예제 #1
0
void TSShapeInstance::animateMatFrame(S32 ss)
{
   PROFILE_SCOPE( TSShapeInstance_animateMatFrame );

   S32 i;
   if (!mMeshObjects.size())
      return;

   // find out who needs default values set
   TSIntegerSet beenSet;
   beenSet.setAll(mMeshObjects.size());
   for (i=0; i<mThreadList.size(); i++)
      beenSet.takeAway(mThreadList[i]->getSequence()->matFrameMatters);

   // set defaults
   S32 a = mShape->subShapeFirstObject[ss];
   S32 b = a + mShape->subShapeNumObjects[ss];
   for (i=a; i<b; i++)
      if (beenSet.test(i))
         mMeshObjects[i].matFrame = mShape->objectStates[i].matFrameIndex;

   // go through each thread and set matFrame on those objects that
   // are not set yet and are controlled by that thread
   for (i=0; i<mThreadList.size(); i++)
   {
      TSThread * th = mThreadList[i];

      // For better or worse, object states are stored together (frame,
      // matFrame, visibility all in one structure).  Thus, indexing into
      // object state array for animation for any of these attributes needs to
      // take into account whether or not the other attributes are also animated.
      // The object states should eventually be separated (like the node states were)
      // in order to save memory and save the following step.
      TSIntegerSet objectMatters = th->getSequence()->frameMatters;
      objectMatters.overlap(th->getSequence()->matFrameMatters);
      objectMatters.overlap(th->getSequence()->visMatters);

      // skip to beginining of this sub-shape
      S32 j=0;
      S32 start = objectMatters.start();
      S32 end = b;
      for (S32 objectIndex = start; objectIndex<end; objectMatters.next(objectIndex), j++)
      {
         if (!beenSet.test(objectIndex) && th->getSequence()->matFrameMatters.test(objectIndex))
         {
            S32 key = (th->keyPos<0.5f) ? th->keyNum1 : th->keyNum2;
            mMeshObjects[objectIndex].matFrame = mShape->getObjectState(*th->getSequence(),key,j).matFrameIndex;

            // record change so that later threads don't over-write us...
            beenSet.set(objectIndex);
         }
      }
   }
}
예제 #2
0
bool TSShapeInstance::initGround()
{
   for (S32 i=0; i<mThreadList.size(); i++)
   {
      TSThread * th = mThreadList[i];
      if (!th->transitionData.inTransition && th->getSequence()->numGroundFrames>0)
      {
         mGroundThread = th;
         return true;
      }
   }
   return false;
}
예제 #3
0
S32 TSThread::operator<(const TSThread & th2) const
{
   if (getSequence()->isBlend() == th2.getSequence()->isBlend())
   {
      // both blend or neither blend, sort based on priority only -- higher priority first
      S32 ret = 0; // do it this way to (hopefully) take advantage of 'conditional move' assembly instruction
      if (priority > th2.priority)
         ret = -1;
      if (th2.priority > priority)
         ret = 1;
      return ret;
   }
   else
   {
      // one is blend, the other is not...sort based on blend -- non-blended first
      AssertFatal(!getSequence()->isBlend() || !th2.getSequence()->isBlend(),"compareThreads: unequal 'trues'");

      S32 ret = -1; // do it this way to (hopefully) take advantage of 'conditional move' assembly instruction
      if (getSequence()->isBlend())
         ret = 1;
      return ret;
   }
}
예제 #4
0
void TSThread::thread_function(void* p)
{
  TSThread *thread = reinterpret_cast<TSThread *>(p);
  thread->InternalThreadProc();
}
예제 #5
0
void TSShapeInstance::animateNodes(S32 ss)
{
   PROFILE_SCOPE( TSShapeInstance_animateNodes );

   if (!mShape->nodes.size())
      return;

   // @todo: When a node is added, we need to make sure to resize the nodeTransforms array as well
   mNodeTransforms.setSize(mShape->nodes.size());

   // temporary storage for node transforms
   mCurrentRenderState->smNodeCurrentRotations.setSize(mShape->nodes.size());
   mCurrentRenderState->smNodeCurrentTranslations.setSize(mShape->nodes.size());
   mCurrentRenderState->smNodeLocalTransforms.setSize(mShape->nodes.size());
   mCurrentRenderState->smRotationThreads.setSize(mShape->nodes.size());
   mCurrentRenderState->smTranslationThreads.setSize(mShape->nodes.size());

   TSIntegerSet rotBeenSet;
   TSIntegerSet tranBeenSet;
   TSIntegerSet scaleBeenSet;
   rotBeenSet.setAll(mShape->nodes.size());
   tranBeenSet.setAll(mShape->nodes.size());
   scaleBeenSet.setAll(mShape->nodes.size());
   mCurrentRenderState->smNodeLocalTransformDirty.clearAll();

   S32 i,j,nodeIndex,a,b,start,end,firstBlend = mThreadList.size();
   for (i=0; i<mThreadList.size(); i++)
   {
      TSThread * th = mThreadList[i];

      if (th->getSequence()->isBlend())
      {
         // blend sequences need default (if not set by other sequence)
         // break rather than continue because the rest will be blends too
         firstBlend = i;
         break;
      }
      rotBeenSet.takeAway(th->getSequence()->rotationMatters);
      tranBeenSet.takeAway(th->getSequence()->translationMatters);
      scaleBeenSet.takeAway(th->getSequence()->scaleMatters);
   }
   rotBeenSet.takeAway(mCallbackNodes);
   rotBeenSet.takeAway(mHandsOffNodes);
   rotBeenSet.overlap(mMaskRotationNodes);

