independent slots for clothes, converted to .mesh workflow
This commit is contained in:
@@ -22,11 +22,14 @@ CharacterModule::CharacterModule(flecs::world &ecs)
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ecs.component<CharacterBase>()
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.on_remove([this](flecs::entity e, CharacterBase &ch) {
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ZoneScoped;
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// FIXME: clean up data
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if (characterEntities.find(e) !=
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characterEntities.end() ||
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if (characterEntitiesFace.find(e) !=
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characterEntitiesFace.end() ||
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characterNodes.find(e) != characterNodes.end()) {
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characterEntities.erase(e);
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// FIXME: clean up data
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characterEntitiesFace.erase(e);
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characterEntitiesTop.erase(e);
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characterEntitiesBottom.erase(e);
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characterEntitiesFeet.erase(e);
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characterNodes.erase(e);
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ECS::modified<CharacterModule>();
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}
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@@ -34,30 +37,92 @@ CharacterModule::CharacterModule(flecs::world &ecs)
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.on_add([this](flecs::entity e, CharacterBase &ch) {
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if (characterNodes.find(e) == characterNodes.end()) {
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ZoneScoped;
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OgreAssert(characterModels.find(e) !=
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characterModels.end(),
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OgreAssert(characterModelsFace.find(e) !=
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characterModelsFace.end(),
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"no model set");
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const EngineData &eng = ECS::get<EngineData>();
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Ogre::SceneNode *bodyNode =
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eng.mScnMgr->getRootSceneNode()
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->createChildSceneNode();
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Ogre::Entity *bodyEnt =
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Ogre::Entity *faceEnt =
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eng.mScnMgr->createEntity(
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characterModels[e]);
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characterModelsFace[e]);
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bodyNode->attachObject(faceEnt);
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characterNodes[e] = bodyNode;
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characterEntities[e] = bodyEnt;
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characterEntitiesFace[e] = faceEnt;
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Ogre::Entity *hairEnt =
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eng.mScnMgr->createEntity(
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characterModelsHair[e]);
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hairEnt->shareSkeletonInstanceWith(faceEnt);
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bodyNode->attachObject(hairEnt);
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characterEntitiesHair[e] = hairEnt;
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Ogre::Entity *topEnt =
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eng.mScnMgr->createEntity(
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characterModelsTop[e]);
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topEnt->shareSkeletonInstanceWith(faceEnt);
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bodyNode->attachObject(topEnt);
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characterEntitiesTop[e] = topEnt;
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Ogre::Entity *bottomEnt =
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eng.mScnMgr->createEntity(
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characterModelsBottom[e]);
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bottomEnt->shareSkeletonInstanceWith(faceEnt);
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bodyNode->attachObject(bottomEnt);
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characterEntitiesBottom[e] = bottomEnt;
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Ogre::Entity *feetEnt =
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eng.mScnMgr->createEntity(
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characterModelsFeet[e]);
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feetEnt->shareSkeletonInstanceWith(faceEnt);
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bodyNode->attachObject(feetEnt);
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characterEntitiesFeet[e] = feetEnt;
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#if 0
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if (characterModelsTop.find(e) !=
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characterModelsTop.end()) {
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Ogre::String skeletonName =
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bodyEnt->getMesh()
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->getSkeletonName();
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Ogre::MeshPtr mesh =
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Ogre::MeshManager::getSingleton()
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.load(characterModelsTop
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[e],
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"General");
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Ogre::String mname = mesh->getName();
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mesh = mesh->clone(mname + "_clone");
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OgreAssert(
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mesh,
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"No mesh " +
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characterModelsTop[e]);
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Ogre::String clothSkeleton =
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mesh->getSkeletonName();
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if (clothSkeleton != skeletonName) {
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mesh->setSkeletonName(
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skeletonName);
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mesh->load();
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if (Ogre::SkeletonManager::getSingleton()
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.resourceExists(
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clothSkeleton))
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Ogre::SkeletonManager::
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getSingleton()
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.remove(clothSkeleton);
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}
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Ogre::Entity *characterTop =
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eng.mScnMgr->createEntity(mesh);
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characterTop->shareSkeletonInstanceWith(
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bodyEnt);
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bodyNode->attachObject(characterTop);
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}
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#endif
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ECS::modified<CharacterModule>();
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}
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OgreAssert(characterOrientations.find(e) !=
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characterOrientations.end(),
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"Bad orientation/position");
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ch.mBodyEnt = characterEntities[e];
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ch.mBodyNode = characterNodes[e];
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ch.mBodyNode->setOrientation(characterOrientations[e]);
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ch.mBodyNode->setPosition(characterPositions[e]);
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ch.mBodyNode->attachObject(ch.mBodyEnt);
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OgreAssert(ch.mBodyEnt->getSkeleton()->hasBone("Root"),
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"No root bone");
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OgreAssert(
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characterEntitiesFace[e]->getSkeleton()->hasBone(
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"Root"),
