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/*
   Copyright (c) 2018 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

/*Code references:
    http://nolimitsdesigns.com/game-design/open-asset-import-library-animation-loader/
*/

#ifndef BONE_H_
#define BONE_H_

#include "AnimationUtils.h"

namespace Divide {

class Bone {
   protected:
       stringImpl _name;
       U64        _nameKey;
   public:
    I32 _boneID;
    aiMatrix4x4 _offsetMatrix;
    aiMatrix4x4 _localTransform;
    aiMatrix4x4 _globalTransform;
    aiMatrix4x4 _originalLocalTransform;

    Bone* _parent;
    vectorImpl<Bone*> _children;

    // index in the current animation's channel array.
    Bone(const stringImpl& name)
        : _name(name),
        _nameKey(_ID_RT(name)),
        _parent(0),
        _boneID(-1)
    {
    }

    Bone() : Bone("")
    {
    }

    ~Bone()
    {
        MemoryManager::DELETE_VECTOR(_children);
    }

    inline size_t hierarchyDepth() const {
        size_t size = _children.size();
        for (Bone* child : _children) {
            size += child->hierarchyDepth();
        }

        return size;
    }

    inline Bone* find(const stringImpl& name) {
        return find(_ID_RT(name));
    }

    inline Bone* find(U64 nameKey) {
        if (_nameKey == nameKey) {
            return this;
        }

        for (Bone* child : _children) {
            Bone* childNode = child->find(nameKey);
            if (childNode != nullptr) {
                return childNode;
            }
        }

        return nullptr;
    }

    inline void createBoneList(vectorImpl<Bone*>& boneList) {
        boneList.push_back(this);
        for (Bone* child : _children) {
            child->createBoneList(boneList);
        }
    }

    inline const stringImpl& name() const {
        return _name;
    }

    inline void name(const stringImpl& name) {
        _name = name;
        _nameKey = _ID_RT(name);
    }
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Geometry/Animations/Headers/Bone.h

Diff revisions: vs.
Revision Author Commited Message
1029 Diff Diff IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

[Ionut]
- Update copyright notices

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

795 Diff Diff IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

[IonutCava]
- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

623 Diff Diff IonutCava picture IonutCava Fri 15 Jan, 2016 17:23:31 +0000

[IonutCava]
- Some particle system optimizations (splitting tasks in async workloads)
- Faster colour conversion systems
- Faster bone lookup by name
- Some DEBUG build changes to improve interactivity:
— Debug heap can be re-enabled on demand to track down Heisenbugs if they show up
- GLIM buffer orphaning

518 Diff Diff IonutCava picture IonutCava Sun 04 Oct, 2015 20:08:56 +0000

[IonutCava]
- New asset loading system and new asset formats (DVDGeom – geometry and material data. DVDAnim – animation data):
— Separate ASSIMP importing process (including animations) from Mesh/SubMesh/Material creation:
— Interface ASSIMP with the rest of the framework via a “ImportData” structure.
— Allow saving/loading from file of the entire ImportData and animation data entries via serialization.
— Allow serialization of VertexBuffers and update animation system’s serialization structure as well
— Base all serialization/deserialization processes on the ByteBuffer class with support for loading/saving to files
— If DVDGeom and DVDAnim files are not found, fall back to ASSIMP to load the data and save them for later use
-— Loading times reduce in half if data is already present.
-— Multi-threaded asset loading is now possible.
-— Other (non-ASSIMP) importing libraries can now be used.
-— DVDGeom and DVDAnim files can be shared/moved but not edited (they hold binary data for smaller memory usage)
- OpenGL/Direct3D usage is a compile time toggle (for now) for performance reasons.

406 Diff Diff IonutCava picture IonutCava Tue 21 Apr, 2015 16:08:54 +0000

[Ionut]
- More clean-up in the SceneAnimator class
- Added a hacky workaround to render skeletons only once per mesh (flag in parent mesh set from the rendering submesh using the StateTracker available in the SceneGraphNode class)

405 Diff Diff IonutCava picture IonutCava Mon 20 Apr, 2015 15:57:24 +0000

[Ionut]
- Moved SceneAnimator instances from the SkinnedSubMesh instance to the parent Mesh instance (if it has the SKINNING flag)
— Will allow a single bone buffer per mesh (instead of one per submesh) and better syncing of playback times
- Cleaned the SceneAnimator class a bit:
— Removed the hashmaps that were put in place to speed up bone lookup as the bone count is low and a find_if in a vector of bones isn’t a bottleneck. Reduces memory consumption as well.
— Moving the SceneAnimator class allowed parsing of all available ASSIMP meshes at once in a tight loop.
- Modified texture loading a bit for better compatibility.

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices