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Fix and clean up skeletal animation (#15722)

* Fix attachments lagging behind their parents (#14818)
* Fix animation blending (#14817)
* Bring back cool guy as another .x smoke test
* Add .x mesh loader unittest
* Do bounding box & matrix calculation at proper point in time
* Remove obsolete `SAnimatedMesh`
This commit is contained in:
Lars Müller 2025-06-01 23:21:35 +02:00 committed by GitHub
parent 0bb87eb1ff
commit fde6384a09
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
40 changed files with 856 additions and 1388 deletions

View file

@ -3,9 +3,13 @@
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CAnimatedMeshSceneNode.h"
#include "CBoneSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "Transform.h"
#include "irrTypes.h"
#include "matrix4.h"
#include "os.h"
#include "SkinnedMesh.h"
#include "IDummyTransformationSceneNode.h"
@ -17,6 +21,9 @@
#include "IFileSystem.h"
#include "quaternion.h"
#include <algorithm>
#include <cstddef>
#include <optional>
#include <cassert>
namespace irr
{
@ -30,13 +37,13 @@ CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh *mesh,
const core::vector3df &rotation,
const core::vector3df &scale) :
IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(0),
Mesh(nullptr),
StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
CurrentFrameNr(0.f), LastTimeMs(0),
TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
JointMode(EJUOR_NONE), JointsUsed(false),
JointsUsed(false),
Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
LoopCallBack(0), PassCount(0)
PassCount(0)
{
setMesh(mesh);
}
@ -44,8 +51,6 @@ CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh *mesh,
//! destructor
CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
{
if (LoopCallBack)
LoopCallBack->drop();
if (Mesh)
Mesh->drop();
}
@ -87,8 +92,7 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
if (FramesPerSecond > 0.f) { // forwards...
if (CurrentFrameNr > EndFrame)
CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, EndFrame - StartFrame);
} else // backwards...
{
} else { // backwards...
if (CurrentFrameNr < StartFrame)
CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, EndFrame - StartFrame);
}
@ -97,18 +101,9 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
CurrentFrameNr += timeMs * FramesPerSecond;
if (FramesPerSecond > 0.f) { // forwards...
if (CurrentFrameNr > EndFrame) {
CurrentFrameNr = EndFrame;
if (LoopCallBack)
LoopCallBack->OnAnimationEnd(this);
}
} else // backwards...
{
if (CurrentFrameNr < StartFrame) {
CurrentFrameNr = StartFrame;
if (LoopCallBack)
LoopCallBack->OnAnimationEnd(this);
}
CurrentFrameNr = std::min(CurrentFrameNr, EndFrame);
} else { // backwards...
CurrentFrameNr = std::max(CurrentFrameNr, StartFrame);
}
}
}
@ -156,38 +151,18 @@ void CAnimatedMeshSceneNode::OnRegisterSceneNode()
IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
{
if (Mesh->getMeshType() != EAMT_SKINNED) {
return Mesh->getMesh(getFrameNr());
} else {
// As multiple scene nodes may be sharing the same skinned mesh, we have to
// re-animate it every frame to ensure that this node gets the mesh that it needs.
SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
if (JointMode == EJUOR_CONTROL) // write to mesh
skinnedMesh->transferJointsToMesh(JointChildSceneNodes);
else
skinnedMesh->animateMesh(getFrameNr());
// Update the skinned mesh for the current joint transforms.
skinnedMesh->skinMesh();
if (JointMode == EJUOR_READ) { // read from mesh
skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
//---slow---
for (u32 n = 0; n < JointChildSceneNodes.size(); ++n)
if (JointChildSceneNodes[n]->getParent() == this) {
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); // temp, should be an option
}
}
if (JointMode == EJUOR_CONTROL) {
// For meshes other than EJUOR_CONTROL, this is done by calling animateMesh()
skinnedMesh->updateBoundingBox();
}
return skinnedMesh;
return Mesh;
}
// As multiple scene nodes may be sharing the same skinned mesh, we have to
// re-animate it every frame to ensure that this node gets the mesh that it needs.
auto *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
// Matrices have already been calculated in OnAnimate
skinnedMesh->skinMesh(PerJoint.GlobalMatrices);
return skinnedMesh;
}
//! OnAnimate() is called just before rendering the whole scene.
@ -201,7 +176,28 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
buildFrameNr(timeMs - LastTimeMs);
LastTimeMs = timeMs;
// This needs to be done on animate, which is called recursively *before*
// anything is rendered so that the transformations of children are up to date
animateJoints();
// Copy old transforms *before* bone overrides have been applied.
// TODO if there are no bone overrides or no animation blending, this is unnecessary.
copyOldTransforms();
if (OnAnimateCallback)
OnAnimateCallback(timeMs / 1000.0f);
IAnimatedMeshSceneNode::OnAnimate(timeMs);
if (auto *skinnedMesh = dynamic_cast<SkinnedMesh*>(Mesh)) {
for (u16 i = 0; i < PerJoint.SceneNodes.size(); ++i)
PerJoint.GlobalMatrices[i] = PerJoint.SceneNodes[i]->getRelativeTransformation();
assert(PerJoint.GlobalMatrices.size() == skinnedMesh->getJointCount());
skinnedMesh->calculateGlobalMatrices(PerJoint.GlobalMatrices);
Box = skinnedMesh->calculateBoundingBox(PerJoint.GlobalMatrices);
} else {
Box = Mesh->getBoundingBox();
}
}
//! renders the node.
@ -218,15 +214,7 @@ void CAnimatedMeshSceneNode::render()
++PassCount;
scene::IMesh *m = getMeshForCurrentFrame();
if (m) {
Box = m->getBoundingBox();
} else {
#ifdef _DEBUG
os::Printer::log("Animated Mesh returned no mesh to render.", ELL_WARNING);
#endif
return;
}
assert(m);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
@ -294,11 +282,12 @@ void CAnimatedMeshSceneNode::render()
if (DebugDataVisible & scene::EDS_SKELETON) {
if (Mesh->getMeshType() == EAMT_SKINNED) {
// draw skeleton
for (auto *joint : ((SkinnedMesh *)Mesh)->getAllJoints()) {
for (const auto *childJoint : joint->Children) {
driver->draw3DLine(joint->GlobalAnimatedMatrix.getTranslation(),
childJoint->GlobalAnimatedMatrix.getTranslation(),
const auto &joints = (static_cast<SkinnedMesh *>(Mesh))->getAllJoints();
for (u16 i = 0; i < PerJoint.GlobalMatrices.size(); ++i) {
const auto translation = PerJoint.GlobalMatrices[i].getTranslation();
if (auto pjid = joints[i]->ParentJointID) {
const auto parent_translation = PerJoint.GlobalMatrices[*pjid].getTranslation();
driver->draw3DLine(parent_translation, translation,
video::SColor(255, 51, 66, 255));
}
}
@ -407,12 +396,12 @@ IBoneSceneNode *CAnimatedMeshSceneNode::getJointNode(const c8 *jointName)
return 0;
}
if (JointChildSceneNodes.size() <= *number) {
if (PerJoint.SceneNodes.size() <= *number) {
os::Printer::log("Joint was found in mesh, but is not loaded into node", jointName, ELL_WARNING);
return 0;
}
return JointChildSceneNodes[*number];
return PerJoint.SceneNodes[*number];
}
//! Returns a pointer to a child node, which has the same transformation as
@ -426,12 +415,12 @@ IBoneSceneNode *CAnimatedMeshSceneNode::getJointNode(u32 jointID)
checkJoints();
if (JointChildSceneNodes.size() <= jointID) {
if (PerJoint.SceneNodes.size() <= jointID) {
os::Printer::log("Joint not loaded into node", ELL_WARNING);
return 0;
}
return JointChildSceneNodes[jointID];
return PerJoint.SceneNodes[jointID];
}
//! Gets joint count.
@ -452,9 +441,9 @@ bool CAnimatedMeshSceneNode::removeChild(ISceneNode *child)
{
if (ISceneNode::removeChild(child)) {
if (JointsUsed) { // stop weird bugs caused while changing parents as the joints are being created
for (u32 i = 0; i < JointChildSceneNodes.size(); ++i) {
if (JointChildSceneNodes[i] == child) {
JointChildSceneNodes[i] = 0; // remove link to child
for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i) {
if (PerJoint.SceneNodes[i] == child) {
PerJoint.SceneNodes[i] = 0; // remove link to child
break;
}
}
@ -478,22 +467,6 @@ bool CAnimatedMeshSceneNode::getLoopMode() const
return Looping;
}
//! Sets a callback interface which will be called if an animation
//! playback has ended. Set this to 0 to disable the callback again.
