-/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- *
- */
-
-// EXTERNAL
-#include "dali/devel-api/common/map-wrapper.h"
-#include "dali/public-api/animation/constraints.h"
-
-// INTERNAL
-#include "dali-scene-loader/internal/graphics/builtin-shader-extern-gen.h"
-#include "dali-scene-loader/public-api/blend-shape-details.h"
-#include "dali-scene-loader/public-api/scene-definition.h"
-#include "dali-scene-loader/public-api/skinning-details.h"
-#include "dali-scene-loader/public-api/utils.h"
-
-//#define DEBUG_SCENE_DEFINITION
-//#define DEBUG_JOINTS
-
-#if defined(DEBUG_SCENE_DEFINITION) || defined(DEBUG_JOINTS)
-#define DEBUG_ONLY(x) x
-#else
-#define DEBUG_ONLY(x)
-#endif
-
-#define LOGD(x) DEBUG_ONLY(printf x; printf("\n"); fflush(stdout))
-
-namespace Dali
-{
-namespace SceneLoader
-{
-namespace
-{
-const std::string JOINT_MATRIX{"jointMatrix"};
-
-const std::map<Property::Type, Constraint (*)(Actor&, Property::Index)> sConstraintFactory = {
- {Property::Type::BOOLEAN,
- [](Actor& a, Property::Index i) {
- return Constraint::New<bool>(a, i, [](bool& current, const PropertyInputContainer& inputs) {
- current = inputs[0]->GetBoolean();
- });
- }},
- {Property::Type::INTEGER,
- [](Actor& a, Property::Index i) {
- return Constraint::New<int>(a, i, [](int& current, const PropertyInputContainer& inputs) {
- current = inputs[0]->GetInteger();
- });
- }},
- {Property::Type::FLOAT,
- [](Actor& a, Property::Index i) {
- return Constraint::New<float>(a, i, EqualToConstraint());
- }},
- {Property::Type::VECTOR2,
- [](Actor& a, Property::Index i) {
- return Constraint::New<Vector2>(a, i, EqualToConstraint());
- }},
- {Property::Type::VECTOR3,
- [](Actor& a, Property::Index i) {
- return Constraint::New<Vector3>(a, i, EqualToConstraint());
- }},
- {Property::Type::VECTOR4,
- [](Actor& a, Property::Index i) {
- return Constraint::New<Vector4>(a, i, EqualToConstraint());
- }},
- {Property::Type::MATRIX,
- [](Actor& a, Property::Index i) {
- return Constraint::New<Matrix>(a, i, EqualToConstraint());
- }},
- {Property::Type::MATRIX3,
- [](Actor& a, Property::Index i) {
- return Constraint::New<Matrix3>(a, i, EqualToConstraint());
- }},
- {Property::Type::ROTATION,
- [](Actor& a, Property::Index i) {
- return Constraint::New<Quaternion>(a, i, EqualToConstraint());
- }},
-};
-
-struct ResourceReflector : IResourceReflector
-{
- Index* iMesh = nullptr;
- Index* iShader = nullptr;
-
- void Reflect(ResourceType::Value type, Index& id)
- {
- switch(type)
- {
- case ResourceType::Shader:
- DALI_ASSERT_ALWAYS(!iShader && "Shader index already assigned!");
- iShader = &id;
- break;
-
- case ResourceType::Mesh:
- DALI_ASSERT_ALWAYS(!iMesh && "Mesh index already assigned!");
- iMesh = &id;
- break;
-
- default: // Other resource types are not relevant to the problem at hand.
