tge/engine/ts/tsThread.cc
2025-02-17 23:17:30 -06:00

803 lines
24 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "ts/tsShapeInstance.h"
//-------------------------------------------------------------------------------------
// This file contains the shape instance thread class (defined in tsShapeInstance.h)
// and the tsShapeInstance functions to interface with the thread class.
//-------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------
// Thread class
//-------------------------------------------------------------------------------------
// given a position on the thread, choose correct keyframes
// slight difference between one-shot and cyclic sequences -- see comments below for details
void TSThread::selectKeyframes(F32 pos, const TSSequence * seq, S32 * k1, S32 * k2, F32 * kpos)
{
const TSShape * shape = mShapeInstance->mShape;
S32 numKF = seq->numKeyframes;
F32 kf;
if (seq->isCyclic())
{
// cyclic sequence:
// pos=0 and pos=1 are equivalent, so we don't have a keyframe at pos=1
// last keyframe corresponds to pos=n/(n-1) up to (not including) pos=1
// (where n == num keyframes)
AssertFatal(pos>=0.0f && pos<1.0f,"TSThread::selectKeyframes");
kf = pos * (F32) (numKF);
// set keyPos
if (kpos)
*kpos = kf - (S32) kf;
// make sure compiler doing what we want...
AssertFatal(*kpos>=0.0f && *kpos<1.0f,"TSThread::selectKeyframes");
S32 kfIdx1 = (S32) kf;
// following assert could happen if pos1<1 && pos1==1...paradoxically...
AssertFatal(kfIdx1<=seq->numKeyframes,"TSThread::selectKeyframes");
S32 kfIdx2 = (kfIdx1==seq->numKeyframes-1) ? 0 : kfIdx1+1;
if (k1)
*k1 = kfIdx1;
if (k2)
*k2 = kfIdx2;
}
else
{
// one-shot sequence:
// pos=0 and pos=1 are now different, so we have a keyframe at pos=1
// last keyframe corresponds to pos=1
// rest of the keyframes are equally spaced (so 1/(n-1) pos units long)
// (where n == num keyframes)
AssertFatal(pos>=0.0f && pos<=1.0f,"TSThread::selectKeyframes");
if (pos==1.0f)
{
if (kpos)
*kpos = 0.0f;
if (k1)
*k1 = seq->numKeyframes-1;
if (k2)
*k2 = seq->numKeyframes-1;
}
else
{
kf = pos * (F32) (numKF-1);
// set keyPos
if (kpos)
*kpos = kf - (S32) kf;
S32 kfIdx1 = (S32) kf;
// following assert could happen if pos1<1 && pos1==1...paradoxically...
AssertFatal(kfIdx1<seq->numKeyframes,"TSThread::selectKeyFrames: invalid keyframe!");
S32 kfIdx2 = kfIdx1+1;
if (k1)
*k1 = kfIdx1;
if (k2)
*k2 = kfIdx2;
}
}
}
void TSThread::getGround(F32 t, MatrixF * pMat)
{
static const QuatF unitRotation(0,0,0,1);
static const Point3F unitTranslation(0,0,0);
const QuatF * q1, * q2;
QuatF rot1,rot2;
const Point3F * p1, * p2;
// if N = sequence->numGroundFrames, then there are N+1 positions we
// interpolate betweeen: 0/N, 1/N ... N/N
// we need to convert the p passed to us into 2 ground keyframes:
// the 0.99999f is in case 'p' is exactly 1.0f, which is legal but 'kf'
// needs to be strictly less than 'sequence->numGroundFrames'
F32 kf = 0.999999f * t * (F32) sequence->numGroundFrames;
// get frame number and interp param (kpos)
S32 frame = (S32)kf;
F32 kpos = kf - (F32)frame;
// now point pT1 and pT2 at transforms for keyframes 'frame' and 'frame+1'
// following a little strange: first ground keyframe (0/N in comment above) is
// assumed to be ident. and not found in the list.