void CAnimatedMeshSceneNode::setAnimationEndCallback(IAnimationEndCallBack *callback)
{
if (callback == LoopCallBack)
return;
if (LoopCallBack)
LoopCallBack->drop();
LoopCallBack = callback;
if (LoopCallBack)
LoopCallBack->grab();
}
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
void CAnimatedMeshSceneNode::setReadOnlyMaterials(bool readonly)
{
@ -525,18 +498,15 @@ void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh *mesh)
// get materials and bounding box
Box = Mesh->getBoundingBox();
IMesh *m = Mesh->getMesh(0);
if (m) {
Materials.clear();
Materials.reallocate(m->getMeshBufferCount());
Materials.clear();
Materials.reallocate(Mesh->getMeshBufferCount());
for (u32 i = 0; i < m->getMeshBufferCount(); ++i) {
IMeshBuffer *mb = m->getMeshBuffer(i);
if (mb)
Materials.push_back(mb->getMaterial());
else
Materials.push_back(video::SMaterial());
}
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i) {
IMeshBuffer *mb = Mesh->getMeshBuffer(i);
if (mb)
Materials.push_back(mb->getMaterial());
else
Materials.push_back(video::SMaterial());
}
// clean up joint nodes
@ -556,14 +526,7 @@ void CAnimatedMeshSceneNode::updateAbsolutePosition()
IAnimatedMeshSceneNode::updateAbsolutePosition();
}
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
void CAnimatedMeshSceneNode::setJointMode(E_JOINT_UPDATE_ON_RENDER mode)
{
checkJoints();
JointMode = mode;
}
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
//! Sets the transition time in seconds (note: This needs to enable joints)
//! you must call animateJoints(), or the mesh will not animate
void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
{
@ -571,10 +534,6 @@ void CAnimatedMeshSceneNode::setTransitionTime(f32 time)
if (TransitionTime == ttime)
return;
TransitionTime = ttime;
if (ttime != 0)
setJointMode(EJUOR_CONTROL);
else
setJointMode(EJUOR_NONE);
}
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
@ -583,120 +542,104 @@ void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable)
RenderFromIdentity = enable;
}
//! updates the joint positions of this mesh
void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
void CAnimatedMeshSceneNode::addJoints()
{
if (Mesh && Mesh->getMeshType() == EAMT_SKINNED) {
checkJoints();
const f32 frame = getFrameNr(); // old?
const auto &joints = static_cast<SkinnedMesh*>(Mesh)->getAllJoints();
PerJoint.setN(joints.size());
PerJoint.SceneNodes.clear();
PerJoint.SceneNodes.reserve(joints.size());
for (size_t i = 0; i < joints.size(); ++i) {
const auto *joint = joints[i];
ISceneNode *parent = this;
if (joint->ParentJointID)
parent = PerJoint.SceneNodes.at(*joint->ParentJointID); // exists because of topo. order
assert(parent);
const auto *matrix = std::get_if<core::matrix4>(&joint->transform);
PerJoint.SceneNodes.push_back(new CBoneSceneNode(
parent, SceneManager, 0, i, joint->Name,
matrix ? core::Transform{} : std::get<core::Transform>(joint->transform),
matrix ? *matrix : std::optional<core::matrix4>{}));
}
}
SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
skinnedMesh->animateMesh(frame);
skinnedMesh->recoverJointsFromMesh(JointChildSceneNodes);
//-----------------------------------------
// Transition
//-----------------------------------------
if (Transiting != 0.f) {
// Init additional matrices
if (PretransitingSave.size() < JointChildSceneNodes.size()) {
for (u32 n = PretransitingSave.size(); n < JointChildSceneNodes.size(); ++n)
PretransitingSave.push_back(core::matrix4());
}
for (u32 n = 0; n < JointChildSceneNodes.size(); ++n) {
//------Position------
JointChildSceneNodes[n]->setPosition(
core::lerp(
PretransitingSave[n].getTranslation(),
JointChildSceneNodes[n]->getPosition(),
TransitingBlend));
//------Rotation------
// Code is slow, needs to be fixed up
const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
core::quaternion QRotation;
QRotation.slerp(RotationStart, RotationEnd, TransitingBlend);
core::vector3df tmpVector;
QRotation.toEuler(tmpVector);
tmpVector *= core::RADTODEG; // convert from radians back to degrees
JointChildSceneNodes[n]->setRotation(tmpVector);
//------Scale------
// JointChildSceneNodes[n]->setScale(
// core::lerp(
// PretransitingSave[n].getScale(),
// JointChildSceneNodes[n]->getScale(),
// TransitingBlend));
}
void CAnimatedMeshSceneNode::updateJointSceneNodes(
const std::vector<SkinnedMesh::SJoint::VariantTransform> &transforms)
{
for (size_t i = 0; i < transforms.size(); ++i) {
const auto &transform = transforms[i];
auto *node = static_cast<CBoneSceneNode*>(PerJoint.SceneNodes[i]);
if (const auto *trs = std::get_if<core::Transform>(&transform)) {
node->setTransform(*trs);
// .x lets animations override matrix transforms entirely.
node->Matrix = std::nullopt;
} else {
node->Matrix = std::get<core::matrix4>(transform);
}
}
}
if (CalculateAbsolutePositions) {
//---slow---
for (u32 n = 0; n < JointChildSceneNodes.size(); ++n) {
if (JointChildSceneNodes[n]->getParent() == this) {
JointChildSceneNodes[n]->updateAbsolutePositionOfAllChildren(); // temp, should be an option
}
//! updates the joint positions of this mesh
void CAnimatedMeshSceneNode::animateJoints()
{
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
return;
checkJoints();
SkinnedMesh *skinnedMesh = static_cast<SkinnedMesh *>(Mesh);
if (!skinnedMesh->isStatic())
updateJointSceneNodes(skinnedMesh->animateMesh(getFrameNr()));
//-----------------------------------------
// Transition
//-----------------------------------------
if (Transiting != 0.f) {
for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i) {
if (PerJoint.PreTransSaves[i]) {
PerJoint.SceneNodes[i]->setTransform(PerJoint.PreTransSaves[i]->interpolate(
PerJoint.SceneNodes[i]->getTransform(), TransitingBlend));
}
}
}
}
/*!
*/
void CAnimatedMeshSceneNode::checkJoints()
{
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
return;
if (!JointsUsed) {
for (u32 i = 0; i < JointChildSceneNodes.size(); ++i)
removeChild(JointChildSceneNodes[i]);
JointChildSceneNodes.clear();
// Create joints for SkinnedMesh
((SkinnedMesh *)Mesh)->addJoints(JointChildSceneNodes, this, SceneManager);
((SkinnedMesh *)Mesh)->recoverJointsFromMesh(JointChildSceneNodes);
for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i)
removeChild(PerJoint.SceneNodes[i]);
addJoints();
JointsUsed = true;
JointMode = EJUOR_READ;
}
}
/*!
*/
void CAnimatedMeshSceneNode::copyOldTransforms()
{
for (u32 i = 0; i < PerJoint.SceneNodes.size(); ++i) {
if (!PerJoint.SceneNodes[i]->Matrix) {
PerJoint.PreTransSaves[i] = PerJoint.SceneNodes[i]->getTransform();
} else {
PerJoint.PreTransSaves[i] = std::nullopt;
}
}
}
void CAnimatedMeshSceneNode::beginTransition()
{
if (!JointsUsed)
return;
if (TransitionTime != 0) {
// Check the array is big enough
if (PretransitingSave.size() < JointChildSceneNodes.size()) {
for (u32 n = PretransitingSave.size(); n < JointChildSceneNodes.size(); ++n)
PretransitingSave.push_back(core::matrix4());
}
// Copy the position of joints
for (u32 n = 0; n < JointChildSceneNodes.size(); ++n)
PretransitingSave[n] = JointChildSceneNodes[n]->getRelativeTransformation();
Transiting = core::reciprocal((f32)TransitionTime);
}
TransitingBlend = 0.f;
}
/*!
*/
ISceneNode *CAnimatedMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *newManager)
{
if (!newParent)
@ -722,19 +665,15 @@ ISceneNode *CAnimatedMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *
newNode->EndFrame = EndFrame;
newNode->FramesPerSecond = FramesPerSecond;
newNode->CurrentFrameNr = CurrentFrameNr;
newNode->JointMode = JointMode;
newNode->JointsUsed = JointsUsed;
newNode->TransitionTime = TransitionTime;
newNode->Transiting = Transiting;
newNode->TransitingBlend = TransitingBlend;
newNode->Looping = Looping;
newNode->ReadOnlyMaterials = ReadOnlyMaterials;
newNode->LoopCallBack = LoopCallBack;
if (newNode->LoopCallBack)
newNode->LoopCallBack->grab();
newNode->PassCount = PassCount;
newNode->JointChildSceneNodes = JointChildSceneNodes;
newNode->PretransitingSave = PretransitingSave;
newNode->PerJoint.SceneNodes = PerJoint.SceneNodes;
newNode->PerJoint.PreTransSaves = PerJoint.PreTransSaves;
newNode->RenderFromIdentity = RenderFromIdentity;
return newNode;