- break;
- }
- }
-};
-
-#ifdef DEBUG_JOINTS
-
-Shader sJointDebugShader;
-int sNumScenes = 0;
-
-void EnsureJointDebugShaderCreated()
-{
- if(0 == sNumScenes)
- {
- sJointDebugShader = Shader::New(SHADER_SCENE_LOADER_JOINT_DEBUG_VERT, SHADER_SCENE_LOADER_JOINT_DEBUG_FRAG);
- }
- ++sNumScenes;
-}
-
-void AddJointDebugVisual(Actor aJoint)
-{
- Property::Map attribs;
- attribs["aPosition"] = Property::Type::VECTOR3;
- attribs["aColor"] = Property::Type::FLOAT;
-
- PropertyBuffer vbo = PropertyBuffer::New(attribs);
-
- struct Vertex
- {
- Vector3 pos;
- float color;
- } vertices[] = {
- {Vector3::ZERO, .999f + .999f * 256.f + .999f * 256.f * 256.f},
- {Vector3::XAXIS, .999f},
- {Vector3::YAXIS, .999f * 256.f},
- {Vector3::ZAXIS, .999f * 256.f * 256.f},
- };
-
- vbo.SetData(&vertices, std::extent<decltype(vertices)>::value);
-
- uint16_t indices[] = {0, 1, 0, 2, 0, 3};
-
- Geometry geo = Geometry::New();
- geo.AddVertexBuffer(vbo);
- geo.SetIndexBuffer(indices, std::extent<decltype(indices)>::value);
- geo.SetType(Geometry::LINES);
-
- Renderer r = Renderer::New(geo, sJointDebugShader);
- aJoint.AddRenderer(r);
-
- aJoint.SetVisible(true);
-}
-#endif //DEBUG_JOINTS
-
-class ActorCreatorVisitor : public NodeDefinition::IConstVisitor
-{
-public:
- ActorCreatorVisitor(NodeDefinition::CreateParams& params)
- : mCreationContext(params)
- {
- }
-
- void Start(const NodeDefinition& n)
- {
- mCreationContext.mXforms.modelStack.Push(n.GetLocalSpace());
-
- Actor a = n.CreateActor(mCreationContext);
- if(!mActorStack.empty())
- {
- mActorStack.back().Add(a);
- }
- else
- {
- mRoot = a;
- }
- mActorStack.push_back(a);
- }
-
- void Finish(const NodeDefinition& n)
- {
- mActorStack.pop_back();
- mCreationContext.mXforms.modelStack.Pop();
- }
-
- Actor GetRoot() const
- {
- return mRoot;
- }
-
-private:
- NodeDefinition::CreateParams& mCreationContext;
- std::vector<Actor> mActorStack;
- Actor mRoot;
-};
-
-bool IsAncestor(const SceneDefinition& scene, Index ancestor, Index node, Index rootHint = INVALID_INDEX)
-{
- bool isAncestor = false;
- while(node != rootHint && !isAncestor)
- {
- node = scene.GetNode(node)->mParentIdx;
- isAncestor = ancestor == node;
- }
- return isAncestor;
-}
-
-void InsertUniqueSorted(std::vector<Index>& data, Index value)
-{
- auto iInsert = std::lower_bound(data.begin(), data.end(), value);
- if(iInsert == data.end() || *iInsert != value)
- {
- data.insert(iInsert, value);
- }
-}
-
-void RemoveFromSorted(std::vector<Index>& data, Index value)
-{
- auto iRemove = std::lower_bound(data.begin(), data.end(), value);
- if(iRemove != data.end() && *iRemove == value)
- {
- data.erase(iRemove);
- }
-}
-
-Property::Index ConfigureJointMatrix(Actor actor, Actor ancestor, Property::Index propJointMatrix)
-{
- Actor parent = actor.GetParent();
- if(parent != ancestor)
- {
- propJointMatrix = ConfigureJointMatrix(parent, ancestor, propJointMatrix);
- }
-
- auto myPropJointMatrix = actor.GetPropertyIndex(JOINT_MATRIX);
- if(myPropJointMatrix == Property::INVALID_INDEX)
- {
- myPropJointMatrix = actor.RegisterProperty(JOINT_MATRIX, Matrix{false});
- Constraint constraint = Constraint::New<Matrix>(actor, propJointMatrix, [](Matrix& output, const PropertyInputContainer& inputs) {
- Matrix jointMatrix{false};
- jointMatrix.SetTransformComponents(Vector3::ONE, inputs[0]->GetQuaternion(), inputs[1]->GetVector3());
-
- Matrix::Multiply(output, jointMatrix, inputs[2]->GetMatrix());
- });
- constraint.AddSource(Source{actor, Actor::Property::ORIENTATION});
- constraint.AddSource(Source{actor, Actor::Property::POSITION});
- constraint.AddSource(Source{parent, propJointMatrix});
- constraint.Apply();
- }
-
- return myPropJointMatrix;
-}
-
-void SortAndDeduplicateSkinningRequests(std::vector<SkinningShaderConfigurationRequest>& requests)
-{
- // Sort requests by shaders.
- std::sort(requests.begin(), requests.end());
-
- // Remove duplicates.
- auto i = requests.begin();
- auto iEnd = requests.end();
- Shader s = i->mShader;
- Index skeletonIdx = i->mSkeletonIdx;
- ++i;
- do
- {
- // Multiple identical shader instances are removed.
- while(i != iEnd && i->mShader == s)
- {
- // Cannot have multiple skeletons input to the same shader.
- // NOTE: DliModel now makes sure this doesn't happen.
- DALI_ASSERT_ALWAYS(i->mSkeletonIdx == skeletonIdx &&
- "Skinning shader must not be shared between different skeletons.");
-
- i->mShader = Shader();
- ++i;
- }
-
- if(i == iEnd)
- {
- break;
- }
- s = i->mShader;
- skeletonIdx = i->mSkeletonIdx;
- ++i;
- } while(true);
-
- requests.erase(std::remove_if(requests.begin(), requests.end(), [](const SkinningShaderConfigurationRequest& sscr) {
- return !sscr.mShader;
- }),
- requests.end());
-}
-
-void ConfigureBoneMatrix(const Matrix& ibm, Actor joint, Shader& shader, Index& boneIdx)
-{
- // Register bone transform on shader.
