/usr/src/castle-game-engine-5.2.0/x3d/x3d_h-anim.inc is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2008-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{$ifdef read_interface}
{ }
THAnimDisplacerNode = class(TAbstractGeometricPropertyNode)
public
procedure CreateNode; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
private FFdCoordIndex: TMFInt32;
public property FdCoordIndex: TMFInt32 read FFdCoordIndex;
private FFdDisplacements: TMFVec3f;
public property FdDisplacements: TMFVec3f read FFdDisplacements;
private FFdName: TSFString;
public property FdName: TSFString read FFdName;
private FFdWeight: TSFFloat;
public property FdWeight: TSFFloat read FFdWeight;
end;
THAnimJointNode = class;
TVertexJoints = object
RestPosition: TVector3Single;
Count: Cardinal;
Joints: array of THAnimJointNode;
Weights: array of Single;
procedure Add(Joint: THAnimJointNode; const Weight: Single);
end;
PVertexJoints = ^TVertexJoints;
TVertexJointsList = specialize TGenericStructList<TVertexJoints>;
THAnimHumanoidNode = class(TAbstractChildNode, IAbstractBoundedObject, ITransformNode)
private
VertexJoints: TVertexJointsList;
protected
procedure DirectEnumerateActive(
Func: TEnumerateChildrenFunction); override;
procedure BeforeTraverse(StateStack: TX3DGraphTraverseStateStack); override;
procedure AfterTraverse(StateStack: TX3DGraphTraverseStateStack); override;
procedure ParseAfter(Reader: TX3DReaderNames); override;
public
procedure CreateNode; override;
destructor Destroy; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
function TransformationChange: TNodeTransformationChange; override;
private FFdCenter: TSFVec3f;
public property FdCenter: TSFVec3f read FFdCenter;
private FFdInfo: TMFString;
public property FdInfo: TMFString read FFdInfo;
private FFdJoints: TMFNode;
public property FdJoints: TMFNode read FFdJoints;
private FFdName: TSFString;
public property FdName: TSFString read FFdName;
private FFdRotation: TSFRotation;
public property FdRotation: TSFRotation read FFdRotation;
private FFdScale: TSFVec3f;
public property FdScale: TSFVec3f read FFdScale;
private FFdScaleOrientation: TSFRotation;
public property FdScaleOrientation: TSFRotation read FFdScaleOrientation;
private FFdSegments: TMFNode;
public property FdSegments: TMFNode read FFdSegments;
private FFdSites: TMFNode;
public property FdSites: TMFNode read FFdSites;
private FFdSkeleton: TMFNode;
public property FdSkeleton: TMFNode read FFdSkeleton;
private FFdSkin: TMFNode;
public property FdSkin: TMFNode read FFdSkin;
private FFdSkinCoord: TSFNode;
public property FdSkinCoord: TSFNode read FFdSkinCoord;
private FFdSkinNormal: TSFNode;
public property FdSkinNormal: TSFNode read FFdSkinNormal;
private FFdTranslation: TSFVec3f;
public property FdTranslation: TSFVec3f read FFdTranslation;
private FFdVersion: TSFString;
public property FdVersion: TSFString read FFdVersion;
private FFdViewpoints: TMFNode;
public property FdViewpoints: TMFNode read FFdViewpoints;
private FFdBboxCenter: TSFVec3f;
public property FdBboxCenter: TSFVec3f read FFdBboxCenter;
private FFdBboxSize: TSFVec3f;
public property FdBboxSize: TSFVec3f read FFdBboxSize;
{ Change the skin (in skinCoord), to follow the animation of joints.
Joints that changed are assumed to be already traversed by TX3DNode.Traverse
(this prepares field values for AnimateSkinPoint call).
This method is used by TCastleSceneCore. Don't call this yourself.
Returns changed VRML/X3D coordinates field (or @nil if there is no skin).
