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luanti/irr/src/CAnimatedMeshSceneNode.cpp
Lars Müller fde6384a09
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`
2025-06-01 23:21:35 +02:00

683 lines
20 KiB
C++

// 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 "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"
#include "IBoneSceneNode.h"
#include "IMaterialRenderer.h"
#include "IMesh.h"
#include "IMeshCache.h"
#include "IAnimatedMesh.h"
#include "IFileSystem.h"
#include "quaternion.h"
#include <algorithm>
#include <cstddef>
#include <optional>
#include <cassert>
namespace irr
{
namespace scene
{
//! constructor
CAnimatedMeshSceneNode::CAnimatedMeshSceneNode(IAnimatedMesh *mesh,
ISceneNode *parent, ISceneManager *mgr, s32 id,
const core::vector3df &position,
const core::vector3df &rotation,
const core::vector3df &scale) :
IAnimatedMeshSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(nullptr),
StartFrame(0), EndFrame(0), FramesPerSecond(0.025f),
CurrentFrameNr(0.f), LastTimeMs(0),
TransitionTime(0), Transiting(0.f), TransitingBlend(0.f),
JointsUsed(false),
Looping(true), ReadOnlyMaterials(false), RenderFromIdentity(false),
PassCount(0)
{
setMesh(mesh);
}
//! destructor
CAnimatedMeshSceneNode::~CAnimatedMeshSceneNode()
{
if (Mesh)
Mesh->drop();
}
//! Sets the current frame. From now on the animation is played from this frame.
void CAnimatedMeshSceneNode::setCurrentFrame(f32 frame)
{
// if you pass an out of range value, we just clamp it
CurrentFrameNr = core::clamp(frame, (f32)StartFrame, (f32)EndFrame);
beginTransition(); // transit to this frame if enabled
}
//! Returns the currently displayed frame number.
f32 CAnimatedMeshSceneNode::getFrameNr() const
{
return CurrentFrameNr;
}
//! Get CurrentFrameNr and update transiting settings
void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
{
if (Transiting != 0.f) {
TransitingBlend += (f32)(timeMs)*Transiting;
if (TransitingBlend > 1.f) {
Transiting = 0.f;
TransitingBlend = 0.f;
}
}
if (StartFrame == EndFrame) {
CurrentFrameNr = StartFrame; // Support for non animated meshes
} else if (Looping) {
// play animation looped
CurrentFrameNr += timeMs * FramesPerSecond;
// We have no interpolation between EndFrame and StartFrame,
// the last frame must be identical to first one with our current solution.
if (FramesPerSecond > 0.f) { // forwards...
if (CurrentFrameNr > EndFrame)
CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, EndFrame - StartFrame);
} else { // backwards...
if (CurrentFrameNr < StartFrame)
CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, EndFrame - StartFrame);
}
} else {
// play animation non looped
CurrentFrameNr += timeMs * FramesPerSecond;
if (FramesPerSecond > 0.f) { // forwards...
CurrentFrameNr = std::min(CurrentFrameNr, EndFrame);
} else { // backwards...
CurrentFrameNr = std::max(CurrentFrameNr, StartFrame);
}
}
}
void CAnimatedMeshSceneNode::OnRegisterSceneNode()
{
if (IsVisible && Mesh) {
// because this node supports rendering of mixed mode meshes consisting of
// transparent and solid material at the same time, we need to go through all
// materials, check of what type they are and register this node for the right
// render pass according to that.
video::IVideoDriver *driver = SceneManager->getVideoDriver();
PassCount = 0;
int transparentCount = 0;
int solidCount = 0;
// count transparent and solid materials in this scene node
const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
for (u32 i = 0; i < numMaterials; ++i) {
const video::SMaterial &material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
if (driver->needsTransparentRenderPass(material))
++transparentCount;
else
++solidCount;
if (solidCount && transparentCount)
break;
}
// register according to material types counted
if (solidCount)
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
if (transparentCount)
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
ISceneNode::OnRegisterSceneNode();
}
}
IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
{
if (Mesh->getMeshType() != EAMT_SKINNED) {
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.
void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
{
if (LastTimeMs == 0) { // first frame
LastTimeMs = timeMs;
}
// set CurrentFrameNr
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.
