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Mat4::multiply(_world, getInverseBindPose(), &t);
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//Mat4::multiply(t, bindShape, &t);
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//Mat4::multiply(getInverseBindPose(), _world, &t);
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//t.setIdentity();
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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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//bone tree, we do not inherit from Node, Node has too many properties that we do not need. A clean Node is needed.
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Bone* Bone::getParentBone()
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{
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return _parent;
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}
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int Bone::getChildBoneCount() const
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{
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return _children.size();
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}
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Bone* Bone::getChildBoneByIndex(int index)
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{
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return _children.at(index);
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}
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void Bone::addChildBone(Bone* 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 Bone::removeChildBoneByIndex(int index)
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{
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_children.erase(index);
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}
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void Bone::removeChildBone(Bone* bone)
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{
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_children.eraseObject(bone);
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}
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void Bone::removeAllChildBone()
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{
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_children.clear();
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}
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Bone::Bone(const std::string& id)
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: _name(id)
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, _parent(nullptr)
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, _localDirty(true)
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, _worldDirty(true)
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{
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}
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/**
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* Destructor.
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*/
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Bone::~Bone()
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{
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removeAllChildBone();
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}
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void Bone::updateLocalMat()
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{
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if (_blendStates.size() == 0)
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return;
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if (!_localDirty)
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return;
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Vec3 translate(0.f, 0.f, 0.f), scale(0.f, 0.f, 0.f);
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Quaternion quat(0.f, 0.f, 0.f, 0.f);
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if (_blendStates.size())
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{
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float total = 0.f;
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for (auto it: _blendStates) {
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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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translate = _blendStates[0].localTranslate;
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scale = _blendStates[0].localScale;
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quat = _blendStates[0].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 (auto it : _blendStates) {
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float weight = (it.weight * invTotal);
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translate += it.localTranslate * weight;
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if (!it.localScale.isZero())
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{
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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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}
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if (!it.localRot.isZero())
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{
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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, it.localRot.z * weight + quat.z, it.localRot.w * weight + quat.w);
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}
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}
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}
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}
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bool hasTrans = !translate.isZero();
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bool hasRot = !quat.isZero();
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bool hasScale = !scale.isZero();
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if (hasTrans)
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{
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Mat4::createTranslation(translate, &_local);
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if (hasRot)
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_local.rotate(quat);
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if (hasScale)
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_local.scale(scale);
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}
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else if (hasRot)
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{
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Mat4::createRotation(quat, &_local);
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if (hasScale)
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_local.scale(scale);
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}
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else if (hasScale)
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{
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Mat4::createScale(scale, &_local);
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}
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else
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_local.setIdentity();
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_blendStates.clear();
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_localDirty = false;
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}
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}
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void Bone::clearBlendState()
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{
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_blendStates.clear();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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static int PALETTE_ROWS = 3;
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MeshSkin::MeshSkin()
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: _rootBone(nullptr)
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, _matrixPalette(nullptr)
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{
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}
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MeshSkin::~MeshSkin()
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{
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removeAllBones();
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}
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MeshSkin* MeshSkin::getOrCreate(const std::string& fileName, const std::string& name)
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{
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std::string fullPath = FileUtils::getInstance()->fullPathForFilename(fileName);
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std::string key = fullPath + "#" + name;
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auto skin = MeshSkinCache::getInstance()->getMeshSkin(key);
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if (skin != nullptr)
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return skin;
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skin = create(fileName, name);
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MeshSkinCache::getInstance()->addMeshSkin(key, skin);
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return skin;
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}
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//create a new meshskin if do not want to share meshskin
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MeshSkin* MeshSkin::create(const std::string& filename, const std::string& name)
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{
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//load skin here;
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std::string fullPath = FileUtils::getInstance()->fullPathForFilename(filename);
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auto instance = Bundle3D::getInstance();
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bool ret = instance->load(fullPath);
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if (ret)
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{
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SkinData skindata;
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if (instance->loadSkinData(name, &skindata))
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{
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auto skin = new MeshSkin();
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skin->_bindShape = skindata.bindShape;
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skin->setBoneCount((int)skindata.boneNames.size());
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for (size_t i = 0; i < skindata.boneNames.size(); i++) {
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auto bone = Bone::create(skindata.boneNames[i]);
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bone->_bindPose = skindata.inverseBindPoseMatrices[i];
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skin->addBone(bone);
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}
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for (auto it : skindata.boneChild) {
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auto parent = skin->getBoneByIndex(it.first);
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for (auto childIt : it.second) {
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auto child = skin->getBoneByIndex(childIt);
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child->_parent = parent;
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parent->_children.pushBack(child);
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}
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}
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skin->setRootBone(skin->getBoneByIndex(skindata.rootBoneIndex));
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skin->autorelease();
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return skin;
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}
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}
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return nullptr;
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}
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//get & set bind shape matrix
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const Mat4& MeshSkin::getBindShape() const
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{
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return _bindShape;
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}
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void MeshSkin::setBindShape(const float* matrix)
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{
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_bindShape.set(matrix);
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}
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unsigned int MeshSkin::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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Bone* MeshSkin::getBoneByIndex(unsigned int index) const
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{
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return _bones.at(index);
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}
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Bone* MeshSkin::getBoneByName(const std::string& id) const
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{
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for (auto it : _bones) {
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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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//get & set root bone
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Bone* MeshSkin::getRootBone() const
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{
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return _rootBone;
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}
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void MeshSkin::setRootBone(Bone* joint)
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{
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CC_SAFE_RETAIN(joint);
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CC_SAFE_RELEASE(_rootBone);
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_rootBone = joint;
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}
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void MeshSkin::setBoneCount(int boneCount)
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{
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removeAllBones();
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// Resize the joints vector and initialize to NULL
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_bones.reserve(boneCount);
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// for (auto i = 0; i < boneCount; i++)
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// {
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// _bones.pushBack(nullptr);
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// }
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// Rebuild the matrix palette. Each matrix is 3 rows of Vec4.
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CC_SAFE_DELETE_ARRAY(_matrixPalette);
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if (boneCount > 0)
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{
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_matrixPalette = new Vec4[boneCount * PALETTE_ROWS];
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for (unsigned int i = 0; i < boneCount * PALETTE_ROWS; i+=PALETTE_ROWS)
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{
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_matrixPalette[i+0].set(1.0f, 0.0f, 0.0f, 0.0f);
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_matrixPalette[i+1].set(0.0f, 1.0f, 0.0f, 0.0f);
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_matrixPalette[i+2].set(0.0f, 0.0f, 1.0f, 0.0f);
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}
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}
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}
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int MeshSkin::getBoneIndex(Bone* joint) const
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{
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for (auto i = 0; i < _bones.size(); i++) {
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if (_bones.at(i) == joint)
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return i;
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}
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return -1;
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}
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//compute matrix palette used by gpu skin
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Vec4* MeshSkin::getMatrixPalette()
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{
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updateBoneMatrix();
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int i = 0;
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for (auto it : _bones )
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{
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it->updateJointMatrix(getBindShape(), &_matrixPalette[i++ * PALETTE_ROWS]);
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}
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return _matrixPalette;
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}
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//getBoneCount() * 3
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unsigned int MeshSkin::getMatrixPaletteSize() const
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{
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return _bones.size() * PALETTE_ROWS;
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}
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//refresh bone world matrix
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void MeshSkin::updateBoneMatrix()
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{
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_rootBone->setWorldMatDirty(true);
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_rootBone->updateWorldMat();
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}
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void MeshSkin::removeAllBones()
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{
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_bones.clear();
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CC_SAFE_DELETE_ARRAY(_matrixPalette);
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CC_SAFE_RELEASE(_rootBone);
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}
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void MeshSkin::addBone(Bone* bone)
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{
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_bones.pushBack(bone);
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}
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////////////////////////////////////////////////////////////////////////
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MeshSkinCache* MeshSkinCache::_cacheInstance = nullptr;
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MeshSkinCache* MeshSkinCache::getInstance()
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{
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if (_cacheInstance == nullptr)
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_cacheInstance = new MeshSkinCache();
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return _cacheInstance;
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}
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void MeshSkinCache::purgeMeshSkinCache()
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{
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if (_cacheInstance)
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{
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CC_SAFE_DELETE(_cacheInstance);
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}
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}
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MeshSkin* MeshSkinCache::getMeshSkin(const std::string& key)
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{
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auto it = _skins.find(key);
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if (it != _skins.end())
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return it->second;
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return nullptr;
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}
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bool MeshSkinCache::addMeshSkin(const std::string& key, MeshSkin* skin)
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{
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if (_skins.find(key) != _skins.end())
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return false; // already have this key
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_skins[key] = skin;
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skin->retain();
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return true;
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}
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void MeshSkinCache::removeAllMeshSkin()
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{
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for (auto itr = _skins.begin(); itr != _skins.end(); itr++) {
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CC_SAFE_RELEASE_NULL(itr->second);
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}
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_skins.clear();
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}
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void MeshSkinCache::removeUnusedMeshSkin()
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{
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for( auto it=_skins.cbegin(); it!=_skins.cend(); /* nothing */) {
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auto value = it->second;
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if( value->getReferenceCount() == 1 ) {
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CC_SAFE_RELEASE(value);
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_skins.erase(it++);
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} else {
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++it;
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}
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}
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}
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MeshSkinCache::MeshSkinCache()
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{
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}
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MeshSkinCache::~MeshSkinCache()
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{
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}
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NS_CC_END
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