open_toontown_panda3d/panda/src/egg2pg/characterMaker.cxx

671 lines
23 KiB
C++

// Filename: characterMaker.cxx
// Created by: drose (06Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "characterMaker.h"
#include "eggLoader.h"
#include "config_egg2pg.h"
#include "eggBinner.h"
#include "eggGroup.h"
#include "eggPrimitive.h"
#include "eggBin.h"
#include "partGroup.h"
#include "characterJoint.h"
#include "characterJointBundle.h"
#include "characterSlider.h"
#include "character.h"
#include "geomNode.h"
#include "transformState.h"
#include "eggSurface.h"
#include "eggCurve.h"
#include "modelNode.h"
#include "characterVertexSlider.h"
#include "jointVertexTransform.h"
#include "userVertexTransform.h"
#include "eggAnimPreload.h"
#include "animPreloadTable.h"
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::Construtor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CharacterMaker::
CharacterMaker(EggGroup *root, EggLoader &loader, bool structured)
: _loader(loader), _egg_root(root) {
_character_node = new Character(_egg_root->get_name());
_bundle = _character_node->get_bundle(0);
_morph_root = (PartGroup *)NULL;
_skeleton_root = new PartGroup(_bundle, "<skeleton>");
_structured = structured;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::make_node
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
Character *CharacterMaker::
make_node() {
make_bundle();
return _character_node;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::get_name
// Access: Public
// Description: Returns the name of the character.
////////////////////////////////////////////////////////////////////
string CharacterMaker::
get_name() const {
return _egg_root->get_name();
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::egg_to_part
// Access: Public
// Description: Returns the PartGroup node associated with the given
// egg node. If the egg node is not a node in the
// character's hierarchy, returns the top of the
// character's hierarchy.
////////////////////////////////////////////////////////////////////
PartGroup *CharacterMaker::
egg_to_part(EggNode *egg_node) const {
int index = egg_to_index(egg_node);
if (index < 0) {
// If there's a reference to the geometry outside of the
// character, just return the root of the character.
return _bundle;
}
nassertr(index < (int)_parts.size(), NULL);
return _parts[index];
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::egg_to_transform
// Access: Public
// Description: Returns a JointVertexTransform suitable for
// applying the animation associated with the given
// egg node (which should be a joint). Returns an
// identity transform if the egg node is not a joint in
// the character's hierarchy.
////////////////////////////////////////////////////////////////////
VertexTransform *CharacterMaker::
egg_to_transform(EggNode *egg_node) {
int index = egg_to_index(egg_node);
if (index < 0) {
// Not a joint in the hierarchy.
return get_identity_transform();
}
VertexTransforms::iterator vi = _vertex_transforms.find(index);
if (vi != _vertex_transforms.end()) {
return (*vi).second;
}
PartGroup *part = _parts[index];
CharacterJoint *joint;
DCAST_INTO_R(joint, part, get_identity_transform());
PT(VertexTransform) vt = new JointVertexTransform(joint);
_vertex_transforms[index] = vt;
return vt;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::egg_to_index
// Access: Public
// Description: Returns the index number associated with the
// PartGroup node for the given egg node, or -1.
////////////////////////////////////////////////////////////////////
int CharacterMaker::
egg_to_index(EggNode *egg_node) const {
NodeMap::const_iterator nmi = _node_map.find(egg_node);
if (nmi == _node_map.end()) {
return -1;
}
return (*nmi).second;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::part_to_node
// Access: Public
// Description: Returns the scene graph node associated with the
// given PartGroup node, if there is one. If the
// PartGroup does not have an associated node, returns
// the character's top node.
