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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "Serializer.h"
- #include "XMLElement.h"
- #include "DebugNew.h"
- AnimationState::AnimationState(AnimatedModel* node, Animation* animation) :
- mNode(node),
- mStartBone(0),
- mLooped(false),
- mWeight(0.0f),
- mTime(0.0f),
- mPriority(0),
- mUseNlerp(false),
- mInterpolationFlags(0)
- {
- setAnimation(animation);
- }
- AnimationState::~AnimationState()
- {
- }
- void AnimationState::save(Serializer& dest)
- {
- dest.writeStringHash(mAnimation->getNameHash());
- dest.writeStringHash(mStartBone->getNameHash());
- dest.writeBool(mLooped);
- if (!mNode->isProxy())
- {
- dest.writeFloat(mWeight);
- dest.writeFloat(mTime);
- }
- else
- {
- dest.writeFloat(mInterpolationWeight);
- dest.writeFloat(mInterpolationTime);
- }
- dest.writeInt(mPriority);
- dest.writeBool(mUseNlerp);
- }
- void AnimationState::load(Deserializer& source)
- {
- // Loading the correct animation is handled by the AnimatedModel
- setStartBone(mNode->getSkeleton().getBone(source.readStringHash()));
- mLooped = source.readBool();
- if (!mNode->isProxy())
- {
- mWeight = clamp(source.readFloat(), 0.0f, 1.0f);
- mTime = clamp(source.readFloat(), 0.0f, mAnimation->getLength());
- }
- else
- {
- mInterpolationWeight = clamp(source.readFloat(), 0.0f, 1.0f);
- mInterpolationTime = clamp(source.readFloat(), 0.0f, mAnimation->getLength());
- mInterpolationFlags = INTERP_WEIGHT | INTERP_TIME;
- }
- mPriority = source.readInt();
- mUseNlerp = source.readBool();
- }
- void AnimationState::saveXML(XMLElement& element)
- {
- element.setString("name", mAnimation->getName());
- element.setString("startbone", mAnimation->getName());
- element.setBool("looped", isLooped());
- element.setFloat("weight", getWeight());
- element.setFloat("time", getTime());
- element.setInt("priority", getPriority());
- element.setBool("nlerp", getUseNlerp());
- }
- void AnimationState::loadXML(const XMLElement& element)
- {
- // Loading the correct animation is handled by the AnimatedModel
- setStartBone(mNode->getSkeleton().getBone(element.getString("startbone")));
- setLooped(element.getBool("looped"));
- setWeight(element.getFloat("weight"));
- setTime(element.getFloat("time"));
- setPriority(element.getInt("priority"));
- setUseNlerp(element.getBool("nlerp"));
- }
- void AnimationState::setAnimation(Animation* animation)
- {
- if (!animation)
- EXCEPTION("Null animation for AnimationState");
-
- mAnimation = animation;
- setStartBone(0);
-
- // Setup a cache for last keyframe of each track
- mLastKeyFrame.resize(mAnimation->getNumTracks());
- for (unsigned i = 0; i < mLastKeyFrame.size(); ++i)
- mLastKeyFrame[i] = 0;
- }
- void AnimationState::setStartBone(Bone* startBone)
- {
- Bone* rootBone = mNode->getSkeleton().getRootBone();
- if (!rootBone)
- return;
- if (!startBone)
- startBone = rootBone;
- if (mStartBone == startBone)
- return;
-
- mStartBone = startBone;
- mTrackToBoneMap.clear();
- const std::vector<AnimationTrack>& tracks = mAnimation->getTracks();
-
- for (unsigned i = 0; i < tracks.size(); ++i)
- {
- Bone* trackBone = 0;
-
- // Try to find a bone from the skeleton that corresponds to this track
- // with the limitation that it's startBone, or one of its children
- if (startBone->getNameHash() == tracks[i].mNameHash)
- trackBone = startBone;
- else
- {
- trackBone = dynamic_cast<Bone*>(startBone->getChild(tracks[i].mNameHash, true));
- // Make sure the child bone actually belongs to the skeleton
- if (trackBone)
- {
- if (trackBone->getRootBone() != rootBone)
- trackBone = 0;
- }
- }
-
- if (trackBone)
- mTrackToBoneMap[i] = trackBone;
- }
-
- mNode->markAnimationDirty();
- }
- void AnimationState::setLooped(bool looped)
- {
- mLooped = looped;
- }
- void AnimationState::setWeight(float weight)
- {
- weight = clamp(weight, 0.0f, 1.0f);
-
- // If we are a network proxy, always interpolate, regardless whether it is a server update or local prediction