- char propertyNameBuffer[32];
- snprintf(propertyNameBuffer, sizeof(propertyNameBuffer), "%s[%d]", Skinning::BONE_UNIFORM_NAME.c_str(), boneIdx);
- DALI_ASSERT_DEBUG(shader.GetPropertyIndex(propertyNameBuffer) == Property::INVALID_INDEX);
- auto propBoneXform = shader.RegisterProperty(propertyNameBuffer, Matrix{false});
-
- // Constrain bone matrix to joint transform.
- Constraint constraint = Constraint::New<Matrix>(shader, propBoneXform, [ibm](Matrix& output, const PropertyInputContainer& inputs) {
- Matrix::Multiply(output, ibm, inputs[0]->GetMatrix());
- });
-
- auto propJointMatrix = joint.GetPropertyIndex(JOINT_MATRIX);
- constraint.AddSource(Source{joint, propJointMatrix});
- constraint.Apply();
-
- ++boneIdx;
-}
-
-template<class Visitor, class SceneDefinition>
-void VisitInternal(Index iNode, const Customization::Choices& choices, Visitor& v, SceneDefinition& sd)
-{
- auto& node = *sd.GetNode(iNode);
- v.Start(node);
-
- if(node.mCustomization)
- {
- if(!node.mChildren.empty())
- {
- auto choice = choices.Get(node.mCustomization->mTag);
- Index i = std::min(choice != Customization::NONE ? choice : 0, static_cast<Index>(node.mChildren.size() - 1));
- sd.Visit(node.mChildren[i], choices, v);
- }
- }
- else
- {
- for(auto i : node.mChildren)
- {
- sd.Visit(i, choices, v);
- }
- }
-
- v.Finish(node);
-}
-
-} // namespace
-
-SceneDefinition::SceneDefinition()
-{
- mNodes.reserve(128);
-
-#ifdef DEBUG_JOINTS
- EnsureJointDebugShaderCreated();
-#endif
-}
-
-SceneDefinition::SceneDefinition(SceneDefinition&& other)
-: mNodes(std::move(other.mNodes)),
- mRootNodeIds(std::move(other.mRootNodeIds))
-{
-#ifdef DEBUG_JOINTS
- EnsureJointDebugShaderCreated();
-#endif
-}
-
-SceneDefinition::~SceneDefinition()
-{
-#ifdef DEBUG_JOINTS
- --sNumScenes;
- if(sNumScenes == 0)
- {
- sJointDebugShader = Shader();
- }
-#endif
-}
-
-uint32_t SceneLoader::SceneDefinition::AddRootNode(Index iNode)
-{
- if(iNode < mNodes.size())
- {
- uint32_t result = mRootNodeIds.size();
- mRootNodeIds.push_back(iNode);
- return result;
- }
- else
- {
- ExceptionFlinger(ASSERT_LOCATION) << "Failed to add new root with node " << iNode << " -- index out of bounds.";
- return -1;
- }
-}
-
-const std::vector<Index>& SceneDefinition::GetRoots() const
-{
- return mRootNodeIds;
-}
-
-void SceneDefinition::RemoveRootNode(Index iRoot)
-{
- if(iRoot < mRootNodeIds.size())
- {
- mRootNodeIds.erase(mRootNodeIds.begin() + iRoot);
- }
- else
- {
- ExceptionFlinger(ASSERT_LOCATION) << "Failed to remove root " << iRoot << " -- index out of bounds.";
- }
-}
-
-uint32_t SceneDefinition::GetNodeCount() const
-{
- return mNodes.size();
-}
-
-const NodeDefinition* SceneDefinition::GetNode(Index iNode) const
-{
- return mNodes[iNode].get();
-}
-
-NodeDefinition* SceneDefinition::GetNode(Index iNode)
-{
- return mNodes[iNode].get();
-}
-
-void SceneDefinition::Visit(Index iNode, const Customization::Choices& choices, NodeDefinition::IVisitor& v)
-{
- VisitInternal(iNode, choices, v, *this);
-}
-
-void SceneDefinition::Visit(Index iNode, const Customization::Choices& choices, NodeDefinition::IConstVisitor& v) const
-{
- VisitInternal(iNode, choices, v, *this);
-}
-
-void SceneDefinition::CountResourceRefs(Index iNode, const Customization::Choices& choices, ResourceRefCounts& refCounts) const
-{
- struct RefCounter : IResourceReceiver
- {
- ResourceRefCounts* refCounts;
-
- void Register(ResourceType::Value type, Index id)
- {
- ++(*refCounts)[type][id];
- }
- };
-
- struct : NodeDefinition::IConstVisitor
- {
- RefCounter counter;
-
- void Start(const NodeDefinition& n)
- {
- if(n.mRenderable)
- {
- n.mRenderable->RegisterResources(counter);
- }
- }
-
- void Finish(const NodeDefinition& n)
- {
- }
-
- } refCounterVisitor;
- refCounterVisitor.counter.refCounts = &refCounts;
-
- Visit(iNode, choices, refCounterVisitor);
-}
-
-Actor SceneDefinition::CreateNodes(Index iNode, const Customization::Choices& choices, NodeDefinition::CreateParams& params) const
-{
- ActorCreatorVisitor actorCreatorVisitor(params);
-
- Visit(iNode, choices, actorCreatorVisitor);
-
- return actorCreatorVisitor.GetRoot();
-}
-
-void SceneDefinition::GetCustomizationOptions(const Customization::Choices& choices,
- Customization::Map& outCustomizationOptions,
- Customization::Choices* outMissingChoices) const
-{
- struct : NodeDefinition::IConstVisitor
- {
- const Customization::Choices* choices; // choices that we know about.
