Torque3D/Engine/source/ts/loader/tsShapeLoader.cpp
Daniel Buckmaster cf5d48e6ef Merge pull request #665 from andr3wmac/multiformat
Support for large lists of shape formats.
2014-07-08 14:14:54 +02:00

1334 lines
44 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 "platform/platform.h"
#include "console/engineAPI.h"
#include "ts/loader/tsShapeLoader.h"
#include "core/volume.h"
#include "materials/materialList.h"
#include "materials/matInstance.h"
#include "materials/materialManager.h"
#include "ts/tsShapeInstance.h"
#include "ts/tsMaterialList.h"
MODULE_BEGIN( ShapeLoader )
MODULE_INIT_AFTER( GFX )
MODULE_INIT
{
TSShapeLoader::addFormat("Torque DTS", "dts");
TSShapeLoader::addFormat("Torque DSQ", "dsq");
}
MODULE_END;
const F32 TSShapeLoader::DefaultTime = -1.0f;
const F64 TSShapeLoader::MinFrameRate = 15.0f;
const F64 TSShapeLoader::MaxFrameRate = 60.0f;
const F64 TSShapeLoader::AppGroundFrameRate = 10.0f;
Torque::Path TSShapeLoader::shapePath;
Vector<TSShapeLoader::ShapeFormat> TSShapeLoader::smFormats;
//------------------------------------------------------------------------------
// Utility functions
void TSShapeLoader::zapScale(MatrixF& mat)
{
Point3F invScale = mat.getScale();
invScale.x = invScale.x ? (1.0f / invScale.x) : 0;
invScale.y = invScale.y ? (1.0f / invScale.y) : 0;
invScale.z = invScale.z ? (1.0f / invScale.z) : 0;
mat.scale(invScale);
}
//------------------------------------------------------------------------------
// Shape utility functions
MatrixF TSShapeLoader::getLocalNodeMatrix(AppNode* node, F32 t)
{
MatrixF m1 = node->getNodeTransform(t);
// multiply by inverse scale at t=0
MatrixF m10 = node->getNodeTransform(DefaultTime);
m1.scale(Point3F(1.0f/m10.getScale().x, 1.0f/m10.getScale().y, 1.0f/m10.getScale().z));
if (node->mParentIndex >= 0)
{
AppNode *parent = appNodes[node->mParentIndex];
MatrixF m2 = parent->getNodeTransform(t);
// multiply by inverse scale at t=0
MatrixF m20 = parent->getNodeTransform(DefaultTime);
m2.scale(Point3F(1.0f/m20.getScale().x, 1.0f/m20.getScale().y, 1.0f/m20.getScale().z));
// get local transform by pre-multiplying by inverted parent transform
m1 = m2.inverse() * m1;
}
else if (boundsNode && node != boundsNode)
{
// make transform relative to bounds node transform at time=t
MatrixF mb = boundsNode->getNodeTransform(t);
zapScale(mb);
m1 = mb.inverse() * m1;
}
return m1;
}
void TSShapeLoader::generateNodeTransform(AppNode* node, F32 t, bool blend, F32 referenceTime,
QuatF& rot, Point3F& trans, QuatF& srot, Point3F& scale)
{
MatrixF m1 = getLocalNodeMatrix(node, t);
if (blend)
{
MatrixF m0 = getLocalNodeMatrix(node, referenceTime);
m1 = m0.inverse() * m1;
}
rot.set(m1);
trans = m1.getPosition();
srot.identity(); //@todo: srot not supported yet
scale = m1.getScale();
}
//-----------------------------------------------------------------------------
void TSShapeLoader::updateProgress(S32 major, const char* msg, S32 numMinor, S32 minor)
{
// Calculate progress value
F32 progress = (F32)major / NumLoadPhases;
const char *progressMsg = msg;
if (numMinor)
{
progress += (minor * (1.0f / NumLoadPhases) / numMinor);
progressMsg = avar("%s (%d of %d)", msg, minor + 1, numMinor);
}
Con::executef("updateTSShapeLoadProgress", Con::getFloatArg(progress), progressMsg);
}
//-----------------------------------------------------------------------------
// Shape creation entry point
TSShape* TSShapeLoader::generateShape(const Torque::Path& path)
{
shapePath = path;
shape = new TSShape();
shape->mExporterVersion = 124;
shape->mSmallestVisibleSize = 999999;
shape->mSmallestVisibleDL = 0;
shape->mReadVersion = 24;
shape->mFlags = 0;
shape->mSequencesConstructed = 0;
// Get all nodes, objects and sequences in the shape
updateProgress(Load_EnumerateScene, "Enumerating scene...");
enumerateScene();
if (!subshapes.size())
{
delete shape;
Con::errorf("Failed to load shape \"%s\", no subshapes found", path.getFullPath().c_str());
return NULL;
}
// Create the TSShape::Node hierarchy
generateSubshapes();
// Create objects (meshes and details)
generateObjects();
// Generate initial object states and node transforms
generateDefaultStates();
// Generate skins
generateSkins();
// Generate material list
generateMaterialList();
// Generate animation sequences
generateSequences();
// Sort detail levels and meshes
updateProgress(Load_InitShape, "Initialising shape...");
sortDetails();
// Install the TS memory helper into a TSShape object.
