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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`
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0bb87eb1ff
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40 changed files with 856 additions and 1388 deletions
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@ -178,15 +178,6 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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matrix.setTextureScale(txs, tys);
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}
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// Evaluate transform chain recursively; irrlicht does not do this for us
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static void updatePositionRecursive(scene::ISceneNode *node)
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{
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scene::ISceneNode *parent = node->getParent();
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if (parent)
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updatePositionRecursive(parent);
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node->updateAbsolutePosition();
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}
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static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
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{
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thread_local std::vector<u64> logged;
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@ -682,7 +673,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
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m_animated_meshnode->grab();
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mesh->drop(); // The scene node took hold of it
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m_animated_meshnode->animateJoints(); // Needed for some animations
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m_animated_meshnode->setScale(m_prop.visual_size);
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// set vertex colors to ensure alpha is set
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@ -693,6 +683,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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m_animated_meshnode->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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});
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m_animated_meshnode->setOnAnimateCallback([&](f32 dtime) {
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for (auto &it : m_bone_override) {
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auto* bone = m_animated_meshnode->getJointNode(it.first.c_str());
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if (!bone)
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continue;
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BoneOverride &props = it.second;
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props.dtime_passed += dtime;
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bone->setPosition(props.getPosition(bone->getPosition()));
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bone->setRotation(props.getRotationEulerDeg(bone->getRotation()));
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bone->setScale(props.getScale(bone->getScale()));
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}
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});
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} else
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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break;
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@ -783,7 +788,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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updateMarker();
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updateNodePos();
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updateAnimation();
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updateBones(.0f);
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updateAttachments();
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setNodeLight(m_last_light);
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updateMeshCulling();
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@ -1174,18 +1178,6 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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rot_translator.val_current = m_rotation;
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updateNodePos();
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}
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if (m_animated_meshnode) {
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// Everything must be updated; the whole transform
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// chain as well as the animated mesh node.
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// Otherwise, bone attachments would be relative to
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// a position that's one frame old.
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if (m_matrixnode)
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updatePositionRecursive(m_matrixnode);
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m_animated_meshnode->updateAbsolutePosition();
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m_animated_meshnode->animateJoints();
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updateBones(dtime);
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}
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}
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static void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
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@ -1394,44 +1386,6 @@ void GenericCAO::updateAnimationSpeed()
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m_animated_meshnode->setAnimationSpeed(m_animation_speed);
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}
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void GenericCAO::updateBones(f32 dtime)
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{
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if (!m_animated_meshnode)
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return;
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if (m_bone_override.empty()) {
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m_animated_meshnode->setJointMode(scene::EJUOR_NONE);
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return;
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}
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m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
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for (auto &it : m_bone_override) {
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std::string bone_name = it.first;
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scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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if (!bone)
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continue;
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BoneOverride &props = it.second;
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props.dtime_passed += dtime;
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bone->setPosition(props.getPosition(bone->getPosition()));
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bone->setRotation(props.getRotationEulerDeg(bone->getRotation()));
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bone->setScale(props.getScale(bone->getScale()));
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}
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// The following is needed for set_bone_pos to propagate to
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// attached objects correctly.
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// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
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for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
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auto bone = m_animated_meshnode->getJointNode(i);
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// Look for the root bone.
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if (bone && bone->getParent() == m_animated_meshnode) {
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// Update entire skeleton.
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bone->updateAbsolutePositionOfAllChildren();
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break;
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}
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}
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}
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void GenericCAO::updateAttachments()
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{
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ClientActiveObject *parent = getParent();
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@ -1747,7 +1701,6 @@ void GenericCAO::processMessage(const std::string &data)
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} else {
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m_bone_override[bone] = props;
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}
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// updateBones(); now called every step
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} else if (cmd == AO_CMD_ATTACH_TO) {
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u16 parent_id = readS16(is);
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std::string bone = deSerializeString16(is);
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@ -286,8 +286,6 @@ public:
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void updateAnimationSpeed();
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void updateBones(f32 dtime);
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void processMessage(const std::string &data) override;
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bool directReportPunch(v3f dir, const ItemStack *punchitem,
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@ -10,10 +10,9 @@
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#include <cmath>
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#include <iostream>
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#include <IAnimatedMesh.h>
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#include <SAnimatedMesh.h>
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#include <IAnimatedMeshSceneNode.h>
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#include "S3DVertex.h"
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#include "SMesh.h"
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#include <SMesh.h>
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#include "SMeshBuffer.h"
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inline static void applyShadeFactor(video::SColor& color, float factor)
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@ -97,11 +96,8 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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scaleMesh(anim_mesh, scale); // also recalculates bounding box
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return anim_mesh;
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scaleMesh(mesh, scale); // also recalculates bounding box
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return mesh;
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}
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template<typename F>
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