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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a skeletal model (gets compiled into a MDL)
//
//=============================================================================
#include "movieobjects/dmemodel.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "datacache/imdlcache.h"
#include "materialsystem/imaterialsystem.h"
#include "tier2/tier2.h"
#include "studio.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeModel, CDmeModel );
//-----------------------------------------------------------------------------
// Stack of DmeModels currently being rendered. Used to set up render state
//-----------------------------------------------------------------------------
CUtlStack< CDmeModel * > CDmeModel::s_ModelStack; static CUtlVector< matrix3x4_t > s_PoseToWorld;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeModel::OnConstruction() { m_JointTransforms.Init( this, "jointTransforms" ); m_BaseStates.Init( this, "baseStates" ); }
void CDmeModel::OnDestruction() { }
//-----------------------------------------------------------------------------
// Add joint
//-----------------------------------------------------------------------------
int CDmeModel::AddJoint( CDmeDag *pJoint ) { int nIndex = GetJointTransformIndex( pJoint->GetTransform() ); if ( nIndex >= 0 ) return nIndex;
return m_JointTransforms.AddToTail( pJoint->GetTransform() ); }
//-----------------------------------------------------------------------------
// Add joint
//-----------------------------------------------------------------------------
CDmeJoint *CDmeModel::AddJoint( const char *pJointName, CDmeDag *pParent ) { CDmeJoint *pJoint = CreateElement<CDmeJoint>( pJointName, GetFileId() ); CDmeTransform *pTransform = pJoint->GetTransform(); pTransform->SetName( pJointName );
if ( !pParent ) { pParent = this; } pParent->AddChild( pJoint ); m_JointTransforms.AddToTail( pTransform ); return pJoint; }
//-----------------------------------------------------------------------------
// Returns the number of joint transforms we know about
//-----------------------------------------------------------------------------
int CDmeModel::GetJointTransformCount() const { return m_JointTransforms.Count(); }
//-----------------------------------------------------------------------------
// Determines joint transform index given a joint transform
//-----------------------------------------------------------------------------
int CDmeModel::GetJointTransformIndex( CDmeTransform *pTransform ) const { int nCount = m_JointTransforms.Count(); for ( int i = 0; i < nCount; ++i ) { if ( pTransform == m_JointTransforms[i] ) return i; } return -1; }
//-----------------------------------------------------------------------------
// Determines joint transform index given a joint
//-----------------------------------------------------------------------------
int CDmeModel::GetJointTransformIndex( CDmeDag *pJoint ) const { return GetJointTransformIndex( pJoint->GetTransform() ); }
//-----------------------------------------------------------------------------
// Determines joint transform index given a joint name
//-----------------------------------------------------------------------------
CDmeTransform *CDmeModel::GetJointTransform( int nIndex ) { return m_JointTransforms[ nIndex ]; }
const CDmeTransform *CDmeModel::GetJointTransform( int nIndex ) const { return m_JointTransforms[ nIndex ]; }
//-----------------------------------------------------------------------------
// Finds a base state by name, returns NULL if not found
//-----------------------------------------------------------------------------
CDmeTransformList *CDmeModel::FindBaseState( const char *pBaseStateName ) { int nCount = m_BaseStates.Count(); for ( int i = 0; i < nCount; ++i ) { if ( !Q_stricmp( m_BaseStates[i]->GetName(), pBaseStateName ) ) return m_BaseStates[i]; } return NULL; }
//-----------------------------------------------------------------------------
// Captures the current joint transforms into a base state
//-----------------------------------------------------------------------------
void CDmeModel::CaptureJointsToBaseState( const char *pBaseStateName ) { CDmeTransformList *pTransformList = FindBaseState( pBaseStateName ); if ( !pTransformList ) { pTransformList = CreateElement<CDmeTransformList>( pBaseStateName, GetFileId() ); m_BaseStates.AddToTail( pTransformList ); }
// Make the transform list have the correct number of elements
int nJointCount = m_JointTransforms.Count(); int nCurrentCount = pTransformList->GetTransformCount(); if ( nJointCount > nCurrentCount ) { for ( int i = nCurrentCount; i < nJointCount; ++i ) { CDmeTransform *pTransform = CreateElement<CDmeTransform>( m_JointTransforms[i]->GetName(), pTransformList->GetFileId() ); pTransformList->m_Transforms.AddToTail( pTransform ); } } else if ( nJointCount < nCurrentCount ) { pTransformList->m_Transforms.RemoveMultiple( nJointCount, nCurrentCount - nJointCount ); }
// Copy the state over
for ( int i = 0; i < nJointCount; ++i ) { matrix3x4_t mat; m_JointTransforms[i]->GetTransform( mat ); pTransformList->SetTransform( i, mat ); } }
