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