install();
return shape;
}
bool TSShapeLoader::processNode(AppNode* node)
{
// Detect bounds node
if ( node->isBounds() )
{
if ( boundsNode )
{
Con::warnf( "More than one bounds node found" );
return false;
}
boundsNode = node;
// Process bounds geometry
MatrixF boundsMat(boundsNode->getNodeTransform(DefaultTime));
boundsMat.inverse();
zapScale(boundsMat);
for (S32 iMesh = 0; iMesh < boundsNode->getNumMesh(); iMesh++)
{
AppMesh* mesh = boundsNode->getMesh(iMesh);
MatrixF transform = mesh->getMeshTransform(DefaultTime);
transform.mulL(boundsMat);
mesh->lockMesh(DefaultTime, transform);
}
return true;
}
// Detect sequence markers
if ( node->isSequence() )
{
//appSequences.push_back(new AppSequence(node));
return false;
}
// Add this node to the subshape (create one if needed)
if ( subshapes.size() == 0 )
subshapes.push_back( new TSShapeLoader::Subshape );
subshapes.last()->branches.push_back( node );
return true;
}
//-----------------------------------------------------------------------------
// Nodes, meshes and skins
typedef bool (*NameCmpFunc)(const String&, const Vector<String>&, void*, void*);
bool cmpShapeName(const String& key, const Vector<String>& names, void* arg1, void* arg2)
{
for (S32 i = 0; i < names.size(); i++)
{
if (names[i].compare(key, 0, String::NoCase) == 0)
return false;
}
return true;
}
String getUniqueName(const char* name, NameCmpFunc isNameUnique, const Vector<String>& names, void* arg1=0, void* arg2=0)
{
const S32 MAX_ITERATIONS = 0x10000; // maximum of 4 characters (A-P) will be appended
String suffix;
for (S32 i = 0; i < MAX_ITERATIONS; i++)
{
// Generate a suffix using the first 16 characters of the alphabet
suffix.clear();
for (S32 value = i; value != 0; value >>= 4)
suffix = suffix + (char)('A' + (value & 0xF));
String uname = name + suffix;
if (isNameUnique(uname, names, arg1, arg2))
return uname;
}
return name;
}
void TSShapeLoader::recurseSubshape(AppNode* appNode, S32 parentIndex, bool recurseChildren)
{
// Ignore local bounds nodes
if (appNode->isBounds())
return;
S32 subShapeNum = shape->subShapeFirstNode.size()-1;
Subshape* subshape = subshapes[subShapeNum];
// Check if we should collapse this node
S32 myIndex;
if (ignoreNode(appNode->getName()))
{
myIndex = parentIndex;
}
else
{
// Check that adding this node will not exceed the maximum node count
if (shape->nodes.size() >= MAX_TS_SET_SIZE)
return;
myIndex = shape->nodes.size();
String nodeName = getUniqueName(appNode->getName(), cmpShapeName, shape->names);
// Create the 3space node
shape->nodes.increment();
shape->nodes.last().nameIndex = shape->addName(nodeName);
shape->nodes.last().parentIndex = parentIndex;
shape->nodes.last().firstObject = -1;
shape->nodes.last().firstChild = -1;
shape->nodes.last().nextSibling = -1;
// Add the AppNode to a matching list (so AppNodes can be accessed using 3space
// node indices)
appNodes.push_back(appNode);
appNodes.last()->mParentIndex = parentIndex;
// Check for NULL detail or AutoBillboard nodes (no children or geometry)
if ((appNode->getNumChildNodes() == 0) &&
(appNode->getNumMesh() == 0))
{
S32 size = 0x7FFFFFFF;
String dname(String::GetTrailingNumber(appNode->getName(), size));
if (dStrEqual(dname, "nulldetail") && (size != 0x7FFFFFFF))
{
shape->addDetail("detail", size, subShapeNum);
}
else if (appNode->isBillboard() && (size != 0x7FFFFFFF))
{
// AutoBillboard detail
S32 numEquatorSteps = 4;
S32 numPolarSteps = 0;
F32 polarAngle = 0.0f;
S32 dl = 0;
S32 dim = 64;
bool includePoles = true;
appNode->getInt("BB::EQUATOR_STEPS", numEquatorSteps);
appNode->getInt("BB::POLAR_STEPS", numPolarSteps);
appNode->getFloat("BB::POLAR_ANGLE", polarAngle);
appNode->getInt("BB::DL", dl);
appNode->getInt("BB::DIM", dim);
appNode->getBool("BB::INCLUDE_POLES", includePoles);
S32 detIndex = shape->addDetail( "bbDetail", size, -1 );
shape->details[detIndex].bbEquatorSteps = numEquatorSteps;
shape->details[detIndex].bbPolarSteps = numPolarSteps;
shape->details[detIndex].bbDetailLevel = dl;
shape->details[detIndex].bbDimension = dim;
shape->details[detIndex].bbIncludePoles = includePoles;
shape->details[detIndex].bbPolarAngle = polarAngle;
}
}
}