You should call TX3DField.Changed on it (unless you use it from some
TCastleSceneCore initialization, when there's no point in notifying about this). }
function AnimateSkin: TMFVec3f;
end;
THAnimJointNode = class(TAbstractX3DGroupingNode, ITransformNode)
private
AnimateSkinTransform: TMatrix4Single;
RestCenter: TVector3Single;
{ Animate point, based on it's rest position.
We used, at one point, to apply here a relative change since last position.
- Advantage: no need to remember
TVertexJoints.RestPosition or RestCenter.
- Disadvantage: cummulation of errors was causing shrinking elbows
on seamless3d test model Lucy.
- Disadvantage 2: Relative change was causing
more complicated code, with the need to switch previous/new
transformations (since we cannot apply changes to vertexes during
traversing of joints, we had to be very careful: a change must
be applied only once, and then relative change must be reset to identity).
Without this, we can repply AnimateSkinPoint many times, and it's
always valid. }
function AnimateSkinPoint(const Point: TVector3Single): TVector3Single;
protected
procedure DirectEnumerateActive(
Func: TEnumerateChildrenFunction); override;
procedure ApplyTransform(State: TX3DGraphTraverseState); override;
procedure ParseAfter(Reader: TX3DReaderNames); override;
public
procedure CreateNode; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
function TransformationChange: TNodeTransformationChange; override;
private FFdCenter: TSFVec3f;
public property FdCenter: TSFVec3f read FFdCenter;
private FFdDisplacers: TMFNode;
public property FdDisplacers: TMFNode read FFdDisplacers;
private FFdLimitOrientation: TSFRotation;
public property FdLimitOrientation: TSFRotation read FFdLimitOrientation;
private FFdLlimit: TMFFloat;
public property FdLlimit: TMFFloat read FFdLlimit;
private FFdName: TSFString;
public property FdName: TSFString read FFdName;
private FFdRotation: TSFRotation;
public property FdRotation: TSFRotation read FFdRotation;
private FFdScale: TSFVec3f;
public property FdScale: TSFVec3f read FFdScale;
private FFdScaleOrientation: TSFRotation;
public property FdScaleOrientation: TSFRotation read FFdScaleOrientation;
private FFdSkinCoordIndex: TMFInt32;
public property FdSkinCoordIndex: TMFInt32 read FFdSkinCoordIndex;
private FFdSkinCoordWeight: TMFFloat;
public property FdSkinCoordWeight: TMFFloat read FFdSkinCoordWeight;
private FFdStiffness: TMFFloat;
public property FdStiffness: TMFFloat read FFdStiffness;
private FFdTranslation: TSFVec3f;
public property FdTranslation: TSFVec3f read FFdTranslation;
private FFdUlimit: TMFFloat;
public property FdUlimit: TMFFloat read FFdUlimit;
end;
THAnimSegmentNode = class(TAbstractX3DGroupingNode, ITransformNode)
protected
procedure DirectEnumerateActive(
Func: TEnumerateChildrenFunction); override;
procedure ApplyTransform(State: TX3DGraphTraverseState); override;
public
procedure CreateNode; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
function TransformationChange: TNodeTransformationChange; override;
private FFdCenterOfMass: TSFVec3f;
public property FdCenterOfMass: TSFVec3f read FFdCenterOfMass;
private FFdCoord: TSFNode;
public property FdCoord: TSFNode read FFdCoord;
private FFdDisplacers: TMFNode;
public property FdDisplacers: TMFNode read FFdDisplacers;
private FFdMass: TSFFloat;
public property FdMass: TSFFloat read FFdMass;
private FFdMomentsOfInertia: TMFFloat;
public property FdMomentsOfInertia: TMFFloat read FFdMomentsOfInertia;
private FFdName: TSFString;
public property FdName: TSFString read FFdName;
{ Segment.rotation, scale, translation are extensions of Blaxxun
avatars, at least that's what
[http://tecfa.unige.ch/vrml/objects/avatars/blaxxun/]
suggests.
