Urho3D/Source/Engine/Graphics/AnimationState.cpp

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C++

//
// Copyright (c) 2008-2014 the Urho3D project.
//
// 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 "Precompiled.h"
#include "AnimatedModel.h"
#include "Animation.h"
#include "AnimationState.h"
#include "Deserializer.h"
#include "DrawableEvents.h"
#include "Log.h"
#include "Serializer.h"
#include "DebugNew.h"
namespace Urho3D
{
AnimationStateTrack::AnimationStateTrack() :
track_(0),
bone_(0),
weight_(1.0f),
keyFrame_(0)
{
}
AnimationStateTrack::~AnimationStateTrack()
{
}
AnimationState::AnimationState(AnimatedModel* model, Animation* animation) :
model_(model),
animation_(animation),
startBone_(0),
looped_(false),
weight_(0.0f),
time_(0.0f),
layer_(0)
{
// Set default start bone (use all tracks.)
SetStartBone(0);
}
AnimationState::AnimationState(Node* node, Animation* animation) :
node_(node),
animation_(animation),
startBone_(0),
looped_(false),
weight_(1.0f),
time_(0.0f),
layer_(0)
{
if (animation_)
{
// Setup animation track to scene node mapping
if (node_)
{
const Vector<AnimationTrack>& tracks = animation_->GetTracks();
stateTracks_.Clear();
for (unsigned i = 0; i < tracks.Size(); ++i)
{
const StringHash& nameHash = tracks[i].nameHash_;
AnimationStateTrack stateTrack;
stateTrack.track_ = &tracks[i];
if (node_->GetNameHash() == nameHash || tracks.Size() == 1)
stateTrack.node_ = node_;
else
{
Node* targetNode = node_->GetChild(nameHash, true);
if (targetNode)
stateTrack.node_ = targetNode;
else
LOGWARNING("Node " + tracks[i].name_ + " not found for node animation " + animation_->GetName());
}
if (stateTrack.node_)
stateTracks_.Push(stateTrack);
}
}
}
}
AnimationState::~AnimationState()
{
}
void AnimationState::SetStartBone(Bone* startBone)
{
if (!model_ || !animation_)
return;
Skeleton& skeleton = model_->GetSkeleton();
if (!startBone)
{
Bone* rootBone = skeleton.GetRootBone();
if (!rootBone)
return;
startBone = rootBone;
}
// Do not reassign if the start bone did not actually change, and we already have valid bone nodes
if (startBone == startBone_ && !stateTracks_.Empty())
return;
startBone_ = startBone;
const Vector<AnimationTrack>& tracks = animation_->GetTracks();
stateTracks_.Clear();
if (!startBone->node_)
return;
for (unsigned i = 0; i < tracks.Size(); ++i)
{
AnimationStateTrack stateTrack;
stateTrack.track_ = &tracks[i];
// Include those tracks that are either the start bone itself, or its children
Bone* trackBone = 0;
const StringHash& nameHash = tracks[i].nameHash_;
if (nameHash == startBone->nameHash_)
trackBone = startBone;
else
{
Node* trackBoneNode = startBone->node_->GetChild(nameHash, true);
if (trackBoneNode)
trackBone = skeleton.GetBone(nameHash);
}
if (trackBone && trackBone->node_)
{
stateTrack.bone_ = trackBone;
stateTrack.node_ = trackBone->node_;
stateTracks_.Push(stateTrack);
}
}
model_->MarkAnimationDirty();
}
void AnimationState::SetLooped(bool looped)
{
looped_ = looped;
}
void AnimationState::SetWeight(float weight)
{
// Weight can only be set in model mode. In node animation it is hardcoded to full
if (model_)
{
weight = Clamp(weight, 0.0f, 1.0f);
if (weight != weight_)
{
weight_ = weight;
model_->MarkAnimationDirty();
}
}
}
void AnimationState::SetTime(float time)