// Collect geometry
for (U32 iMesh = 0; iMesh < appNode->getNumMesh(); iMesh++)
{
AppMesh* mesh = appNode->getMesh(iMesh);
if (!ignoreMesh(mesh->getName()))
{
subshape->objMeshes.push_back(mesh);
subshape->objNodes.push_back(mesh->isSkin() ? -1 : myIndex);
}
}
// Create children
if (recurseChildren)
{
for (S32 iChild = 0; iChild < appNode->getNumChildNodes(); iChild++)
recurseSubshape(appNode->getChildNode(iChild), myIndex, true);
}
}
void TSShapeLoader::generateSubshapes()
{
for (U32 iSub = 0; iSub < subshapes.size(); iSub++)
{
updateProgress(Load_GenerateSubshapes, "Generating subshapes...", subshapes.size(), iSub);
Subshape* subshape = subshapes[iSub];
// Recurse through the node hierarchy, adding 3space nodes and
// collecting geometry
S32 firstNode = shape->nodes.size();
shape->subShapeFirstNode.push_back(firstNode);
for (U32 iBranch = 0; iBranch < subshape->branches.size(); iBranch++)
recurseSubshape(subshape->branches[iBranch], -1, true);
shape->subShapeNumNodes.push_back(shape->nodes.size() - firstNode);
if (shape->nodes.size() >= MAX_TS_SET_SIZE)
{
Con::warnf("Shape exceeds the maximum node count (%d). Ignoring additional nodes.",
MAX_TS_SET_SIZE);
}
}
}
// Custom name comparison function to compare mesh name and detail size
bool cmpMeshNameAndSize(const String& key, const Vector<String>& names, void* arg1, void* arg2)
{
const Vector<AppMesh*>& meshes = *(Vector<AppMesh*>*)arg1;
S32 meshSize = (S32)arg2;
for (S32 i = 0; i < names.size(); i++)
{
if (names[i].compare(key, 0, String::NoCase) == 0)
{
if (meshes[i]->detailSize == meshSize)
return false;
}
}
return true;
}
void TSShapeLoader::generateObjects()
{
for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
{
Subshape* subshape = subshapes[iSub];
shape->subShapeFirstObject.push_back(shape->objects.size());
// Get the names and sizes of the meshes for this subshape
Vector<String> meshNames;
for (S32 iMesh = 0; iMesh < subshape->objMeshes.size(); iMesh++)
{
AppMesh* mesh = subshape->objMeshes[iMesh];
mesh->detailSize = 2;
String name = String::GetTrailingNumber( mesh->getName(), mesh->detailSize );
name = getUniqueName( name, cmpMeshNameAndSize, meshNames, &(subshape->objMeshes), (void*)mesh->detailSize );
meshNames.push_back( name );
// Fix up any collision details that don't have a negative detail level.
if ( dStrStartsWith(meshNames[iMesh], "Collision") ||
dStrStartsWith(meshNames[iMesh], "LOSCol") )
{
if (mesh->detailSize > 0)
mesh->detailSize = -mesh->detailSize;
}
}
// An 'object' is a collection of meshes with the same base name and
// different detail sizes. The object is attached to the node of the
// highest detail mesh.
// Sort the 3 arrays (objMeshes, objNodes, meshNames) by name and size
for (S32 i = 0; i < subshape->objMeshes.size()-1; i++)
{
for (S32 j = i+1; j < subshape->objMeshes.size(); j++)
{
if ((meshNames[i].compare(meshNames[j]) < 0) ||
((meshNames[i].compare(meshNames[j]) == 0) &&
(subshape->objMeshes[i]->detailSize < subshape->objMeshes[j]->detailSize)))
{
{
AppMesh* tmp = subshape->objMeshes[i];
subshape->objMeshes[i] = subshape->objMeshes[j];
subshape->objMeshes[j] = tmp;
}
{
S32 tmp = subshape->objNodes[i];
subshape->objNodes[i] = subshape->objNodes[j];
subshape->objNodes[j] = tmp;
}
{
String tmp = meshNames[i];
meshNames[i] = meshNames[j];
meshNames[j] = tmp;
}
}
}
}
// Now create objects
const String* lastName = 0;
for (S32 iMesh = 0; iMesh < subshape->objMeshes.size(); iMesh++)
{
AppMesh* mesh = subshape->objMeshes[iMesh];
if (!lastName || (meshNames[iMesh] != *lastName))
{
shape->objects.increment();
shape->objects.last().nameIndex = shape->addName(meshNames[iMesh]);
shape->objects.last().nodeIndex = subshape->objNodes[iMesh];
shape->objects.last().startMeshIndex = appMeshes.size();
shape->objects.last().numMeshes = 0;
lastName = &meshNames[iMesh];
}
// Add this mesh to the object
appMeshes.push_back(mesh);
shape->objects.last().numMeshes++;
// Set mesh flags
mesh->flags = 0;
if (mesh->isBillboard())
{
mesh->flags |= TSMesh::Billboard;
if (mesh->isBillboardZAxis())
mesh->flags |= TSMesh::BillboardZAxis;
}
// Set the detail name... do fixups for collision details.
