/* Copyright (C) 2011 by Ivan Safrin Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "PolySkeleton.h" #include "PolyBezierCurve.h" #include "PolyBone.h" #include "PolyLabel.h" #include "PolySceneLabel.h" #include "PolySceneLine.h" #include "PolyTween.h" #include "OSBasics.h" using namespace Polycode; Skeleton::Skeleton(const String& fileName) : SceneEntity() { loadSkeleton(fileName); currentAnimation = NULL; } Skeleton::Skeleton() { currentAnimation = NULL; } Skeleton::~Skeleton() { } int Skeleton::getNumBones() const { return bones.size(); } Bone *Skeleton::getBoneByName(const String& name) const { for(int i=0; i < bones.size(); i++) { if(bones[i]->getName() == name) return bones[i]; } return NULL; } Bone *Skeleton::getBone(int index) const { return bones[index]; } void Skeleton::enableBoneLabels(const String& labelFont, Number size, Number scale, Color labelColor) { for(int i=0; i < bones.size(); i++) { bones[i]->enableBoneLabel(labelFont, size, scale,labelColor); } SceneLabel *label = new SceneLabel(labelFont, "Skeleton", size, scale, Label::ANTIALIAS_FULL); label->setColor(labelColor); label->billboardMode = true; label->depthWrite = false; addEntity(label); } void Skeleton::playAnimationByIndex(int index, bool once) { if(index > animations.size()-1) return; SkeletonAnimation *anim = animations[index]; if(!anim) return; if(anim == currentAnimation && !once) return; if(currentAnimation) currentAnimation->Stop(); currentAnimation = anim; anim->Play(once); } void Skeleton::playAnimation(const String& animName, bool once) { SkeletonAnimation *anim = getAnimation(animName); if(!anim) return; if(anim == currentAnimation && !once) return; if(currentAnimation) currentAnimation->Stop(); currentAnimation = anim; anim->Play(once); } SkeletonAnimation *Skeleton::getAnimation(const String& name) const { for(int i=0; i < animations.size(); i++) { if(animations[i]->getName() == name) return animations[i]; } return NULL; } void Skeleton::Update() { if(currentAnimation != NULL) { currentAnimation->Update(); } } void Skeleton::loadSkeleton(const String& fileName) { OSFILE *inFile = OSBasics::open(fileName.c_str(), "rb"); if(!inFile) { return; } bonesEntity = new SceneEntity(); bonesEntity->visible = false; addChild(bonesEntity); unsigned int numBones; float t[3],rq[4],s[3]; OSBasics::read(&numBones, sizeof(unsigned int), 1, inFile); unsigned int namelen; char buffer[1024]; Matrix4 mat; unsigned int hasParent, boneID; for(int i=0; i < numBones; i++) { OSBasics::read(&namelen, sizeof(unsigned int), 1, inFile); memset(buffer, 0, 1024); OSBasics::read(buffer, 1, namelen, inFile); Bone *newBone = new Bone(String(buffer)); OSBasics::read(&hasParent, sizeof(unsigned int), 1, inFile); if(hasParent == 1) { OSBasics::read(&boneID, sizeof(unsigned int), 1, inFile); newBone->parentBoneId = boneID; } else { newBone->parentBoneId = -1; } OSBasics::read(t, sizeof(float), 3, inFile); OSBasics::read(s, sizeof(float), 3, inFile); OSBasics::read(rq, sizeof(float), 4, inFile); bones.push_back(newBone); newBone->setPosition(t[0], t[1], t[2]); newBone->setRotationQuat(rq[0], rq[1], rq[2], rq[3]); newBone->setScale(s[0], s[1], s[2]); newBone->rebuildTransformMatrix(); newBone->setBaseMatrix(newBone->getTransformMatrix()); newBone->setBoneMatrix(newBone->getTransformMatrix()); OSBasics::read(t, sizeof(float), 3, inFile); OSBasics::read(s, sizeof(float), 3, inFile); OSBasics::read(rq, sizeof(float), 4, inFile); Quaternion q; q.set(rq[0], rq[1], rq[2], rq[3]); Matrix4 m = q.createMatrix(); m.setPosition(t[0], t[1], t[2]); newBone->setRestMatrix(m); } Bone *parentBone; // SceneEntity *bProxy; for(int i=0; i < bones.size(); i++) { if(bones[i]->parentBoneId != -1) { parentBone = bones[bones[i]->parentBoneId]; parentBone->addChildBone(bones[i]); bones[i]->setParentBone(parentBone); parentBone->addEntity(bones[i]); // addEntity(bones[i]); SceneLine *connector = new SceneLine(bones[i], parentBone); connector->depthTest = false; bonesEntity->addEntity(connector); connector->setColor(((Number)(rand() % RAND_MAX)/(Number)RAND_MAX),((Number)(rand() % RAND_MAX)/(Number)RAND_MAX),((Number)(rand() % RAND_MAX)/(Number)RAND_MAX),1.0f); } else { // bProxy = new SceneEntity(); // addEntity(bProxy); // bProxy->addEntity(bones[i]); bonesEntity->addChild(bones[i]); } // bones[i]->visible = false; } /* unsigned int numAnimations, activeBones,boneIndex,numPoints,numCurves, curveType; OSBasics::read(&numAnimations, sizeof(unsigned int), 1, inFile); //Logger::log("numAnimations: %d\n", numAnimations); for(int i=0; i < numAnimations; i++) { OSBasics::read(&namelen, sizeof(unsigned int), 1, inFile); memset(buffer, 0, 1024); OSBasics::read(buffer, 1, namelen, inFile); float length; OSBasics::read(&length, 1, sizeof(float), inFile); SkeletonAnimation *newAnimation = new SkeletonAnimation(buffer, length); OSBasics::read(&activeBones, sizeof(unsigned int), 1, inFile); // Logger::log("activeBones: %d\n", activeBones); for(int j=0; j < activeBones; j++) { OSBasics::read(&boneIndex, sizeof(unsigned int), 1, inFile); BoneTrack *newTrack = new BoneTrack(bones[boneIndex], length); BezierCurve *curve; float vec1[2]; //,vec2[2],vec3[2]; OSBasics::read(&numCurves, sizeof(unsigned int), 1, inFile); // Logger::log("numCurves: %d\n", numCurves); for(int l=0; l < numCurves; l++) { curve = new BezierCurve(); OSBasics::read(&curveType, sizeof(unsigned int), 1, inFile); OSBasics::read(&numPoints, sizeof(unsigned int), 1, inFile); for(int k=0; k < numPoints; k++) { OSBasics::read(vec1, sizeof(float), 2, inFile); curve->addControlPoint2d(vec1[1], vec1[0]); // curve->addControlPoint(vec1[1]-10, vec1[0], 0, vec1[1], vec1[0], 0, vec1[1]+10, vec1[0], 0); } switch(curveType) { case 0: newTrack->scaleX = curve; break; case 1: newTrack->scaleY = curve; break; case 2: newTrack->scaleZ = curve; break; case 3: newTrack->QuatW = curve; break; case 4: newTrack->QuatX = curve; break; case 5: newTrack->QuatY = curve; break; case 6: newTrack->QuatZ = curve; break; case 7:; newTrack->LocX = curve; break; case 8: newTrack->LocY = curve; break; case 9: newTrack->LocZ = curve; break; } } newAnimation->addBoneTrack(newTrack); } animations.push_back(newAnimation); } */ OSBasics::close(inFile); } void Skeleton::addAnimation(const String& name, const String& fileName) { OSFILE *inFile = OSBasics::open(fileName.c_str(), "rb"); if(!inFile) { return; } unsigned int activeBones,boneIndex,numPoints,numCurves, curveType; float length; OSBasics::read(&length, 1, sizeof(float), inFile); SkeletonAnimation *newAnimation = new SkeletonAnimation(name, length); OSBasics::read(&activeBones, sizeof(unsigned int), 1, inFile); // Logger::log("activeBones: %d\n", activeBones); for(int j=0; j < activeBones; j++) { OSBasics::read(&boneIndex, sizeof(unsigned int), 1, inFile); BoneTrack *newTrack = new BoneTrack(bones[boneIndex], length); BezierCurve *curve; float vec1[2]; //,vec2[2],vec3[2]; OSBasics::read(&numCurves, sizeof(unsigned int), 1, inFile); // Logger::log("numCurves: %d\n", numCurves); for(int l=0; l < numCurves; l++) { curve = new BezierCurve(); OSBasics::read(&curveType, sizeof(unsigned int), 1, inFile); OSBasics::read(&numPoints, sizeof(unsigned int), 1, inFile); for(int k=0; k < numPoints; k++) { OSBasics::read(vec1, sizeof(float), 2, inFile); curve->addControlPoint2d(vec1[1], vec1[0]); // curve->addControlPoint(vec1[1]-10, vec1[0], 0, vec1[1], vec1[0], 0, vec1[1]+10, vec1[0], 0); } switch(curveType) { case 0: newTrack->scaleX = curve; break; case 1: newTrack->scaleY = curve; break; case 2: newTrack->scaleZ = curve; break; case 3: newTrack->QuatW = curve; break; case 4: newTrack->QuatX = curve; break; case 5: newTrack->QuatY = curve; break; case 6: newTrack->QuatZ = curve; break; case 7:; newTrack->LocX = curve; break; case 8: newTrack->LocY = curve; break; case 9: newTrack->LocZ = curve; break; } } newAnimation->addBoneTrack(newTrack); } animations.push_back(newAnimation); OSBasics::close(inFile); } void Skeleton::bonesVisible(bool val) { bonesEntity->visible = val; } BoneTrack::BoneTrack(Bone *bone, Number