They are not conforming to HAnim 1.0 or 200x specification. }
private FFdRotation: TSFRotation;
public property FdRotation: TSFRotation read FFdRotation;
private FFdScale: TSFVec3f;
public property FdScale: TSFVec3f read FFdScale;
private FFdTranslation: TSFVec3f;
public property FdTranslation: TSFVec3f read FFdTranslation;
end;
THAnimSiteNode = class(TAbstractX3DGroupingNode, ITransformNode)
protected
procedure DirectEnumerateActive(
Func: TEnumerateChildrenFunction); override;
procedure ApplyTransform(State: TX3DGraphTraverseState); override;
public
procedure CreateNode; override;
class function ClassNodeTypeName: string; override;
class function URNMatching(const URN: string): boolean; override;
function TransformationChange: TNodeTransformationChange; override;
private FFdCenter: TSFVec3f;
public property FdCenter: TSFVec3f read FFdCenter;
private FFdName: TSFString;
public property FdName: TSFString read FFdName;
private FFdRotation: TSFRotation;
public property FdRotation: TSFRotation read FFdRotation;
private FFdScale: TSFVec3f;
public property FdScale: TSFVec3f read FFdScale;
private FFdScaleOrientation: TSFRotation;
public property FdScaleOrientation: TSFRotation read FFdScaleOrientation;
private FFdTranslation: TSFVec3f;
public property FdTranslation: TSFVec3f read FFdTranslation;
end;
{$endif read_interface}
{$ifdef read_implementation}
procedure THAnimDisplacerNode.CreateNode;
begin
inherited;
FFdCoordIndex := TMFInt32.Create(Self, 'coordIndex', []);
Fields.Add(FFdCoordIndex);
{ X3D specification comment: [0,Inf) or -1 }
FFdDisplacements := TMFVec3f.Create(Self, 'displacements', []);
Fields.Add(FFdDisplacements);
FFdName := TSFString.Create(Self, 'name', '');
Fields.Add(FFdName);
FFdWeight := TSFFloat.Create(Self, 'weight', 0.0);
Fields.Add(FFdWeight);
{ X3D specification comment: (-Inf,Inf) }
DefaultContainerField := 'displacers';
end;
class function THAnimDisplacerNode.ClassNodeTypeName: string;
begin
Result := 'HAnimDisplacer';
end;
class function THAnimDisplacerNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
procedure TVertexJoints.Add(Joint: THAnimJointNode; const Weight: Single);
begin
Inc(Count);
SetLength(Joints , Count);
SetLength(Weights, Count);
Joints [Count - 1] := Joint;
Weights[Count - 1] := Weight;
end;
procedure THAnimHumanoidNode.CreateNode;
begin
inherited;
FFdCenter := TSFVec3f.Create(Self, 'center', Vector3Single(0, 0, 0));
FdCenter.ChangesAlways := [chTransform];
Fields.Add(FFdCenter);
{ X3D specification comment: (-Inf,Inf) }
FFdInfo := TMFString.Create(Self, 'info', []);
Fields.Add(FFdInfo);
FFdJoints := TMFNode.Create(Self, 'joints', [THAnimJointNode]);
Fields.Add(FFdJoints);
FFdName := TSFString.Create(Self, 'name', '');
Fields.Add(FFdName);
FFdRotation := TSFRotation.Create(Self, 'rotation', Vector3Single(0, 0, 1), 0);
FdRotation.ChangesAlways := [chTransform];
Fields.Add(FFdRotation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdScale := TSFVec3f.Create(Self, 'scale', Vector3Single(1, 1, 1));
FdScale.ChangesAlways := [chTransform];