const char* detailName = "detail";
if ( mesh->detailSize < 0 )
{
if ( dStrStartsWith(meshNames[iMesh], "Collision") ||
dStrStartsWith(meshNames[iMesh], "Col") )
detailName = "Collision";
else if (dStrStartsWith(meshNames[iMesh], "LOSCol"))
detailName = "LOS";
}
// Attempt to add the detail (will fail if it already exists)
S32 oldNumDetails = shape->details.size();
shape->addDetail(detailName, mesh->detailSize, iSub);
if (shape->details.size() > oldNumDetails)
{
Con::warnf("Object mesh \"%s\" has no matching detail (\"%s%d\" has"
" been added automatically)", mesh->getName(false), detailName, mesh->detailSize);
}
}
// Get object count for this subshape
shape->subShapeNumObjects.push_back(shape->objects.size() - shape->subShapeFirstObject.last());
}
}
void TSShapeLoader::generateSkins()
{
Vector<AppMesh*> skins;
for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
{
for (S32 iMesh = 0; iMesh < shape->objects[iObject].numMeshes; iMesh++)
{
AppMesh* mesh = appMeshes[shape->objects[iObject].startMeshIndex + iMesh];
if (mesh->isSkin())
skins.push_back(mesh);
}
}
for (S32 iSkin = 0; iSkin < skins.size(); iSkin++)
{
updateProgress(Load_GenerateSkins, "Generating skins...", skins.size(), iSkin);
// Get skin data (bones, vertex weights etc)
AppMesh* skin = skins[iSkin];
skin->lookupSkinData();
// Just copy initial verts and norms for now
skin->initialVerts.set(skin->points.address(), skin->vertsPerFrame);
skin->initialNorms.set(skin->normals.address(), skin->vertsPerFrame);
// Map bones to nodes
skin->nodeIndex.setSize(skin->bones.size());
for (S32 iBone = 0; iBone < skin->bones.size(); iBone++)
{
// Find the node that matches this bone
skin->nodeIndex[iBone] = -1;
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
if (appNodes[iNode]->isEqual(skin->bones[iBone]))
{
delete skin->bones[iBone];
skin->bones[iBone] = appNodes[iNode];
skin->nodeIndex[iBone] = iNode;
break;
}
}
if (skin->nodeIndex[iBone] == -1)
{
Con::warnf("Could not find bone %d. Defaulting to first node", iBone);
skin->nodeIndex[iBone] = 0;
}
}
}
}
void TSShapeLoader::generateDefaultStates()
{
// Generate default object states (includes initial geometry)
for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
{
updateProgress(Load_GenerateDefaultStates, "Generating initial mesh and node states...",
shape->objects.size(), iObject);
TSShape::Object& obj = shape->objects[iObject];
// Calculate the objectOffset for each mesh at T=0
for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
{
AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
AppNode* appNode = obj.nodeIndex >= 0 ? appNodes[obj.nodeIndex] : boundsNode;
MatrixF meshMat(appMesh->getMeshTransform(DefaultTime));
MatrixF nodeMat(appMesh->isSkin() ? meshMat : appNode->getNodeTransform(DefaultTime));
zapScale(nodeMat);
appMesh->objectOffset = nodeMat.inverse() * meshMat;
}
generateObjectState(shape->objects[iObject], DefaultTime, true, true);
}
// Generate default node transforms
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
// Determine the default translation and rotation for the node
QuatF rot, srot;
Point3F trans, scale;
generateNodeTransform(appNodes[iNode], DefaultTime, false, 0, rot, trans, srot, scale);
// Add default node translation and rotation
addNodeRotation(rot, true);
addNodeTranslation(trans, true);
}
}
void TSShapeLoader::generateObjectState(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
{
shape->objectStates.increment();
TSShape::ObjectState& state = shape->objectStates.last();
state.frameIndex = 0;
state.matFrameIndex = 0;
state.vis = mClampF(appMeshes[obj.startMeshIndex]->getVisValue(t), 0.0f, 1.0f);
if (addFrame || addMatFrame)
{
generateFrame(obj, t, addFrame, addMatFrame);
// set the frame number for the object state
state.frameIndex = appMeshes[obj.startMeshIndex]->numFrames - 1;
state.matFrameIndex = appMeshes[obj.startMeshIndex]->numMatFrames - 1;
}
}
void TSShapeLoader::generateFrame(TSShape::Object& obj, F32 t, bool addFrame, bool addMatFrame)
{
for (S32 iMesh = 0; iMesh < obj.numMeshes; iMesh++)
{
AppMesh* appMesh = appMeshes[obj.startMeshIndex + iMesh];
U32 oldNumPoints = appMesh->points.size();
U32 oldNumUvs = appMesh->uvs.size();
// Get the mesh geometry at time, 't'
// Geometry verts, normals and tverts can be animated (different set for
// each frame), but the TSDrawPrimitives stay the same, so the way lockMesh
// works is that it will only generate the primitives once, then after that
// will just append verts, normals and tverts each time it is called.
appMesh->lockMesh(t, appMesh->objectOffset);
// Calculate vertex normals if required
if (appMesh->normals.size() != appMesh->points.size())
appMesh->computeNormals();
// If this is the first call, set the number of points per frame
if (appMesh->numFrames == 0)
{
appMesh->vertsPerFrame = appMesh->points.size();
}
else
{
// Check frame topology => ie. that the right number of points, normals
// and tverts was added
if ((appMesh->points.size() - oldNumPoints) != appMesh->vertsPerFrame)
{
Con::warnf("Wrong number of points (%d) added at time=%f (expected %d)",
appMesh->points.size() - oldNumPoints, t, appMesh->vertsPerFrame);
addFrame = false;
}
if ((appMesh->normals.size() - oldNumPoints) != appMesh->vertsPerFrame)
{
Con::warnf("Wrong number of normals (%d) added at time=%f (expected %d)",
appMesh->normals.size() - oldNumPoints, t, appMesh->vertsPerFrame);
addFrame = false;
}
if ((appMesh->uvs.size() - oldNumUvs) != appMesh->vertsPerFrame)
{
Con::warnf("Wrong number of tverts (%d) added at time=%f (expected %d)",
appMesh->uvs.size() - oldNumUvs, t, appMesh->vertsPerFrame);
addMatFrame = false;
}
}
// Because lockMesh adds points, normals AND tverts each call, if we didn't
// actually want another frame or matFrame, we need to remove them afterwards.