void CAnimatedMeshSceneNode::render()
{
video::IVideoDriver *driver = SceneManager->getVideoDriver();
if (!Mesh || !driver)
return;
const bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
++PassCount;
scene::IMesh *m = getMeshForCurrentFrame();
assert(m);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
for (u32 i = 0; i < m->getMeshBufferCount(); ++i) {
const bool transparent = driver->needsTransparentRenderPass(Materials[i]);
// only render transparent buffer if this is the transparent render pass
// and solid only in solid pass
if (transparent == isTransparentPass) {
scene::IMeshBuffer *mb = m->getMeshBuffer(i);
const video::SMaterial &material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer *)mb)->Transformation);
driver->setMaterial(material);
driver->drawMeshBuffer(mb);
}
}
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
// for debug purposes only:
if (DebugDataVisible && PassCount == 1) {
video::SMaterial debug_mat;
debug_mat.AntiAliasing = video::EAAM_OFF;
driver->setMaterial(debug_mat);
// show normals
if (DebugDataVisible & scene::EDS_NORMALS) {
const f32 debugNormalLength = 1.f;
const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
const u32 count = m->getMeshBufferCount();
// draw normals
for (u32 g = 0; g < count; ++g) {
scene::IMeshBuffer *mb = m->getMeshBuffer(g);
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer *)mb)->Transformation);
driver->drawMeshBufferNormals(mb, debugNormalLength, debugNormalColor);
}
}
debug_mat.ZBuffer = video::ECFN_DISABLED;
driver->setMaterial(debug_mat);
// show bounding box
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) {
for (u32 g = 0; g < m->getMeshBufferCount(); ++g) {
const IMeshBuffer *mb = m->getMeshBuffer(g);
if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer *)mb)->Transformation);
driver->draw3DBox(mb->getBoundingBox(), video::SColor(255, 190, 128, 128));
}
}
if (DebugDataVisible & scene::EDS_BBOX)
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
// show skeleton
if (DebugDataVisible & scene::EDS_SKELETON) {
if (Mesh->getMeshType() == EAMT_SKINNED) {
// draw skeleton
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));
}
}
}
}
// show mesh
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) {
debug_mat.Wireframe = true;
debug_mat.ZBuffer = video::ECFN_DISABLED;
driver->setMaterial(debug_mat);
for (u32 g = 0; g < m->getMeshBufferCount(); ++g) {
const IMeshBuffer *mb = m->getMeshBuffer(g);
if (RenderFromIdentity)
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
else if (Mesh->getMeshType() == EAMT_SKINNED)
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((SSkinMeshBuffer *)mb)->Transformation);
driver->drawMeshBuffer(mb);
}
}
}
}
//! Returns the current start frame number.
f32 CAnimatedMeshSceneNode::getStartFrame() const
{
return StartFrame;
}
//! Returns the current start frame number.
f32 CAnimatedMeshSceneNode::getEndFrame() const
{
return EndFrame;
}
//! sets the frames between the animation is looped.
//! the default is 0 - MaximalFrameCount of the mesh.
bool CAnimatedMeshSceneNode::setFrameLoop(f32 begin, f32 end)
{
const f32 maxFrame = Mesh->getMaxFrameNumber();
if (end < begin) {
StartFrame = std::clamp<f32>(end, 0, maxFrame);
EndFrame = std::clamp<f32>(begin, StartFrame, maxFrame);
} else {
StartFrame = std::clamp<f32>(begin, 0, maxFrame);
EndFrame = std::clamp<f32>(end, StartFrame, maxFrame);
}
if (FramesPerSecond < 0)
setCurrentFrame(EndFrame);
else
setCurrentFrame(StartFrame);
return true;
}
//! sets the speed with witch the animation is played
void CAnimatedMeshSceneNode::setAnimationSpeed(f32 framesPerSecond)
{
FramesPerSecond = framesPerSecond * 0.001f;
}
f32 CAnimatedMeshSceneNode::getAnimationSpeed() const
{
return FramesPerSecond * 1000.f;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32> &CAnimatedMeshSceneNode::getBoundingBox() const
{
return Box;
}
//! returns the material based on the zero based index i.
video::SMaterial &CAnimatedMeshSceneNode::getMaterial(u32 i)
{
if (i >= Materials.size())
return ISceneNode::getMaterial(i);
return Materials[i];
}
//! returns amount of materials used by this scene node.
u32 CAnimatedMeshSceneNode::getMaterialCount() const
{
return Materials.size();
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
IBoneSceneNode *CAnimatedMeshSceneNode::getJointNode(const c8 *jointName)
{
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED) {
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
return 0;
}
checkJoints();
auto *skinnedMesh = (SkinnedMesh *)Mesh;
const std::optional<u32> number = skinnedMesh->getJointNumber(jointName);
if (!number.has_value()) {
os::Printer::log("Joint with specified name not found in skinned mesh", jointName, ELL_DEBUG);
return 0;
}
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 PerJoint.SceneNodes[*number];
}
//! Returns a pointer to a child node, which has the same transformation as
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
IBoneSceneNode *CAnimatedMeshSceneNode::getJointNode(u32 jointID)
{
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED) {
os::Printer::log("No mesh, or mesh not of skinned mesh type", ELL_WARNING);
return 0;
}
checkJoints();
if (PerJoint.SceneNodes.size() <= jointID) {
os::Printer::log("Joint not loaded into node", ELL_WARNING);
return 0;
}
return PerJoint.SceneNodes[jointID];
}
//! Gets joint count.
