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323 lines
9.2 KiB
C++
323 lines
9.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 "std3d.h"
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#include "nel/3d/animation_set.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/shape_bank.h"
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#include "nel/misc/stream.h"
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#include "nel/misc/path.h"
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#include "nel/misc/file.h"
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#include "nel/misc/algo.h"
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#include <memory>
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CAnimationSet::CAnimationSet (bool headerOptim)
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{
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_SampleDivisor= 1;
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_AnimHeaderOptimisation= headerOptim;
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_Built= false;
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}
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// ***************************************************************************
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CAnimationSet::~CAnimationSet ()
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{
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// Erase all animations.
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for (uint a=0; a<_Animation.size(); a++)
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delete _Animation[a];
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for (uint s=0; s<_SkeletonWeight.size(); s++)
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delete _SkeletonWeight[s];
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}
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// ***************************************************************************
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uint CAnimationSet::getNumChannelId () const
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{
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return (uint)_ChannelIdByName.size ();
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}
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// ***************************************************************************
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uint CAnimationSet::addAnimation (const char* name, CAnimation* animation)
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{
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// error to add an animation after a build() if the animation set is in HeaderCompress mode
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nlassert(! (_Built && _AnimHeaderOptimisation) );
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// if sampleDivisor, apply to the animation
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if(_SampleDivisor>1)
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animation->applySampleDivisor(_SampleDivisor);
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// compress CTrackSampledQuat header
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if(_AnimHeaderOptimisation)
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animation->applyTrackQuatHeaderCompression();
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// Add an animation
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_Animation.push_back (animation);
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_AnimationName.push_back (name);
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// Add an entry name / animation
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_AnimationIdByName.insert (std::map <std::string, uint32>::value_type (name, (uint32)_Animation.size()-1));
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// Return animation id
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return (uint)_Animation.size()-1;
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}
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// ***************************************************************************
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uint CAnimationSet::addSkeletonWeight (const char* name, CSkeletonWeight* skeletonWeight)
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{
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// Add an animation
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_SkeletonWeight.push_back (skeletonWeight);
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_SkeletonWeightName.push_back (name);
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// Add an entry name / animation
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_SkeletonWeightIdByName.insert (std::map <std::string, uint32>::value_type (name, (uint32)_SkeletonWeight.size()-1));
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// Return animation id
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return (uint)_SkeletonWeight.size()-1;
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}
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// ***************************************************************************
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void CAnimationSet::reset ()
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{
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_Animation.clear();
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_SkeletonWeight.clear();
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_ChannelName.clear();
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_AnimationName.clear();
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_SkeletonWeightName.clear();
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_ChannelIdByName.clear();
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_AnimationIdByName.clear();
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_SkeletonWeightIdByName.clear();
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_SSSShapes.clear();
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}
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// ***************************************************************************
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void CAnimationSet::build ()
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{
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// error to rebuild in if already done while _AnimHeaderOptimisation,
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// cause applyAnimHeaderCompression() won't work
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if(_Built && _AnimHeaderOptimisation)
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return;
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_Built= true;
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// Clear the channel map
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_ChannelName.clear();
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_ChannelIdByName.clear ();
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// Set of names
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std::set<std::string> channelNames;
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// For each animation in the set
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uint a;
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for (a=0; a<_Animation.size(); a++)
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{
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// Fill the set of channel names
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getAnimation (a)->getTrackNames (channelNames);
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}
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// Add this name in the map with there iD
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uint id=0;
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std::set<std::string>::iterator ite=channelNames.begin ();
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while (ite!=channelNames.end ())
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{
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// Insert an entry
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_ChannelIdByName.insert (std::map <std::string, uint32>::value_type (*ite, id++));
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// Next entry
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ite++;
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}
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// build ChannelName From Map
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buildChannelNameFromMap();
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// If the animation set is in HeaderOptim mode, reduce memory load by removing map<string, trackId>
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if(_AnimHeaderOptimisation)
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{
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for (uint a=0; a<_Animation.size(); a++)
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{
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_Animation[a]->applyAnimHeaderCompression (this, _ChannelIdByName);
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}
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}
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// Build the set of SSS Shapes from each animation
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for (a=0; a<_Animation.size(); a++)
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{
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const std::vector<std::string> &shapes= _Animation[a]->getSSSShapes();
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for(uint s=0;s<shapes.size();s++)
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{
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// insert (may be already done)
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_SSSShapes.insert(shapes[s]);
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}
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}
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// TestYoyo
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/*nlinfo("ANIMYOYO: %d channels", _ChannelIdByName.size());
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std::map <std::string, uint32>::iterator it;
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for(it= _ChannelIdByName.begin();it!=_ChannelIdByName.end();it++)