View file

@ -4,9 +4,12 @@
#pragma once
#include "CBoneSceneNode.h"
#include "IAnimatedMeshSceneNode.h"
#include "IAnimatedMesh.h"
#include "SkinnedMesh.h"
#include "Transform.h"
#include "matrix4.h"
namespace irr
@ -54,9 +57,11 @@ public:
//! returns the current loop mode
bool getLoopMode() const override;
//! Sets a callback interface which will be called if an animation
//! playback has ended. Set this to 0 to disable the callback again.
void setAnimationEndCallback(IAnimationEndCallBack *callback = 0) override;
void setOnAnimateCallback(
const std::function<void(f32 dtime)> &cb) override
{
OnAnimateCallback = cb;
}
//! sets the speed with which the animation is played
//! NOTE: setMesh will also change this value and set it to the default speed of the mesh
@ -117,15 +122,16 @@ public:
//! updates the absolute position based on the relative and the parents position
void updateAbsolutePosition() override;
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) override;
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
//! Sets the transition time in seconds (note: This needs to enable joints)
//! you must call animateJoints(), or the mesh will not animate
void setTransitionTime(f32 Time) override;
void updateJointSceneNodes(const std::vector<SkinnedMesh::SJoint::VariantTransform> &transforms);
//! updates the joint positions of this mesh
void animateJoints(bool CalculateAbsolutePositions = true) override;
void animateJoints() override;
void addJoints();
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
void setRenderFromIdentity(bool On) override;
@ -142,6 +148,7 @@ private:
void buildFrameNr(u32 timeMs);
void checkJoints();
void copyOldTransforms();
void beginTransition();
core::array<video::SMaterial> Materials;
@ -158,19 +165,30 @@ private:
f32 Transiting; // is mesh transiting (plus cache of TransitionTime)
f32 TransitingBlend; // 0-1, calculated on buildFrameNr
// 0-unused, 1-get joints only, 2-set joints only, 3-move and set
E_JOINT_UPDATE_ON_RENDER JointMode;
bool JointsUsed;
bool Looping;
bool ReadOnlyMaterials;
bool RenderFromIdentity;
IAnimationEndCallBack *LoopCallBack;
s32 PassCount;
std::function<void(f32)> OnAnimateCallback;
std::vector<IBoneSceneNode *> JointChildSceneNodes;
core::array<core::matrix4> PretransitingSave;
struct PerJointData {
std::vector<CBoneSceneNode *> SceneNodes;
std::vector<core::matrix4> GlobalMatrices;
std::vector<std::optional<core::Transform>> PreTransSaves;
void setN(u16 n) {
SceneNodes.clear();
SceneNodes.resize(n);
GlobalMatrices.clear();
GlobalMatrices.resize(n);
PreTransSaves.clear();
PreTransSaves.resize(n);
}
};
PerJointData PerJoint;
};
} // end namespace scene

View file

@ -143,31 +143,25 @@ bool CB3DMeshFileLoader::readChunkNODE(SkinnedMesh::SJoint *inJoint)
os::Printer::log(logStr.c_str(), joint->Name.value_or("").c_str(), ELL_DEBUG);
#endif
f32 position[3], scale[3], rotation[4];
core::Transform transform;
{
f32 t[3], s[3], r[4];
readFloats(position, 3);
readFloats(scale, 3);
readFloats(rotation, 4);
readFloats(t, 3);
readFloats(s, 3);
readFloats(r, 4);
joint->Animatedposition = core::vector3df(position[0], position[1], position[2]);
joint->Animatedscale = core::vector3df(scale[0], scale[1], scale[2]);
joint->Animatedrotation = core::quaternion(rotation[1], rotation[2], rotation[3], rotation[0]);
// Build LocalMatrix:
core::matrix4 positionMatrix;
positionMatrix.setTranslation(joint->Animatedposition);
core::matrix4 scaleMatrix;
scaleMatrix.setScale(joint->Animatedscale);
core::matrix4 rotationMatrix;
joint->Animatedrotation.getMatrix_transposed(rotationMatrix);
joint->LocalMatrix = positionMatrix * rotationMatrix * scaleMatrix;
joint->transform = transform = {
{t[0], t[1], t[2]},
{r[1], r[2], r[3], r[0]},
{s[0], s[1], s[2]},
};
}
if (inJoint)
joint->GlobalMatrix = inJoint->GlobalMatrix * joint->LocalMatrix;
joint->GlobalMatrix = inJoint->GlobalMatrix * transform.buildMatrix();
else
joint->GlobalMatrix = joint->LocalMatrix;
joint->GlobalMatrix = transform.buildMatrix();
while (B3dStack.getLast().startposition + B3dStack.getLast().length > B3DFile->getPos()) // this chunk repeats
{

View file

@ -1,86 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CBoneSceneNode.h"
#include <optional>
namespace irr
{
namespace scene
{
//! constructor
CBoneSceneNode::CBoneSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id,
u32 boneIndex, const std::optional<std::string> &boneName) :
IBoneSceneNode(parent, mgr, id),
BoneIndex(boneIndex),
AnimationMode(EBAM_AUTOMATIC), SkinningSpace(EBSS_LOCAL)
{
setName(boneName);
}
//! Returns the index of the bone
u32 CBoneSceneNode::getBoneIndex() const
{
return BoneIndex;
}
//! Sets the animation mode of the bone. Returns true if successful.
bool CBoneSceneNode::setAnimationMode(E_BONE_ANIMATION_MODE mode)
{
AnimationMode = mode;
return true;
}
//! Gets the current animation mode of the bone
E_BONE_ANIMATION_MODE CBoneSceneNode::getAnimationMode() const
{
return AnimationMode;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32> &CBoneSceneNode::getBoundingBox() const
{
return Box;
}
/*
//! Returns the relative transformation of the scene node.
core::matrix4 CBoneSceneNode::getRelativeTransformation() const
{
return core::matrix4(); // RelativeTransformation;
}
*/
void CBoneSceneNode::OnAnimate(u32 timeMs)
{
if (IsVisible) {
// update absolute position
// updateAbsolutePosition();
// perform the post render process on all children
ISceneNodeList::iterator it = Children.begin();
for (; it != Children.end(); ++it)
(*it)->OnAnimate(timeMs);
}
}
void CBoneSceneNode::helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node)
{
Node->updateAbsolutePosition();
ISceneNodeList::const_iterator it = Node->getChildren().begin();
for (; it != Node->getChildren().end(); ++it) {
helper_updateAbsolutePositionOfAllChildren((*it));
}
}
void CBoneSceneNode::updateAbsolutePositionOfAllChildren()
{
helper_updateAbsolutePositionOfAllChildren(this);
}
} // namespace scene
} // namespace irr

