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#include "Headers/AnimationEvaluator.h"
#include "Headers/AnimationUtils.h"
#include "Hardware/Video/Headers/GFXDevice.h"

// ------------------------------------------------------------------------------------------------
// Constructor on a given animation.
AnimEvaluator::AnimEvaluator( const aiAnimation* pAnim) {
	_lastTime = 0.0;
	_ticksPerSecond = pAnim->mTicksPerSecond != 0.0f ? pAnim->mTicksPerSecond : ANIMATION_TICKS_PER_SECOND;
	_duration = pAnim->mDuration;
	_name = pAnim->mName.data;

	D_PRINT_FN(Locale::get("CREATE_ANIMATION_BEGIN"),_name.c_str());

	_channels.resize(pAnim->mNumChannels);
	for( U32 a = 0; a < pAnim->mNumChannels; a++){
		_channels[a]._name = pAnim->mChannels[a]->mNodeName.data;
		for(U32 i(0); i< pAnim->mChannels[a]->mNumPositionKeys; i++) _channels[a]._positionKeys.push_back(pAnim->mChannels[a]->mPositionKeys[i]);
		for(U32 i(0); i< pAnim->mChannels[a]->mNumRotationKeys; i++) _channels[a]._rotationKeys.push_back(pAnim->mChannels[a]->mRotationKeys[i]);
		for(U32 i(0); i< pAnim->mChannels[a]->mNumScalingKeys;  i++) _channels[a]._scalingKeys.push_back(pAnim->mChannels[a]->mScalingKeys[i]);
		_channels[a]._numPositionKeys = pAnim->mChannels[a]->mNumPositionKeys;
		_channels[a]._numRotationKeys = pAnim->mChannels[a]->mNumRotationKeys;
		_channels[a]._numScalingKeys  = pAnim->mChannels[a]->mNumScalingKeys;
	}

	_lastPositions.resize( pAnim->mNumChannels, vec3<U32>());

	D_PRINT_FN(Locale::get("CREATE_ANIMATION_END"), _name.c_str());
}

U32 AnimEvaluator::GetFrameIndexAt(D32 ptime){
	// get a [0.f ... 1.f) value by allowing the percent to wrap around 1
	ptime *= _ticksPerSecond;

	D32 time = 0.0f;
	if( _duration > 0.0)
		time = fmod( ptime, _duration);

	F32 percent = time / _duration;
	if(!_playAnimationForward) percent= (percent-1.0f)*-1.0f;// this will invert the percent so the animation plays backwards
	_lastFrameIndex = static_cast<U32>(( static_cast<F32>(_transforms.size()) * percent));
	return _lastFrameIndex;
}

// ------------------------------------------------------------------------------------------------
// Evaluates the animation tracks for a given time stamp.
void AnimEvaluator::Evaluate( D32 pTime, Unordered_map<std::string, Bone*>& bones) {
	pTime *= _ticksPerSecond;

	D32 time = 0.0f;
	if( _duration > 0.0)
		time = fmod( pTime, _duration);
	GetFrameIndexAt(pTime);
	Unordered_map<std::string, Bone*>::iterator bonenode;
	// calculate the transformations for each animation channel
	for( U32 a = 0; a < _channels.size(); a++){
		const AnimationChannel* channel = &_channels[a];
		bonenode = bones.find(channel->_name);

		if(bonenode == bones.end()) {
			D_ERROR_FN(Locale::get("ERROR_BONE_FIND"),channel->_name.c_str());
			continue;
		}

		// ******** Position *****
		aiVector3D presentPosition( 0, 0, 0);
		if( channel->_positionKeys.size() > 0){
			// Look for present frame number. Search from last position if time is after the last time, else from beginning
			// Should be much quicker than always looking from start for the average use case.
			U32 frame = (time >= _lastTime) ? _lastPositions[a].x: 0;
			while( frame < channel->_positionKeys.size() - 1){
				if( time < channel->_positionKeys[frame+1].mTime){
					break;
				}
				frame++;
			}

