/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_SkeletalModel.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 28001 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include #include #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION( SkeletalModel, Model ); //---------------------------------------- SkeletalModel* SkeletalModel::Builder::Create( SceneNode* parent, ResSceneObject resource, os::IAllocator* allocator) { NW_NULL_ASSERT(allocator); ResSkeletalModel resModel = ResStaticCast(resource); GfxPtr skeleton; bool isSharedSkeleton = true; if (m_Description.sharedSkeleton != NULL) { // 所有権の移動を行いません。 skeleton.Reset(m_Description.sharedSkeleton, false); isSharedSkeleton = true; } else { // スケルトン作成 ResSkeleton resSkeleton = resModel.GetSkeleton(); NW_ASSERT(resSkeleton.IsValid()); Skeleton::TransformPose::TransformArray poseTransforms(resSkeleton.GetBonesCount(), allocator); ResBoneArray bones = resSkeleton.GetBones(); ResBoneArray::iterator bonesEnd = bones.end(); for (ResBoneArray::iterator bone = bones.begin(); bone != bonesEnd; ++bone) { // リソースから計算済みトランスフォームへデータをコピーします。 poseTransforms.PushBackFast(*bone); } skeleton.Reset(StandardSkeleton::Create( resSkeleton, m_Description.maxCallbacks, m_Description.isFixedSizeMemory, poseTransforms, allocator)); isSharedSkeleton = false; } // モデル作成 void* memory = allocator->Alloc(sizeof(SkeletalModel)); NW_NULL_ASSERT(memory); SkeletalModel* model = new(memory) SkeletalModel( allocator, resModel, skeleton, isSharedSkeleton, m_Description); Result result = model->Initialize(allocator); NW_ASSERT(result.IsSuccess()); if (parent) { bool isAttached = parent->AttachChild(model); NW_ASSERT(isAttached); } return model; } //---------------------------------------- void SkeletalModel::Accept( ISceneVisitor* visitor ) { visitor->VisitSkeletalModel(this); AcceptChildren(visitor); } //---------------------------------------- void SkeletalModel::SetFullBakedAnimEnabled(bool enable) { m_FullBakedAnimEnabled = enable; // フルベイクアニメを使用する場合は、モデル座標系で描画する if (enable) { m_Skeleton->GetResSkeleton().EnableFlags(ResSkeletonData::FLAG_MODEL_COORDINATE); } else { m_Skeleton->GetResSkeleton().DisableFlags(ResSkeletonData::FLAG_MODEL_COORDINATE); } NW_NULL_ASSERT(m_SkeletalAnimGroup); SetupAnimGroup(m_SkeletalAnimGroup, enable); } //---------------------------------------- Result SkeletalModel::CreateSkeletalAnimGroup(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; AnimBinding* animBinding = GetAnimBinding(); if (animBinding == NULL) { return result; } ResSceneObject resSceneObject = GetResSceneObject(); ResSkeletalModel resModel = *reinterpret_cast(&resSceneObject); NW_ASSERT(resModel.IsValid()); ResSkeleton resSkeleton = resModel.GetSkeleton(); Skeleton::TransformPose& pose = m_Skeleton->LocalTransformPose(); Skeleton::OriginalPose& originalPose = m_Skeleton->LocalOriginalPose(); const int animGroupCount = resModel.GetAnimGroupsCount(); for (int animGroupIdx = 0; animGroupIdx < animGroupCount; ++animGroupIdx) { anim::ResAnimGroup resAnimGroup = resModel.GetAnimGroups(animGroupIdx); const int targetType = resAnimGroup.GetTargetType(); const bool transformFlag = (resAnimGroup.GetFlags() & anim::ResAnimGroup::FLAG_IS_CALCULATED_TRANSFORM) != 0; if (transformFlag && targetType == anim::ResGraphicsAnimGroup::TARGET_TYPE_BONE) { AnimGroup* animGroup = AnimGroup::Builder() .ResAnimGroup(resAnimGroup) .SetSceneNode(this) .UseOriginalValue(true) .Create(allocator); if (animGroup == NULL) { result |= Result::MASK_FAIL_BIT; } NW_ENSURE_AND_RETURN(result); const int animMemberCount = animGroup->GetMemberCount(); for (int memberIdx = 0; memberIdx < animMemberCount; ++memberIdx) { anim::ResAnimGroupMember resAnimGroupMember = animGroup->GetResAnimGroupMember(memberIdx); // TODO: ResBoneMemberDataの情報を利用する ResBone bone = resSkeleton.GetBones(resAnimGroupMember.GetPath()); NW_ASSERT(bone.IsValid()); const int boneIdx = bone.GetIndex(); animGroup->SetTargetObjectIndex(memberIdx, boneIdx); animGroup->SetOriginalValue(memberIdx, originalPose.GetTransform(boneIdx)); void* object = GetAnimTargetObject(resAnimGroupMember); animGroup->SetTargetObject(memberIdx, object); // TargetPtrは、SetupAnimGroup()で設定する } animBinding->SetAnimGroup(animGroupIdx, animGroup); m_SkeletalAnimGroup = animGroup; m_SkeletalAnimBindingIndex = animGroupIdx; SetupAnimGroup(animGroup, m_FullBakedAnimEnabled); break; // 他にスケルタルモデル専用のアニメーショングループがないので } } return result; } //---------------------------------------- void* SkeletalModel::GetAnimTargetObject(const anim::ResAnimGroupMember& anim) { switch(anim.GetObjectType()) { case nw::anim::ResAnimGroupMember::OBJECT_TYPE_BONE: { nw::anim::ResBoneMember member = ResStaticCast(anim); const char* boneName = member.GetBoneName(); const int boneIndex = GetResSkeletalModel().GetSkeleton().GetBones(boneName).GetIndex(); // 型が変更されたらコンパイルエラーが起きるよう、 // いったん目的の型に代入してからreturnで返す CalculatedTransform* ptr = GetSkeleton()->LocalTransformPose().GetTransform(boneIndex); return ptr; } default: NW_ASSERT(false); return NULL; } } //---------------------------------------- Result SkeletalModel::Initialize(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; result |= Model::Initialize(allocator); NW_ENSURE_AND_RETURN(result); if (!m_SharingSkeleton) { result |= CreateSkeletalAnimGroup(allocator); NW_ENSURE_AND_RETURN(result); } return result; } //---------------------------------------- void SkeletalModel::SetupAnimGroup(AnimGroup* animGroup, bool fullBakedAnimEnabled) const { const int animMemberCount = animGroup->GetMemberCount(); for (int memberIdx = 0; memberIdx < animMemberCount; ++memberIdx) { anim::ResAnimGroupMember resAnimGroupMember = animGroup->GetResAnimGroupMember(memberIdx); // TODO: ResBoneMemberDataの情報を利用する ResBone bone = m_Skeleton->GetResSkeleton().GetBones(resAnimGroupMember.GetPath()); NW_ASSERT(bone.IsValid()); const int boneIdx = bone.GetIndex(); if (fullBakedAnimEnabled) { // フルベイクアニメの場合は、ワールドマトリクスを直接更新する void* target = m_Skeleton->WorldMatrixPose().GetMatrix(boneIdx); animGroup->SetTargetPtr(memberIdx, target); } else { // 通常はボーンのローカルトランスフォームを更新する void* target = m_Skeleton->LocalTransformPose().GetTransform(boneIdx); animGroup->SetTargetPtr(memberIdx, target); } } m_SkeletalAnimGroup->SetFullBakedAnimEnabled(fullBakedAnimEnabled); } } // namespace gfx } // namespace nw