View file

@ -7,6 +7,8 @@
// Used with SkinnedMesh and IAnimatedMeshSceneNode, for boned meshes
#include "IBoneSceneNode.h"
#include "Transform.h"
#include "matrix4.h"
#include <optional>
@ -21,49 +23,48 @@ public:
//! constructor
CBoneSceneNode(ISceneNode *parent, ISceneManager *mgr,
s32 id = -1, u32 boneIndex = 0,
const std::optional<std::string> &boneName = std::nullopt);
//! Returns the index of the bone
u32 getBoneIndex() const override;
//! Sets the animation mode of the bone. Returns true if successful.
bool setAnimationMode(E_BONE_ANIMATION_MODE mode) override;
//! Gets the current animation mode of the bone
E_BONE_ANIMATION_MODE getAnimationMode() const override;
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32> &getBoundingBox() const override;
/*
//! Returns the relative transformation of the scene node.
//core::matrix4 getRelativeTransformation() const override;
*/
void OnAnimate(u32 timeMs) override;
void updateAbsolutePositionOfAllChildren() override;
//! How the relative transformation of the bone is used
void setSkinningSpace(E_BONE_SKINNING_SPACE space) override
const std::optional<std::string> &boneName = std::nullopt,
const core::Transform &transform = {},
const std::optional<core::matrix4> &matrix = std::nullopt) :
IBoneSceneNode(parent, mgr, id, boneIndex, boneName),
Matrix(matrix)
{
SkinningSpace = space;
setTransform(transform);
}
E_BONE_SKINNING_SPACE getSkinningSpace() const override
void setTransform(const core::Transform &transform)
{
return SkinningSpace;
setPosition(transform.translation);
{
core::vector3df euler;
auto rot = transform.rotation;
// Invert to be consistent with setRotationDegrees
rot.makeInverse();
rot.toEuler(euler);
setRotation(euler * core::RADTODEG);
}
setScale(transform.scale);
}
private:
void helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node);
core::Transform getTransform() const
{
return {
getPosition(),
core::quaternion(getRotation() * core::DEGTORAD).makeInverse(),
getScale()
};
}
u32 BoneIndex;
core::matrix4 getRelativeTransformation() const override
{
if (Matrix)
return *Matrix;
return IBoneSceneNode::getRelativeTransformation();
}
core::aabbox3d<f32> Box{-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
E_BONE_ANIMATION_MODE AnimationMode;
E_BONE_SKINNING_SPACE SkinningSpace;
//! Some file formats alternatively let bones specify a transformation matrix.
//! If this is set, it overrides the TRS properties.
std::optional<core::matrix4> Matrix;
};
} // end namespace scene

View file

@ -539,34 +539,25 @@ static core::matrix4 loadTransform(const tiniergltf::Node::Matrix &m, SkinnedMes
mat[i] = static_cast<f32>(m[i]);
mat = convertHandedness(mat);
// Decompose the matrix into translation, scale, and rotation.
joint->Animatedposition = mat.getTranslation();
auto scale = mat.getScale();
joint->Animatedscale = scale;
joint->Animatedrotation = mat.getRotationRadians(scale);
// Invert the rotation because it is applied using `getMatrix_transposed`,
// which again inverts.
joint->Animatedrotation.makeInverse();
// Note: "When a node is targeted for animation [...],
// only TRS properties MAY be present; matrix MUST NOT be present."
// Thus we MUST NOT do any decomposition, which in general need not exist.
joint->transform = mat;
return mat;
}
static core::matrix4 loadTransform(const tiniergltf::Node::TRS &trs, SkinnedMesh::SJoint *joint)
{
const auto &trans = trs.translation;
const auto &rot = trs.rotation;
const auto &scale = trs.scale;
core::matrix4 transMat;
joint->Animatedposition = convertHandedness(core::vector3df(trans[0], trans[1], trans[2]));
transMat.setTranslation(joint->Animatedposition);
core::matrix4 rotMat;
joint->Animatedrotation = convertHandedness(core::quaternion(rot[0], rot[1], rot[2], rot[3]));
core::quaternion(joint->Animatedrotation).getMatrix_transposed(rotMat);
joint->Animatedscale = core::vector3df(scale[0], scale[1], scale[2]);
core::matrix4 scaleMat;
scaleMat.setScale(joint->Animatedscale);
return transMat * rotMat * scaleMat;
const auto &t = trs.translation;
const auto &r = trs.rotation;
const auto &s = trs.scale;
core::Transform transform{
convertHandedness(core::vector3df(t[0], t[1], t[2])),
convertHandedness(core::quaternion(r[0], r[1], r[2], r[3])),
core::vector3df(s[0], s[1], s[2]),
};
joint->transform = transform;
return transform.buildMatrix();
}
static core::matrix4 loadTransform(std::optional<std::variant<tiniergltf::Node::Matrix, tiniergltf::Node::TRS>> transform,
@ -584,8 +575,7 @@ void SelfType::MeshExtractor::loadNode(
const auto &node = m_gltf_model.nodes->at(nodeIdx);
auto *joint = m_irr_model->addJoint(parent);
const core::matrix4 transform = loadTransform(node.transform, joint);
joint->LocalMatrix = transform;
joint->GlobalMatrix = parent ? parent->GlobalMatrix * joint->LocalMatrix : joint->LocalMatrix;
joint->GlobalMatrix = parent ? parent->GlobalMatrix * transform : transform;
if (node.name.has_value()) {
joint->Name = node.name->c_str();
}
@ -642,7 +632,6 @@ void SelfType::MeshExtractor::loadAnimation(const std::size_t animIdx)
{
const auto &anim = m_gltf_model.animations->at(animIdx);
for (const auto &channel : anim.channels) {
const auto &sampler = anim.samplers.at(channel.sampler);
bool interpolate = ([&]() {
@ -663,6 +652,11 @@ void SelfType::MeshExtractor::loadAnimation(const std::size_t animIdx)
throw std::runtime_error("no animated node");
auto *joint = m_loaded_nodes.at(*channel.target.node);
if (std::holds_alternative<core::matrix4>(joint->transform)) {
warn("nodes using matrix transforms must not be animated");
continue;
}
switch (channel.target.path) {
case tiniergltf::AnimationChannelTarget::Path::TRANSLATION: {
const auto outputAccessor = Accessor<core::vector3df>::make(m_gltf_model, sampler.output);

View file

@ -320,7 +320,6 @@ set(IRRMESHLOADER
add_library(IRRMESHOBJ OBJECT
SkinnedMesh.cpp
CBoneSceneNode.cpp
CMeshSceneNode.cpp
CAnimatedMeshSceneNode.cpp
${IRRMESHLOADER}

View file

@ -35,7 +35,7 @@ void CMeshCache::removeMesh(const IMesh *const mesh)
if (!mesh)
return;
for (u32 i = 0; i < Meshes.size(); ++i) {
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)) {
if (Meshes[i].Mesh == mesh) {
Meshes[i].Mesh->drop();
Meshes.erase(i);
return;
@ -53,7 +53,7 @@ u32 CMeshCache::getMeshCount() const
s32 CMeshCache::getMeshIndex(const IMesh *const mesh) const
{
for (u32 i = 0; i < Meshes.size(); ++i) {
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
if (Meshes[i].Mesh == mesh)
return (s32)i;
}
@ -93,7 +93,7 @@ const io::SNamedPath &CMeshCache::getMeshName(const IMesh *const mesh) const
return emptyNamedPath;
for (u32 i = 0; i < Meshes.size(); ++i) {
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh))
if (Meshes[i].Mesh == mesh)
return Meshes[i].NamedPath;
}
@ -115,7 +115,7 @@ bool CMeshCache::renameMesh(u32 index, const io::path &name)
bool CMeshCache::renameMesh(const IMesh *const mesh, const io::path &name)
{
for (u32 i = 0; i < Meshes.size(); ++i) {
if (Meshes[i].Mesh == mesh || (Meshes[i].Mesh && Meshes[i].Mesh->getMesh(0) == mesh)) {
if (Meshes[i].Mesh == mesh) {
Meshes[i].NamedPath.setPath(name);
Meshes.sort();
return true;