Fields.Add(FFdScale);
{ X3D specification comment: (0,Inf) }
FFdScaleOrientation := TSFRotation.Create(Self, 'scaleOrientation', Vector3Single(0, 0, 1), 0);
FdScaleOrientation.ChangesAlways := [chTransform];
Fields.Add(FFdScaleOrientation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdSegments := TMFNode.Create(Self, 'segments', [THAnimSegmentNode]);
Fields.Add(FFdSegments);
FFdSites := TMFNode.Create(Self, 'sites', [THAnimSiteNode]);
Fields.Add(FFdSites);
FFdSkeleton := TMFNode.Create(Self, 'skeleton', [THAnimJointNode, THAnimSiteNode]);
Fields.Add(FFdSkeleton);
{ HAnim 1.1 specificaion uses "humanoidBody" instead of "skeleton",
also HAnim 200x specification examples show usage of this (although
HAnim 200x specs talks only about "skeleton"). }
Fdskeleton.AddAlternativeName('humanoidBody', 0);
FFdSkin := TMFNode.Create(Self, 'skin', [TAbstractChildNode]);
Fields.Add(FFdSkin);
FFdSkinCoord := TSFNode.Create(Self, 'skinCoord', [TAbstractCoordinateNode]);
Fields.Add(FFdSkinCoord);
FFdSkinNormal := TSFNode.Create(Self, 'skinNormal', [TAbstractNormalNode]);
Fields.Add(FFdSkinNormal);
FFdTranslation := TSFVec3f.Create(Self, 'translation', Vector3Single(0, 0, 0));
FdTranslation.ChangesAlways := [chTransform];
Fields.Add(FFdTranslation);
{ X3D specification comment: (-Inf,Inf) }
FFdVersion := TSFString.Create(Self, 'version', '');
Fields.Add(FFdVersion);
FFdViewpoints := TMFNode.Create(Self, 'viewpoints', [
{ X3D specificaion indicates that THAnimSiteNode is allowed here,
but textual description in HAnim specification indicates that
it's an error: viewpoints should be allowed here.
Confirmed by testing models from
http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/
To be on the safest side, I allow both THAnimSiteNode and viewpoint
classes. }
THAnimSiteNode,
TAbstractX3DViewpointNode, TViewpointGroupNode ]);
Fields.Add(FFdViewpoints);
FFdBboxCenter := TSFVec3f.Create(Self, 'bboxCenter', Vector3Single(0, 0, 0));
FFdBboxCenter.Exposed := false;
Fields.Add(FFdBboxCenter);
{ X3D specification comment: (-Inf,Inf) }
FFdBboxSize := TSFVec3f.Create(Self, 'bboxSize', Vector3Single(-1, -1, -1));
FFdBboxSize.Exposed := false;
Fields.Add(FFdBboxSize);
{ X3D specification comment: [0,Inf) or -1 -1 -1 }
DefaultContainerField := 'children';
end;
destructor THAnimHumanoidNode.Destroy;
begin
FreeAndNil(VertexJoints);
inherited;
end;
class function THAnimHumanoidNode.ClassNodeTypeName: string;
begin
Result := 'HAnimHumanoid';
end;
class function THAnimHumanoidNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
procedure THAnimHumanoidNode.DirectEnumerateActive(Func: TEnumerateChildrenFunction);
begin
{ Between HAnim 1.0 and 200x hierarchy changed, in 1.0 there's no "skeleton"
field but root Joint is just simply placed directly in VRML file.
This means that I should simply render Joint node like a Transform,
both inside "skeleton" field and outside, and both versions will be happy. }
FdSkeleton.EnumerateValid(Func);
{ To support skinned body, pass skin as an active node too
(if not nil, then it will be rendered.)
