//Returns the transpose of the matrix. For orthonormal //matrices, this is the same is the inverse matrix CMatrix3D CMatrix3D::GetTranspose() const { return CMatrix3D( _11, _21, _31, _41, _12, _22, _32, _42, _13, _23, _33, _43, _14, _24, _34, _44);
void CMatrix3D::SetOrtho (float l, float r, float b, float t, float n, float f) { // Based on OpenGL spec *this = CMatrix3D( 2/(r-l), 0, 0, -(r+l)/(r-l), 0, 2/(t-b), 0, -(t+b)/(t-b), 0, 0, -2/(f-n), -(f+n)/(f-n), 0, 0, 0, 1 );
virtual CMatrix3D GetInterpolatedTransform(float frameOffset) { if (m_TurretParent != INVALID_ENTITY) { CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_TurretParent); if (!cmpPosition) { LOGERROR("Turret with parent without position component"); CMatrix3D m; m.SetIdentity(); return m; } if (!cmpPosition->IsInWorld()) { LOGERROR("CCmpPosition::GetInterpolatedTransform called on turret entity when IsInWorld is false"); CMatrix3D m; m.SetIdentity(); return m; } else { CMatrix3D parentTransformMatrix = cmpPosition->GetInterpolatedTransform(frameOffset); CMatrix3D ownTransformation = CMatrix3D(); ownTransformation.SetYRotation(m_InterpolatedRotY); ownTransformation.Translate(-m_TurretPosition.X.ToFloat(), m_TurretPosition.Y.ToFloat(), -m_TurretPosition.Z.ToFloat()); return parentTransformMatrix * ownTransformation; } } if (!m_InWorld) { LOGERROR("CCmpPosition::GetInterpolatedTransform called on entity when IsInWorld is false"); CMatrix3D m; m.SetIdentity(); return m; } float x, z, rotY; GetInterpolatedPosition2D(frameOffset, x, z, rotY); float baseY = 0; if (m_RelativeToGround) { CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity()); if (cmpTerrain) baseY = cmpTerrain->GetExactGroundLevel(x, z); if (m_Floating || m_ActorFloating) { CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity()); if (cmpWaterManager) baseY = std::max(baseY, cmpWaterManager->GetExactWaterLevel(x, z)); } } float y = baseY + m_Y.ToFloat() + Interpolate(-1 * m_LastYDifference.ToFloat(), 0.f, frameOffset); CMatrix3D m; // linear interpolation is good enough (for RotX/Z). // As you always stay close to zero angle. m.SetXRotation(Interpolate(m_LastInterpolatedRotX, m_InterpolatedRotX, frameOffset)); m.RotateZ(Interpolate(m_LastInterpolatedRotZ, m_InterpolatedRotZ, frameOffset)); CVector3D pos(x, y, z); pos.Y += GetConstructionProgressOffset(pos); m.RotateY(rotY + (float)M_PI); m.Translate(pos); return m; }
///////////////////////////////////////////////////////////////////////////////////////////////////////////// // ValidatePosition: ensure that current transform and bone matrices are both uptodate void CModel::ValidatePosition() { if (m_PositionValid) { ENSURE(!m_Parent || m_Parent->m_PositionValid); return; } if (m_Parent && !m_Parent->m_PositionValid) { // Make sure we don't base our calculations on // a parent animation state that is out of date. m_Parent->ValidatePosition(); // Parent will recursively call our validation. ENSURE(m_PositionValid); return; } if (m_Anim && m_BoneMatrices) { // PROFILE( "generating bone matrices" ); ENSURE(m_pModelDef->GetNumBones() == m_Anim->m_AnimDef->GetNumKeys()); m_Anim->m_AnimDef->BuildBoneMatrices(m_AnimTime, m_BoneMatrices, !(m_Flags & MODELFLAG_NOLOOPANIMATION)); } else if (m_BoneMatrices) { // Bones but no animation - probably a buggy actor forgot to set up the animation, // so just render it in its bind pose for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++) { m_BoneMatrices[i].SetIdentity(); m_BoneMatrices[i].Rotate(m_pModelDef->GetBones()[i].m_Rotation); m_BoneMatrices[i].Translate(m_pModelDef->GetBones()[i].m_Translation); } } // For CPU skinning, we precompute as much as possible so that the only // per-vertex work is a single matrix*vec multiplication. // For GPU skinning, we try to minimise CPU work by doing most computation // in the vertex shader instead. // Using g_Renderer.m_Options to detect CPU vs GPU is a bit hacky, // and this doesn't allow the setting to change at runtime, but there isn't // an obvious cleaner way to determine what data needs to be computed, // and GPU skinning is a rarely-used experimental feature anyway. bool worldSpaceBoneMatrices = !g_Renderer.m_Options.m_GPUSkinning; bool computeBlendMatrices = !g_Renderer.m_Options.m_GPUSkinning; if (m_BoneMatrices && worldSpaceBoneMatrices) { // add world-space transformation to m_BoneMatrices const CMatrix3D transform = GetTransform(); for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++) m_BoneMatrices[i].Concatenate(transform); } // our own position is now valid; now we can safely update our props' positions without fearing // that doing so will cause a revalidation of this model (see recursion above). m_PositionValid = true; // re-position and validate all props for (size_t j = 0; j < m_Props.size(); ++j) { const Prop& prop=m_Props[j]; CMatrix3D proptransform = prop.m_Point->m_Transform; if (prop.m_Point->m_BoneIndex != 0xff) { CMatrix3D boneMatrix = m_BoneMatrices[prop.m_Point->m_BoneIndex]; if (!worldSpaceBoneMatrices) boneMatrix.Concatenate(GetTransform()); proptransform.Concatenate(boneMatrix); } else { // not relative to any bone; just apply world-space transformation (i.e. relative to object-space origin) proptransform.Concatenate(m_Transform); } // Adjust prop height to terrain level when needed if (prop.m_MaxHeight != 0.f || prop.m_MinHeight != 0.f) { CVector3D propTranslation = proptransform.GetTranslation(); CVector3D objTranslation = m_Transform.GetTranslation(); CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY); if (cmpTerrain) { float objTerrain = cmpTerrain->GetExactGroundLevel(objTranslation.X, objTranslation.Z); float propTerrain = cmpTerrain->GetExactGroundLevel(propTranslation.X, propTranslation.Z); float translateHeight = std::min(prop.m_MaxHeight, std::max(prop.m_MinHeight, propTerrain - objTerrain)); CMatrix3D translate = CMatrix3D(); translate.SetTranslation(0.f, translateHeight, 0.f); proptransform.Concatenate(translate); } } prop.m_Model->SetTransform(proptransform); prop.m_Model->ValidatePosition(); } if (m_BoneMatrices) { for (size_t i = 0; i < m_pModelDef->GetNumBones(); i++) { m_BoneMatrices[i] = m_BoneMatrices[i] * m_pModelDef->GetInverseBindBoneMatrices()[i]; } // Note: there is a special case of joint influence, in which the vertex // is influenced by the bind-shape transform instead of a particular bone, // which we indicate with the blending bone ID set to the total number // of bones. But since we're skinning in world space, we use the model's // world space transform and store that matrix in this special index. // (see http://trac.wildfiregames.com/ticket/1012) m_BoneMatrices[m_pModelDef->GetNumBones()] = m_Transform; if (computeBlendMatrices) m_pModelDef->BlendBoneMatrices(m_BoneMatrices); } }