View file

@ -6,7 +6,6 @@
#include "SkinnedMesh.h"
#include "SMesh.h"
#include "CMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "os.h"
#include <cassert>
@ -178,34 +177,5 @@ SMesh *CMeshManipulator::createMeshCopy(scene::IMesh *mesh) const
return clone;
}
//! Returns amount of polygons in mesh.
s32 CMeshManipulator::getPolyCount(scene::IMesh *mesh) const
{
if (!mesh)
return 0;
s32 trianglecount = 0;
for (u32 g = 0; g < mesh->getMeshBufferCount(); ++g)
trianglecount += mesh->getMeshBuffer(g)->getIndexCount() / 3;
return trianglecount;
}
//! Returns amount of polygons in mesh.
s32 CMeshManipulator::getPolyCount(scene::IAnimatedMesh *mesh) const
{
if (mesh && mesh->getMaxFrameNumber() != 0)
return getPolyCount(mesh->getMesh(0));
return 0;
}
//! create a new AnimatedMesh and adds the mesh to it
IAnimatedMesh *CMeshManipulator::createAnimatedMesh(scene::IMesh *mesh, scene::E_ANIMATED_MESH_TYPE type) const
{
return new SAnimatedMesh(mesh, type);
}
} // end namespace scene
} // end namespace irr

View file

@ -31,15 +31,6 @@ public:
//! Clones a static IMesh into a modifiable SMesh.
SMesh *createMeshCopy(scene::IMesh *mesh) const override;
//! Returns amount of polygons in mesh.
s32 getPolyCount(scene::IMesh *mesh) const override;
//! Returns amount of polygons in mesh.
s32 getPolyCount(scene::IAnimatedMesh *mesh) const override;
//! create a new AnimatedMesh and adds the mesh to it
IAnimatedMesh *createAnimatedMesh(scene::IMesh *mesh, scene::E_ANIMATED_MESH_TYPE type) const override;
};
} // end namespace scene

View file

@ -1238,7 +1238,7 @@ void CNullDriver::addOcclusionQuery(scene::ISceneNode *node, const scene::IMesh
else if (node->getType() == scene::ESNT_MESH)
mesh = static_cast<scene::IMeshSceneNode *>(node)->getMesh();
else
mesh = static_cast<scene::IAnimatedMeshSceneNode *>(node)->getMesh()->getMesh(0);
mesh = static_cast<scene::IAnimatedMeshSceneNode *>(node)->getMesh();
if (!mesh)
return;
}

View file

@ -7,7 +7,6 @@
#include "IVideoDriver.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "IReadFile.h"
#include "fast_atof.h"
#include "coreutil.h"
@ -272,23 +271,19 @@ IAnimatedMesh *COBJMeshFileLoader::createMesh(io::IReadFile *file)
}
}
// Create the Animated mesh if there's anything in the mesh
SAnimatedMesh *animMesh = 0;
if (0 != mesh->getMeshBufferCount()) {
mesh->recalculateBoundingBox();
animMesh = new SAnimatedMesh();
animMesh->Type = EAMT_OBJ;
animMesh->addMesh(mesh);
animMesh->recalculateBoundingBox();
}
// Clean up the allocate obj file contents
delete[] buf;
// more cleaning up
cleanUp();
mesh->drop();
return animMesh;
// Nothing in the mesh
if (mesh->getMeshBufferCount() == 0) {
mesh->drop();
return nullptr;
}
mesh->recalculateBoundingBox();
return mesh;
}
//! Read RGB color

View file

@ -8,7 +8,6 @@
#include "CSceneManager.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "SAnimatedMesh.h"
#include "CMeshCache.h"
#include "IGUIEnvironment.h"
#include "IMaterialRenderer.h"

View file

@ -4,6 +4,7 @@
#include "CXMeshFileLoader.h"
#include "SkinnedMesh.h"
#include "Transform.h"
#include "os.h"
#include "fast_atof.h"
@ -513,6 +514,7 @@ bool CXMeshFileLoader::parseDataObjectFrame(SkinnedMesh::SJoint *Parent)
if (n.has_value()) {
JointID = *n;
joint = AnimatedMesh->getAllJoints()[JointID];
joint->setParent(Parent);
}
}
@ -527,8 +529,6 @@ bool CXMeshFileLoader::parseDataObjectFrame(SkinnedMesh::SJoint *Parent)
#ifdef _XREADER_DEBUG
os::Printer::log("using joint ", name.c_str(), ELL_DEBUG);
#endif
if (Parent)
Parent->Children.push_back(joint);
}
// Now inside a frame.
@ -552,12 +552,10 @@ bool CXMeshFileLoader::parseDataObjectFrame(SkinnedMesh::SJoint *Parent)
if (!parseDataObjectFrame(joint))
return false;
} else if (objectName == "FrameTransformMatrix") {
if (!parseDataObjectTransformationMatrix(joint->LocalMatrix))
core::matrix4 matrix;
if (!parseDataObjectTransformationMatrix(matrix))
return false;
// joint->LocalAnimatedMatrix
// joint->LocalAnimatedMatrix.makeInverse();
// joint->LocalMatrix=tmp*joint->LocalAnimatedMatrix;
joint->transform = matrix;
} else if (objectName == "Mesh") {
/*
frame.Meshes.push_back(SXMesh());