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{
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nlinfo("ANIMYOYO: %3d: %s", it->second, it->first.c_str());
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}*/
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}
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// ***************************************************************************
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void CAnimationSet::serial (NLMISC::IStream& f)
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{
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// serial not possible if header optimisation enabled
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nlassert(!_AnimHeaderOptimisation);
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// Serial an header
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f.serialCheck ((uint32)'_LEN');
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f.serialCheck ((uint32)'MINA');
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f.serialCheck ((uint32)'TES_');
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// Serial a version
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uint ver= f.serialVersion (1);
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// Serial the class
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f.serialContPtr (_Animation);
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f.serialContPtr (_SkeletonWeight);
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f.serialCont (_AnimationName);
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f.serialCont (_SkeletonWeightName);
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f.serialCont(_ChannelIdByName);
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f.serialCont(_AnimationIdByName);
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f.serialCont(_SkeletonWeightIdByName);
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if(ver>=1)
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f.serialCont(_ChannelName);
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else
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buildChannelNameFromMap();
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}
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// ***************************************************************************
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bool CAnimationSet::loadFromFiles(const std::string &path, bool recurse /* = true*/, const char *ext /*= "anim"*/, bool wantWarningMessage /*= true*/)
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{
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bool everythingOk = true;
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std::vector<std::string> anims;
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NLMISC::CPath::getPathContent(path, recurse, false, true, anims);
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for (uint k = 0; k < anims.size(); ++k)
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{
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std::string fileExt = NLMISC::CFile::getExtension(anims[k]);
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if (fileExt == ext) // an animation file ?
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{
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try
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{
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NLMISC::CIFile iFile;
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iFile.open(anims[k]);
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std::auto_ptr<CAnimation> anim(new CAnimation);
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anim->serial(iFile);
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addAnimation(NLMISC::CFile::getFilenameWithoutExtension(anims[k]).c_str(), anim.release());
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iFile.close();
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}
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catch (NLMISC::EStream &e)
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{
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if (wantWarningMessage)
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{
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nlinfo("Unable to load an automatic animation : %s", e.what());
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}
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everythingOk = false;
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}
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}
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}
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build();
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return everythingOk;
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}
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// ***************************************************************************
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void CAnimationSet::setAnimationSampleDivisor(uint sampleDivisor)
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{
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_SampleDivisor= sampleDivisor;
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// 0 is invalid
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if(_SampleDivisor==0)
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_SampleDivisor= 1;
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}
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// ***************************************************************************
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uint CAnimationSet::getAnimationSampleDivisor() const
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{
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return _SampleDivisor;
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}
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// ***************************************************************************
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void CAnimationSet::buildChannelNameFromMap()
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{
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contReset(_ChannelName);
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_ChannelName.resize(_ChannelIdByName.size());
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std::map <std::string, uint32>::iterator it;
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for(it= _ChannelIdByName.begin();it!=_ChannelIdByName.end();it++)
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{
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_ChannelName[it->second]= it->first;
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}
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}
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// ***************************************************************************
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void CAnimationSet::preloadSSSShapes(IDriver &drv, CShapeBank &shapeBank)
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{
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const std::string shapeCacheName= "SSS_PreLoad";
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// Create the Animation Set Shape cache if do not exist
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if(!shapeBank.isShapeCache(shapeCacheName))
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{
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// allow "inifinite" number of preloaded shapes
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shapeBank.addShapeCache(shapeCacheName);
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shapeBank.setShapeCacheSize(shapeCacheName, 1000000);
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}
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// For all files
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std::set<std::string>::iterator it;
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for(it=_SSSShapes.begin();it!=_SSSShapes.end();it++)
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{
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string fileName= toLower(*it);
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// link the shape to the shapeCache
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shapeBank.linkShapeToShapeCache(fileName, shapeCacheName);
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// If !present in the shapeBank
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if( shapeBank.getPresentState(fileName)==CShapeBank::NotPresent )
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{
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// Don't load it if no more space in the cache
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if( shapeBank.getShapeCacheFreeSpace(shapeCacheName)>0 )
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{
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// load it.
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shapeBank.load(fileName);
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// If success
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if( shapeBank.getPresentState(fileName)==CShapeBank::Present )
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{
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// When a shape is first added to the bank, it is not in the cache.
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// add it and release it to force it to be in the cache.
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IShape *shp= shapeBank.addRef(fileName);
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if(shp)
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{
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//nlinfo("Loading %s", CPath::lookup(fileName.c_str(), false, false).c_str());
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shp->flushTextures(drv, 0);
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shapeBank.release(shp);
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}
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}
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}
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}
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}
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}
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} // NL3D
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