{
if (!animation_)
return;
time = Clamp(time, 0.0f, animation_->GetLength());
if (time != time_)
{
time_ = time;
if (model_)
model_->MarkAnimationDirty();
}
}
void AnimationState::SetBoneWeight(unsigned index, float weight, bool recursive)
{
if (index >= stateTracks_.Size())
return;
weight = Clamp(weight, 0.0f, 1.0f);
if (weight != stateTracks_[index].weight_)
{
stateTracks_[index].weight_ = weight;
if (model_)
model_->MarkAnimationDirty();
}
if (recursive)
{
Node* boneNode = stateTracks_[index].node_;
if (boneNode)
{
const Vector<SharedPtr<Node> >& children = boneNode->GetChildren();
for (unsigned i = 0; i < children.Size(); ++i)
{
unsigned childTrackIndex = GetTrackIndex(children[i]);
if (childTrackIndex != M_MAX_UNSIGNED)
SetBoneWeight(childTrackIndex, weight, true);
}
}
}
}
void AnimationState::SetBoneWeight(const String& name, float weight, bool recursive)
{
SetBoneWeight(GetTrackIndex(name), weight, recursive);
}
void AnimationState::SetBoneWeight(StringHash nameHash, float weight, bool recursive)
{
SetBoneWeight(GetTrackIndex(nameHash), weight, recursive);
}
void AnimationState::AddWeight(float delta)
{
if (delta == 0.0f)
return;
SetWeight(GetWeight() + delta);
}
void AnimationState::AddTime(float delta)
{
if (!animation_ || (!model_ && !node_))
return;
float length = animation_->GetLength();
if (delta == 0.0f || length == 0.0f)
return;
float oldTime = GetTime();
float time = oldTime + delta;
if (looped_)
{
while (time >= length)
time -= length;
while (time < 0.0f)
time += length;
}
SetTime(time);
// Process animation triggers
if (animation_->GetNumTriggers())
{
if (delta > 0.0f)
{
if (oldTime > time)
oldTime -= length;
}
if (delta < 0.0f)
{
if (time > oldTime)
time -= length;
}
if (oldTime > time)
Swap(oldTime, time);
const Vector<AnimationTriggerPoint>& triggers = animation_->GetTriggers();
for (Vector<AnimationTriggerPoint>::ConstIterator i = triggers.Begin(); i != triggers.End(); ++i)
{
if (oldTime <= i->time_ && time > i->time_)
{
using namespace AnimationTrigger;
Node* senderNode = model_ ? model_->GetNode() : node_;
VariantMap& eventData = senderNode->GetEventDataMap();
eventData[P_NODE] = senderNode;
eventData[P_NAME] = animation_->GetAnimationName();
eventData[P_TIME] = i->time_;
eventData[P_DATA] = i->data_;
senderNode->SendEvent(E_ANIMATIONTRIGGER, eventData);
}
}
}
}
void AnimationState::SetLayer(unsigned char layer)
{
if (layer != layer_)
{
layer_ = layer;
if (model_)
model_->MarkAnimationOrderDirty();
}
}
AnimatedModel* AnimationState::GetModel() const
{
return model_;
}
Node* AnimationState::GetNode() const
{
return node_;
}
Bone* AnimationState::GetStartBone() const
{
return model_ ? startBone_ : 0;
}
float AnimationState::GetBoneWeight(unsigned index) const
{
return index < stateTracks_.Size() ? stateTracks_[index].weight_ : 0.0f;
}
float AnimationState::GetBoneWeight(const String& name) const
{
return GetBoneWeight(GetTrackIndex(name));
}
float AnimationState::GetBoneWeight(StringHash nameHash) const
{
return GetBoneWeight(GetTrackIndex(nameHash));
}
unsigned AnimationState::GetTrackIndex(const String& name) const
{
for (unsigned i = 0; i < stateTracks_.Size(); ++i)
{
Node* node = stateTracks_[i].node_;
if (node && node->GetName() == name)
return i;
}
return M_MAX_UNSIGNED;