View file

@ -7,7 +7,15 @@
#include "CBoneSceneNode.h"
#include "IAnimatedMeshSceneNode.h"
#include "SSkinMeshBuffer.h"
#include "Transform.h"
#include "aabbox3d.h"
#include "irrMath.h"
#include "matrix4.h"
#include "os.h"
#include "vector3d.h"
#include <cassert>
#include <cstddef>
#include <variant>
#include <vector>
#include <cassert>
@ -48,183 +56,77 @@ void SkinnedMesh::setAnimationSpeed(f32 fps)
FramesPerSecond = fps;
}
//! returns the animated mesh based
IMesh *SkinnedMesh::getMesh(f32 frame)
{
// animate(frame,startFrameLoop, endFrameLoop);
if (frame == -1)
return this;
// Keyframe Animation
animateMesh(frame);
skinMesh();
return this;
using VariantTransform = SkinnedMesh::SJoint::VariantTransform;
std::vector<VariantTransform> SkinnedMesh::animateMesh(f32 frame)
{
assert(HasAnimation);
std::vector<VariantTransform> result;
result.reserve(AllJoints.size());
for (auto *joint : AllJoints)
result.push_back(joint->animate(frame));
return result;
}
//--------------------------------------------------------------------------
// Keyframe Animation
//--------------------------------------------------------------------------
//! Animates joints based on frame input
void SkinnedMesh::animateMesh(f32 frame)
core::aabbox3df SkinnedMesh::calculateBoundingBox(
const std::vector<core::matrix4> &global_transforms)
{
if (!HasAnimation || LastAnimatedFrame == frame)
return;
LastAnimatedFrame = frame;
SkinnedLastFrame = false;
for (auto *joint : AllJoints) {
// The joints can be animated here with no input from their
// parents, but for setAnimationMode extra checks are needed
// to their parents
joint->keys.updateTransform(frame,
joint->Animatedposition,
joint->Animatedrotation,
joint->Animatedscale);
assert(global_transforms.size() == AllJoints.size());
core::aabbox3df result = StaticPartsBox;
// skeletal animation
for (u16 i = 0; i < AllJoints.size(); ++i) {
auto box = AllJoints[i]->LocalBoundingBox;
global_transforms[i].transformBoxEx(box);
result.addInternalBox(box);
}
// Note:
// LocalAnimatedMatrix needs to be built at some point, but this function may be called lots of times for
// one render (to play two animations at the same time) LocalAnimatedMatrix only needs to be built once.
// a call to buildAllLocalAnimatedMatrices is needed before skinning the mesh, and before the user gets the joints to move
//----------------
// Temp!
buildAllLocalAnimatedMatrices();
//-----------------
updateBoundingBox();
}
void SkinnedMesh::buildAllLocalAnimatedMatrices()
{
for (auto *joint : AllJoints) {
// Could be faster:
if (!joint->keys.empty()) {
joint->GlobalSkinningSpace = false;
// IRR_TEST_BROKEN_QUATERNION_USE: TODO - switched to getMatrix_transposed instead of getMatrix for downward compatibility.
// Not tested so far if this was correct or wrong before quaternion fix!
// Note that using getMatrix_transposed inverts the rotation.
joint->Animatedrotation.getMatrix_transposed(joint->LocalAnimatedMatrix);
// --- joint->LocalAnimatedMatrix *= joint->Animatedrotation.getMatrix() ---
f32 *m1 = joint->LocalAnimatedMatrix.pointer();
core::vector3df &Pos = joint->Animatedposition;
m1[0] += Pos.X * m1[3];
m1[1] += Pos.Y * m1[3];
m1[2] += Pos.Z * m1[3];
m1[4] += Pos.X * m1[7];
m1[5] += Pos.Y * m1[7];
m1[6] += Pos.Z * m1[7];
m1[8] += Pos.X * m1[11];
m1[9] += Pos.Y * m1[11];
m1[10] += Pos.Z * m1[11];
m1[12] += Pos.X * m1[15];
m1[13] += Pos.Y * m1[15];
m1[14] += Pos.Z * m1[15];
// -----------------------------------
if (!joint->keys.scale.empty()) {
/*
core::matrix4 scaleMatrix;
scaleMatrix.setScale(joint->Animatedscale);
joint->LocalAnimatedMatrix *= scaleMatrix;
*/
// -------- joint->LocalAnimatedMatrix *= scaleMatrix -----------------
core::matrix4 &mat = joint->LocalAnimatedMatrix;
mat[0] *= joint->Animatedscale.X;
mat[1] *= joint->Animatedscale.X;
mat[2] *= joint->Animatedscale.X;
mat[3] *= joint->Animatedscale.X;
mat[4] *= joint->Animatedscale.Y;
mat[5] *= joint->Animatedscale.Y;
mat[6] *= joint->Animatedscale.Y;
mat[7] *= joint->Animatedscale.Y;
mat[8] *= joint->Animatedscale.Z;
mat[9] *= joint->Animatedscale.Z;
mat[10] *= joint->Animatedscale.Z;
mat[11] *= joint->Animatedscale.Z;
// -----------------------------------
}
} else {
joint->LocalAnimatedMatrix = joint->LocalMatrix;
// rigid animation
for (u16 i = 0; i < AllJoints.size(); ++i) {
for (u32 j : AllJoints[i]->AttachedMeshes) {
auto box = (*SkinningBuffers)[j]->BoundingBox;
global_transforms[i].transformBoxEx(box);
result.addInternalBox(box);
}
}
SkinnedLastFrame = false;
return result;
}
void SkinnedMesh::buildAllGlobalAnimatedMatrices(SJoint *joint, SJoint *parentJoint)
// Software Skinning
void SkinnedMesh::skinMesh(const std::vector<core::matrix4> &global_matrices)
{
if (!joint) {
for (auto *rootJoint : RootJoints)
buildAllGlobalAnimatedMatrices(rootJoint, 0);
return;
} else {
// Find global matrix...
if (!parentJoint || joint->GlobalSkinningSpace)
joint->GlobalAnimatedMatrix = joint->LocalAnimatedMatrix;
else
joint->GlobalAnimatedMatrix = parentJoint->GlobalAnimatedMatrix * joint->LocalAnimatedMatrix;
}
for (auto *childJoint : joint->Children)
buildAllGlobalAnimatedMatrices(childJoint, joint);
}
//--------------------------------------------------------------------------
// Software Skinning
//--------------------------------------------------------------------------
//! Preforms a software skin on this mesh based of joint positions
void SkinnedMesh::skinMesh()
{
if (!HasAnimation || SkinnedLastFrame)
if (!HasAnimation)
return;
//----------------
// This is marked as "Temp!". A shiny dubloon to whomever can tell me why.
buildAllGlobalAnimatedMatrices();
//-----------------
SkinnedLastFrame = true;
if (!HardwareSkinning) {
// rigid animation
for (auto *joint : AllJoints) {
for (u32 attachedMeshIdx : joint->AttachedMeshes) {
SSkinMeshBuffer *Buffer = (*SkinningBuffers)[attachedMeshIdx];
Buffer->Transformation = joint->GlobalAnimatedMatrix;
}
// rigid animation
for (size_t i = 0; i < AllJoints.size(); ++i) {
auto *joint = AllJoints[i];
for (u32 attachedMeshIdx : joint->AttachedMeshes) {
SSkinMeshBuffer *Buffer = (*SkinningBuffers)[attachedMeshIdx];
Buffer->Transformation = global_matrices[i];
}
// clear skinning helper array
for (std::vector<char> &buf : Vertices_Moved)
std::fill(buf.begin(), buf.end(), false);
// skin starting with the root joints
for (auto *rootJoint : RootJoints)
skinJoint(rootJoint, 0);
for (auto *buffer : *SkinningBuffers)
buffer->setDirty(EBT_VERTEX);
}
updateBoundingBox();
}
void SkinnedMesh::skinJoint(SJoint *joint, SJoint *parentJoint)
{
if (joint->Weights.size()) {
// Find this joints pull on vertices...
// clear skinning helper array
for (std::vector<char> &buf : Vertices_Moved)
std::fill(buf.begin(), buf.end(), false);
// skin starting with the root joints
for (size_t i = 0; i < AllJoints.size(); ++i) {
auto *joint = AllJoints[i];
if (joint->Weights.empty())
continue;
// Find this joints pull on vertices
// Note: It is assumed that the global inversed matrix has been calculated at this point.
core::matrix4 jointVertexPull = joint->GlobalAnimatedMatrix * joint->GlobalInversedMatrix.value();
core::matrix4 jointVertexPull = global_matrices[i] * joint->GlobalInversedMatrix.value();
