mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
Remove all traces of Skeleton
This commit is contained in:
parent
94456aa732
commit
d84b492412
@ -41,8 +41,6 @@ set(RWENGINE_SOURCES
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src/data/PathData.hpp
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src/data/PedData.cpp
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src/data/PedData.hpp
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src/data/Skeleton.cpp
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src/data/Skeleton.hpp
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src/data/WeaponData.hpp
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src/data/ZoneData.hpp
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src/dynamics/CollisionInstance.cpp
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@ -1,100 +0,0 @@
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#include <data/Clump.hpp>
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#include <data/Skeleton.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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Skeleton::FrameTransform Skeleton::IdentityTransform = {glm::vec3(0.f),
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glm::quat()};
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Skeleton::FrameData Skeleton::IdentityData = {
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Skeleton::IdentityTransform, Skeleton::IdentityTransform, true};
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Skeleton::Skeleton() {
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}
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void Skeleton::setAllData(const Skeleton::FramesData& data) {
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framedata = data;
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}
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const Skeleton::FrameData& Skeleton::getData(unsigned int frameIdx) const {
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auto fdit = framedata.find(frameIdx);
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if (fdit == framedata.end()) {
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return Skeleton::IdentityData;
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}
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return fdit->second;
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}
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void Skeleton::setData(unsigned int frameIdx, const Skeleton::FrameData& data) {
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framedata[frameIdx] = data;
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}
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void Skeleton::setEnabled(ModelFrame* frame, bool enabled) {
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auto fdit = framedata.find(frame->getIndex());
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if (fdit != framedata.end()) {
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fdit->second.enabled = enabled;
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} else {
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FrameTransform tf{frame->getDefaultTranslation(),
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glm::quat_cast(frame->getDefaultRotation())};
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framedata.insert({frame->getIndex(), {tf, tf, enabled}});
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}
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}
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void Skeleton::setEnabled(unsigned int frameIdx, bool enabled) {
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auto fdit = framedata.find(frameIdx);
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if (fdit == framedata.end()) {
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framedata.insert({frameIdx,
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{Skeleton::IdentityTransform,
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Skeleton::IdentityTransform, enabled}});
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} else {
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fdit->second.enabled = enabled;
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}
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}
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const Skeleton::FrameTransform& Skeleton::getInterpolated(
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unsigned int frameIdx) const {
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auto itit = interpolateddata.find(frameIdx);
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if (itit == interpolateddata.end()) {
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return Skeleton::IdentityTransform;
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}
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return itit->second;
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}
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void Skeleton::interpolate(float alpha) {
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interpolateddata.clear();
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for (auto i = framedata.begin(); i != framedata.end(); ++i) {
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auto& t2 = i->second.a.translation;
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auto& t1 = i->second.b.translation;
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auto& r2 = i->second.a.rotation;
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auto& r1 = i->second.b.rotation;
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interpolateddata.insert(
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{i->first, {glm::mix(t1, t2, alpha), glm::slerp(r1, r2, alpha)}});
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}
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}
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glm::mat4 Skeleton::getMatrix(unsigned int frameIdx) const {
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const FrameTransform& ft = getInterpolated(frameIdx);
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glm::mat4 m;
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m = glm::translate(m, ft.translation);
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m = m * glm::mat4_cast(ft.rotation);
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return m;
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}
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glm::mat4 Skeleton::getMatrix(ModelFrame* frame) const {
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auto itit = interpolateddata.find(frame->getIndex());
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if (itit != interpolateddata.end()) {
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glm::mat4 m;
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m = glm::translate(m, itit->second.translation);
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m = m * glm::mat4_cast(itit->second.rotation);
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return m;
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}
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return frame->getTransform();
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}
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@ -1,59 +0,0 @@
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#ifndef _SKELETON_HPP_
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#define _SKELETON_HPP_
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <map>
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#include <vector>
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class ModelFrame;
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/**
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* Data class for additional frame transformation and meta data.
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*
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* Provides interfaces to modify and query the visibility of model frames,
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* as well as their transformation. Modified by Animator to animate models.
