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