length) { this->length = length; targetBone = bone; scaleX = NULL; scaleY = NULL; scaleZ = NULL; QuatW = NULL; QuatX = NULL; QuatY = NULL; QuatZ = NULL; LocX = NULL; LocY = NULL; LocZ = NULL; initialized = false; } BoneTrack::~BoneTrack() { delete scaleX; delete scaleY; delete scaleZ; delete QuatW; delete QuatX; delete QuatY; delete QuatZ; delete LocX; delete LocY; delete LocZ; } void BoneTrack::Stop() { if(initialized) { for(int i=0; i < pathTweens.size(); i++) { pathTweens[i]->Pause(true); } quatTween->Pause(true); } } void BoneTrack::Play(bool once) { if(!initialized ) { // TODO: change it so that you can set the tweens to not manually restart so you can calculate the // time per tween Number durTime = length; //(LocX->getControlPoint(LocX->getNumControlPoints()-1)->p2.x);//25.0f; BezierPathTween *testTween; if(LocX) { testTween = new BezierPathTween(&LocXVec, LocX, Tween::EASE_NONE, durTime, !once); pathTweens.push_back(testTween); } if(LocY) { testTween = new BezierPathTween(&LocYVec, LocY, Tween::EASE_NONE, durTime, !once); pathTweens.push_back(testTween); } if(LocZ) { testTween = new BezierPathTween(&LocZVec, LocZ, Tween::EASE_NONE, durTime, !once); pathTweens.push_back(testTween); } testTween = new BezierPathTween(&ScaleXVec, scaleX, Tween::EASE_NONE, durTime, !once); pathTweens.push_back(testTween); testTween = new BezierPathTween(&ScaleYVec, scaleY, Tween::EASE_NONE, durTime, !once); pathTweens.push_back(testTween); testTween = new BezierPathTween(&ScaleZVec, scaleZ, Tween::EASE_NONE, durTime, !once); pathTweens.push_back(testTween); if(QuatW) quatTween = new QuaternionTween(&boneQuat, QuatW, QuatX, QuatY, QuatZ, Tween::EASE_NONE, durTime, !once); initialized = true; } else { for(int i=0; i < pathTweens.size(); i++) { pathTweens[i]->Reset(); pathTweens[i]->Pause(false); } quatTween->Reset(); quatTween->Pause(false); } /* if(QuatW) { testTween = new BezierPathTween(&QuatWVec, QuatW, Tween::EASE_NONE, durTime, true); pathTweens.push_back(testTween); } if(QuatX) { testTween = new BezierPathTween(&QuatXVec, QuatX, Tween::EASE_NONE, durTime, true); pathTweens.push_back(testTween); } if(QuatY) { testTween = new BezierPathTween(&QuatYVec, QuatY, Tween::EASE_NONE, durTime, true); pathTweens.push_back(testTween); } if(QuatZ) { testTween = new BezierPathTween(&QuatZVec, QuatZ, Tween::EASE_NONE, durTime, true); pathTweens.push_back(testTween); } */ } void BoneTrack::Update() { if(!targetBone) return; Matrix4 newMatrix; newMatrix = boneQuat.createMatrix(); Matrix4 scaleMatrix; scaleMatrix.m[0][0] *= 1; //ScaleXVec.y; scaleMatrix.m[1][1] *= 1; //ScaleYVec.y; scaleMatrix.m[2][2] *= 1; //ScaleZVec.y; Matrix4 posMatrix; if(LocX) posMatrix.m[3][0] = LocXVec.y; else posMatrix.m[3][0] = targetBone->getBaseMatrix()[3][0]; if(LocY) posMatrix.m[3][1] = LocYVec.y; else posMatrix.m[3][1] = targetBone->getBaseMatrix()[3][1]; if(LocZ) posMatrix.m[3][2] = LocZVec.y; else posMatrix.m[3][2] = targetBone->getBaseMatrix()[3][2]; newMatrix = scaleMatrix*newMatrix*posMatrix; targetBone->setBoneMatrix(newMatrix); targetBone->setTransformByMatrixPure(newMatrix); } void BoneTrack::setSpeed(Number speed) { for(int i=0; i < pathTweens.size(); i++) { pathTweens[i]->setSpeed(speed); } quatTween->setSpeed(speed); } SkeletonAnimation::SkeletonAnimation(const String& name, Number duration) { this->name = name; this->duration = duration; } void SkeletonAnimation::setSpeed(Number speed) { for(int i=0; i < boneTracks.size(); i++) { boneTracks[i]->setSpeed(speed); } } void SkeletonAnimation::Update() { for(int i=0; i < boneTracks.size(); i++) { boneTracks[i]->Update(); } } void SkeletonAnimation::Stop() { for(int i=0; i < boneTracks.size(); i++) { boneTracks[i]->Stop(); } } void SkeletonAnimation::Play(bool once) { for(int i=0; i < boneTracks.size(); i++) { boneTracks[i]->Play(once); } } SkeletonAnimation::~SkeletonAnimation() { } const String& SkeletonAnimation::getName() const { return name; } void SkeletonAnimation::addBoneTrack(BoneTrack *boneTrack) { boneTracks.push_back(boneTrack); }