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415 lines
14 KiB
C++
415 lines
14 KiB
C++
15 years ago
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "gabarit.h"
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#include "nel/3d/u_skeleton.h"
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#include "nel/3d/u_bone.h"
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#include "nel/3d/u_driver.h"
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#include "nel/misc/algo.h"
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#include "nel/misc/progress_callback.h"
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#include "game_share/gender.h"
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#include <algorithm>
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using namespace NLMISC;
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using namespace NL3D;
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using namespace std;
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//using CSkeletonGabarit::EBoneCategory;
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H_AUTO_DECL(RZ_CSkeletonGabarit)
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extern UDriver *Driver;
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CGabaritSet GabaritSet;
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static const struct
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{
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const char *Name;
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CSkeletonGabarit::EBoneCategory Category;
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} boneInfos[] =
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{
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/*
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{ "Bip01 Head_Second", CSkeletonGabarit::Other },
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{ "Bip01 Ponytail1_Second", CSkeletonGabarit::Other },
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{ "Bip01 L Finger0_Second", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger1_Second", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger2_Second", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger3_Second", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger4_Second", CSkeletonGabarit::Arm },
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{ "Bip01 L Toe0_Second", CSkeletonGabarit::Legs },
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{ "Bip01 R Toe0_Second", CSkeletonGabarit::Legs }
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*/
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{ "Bip01 Pelvis", CSkeletonGabarit::Torso },
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{ "Bip01 Spine", CSkeletonGabarit::Torso },
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{ "Bip01 Spine1", CSkeletonGabarit::Torso },
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{ "Bip01 Spine2", CSkeletonGabarit::Torso },
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{ "Bip01 Neck", CSkeletonGabarit::Other },
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{ "Bip01 Head", CSkeletonGabarit::Other },
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{ "Bip01 Ponytail1", CSkeletonGabarit::Other },
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{ "Bip01 Ponytail11", CSkeletonGabarit::Other },
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{ "Bip01 L Clavicle", CSkeletonGabarit::Torso },
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{ "Bip01 L UpperArm", CSkeletonGabarit::Arm },
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{ "Bip01 L Forearm", CSkeletonGabarit::Arm },
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{ "Bip01 L Hand", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger0", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger01", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger02", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger1", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger11", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger12", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger2", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger21", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger22", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger3", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger31", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger32", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger4", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger41", CSkeletonGabarit::Arm },
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{ "Bip01 L Finger42", CSkeletonGabarit::Arm },
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{ "Bip01 R Clavicle", CSkeletonGabarit::Torso },
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{ "Bip01 R UpperArm", CSkeletonGabarit::Arm },
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{ "Bip01 R Forearm", CSkeletonGabarit::Arm },
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{ "Bip01 R Hand", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger0", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger01", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger02", CSkeletonGabarit::Arm },
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// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger0R", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger1", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger11", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger12", CSkeletonGabarit::Arm },
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// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger1R", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger2", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger21", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger22", CSkeletonGabarit::Arm },
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// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger2R", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger3", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger31", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger32", CSkeletonGabarit::Arm },
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// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger3R", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger4", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger41", CSkeletonGabarit::Arm },
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{ "Bip01 R Finger42", CSkeletonGabarit::Arm },
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// TRAP : not present in the skeleton : no more used ? { "Bip01 R Finger4R", CSkeletonGabarit::Arm },
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{ "Bip01 L Thigh", CSkeletonGabarit::Legs },
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{ "Bip01 L Calf", CSkeletonGabarit::Legs },
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{ "Bip01 L Foot", CSkeletonGabarit::Legs },
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{ "Bip01 L Toe0", CSkeletonGabarit::Legs },
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{ "Bip01 R Thigh", CSkeletonGabarit::Legs },
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{ "Bip01 R Calf", CSkeletonGabarit::Legs },
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{ "Bip01 R Foot", CSkeletonGabarit::Legs },
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{ "Bip01 R Toe0", CSkeletonGabarit::Legs },
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{ "sein_droit", CSkeletonGabarit::Breast },
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{ "sein_gauche", CSkeletonGabarit::Breast }
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};
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//===================================================================================
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CSkeletonGabarit::CSkeletonGabarit()
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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nlctassert(sizeof(boneInfos) / sizeof(boneInfos[0]) == NumBones);
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std::fill(BoneScale, BoneScale + NumBones, CVector(1, 1, 1));
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std::fill(BoneSkinScale, BoneSkinScale + NumBones, CVector(1, 1, 1));
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}
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//===================================================================================
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void CSkeletonGabarit::buildFromSkeleton(NL3D::USkeleton src, const std::string &skelName, bool bMale)
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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nlassert(!src.empty());
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// get the bones we need
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for(uint k = 0; k < NumBones; ++k)
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{