- if (mNode->isProxy())
- {
- if (weight != mInterpolationWeight)
- {
- mInterpolationWeight = weight;
- mInterpolationFlags |= INTERP_WEIGHT;
- }
- }
- else
- {
- if (weight != mWeight)
- {
- mWeight = weight;
- mNode->markAnimationDirty();
- }
- }
- }
- void AnimationState::setTime(float time)
- {
- time = clamp(time, 0.0f, mAnimation->getLength());
-
- // If we are a network proxy, always interpolate, regardless whether it is a server update or local prediction
- if (mNode->isProxy())
- {
- if (time != mInterpolationTime)
- {
- mInterpolationTime = time;
- mInterpolationFlags |= INTERP_TIME;
- }
- }
- else
- {
- if (time != mTime)
- {
- mTime = time;
- mNode->markAnimationDirty();
- }
- }
- }
- void AnimationState::addWeight(float delta)
- {
- if (delta == 0.0f)
- return;
-
- // If we are a network proxy, use interpolation target weight as a base
- setWeight(getWeight() + delta);
- }
- void AnimationState::addTime(float delta)
- {
- float length = mAnimation->getLength();
- if ((delta == 0.0f) || (length == 0.0f))
- return;
-
- // If we are a network proxy, use interpolation target time as a base
- float time = getTime() + delta;
- if (mLooped)
- {
- while (time >= length)
- time -= length;
- while (time < 0.0f)
- time += length;
- }
-
- setTime(time);
- }
- void AnimationState::setPriority(int priority)
- {
- priority = clamp(priority, 0, 255);
- if (priority != mPriority)
- {
- mPriority = priority;
- mNode->markAnimationOrderDirty();
- }
- }
- void AnimationState::setUseNlerp(bool enable)
- {
- mUseNlerp = enable;
- }
- float AnimationState::getWeight() const
- {
- if (!mNode->isProxy())
- return mWeight;
- else
- return mInterpolationWeight;
- }
- float AnimationState::getTime() const
- {
- if (!mNode->isProxy())
- return mTime;
- else
- return mInterpolationTime;
- }
- void AnimationState::apply()
- {
- if (!isEnabled())
- return;
-
- // Check first if full weight or blending
- if (mWeight == 1.0f)
- {
- for (std::map<unsigned, Bone*>::const_iterator i = mTrackToBoneMap.begin(); i != mTrackToBoneMap.end(); ++i)
- {
- const AnimationTrack* track = mAnimation->getTrack(i->first);
- Bone* bone = i->second;
-
- if ((!bone->isAnimationEnabled()) || (!track->mKeyFrames.size()))
- continue;
-
- unsigned& frame = mLastKeyFrame[i->first];
- track->getKeyFrameIndex(mTime, 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->mKeyFrames.size())
- {
- if (!mLooped)
- {
- nextFrame = frame;
- interpolate = false;
- }
- else
- nextFrame = 0;
- }
-
- const AnimationKeyFrame* keyFrame = &track->mKeyFrames[frame];
- unsigned char channelMask = track->mChannelMask;
-
- if (!interpolate)
- {
- // No interpolation, full weight
- if (channelMask & CHANNEL_POSITION)
- bone->setPosition(keyFrame->mPosition);
- if (channelMask & CHANNEL_ROTATION)
- bone->setRotation(keyFrame->mRotation);
- if (channelMask & CHANNEL_SCALE)
- bone->setScale(keyFrame->mScale);
- }
- else
- {
- const AnimationKeyFrame* nextKeyFrame = &track->mKeyFrames[nextFrame];
- float timeInterval = nextKeyFrame->mTime - keyFrame->mTime;
- if (timeInterval < 0.0f)
- timeInterval += mAnimation->getLength();
- float t = 1.0f;
- if (timeInterval > 0.0f)
- t = (mTime - keyFrame->mTime) / timeInterval;
-
- // Interpolation, full weight
- if (channelMask & CHANNEL_POSITION)
- bone->setPosition(keyFrame->mPosition.lerp(nextKeyFrame->mPosition, t));
- if (channelMask & CHANNEL_ROTATION)
- {
- if (!mUseNlerp)
- bone->setRotation(keyFrame->mRotation.slerp(nextKeyFrame->mRotation, t));
- else
- bone->setRotation(keyFrame->mRotation.nlerpFast(nextKeyFrame->mRotation, t));
- }
- if (channelMask & CHANNEL_SCALE)
- bone->setScale(keyFrame->mScale.lerp(nextKeyFrame->mScale, t));
- }
- }
- }
- else
- {
- for (std::map<unsigned, Bone*>::const_iterator i = mTrackToBoneMap.begin(); i != mTrackToBoneMap.end(); ++i)
- {
- const AnimationTrack* track = mAnimation->getTrack(i->first);
- Bone* bone = i->second;
-
- if ((!bone->isAnimationEnabled()) || (!track->mKeyFrames.size()))