Note that SkinCoord and SkinNormal are not passed as active
(they should be referenced inside Skin object). }
FdSkin.EnumerateValid(Func);
FdViewpoints.EnumerateValid(Func);
{ Note that joints, segments and sites is not passed to Func --- they
should already be part of Joint hierarchy (in skeleton for HAnim 200x
or outside of Humanoid node for HAnim 1.0). }
{ Finally, the way we implement HAnimHumanoid is compatible with X3D
prototypes for this in
http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/BoxMan.wrl
Which means that comments above are probably true, as I'm not the
only one using this approach. }
end;
procedure THAnimHumanoidNode.BeforeTraverse(StateStack: TX3DGraphTraverseStateStack);
begin
inherited;
StateStack.Push;
StateStack.Top.Humanoid := Self;
StateStack.Top.HumanoidTransform := IdentityMatrix4Single;
StateStack.Top.HumanoidInvertedTransform := IdentityMatrix4Single;
TransformState(StateStack.Top, Fdcenter.Value, Fdrotation.Value,
Fdscale.Value, FdscaleOrientation.Value, Fdtranslation.Value);
end;
function THAnimHumanoidNode.AnimateSkin: TMFVec3f;
function UpdateVertex(const VJ: TVertexJoints): TVector3Single;
var
New: TVector3Single;
J: Integer;
WeightSum: Single;
begin
New := ZeroVector3Single;
WeightSum := 0;
for J := 0 to VJ.Count - 1 do
begin
WeightSum += VJ.Weights[J];
New += VJ.Joints[J].AnimateSkinPoint(VJ.RestPosition) * VJ.Weights[J];
end;
{ Take the possibility of non-1 weight sum into account.
When no joints affect this point, WeightSum = 0, this also works then. }
Result := VJ.RestPosition * (1 - WeightSum) + New;
end;
var
I: Integer;
SkinCoord: TVector3SingleList;
begin
if not (
(FdSkinCoord.Value <> nil) and
(FdSkinCoord.Value is TCoordinateNode) and
(VertexJoints <> nil)) then Exit(nil);
Result := TCoordinateNode(FdSkinCoord.Value).FdPoint;
SkinCoord := Result.Items;
if SkinCoord.Count <> VertexJoints.Count then Exit(nil);
for I := 0 to VertexJoints.Count - 1 do
SkinCoord.L[I] := UpdateVertex(VertexJoints.L[I]);
end;
procedure THAnimHumanoidNode.AfterTraverse(StateStack: TX3DGraphTraverseStateStack);
begin
AnimateSkin;
StateStack.Pop;
inherited;
end;
procedure THAnimHumanoidNode.ParseAfter(Reader: TX3DReaderNames);
procedure CalculateVertexJoints;
var
SkinCoord: TVector3SingleList;
I, J: Integer;
SkinCoordIndex: TLongIntList;
CoordIndex: Integer;
Weight: Single;
Joint: THAnimJointNode;
begin
FreeAndNil(VertexJoints);
if (FdSkinCoord.Value <> nil) and
(FdSkinCoord.Value is TCoordinateNode) then
begin
SkinCoord := TCoordinateNode(FdSkinCoord.Value).FdPoint.Items;
VertexJoints := TVertexJointsList.Create;
VertexJoints.Count := SkinCoord.Count;
for I := 0 to SkinCoord.Count - 1 do
begin
VertexJoints.L[I].RestPosition := SkinCoord.L[I];
VertexJoints.L[I].Count := 0; { initially }
end;
for I := 0 to FdJoints.Count - 1 do
if FdJoints[I] is THAnimJointNode then
begin
Joint := THAnimJointNode(FdJoints[I]);
SkinCoordIndex := Joint.FdSkinCoordIndex.Items;
for J := 0 to SkinCoordIndex.Count - 1 do
begin
CoordIndex := SkinCoordIndex.Items[J];
if (CoordIndex < 0) or
(CoordIndex >= SkinCoord.Count) then
begin
OnWarning(wtMajor, 'VRML/X3D', Format('HAnimJoint.skinCoord references not existing coordinate index %d (while we have only %d skin coordinates in HAnimHumanoid.skin)',
[CoordIndex, SkinCoord.Count]));
Continue;
end;
if J < Joint.FdSkinCoordWeight.Items.Count then
Weight := Joint.FdSkinCoordWeight.Items[J] else