}
unsigned AnimationState::GetTrackIndex(Node* node) const
{
for (unsigned i = 0; i < stateTracks_.Size(); ++i)
{
if (stateTracks_[i].node_ == node)
return i;
}
return M_MAX_UNSIGNED;
}
unsigned AnimationState::GetTrackIndex(StringHash nameHash) const
{
for (unsigned i = 0; i < stateTracks_.Size(); ++i)
{
Node* node = stateTracks_[i].node_;
if (node && node->GetNameHash() == nameHash)
return i;
}
return M_MAX_UNSIGNED;
}
float AnimationState::GetLength() const
{
return animation_ ? animation_->GetLength() : 0.0f;
}
void AnimationState::Apply()
{
if (!animation_ || !IsEnabled())
return;
if (model_)
ApplyToModel();
else
ApplyToNodes();
}
void AnimationState::ApplyToModel()
{
for (Vector<AnimationStateTrack>::Iterator i = stateTracks_.Begin(); i != stateTracks_.End(); ++i)
{
AnimationStateTrack& stateTrack = *i;
float finalWeight = weight_ * stateTrack.weight_;
// Do not apply if zero effective weight or the bone has animation disabled
if (Equals(finalWeight, 0.0f) || !stateTrack.bone_->animated_)
continue;
if (Equals(finalWeight, 1.0f))
ApplyTrackFullWeightSilent(stateTrack);
else
ApplyTrackBlendedSilent(stateTrack, finalWeight);
}
}
void AnimationState::ApplyToNodes()
{
// When applying to a node hierarchy, can only use full weight (nothing to blend to)
for (Vector<AnimationStateTrack>::Iterator i = stateTracks_.Begin(); i != stateTracks_.End(); ++i)
ApplyTrackFullWeight(*i);
}
void AnimationState::ApplyTrackFullWeight(AnimationStateTrack& stateTrack)
{
const AnimationTrack* track = stateTrack.track_;
Node* node = stateTrack.node_;
if (track->keyFrames_.Empty() || !node)
return;
unsigned& frame = stateTrack.keyFrame_;
track->GetKeyFrameIndex(time_, frame);
// Check if next frame to interpolate to is valid, or if wrapping is needed (looping animation only)
unsigned nextFrame = frame + 1;
bool interpolate = true;
if (nextFrame >= track->keyFrames_.Size())
{
if (!looped_)
{
nextFrame = frame;
interpolate = false;
}
else
nextFrame = 0;
}
const AnimationKeyFrame* keyFrame = &track->keyFrames_[frame];
unsigned char channelMask = track->channelMask_;
if (!interpolate)
{
// No interpolation, full weight
if (channelMask & CHANNEL_POSITION)
node->SetPosition(keyFrame->position_);
if (channelMask & CHANNEL_ROTATION)
node->SetRotation(keyFrame->rotation_);
if (channelMask & CHANNEL_SCALE)
node->SetScale(keyFrame->scale_);
}
else
{
const AnimationKeyFrame* nextKeyFrame = &track->keyFrames_[nextFrame];
float timeInterval = nextKeyFrame->time_ - keyFrame->time_;
if (timeInterval < 0.0f)
timeInterval += animation_->GetLength();
float t = timeInterval > 0.0f ? (time_ - keyFrame->time_) / timeInterval : 1.0f;
// Interpolation, full weight
if (channelMask & CHANNEL_POSITION)
node->SetPosition(keyFrame->position_.Lerp(nextKeyFrame->position_, t));
if (channelMask & CHANNEL_ROTATION)
node->SetRotation(keyFrame->rotation_.Slerp(nextKeyFrame->rotation_, t));
if (channelMask & CHANNEL_SCALE)
node->SetScale(keyFrame->scale_.Lerp(nextKeyFrame->scale_, t));
}
}
void AnimationState::ApplyTrackFullWeightSilent(AnimationStateTrack& stateTrack)
{
const AnimationTrack* track = stateTrack.track_;
Node* node = stateTrack.node_;
if (track->keyFrames_.Empty() || !node)
return;
unsigned& frame = stateTrack.keyFrame_;
track->GetKeyFrameIndex(time_, frame);