if (frame)
{
p1 = &mShapeInstance->mShape->groundTranslations[sequence->firstGroundFrame + frame - 1];
q1 = &mShapeInstance->mShape->groundRotations[sequence->firstGroundFrame + frame - 1].getQuatF(&rot1);
}
else
{
p1 = &unitTranslation;
q1 = &unitRotation;
}
// similar to above, ground keyframe number 'frame+1' is actually offset by 'frame'
p2 = &mShapeInstance->mShape->groundTranslations[sequence->firstGroundFrame + frame];
q2 = &mShapeInstance->mShape->groundRotations[sequence->firstGroundFrame + frame].getQuatF(&rot2);
QuatF q;
Point3F p;
TSTransform::interpolate(*q1,*q2,kpos,&q);
TSTransform::interpolate(*p1,*p2,kpos,&p);
TSTransform::setMatrix(q,p,pMat);
}
void TSThread::setSequence(S32 seq, F32 toPos)
{
const TSShape * shape = mShapeInstance->mShape;
AssertFatal(shape && shape->sequences.size()>seq && toPos>=0.0f && toPos<=1.0f,
"TSThread::setSequence: invalid shape handle, sequence number, or position.");
mShapeInstance->clearTransition(this);
sequence = &shape->sequences[seq];
priority = sequence->priority;
pos = toPos;
makePath = sequence->makePath();
// 1.0f doesn't exist on cyclic sequences
if (pos>0.9999f && sequence->isCyclic())
pos = 0.9999f;
// select keyframes
selectKeyframes(pos,sequence,&keyNum1,&keyNum2,&keyPos);
}
void TSThread::transitionToSequence(S32 seq, F32 toPos, F32 duration, bool continuePlay)
{
AssertFatal(duration>=0.0f,"TSThread::transitionToSequence: negative duration not allowed");
const TSShape * shape = mShapeInstance->mShape;
// make sure these nodes are smoothly interpolated to new positions...
// basically, any node we controlled just prior to transition, or at any stage
// of the transition is interpolated. If we start to transtion from A to B,
// but before reaching B we transtion to C, we interpolate all nodes controlled
// by A, B, or C to their new position.
if (transitionData.inTransition)
{
transitionData.oldRotationNodes.overlap(sequence->rotationMatters);
transitionData.oldTranslationNodes.overlap(sequence->translationMatters);
transitionData.oldScaleNodes.overlap(sequence->scaleMatters);
}
else
{
transitionData.oldRotationNodes = sequence->rotationMatters;
transitionData.oldTranslationNodes = sequence->translationMatters;
transitionData.oldScaleNodes = sequence->scaleMatters;
}
// set time characteristics of transition
transitionData.oldSequence = (S32)(sequence-&shape->sequences[0]);
transitionData.oldPos = pos;
transitionData.duration = duration;
transitionData.pos = 0.0f;
transitionData.direction = timeScale>0.0f ? 1.0f : -1.0f;
transitionData.targetScale = continuePlay ? 1.0f : 0.0f;
// in transition...
transitionData.inTransition = true;
// set target sequence data
sequence = &shape->sequences[seq];
priority = sequence->priority;
pos = toPos;
makePath = sequence->makePath();
// 1.0f doesn't exist on cyclic sequences
if (pos>0.9999f && sequence->isCyclic())
pos = 0.9999f;
// select keyframes
selectKeyframes(pos,sequence,&keyNum1,&keyNum2,&keyPos);
}
bool TSThread::isInTransition()
{
return transitionData.inTransition;
}
void TSThread::animateTriggers()
{
if (!sequence->numTriggers)
return;
switch (path.loop)
{
case -1 :
activateTriggers(path.start,0);
activateTriggers(1,path.end);
break;
case 0 :
activateTriggers(path.start,path.end);
break;
case 1 :
activateTriggers(path.start,1);
activateTriggers(0,path.end);
break;
default:
{
if (path.loop>0)
{
activateTriggers(path.end,1);
activateTriggers(0,path.end);
}
else
{
activateTriggers(path.end,0);
activateTriggers(1,path.end);
}
}
}
}
void TSThread::activateTriggers(F32 a, F32 b)
{
S32 i;
const TSShape * shape = mShapeInstance->mShape;
S32 firstTrigger = sequence->firstTrigger;
S32 numTriggers = sequence->numTriggers;
// first find triggers at position a and b
// we assume there aren't many triggers, so
// search is linear
F32 lastPos = -1.0f;
S32 aIndex = numTriggers+firstTrigger; // initialized to handle case where pos past all triggers
S32 bIndex = numTriggers+firstTrigger; // initialized to handle case where pos past all triggers
for (i=firstTrigger; i<numTriggers+firstTrigger; i++)
{
// is a between this trigger and previous one...