			// interpolate between this frame's value and next frame's value
			U32 nextFrame = (frame + 1) % channel->_positionKeys.size();

			const aiVectorKey& key = channel->_positionKeys[frame];
			const aiVectorKey& nextKey = channel->_positionKeys[nextFrame];
			D32 diffTime = nextKey.mTime - key.mTime;
			if( diffTime < 0.0)
				diffTime += _duration;
			if( diffTime > 0) {
				F32 factor = F32( (time - key.mTime) / diffTime);
				presentPosition = key.mValue + (nextKey.mValue - key.mValue) * factor;
			} else {
				presentPosition = key.mValue;
			}
			_lastPositions[a].x = frame;
		}
		// ******** Rotation *********
		aiQuaternion presentRotation( 1, 0, 0, 0);
		if( channel->_rotationKeys.size() > 0)
		{
			U32 frame = (time >= _lastTime) ? _lastPositions[a].y : 0;
			while( frame < channel->_rotationKeys.size()  - 1){
				if( time < channel->_rotationKeys[frame+1].mTime)
					break;
				frame++;
			}

			// interpolate between this frame's value and next frame's value
			U32 nextFrame = (frame + 1) % channel->_rotationKeys.size() ;

			const aiQuatKey& key = channel->_rotationKeys[frame];
			const aiQuatKey& nextKey = channel->_rotationKeys[nextFrame];
			D32 diffTime = nextKey.mTime - key.mTime;
			if( diffTime < 0.0) diffTime += _duration;
			if( diffTime > 0) {
				F32 factor = F32( (time - key.mTime) / diffTime);
				aiQuaternion::Interpolate( presentRotation, key.mValue, nextKey.mValue, factor);
			} else presentRotation = key.mValue;
			_lastPositions[a].y = frame;
		}

		// ******** Scaling **********
		aiVector3D presentScaling( 1, 1, 1);
		if( channel->_scalingKeys.size() > 0) {
			U32 frame = (time >= _lastTime) ? _lastPositions[a].z : 0;
			while( frame < channel->_scalingKeys.size() - 1){
				if( time < channel->_scalingKeys[frame+1].mTime)
					break;
				frame++;
			}

			presentScaling = channel->_scalingKeys[frame].mValue;
			_lastPositions[a].z = frame;
		}

		aiMatrix4x4 mat = aiMatrix4x4( presentRotation.GetMatrix());

		mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x;
		mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
		mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
		mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
		if(GFX_DEVICE.getApi() == Direct3D){
			mat.Transpose();
		}

		bonenode->second->_localTransform = mat;
	}
	_lastTime = time;
}

Commits for Divide-Framework/trunk/Source Code/Geometry/Animations/AnimationEvaluator.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

146 Diff Diff k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]

122 Diff Diff k1ngp1n picture k1ngp1n Mon 11 Jun, 2012 14:39:08 +0000

[Ionut] [[BR]]
-Restructured “Hardware” folder to match the rest of the projects header-separation pattern [[BR]]

121 Diff Diff k1ngp1n picture k1ngp1n Sun 10 Jun, 2012 16:40:45 +0000

[Ionut] [[BR]]
-Added basic localization support [[BR]]
-Added cross-platform INI parsing [[BR]]
-Moved ReCast+Detour to LIBS folder [[BR]]

111 k1ngp1n picture k1ngp1n Tue 08 May, 2012 21:49:31 +0000

[Ionut] [[BR]]
-Added animation support based on Scott Lee’s animation loader library added a few revision’s back [[BR]]
--Added cached skeleton rendering to the library [[BR]]
--Added cached AABB transformations based on current animation frame [[BR]]
--Scene animators are added per submesh and only processed if said submesh is visible and only in the rendering stage: FINAL_STAGE [[BR]]
[[BR]]
-Added support for shader-based VBO data upload (glVertexAttribPointer) with full backwards compatibility to old method (glTexCoordPointer)[[BR]]
-Added support for Index Buffer Object (improper name) indice upload for VBO’s with full backwards compatibility to old method [[BR]]
-Reworked coordination class to better handle AIEntity teams [[BR]]
-Added “updateSceneState(currentTime)” callback that is called once per frame (used for animation update)[[BR]]
-Added “initializeAI/deinitializeAI” scene callbacks for AI creation/destruction [[BR]]
-Templatized the Quaternion class [[BR]]
-Added a “drawLines” subroutine to the rendering api[[BR]]
-Disabled tree loading in MainScene as current ASSIMP implementation is slow. Will be restored after backing and loading models to own format is added in next revision [[BR]]
-Other various small performance tweaks [[BR]]