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#include "Headers/AnimationComponent.h"

#include "Managers/Headers/SceneManager.h"
#include "Core/Math/Headers/Transform.h"
#include "Geometry/Animations/Headers/AnimationController.h"

namespace Divide {

AnimationComponent::AnimationComponent(SceneAnimator* animator,
                                       SceneGraphNode* const parentSGN) : SGNComponent(SGNComponent::SGN_COMP_ANIMATION, 
                                                                                       parentSGN),
                                                                          _animator(animator),
                                                                          _skeletonAvailable(false),
                                                                          _playAnimations(true),
                                                                          _currentTimeStamp(-1.0),
                                                                          _currentAnimationID(0),
                                                                          _currentFrameIndex(0),
                                                                          _currentAnimIndex(0)
{
    assert(_animator != nullptr);

    _animationTransforms.clear();
    _animationTransforms.reserve(40);
    _readBuffer  = 1;
    _writeBuffer = 0;
    DIVIDE_ASSERT(_animator->GetBoneCount() <= Config::MAX_BONE_COUNT_PER_NODE, 
                  "AnimationComponent error: Too many bones for current node! Increase MAX_BONE_COUNT_PER_NODE in Config!"); 

    _boneTransformBuffer[_writeBuffer] = GFX_DEVICE.newSB();
    _boneTransformBuffer[_writeBuffer]->Create((U32)_animator->GetBoneCount(), sizeof(mat4<F32>));
    _boneTransformBuffer[_readBuffer] = GFX_DEVICE.newSB();
    _boneTransformBuffer[_readBuffer]->Create((U32)_animator->GetBoneCount(), sizeof(mat4<F32>));

}

AnimationComponent::~AnimationComponent()
{
    MemoryManager::DELETE( _boneTransformBuffer[0] );
    MemoryManager::DELETE( _boneTransformBuffer[1] );
}

void AnimationComponent::update(const U64 deltaTime) {
    SGNComponent::update(deltaTime);
    
    D32 timeStamp = _playAnimations ? getUsToSec(_elapsedTime) : 0.0;

    if ( DOUBLE_COMPARE( timeStamp, _currentTimeStamp ) ) {
        return;
    }
    _readBuffer  = (_readBuffer + 1) % 2;
    _writeBuffer = (_writeBuffer + 1) % 2;

    _currentTimeStamp = timeStamp;

    _animationTransforms = _animator->GetTransforms(_currentAnimIndex, _currentTimeStamp);

    Object3D* node = _parentSGN->getNode<Object3D>();
    node->updateAnimations(_parentSGN);
}

void AnimationComponent::resetTimers() {
    _currentTimeStamp = -1.0;
    SGNComponent::resetTimers();
}

/// Select an animation by name
bool AnimationComponent::playAnimation(const stringImpl& name){
    U32 animIndex = 0;
    I32 oldindex = _currentAnimIndex;

    if ( _animator->GetAnimationID( name, animIndex ) ) {
        _currentAnimIndex = animIndex;
    }
    if ( _currentAnimIndex == -1 ) {
        _currentAnimIndex = 0;
    }
    resetTimers();
    return oldindex != _currentAnimIndex;
}

/// Select an animation by index
bool AnimationComponent::playAnimation(I32  pAnimIndex){
    if (pAnimIndex >= (I32)_animator->GetAnimations().size()) return false;// no change, or the animations data is out of bounds
    I32 oldindex = _currentAnimIndex;
    _currentAnimIndex = pAnimIndex;// only set this after the checks for good data and the object was actually inserted
    resetTimers();
    return oldindex != _currentAnimIndex;
}

/// Select next available animation
bool AnimationComponent::playNextAnimation() {
    I32 oldindex = _currentAnimIndex;
    _currentAnimIndex = ++_currentAnimIndex % _animator->GetAnimations().size();
    resetTimers();
    return oldindex != _currentAnimIndex;
}

void AnimationComponent::renderSkeleton(){
    if (!_skeletonAvailable || 
        (!GET_ACTIVE_SCENE()->renderState().drawSkeletons() && 
         !_parentSGN->getComponent<RenderingComponent>()->renderSkeleton())) {
        return;
    }

    // update possible animation
    const vectorImpl<Line >& skeletonLines = _animator->getSkeletonLines(_currentAnimIndex, _currentTimeStamp);
    // Submit skeleton to gpu
    GFX_DEVICE.drawLines(skeletonLines, _parentSGN->getComponent<PhysicsComponent>()->getWorldMatrix(), vec4<I32>(), false, true);
}

bool AnimationComponent::onDraw(RenderStage currentStage) {
    STUBBED("BoneTransformBuffers: Replace Read/Write design with 3xSize single buffer with UpdateData + BindRange");