if (a>lastPos && a<=shape->triggers[i].pos)
aIndex = i;
// is b between this trigger and previous one...
if (b>lastPos && b<=shape->triggers[i].pos)
bIndex = i;
lastPos = shape->triggers[i].pos;
}
// activate triggers between aIndex and bIndex (depends on direction)
if (aIndex<=bIndex)
{
for (i=aIndex; i<bIndex; i++)
{
U32 state = shape->triggers[i].state;
bool on = (state & TSShape::Trigger::StateOn)!=0;
mShapeInstance->setTriggerStateBit(state & TSShape::Trigger::StateMask, on);
}
}
else
{
for (i=aIndex-1; i>=bIndex; i--)
{
U32 state = shape->triggers[i].state;
bool on = (state & TSShape::Trigger::StateOn)!=0;
if (state & TSShape::Trigger::InvertOnReverse)
on = !on;
mShapeInstance->setTriggerStateBit(state & TSShape::Trigger::StateMask, on);
}
}
}
F32 TSThread::getPos()
{
return transitionData.inTransition ? transitionData.pos : pos;
}
F32 TSThread::getTime()
{
return transitionData.inTransition ? transitionData.pos * transitionData.duration : pos * sequence->duration;
}
F32 TSThread::getDuration()
{
return transitionData.inTransition ? transitionData.duration : sequence->duration;
}
F32 TSThread::getScaledDuration()
{
return getDuration() / mFabs(timeScale);
}
F32 TSThread::getTimeScale()
{
return timeScale;
}
void TSThread::setTimeScale(F32 ts)
{
timeScale = ts;
}
void TSThread::advancePos(F32 delta)
{
if (mFabs(delta)>0.00001f)
{
// make dirty what this thread changes
U32 dirtyFlags = sequence->dirtyFlags | (transitionData.inTransition ? TSShapeInstance::TransformDirty : 0);
for (S32 i=0; i<mShapeInstance->getShape()->subShapeFirstNode.size(); i++)
mShapeInstance->mDirtyFlags[i] |= dirtyFlags;
}
if (transitionData.inTransition)
{
transitionData.pos += transitionData.direction * delta;
if (transitionData.pos<0 || transitionData.pos>=1.0f)
{
mShapeInstance->clearTransition(this);
if (transitionData.pos<0.0f)
// return to old sequence
mShapeInstance->setSequence(this,transitionData.oldSequence,transitionData.oldPos);
}
// re-adjust delta to be correct time-wise
delta *= transitionData.targetScale * transitionData.duration / sequence->duration;
}
// even if we are in a transition, keep playing the sequence
if (makePath)
{
path.start = pos;
pos += delta;
if (!sequence->isCyclic())
{
pos = mClampF(pos , 0.0f, 1.0f);
path.loop = 0;
}
else
{
path.loop = (S32)pos;
if (pos < 0.0f)
path.loop--;
pos -= path.loop;
// following necessary because of floating point roundoff errors
if (pos < 0.0f) pos += 1.0f;
if (pos >= 1.0f) pos -= 1.0f;
}
path.end = pos;
animateTriggers(); // do this automatically...no need for user to call it
AssertFatal(pos>=0.0f && pos<=1.0f,"TSThread::advancePos (1)");
AssertFatal(!sequence->isCyclic() || pos<1.0f,"TSThread::advancePos (2)");
}
else
{
pos += delta;
if (!sequence->isCyclic())
pos = mClampF(pos, 0.0f, 1.0f);
else
{
pos -= S32(pos);
// following necessary because of floating point roundoff errors
if (pos < 0.0f) pos += 1.0f;
if (pos >= 1.0f) pos -= 1.0f;
}
AssertFatal(pos>=0.0f && pos<=1.0f,"TSThread::advancePos (3)");