- Customization::Map* options; // tags are registered here. NO OWNERSHIP.
- Customization::Choices* missingChoices; // tags will be registered with the default 0. NO OWNERSHIP.
-
- void Start(const NodeDefinition& n)
- {
- if(n.mCustomization)
- {
- const std::string& tag = n.mCustomization->mTag;
- if(missingChoices != nullptr && choices->Get(tag) == Customization::NONE)
- {
- missingChoices->Set(tag, 0);
- }
-
- auto customization = options->Get(tag);
- if(!customization)
- {
- customization = options->Set(tag, {});
- }
- customization->nodes.push_back(n.mName);
- customization->numOptions = std::max(customization->numOptions,
- static_cast<uint32_t>(n.mChildren.size()));
- }
- }
-
- void Finish(const NodeDefinition& n)
- {
- }
-
- } customizationRegistrationVisitor;
- customizationRegistrationVisitor.choices = &choices;
- customizationRegistrationVisitor.options = &outCustomizationOptions;
- customizationRegistrationVisitor.missingChoices = outMissingChoices;
-
- for(auto i : mRootNodeIds)
- {
- Visit(i, choices, customizationRegistrationVisitor);
- }
-}
-
-NodeDefinition* SceneDefinition::AddNode(std::unique_ptr<NodeDefinition>&& nodeDef)
-{
- if(FindNode(nodeDef->mName))
- {
- return nullptr;
- }
-
- // add next index (to which we're about to push) as a child to the designated parent, if any.
- if(nodeDef->mParentIdx != INVALID_INDEX)
- {
- mNodes[nodeDef->mParentIdx]->mChildren.push_back(mNodes.size());
- }
-
- mNodes.push_back(std::move(nodeDef));
-
- return mNodes.back().get();
-}
-
-bool SceneDefinition::ReparentNode(const std::string& name, const std::string& newParentName, Index siblingOrder)
-{
- LOGD(("reparenting %s to %s @ %d", name.c_str(), newParentName.c_str(), siblingOrder));
-
- std::unique_ptr<NodeDefinition>* nodePtr = nullptr;
- std::unique_ptr<NodeDefinition>* newParentPtr = nullptr;
- if(!FindNode(name, &nodePtr) || !FindNode(newParentName, &newParentPtr))
- {
- return false;
- }
-
- auto& node = *nodePtr;
- auto iNode = std::distance(mNodes.data(), nodePtr);
-
- DEBUG_ONLY(auto dumpNode = [](NodeDefinition const& n) {
- std::ostringstream stream;
- stream << n.mName << " (" << n.mParentIdx << "):";
- for(auto i : n.mChildren)
- {
- stream << i << ", ";
- }
- LOGD(("%s", stream.str().c_str()));
- };)
-
- // Remove node from children of previous parent (if any).
- if(node->mParentIdx != INVALID_INDEX)
- {
- LOGD(("old parent:"));
- DEBUG_ONLY(dumpNode(*mNodes[node->mParentIdx]);)
-
- auto& children = mNodes[node->mParentIdx]->mChildren;
- children.erase(std::remove(children.begin(), children.end(), iNode), children.end());
-
- DEBUG_ONLY(dumpNode(*mNodes[node->mParentIdx]);)
- }
-
- // Register node to new parent.
- LOGD(("new parent:"));
- DEBUG_ONLY(dumpNode(**newParentPtr);)
- auto& children = (*newParentPtr)->mChildren;
- if(siblingOrder > children.size())
- {
- siblingOrder = children.size();
- }
- children.insert(children.begin() + siblingOrder, 1, iNode);
- DEBUG_ONLY(dumpNode(**newParentPtr);)
-
- // Update parent index.