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*/
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class Skeleton {
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public:
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struct FrameTransform {
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glm::vec3 translation;
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glm::quat rotation;
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};
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static FrameTransform IdentityTransform;
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struct FrameData {
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FrameTransform a;
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FrameTransform b;
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bool enabled;
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};
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static FrameData IdentityData;
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typedef std::map<unsigned int, FrameData> FramesData;
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typedef std::map<unsigned int, FrameTransform> TransformData;
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Skeleton();
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void setAllData(const FramesData& data);
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const FrameData& getData(unsigned int frameIdx) const;
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void setData(unsigned int frameIdx, const FrameData& data);
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void setEnabled(ModelFrame* frame, bool enabled);
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void setEnabled(unsigned int frameIdx, bool enabled);
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const FrameTransform& getInterpolated(unsigned int frameIdx) const;
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glm::mat4 getMatrix(unsigned int frameIdx) const;
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glm::mat4 getMatrix(ModelFrame* frame) const;
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void interpolate(float alpha);
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private:
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FramesData framedata;
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TransformData interpolateddata;
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};
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#endif
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@ -1,5 +1,4 @@
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#include <data/Clump.hpp>
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <loaders/LoaderDFF.hpp>
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@ -1,4 +1,3 @@
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#include <data/Skeleton.hpp>
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#include <engine/GameWorld.hpp>
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#include <items/Weapon.hpp>
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#include <objects/ProjectileObject.hpp>
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@ -1,5 +1,4 @@
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#include <ai/CharacterController.hpp>
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameWorld.hpp>
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@ -1,4 +1,3 @@
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <objects/CutsceneObject.hpp>
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@ -1,4 +1,3 @@
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <loaders/LoaderDFF.hpp>
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@ -9,9 +8,6 @@ GameObject::~GameObject() {
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if (animator) {
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delete animator;
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}
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if (skeleton) {
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delete skeleton;
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}
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if (modelinfo_) {
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modelinfo_->removeReference();
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@ -11,7 +11,6 @@
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#include <objects/ObjectTypes.hpp>
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#include <rw/types.hpp>
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class Skeleton;
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class CharacterController;
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class Animator;
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class GameWorld;
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@ -46,7 +45,6 @@ public:
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GameWorld* engine;
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Animator* animator; /// Object's animator.
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Skeleton* skeleton;
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bool inWater;
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@ -71,7 +69,6 @@ public:
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, rotation(rot)
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, engine(engine)
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, animator(nullptr)
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, skeleton(nullptr)
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, inWater(false)
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, _lastHeight(std::numeric_limits<float>::max())
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, visible(true)
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@ -1,7 +1,6 @@
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#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
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#include <data/Clump.hpp>
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#include <data/CollisionModel.hpp>
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#include <data/Skeleton.hpp>
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#include <dynamics/CollisionInstance.hpp>
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#include <dynamics/RaycastCallbacks.hpp>
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#include <engine/Animator.hpp>
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@ -14,7 +14,6 @@
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#include <data/ModelData.hpp>
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#include <data/CutsceneData.hpp>
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#include <data/Skeleton.hpp>
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#include <objects/CutsceneObject.hpp>
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#include <render/ObjectRenderer.hpp>
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@ -1,6 +1,5 @@
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#include <data/Clump.hpp>
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#include <data/CutsceneData.hpp>
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#include <data/Skeleton.hpp>
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#include <engine/GameData.hpp>
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#include <engine/GameState.hpp>
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#include <glm/gtc/type_ptr.hpp>
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@ -6,7 +6,6 @@
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#include <engine/GameState.hpp>
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#include <engine/GameData.hpp>
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#include <engine/Animator.hpp>
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#include <data/Skeleton.hpp>
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#include <core/Logger.hpp>
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#include <ai/PlayerController.hpp>