AssertFatal(!sequence->isCyclic() || pos<1.0f,"TSThread::advancePos (4)");
}
// select keyframes
selectKeyframes(pos,sequence,&keyNum1,&keyNum2,&keyPos);
}
void TSThread::advanceTime(F32 delta)
{
advancePos(timeScale * delta / getDuration());
}
void TSThread::setPos(F32 pos)
{
advancePos(pos-getPos());
}
void TSThread::setTime(F32 time)
{
setPos(timeScale * time/getDuration());
}
S32 TSThread::getKeyframeCount()
{
AssertFatal(!transitionData.inTransition,"TSThread::getKeyframeCount: not while in transition");
return sequence->numKeyframes + 1;
}
S32 TSThread::getKeyframeNumber()
{
const TSShape * shape = mShapeInstance->mShape;
AssertFatal(!transitionData.inTransition,"TSThread::getKeyframeNumber: not while in transition");
return keyNum1;
}
void TSThread::setKeyframeNumber(S32 kf)
{
const TSShape * shape = mShapeInstance->mShape;
AssertFatal(kf>=0 && kf<= sequence->numKeyframes,
"TSThread::setKeyframeNumber: invalid frame specified.");
AssertFatal(!transitionData.inTransition,"TSThread::setKeyframeNumber: not while in transition");
keyNum1 = keyNum2 = kf;
keyPos = 0;
pos = 0;
}
TSThread::TSThread(TSShapeInstance * _shapeInst)
{
timeScale = 1.0f;
mShapeInstance = _shapeInst;
transitionData.inTransition = false;
blendDisabled = false;
setSequence(0,0.0f);
}
S32 TSThread::operator<(const TSThread & th2) const
{
if (sequence->isBlend() == th2.sequence->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(!sequence->isBlend() || !th2.sequence->isBlend(),"compareThreads: unequal 'trues'");
S32 ret = -1; // do it this way to (hopefully) take advantage of 'conditional move' assembly instruction
if (sequence->isBlend())
ret = 1;
return ret;
}
}
//-------------------------------------------------------------------------------------
// TSShapeInstance Thread Interface -- more implemented in header file
//-------------------------------------------------------------------------------------
TSThread * TSShapeInstance::addThread()
{
if (mShape->sequences.empty())
return NULL;
mThreadList.increment();
mThreadList.last() = new TSThread(this);
setDirty(AllDirtyMask);
return mThreadList.last();
}
TSThread * TSShapeInstance::getThread(S32 threadNumber)
{
AssertFatal(threadNumber < mThreadList.size() && threadNumber>=0,"TSShapeInstance::getThread: threadNumber out of bounds.");
return mThreadList[threadNumber];
}
void TSShapeInstance::destroyThread(TSThread * thread)
{
if (!thread)
return;
clearTransition(thread);
S32 i;
for (i=0; i<mThreadList.size(); i++)
if (thread==mThreadList[i])
break;
AssertFatal(i<mThreadList.size(),"TSShapeInstance::destroyThread was requested to destroy a thread that this instance doesn't own!");
delete mThreadList[i];
mThreadList.erase(i);
setDirty(AllDirtyMask);
checkScaleCurrentlyAnimated();
}
U32 TSShapeInstance::threadCount()
{
return mThreadList.size();
}
void TSShapeInstance::setSequence(TSThread * thread, S32 seq, F32 pos)
{
if ( (thread->transitionData.inTransition && mTransitionThreads.size()>1) || mTransitionThreads.size()>0)
{
// if we have transitions, make sure transforms are up to date...