////////////////////////////////////////////////////////////////////
PandaNode *CharacterMaker::
part_to_node(PartGroup *part, const string &name) const {
PandaNode *node = _character_node;
if (part->is_of_type(CharacterJoint::get_class_type())) {
CharacterJoint *joint = DCAST(CharacterJoint, part);
if (joint->_geom_node != (PandaNode *)NULL) {
node = joint->_geom_node;
}
}
// We should always return a GeomNode, so that all polysets
// created at the same level will get added into the same
// GeomNode. Look for a child of this node. If it doesn't have a
// child yet, add a GeomNode and return it. Otherwise, if it
// already has a child, return that.
if (node->is_geom_node() && node->get_name() == name) {
return node;
}
for (int i = 0; i < node->get_num_children(); i++) {
PandaNode *child = node->get_child(i);
if (child->is_geom_node() && child->get_name() == name) {
return child;
}
}
PT(GeomNode) geom_node = new GeomNode(name);
node->add_child(geom_node);
return geom_node;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::create_slider
// Access: Public
// Description: Creates a new morph slider of the given name, and
// returns its index.
////////////////////////////////////////////////////////////////////
int CharacterMaker::
create_slider(const string &name) {
if (_morph_root == (PartGroup *)NULL) {
_morph_root = new PartGroup(_bundle, "morph");
}
CharacterSlider *slider = new CharacterSlider(_morph_root, name);
int index = _parts.size();
_parts.push_back(slider);
return index;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::egg_to_slider
// Access: Public
// Description: Returns the VertexSlider corresponding to the
// indicated egg slider name.
////////////////////////////////////////////////////////////////////
VertexSlider *CharacterMaker::
egg_to_slider(const string &name) {
VertexSliders::iterator vi = _vertex_sliders.find(name);
if (vi != _vertex_sliders.end()) {
return (*vi).second;
}
int index = create_slider(name);
PT(VertexSlider) slider =
new CharacterVertexSlider(DCAST(CharacterSlider, _parts[index]));
_vertex_sliders[name] = slider;
return slider;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::make_bundle
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
CharacterJointBundle *CharacterMaker::
make_bundle() {
build_joint_hierarchy(_egg_root, _skeleton_root, -1);
//if we are structured, the egg loader is going to take care of making the geometry
if(!_structured) {
make_geometry(_egg_root);
}
_bundle->sort_descendants();
parent_joint_nodes(_skeleton_root);
// Now call update() one more time, to ensure that all of the joints
// have their correct transform (since we might have modified the
// default transform after construction).
_bundle->force_update();
return _bundle;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::build_joint_hierarchy
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void CharacterMaker::
build_joint_hierarchy(EggNode *egg_node, PartGroup *part, int index) {
if (egg_node->is_of_type(EggAnimPreload::get_class_type())) {
EggAnimPreload *egg_anim_preload = DCAST(EggAnimPreload, egg_node);
double fps = 24.0;
if (egg_anim_preload->has_fps()) {
fps = egg_anim_preload->get_fps();
}
int num_frames = 1;
if (egg_anim_preload->has_num_frames()) {
num_frames = egg_anim_preload->get_num_frames();
}
PT(AnimPreloadTable) anim_preload = _bundle->modify_anim_preload();
if (anim_preload == (AnimPreloadTable *)NULL) {
anim_preload = new AnimPreloadTable;
_bundle->set_anim_preload(anim_preload);
}
anim_preload->add_anim(egg_node->get_name(), fps, num_frames);
return;
}
if (egg_node->is_of_type(EggGroup::get_class_type())) {
EggGroup *egg_group = DCAST(EggGroup, egg_node);
// Each joint we come across is significant, and gets added to the
// hierarchy. Non-joints we encounter are ignored.
if (egg_group->get_group_type() == EggGroup::GT_joint) {
// We need to get the transform of the joint, and then convert
// it to single-precision.