- LOGD(("node:"));
- DEBUG_ONLY(dumpNode(*node);)
- auto iParent = std::distance(mNodes.data(), newParentPtr);
- node->mParentIdx = iParent;
- DEBUG_ONLY(dumpNode(*node);)
- return true;
-}
-
-bool SceneDefinition::RemoveNode(const std::string& name)
-{
- std::unique_ptr<NodeDefinition>* node = nullptr;
- if(!FindNode(name, &node))
- {
- return false;
- }
-
- // Reset node def pointers recursively.
- auto& thisNodes = mNodes;
- unsigned int numReset = 0;
- std::function<void(std::unique_ptr<NodeDefinition>&)> resetFn =
- [&thisNodes, &resetFn, &numReset](std::unique_ptr<NodeDefinition>& nd) {
- LOGD(("resetting %d", &nd - thisNodes.data()));
- for(auto i : nd->mChildren)
- {
- resetFn(thisNodes[i]);
- }
- nd.reset();
- ++numReset;
- };
-
- resetFn(*node);
-
- // Gather indices of dead nodes into a vector which we sort on insertion.
- std::vector<Index> offsets;
- offsets.reserve(numReset);
- for(auto& n : mNodes)
- {
- if(!n)
- {
- offsets.push_back(std::distance(mNodes.data(), &n));
- }
- }
-
- // Erase dead nodes as they don't have to be processed anymore.
- mNodes.erase(std::remove(mNodes.begin(), mNodes.end(), decltype(mNodes)::value_type()), mNodes.end());
-
- // Offset all indices (parent and child) by the index they'd sort into in offsets.
- enum
- {
- INDEX_FOR_REMOVAL = INVALID_INDEX
- };
- auto offsetter = [&offsets](Index& i) {
- auto iFind = std::lower_bound(offsets.begin(), offsets.end(), i);
- if(iFind != offsets.end() && *iFind == i)
- {
- LOGD(("marking %d for removal.", i));
- i = INDEX_FOR_REMOVAL;
- return false;
- }
- else
- {
- auto distance = std::distance(offsets.begin(), iFind);
- if(distance > 0)
- {
- LOGD(("offsetting %d by %d.", i, distance));
- i -= distance;
- }
- return true;
- }
- };
-
- for(auto& nd : mNodes)
- {
- bool parentOffsetResult = offsetter(nd->mParentIdx);
- DALI_ASSERT_ALWAYS(parentOffsetResult); // since nodes were recursively removed, we should not be finding invalid parents at this point.
-
- auto& children = nd->mChildren;
- for(auto i0 = children.begin(), i1 = children.end(); i0 != i1; ++i0)
- {
- offsetter(*i0);
- }
-
- children.erase(std::remove(children.begin(), children.end(), INDEX_FOR_REMOVAL), children.end());
- }
-
- return true;
-}
-
-void SceneDefinition::GetNodeModelStack(Index index, MatrixStack& model) const
-{
- auto& thisNodes = mNodes;
- std::function<void(int)> buildStack = [&model, &thisNodes, &buildStack](int i) {
- auto node = thisNodes[i].get();
- if(node->mParentIdx != INVALID_INDEX)
- {
- buildStack(node->mParentIdx);
- }
- model.Push(node->GetLocalSpace());
- };
- buildStack(index);
-}
-
-NodeDefinition* SceneDefinition::FindNode(const std::string& name, Index* outIndex)
-{
- auto iBegin = mNodes.begin();
- auto iEnd = mNodes.end();
- auto iFind = std::find_if(iBegin, iEnd, [&name](const std::unique_ptr<NodeDefinition>& nd) {
- return nd->mName == name;
- });
-
- auto result = iFind != iEnd ? iFind->get() : nullptr;
- if(result && outIndex)
- {
- *outIndex = std::distance(iBegin, iFind);
- }
- return result;
-}
-
-const NodeDefinition* SceneDefinition::FindNode(const std::string& name, Index* outIndex) const
-{
- auto iBegin = mNodes.begin();
- auto iEnd = mNodes.end();
- auto iFind = std::find_if(iBegin, iEnd, [&name](const std::unique_ptr<NodeDefinition>& nd) {
- return nd->mName == name;
- });
-
- auto result = iFind != iEnd ? iFind->get() : nullptr;
- if(result && outIndex)
- {
- *outIndex = std::distance(iBegin, iFind);
- }
- return result;
-}
-
-Index SceneDefinition::FindNodeIndex(const NodeDefinition& node) const
-{
- auto iBegin = mNodes.begin();
- auto iEnd = mNodes.end();
- auto iFind = std::find_if(iBegin, iEnd, [&node](const std::unique_ptr<NodeDefinition>& n) {
- return n.get() == &node;
- });
- return iFind != iEnd ? std::distance(iBegin, iFind) : INVALID_INDEX;
-}
-
-void SceneDefinition::FindNodes(NodePredicate predicate, NodeConsumer consumer, unsigned int limit)
-{
- unsigned int n = 0;
- for(auto& defp : mNodes)
- {
- if(predicate(*defp))