animateNodeSubtrees();
}
thread->setSequence(seq,pos);
setDirty(AllDirtyMask);
mGroundThread = NULL;
if (mScaleCurrentlyAnimated && !thread->sequence->animatesScale())
checkScaleCurrentlyAnimated();
else if (!mScaleCurrentlyAnimated && thread->sequence->animatesScale())
mScaleCurrentlyAnimated=true;
updateTransitions();
}
U32 TSShapeInstance::getSequence(TSThread * thread)
{
AssertFatal( (thread->sequence - mShape->sequences.address())>=0,
"TSShapeInstance::getSequence: range error A");
AssertFatal( (thread->sequence - mShape->sequences.address())<mShape->sequences.size(),
"TSShapeInstance::getSequence: range error B");
return (U32) (thread->sequence - mShape->sequences.address());
}
void TSShapeInstance::transitionToSequence(TSThread * thread, S32 seq, F32 pos, F32 duration, bool continuePlay)
{
// make sure all transforms on all detail levels are accurate
animateNodeSubtrees();
thread->transitionToSequence(seq,pos,duration,continuePlay);
setDirty(AllDirtyMask);
mGroundThread = NULL;
if (mScaleCurrentlyAnimated && !thread->sequence->animatesScale())
checkScaleCurrentlyAnimated();
else if (!mScaleCurrentlyAnimated && thread->sequence->animatesScale())
mScaleCurrentlyAnimated=true;
mTransitionRotationNodes.overlap(thread->transitionData.oldRotationNodes);
mTransitionRotationNodes.overlap(thread->sequence->rotationMatters);
mTransitionTranslationNodes.overlap(thread->transitionData.oldTranslationNodes);
mTransitionTranslationNodes.overlap(thread->sequence->translationMatters);
mTransitionScaleNodes.overlap(thread->transitionData.oldScaleNodes);
mTransitionScaleNodes.overlap(thread->sequence->scaleMatters);
// if we aren't already in the list of transition threads, add us now
S32 i;
for (i=0; i<mTransitionThreads.size(); i++)
if (mTransitionThreads[i]==thread)
break;
if (i==mTransitionThreads.size())
mTransitionThreads.push_back(thread);
updateTransitions();
}
void TSShapeInstance::clearTransition(TSThread * thread)
{
if (!thread->transitionData.inTransition)
return;
// if other transitions are still playing,
// make sure transforms are up to date
if (mTransitionThreads.size()>1)
animateNodeSubtrees();
// turn off transition...
thread->transitionData.inTransition = false;
// remove us from transition list
S32 i;
if (mTransitionThreads.size() != 0) {
for (i=0; i<mTransitionThreads.size(); i++)
if (mTransitionThreads[i]==thread)
break;
AssertFatal(i!=mTransitionThreads.size(),"TSShapeInstance::clearTransition");
mTransitionThreads.erase(i);
}
// recompute transitionNodes
mTransitionRotationNodes.clearAll();
mTransitionTranslationNodes.clearAll();
mTransitionScaleNodes.clearAll();
for (i=0; i<mTransitionThreads.size(); i++)
{
mTransitionRotationNodes.overlap(mTransitionThreads[i]->transitionData.oldRotationNodes);
mTransitionRotationNodes.overlap(mTransitionThreads[i]->sequence->rotationMatters);
mTransitionTranslationNodes.overlap(mTransitionThreads[i]->transitionData.oldTranslationNodes);
mTransitionTranslationNodes.overlap(mTransitionThreads[i]->sequence->translationMatters);
mTransitionScaleNodes.overlap(mTransitionThreads[i]->transitionData.oldScaleNodes);
mTransitionScaleNodes.overlap(mTransitionThreads[i]->sequence->scaleMatters);
}
setDirty(ThreadDirty);
updateTransitions();
}
void TSShapeInstance::updateTransitions()
{
if (mTransitionThreads.empty())
return;
S32 i;
mNodeReferenceRotations.setSize(mShape->nodes.size());
mNodeReferenceTranslations.setSize(mShape->nodes.size());