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#include <data/CutsceneData.hpp>
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@ -3,7 +3,6 @@
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#include <QMouseEvent>
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#include <algorithm>
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#include <data/Clump.hpp>
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <objects/CharacterObject.hpp>
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@ -81,9 +80,8 @@ void ViewerWidget::paintGL() {
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r.setViewport(width(), height());
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if (dummyObject && dummyObject->animator && dummyObject->skeleton) {
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if (dummyObject && dummyObject->animator) {
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dummyObject->animator->tick(1.f / 60.f);
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dummyObject->skeleton->interpolate(1.f);
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}
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r.getRenderer()->invalidate();
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@ -1,10 +1,9 @@
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#include "DFFFramesTreeModel.hpp"
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#include <data/Clump.hpp>
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#include <data/Skeleton.hpp>
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DFFFramesTreeModel::DFFFramesTreeModel(Clump* m, Skeleton* skel,
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DFFFramesTreeModel::DFFFramesTreeModel(Clump* m,
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QObject* parent)
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: QAbstractItemModel(parent), model(m), skeleton(skel) {
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: QAbstractItemModel(parent), model(m) {
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}
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int DFFFramesTreeModel::columnCount(const QModelIndex& parent) const {
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@ -59,10 +58,7 @@ QVariant DFFFramesTreeModel::data(const QModelIndex& index, int role) const {
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}
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} else if (role == Qt::CheckStateRole) {
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if (index.column() == 0) {
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if (skeleton) {
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return skeleton->getData(f->getIndex()).enabled ? Qt::Checked
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: Qt::Unchecked;
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}
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return true;
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}
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}
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return QVariant();
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@ -77,11 +73,10 @@ bool DFFFramesTreeModel::setData(const QModelIndex& index,
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ModelFrame* f = static_cast<ModelFrame*>(index.internalPointer());
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if (role == Qt::CheckStateRole) {
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if (index.column() == 0 && skeleton) {
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if (index.column() == 0) {
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if ((Qt::CheckState)value.toInt() == Qt::Checked) {
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skeleton->setEnabled(f, true);
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RW_UNIMPLEMENTED("Hiding Frames");
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} else {
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skeleton->setEnabled(f, false);
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}
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return true;
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}
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@ -97,7 +92,7 @@ Qt::ItemFlags DFFFramesTreeModel::flags(const QModelIndex& index) const {
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Qt::ItemFlags flags = Qt::ItemIsEnabled | Qt::ItemIsSelectable;
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if (index.column() == 0 && skeleton) {
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if (index.column() == 0) {
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flags |= Qt::ItemIsUserCheckable;
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}
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@ -5,14 +5,12 @@
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#include <rw/types.hpp>
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class Clump;
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class Skeleton;
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class DFFFramesTreeModel : public QAbstractItemModel {
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Clump* model;
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Skeleton* skeleton;
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public:
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explicit DFFFramesTreeModel(Clump* m, Skeleton* skel, QObject* parent = 0);
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explicit DFFFramesTreeModel(Clump* m, QObject* parent = 0);
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virtual int columnCount(const QModelIndex& parent = QModelIndex()) const;
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@ -1,6 +1,5 @@
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#include "ModelViewer.hpp"
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#include <QDebug>
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <fstream>
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#include <objects/GameObject.hpp>
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@ -9,7 +8,7 @@
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ModelViewer::ModelViewer(ViewerWidget* viewer, QWidget* parent,
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Qt::WindowFlags f)
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: ViewerInterface(parent, f), viewing(nullptr), skeleton(nullptr) {
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: ViewerInterface(parent, f), viewing(nullptr) {
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mainSplit = new QSplitter;
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mainLayout = new QVBoxLayout;
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@ -42,19 +41,14 @@ void ModelViewer::setViewerWidget(ViewerWidget* widget) {
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void ModelViewer::showModel(Clump* model) {
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viewing = model;
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if (skeleton) {
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delete skeleton;
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}
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skeleton = new Skeleton();
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viewerWidget->showModel(model);
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frames->setModel(model, nullptr);
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frames->setModel(model);
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}
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void ModelViewer::showObject(uint16_t object) {
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viewerWidget->showObject(object);
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viewing = viewerWidget->currentModel();
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skeleton = viewerWidget->currentObject()->skeleton;
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frames->setModel(viewing, skeleton);
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frames->setModel(viewing);