Weight := 1;
VertexJoints.L[CoordIndex].Add(Joint, Weight);
end;
end;
end;
end;
begin
inherited;
CalculateVertexJoints;
end;
function THAnimHumanoidNode.TransformationChange: TNodeTransformationChange;
begin
Result := ntcTransform;
end;
procedure THAnimJointNode.CreateNode;
begin
inherited;
FFdCenter := TSFVec3f.Create(Self, 'center', Vector3Single(0, 0, 0));
FdCenter.ChangesAlways := [chTransform];
Fields.Add(FFdCenter);
{ X3D specification comment: (-Inf,Inf) }
FFdDisplacers := TMFNode.Create(Self, 'displacers', [THAnimDisplacerNode]);
Fields.Add(FFdDisplacers);
FFdLimitOrientation := TSFRotation.Create(Self, 'limitOrientation', Vector3Single(0, 0, 1), 0);
Fields.Add(FFdLimitOrientation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdLlimit := TMFFloat.Create(Self, 'llimit', []);
Fields.Add(FFdLlimit);
{ X3D specification comment: (-Inf,Inf) }
FFdName := TSFString.Create(Self, 'name', '');
Fields.Add(FFdName);
FFdRotation := TSFRotation.Create(Self, 'rotation', Vector3Single(0, 0, 1), 0);
FdRotation.ChangesAlways := [chTransform];
Fields.Add(FFdRotation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdScale := TSFVec3f.Create(Self, 'scale', Vector3Single(1, 1, 1));
FdScale.ChangesAlways := [chTransform];
Fields.Add(FFdScale);
{ X3D specification comment: (0,Inf) }
FFdScaleOrientation := TSFRotation.Create(Self, 'scaleOrientation', Vector3Single(0, 0, 1), 0);
FdScaleOrientation.ChangesAlways := [chTransform];
Fields.Add(FFdScaleOrientation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdSkinCoordIndex := TMFInt32.Create(Self, 'skinCoordIndex', []);
Fields.Add(FFdSkinCoordIndex);
FFdSkinCoordWeight := TMFFloat.Create(Self, 'skinCoordWeight', []);
Fields.Add(FFdSkinCoordWeight);
FFdStiffness := TMFFloat.Create(Self, 'stiffness', [0, 0, 0]);
Fields.Add(FFdStiffness);
{ X3D specification comment: [0,1] }
FFdTranslation := TSFVec3f.Create(Self, 'translation', Vector3Single(0, 0, 0));
FdTranslation.ChangesAlways := [chTransform];
Fields.Add(FFdTranslation);
{ X3D specification comment: (-Inf,Inf) }
FFdUlimit := TMFFloat.Create(Self, 'ulimit', []);
Fields.Add(FFdUlimit);
{ X3D specification comment: (-Inf,Inf) }
DefaultContainerField := 'children';
AnimateSkinTransform := IdentityMatrix4Single;
end;
class function THAnimJointNode.ClassNodeTypeName: string;
begin
Result := 'HAnimJoint';
end;
class function THAnimJointNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
procedure THAnimJointNode.DirectEnumerateActive(Func: TEnumerateChildrenFunction);
begin
FdChildren.EnumerateValid(Func);
end;
function THAnimJointNode.AnimateSkinPoint(const Point: TVector3Single): TVector3Single;
begin
Result := MatrixMultPoint(AnimateSkinTransform, Point);
end;
procedure THAnimJointNode.ParseAfter(Reader: TX3DReaderNames);
begin
inherited;
RestCenter := FdCenter.Value;
end;
procedure THAnimJointNode.ApplyTransform(State: TX3DGraphTraverseState);
var
I: Integer;
ChildJoint: THAnimJointNode;
LocalCenter, NewChildCenter: TVector3Single;
TempToSend: TSFVec3f;
begin
inherited;
{ Spec says center / scale / scaleOrientation / translation
are relative to humanoid root, but rotations are accumulated.
http://h-anim.org/Specifications/H-Anim200x/ISO_IEC_FCD_19774/ObjectInterfaces.html
So rotations are affected by center/etc. of joints above,
which means that I have to apply here LocalCenter, LocalScale and such?