LMatrix4d matd;
// First, we get the original, initial transform from the
// <Transform> entry.
if (egg_group->has_transform()) {
matd = egg_group->get_transform3d();
} else {
matd = LMatrix4d::ident_mat();
}
LMatrix4 matf = LCAST(PN_stdfloat, matd);
CharacterJoint *joint =
new CharacterJoint(_character_node, _character_node->get_bundle(0),
part, egg_group->get_name(), matf);
index = _parts.size();
_parts.push_back(joint);
// Now that we have computed _net_transform (which we need to
// convert the vertices), update the default transform from the
// <DefaultPose> entry.
if (egg_group->get_default_pose().has_transform()) {
matd = egg_group->get_default_pose().get_transform3d();
matf = LCAST(PN_stdfloat, matd);
joint->_default_value = matf;
joint->_value = matf;
}
if (egg_group->has_dcs_type()) {
// If the joint requested an explicit DCS, create a node for
// it.
PT(ModelNode) geom_node = new ModelNode(egg_group->get_name());
// To prevent flattening from messing with geometry on
// exposed joints
geom_node->set_preserve_transform(ModelNode::PT_net);
joint->_geom_node = geom_node.p();
}
part = joint;
}
EggGroup::const_iterator ci;
for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
build_joint_hierarchy((*ci), part, index);
}
}
_node_map[egg_node] = index;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::parent_joint_nodes
// Access: Private
// Description: Walks the joint hierarchy, and parents any explicit
// nodes created for the joints under the character
// node.
////////////////////////////////////////////////////////////////////
void CharacterMaker::
parent_joint_nodes(PartGroup *part) {
if (part->is_of_type(CharacterJoint::get_class_type())) {
CharacterJoint *joint = DCAST(CharacterJoint, part);
PandaNode *joint_node = joint->_geom_node;
if (joint_node != NULL) {
_character_node->add_child(joint_node);
joint->add_net_transform(joint_node);
joint_node->set_transform(TransformState::make_mat(joint->_net_transform));
}
}
for (int i = 0; i < part->get_num_children(); i++) {
parent_joint_nodes(part->get_child(i));
}
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::make_geometry
// Access: Private
// Description: Walks the hierarchy, looking for bins that represent
// polysets, which are to be animated with the
// character. Invokes the egg loader to create the
// animated geometry.
////////////////////////////////////////////////////////////////////
void CharacterMaker::
make_geometry(EggNode *egg_node) {
if (egg_node->is_of_type(EggBin::get_class_type())) {
EggBin *egg_bin = DCAST(EggBin, egg_node);
if (!egg_bin->empty() &&
egg_bin->get_bin_number() == EggBinner::BN_polyset) {
EggGroupNode *bin_home = determine_bin_home(egg_bin);
bool is_dynamic;
if (bin_home == (EggGroupNode *)NULL) {
// This is a dynamic polyset that lives under the character's
// root node.
bin_home = _egg_root;
is_dynamic = true;
} else {
// This is a totally static polyset that is parented under
// some animated joint node.
is_dynamic = false;
}
PandaNode *parent = part_to_node(egg_to_part(bin_home), egg_bin->get_name());
LMatrix4d transform =
egg_bin->get_vertex_frame() *
bin_home->get_node_frame_inv();
_loader.make_polyset(egg_bin, parent, &transform, is_dynamic,
this);
}
}
if (egg_node->is_of_type(EggGroupNode::get_class_type())) {
EggGroupNode *egg_group = DCAST(EggGroupNode, egg_node);
EggGroupNode::const_iterator ci;
for (ci = egg_group->begin(); ci != egg_group->end(); ++ci) {
make_geometry(*ci);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::determine_primitive_home
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
EggGroupNode *CharacterMaker::
determine_primitive_home(EggPrimitive *egg_primitive) {
// A primitive's vertices may be referenced by any joint in the
// character. Or, the primitive itself may be explicitly placed
// under a joint.
// If any of the vertices are referenced by multiple joints, or if
// any two vertices are referenced by different joints, then the
// entire primitive must be considered dynamic. (We'll indicate a
// dynamic primitive by returning NULL.)
// We need to keep track of the one joint we've encountered so far,
// to see if all the vertices are referenced by the same joint.