core::vector3df thisVertexMove, thisNormalMove;
auto &buffersUsed = *SkinningBuffers;
// Skin Vertices Positions and Normals...
// Skin Vertices, Positions and Normals
for (const auto &weight : joint->Weights) {
// Pull this vertex...
jointVertexPull.transformVect(thisVertexMove, weight.StaticPos);
@ -251,14 +153,11 @@ void SkinnedMesh::skinJoint(SJoint *joint, SJoint *parentJoint)
//*(weight._Pos) += thisVertexMove * weight.strength;
}
buffersUsed[weight.buffer_id]->boundingBoxNeedsRecalculated();
}
}
// Skin all children
for (auto *childJoint : joint->Children)
skinJoint(childJoint, joint);
for (auto *buffer : *SkinningBuffers)
buffer->setDirty(EBT_VERTEX);
}
//! Gets joint count.
@ -310,7 +209,7 @@ IMeshBuffer *SkinnedMesh::getMeshBuffer(const video::SMaterial &material) const
if (LocalBuffers[i]->getMaterial() == material)
return LocalBuffers[i];
}
return 0;
return nullptr;
}
u32 SkinnedMesh::getTextureSlot(u32 meshbufNr) const
@ -337,29 +236,6 @@ void SkinnedMesh::setDirty(E_BUFFER_TYPE buffer)
LocalBuffers[i]->setDirty(buffer);
}
//! (This feature is not implemented in irrlicht yet)
bool SkinnedMesh::setHardwareSkinning(bool on)
{
if (HardwareSkinning != on) {
if (on) {
// set mesh to static pose...
for (auto *joint : AllJoints) {
for (const auto &weight : joint->Weights) {
const u16 buffer_id = weight.buffer_id;
const u32 vertex_id = weight.vertex_id;
LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos = weight.StaticPos;
LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal = weight.StaticNormal;
LocalBuffers[buffer_id]->boundingBoxNeedsRecalculated();
}
}
}
HardwareSkinning = on;
}
return HardwareSkinning;
}
void SkinnedMesh::refreshJointCache()
{
// copy cache from the mesh...
@ -384,113 +260,192 @@ void SkinnedMesh::resetAnimation()
LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal = weight.StaticNormal;
}
}
SkinnedLastFrame = false;
LastAnimatedFrame = -1;
}
void SkinnedMesh::calculateGlobalMatrices(SJoint *joint, SJoint *parentJoint)
//! Turns the given array of local matrices into an array of global matrices
//! by multiplying with respective parent matrices.
void SkinnedMesh::calculateGlobalMatrices(std::vector<core::matrix4> &matrices) const
{
if (!joint && parentJoint) // bit of protection from endless loops
return;
// Go through the root bones
if (!joint) {
for (auto *rootJoint : RootJoints)
calculateGlobalMatrices(rootJoint, nullptr);
return;
// Note that the joints are topologically sorted.
for (u16 i = 0; i < AllJoints.size(); ++i) {
if (auto parent_id = AllJoints[i]->ParentJointID) {
matrices[i] = matrices[*parent_id] * matrices[i];
}
}
if (!parentJoint)
joint->GlobalMatrix = joint->LocalMatrix;
else
joint->GlobalMatrix = parentJoint->GlobalMatrix * joint->LocalMatrix;
joint->LocalAnimatedMatrix = joint->LocalMatrix;
joint->GlobalAnimatedMatrix = joint->GlobalMatrix;
if (!joint->GlobalInversedMatrix.has_value()) { // might be pre calculated
joint->GlobalInversedMatrix = joint->GlobalMatrix;
joint->GlobalInversedMatrix->makeInverse(); // slow
}
for (auto *childJoint : joint->Children)
calculateGlobalMatrices(childJoint, joint);
SkinnedLastFrame = false;
}
void SkinnedMesh::checkForAnimation()
bool SkinnedMesh::checkForAnimation() const
{
// Check for animation...
HasAnimation = false;
for (auto *joint : AllJoints) {
if (!joint->keys.empty()) {
HasAnimation = true;
break;
return true;
}
}
// meshes with weights, are still counted as animated for ragdolls, etc
if (!HasAnimation) {
for (auto *joint : AllJoints) {
if (joint->Weights.size()) {
HasAnimation = true;
break;
// meshes with weights are animatable
for (auto *joint : AllJoints) {
if (!joint->Weights.empty()) {
return true;
}
}
return false;
}
void SkinnedMesh::prepareForSkinning()
{
HasAnimation = checkForAnimation();
if (!HasAnimation || PreparedForSkinning)
return;
PreparedForSkinning = true;
EndFrame = 0.0f;
for (const auto *joint : AllJoints) {
EndFrame = std::max(EndFrame, joint->keys.getEndFrame());
}
for (auto *joint : AllJoints) {
for (auto &weight : joint->Weights) {
const u16 buffer_id = weight.buffer_id;
const u32 vertex_id = weight.vertex_id;
// check for invalid ids
if (buffer_id >= LocalBuffers.size()) {
os::Printer::log("Skinned Mesh: Weight buffer id too large", ELL_WARNING);
weight.buffer_id = weight.vertex_id = 0;
} else if (vertex_id >= LocalBuffers[buffer_id]->getVertexCount()) {
os::Printer::log("Skinned Mesh: Weight vertex id too large", ELL_WARNING);
weight.buffer_id = weight.vertex_id = 0;
}
}
}
if (HasAnimation) {
EndFrame = 0.0f;
for (const auto *joint : AllJoints) {
EndFrame = std::max(EndFrame, joint->keys.getEndFrame());
for (u32 i = 0; i < Vertices_Moved.size(); ++i)
for (u32 j = 0; j < Vertices_Moved[i].size(); ++j)
Vertices_Moved[i][j] = false;
// For skinning: cache weight values for speed
for (auto *joint : AllJoints) {
for (auto &weight : joint->Weights) {
const u16 buffer_id = weight.buffer_id;
const u32 vertex_id = weight.vertex_id;
weight.Moved = &Vertices_Moved[buffer_id][vertex_id];
weight.StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;
weight.StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;
}
}
if (HasAnimation && !PreparedForSkinning) {
PreparedForSkinning = true;
normalizeWeights();
// check for bugs:
for (auto *joint : AllJoints) {
for (auto &weight : joint->Weights) {
const u16 buffer_id = weight.buffer_id;
const u32 vertex_id = weight.vertex_id;
for (auto *joint : AllJoints) {
joint->keys.cleanup();
}
}
// check for invalid ids
if (buffer_id >= LocalBuffers.size()) {
os::Printer::log("Skinned Mesh: Weight buffer id too large", ELL_WARNING);
weight.buffer_id = weight.vertex_id = 0;
} else if (vertex_id >= LocalBuffers[buffer_id]->getVertexCount()) {
os::Printer::log("Skinned Mesh: Weight vertex id too large", ELL_WARNING);
weight.buffer_id = weight.vertex_id = 0;
void SkinnedMesh::calculateStaticBoundingBox()
{
std::vector<std::vector<bool>> animated(getMeshBufferCount());
for (u32 mb = 0; mb < getMeshBufferCount(); mb++)
animated[mb] = std::vector<bool>(getMeshBuffer(mb)->getVertexCount());
for (auto *joint : AllJoints) {
for (auto &weight : joint->Weights) {
const u16 buffer_id = weight.buffer_id;
const u32 vertex_id = weight.vertex_id;
animated[buffer_id][vertex_id] = true;
}
}
bool first = true;
for (u16 mb = 0; mb < getMeshBufferCount(); mb++) {
for (u32 v = 0; v < getMeshBuffer(mb)->getVertexCount(); v++) {
if (!animated[mb][v]) {
auto pos = getMeshBuffer(mb)->getVertexBuffer()->getPosition(v);
if (!first) {
StaticPartsBox.addInternalPoint(pos);
} else {
StaticPartsBox.reset(pos);
first = false;
}
}
}
}
}
// An array used in skinning
for (u32 i = 0; i < Vertices_Moved.size(); ++i)
for (u32 j = 0; j < Vertices_Moved[i].size(); ++j)
Vertices_Moved[i][j] = false;
// For skinning: cache weight values for speed
for (auto *joint : AllJoints) {
for (auto &weight : joint->Weights) {
const u16 buffer_id = weight.buffer_id;
const u32 vertex_id = weight.vertex_id;
weight.Moved = &Vertices_Moved[buffer_id][vertex_id];
weight.StaticPos = LocalBuffers[buffer_id]->getVertex(vertex_id)->Pos;
weight.StaticNormal = LocalBuffers[buffer_id]->getVertex(vertex_id)->Normal;
// weight._Pos=&Buffers[buffer_id]->getVertex(vertex_id)->Pos;
void SkinnedMesh::calculateJointBoundingBoxes()