// In the common case (we DO want the frame), we can do nothing => the
// points/normals/tverts are already in place!
if (addFrame)
{
appMesh->numFrames++;
}
else
{
appMesh->points.setSize(oldNumPoints);
appMesh->normals.setSize(oldNumPoints);
}
if (addMatFrame)
{
appMesh->numMatFrames++;
}
else
{
appMesh->uvs.setSize(oldNumPoints);
}
}
}
//-----------------------------------------------------------------------------
// Materials
/// Convert all Collada materials into a single TSMaterialList
void TSShapeLoader::generateMaterialList()
{
// Install the materials into the material list
shape->materialList = new TSMaterialList;
for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
{
updateProgress(Load_GenerateMaterials, "Generating materials...", AppMesh::appMaterials.size(), iMat);
AppMaterial* appMat = AppMesh::appMaterials[iMat];
shape->materialList->push_back(appMat->getName(), appMat->getFlags(), U32(-1), U32(-1), U32(-1), 1.0f, appMat->getReflectance());
}
}
//-----------------------------------------------------------------------------
// Animation Sequences
void TSShapeLoader::generateSequences()
{
for (S32 iSeq = 0; iSeq < appSequences.size(); iSeq++)
{
updateProgress(Load_GenerateSequences, "Generating sequences...", appSequences.size(), iSeq);
// Initialize the sequence
appSequences[iSeq]->setActive(true);
shape->sequences.increment();
TSShape::Sequence& seq = shape->sequences.last();
seq.nameIndex = shape->addName(appSequences[iSeq]->getName());
seq.toolBegin = appSequences[iSeq]->getStart();
seq.priority = appSequences[iSeq]->getPriority();
seq.flags = appSequences[iSeq]->getFlags();
// Compute duration and number of keyframes (then adjust time between frames to match)
seq.duration = appSequences[iSeq]->getEnd() - appSequences[iSeq]->getStart();
seq.numKeyframes = (S32)(seq.duration * appSequences[iSeq]->fps + 0.5f) + 1;
seq.sourceData.start = 0;
seq.sourceData.end = seq.numKeyframes-1;
seq.sourceData.total = seq.numKeyframes;
// Set membership arrays (ie. which nodes and objects are affected by this sequence)
setNodeMembership(seq, appSequences[iSeq]);
setObjectMembership(seq, appSequences[iSeq]);
// Generate keyframes
generateNodeAnimation(seq);
generateObjectAnimation(seq, appSequences[iSeq]);
generateGroundAnimation(seq, appSequences[iSeq]);
generateFrameTriggers(seq, appSequences[iSeq]);
// Set sequence flags
seq.dirtyFlags = 0;
if (seq.rotationMatters.testAll() || seq.translationMatters.testAll() || seq.scaleMatters.testAll())
seq.dirtyFlags |= TSShapeInstance::TransformDirty;
if (seq.visMatters.testAll())
seq.dirtyFlags |= TSShapeInstance::VisDirty;
if (seq.frameMatters.testAll())
seq.dirtyFlags |= TSShapeInstance::FrameDirty;
if (seq.matFrameMatters.testAll())
seq.dirtyFlags |= TSShapeInstance::MatFrameDirty;
// Set shape flags (only the most significant scale type)
U32 curVal = shape->mFlags & TSShape::AnyScale;
shape->mFlags &= ~(TSShape::AnyScale);
shape->mFlags |= getMax(curVal, seq.flags & TSShape::AnyScale); // take the larger value (can only convert upwards)
appSequences[iSeq]->setActive(false);
}
}
void TSShapeLoader::setNodeMembership(TSShape::Sequence& seq, const AppSequence* appSeq)
{
seq.rotationMatters.clearAll(); // node rotation (size = nodes.size())
seq.translationMatters.clearAll(); // node translation (size = nodes.size())
seq.scaleMatters.clearAll(); // node scale (size = nodes.size())
// This shouldn't be allowed, but check anyway...
if (seq.numKeyframes < 2)
return;
// Note: this fills the cache with current sequence data. Methods that get
// called later (e.g. generateNodeAnimation) use this info (and assume it's set).
fillNodeTransformCache(seq, appSeq);
// Test to see if the transform changes over the interval in order to decide
// whether to animate the transform in 3space. We don't use app's mechanism
// for doing this because it functions different in different apps and we do
// some special stuff with scale.