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"No root bone");
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ch.mBoneMotion = Ogre::Vector3::ZERO;
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ch.mBonePrevMotion = Ogre::Vector3::ZERO;
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});
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@@ -462,6 +527,34 @@ void CharacterModule::updateCameraGoal(Camera &camera, Ogre::Real deltaYaw,
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}
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}
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void CharacterModule::createCharacter(
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flecs::entity e, const Ogre::Vector3 &position,
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const Ogre::Quaternion &rotation, const Ogre::String &faceModel,
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const Ogre::String &hairModel, const Ogre::String &topModel,
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const Ogre::String &bottomModel, const Ogre::String &feetModel)
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{
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ZoneScoped;
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if (e.has<CharacterBase>() || e.has<AnimationControl>())
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return;
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if (characterNodes.find(e) != characterNodes.end())
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return;
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e.set<CharacterLocation>({ rotation, position });
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characterOrientations[e] = rotation;
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characterPositions[e] = position;
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characterModelsFace[e] = faceModel;
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characterModelsHair[e] = hairModel;
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characterModelsTop[e] = topModel;
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characterModelsBottom[e] = bottomModel;
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characterModelsFeet[e] = feetModel;
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e.set<CharacterVelocity>(
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{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });
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e.add<CharacterGravity>();
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e.add<CharacterBuoyancy>();
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e.add<Character>();
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e.add<CharacterBase>();
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e.add<AnimationControl>();
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}
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void applyWeightBasedScale(Ogre::Entity *ent,
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const Ogre::String &targetBoneName,
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const Ogre::Vector3 &scale)
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@@ -549,26 +642,63 @@ void applyWeightBasedScale(Ogre::Entity *ent,
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}
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}
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void CharacterModule::createCharacter(flecs::entity e,
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const Ogre::Vector3 &position,
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const Ogre::Quaternion &rotation,
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const Ogre::String model)
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void CharacterModule::remapMeshToMasterSkeleton(Ogre::MeshPtr clothMesh,
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Ogre::MeshPtr masterMesh)
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{
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ZoneScoped;
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if (e.has<CharacterBase>() || e.has<AnimationControl>())
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Ogre::SkeletonPtr masterSkel = masterMesh->getSkeleton();
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Ogre::SkeletonPtr clothSkel = clothMesh->getSkeleton();
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if (!masterSkel || !clothSkel)
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return;
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if (characterNodes.find(e) != characterNodes.end())
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return;
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e.set<CharacterLocation>({ rotation, position });
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characterOrientations[e] = rotation;
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characterPositions[e] = position;
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characterModels[e] = model;
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e.set<CharacterVelocity>(
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{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } });
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e.add<CharacterGravity>();
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e.add<CharacterBuoyancy>();
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e.add<Character>();
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e.add<CharacterBase>();
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e.add<AnimationControl>();
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// 1. Create a Lookup Table: ClothIndex -> MasterIndex
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std::map<unsigned short, unsigned short> indexMap;
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for (unsigned short i = 0; i < clothSkel->getNumBones(); ++i) {
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Ogre::String boneName = clothSkel->getBone(i)->getName();
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if (masterSkel->hasBone(boneName)) {
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indexMap[i] =
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masterSkel->getBone(boneName)->getHandle();
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} else {
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indexMap[i] = 0; // Fallback to root
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}
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}
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// 2. Update the Hardware Buffers for each SubMesh
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for (unsigned short i = 0; i < clothMesh->getNumSubMeshes(); ++i) {
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Ogre::SubMesh *sub = clothMesh->getSubMesh(i);
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Ogre::VertexData *vdata = sub->useSharedVertices ?
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clothMesh->sharedVertexData :
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sub->vertexData;
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// Find the element containing bone indices (VES_BLEND_INDICES)
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const Ogre::VertexElement *idxElem =
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vdata->vertexDeclaration->findElementBySemantic(
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Ogre::VES_BLEND_INDICES);
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if (!idxElem)
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continue;
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Ogre::HardwareVertexBufferSharedPtr vbuf =
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vdata->vertexBufferBinding->getBuffer(
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idxElem->getSource());
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unsigned char *vertex = static_cast<unsigned char *>(
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vbuf->lock(Ogre::HardwareBuffer::HBL_NORMAL));
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for (size_t j = 0; j < vdata->vertexCount; ++j) {
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unsigned char *pIndices;
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idxElem->baseVertexPointerToElement(vertex, &pIndices);
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// Remap the 4 indices (Ogre hardware skinning usually uses 4 bytes)
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for (int k = 0; k < 4; ++k) {
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pIndices[k] = static_cast<unsigned char>(
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indexMap[pIndices[k]]);
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}
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vertex += vbuf->getVertexSize();
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}
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vbuf->unlock();
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}
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// 3. Link to Master Skeleton and rebuild
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clothMesh->setSkeletonName(masterSkel->getName());
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clothMesh->_compileBoneAssignments();
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}
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}
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