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To render models, we need to know the maximum bounds it takes over the course of an animation. This depends only on the ModelDef and the AnimationDef (and thus the SkeletonDef). Currently, we recompute this data for each model, which is inefficient. Caching it in ModelDef is faster, particularly avoiding lag spikes at game start on some maps. The animations are referred by a unique ID to avoid pointer-related issues. I would have preferred weak_ptr, but that cannot be stably hashed for now. While at it, switch to unique_ptr/vectors. Differential Revision: https://code.wildfiregames.com/D2967 This was SVN commit r25306.
147 lines
4.7 KiB
C++
147 lines
4.7 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Raw description of a skeleton animation
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*/
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#include "precompiled.h"
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#include "SkeletonAnimDef.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "ps/CStr.h"
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#include "ps/CLogger.h"
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#include "ps/FileIo.h"
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// Start IDs at 1 to leave 0 as a special value.
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u32 CSkeletonAnimDef::nextUID = 1;
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///////////////////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimDef constructor
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CSkeletonAnimDef::CSkeletonAnimDef() : m_FrameTime(0), m_NumKeys(0), m_NumFrames(0)
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{
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m_UID = nextUID++;
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// Log a warning if we ever overflow. Should that not result from a bug, bumping to u64 ought to suffice.
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if (nextUID == 0)
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{
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// Reset to 1.
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nextUID++;
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LOGWARNING("CSkeletonAnimDef unique ID overflowed to 0 - model-animation bounds may be incorrect.");
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimDef destructor
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CSkeletonAnimDef::~CSkeletonAnimDef()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// BuildBoneMatrices: build matrices for all bones at the given time (in MS) in this
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// animation
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void CSkeletonAnimDef::BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const
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{
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float fstartframe = time/m_FrameTime;
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size_t startframe = (size_t)(int)(time/m_FrameTime);
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float deltatime = fstartframe-startframe;
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startframe %= m_NumFrames;
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size_t endframe = startframe + 1;
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endframe %= m_NumFrames;
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if (!loop && endframe == 0)
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{
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// This might be something like a death animation, and interpolating
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// between the final frame and the initial frame is wrong, because they're
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// totally different. So if we've looped around to endframe==0, just display
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// the animation's final frame with no interpolation.
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for (size_t i = 0; i < m_NumKeys; i++)
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{
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const Key& key = GetKey(startframe, i);
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matrices[i].SetIdentity();
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matrices[i].Rotate(key.m_Rotation);
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matrices[i].Translate(key.m_Translation);
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}
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}
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else
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{
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for (size_t i = 0; i < m_NumKeys; i++)
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{
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const Key& startkey = GetKey(startframe, i);
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const Key& endkey = GetKey(endframe, i);
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CVector3D trans = Interpolate(startkey.m_Translation, endkey.m_Translation, deltatime);
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// TODO: is slerp the best thing to use here?
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CQuaternion rot;
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rot.Slerp(startkey.m_Rotation, endkey.m_Rotation, deltatime);
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rot.ToMatrix(matrices[i]);
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matrices[i].Translate(trans);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// Load: try to load the anim from given file; return a new anim if successful
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std::unique_ptr<CSkeletonAnimDef> CSkeletonAnimDef::Load(const VfsPath& filename)
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{
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CFileUnpacker unpacker;
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unpacker.Read(filename,"PSSA");
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// check version
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if (unpacker.GetVersion()<FILE_READ_VERSION) {
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throw PSERROR_File_InvalidVersion();
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}
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// unpack the data
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auto anim = std::make_unique<CSkeletonAnimDef>();
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try {
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CStr name; // unused - just here to maintain compatibility with the animation files
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unpacker.UnpackString(name);
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unpacker.UnpackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
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anim->m_NumKeys = unpacker.UnpackSize();
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anim->m_NumFrames = unpacker.UnpackSize();
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anim->m_Keys.resize(anim->m_NumKeys*anim->m_NumFrames);
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unpacker.UnpackRaw(anim->m_Keys.data(), anim->m_Keys.size() * sizeof(decltype(anim->m_Keys)::value_type));
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} catch (PSERROR_File&) {
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anim.reset();
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throw;
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}
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return anim;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// Save: try to save anim to file
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void CSkeletonAnimDef::Save(const VfsPath& pathname, const CSkeletonAnimDef& anim)
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{
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CFilePacker packer(FILE_VERSION, "PSSA");
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// pack up all the data
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packer.PackString("");
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packer.PackRaw(&anim.m_FrameTime,sizeof(anim.m_FrameTime));
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const size_t numKeys = anim.m_NumKeys;
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packer.PackSize(numKeys);
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const size_t numFrames = anim.m_NumFrames;
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packer.PackSize(numFrames);
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packer.PackRaw(anim.m_Keys.data(), anim.m_Keys.size() * sizeof(decltype(anim.m_Keys)::value_type));
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// now write it
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packer.Write(pathname);
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}
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