   TSIntegerSet maskPosNodes=mMaskPosXNodes;
   maskPosNodes.overlap(mMaskPosYNodes);
   maskPosNodes.overlap(mMaskPosZNodes);
   tranBeenSet.overlap(maskPosNodes);

   tranBeenSet.takeAway(mCallbackNodes);
   tranBeenSet.takeAway(mHandsOffNodes);
   // can't add masked nodes since x, y, & z masked separately...
   // we'll set default regardless of mask status

   // all the nodes marked above need to have the default transform
   a = mShape->subShapeFirstNode[ss];
   b = a + mShape->subShapeNumNodes[ss];
   for (i=a; i<b; i++)
   {
      if (rotBeenSet.test(i))
      {
         mShape->defaultRotations[i].getQuatF(&mCurrentRenderState->smNodeCurrentRotations[i]);
         mCurrentRenderState->smRotationThreads[i] = NULL;
      }
      if (tranBeenSet.test(i))
      {
         mCurrentRenderState->smNodeCurrentTranslations[i] = mShape->defaultTranslations[i];
         mCurrentRenderState->smTranslationThreads[i] = NULL;
      }
   }

   // don't want a transform in these cases...
   rotBeenSet.overlap(mHandsOffNodes);
   rotBeenSet.overlap(mCallbackNodes);
   tranBeenSet.takeAway(maskPosNodes);
   tranBeenSet.overlap(mHandsOffNodes);
   tranBeenSet.overlap(mCallbackNodes);

   // default scale
   if (scaleCurrentlyAnimated())
      handleDefaultScale(a,b,scaleBeenSet);

   // handle non-blend sequences
   for (i=0; i<firstBlend; i++)
   {
      TSThread * th = mThreadList[i];

      j=0;
      start = th->getSequence()->rotationMatters.start();
      end   = b;
      for (nodeIndex=start; nodeIndex<end; th->getSequence()->rotationMatters.next(nodeIndex), j++)
      {
         // skip nodes outside of this detail
         if (nodeIndex<a)
            continue;
         if (!rotBeenSet.test(nodeIndex))
         {
            QuatF q1,q2;
            mShape->getRotation(*th->getSequence(),th->keyNum1,j,&q1);
            mShape->getRotation(*th->getSequence(),th->keyNum2,j,&q2);
            TSTransform::interpolate(q1,q2,th->keyPos,&mCurrentRenderState->smNodeCurrentRotations[nodeIndex]);
            rotBeenSet.set(nodeIndex);
            mCurrentRenderState->smRotationThreads[nodeIndex] = th;
         }
      }

      j=0;
      start = th->getSequence()->translationMatters.start();
      end   = b;
      for (nodeIndex=start; nodeIndex<end; th->getSequence()->translationMatters.next(nodeIndex), j++)
      {
         if (nodeIndex<a)
            continue;
         if (!tranBeenSet.test(nodeIndex))
         {
            if (maskPosNodes.test(nodeIndex))
               handleMaskedPositionNode(th,nodeIndex,j);
            else
            {
               const Point3F & p1 = mShape->getTranslation(*th->getSequence(),th->keyNum1,j);
               const Point3F & p2 = mShape->getTranslation(*th->getSequence(),th->keyNum2,j);
               TSTransform::interpolate(p1,p2,th->keyPos,&mCurrentRenderState->smNodeCurrentTranslations[nodeIndex]);
               mCurrentRenderState->smTranslationThreads[nodeIndex] = th;
            }
            tranBeenSet.set(nodeIndex);
         }
      }

      if (scaleCurrentlyAnimated())
         handleAnimatedScale(th,a,b,scaleBeenSet);
   }

   // compute transforms
   for (i=a; i<b; i++)
   {
      if (!mHandsOffNodes.test(i))
         TSTransform::setMatrix(mCurrentRenderState->smNodeCurrentRotations[i],mCurrentRenderState->smNodeCurrentTranslations[i],&mCurrentRenderState->smNodeLocalTransforms[i]);
      else
         mCurrentRenderState->smNodeLocalTransforms[i] = mNodeTransforms[i];     // in case mNodeTransform was changed externally
   }

   // add scale onto transforms
   if (scaleCurrentlyAnimated())
      handleNodeScale(a,b);

   // get callbacks...
   start = getMax(mCallbackNodes.start(),a);
   end = getMin(mCallbackNodes.end(),b);
   for (i=0; i<mNodeCallbacks.size(); i++)
   {
      AssertFatal(mNodeCallbacks[i].callback, "No callback method defined");
      S32 nodeIndex = mNodeCallbacks[i].nodeIndex;
      if (nodeIndex>=start && nodeIndex<end)
      {
         mNodeCallbacks[i].callback->setNodeTransform(this, nodeIndex, mCurrentRenderState->smNodeLocalTransforms[nodeIndex]);
         mCurrentRenderState->smNodeLocalTransformDirty.set(nodeIndex);
      }
   }

   // handle blend sequences
   for (i=firstBlend; i<mThreadList.size(); i++)
   {
      TSThread * th = mThreadList[i];
      if (th->blendDisabled)
         continue;

      handleBlendSequence(th,a,b);
   }

   // transitions...
   if (inTransition())
      handleTransitionNodes(a,b);

   // multiply transforms...
   for (i=a; i<b; i++)
   {
      S32 parentIdx = mShape->nodes[i].parentIndex;
      if (parentIdx < 0)
         mNodeTransforms[i] = mCurrentRenderState->smNodeLocalTransforms[i];
      else
         mNodeTransforms[i].mul(mNodeTransforms[parentIdx],mCurrentRenderState->smNodeLocalTransforms[i]);
   }
}