//-----------------------------------------------------------------------------
// Loads up joint transforms for this model
//-----------------------------------------------------------------------------
void CDmeModel::LoadJointTransform( CDmeDag *pJoint, CDmeTransformList *pBindPose, const matrix3x4_t &parentToWorld, const matrix3x4_t &parentToBindPose, bool bSetHardwareState ) { CDmeTransform *pTransform = pJoint->GetTransform();
// Determines joint transform index; no index, no traversing lower in the hierarchy
int nJointIndex = GetJointTransformIndex( pTransform ); if ( nJointIndex < 0 ) return;
// FIXME: Sucky search here necessary to find bone matrix index
matrix3x4_t jointToWorld, jointToParent; pTransform->GetTransform( jointToParent ); ConcatTransforms( parentToWorld, jointToParent, jointToWorld );
matrix3x4_t bindJointToParent, bindPoseToJoint, bindPoseToWorld, jointToBindPose; if ( pBindPose ) { if ( nJointIndex >= pBindPose->GetTransformCount() ) { Warning( "Model is in an invalid state! There are different numbers of bones in the bind pose and joint transform list!\n" ); return; } pBindPose->GetTransform( nJointIndex )->GetTransform( bindJointToParent ); } else { MatrixCopy( jointToParent, bindJointToParent ); } ConcatTransforms( parentToBindPose, bindJointToParent, jointToBindPose );
MatrixInvert( jointToBindPose, bindPoseToJoint ); ConcatTransforms( jointToWorld, bindPoseToJoint, bindPoseToWorld );
if ( bSetHardwareState ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->LoadBoneMatrix( nJointIndex, bindPoseToWorld ); } MatrixCopy( bindPoseToWorld, s_PoseToWorld[ nJointIndex ] );
int nChildCount = pJoint->GetChildCount(); for ( int i = 0; i < nChildCount; ++i ) { CDmeDag *pChildJoint = pJoint->GetChild(i); if ( !pChildJoint ) continue;
LoadJointTransform( pChildJoint, pBindPose, jointToWorld, jointToBindPose, bSetHardwareState ); } }
//-----------------------------------------------------------------------------
// Sets up the render state for the model
//-----------------------------------------------------------------------------
CDmeModel::SetupBoneRetval_t CDmeModel::SetupBoneMatrixState( const matrix3x4_t& shapeToWorld, bool bForceSoftwareSkin ) { int nJointCount = m_JointTransforms.Count(); if ( nJointCount <= 0 ) return NO_SKIN_DATA;
int nBoneBatchCount = g_pMaterialSystemHardwareConfig->MaxVertexShaderBlendMatrices(); bool bSetHardwareState = ( nJointCount <= nBoneBatchCount ) && !bForceSoftwareSkin;
s_PoseToWorld.EnsureCount( nJointCount );
// Finds a base state by name, returns NULL if not found
CDmeTransformList *pBindPose = FindBaseState( "bind" );
matrix3x4_t parentToBindPose; SetIdentityMatrix( parentToBindPose );
int nChildCount = GetChildCount(); for ( int i = 0; i < nChildCount; ++i ) { CDmeDag *pChildJoint = GetChild(i); if ( !pChildJoint ) continue;
LoadJointTransform( pChildJoint, pBindPose, shapeToWorld, parentToBindPose, bSetHardwareState ); }
return bSetHardwareState ? BONES_SET_UP : TOO_MANY_BONES; }
matrix3x4_t *CDmeModel::SetupModelRenderState( const matrix3x4_t& shapeToWorld, bool bHasSkinningData, bool bForceSoftwareSkin ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); if ( bHasSkinningData && ( s_ModelStack.Count() > 0 ) ) { SetupBoneRetval_t retVal = s_ModelStack.Top()->SetupBoneMatrixState( shapeToWorld, bForceSoftwareSkin ); if ( retVal == TOO_MANY_BONES ) { pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity( ); return s_PoseToWorld.Base(); } if ( retVal != NO_SKIN_DATA ) return NULL; }
if ( bForceSoftwareSkin ) { pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity( ); s_PoseToWorld.EnsureCount( 1 ); MatrixCopy( shapeToWorld, s_PoseToWorld[0] ); return s_PoseToWorld.Base(); }
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadMatrix( shapeToWorld ); return NULL; }
void CDmeModel::CleanupModelRenderState() { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity(); }
//-----------------------------------------------------------------------------
// Recursively render the Dag hierarchy
//-----------------------------------------------------------------------------
void CDmeModel::Draw( CDmeDrawSettings *pDrawSettings /* = NULL */ ) { s_ModelStack.Push( this ); BaseClass::Draw( pDrawSettings ); s_ModelStack.Pop( ); }
//-----------------------------------------------------------------------------
// Set if Z is the up axis of the model
//-----------------------------------------------------------------------------
void CDmeModel::ZUp( bool bZUp ) { SetValue( "upAxis", bZUp ? "Z" : "Y" ); }
//-----------------------------------------------------------------------------
// Returns true if the DmeModel is Z Up.
// NOTE: Since Y & Z are the only supported modes and Y is the default
// because that's how DmeModel data was originally defined,
// assume Y is up if the m_UpAxis attribute is not "Z"
//-----------------------------------------------------------------------------
bool CDmeModel::IsZUp() const { const char *pszZUp = this->GetValueString( "upAxis" );
return ( pszZUp && *pszZUp ) ? StringHasPrefix( pszZUp, "Z" ) : false; }
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