- {
- consumer(*defp);
- ++n;
- if(n == limit)
- {
- break;
- }
- }
- }
-}
-
-void SceneDefinition::FindNodes(NodePredicate predicate, ConstNodeConsumer consumer, unsigned int limit) const
-{
- unsigned int n = 0;
- for(auto& defp : mNodes)
- {
- if(predicate(*defp))
- {
- consumer(*defp);
- ++n;
- if(n == limit)
- {
- break;
- }
- }
- }
-}
-
-void SceneDefinition::ApplyConstraints(Actor& root,
- std::vector<ConstraintRequest>&& constrainables,
- StringCallback onError) const
-{
- for(auto& cr : constrainables)
- {
- auto& nodeDef = mNodes[cr.mConstraint->mSourceIdx];
- auto sourceName = nodeDef->mName.c_str();
- Property::Index iTarget = cr.mTarget.GetPropertyIndex(cr.mConstraint->mProperty);
- if(iTarget != Property::INVALID_INDEX)
- {
- auto propertyType = cr.mTarget.GetPropertyType(iTarget);
- auto iFind = sConstraintFactory.find(propertyType);
- if(iFind == sConstraintFactory.end())
- {
- onError(FormatString("node '%s': Property '%s' has unsupported type '%s'; ignored.",
- sourceName,
- cr.mConstraint->mProperty.c_str(),
- PropertyTypes::GetName(propertyType)));
- continue;
- }
-
- Constraint constraint = iFind->second(cr.mTarget, iTarget);
-
- Actor source = root.FindChildByName(nodeDef->mName);
- if(!source)
- {
- auto targetName = cr.mTarget.GetProperty(Actor::Property::NAME).Get<std::string>();
- onError(FormatString("node '%s': Failed to locate constraint source %s@%s; ignored.",
- sourceName,
- cr.mConstraint->mProperty.c_str(),
- targetName.c_str()));
- continue;
- }
- else if(source == cr.mTarget)
- {
- onError(FormatString("node '%s': Cyclic constraint definition for property '%s'; ignored.",
- sourceName,
- cr.mConstraint->mProperty.c_str()));
- continue;
- }
-
- Property::Index iSource = source.GetPropertyIndex(cr.mConstraint->mProperty);
- constraint.AddSource(Source{source, iSource});
- constraint.Apply();
- }
- else
- {
- auto targetName = cr.mTarget.GetProperty(Actor::Property::NAME).Get<std::string>();
- onError(FormatString("node '%s': Failed to create constraint for property %s@%s; ignored.",
- sourceName,
- cr.mConstraint->mProperty.c_str(),
- targetName.c_str()));
- }
- }
-}
-
-void SceneDefinition::ConfigureSkeletonJoints(uint32_t iRoot, const SkeletonDefinition::Vector& skeletons, Actor root) const
-{
- // 1, For each skeleton, for each joint, walk upwards until we reach mNodes[iRoot]. If we do, record +1
- // to the refcount of each node we have visited, in our temporary registry. Those with refcount 1
- // are the leaves, while the most descendant node with the highest refcount is the root of the skeleton.
- std::map<Index, std::vector<Index>> rootsJoints;
- std::vector<Index> path;
- path.reserve(16);
- for(auto& s : skeletons)
- {
- std::map<uint32_t, uint32_t> jointRefs;
- for(auto& j : s.mJoints)
- {
- auto nodeIdx = j.mNodeIdx;
- do // Traverse upwards and record each node we have visited until we reach the scene root.
- {
- path.push_back(nodeIdx);
- if(nodeIdx == iRoot)
- {
- break;
- }
- auto node = GetNode(nodeIdx);
- nodeIdx = node->mParentIdx;
- } while(nodeIdx != INVALID_INDEX);
-
- if(nodeIdx == iRoot) // If the joint is in the correct scene, increment the reference count for all visited nodes.
- {
- for(auto i : path)
- {
- ++jointRefs[i];
- }
- }
-
- path.clear();
- }
-
- // Only record the skeleton if we have encountered the root of the current scene.
- if(jointRefs.empty())
- {
- continue;
- }
-
- Index root = s.mRootNodeIdx;
- uint32_t maxRef = 0;
- auto iFind = jointRefs.find(root);
- if(iFind != jointRefs.end())
- {
- maxRef = iFind->second;
- }
-
- std::vector<Index> joints;
- for(auto& j : jointRefs) // NOTE: jointRefs are sorted, so joints will also be.
- {
- // The most descendant node with the highest ref count is the root of the skeleton.
- if(j.second > maxRef || (j.second == maxRef && IsAncestor(*this, root, j.first, iRoot)))
- {
- maxRef = j.second;
-
- RemoveFromSorted(joints, root);
- root = j.first;
- }
- else if(j.second == 1) // This one's a leaf.