EggGroupNode *home = NULL;
EggPrimitive::const_iterator vi;
for (vi = egg_primitive->begin();
vi != egg_primitive->end();
++vi) {
EggVertex *vertex = (*vi);
if (vertex->gref_size() > 1) {
// This vertex is referenced by multiple joints; the primitive
// is dynamic.
return NULL;
}
if (!vertex->_dxyzs.empty() ||
!vertex->_dnormals.empty() ||
!vertex->_drgbas.empty()) {
// This vertex has some morph slider definitions; therefore, the
// primitive is dynamic.
return NULL;
}
EggVertex::const_uv_iterator uvi;
for (uvi = vertex->uv_begin(); uvi != vertex->uv_end(); ++uvi) {
if (!(*uvi)->_duvs.empty()) {
// Ditto: the vertex has some UV morphs; therefore the
// primitive is dynamic.
return NULL;
}
}
EggGroupNode *vertex_home;
if (vertex->gref_size() == 0) {
// This vertex is not referenced at all, which means it belongs
// right where it is.
vertex_home = egg_primitive->get_parent();
} else {
nassertr(vertex->gref_size() == 1, NULL);
// This vertex is referenced exactly once.
vertex_home = *vertex->gref_begin();
}
if (home != NULL && home != vertex_home) {
// Oops, two vertices are referenced by different joints! The
// primitive is dynamic.
return NULL;
}
home = vertex_home;
}
// This shouldn't be possible, unless there are no vertices--but we
// check for that before calling this function.
nassertr(home != NULL, NULL);
// So, all the vertices are assigned to the same group. This means
// the polygon belongs entirely to one joint.
// If the group is not, in fact, a joint then we return the first
// joint above the group.
EggGroup *egg_group = (EggGroup *)NULL;
if (home->is_of_type(EggGroup::get_class_type())) {
egg_group = DCAST(EggGroup, home);
}
while (egg_group != (EggGroup *)NULL &&
egg_group->get_group_type() != EggGroup::GT_joint &&
egg_group->get_dart_type() == EggGroup::DT_none) {
nassertr(egg_group->get_parent() != (EggGroupNode *)NULL, NULL);
home = egg_group->get_parent();
egg_group = (EggGroup *)NULL;
if (home->is_of_type(EggGroup::get_class_type())) {
egg_group = DCAST(EggGroup, home);
}
}
if (egg_group != (EggGroup *)NULL &&
egg_group->get_group_type() == EggGroup::GT_joint &&
!egg_group->has_dcs_type()) {
// If the home is a joint without a <DCS> flag--this is the normal
// case--we'll move the polygon under the character node and
// animate it from there explicitly.
return NULL;
}
// Otherwise, if the joint *does* have a <DCS> flag, we'll create
// static geometry that we parent directly to the joint node.
// We'll also create static geometry for polygons that have no
// explicit joint assignment.
return home;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::determine_bin_home
// Access: Private
// Description: Examines the joint assignment of the vertices of all
// of the primitives within this bin to determine which
// parent node the bin's polyset should be created
// under.
////////////////////////////////////////////////////////////////////
EggGroupNode *CharacterMaker::
determine_bin_home(EggBin *egg_bin) {
// A primitive's vertices may be referenced by any joint in the
// character. Or, the primitive itself may be explicitly placed
// under a joint.
// If any of the vertices, in any primitive, are referenced by
// multiple joints, or if any two vertices are referenced by
// different joints, then the entire bin must be considered dynamic.
// (We'll indicate a dynamic bin by returning NULL.)
if (!egg_rigid_geometry) {
// If we don't have egg-rigid-geometry enabled, then all geometry
// is considered dynamic.
return NULL;
}
// We need to keep track of the one joint we've encountered so far,
// to see if all the vertices are referenced by the same joint.