setRotationMembership(seq);
setTranslationMembership(seq);
setScaleMembership(seq);
}
void TSShapeLoader::setRotationMembership(TSShape::Sequence& seq)
{
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
// Check if any of the node rotations are different to
// the default rotation
QuatF defaultRot;
shape->defaultRotations[iNode].getQuatF(&defaultRot);
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
if (nodeRotCache[iNode][iFrame] != defaultRot)
{
seq.rotationMatters.set(iNode);
break;
}
}
}
}
void TSShapeLoader::setTranslationMembership(TSShape::Sequence& seq)
{
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
// Check if any of the node translations are different to
// the default translation
Point3F& defaultTrans = shape->defaultTranslations[iNode];
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
if (!nodeTransCache[iNode][iFrame].equal(defaultTrans))
{
seq.translationMatters.set(iNode);
break;
}
}
}
}
void TSShapeLoader::setScaleMembership(TSShape::Sequence& seq)
{
Point3F unitScale(1,1,1);
U32 arbitraryScaleCount = 0;
U32 alignedScaleCount = 0;
U32 uniformScaleCount = 0;
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
// Check if any of the node scales are not the unit scale
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
Point3F& scale = nodeScaleCache[iNode][iFrame];
if (!unitScale.equal(scale))
{
// Determine what type of scale this is
if (!nodeScaleRotCache[iNode][iFrame].isIdentity())
arbitraryScaleCount++;
else if (scale.x != scale.y || scale.y != scale.z)
alignedScaleCount++;
else
uniformScaleCount++;
seq.scaleMatters.set(iNode);
break;
}
}
}
// Only one type of scale is animated
if (arbitraryScaleCount)
seq.flags |= TSShape::ArbitraryScale;
else if (alignedScaleCount)
seq.flags |= TSShape::AlignedScale;
else if (uniformScaleCount)
seq.flags |= TSShape::UniformScale;
}
void TSShapeLoader::setObjectMembership(TSShape::Sequence& seq, const AppSequence* appSeq)
{
seq.visMatters.clearAll(); // object visibility (size = objects.size())
seq.frameMatters.clearAll(); // vert animation (morph) (size = objects.size())
seq.matFrameMatters.clearAll(); // UV animation (size = objects.size())
for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
{
if (!appMeshes[shape->objects[iObject].startMeshIndex])
continue;
if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesVis(appSeq))
seq.visMatters.set(iObject);
// Morph and UV animation has been deprecated
//if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesFrame(appSeq))
//seq.frameMatters.set(iObject);
//if (appMeshes[shape->objects[iObject].startMeshIndex]->animatesMatFrame(appSeq))
//seq.matFrameMatters.set(iObject);
}
}
void TSShapeLoader::clearNodeTransformCache()
{
// clear out the transform caches
for (S32 i = 0; i < nodeRotCache.size(); i++)
delete [] nodeRotCache[i];
nodeRotCache.clear();
for (S32 i = 0; i < nodeTransCache.size(); i++)
delete [] nodeTransCache[i];
nodeTransCache.clear();
for (S32 i = 0; i < nodeScaleRotCache.size(); i++)
delete [] nodeScaleRotCache[i];
nodeScaleRotCache.clear();
for (S32 i = 0; i < nodeScaleCache.size(); i++)
delete [] nodeScaleCache[i];
nodeScaleCache.clear();
}
void TSShapeLoader::fillNodeTransformCache(TSShape::Sequence& seq, const AppSequence* appSeq)
{
// clear out the transform caches and set it up for this sequence
clearNodeTransformCache();
nodeRotCache.setSize(appNodes.size());
for (S32 i = 0; i < nodeRotCache.size(); i++)
nodeRotCache[i] = new QuatF[seq.numKeyframes];
nodeTransCache.setSize(appNodes.size());
for (S32 i = 0; i < nodeTransCache.size(); i++)
nodeTransCache[i] = new Point3F[seq.numKeyframes];
nodeScaleRotCache.setSize(appNodes.size());
for (S32 i = 0; i < nodeScaleRotCache.size(); i++)
nodeScaleRotCache[i] = new QuatF[seq.numKeyframes];
nodeScaleCache.setSize(appNodes.size());
for (S32 i = 0; i < nodeScaleCache.size(); i++)
nodeScaleCache[i] = new Point3F[seq.numKeyframes];
// get the node transforms for every frame
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
generateNodeTransform(appNodes[iNode], time, seq.isBlend(), appSeq->getBlendRefTime(),
nodeRotCache[iNode][iFrame], nodeTransCache[iNode][iFrame],
nodeScaleRotCache[iNode][iFrame], nodeScaleCache[iNode][iFrame]);
}
}
}
void TSShapeLoader::addNodeRotation(QuatF& rot, bool defaultVal)
{
Quat16 rot16;
rot16.set(rot);
if (!defaultVal)
shape->nodeRotations.push_back(rot16);
else
shape->defaultRotations.push_back(rot16);
}
void TSShapeLoader::addNodeTranslation(Point3F& trans, bool defaultVal)
{
if (!defaultVal)
shape->nodeTranslations.push_back(trans);
else
shape->defaultTranslations.push_back(trans);
}
void TSShapeLoader::addNodeUniformScale(F32 scale)
{
shape->nodeUniformScales.push_back(scale);
}
void TSShapeLoader::addNodeAlignedScale(Point3F& scale)
{
shape->nodeAlignedScales.push_back(scale);
}
void TSShapeLoader::addNodeArbitraryScale(QuatF& qrot, Point3F& scale)
{
Quat16 rot16;
rot16.set(qrot);
shape->nodeArbitraryScaleRots.push_back(rot16);
shape->nodeArbitraryScaleFactors.push_back(scale);
}
void TSShapeLoader::generateNodeAnimation(TSShape::Sequence& seq)
{
seq.baseRotation = shape->nodeRotations.size();
seq.baseTranslation = shape->nodeTranslations.size();