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sint boneID = src.getBoneIdByName(boneIndexToName(k));
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if (boneID == -1)
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{
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// If the skeleton is male and we try to get breast its normal that we dont found it
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if ( ! ((boneIndexToCategory(k) == CSkeletonGabarit::Breast) && (bMale)) )
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nlwarning("CSkeletonGabarit : can't get bone %s for skeleton %s", boneIndexToName(k), skelName.c_str());
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BoneScale[k].set(1, 1, 1);
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BoneSkinScale[k].set(1, 1, 1);
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}
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else
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{
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UBone bone = src.getBone((uint) boneID);
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bone.setTransformMode(UTransformable::RotQuat);
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BoneScale[k] = bone.getScale();
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BoneSkinScale[k] = bone.getSkinScale();
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}
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}
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// get size
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/*NLMISC::CAABBox bbox;
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src.computeCurrentBBox(bbox, NULL, 0.f, true);
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HeightScale = 2.f * bbox.getHalfSize().z;
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*/
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// yoyo patch
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{
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HeightScale= 1.f;
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sint boneId = src.getBoneIdByName("Bip01 R Thigh");
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if (boneId != -1)
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{
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UBone bone = src.getBone(boneId);
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HeightScale = bone.getScale().x;
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}
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}
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}
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//===================================================================================
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const char *CSkeletonGabarit::boneIndexToName(uint id)
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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nlassert(id < NumBones);
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return boneInfos[id].Name;
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}
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//===================================================================================
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CSkeletonGabarit::EBoneCategory CSkeletonGabarit::boneIndexToCategory(uint id)
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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nlassert(id < NumBones);
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return boneInfos[id].Category;
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}
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//===================================================================================
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//===================================================================================
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void CGabaritSet::loadGabarits (NLMISC::IProgressCallback &progress)
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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static const char *genderPrefix[] = { "HOM_skel", "HOF_skel" };
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static const char *racePrefix[] = { "TR_", "FY_", "MA_", "ZO_" };
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static const char *heightPrefix[] = { "_Small", "_Mid", "_Big" };
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static const char *widthPrefix[] = { "_Slim", "", "_Fat" };
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// create a dummy scene to load the skeletons
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UScene *scene = Driver->createScene(false);
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if (!scene)
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{
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nlwarning("CGabaritSet::loadGabarits : can't create scene to load skeletons");
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}
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for(uint g = 0; g < NumGender; ++g)
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{
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// Progress bar
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progress.progress ((float)g/(float)NumGender);
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progress.pushCropedValues ((float)g/(float)NumGender, (float)(g+1)/(float)NumGender);
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for(uint r = 0; r < NumRace; ++r)
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{
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// Progress bar
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progress.progress ((float)r/(float)NumRace);
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progress.pushCropedValues ((float)r/(float)NumRace, (float)(r+1)/(float)NumRace);
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for(uint h = 0; h < NumHeights; ++h)
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{
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// Progress bar
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progress.progress ((float)h/(float)NumHeights);
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progress.pushCropedValues ((float)h/(float)NumHeights, (float)(h+1)/(float)NumHeights);
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for(uint w = 0; w < NumWidths; ++w)
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{
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// Progress bar
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progress.progress ((float)w/(float)NumWidths);
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string skelName = string(racePrefix[r]) + genderPrefix[g];
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if (h != 1 || w != 1)
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{
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skelName += string(heightPrefix[h]) + widthPrefix[w];
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}
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skelName += ".skel";
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USkeleton skel = scene->createSkeleton(skelName);
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if (skel.empty())
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{
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nlwarning("CGabaritSet::loadGabarits : can't load skeleton %s", skelName.c_str());
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}
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else
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{
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_Gabarit[g][r][h][w].buildFromSkeleton(skel, skelName, g == GSGENDER::male);
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scene->deleteSkeleton(skel);
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}
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}
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// Progress bar
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progress.popCropedValues ();
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}
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// Progress bar
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progress.popCropedValues ();
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}
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// Progress bar
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progress.popCropedValues ();
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}
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Driver->deleteScene(scene);
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}
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//===================================================================================
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sint CGabaritSet::peopleToIndex(EGSPD::CPeople::TPeople people)
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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sint race = -1;