{
for (auto *joint : AllJoints) {
bool first = true;
for (auto &weight : joint->Weights) {
if (weight.strength < 1e-6)
continue;
auto pos = weight.StaticPos;
joint->GlobalInversedMatrix.value().transformVect(pos);
if (!first) {
joint->LocalBoundingBox.addInternalPoint(pos);
} else {
joint->LocalBoundingBox.reset(pos);
first = false;
}
}
// normalize weights
normalizeWeights();
}
SkinnedLastFrame = false;
}
void SkinnedMesh::calculateBufferBoundingBoxes()
{
for (u32 j = 0; j < LocalBuffers.size(); ++j) {
// If we use skeletal animation, this will just be a bounding box of the static pose;
// if we use rigid animation, this will correctly transform the points first.
LocalBuffers[j]->recalculateBoundingBox();
}
}
void SkinnedMesh::recalculateBaseBoundingBoxes() {
calculateStaticBoundingBox();
calculateJointBoundingBoxes();
calculateBufferBoundingBoxes();
}
void SkinnedMesh::topoSortJoints()
{
size_t n = AllJoints.size();
std::vector<u16> new_to_old_id;
std::vector<std::vector<u16>> children(n);
for (u16 i = 0; i < n; ++i) {
if (auto parentId = AllJoints[i]->ParentJointID)
children[*parentId].push_back(i);
else
new_to_old_id.push_back(i);
}
// Levelorder
for (u16 i = 0; i < n; ++i) {
new_to_old_id.insert(new_to_old_id.end(),
children[new_to_old_id[i]].begin(),
children[new_to_old_id[i]].end());
}
std::vector<u16> old_to_new_id(n);
for (u16 i = 0; i < n; ++i)
old_to_new_id[new_to_old_id[i]] = i;
std::vector<SJoint *> joints(n);
for (u16 i = 0; i < n; ++i) {
joints[i] = AllJoints[new_to_old_id[i]];
joints[i]->JointID = i;
if (auto parentId = joints[i]->ParentJointID)
joints[i]->ParentJointID = old_to_new_id[*parentId];
}
AllJoints = std::move(joints);
for (u16 i = 0; i < n; ++i) {
if (auto pjid = AllJoints[i]->ParentJointID)
assert(*pjid < i);
}
}
//! called by loader after populating with mesh and bone data
@ -498,98 +453,44 @@ SkinnedMesh *SkinnedMeshBuilder::finalize()
{
os::Printer::log("Skinned Mesh - finalize", ELL_DEBUG);
// Make sure we recalc the next frame
LastAnimatedFrame = -1;
SkinnedLastFrame = false;
// calculate bounding box
for (auto *buffer : LocalBuffers) {
buffer->recalculateBoundingBox();
}
if (AllJoints.size() || RootJoints.size()) {
// populate AllJoints or RootJoints, depending on which is empty
if (RootJoints.empty()) {
for (auto *joint : AllJoints) {
bool foundParent = false;
for (const auto *parentJoint : AllJoints) {
for (const auto *childJoint : parentJoint->Children) {
if (childJoint == joint)
foundParent = true;
}
}
if (!foundParent)
RootJoints.push_back(joint);
}
} else {
AllJoints = RootJoints;
}
}
// Set array sizes...
topoSortJoints();
// Set array sizes
for (u32 i = 0; i < LocalBuffers.size(); ++i) {
Vertices_Moved.emplace_back(LocalBuffers[i]->getVertexCount());
}
checkForAnimation();
prepareForSkinning();
if (HasAnimation) {
for (auto *joint : AllJoints) {
joint->keys.cleanup();
}
}
// Needed for animation and skinning...
calculateGlobalMatrices(0, 0);
// rigid animation for non animated meshes
std::vector<core::matrix4> matrices;
matrices.reserve(AllJoints.size());
for (auto *joint : AllJoints) {
if (const auto *matrix = std::get_if<core::matrix4>(&joint->transform))
matrices.push_back(*matrix);
else
matrices.push_back(std::get<core::Transform>(joint->transform).buildMatrix());
}
calculateGlobalMatrices(matrices);
for (size_t i = 0; i < AllJoints.size(); ++i) {
auto *joint = AllJoints[i];
if (!joint->GlobalInversedMatrix) {
joint->GlobalInversedMatrix = matrices[i];
joint->GlobalInversedMatrix->makeInverse();
}
// rigid animation for non animated meshes
for (u32 attachedMeshIdx : joint->AttachedMeshes) {
SSkinMeshBuffer *Buffer = (*SkinningBuffers)[attachedMeshIdx];
Buffer->Transformation = joint->GlobalAnimatedMatrix;
Buffer->Transformation = matrices[i];
}
}
// calculate bounding box
if (LocalBuffers.empty())
BoundingBox.reset(0, 0, 0);
else {
irr::core::aabbox3df bb(LocalBuffers[0]->BoundingBox);
LocalBuffers[0]->Transformation.transformBoxEx(bb);
BoundingBox.reset(bb);
for (u32 j = 1; j < LocalBuffers.size(); ++j) {
bb = LocalBuffers[j]->BoundingBox;
LocalBuffers[j]->Transformation.transformBoxEx(bb);
BoundingBox.addInternalBox(bb);
}
}
recalculateBaseBoundingBoxes();
StaticPoseBox = calculateBoundingBox(matrices);
return this;
}
void SkinnedMesh::updateBoundingBox()
{
if (!SkinningBuffers)
return;
BoundingBox.reset(0, 0, 0);
for (auto *buffer : *SkinningBuffers) {
buffer->recalculateBoundingBox();
core::aabbox3df bb = buffer->BoundingBox;
buffer->Transformation.transformBoxEx(bb);
BoundingBox.addInternalBox(bb);
}
}
scene::SSkinMeshBuffer *SkinnedMeshBuilder::addMeshBuffer()
{
scene::SSkinMeshBuffer *buffer = new scene::SSkinMeshBuffer();
@ -607,14 +508,10 @@ void SkinnedMeshBuilder::addMeshBuffer(SSkinMeshBuffer *meshbuf)
SkinnedMesh::SJoint *SkinnedMeshBuilder::addJoint(SJoint *parent)
{
SJoint *joint = new SJoint;
joint->setParent(parent);
joint->JointID = AllJoints.size();
AllJoints.push_back(joint);
if (!parent) {
// Add root joints to array in finalize()
} else {
// Set parent (Be careful of the mesh loader also setting the parent)
parent->Children.push_back(joint);
}
return joint;
}
@ -684,73 +581,6 @@ void SkinnedMesh::normalizeWeights()
}
}
void SkinnedMesh::recoverJointsFromMesh(std::vector<IBoneSceneNode *> &jointChildSceneNodes)
{
for (u32 i = 0; i < AllJoints.size(); ++i) {
IBoneSceneNode *node = jointChildSceneNodes[i];
SJoint *joint = AllJoints[i];
node->setPosition(joint->LocalAnimatedMatrix.getTranslation());
node->setRotation(joint->LocalAnimatedMatrix.getRotationDegrees());
node->setScale(joint->LocalAnimatedMatrix.getScale());
node->updateAbsolutePosition();
}
}
void SkinnedMesh::transferJointsToMesh(const std::vector<IBoneSceneNode *> &jointChildSceneNodes)
{
for (u32 i = 0; i < AllJoints.size(); ++i) {
const IBoneSceneNode *const node = jointChildSceneNodes[i];
SJoint *joint = AllJoints[i];
joint->LocalAnimatedMatrix.setRotationDegrees(node->getRotation());
joint->LocalAnimatedMatrix.setTranslation(node->getPosition());
joint->LocalAnimatedMatrix *= core::matrix4().setScale(node->getScale());
joint->GlobalSkinningSpace = (node->getSkinningSpace() == EBSS_GLOBAL);
}
// Make sure we recalc the next frame
LastAnimatedFrame = -1;
SkinnedLastFrame = false;
}
void SkinnedMesh::addJoints(std::vector<IBoneSceneNode *> &jointChildSceneNodes,
IAnimatedMeshSceneNode *node, ISceneManager *smgr)
{
// Create new joints
for (u32 i = 0; i < AllJoints.size(); ++i) {
jointChildSceneNodes.push_back(new CBoneSceneNode(0, smgr, 0, i, AllJoints[i]->Name));
}
// Match up parents
for (u32 i = 0; i < jointChildSceneNodes.size(); ++i) {
const SJoint *const joint = AllJoints[i]; // should be fine
s32 parentID = -1;
for (u32 j = 0; (parentID == -1) && (j < AllJoints.size()); ++j) {
if (i != j) {
const SJoint *const parentTest = AllJoints[j];
for (u32 n = 0; n < parentTest->Children.size(); ++n) {
if (parentTest->Children[n] == joint) {
parentID = j;
break;
}
}
}
}
IBoneSceneNode *bone = jointChildSceneNodes[i];
if (parentID != -1)
bone->setParent(jointChildSceneNodes[parentID]);
else
bone->setParent(node);
bone->drop();
}
SkinnedLastFrame = false;
}
void SkinnedMesh::convertMeshToTangents()
{
// now calculate tangents