But how? TODO: for now, we only apply LocalCenter.
Fortunately, normal State isn't really used for skinned animation. }
LocalCenter := MatrixMultPoint(State.HumanoidInvertedTransform, FdCenter.Value);
TransformState(State, LocalCenter, Fdrotation.Value,
Fdscale.Value, FdscaleOrientation.Value, Fdtranslation.Value);
{ update State.HumanoidTransform, State.HumanoidInvertedTransform
for child joints. }
TransformMatricesMult(State.HumanoidTransform, State.HumanoidInvertedTransform,
LocalCenter, Fdrotation.Value, Fdscale.Value,
FdscaleOrientation.Value, Fdtranslation.Value);
AnimateSkinTransform := State.HumanoidTransform;
{ animate centers of children joints }
for I := 0 to FdChildren.Count - 1 do
if FdChildren[I] is THAnimJointNode then
begin
ChildJoint := THAnimJointNode(FdChildren[I]);
{ TODO: it's very hacky to update ChildJoint.FdCenter this way.
The cleaner way would be to just
ChildJoint.FdCenter.Send(AnimateSkinPoint(ChildJoint.RestCenter))
This would already do compare, send event if needed etc. (useful
for view3dscene H-Anim joints visualization).
But it would also notify the scene (events processor), and this causes
slowdown and bugs (on lucy) right now. }
NewChildCenter := AnimateSkinPoint(ChildJoint.RestCenter);
if not VectorsPerfectlyEqual(ChildJoint.FdCenter.Value, NewChildCenter) then
begin
ChildJoint.FdCenter.Value := NewChildCenter;
if ChildJoint.FdCenter.Exposed then
begin
TempToSend := TSFVec3f.Create(ChildJoint, 'center', NewChildCenter);
try
ChildJoint.FdCenter.EventOut.Send(TempToSend);
finally FreeAndNil(TempToSend) end;
end;
{ Increasing here PlusTicks is a little hack.
If you'll next want to traverse a parent joint,
this center will again be changed, and should be send (otherwise
routes e.g. in Humanoid Visualization in view3dscene will not work). }
if Scene <> nil then
Scene.IncreaseTimeTick;
end;
end;
end;
function THAnimJointNode.TransformationChange: TNodeTransformationChange;
begin
Result := ntcTransform;
end;
procedure THAnimSegmentNode.CreateNode;
begin
inherited;
FFdCenterOfMass := TSFVec3f.Create(Self, 'centerOfMass', Vector3Single(0, 0, 0));
Fields.Add(FFdCenterOfMass);
{ X3D specification comment: (-Inf,Inf) }
FFdCoord := TSFNode.Create(Self, 'coord', [TAbstractCoordinateNode]);
Fields.Add(FFdCoord);
FFdDisplacers := TMFNode.Create(Self, 'displacers', [THAnimDisplacerNode]);
Fields.Add(FFdDisplacers);
FFdMass := TSFFloat.Create(Self, 'mass', 0);
Fields.Add(FFdMass);
{ X3D specification comment: [0,Inf) }
FFdMomentsOfInertia := TMFFloat.Create(Self, 'momentsOfInertia', [0, 0, 0, 0, 0, 0, 0, 0, 0]);
Fields.Add(FFdMomentsOfInertia);
{ X3D specification comment: [0,Inf) }
FFdName := TSFString.Create(Self, 'name', '');
Fields.Add(FFdName);
FFdRotation := TSFRotation.Create(Self, 'rotation', Vector3Single(0, 0, 1), 0);
FdRotation.ChangesAlways := [chTransform];
Fields.Add(FFdRotation);
{ X3D specification comment: [-1,1] or (-Inf,Inf) }
FFdScale := TSFVec3f.Create(Self, 'scale', Vector3Single(1, 1, 1));
FdScale.ChangesAlways := [chTransform];