EggGroupNode *home = NULL;
EggGroupNode::const_iterator ci;
for (ci = egg_bin->begin(); ci != egg_bin->end(); ++ci) {
CPT(EggPrimitive) egg_primitive = DCAST(EggPrimitive, (*ci));
EggPrimitive::const_iterator vi;
for (vi = egg_primitive->begin();
vi != egg_primitive->end();
++vi) {
EggVertex *vertex = (*vi);
if (vertex->gref_size() > 1) {
// This vertex is referenced by multiple joints; the primitive
// is dynamic.
return NULL;
}
if (!vertex->_dxyzs.empty() ||
!vertex->_dnormals.empty() ||
!vertex->_drgbas.empty()) {
// This vertex has some morph slider definitions; therefore, the
// primitive is dynamic.
return NULL;
}
EggVertex::const_uv_iterator uvi;
for (uvi = vertex->uv_begin(); uvi != vertex->uv_end(); ++uvi) {
if (!(*uvi)->_duvs.empty()) {
// Ditto: the vertex has some UV morphs; therefore the
// primitive is dynamic.
return NULL;
}
}
EggGroupNode *vertex_home;
if (vertex->gref_size() == 0) {
// This vertex is not referenced at all, which means it belongs
// right where it is.
vertex_home = egg_primitive->get_parent();
} else {
nassertr(vertex->gref_size() == 1, NULL);
// This vertex is referenced exactly once.
vertex_home = *vertex->gref_begin();
}
if (home != NULL && home != vertex_home) {
// Oops, two vertices are referenced by different joints! The
// primitive is dynamic.
return NULL;
}
home = vertex_home;
}
}
// This shouldn't be possible, unless there are no vertices--but we
// eliminate invalid primitives before we begin, so all primitives
// should have vertices, and all bins should have primitives.
nassertr(home != NULL, NULL);
// So, all the vertices are assigned to the same group. This means
// all the primitives in the bin belong entirely to one joint.
// If the group is not, in fact, a joint then we return the first
// joint above the group.
EggGroup *egg_group = (EggGroup *)NULL;
if (home->is_of_type(EggGroup::get_class_type())) {
egg_group = DCAST(EggGroup, home);
}
while (egg_group != (EggGroup *)NULL &&
egg_group->get_group_type() != EggGroup::GT_joint &&
egg_group->get_dart_type() == EggGroup::DT_none) {
nassertr(egg_group->get_parent() != (EggGroupNode *)NULL, NULL);
home = egg_group->get_parent();
egg_group = (EggGroup *)NULL;
if (home->is_of_type(EggGroup::get_class_type())) {
egg_group = DCAST(EggGroup, home);
}
}
if (egg_group != (EggGroup *)NULL &&
egg_group->get_group_type() == EggGroup::GT_joint &&
!egg_group->has_dcs_type()) {
// If we have rigid geometry that is assigned to a joint without a
// <DCS> flag, which means the joint didn't get created as its own
// node, go ahead and make an implicit node for the joint.
if (egg_group->get_dcs_type() == EggGroup::DC_none) {
// Unless the user specifically forbade exposing the joint by
// putting an explicit "<DCS> { none }" entry in the joint. In
// this case, we return NULL to treat the geometry as dynamic
// (and animate it by animating its vertices), but display lists
// and vertex buffers will perform better if more geometry is
// rigid. There's a tradeoff, though, since the cull traverser
// will have to do more work with additional transforms in the
// scene graph, and this may also break up the geometry into
// more individual pieces, which is the biggest limiting factor
// on modern PC graphics cards.
return NULL;
}
CharacterJoint *joint;
DCAST_INTO_R(joint, egg_to_part(egg_group), home);
egg_group->set_dcs_type(EggGroup::DC_default);
PT(ModelNode) geom_node = new ModelNode(egg_group->get_name());
geom_node->set_preserve_transform(ModelNode::PT_local);
joint->_geom_node = geom_node.p();
}
return home;
}
////////////////////////////////////////////////////////////////////
// Function: CharacterMaker::get_identity_transform
// Access: Private
// Description: Returns a VertexTransform that represents the root of
// the character--it never animates.
////////////////////////////////////////////////////////////////////
VertexTransform *CharacterMaker::
get_identity_transform() {
if (_identity_transform == (VertexTransform *)NULL) {
_identity_transform = new UserVertexTransform("root");
}
return _identity_transform;
}