// Check if next frame to interpolate to is valid, or if wrapping is needed (looping animation only)
unsigned nextFrame = frame + 1;
bool interpolate = true;
if (nextFrame >= track->keyFrames_.Size())
{
if (!looped_)
{
nextFrame = frame;
interpolate = false;
}
else
nextFrame = 0;
}
const AnimationKeyFrame* keyFrame = &track->keyFrames_[frame];
unsigned char channelMask = track->channelMask_;
if (!interpolate)
{
// No interpolation, full weight
if (channelMask & CHANNEL_POSITION)
node->SetPositionSilent(keyFrame->position_);
if (channelMask & CHANNEL_ROTATION)
node->SetRotationSilent(keyFrame->rotation_);
if (channelMask & CHANNEL_SCALE)
node->SetScaleSilent(keyFrame->scale_);
}
else
{
const AnimationKeyFrame* nextKeyFrame = &track->keyFrames_[nextFrame];
float timeInterval = nextKeyFrame->time_ - keyFrame->time_;
if (timeInterval < 0.0f)
timeInterval += animation_->GetLength();
float t = timeInterval > 0.0f ? (time_ - keyFrame->time_) / timeInterval : 1.0f;
// Interpolation, full weight
if (channelMask & CHANNEL_POSITION)
node->SetPositionSilent(keyFrame->position_.Lerp(nextKeyFrame->position_, t));
if (channelMask & CHANNEL_ROTATION)
node->SetRotationSilent(keyFrame->rotation_.Slerp(nextKeyFrame->rotation_, t));
if (channelMask & CHANNEL_SCALE)
node->SetScaleSilent(keyFrame->scale_.Lerp(nextKeyFrame->scale_, t));
}
}
void AnimationState::ApplyTrackBlendedSilent(AnimationStateTrack& stateTrack, float weight)
{
const AnimationTrack* track = stateTrack.track_;
Node* node = stateTrack.node_;
if (track->keyFrames_.Empty() || !node)
return;
unsigned& frame = stateTrack.keyFrame_;
track->GetKeyFrameIndex(time_, frame);
// Check if next frame to interpolate to is valid, or if wrapping is needed (looping animation only)
unsigned nextFrame = frame + 1;
bool interpolate = true;
if (nextFrame >= track->keyFrames_.Size())
{
if (!looped_)
{
nextFrame = frame;
interpolate = false;
}
else
nextFrame = 0;
}
const AnimationKeyFrame* keyFrame = &track->keyFrames_[frame];
unsigned char channelMask = track->channelMask_;
if (!interpolate)
{
// No interpolation, blend between old transform & animation
if (channelMask & CHANNEL_POSITION)
node->SetPositionSilent(node->GetPosition().Lerp(keyFrame->position_, weight));
if (channelMask & CHANNEL_ROTATION)
node->SetRotationSilent(node->GetRotation().Slerp(keyFrame->rotation_, weight));
if (channelMask & CHANNEL_SCALE)
node->SetScaleSilent(node->GetScale().Lerp(keyFrame->scale_, weight));
}
else
{
const AnimationKeyFrame* nextKeyFrame = &track->keyFrames_[nextFrame];
float timeInterval = nextKeyFrame->time_ - keyFrame->time_;
if (timeInterval < 0.0f)
timeInterval += animation_->GetLength();
float t = timeInterval > 0.0f ? (time_ - keyFrame->time_) / timeInterval : 1.0f;
// Interpolation, blend between old transform & animation
if (channelMask & CHANNEL_POSITION)
{
node->SetPositionSilent(node->GetPosition().Lerp(
keyFrame->position_.Lerp(nextKeyFrame->position_, t), weight));
}
if (channelMask & CHANNEL_ROTATION)
{
node->SetRotationSilent(node->GetRotation().Slerp(
keyFrame->rotation_.Slerp(nextKeyFrame->rotation_, t), weight));
}
if (channelMask & CHANNEL_SCALE)
{
node->SetScaleSilent(node->GetScale().Lerp(
keyFrame->scale_.Lerp(nextKeyFrame->scale_, t), weight));
}
}
}
}