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}
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void ModelViewer::loadAnimations(const QString& file) {
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@ -15,7 +15,6 @@
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class ViewerWidget;
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class Clump;
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class Skeleton;
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class ModelFramesWidget;
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class Animation;
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@ -23,7 +22,6 @@ class ModelViewer : public ViewerInterface {
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Q_OBJECT
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Clump* viewing;
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Skeleton* skeleton;
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QSplitter* mainSplit;
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QVBoxLayout* mainLayout;
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@ -33,7 +33,7 @@ ModelFramesWidget::ModelFramesWidget(QWidget* parent, Qt::WindowFlags flags)
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setLayout(_layout);
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}
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void ModelFramesWidget::setModel(Clump* model, Skeleton* skeleton) {
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void ModelFramesWidget::setModel(Clump* model) {
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if (framemodel) {
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delete framemodel;
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framemodel = nullptr;
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@ -41,7 +41,7 @@ void ModelFramesWidget::setModel(Clump* model, Skeleton* skeleton) {
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}
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gmodel = model;
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if (model != nullptr) {
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framemodel = new DFFFramesTreeModel(model, skeleton, this);
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framemodel = new DFFFramesTreeModel(model, this);
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tree->setModel(framemodel);
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tree->setDisabled(false);
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connect(tree->selectionModel(),
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@ -30,7 +30,7 @@ public:
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public slots:
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void setModel(Clump* model, Skeleton* skeleton);
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void setModel(Clump* model);
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signals:
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|
@ -38,7 +38,6 @@ set(TEST_SOURCES
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"test_rwbstream.cpp"
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"test_SaveGame.cpp"
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"test_scriptmachine.cpp"
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"test_skeleton.cpp"
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"test_state.cpp"
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"test_text.cpp"
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"test_trafficdirector.cpp"
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@ -1,6 +1,5 @@
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#include <boost/test/unit_test.hpp>
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#include <data/Clump.hpp>
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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#include <glm/gtx/string_cast.hpp>
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#include "test_globals.hpp"
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@ -10,7 +9,6 @@ BOOST_AUTO_TEST_SUITE(AnimationTests)
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#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(test_matrix) {
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{
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Skeleton skeleton;
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Animation animation;
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/** Models are currently needed to relate animation bones <=> model
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@ -1,63 +0,0 @@
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#include <boost/test/unit_test.hpp>
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#include <data/Skeleton.hpp>
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#include <glm/glm.hpp>
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BOOST_AUTO_TEST_SUITE(SkeletonTests)
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BOOST_AUTO_TEST_CASE(test_methods) {
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Skeleton::FrameTransform t1{glm::vec3(0.f, 0.f, 0.f),
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glm::quat(0.f, 0.f, 0.f, 0.f)};
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Skeleton::FrameTransform t2{glm::vec3(1.f, 0.f, 0.f),
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glm::quat(0.f, 0.f, 1.f, 0.f)};
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Skeleton skeleton;
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skeleton.setAllData({{0, {t1, t2, true}}});
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BOOST_CHECK(skeleton.getData(0).a.translation == t1.translation);
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BOOST_CHECK(skeleton.getData(0).a.rotation == t1.rotation);
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BOOST_CHECK(skeleton.getData(0).b.translation == t2.translation);
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BOOST_CHECK(skeleton.getData(0).b.rotation == t2.rotation);
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BOOST_CHECK(skeleton.getData(0).enabled);
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skeleton.setData(0, {t2, t1, false});
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BOOST_CHECK(skeleton.getData(0).a.translation == t2.translation);
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BOOST_CHECK(skeleton.getData(0).a.rotation == t2.rotation);
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|
||||
BOOST_CHECK(skeleton.getData(0).b.translation == t1.translation);
|
||||
BOOST_CHECK(skeleton.getData(0).b.rotation == t1.rotation);
|
||||
|
||||
BOOST_CHECK(!skeleton.getData(0).enabled);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_interpolate) {
|
||||
Skeleton::FrameTransform t1{glm::vec3(0.f, 0.f, 0.f),
|
||||
glm::quat(0.f, 0.f, 0.f, 0.f)};
|
||||
Skeleton::FrameTransform t2{glm::vec3(1.f, 0.f, 0.f),
|
||||
glm::quat(0.f, 0.f, 1.f, 0.f)};
|
||||
|
||||
Skeleton skeleton;
|
||||
|
||||
skeleton.setAllData({{0, {t2, t1, true}}});
|
||||
|
||||
/** Without calling Skeleton::interpolate(alpha) the result is identity */
|
||||
|
||||
BOOST_CHECK(skeleton.getInterpolated(0).translation ==
|
||||
Skeleton::IdentityTransform.translation);
|
||||
BOOST_CHECK(skeleton.getInterpolated(0).rotation ==
|
||||
Skeleton::IdentityTransform.rotation);
|
||||
|
||||
skeleton.interpolate(0.f);
|
||||
|
||||
BOOST_CHECK(skeleton.getInterpolated(0).translation == t1.translation);
|
||||
BOOST_CHECK(skeleton.getInterpolated(0).rotation == t1.rotation);
|
||||
|
||||
skeleton.interpolate(1.f);
|
||||
|
||||
BOOST_CHECK(skeleton.getInterpolated(0).translation == t2.translation);
|
||||
BOOST_CHECK(skeleton.getInterpolated(0).rotation == t2.rotation);
|
||||
}
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
@ -1,6 +1,5 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
#include <data/Clump.hpp>
|
||||
#include <data/Skeleton.hpp>
|
||||
#include <objects/VehicleObject.hpp>
|
||||
#include "test_globals.hpp"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user