for (i=0; i<mShape->nodes.size(); i++)
{
if (mTransitionRotationNodes.test(i))
mNodeReferenceRotations[i].set(smNodeCurrentRotations[i]);
if (mTransitionTranslationNodes.test(i))
mNodeReferenceTranslations[i] = smNodeCurrentTranslations[i];
}
if (animatesScale())
{
if (animatesUniformScale())
{
mNodeReferenceUniformScales.setSize(mShape->nodes.size());
for (i=0; i<mShape->nodes.size(); i++)
{
if (mTransitionScaleNodes.test(i))
mNodeReferenceUniformScales[i] = smNodeCurrentUniformScales[i];
}
}
else if (animatesAlignedScale())
{
mNodeReferenceScaleFactors.setSize(mShape->nodes.size());
for (i=0; i<mShape->nodes.size(); i++)
{
if (mTransitionScaleNodes.test(i))
mNodeReferenceScaleFactors[i] = smNodeCurrentAlignedScales[i];
}
}
else
{
mNodeReferenceScaleFactors.setSize(mShape->nodes.size());
mNodeReferenceArbitraryScaleRots.setSize(mShape->nodes.size());
for (i=0; i<mShape->nodes.size(); i++)
{
if (mTransitionScaleNodes.test(i))
{
mNodeReferenceScaleFactors[i] = smNodeCurrentArbitraryScales[i].mScale;
mNodeReferenceArbitraryScaleRots[i].set(smNodeCurrentArbitraryScales[i].mRotate);
}
}
}
}
// reset transition durations to account for new reference transforms
for (i=0; i<mTransitionThreads.size(); i++)
{
TSThread * th = mTransitionThreads[i];
if (th->transitionData.inTransition)
{
th->transitionData.duration *= 1.0f - th->transitionData.pos;
th->transitionData.pos = 0.0f;
}
}
}
void TSShapeInstance::checkScaleCurrentlyAnimated()
{
mScaleCurrentlyAnimated=true;
for (S32 i=0; i<mThreadList.size(); i++)
if (mThreadList[i]->sequence->animatesScale())
return;
mScaleCurrentlyAnimated=false;
}
void TSShapeInstance::setBlendEnabled(TSThread * thread, bool blendOn)
{
thread->blendDisabled = !blendOn;
}
bool TSShapeInstance::getBlendEnabled(TSThread * thread)
{
return !thread->blendDisabled;
}
F32 TSShapeInstance::getTime(TSThread * thread)
{
return thread->getTime();
}
F32 TSShapeInstance::getPos(TSThread * thread)
{
return thread->getPos();
}
void TSShapeInstance::setTime(TSThread * thread, F32 time)
{
thread->setTime(time);
}
void TSShapeInstance::setPos(TSThread * thread, F32 pos)
{
thread->setPos(pos);
}
bool TSShapeInstance::isInTransition(TSThread * thread)
{
return thread->isInTransition();
}
F32 TSShapeInstance::getTimeScale(TSThread * thread)
{
return thread->getTimeScale();
}
void TSShapeInstance::setTimeScale(TSThread * thread, F32 timeScale)
{
thread->setTimeScale(timeScale);
}
F32 TSShapeInstance::getDuration(TSThread * thread)
{
return thread->getDuration();
}
F32 TSShapeInstance::getScaledDuration(TSThread * thread)
{
return thread->getScaledDuration();
}
S32 TSShapeInstance::getKeyframeCount(TSThread * thread)
{
return thread->getKeyframeCount();
}
S32 TSShapeInstance::getKeyframeNumber(TSThread * thread)
{
return thread->getKeyframeNumber();
}
void TSShapeInstance::setKeyframeNumber(TSThread * thread, S32 kf)
{
thread->setKeyframeNumber(kf);
}
// advance time on a particular thread
void TSShapeInstance::advanceTime(F32 delta, TSThread * thread)
{
thread->advanceTime(delta);
}
// advance time on all threads
void TSShapeInstance::advanceTime(F32 delta)
{
for (S32 i=0; i<mThreadList.size(); i++)
mThreadList[i]->advanceTime(delta);
}
// advance pos on a particular thread
void TSShapeInstance::advancePos(F32 delta, TSThread * thread)
{
thread->advancePos(delta);
}
// advance pos on all threads
void TSShapeInstance::advancePos(F32 delta)
{
for (S32 i=0; i<mThreadList.size(); i++)
mThreadList[i]->advancePos(delta);
}