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switch (people)
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{
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case EGSPD::CPeople::Fyros: race = 1; break;
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case EGSPD::CPeople::Tryker: race = 0; break;
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case EGSPD::CPeople::Matis: race = 2; break;
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case EGSPD::CPeople::Zorai: race = 3; break;
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default:
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nlwarning("CGabaritSet::peopleToIndex : not a supported race");
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break;
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}
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return race;
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}
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//===================================================================================
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void CGabaritSet::applyGabarit(NL3D::USkeleton dest, uint gender, EGSPD::CPeople::TPeople people, float height, float torsoWidth, float armsWidth, float legsWidth, float breastSize, float *finalHeightScale)
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{
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H_AUTO_USE(RZ_CSkeletonGabarit)
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if (dest.empty())
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{
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nlwarning("<CGabaritSet::applyGabarit> Skeleton NULL (gender=%d People=%d)",gender,people);
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return;
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}
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if (gender >= NumGender) return;
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sint race = peopleToIndex(people);
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if (race == -1) return;
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clamp(height, -1, 1);
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clamp(torsoWidth, -1, 1);
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clamp(armsWidth, -1, 1);
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clamp(legsWidth, -1, 1);
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clamp(breastSize, -1, 1);
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// we blend between the 4 nearest gabarits
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// Slim -1 Normal 0 Fat 1
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// +--------+--------+ Big 1
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// | | |
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// | | |
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// | | |
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// | | |
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// +--------+--------+ Mid 0
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// | | |
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// | | |
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// | | |
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// | | |
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// +--------+--------+ Small - 1
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// a set of 4 gabarit between which to blend
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// TL TR
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// +------+
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// | |
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// | |
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// | |
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// +------+
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// BL BR
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struct CGabaritBlend
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{
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CSkeletonGabarit *TL;
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CSkeletonGabarit *TR;
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CSkeletonGabarit *BL;
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CSkeletonGabarit *BR;
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};
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// Choose the right gabarits
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float *widthsTab[CSkeletonGabarit::NumBoneCategory] = { &armsWidth, &torsoWidth, &legsWidth, &breastSize };
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CGabaritBlend gbTab[CSkeletonGabarit::NumBoneCategory];
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float blendTab[CSkeletonGabarit::NumBoneCategory];
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// build each set of 4 gabarits
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uint k;
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for(k = 0; k < CSkeletonGabarit::NumBoneCategory; ++k)
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{
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float width = *widthsTab[k];
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gbTab[k].BL = &_Gabarit[gender][race][height >= 0 ? 1 : 0][width >= 0 ? 1 : 0];
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gbTab[k].BR = &_Gabarit[gender][race][height >= 0 ? 1 : 0][width >= 0 ? 2 : 1];
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gbTab[k].TL = &_Gabarit[gender][race][height >= 0 ? 2 : 1][width >= 0 ? 1 : 0];
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gbTab[k].TR = &_Gabarit[gender][race][height >= 0 ? 2 : 1][width >= 0 ? 2 : 1];
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//
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blendTab[k] = width >= 0 ? width : 1.f + width;
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}
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float heightBlend = height >= 0 ? height : 1.f + height;
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// blend each bone
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for(k = 0; k < CSkeletonGabarit::NumBones; ++k)
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{
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// get the bone in the dest skeleton
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sint boneID = dest.getBoneIdByName(CSkeletonGabarit::boneIndexToName(k));
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if (boneID != -1)
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{
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UBone bone = dest.getBone(boneID);
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CSkeletonGabarit::EBoneCategory boneCategory = CSkeletonGabarit::boneIndexToCategory(k);
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if (boneCategory != CSkeletonGabarit::Other)
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{
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const CGabaritBlend &gb = gbTab[boneCategory]; // takes the gabarit blend matching the bone category
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bone.setTransformMode(UTransform::RotQuat);
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// standard scale
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CVector scale = NLMISC::computeBilinear(gb.BL->BoneScale[k],
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gb.BR->BoneScale[k],
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gb.TR->BoneScale[k],
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gb.TL->BoneScale[k],
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blendTab[boneCategory],
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heightBlend);
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bone.setScale(scale);
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// skin scale
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CVector skinScale= NLMISC::computeBilinear( gb.BL->BoneSkinScale[k],
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|
gb.BR->BoneSkinScale[k],
|
||
|
gb.TR->BoneSkinScale[k],
|
||
|
gb.TL->BoneSkinScale[k],
|
||
|
blendTab[boneCategory],
|
||
|
heightBlend);
|
||
|
bone.setSkinScale(skinScale);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (finalHeightScale)
|
||
|
{
|
||
|
*finalHeightScale = NLMISC::computeBilinear(gbTab[0].BL->HeightScale,
|
||
|
gbTab[0].BR->HeightScale,
|
||
|
gbTab[0].TR->HeightScale,
|
||
|
gbTab[0].TL->HeightScale,
|
||
|
0.f,
|
||
|
heightBlend);
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
//===================================================================================
|
||
|
float CGabaritSet::getRefHeightScale(uint gender, EGSPD::CPeople::TPeople people)
|
||
|
{
|
||
|
H_AUTO_USE(RZ_CSkeletonGabarit)
|
||
|
nlassert(gender < 2);
|
||
|
sint peopleIndex = peopleToIndex(people);
|
||
|
if (peopleIndex == -1) return 0.f;
|
||
|
return _Gabarit[gender][peopleIndex][1][1].HeightScale; // return mean size
|
||
|
}
|