161 lines
4.7 KiB
C++
161 lines
4.7 KiB
C++
#include "CCharacterNode.h"
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#include "Core/Render/CRenderer.h"
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#include <Common/CTimer.h>
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CCharacterNode::CCharacterNode(CScene *pScene, uint32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
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: CSceneNode(pScene, NodeID, pParent)
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, mAnimated(true)
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, mAnimTime(0.f)
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{
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SetCharSet(pChar);
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}
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ENodeType CCharacterNode::NodeType()
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{
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return ENodeType::Character;
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}
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void CCharacterNode::PostLoad()
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{
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if (mpCharacter)
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{
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for (uint32 iChar = 0; iChar < mpCharacter->NumCharacters(); iChar++)
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mpCharacter->Character(iChar)->pModel->BufferGL();
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}
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}
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void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo)
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{
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// todo: frustum check. Currently don't have a means of pulling the AABox for the
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// current animation so this isn't in yet.
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if (!mpCharacter) return;
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UpdateTransformData();
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CModel *pModel = mpCharacter->Character(mActiveCharSet)->pModel;
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CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
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if (pModel && rkViewInfo.ShowFlags.HasFlag(EShowFlag::ObjectGeometry))
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AddModelToRenderer(pRenderer, pModel, 0);
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if (pSkel)
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{
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if (rkViewInfo.ShowFlags.HasFlag(EShowFlag::Skeletons))
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pRenderer->AddMesh(this, 0, AABox(), false, ERenderCommand::DrawMesh, EDepthGroup::Foreground);
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}
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}
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void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand Command, const SViewInfo& rkViewInfo)
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{
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CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
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// Draw skeleton
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if (ComponentIndex == 0)
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{
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LoadModelMatrix();
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pSkel->Draw(Options, &mTransformData);
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}
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// Draw mesh
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else
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{
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// Set lighting
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CGraphics::SetDefaultLighting();
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CGraphics::UpdateLightBlock();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.f;
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CGraphics::sPixelBlock.SetAllTevColors(CColor::skWhite);
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CGraphics::sPixelBlock.TintColor = TintColor(rkViewInfo);
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LoadModelMatrix();
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// Draw surface OR draw entire model
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if (mAnimated)
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CGraphics::LoadBoneTransforms(mTransformData);
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else
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CGraphics::LoadIdentityBoneTransforms();
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CModel *pModel = mpCharacter->Character(mActiveCharSet)->pModel;
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DrawModelParts(pModel, Options, 0, Command);
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}
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}
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SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, uint32 /*AssetID*/, const SViewInfo& rkViewInfo)
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{
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// Check for bone under ray. Doesn't check for model intersections atm
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if (mpCharacter && rkViewInfo.ShowFlags.HasFlag(EShowFlag::Skeletons))
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{
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CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
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if (pSkel)
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{
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UpdateTransformData();
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std::pair<int32,float> Hit = pSkel->RayIntersect(rkRay, mTransformData);
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if (Hit.first != -1)
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{
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SRayIntersection Intersect;
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Intersect.Hit = true;
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Intersect.ComponentIndex = Hit.first;
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Intersect.Distance = Hit.second;
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Intersect.HitPoint = rkRay.PointOnRay(Hit.second);
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Intersect.pNode = this;
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return Intersect;
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}
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}
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}
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return SRayIntersection();
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}
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CVector3f CCharacterNode::BonePosition(uint32 BoneID)
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{
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UpdateTransformData();
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CSkeleton *pSkel = (mpCharacter ? mpCharacter->Character(mActiveCharSet)->pSkeleton : nullptr);
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CBone *pBone = (pSkel ? pSkel->BoneByID(BoneID) : nullptr);
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CVector3f Out = AbsolutePosition();
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if (pBone) Out += pBone->TransformedPosition(mTransformData);
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return Out;
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}
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void CCharacterNode::SetCharSet(CAnimSet *pChar)
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{
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mpCharacter = pChar;
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SetActiveChar(0);
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SetActiveAnim(0);
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ConditionalSetDirty();
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if (!mpCharacter)
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mLocalAABox = CAABox::skOne;
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}
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void CCharacterNode::SetActiveChar(uint32 CharIndex)
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{
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mActiveCharSet = CharIndex;
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ConditionalSetDirty();
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if (mpCharacter)
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{
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CModel *pModel = mpCharacter->Character(CharIndex)->pModel;
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mTransformData.ResizeToSkeleton(mpCharacter->Character(CharIndex)->pSkeleton);
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mLocalAABox = pModel ? pModel->AABox() : CAABox::skZero;
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MarkTransformChanged();
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}
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}
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void CCharacterNode::SetActiveAnim(uint32 AnimIndex)
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{
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mActiveAnim = AnimIndex;
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ConditionalSetDirty();
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}
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// ************ PROTECTED ************
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void CCharacterNode::UpdateTransformData()
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{
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if (mTransformDataDirty)
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{
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CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
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if (pSkel) pSkel->UpdateTransform(mTransformData, CurrentAnim(), mAnimTime, false);
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mTransformDataDirty = false;
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}
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}
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