seq.baseScale = (seq.flags & TSShape::ArbitraryScale) ? shape->nodeArbitraryScaleRots.size() :
(seq.flags & TSShape::AlignedScale) ? shape->nodeAlignedScales.size() :
shape->nodeUniformScales.size();
for (S32 iNode = 0; iNode < appNodes.size(); iNode++)
{
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
if (seq.rotationMatters.test(iNode))
addNodeRotation(nodeRotCache[iNode][iFrame], false);
if (seq.translationMatters.test(iNode))
addNodeTranslation(nodeTransCache[iNode][iFrame], false);
if (seq.scaleMatters.test(iNode))
{
QuatF& rot = nodeScaleRotCache[iNode][iFrame];
Point3F scale = nodeScaleCache[iNode][iFrame];
if (seq.flags & TSShape::ArbitraryScale)
addNodeArbitraryScale(rot, scale);
else if (seq.flags & TSShape::AlignedScale)
addNodeAlignedScale(scale);
else if (seq.flags & TSShape::UniformScale)
addNodeUniformScale((scale.x+scale.y+scale.z)/3.0f);
}
}
}
}
void TSShapeLoader::generateObjectAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
{
seq.baseObjectState = shape->objectStates.size();
for (S32 iObject = 0; iObject < shape->objects.size(); iObject++)
{
bool visMatters = seq.visMatters.test(iObject);
bool frameMatters = seq.frameMatters.test(iObject);
bool matFrameMatters = seq.matFrameMatters.test(iObject);
if (visMatters || frameMatters || matFrameMatters)
{
for (S32 iFrame = 0; iFrame < seq.numKeyframes; iFrame++)
{
F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numKeyframes - 1);
generateObjectState(shape->objects[iObject], time, frameMatters, matFrameMatters);
}
}
}
}
void TSShapeLoader::generateGroundAnimation(TSShape::Sequence& seq, const AppSequence* appSeq)
{
seq.firstGroundFrame = shape->groundTranslations.size();
seq.numGroundFrames = 0;
if (!boundsNode)
return;
// Check if the bounds node is animated by this sequence
seq.numGroundFrames = (S32)((seq.duration + 0.25f/AppGroundFrameRate) * AppGroundFrameRate);
seq.flags |= TSShape::MakePath;
// Get ground transform at the start of the sequence
MatrixF invStartMat = boundsNode->getNodeTransform(appSeq->getStart());
zapScale(invStartMat);
invStartMat.inverse();
for (S32 iFrame = 0; iFrame < seq.numGroundFrames; iFrame++)
{
F32 time = appSeq->getStart() + seq.duration * iFrame / getMax(1, seq.numGroundFrames - 1);
// Determine delta bounds node transform at 't'
MatrixF mat = boundsNode->getNodeTransform(time);
zapScale(mat);
mat = invStartMat * mat;
// Add ground transform
Quat16 rotation;
rotation.set(QuatF(mat));
shape->groundTranslations.push_back(mat.getPosition());
shape->groundRotations.push_back(rotation);
}
}
void TSShapeLoader::generateFrameTriggers(TSShape::Sequence& seq, const AppSequence* appSeq)
{
// Initialize triggers
seq.firstTrigger = shape->triggers.size();
seq.numTriggers = appSeq->getNumTriggers();
if (!seq.numTriggers)
return;
seq.flags |= TSShape::MakePath;
// Add triggers
for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
{
shape->triggers.increment();
appSeq->getTrigger(iTrigger, shape->triggers.last());
}
// Track the triggers that get turned off by this shape...normally, triggers
// aren't turned on/off, just on...if we are a trigger that does both then we
// need to mark ourselves as such so that on/off can become off/on when sequence
// is played in reverse...
U32 offTriggers = 0;
for (S32 iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
{
U32 state = shape->triggers[seq.firstTrigger+iTrigger].state;
if ((state & TSShape::Trigger::StateOn) == 0)
offTriggers |= (state & TSShape::Trigger::StateMask);
}
// We now know which states are turned off, set invert on all those (including when turned on)
for (int iTrigger = 0; iTrigger < seq.numTriggers; iTrigger++)
{
if (shape->triggers[seq.firstTrigger + iTrigger].state & offTriggers)
shape->triggers[seq.firstTrigger + iTrigger].state |= TSShape::Trigger::InvertOnReverse;
}
}
//-----------------------------------------------------------------------------
void TSShapeLoader::sortDetails()
{
// Sort objects by: transparency, material index and node index
// Insert NULL meshes where required
for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
{
Vector<S32> validDetails;
shape->getSubShapeDetails(iSub, validDetails);
for (S32 iDet = 0; iDet < validDetails.size(); iDet++)
{
TSShape::Detail &detail = shape->details[validDetails[iDet]];
if (detail.subShapeNum >= 0)
detail.objectDetailNum = iDet;
for (S32 iObj = shape->subShapeFirstObject[iSub];
iObj < (shape->subShapeFirstObject[iSub] + shape->subShapeNumObjects[iSub]);
iObj++)
{
TSShape::Object &object = shape->objects[iObj];
// Insert a NULL mesh for this detail level if required (ie. if the
// object does not already have a mesh with an equal or higher detail)
S32 meshIndex = (iDet < object.numMeshes) ? iDet : object.numMeshes-1;
if (appMeshes[object.startMeshIndex + meshIndex]->detailSize < shape->details[iDet].size)
{
// Add a NULL mesh
appMeshes.insert(object.startMeshIndex + iDet, NULL);
object.numMeshes++;
// Fixup the start index for the other objects
for (S32 k = iObj+1; k < shape->objects.size(); k++)
shape->objects[k].startMeshIndex++;
}
}
}
}
}
// Install into the TSShape, the shape is expected to be empty.
// Data is not copied, the TSShape is modified to point to memory
// managed by this object. This object is also bound to the TSShape
// object and will be deleted when it's deleted.
void TSShapeLoader::install()
{
// Arrays that are filled in by ts shape init, but need
// to be allocated beforehand.
shape->subShapeFirstTranslucentObject.setSize(shape->subShapeFirstObject.size());
// Construct TS sub-meshes
shape->meshes.setSize(appMeshes.size());
for (U32 m = 0; m < appMeshes.size(); m++)
shape->meshes[m] = appMeshes[m] ? appMeshes[m]->constructTSMesh() : NULL;
// Remove empty meshes and objects
for (S32 iObj = shape->objects.size()-1; iObj >= 0; iObj--)
{
TSShape::Object& obj = shape->objects[iObj];
for (S32 iMesh = obj.numMeshes-1; iMesh >= 0; iMesh--)
{
TSMesh *mesh = shape->meshes[obj.startMeshIndex + iMesh];
if (mesh && !mesh->primitives.size())
{
S32 oldMeshCount = obj.numMeshes;
destructInPlace(mesh);
shape->removeMeshFromObject(iObj, iMesh);
iMesh -= (oldMeshCount - obj.numMeshes - 1); // handle when more than one mesh is removed
}
}
if (!obj.numMeshes)
shape->removeObject(shape->getName(obj.nameIndex));
}
// Add a dummy object if needed so the shape loads and renders ok
if (!shape->details.size())
{
shape->addDetail("detail", 2, 0);
shape->subShapeNumObjects.last() = 1;
shape->meshes.push_back(NULL);
shape->objects.increment();
shape->objects.last().nameIndex = shape->addName("dummy");
shape->objects.last().nodeIndex = 0;
shape->objects.last().startMeshIndex = 0;
shape->objects.last().numMeshes = 1;
shape->objectStates.increment();
shape->objectStates.last().frameIndex = 0;
shape->objectStates.last().matFrameIndex = 0;
shape->objectStates.last().vis = 1.0f;
}
// Update smallest visible detail
shape->mSmallestVisibleDL = -1;
shape->mSmallestVisibleSize = 999999;
for (S32 i = 0; i < shape->details.size(); i++)
{
if ((shape->details[i].size >= 0) &&
(shape->details[i].size < shape->mSmallestVisibleSize))
{
shape->mSmallestVisibleDL = i;
shape->mSmallestVisibleSize = shape->details[i].size;
}
}
computeBounds(shape->bounds);
if (!shape->bounds.isValidBox())
shape->bounds = Box3F(1.0f);
shape->bounds.getCenter(&shape->center);
shape->radius = (shape->bounds.maxExtents - shape->center).len();
shape->tubeRadius = shape->radius;
shape->init();
}
void TSShapeLoader::computeBounds(Box3F& bounds)
{
// Compute the box that encloses the model geometry
bounds = Box3F::Invalid;
// Use bounds node geometry if present
if ( boundsNode && boundsNode->getNumMesh() )
{
for (S32 iMesh = 0; iMesh < boundsNode->getNumMesh(); iMesh++)
{
AppMesh* mesh = boundsNode->getMesh( iMesh );
if ( !mesh )
continue;
Box3F meshBounds;
mesh->computeBounds( meshBounds );
if ( meshBounds.isValidBox() )
bounds.intersect( meshBounds );
}
}
else
{
// Compute bounds based on all geometry in the model
for (S32 iMesh = 0; iMesh < appMeshes.size(); iMesh++)
{
AppMesh* mesh = appMeshes[iMesh];
if ( !mesh )
continue;
Box3F meshBounds;
mesh->computeBounds( meshBounds );
if ( meshBounds.isValidBox() )
bounds.intersect( meshBounds );
}
}
}
TSShapeLoader::~TSShapeLoader()
{
clearNodeTransformCache();
// Clear shared AppMaterial list
for (S32 iMat = 0; iMat < AppMesh::appMaterials.size(); iMat++)
delete AppMesh::appMaterials[iMat];
AppMesh::appMaterials.clear();
// Delete Subshapes
delete boundsNode;
for (S32 iSub = 0; iSub < subshapes.size(); iSub++)
delete subshapes[iSub];
// Delete AppSequences
for (S32 iSeq = 0; iSeq < appSequences.size(); iSeq++)
delete appSequences[iSeq];
appSequences.clear();
}
// Static functions to handle supported formats for shape loader.
void TSShapeLoader::addFormat(String name, String extension)
{
ShapeFormat newFormat;
newFormat.mName = name;
newFormat.mExtension = extension;
smFormats.push_back(newFormat);
}
String TSShapeLoader::getFormatExtensions()
{
// "*.dsq TAB *.dae TAB
StringBuilder output;
for(U32 n = 0; n < smFormats.size(); ++n)
{
output.append("*.");
output.append(smFormats[n].mExtension);
output.append("\t");
}
return output.end();
}
String TSShapeLoader::getFormatFilters()
{
// "DSQ Files|*.dsq|COLLADA Files|*.dae|"
StringBuilder output;
for(U32 n = 0; n < smFormats.size(); ++n)
{
output.append(smFormats[n].mName);
output.append("|*.");
output.append(smFormats[n].mExtension);
output.append("|");
}
return output.end();
}
DefineConsoleFunction( getFormatExtensions, const char*, ( ),,
"Returns a list of supported shape format extensions separated by tabs."
"Example output: *.dsq TAB *.dae TAB")
{
return Con::getReturnBuffer(TSShapeLoader::getFormatExtensions());
}
DefineConsoleFunction( getFormatFilters, const char*, ( ),,
"Returns a list of supported shape formats in filter form.\n"
"Example output: DSQ Files|*.dsq|COLLADA Files|*.dae|")
{
return Con::getReturnBuffer(TSShapeLoader::getFormatFilters());
}