    _skeletonAvailable = false;

    _boneTransformBuffer[_writeBuffer]->UpdateData(0, _animationTransforms.size() * sizeof(mat4<F32>),
                                                   _animationTransforms.data(), true);
    _boneTransformBuffer[_readBuffer]->Bind(SHADER_BUFFER_BONE_TRANSFORMS);

    if (!GFX_DEVICE.isCurrentRenderStage(DISPLAY_STAGE) || !_playAnimations || _currentTimeStamp < 0.0) {
        return true;
    }
    //All animation data is valid, so we have a skeleton to render if needed
    _skeletonAvailable = true;
    
    return true;
}

I32 AnimationComponent::frameIndex() const {
    return _animator->GetFrameIndex(_currentAnimIndex);
}

I32 AnimationComponent::frameCount() const {
    return _animator->GetFrameCount(_currentAnimIndex);
}

U32 AnimationComponent::boneCount()  const {
     return (U32)_animator->GetBoneCount(); 
}

const vectorImpl<mat4<F32> >& AnimationComponent::transformsByIndex(U32 index) const { 
    return _animator->GetTransformsByIndex(_currentAnimIndex, index);
}

const mat4<F32>& AnimationComponent::getBoneTransform(const stringImpl& name) {
    Object3D* node = _parentSGN->getNode<Object3D>();
    assert(node != nullptr);

    if (node->getObjectType() != Object3D::SUBMESH || 
        (node->getObjectType() == Object3D::SUBMESH && 
         !bitCompare(node->getFlagMask(), Object3D::OBJECT_FLAG_SKINNED))) {
        return _parentSGN->getComponent<PhysicsComponent>()->getWorldMatrix();
    }

    return currentBoneTransform(name);
}

const mat4<F32>& AnimationComponent::currentBoneTransform(const stringImpl& name){
    assert(_animator != nullptr);
    I32 boneIndex = _animator->GetBoneIndex(name);
    if (boneIndex == -1){
        static mat4<F32> cacheIdentity;
        return cacheIdentity;
    }

    return _animationTransforms[boneIndex];
}

Bone* AnimationComponent::getBoneByName(const stringImpl& bname) const {
    return _animator ? _animator->GetBoneByName(bname) : nullptr;
}

};

Commits for Divide-Framework/trunk/Source Code/Graphs/Components/AnimationComponent.cpp

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

330 Diff Diff IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

[Ionut]
- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

324 Diff Diff IonutCava picture IonutCava Sun 14 Sep, 2014 14:01:39 +0000

[Ionut]
- New memory management system (no custom allocators in this commit)
— Memory tracer to detect memory leaks on shutdown (from: https://www.relisoft.com/book/tech/9new.html)
— SAFE_DELETE_XYZ are now inline template functions not macros
— ASSERTION system now supports logging and message boxes and continue on error configurable for each build type
— Fixed a lot of memory leaks detected by the new system (some still remain)

- Added SRGB support (part 1)
— Albedo textures are loaded as SRGB (make sure resources are SRGB)
— Shaders output gamma corrected colors
— Moved terrain textures back to 2 array system (albedo and normal maps, albedo maps using a SRGB sampler)

- Sky is now loaded via the ResourceCache system
- Added include safeguards in shader atoms

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

308 Diff Diff IonutCava picture IonutCava Sat 16 Aug, 2014 19:49:31 +0000

[Ionut]
- Moved Transform from SceneGraphNode to PhysicsComponent and modified BoundingBox update system based on transform update
- Added PhysicsAsset to PhysicsComponent for interfacing with PshysicsAPIs (e.g. PhysXActor inherits PhysicsAsset)
- PhysicsAsset keeps track of the parent PhysicsComponent to have direct access to a node’s transform
- Rewrote GUIConsole to only print items when visible, and use a single circular buffer for entries.
- Updated GUI input system to match the interface that both Kernel and SceneManager share (should probably abstract all the input methods in a class and have Kernel, SceneManager, Scene and GUI inherit from that. In next commit.)
- Updated CEGUI to probably match the OIS states(mouse, keyboard, etc) and properly inject time inputs.

307 Diff Diff IonutCava picture IonutCava Tue 12 Aug, 2014 19:45:12 +0000

[Ionut]
- More editor work:
— Per object skeleton rendering, bounding box rendering and shadow map toggling
— Full screen depth preview toggle
— Text entry based transforms

304 IonutCava picture IonutCava Sun 10 Aug, 2014 21:10:54 +0000

[Ionut]
- Redesigned the WorldEditor (dummy functions added for every button/option)
- Improved debug rendering performance by using static IMPrimitives for axis gizmo rendering
- Simplified skeleton rendering