- {
- InsertUniqueSorted(joints, j.first);
- }
- }
-
- // Merge skeletons that share the same root.
- auto& finalJoints = rootsJoints[root];
- for(auto j : joints)
- {
- if(std::find_if(finalJoints.begin(), finalJoints.end(), [this, j, root](Index jj) {
- return IsAncestor(*this, j, jj, root);
- }) != finalJoints.end())
- {
- continue; // if the joint is found to be an ancestor of another joint already registered, move on.
- }
-
- auto i = j;
- while(i != root) // See if the current joint is a better leaf, i.e. descended from another leaf - which we'll then remove.
- {
- auto node = GetNode(i);
- i = node->mParentIdx;
-
- RemoveFromSorted(finalJoints, i);
- }
-
- InsertUniqueSorted(finalJoints, j);
- }
- }
-
- // 2, Merge records where one root joint is descendant of another. Handle leaf node changes - remove previous
- // leaf nodes that now have descendants, and add new ones.
- auto iRoots = rootsJoints.begin();
- auto iRootsEnd = rootsJoints.end();
- while(iRoots != iRootsEnd)
- {
- auto i = iRoots->first;
- bool merged = false;
- while(i != iRoot) // Starting with the root joint of the skeleton, traverse upwards.
- {
- auto node = GetNode(i);
- i = node->mParentIdx;
-
- auto iFind = rootsJoints.find(i);
- if(iFind != rootsJoints.end()) // Check if we've reached the root of another skeleton.
- {
- // Now find out which leaf of iFind is an ancestor, if any.
- auto iFindLeaf = std::find_if(iFind->second.begin(), iFind->second.end(), [this, iRoots, iFind](Index j) {
- return IsAncestor(*this, j, iRoots->first, iFind->first);
- });
- if(iFindLeaf != iFind->second.end())
- {
- iFind->second.erase(iFindLeaf); // Will no longer be a leaf -- remove it.
- }
-
- // Merge iRoots with iFind
- auto& targetJoints = iFind->second;
- if(iRoots->second.empty()) // The root is a leaf.
- {
- InsertUniqueSorted(targetJoints, iRoots->first);
- }
- else
- for(auto j : iRoots->second)
- {
- InsertUniqueSorted(targetJoints, j);
- }
-
- merged = true;
- break; // Traverse no more
- }
- }
-
- iRoots = merged ? rootsJoints.erase(iRoots) : std::next(iRoots);
- }
-
- // 3, For each root, register joint matrices and constraints
- for(auto r : rootsJoints)
- {
- auto node = GetNode(r.first);
- auto rootJoint = root.FindChildByName(node->mName);
- DALI_ASSERT_ALWAYS(!!rootJoint);
-
- DALI_ASSERT_DEBUG(rootJoint.GetPropertyIndex(JOINT_MATRIX) == Property::INVALID_INDEX);
- auto propJointMatrix = rootJoint.RegisterProperty(JOINT_MATRIX, Matrix{false});
- Constraint constraint = Constraint::New<Matrix>(rootJoint, propJointMatrix, [](Matrix& output, const PropertyInputContainer& inputs) {
- output.SetTransformComponents(Vector3::ONE, inputs[0]->GetQuaternion(), inputs[1]->GetVector3());
- });
- constraint.AddSource(Source(rootJoint, Actor::Property::ORIENTATION));
- constraint.AddSource(Source(rootJoint, Actor::Property::POSITION));
- constraint.Apply();
-
- for(auto j : r.second)
- {
- node = GetNode(j);
- auto joint = rootJoint.FindChildByName(node->mName);
- ConfigureJointMatrix(joint, rootJoint, propJointMatrix);
- }
- }
-}
-
-void SceneDefinition::EnsureUniqueSkinningShaderInstances(ResourceBundle& resources) const
-{
- std::map<Index, std::map<Index, std::vector<Index*>>> skinningShaderUsers;
- for(auto& node : mNodes)
- {
- if(node->mRenderable)
- {
- ResourceReflector reflector;
- node->mRenderable->ReflectResources(reflector);
-
- if(reflector.iMesh)
- {
- const auto& mesh = resources.mMeshes[*reflector.iMesh].first;
- if(mesh.IsSkinned())
- {
- skinningShaderUsers[*reflector.iShader][mesh.mSkeletonIdx].push_back(reflector.iShader);
- }
- }
- }
- }
-
- // For each shader, and each skeleton using the same shader as the first skeleton,
- // update the shader references (from nodes with skinned meshes) with a new copy of
- // the shader definition from the node using the first skeleton.
- for(auto& users : skinningShaderUsers)
- {
- auto& skeletons = users.second;
- auto iterSkeleton = skeletons.begin();
- // skipping the first skeleton.