Fields.Add(FFdScale);
{ X3D specification comment: (-Inf, Inf) }
FFdTranslation := TSFVec3f.Create(Self, 'translation', Vector3Single(0, 0, 0));
FdTranslation.ChangesAlways := [chTransform];
Fields.Add(FFdTranslation);
{ X3D specification comment: (-Inf,Inf) }
DefaultContainerField := 'children';
end;
class function THAnimSegmentNode.ClassNodeTypeName: string;
begin
Result := 'HAnimSegment';
end;
class function THAnimSegmentNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
procedure THAnimSegmentNode.DirectEnumerateActive(Func: TEnumerateChildrenFunction);
begin
FdChildren.EnumerateValid(Func);
end;
procedure THAnimSegmentNode.ApplyTransform(State: TX3DGraphTraverseState);
begin
inherited;
TransformState(State, ZeroVector3Single, Fdrotation.Value,
Fdscale.Value, ZeroVector4Single, Fdtranslation.Value);
end;
function THAnimSegmentNode.TransformationChange: TNodeTransformationChange;
begin
Result := ntcTransform;
end;
procedure THAnimSiteNode.CreateNode;
begin
inherited;
FFdCenter := TSFVec3f.Create(Self, 'center', Vector3Single(0, 0, 0));
FdCenter.ChangesAlways := [chTransform];
Fields.Add(FFdCenter);
{ X3D specification comment: (-Inf,Inf) }
FFdName := TSFString.Create(Self, 'name', '');
Fields.Add(FFdName);
FFdRotation := TSFRotation.Create(Self, 'rotation', Vector3Single(0, 0, 1), 0);
FdRotation.ChangesAlways := [chTransform];
Fields.Add(FFdRotation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdScale := TSFVec3f.Create(Self, 'scale', Vector3Single(1, 1, 1));
FdScale.ChangesAlways := [chTransform];
Fields.Add(FFdScale);
{ X3D specification comment: (0,Inf) }
FFdScaleOrientation := TSFRotation.Create(Self, 'scaleOrientation', Vector3Single(0, 0, 1), 0);
FdScaleOrientation.ChangesAlways := [chTransform];
Fields.Add(FFdScaleOrientation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
FFdTranslation := TSFVec3f.Create(Self, 'translation', Vector3Single(0, 0, 0));
FdTranslation.ChangesAlways := [chTransform];
Fields.Add(FFdTranslation);
{ X3D specification comment: (-Inf,Inf)|[-1,1] }
DefaultContainerField := 'children';
end;
class function THAnimSiteNode.ClassNodeTypeName: string;
begin
Result := 'HAnimSite';
end;
class function THAnimSiteNode.URNMatching(const URN: string): boolean;
begin
Result := (inherited URNMatching(URN)) or
(URN = URNX3DNodes + ClassNodeTypeName);
end;
procedure THAnimSiteNode.DirectEnumerateActive(Func: TEnumerateChildrenFunction);
begin
FdChildren.EnumerateValid(Func);
end;
procedure THAnimSiteNode.ApplyTransform(State: TX3DGraphTraverseState);
begin
inherited;
TransformState(State, Fdcenter.Value, Fdrotation.Value,
Fdscale.Value, FdscaleOrientation.Value, Fdtranslation.Value);
end;
function THAnimSiteNode.TransformationChange: TNodeTransformationChange;
begin
Result := ntcTransform;
end;
procedure RegisterHAnimNodes;
begin
NodesManager.RegisterNodeClasses([
THAnimDisplacerNode,
THAnimHumanoidNode,
THAnimJointNode,
THAnimSegmentNode,
THAnimSiteNode
]);
end;
{$endif read_implementation}
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