- continue;
-
- unsigned& frame = mLastKeyFrame[i->first];
- track->getKeyFrameIndex(mTime, 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->mKeyFrames.size())
- {
- if (!mLooped)
- {
- nextFrame = frame;
- interpolate = false;
- }
- else
- nextFrame = 0;
- }
-
- const AnimationKeyFrame* keyFrame = &track->mKeyFrames[frame];
- unsigned char channelMask = track->mChannelMask;
-
- if (!interpolate)
- {
- // No interpolation, blend between old transform & animation
- if (channelMask & CHANNEL_POSITION)
- bone->setPosition(bone->getPosition().lerp(keyFrame->mPosition, mWeight));
- if (channelMask & CHANNEL_ROTATION)
- {
- if (!mUseNlerp)
- bone->setRotation(bone->getRotation().slerp(keyFrame->mRotation, mWeight));
- else
- bone->setRotation(bone->getRotation().nlerpFast(keyFrame->mRotation, mWeight));
- }
- if (channelMask & CHANNEL_SCALE)
- bone->setScale(bone->getScale().lerp(keyFrame->mScale, mWeight));
- }
- else
- {
- const AnimationKeyFrame* nextKeyFrame = &track->mKeyFrames[nextFrame];
- float timeInterval = nextKeyFrame->mTime - keyFrame->mTime;
- if (timeInterval < 0.0f)
- timeInterval += mAnimation->getLength();
- float t = 1.0f;
- if (timeInterval > 0.0f)
- t = (mTime - keyFrame->mTime) / timeInterval;
-
- // Interpolation, blend between old transform & animation
- if (channelMask & CHANNEL_POSITION)
- {
- bone->setPosition(bone->getPosition().lerp(
- keyFrame->mPosition.lerp(nextKeyFrame->mPosition, t), mWeight));
- }
- if (channelMask & CHANNEL_ROTATION)
- {
- if (!mUseNlerp)
- {
- bone->setRotation(bone->getRotation().slerp(
- keyFrame->mRotation.slerp(nextKeyFrame->mRotation, t), mWeight));
- }
- else
- {
- bone->setRotation(bone->getRotation().nlerpFast(
- keyFrame->mRotation.nlerpFast(nextKeyFrame->mRotation, t), mWeight));
- }
- }
- if (channelMask & CHANNEL_SCALE)
- {
- bone->setScale(bone->getScale().lerp(
- keyFrame->mScale.lerp(nextKeyFrame->mScale, t), mWeight));
- }
- }
- }
- }
- }
- void AnimationState::sync(AnimationState* src)
- {
- Bone* srcStartBone = src->getStartBone();
- if (!srcStartBone)
- return;
-
- if (mStartBone->getName() != srcStartBone->getName())
- {
- // Note: this may return null, in that case new startbone is simply the rootbone
- // Downside is that we will attempt changing the startbone each time sync() is called
- Bone* newStartBone = mNode->getSkeleton().getBone(srcStartBone->getNameHash());
- setStartBone(newStartBone);
- }
-
- setLooped(src->isLooped());
- setPriority(src->getPriority());
- setTime(src->getTime());
- setWeight(src->getWeight());
- }
- void AnimationState::interpolate(bool snapToEnd, float t)
- {
- if (!mInterpolationFlags)
- return;
-
- if (!snapToEnd)
- {
- if (mInterpolationFlags & INTERP_WEIGHT)
- {
- if (fabsf(mWeight - mInterpolationWeight) < M_EPSILON)
- {
- mWeight = mInterpolationWeight;
- mInterpolationFlags &= ~INTERP_WEIGHT;
- }
- else
- mWeight = lerp(mWeight, mInterpolationWeight, t);
- }
-
- if (mInterpolationFlags & INTERP_TIME)
- {
- if (fabsf(mTime - mInterpolationTime) < M_EPSILON)
- {
- mTime = mInterpolationTime;
- mInterpolationFlags &= ~INTERP_TIME;
- }
- else
- {
- // If animation is looping, use the shortest path
- if (mLooped)
- {
- float lerpStartTime = mTime;
- float animLength = mAnimation->getLength();
- if (fabsf(mInterpolationTime - lerpStartTime) > (animLength * 0.5f))
- {
- if (lerpStartTime > mInterpolationTime)
- lerpStartTime -= animLength;
- else
- lerpStartTime += animLength;
- }
- mTime = lerp(lerpStartTime, mInterpolationTime, t);
- if (mTime < 0.0f)
- mTime += animLength;
- if (mTime > animLength)
- mTime -= animLength;
- }
- else
- mTime = lerp(mTime, mInterpolationTime, t);
- }
- }
- }
- else
- {
- if (mInterpolationFlags & INTERP_WEIGHT)
- mWeight = mInterpolationWeight;
- if (mInterpolationFlags & INTERP_TIME)
- mTime = mInterpolationTime;
- mInterpolationFlags = INTERP_NONE;
- }
-
- mNode->markAnimationDirty();
- }
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