u32 CAnimatedMeshSceneNode::getJointCount() const
{
if (!Mesh || Mesh->getMeshType() != EAMT_SKINNED)
return 0;
auto *skinnedMesh = (SkinnedMesh *)Mesh;
return skinnedMesh->getJointCount();
}
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached childs.
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 < PerJoint.SceneNodes.size(); ++i) {
if (PerJoint.SceneNodes[i] == child) {
PerJoint.SceneNodes[i] = 0; // remove link to child
break;
}
}
}
return true;
}
return false;
}
//! Sets looping mode which is on by default. If set to false,
//! animations will not be looped.
void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
{
Looping = playAnimationLooped;
}
//! returns the current loop mode
bool CAnimatedMeshSceneNode::getLoopMode() const
{
return Looping;
}
//! 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)
{
ReadOnlyMaterials = readonly;
}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
bool CAnimatedMeshSceneNode::isReadOnlyMaterials() const
{
return ReadOnlyMaterials;
}
//! Sets a new mesh
void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh *mesh)
{
if (!mesh)
return; // won't set null mesh
if (Mesh != mesh) {
if (Mesh)
Mesh->drop();
Mesh = mesh;
// grab the mesh (it's non-null!)
Mesh->grab();
}
// get materials and bounding box
Box = Mesh->getBoundingBox();
Materials.clear();
Materials.reallocate(Mesh->getMeshBufferCount());
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
if (JointsUsed) {
JointsUsed = false;
checkJoints();
}
// get start and begin time
setAnimationSpeed(Mesh->getAnimationSpeed()); // NOTE: This had been commented out (but not removed!) in r3526. Which caused meshloader-values for speed to be ignored unless users specified explicitly. Missing a test-case where this could go wrong so I put the code back in.
setFrameLoop(0, Mesh->getMaxFrameNumber());
}
//! updates the absolute position based on the relative and the parents position
void CAnimatedMeshSceneNode::updateAbsolutePosition()
{
IAnimatedMeshSceneNode::updateAbsolutePosition();
}
//! 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)
{
const u32 ttime = (u32)core::floor32(time * 1000.0f);
if (TransitionTime == ttime)
return;
TransitionTime = ttime;
}
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
void CAnimatedMeshSceneNode::setRenderFromIdentity(bool enable)
{
RenderFromIdentity = enable;
}
void CAnimatedMeshSceneNode::addJoints()
{
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>{}));
}
}
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);
}
}
}
//! 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 < PerJoint.SceneNodes.size(); ++i)
removeChild(PerJoint.SceneNodes[i]);
addJoints();
JointsUsed = true;
}
}
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) {
Transiting = core::reciprocal((f32)TransitionTime);
}
TransitingBlend = 0.f;
}
ISceneNode *CAnimatedMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CAnimatedMeshSceneNode *newNode =
new CAnimatedMeshSceneNode(Mesh, NULL, newManager, ID, RelativeTranslation,
RelativeRotation, RelativeScale);
if (newParent) {
newNode->setParent(newParent); // not in constructor because virtual overload for updateAbsolutePosition won't be called
newNode->drop();
}
newNode->cloneMembers(this, newManager);
newNode->Materials = Materials;
newNode->Box = Box;
newNode->Mesh = Mesh;
newNode->StartFrame = StartFrame;
newNode->EndFrame = EndFrame;
newNode->FramesPerSecond = FramesPerSecond;
newNode->CurrentFrameNr = CurrentFrameNr;
newNode->JointsUsed = JointsUsed;
newNode->TransitionTime = TransitionTime;
newNode->Transiting = Transiting;
newNode->TransitingBlend = TransitingBlend;
newNode->Looping = Looping;
newNode->ReadOnlyMaterials = ReadOnlyMaterials;
newNode->PassCount = PassCount;
newNode->PerJoint.SceneNodes = PerJoint.SceneNodes;
newNode->PerJoint.PreTransSaves = PerJoint.PreTransSaves;
newNode->RenderFromIdentity = RenderFromIdentity;
return newNode;
}
} // end namespace scene
} // end namespace irr