- ++iterSkeleton;
-
- resources.mShaders.reserve(resources.mShaders.size() + std::distance(iterSkeleton, skeletons.end()));
- const ShaderDefinition& shaderDef = resources.mShaders[users.first].first;
-
- while(iterSkeleton != skeletons.end())
- {
- Index iShader = resources.mShaders.size();
- resources.mShaders.push_back({shaderDef, Shader()});
-
- for(auto& i : iterSkeleton->second)
- {
- *i = iShader;
- }
- ++iterSkeleton;
- }
- }
-}
-
-void SceneDefinition::ConfigureSkinningShaders(const ResourceBundle& resources,
- Actor rootActor,
- std::vector<SkinningShaderConfigurationRequest>&& requests) const
-{
- if(requests.empty())
- {
- return;
- }
-
- SortAndDeduplicateSkinningRequests(requests);
-
- for(auto& i : requests)
- {
- auto& skeleton = resources.mSkeletons[i.mSkeletonIdx];
- if(skeleton.mJoints.empty())
- {
- LOGD(("Skeleton %d has no joints.", i.mSkeletonIdx));
- continue;
- }
-
- Index boneIdx = 0;
- for(auto& j : skeleton.mJoints)
- {
- auto node = GetNode(j.mNodeIdx);
- Actor actor = rootActor.FindChildByName(node->mName);
- ConfigureBoneMatrix(j.mInverseBindMatrix, actor, i.mShader, boneIdx);
- }
- }
-}
-
-bool SceneDefinition::ConfigureBlendshapeShaders(const ResourceBundle& resources,
- Actor rootActor,
- std::vector<BlendshapeShaderConfigurationRequest>&& requests,
- StringCallback onError) const
-{
- if(requests.empty())
- {
- return true;
- }
-
- // Sort requests by shaders.
- std::sort(requests.begin(), requests.end());
-
- // Remove duplicates.
- auto i = requests.begin();
- auto iEnd = requests.end();
- Shader s = i->mShader;
- ++i;
- do
- {
- // Multiple identical shader instances are removed.
- while(i != iEnd && i->mShader == s)
- {
- i->mShader = Shader();
- ++i;
- }
-
- if(i == iEnd)
- {
- break;
- }
- s = i->mShader;
- ++i;
- } while(true);
-
- // Configure the rest.
- bool ok = true;
-
- for(auto& i : requests)
- {
- Index iNode;
- if(FindNode(i.mNodeName, &iNode))
- {
- const auto& node = GetNode(iNode);
-
- const auto& mesh = resources.mMeshes[i.mMeshIdx];
-
- if(mesh.first.HasBlendShapes())
- {
- Actor actor = rootActor.FindChildByName(node->mName);
-
- // Sets the property to be animated.
- BlendShapes::ConfigureProperties(mesh, i.mShader, actor);
- }
- }
- }
-
- return ok;
-}
-
-void SceneDefinition::EnsureUniqueBlendShapeShaderInstances(ResourceBundle& resources) const
-{
- std::map<Index, std::map<std::string, std::vector<Index*>>> blendShapeShaderUsers;
- for(auto& node : mNodes)
- {
- if(node->mRenderable)
- {
- ResourceReflector reflector;
- node->mRenderable->ReflectResources(reflector);
-
- if(reflector.iMesh)
- {
- const auto& mesh = resources.mMeshes[*reflector.iMesh].first;
- if(mesh.HasBlendShapes())
- {
- blendShapeShaderUsers[*reflector.iShader][node->mName].push_back(reflector.iShader);
- }
- }
- }
- }
-
- for(auto& users : blendShapeShaderUsers)
- {
- resources.mShaders.reserve(resources.mShaders.size() + users.second.size() - 1u);
- const ShaderDefinition& shaderDef = resources.mShaders[users.first].first;
-
- auto nodesIt = users.second.begin();
- auto nodesEndIt = users.second.end();
- // skipping the first node.
- ++nodesIt;
- while(nodesIt != nodesEndIt)
- {
- Index iShader = resources.mShaders.size();
- resources.mShaders.push_back({shaderDef, Shader()});
-
- auto& nodes = *nodesIt;
- for(auto& shader : nodes.second)
- {
- *shader = iShader;
- }
- ++nodesIt;
- }
- }
-}
-
-SceneDefinition& SceneDefinition::operator=(SceneDefinition&& other)
-{
- SceneDefinition temp(std::move(other));
- std::swap(mNodes, temp.mNodes);
- std::swap(mRootNodeIds, temp.mRootNodeIds);
- return *this;
-}
-
-bool SceneDefinition::FindNode(const std::string& name, std::unique_ptr<NodeDefinition>** result)
-{
- // We're searching from the end assuming a higher probability of operations targeting
- // recently added nodes. (conf.: root, which is immovable, cannot be removed, and was
- // the first to be added, is index 0.)
- auto iFind = std::find_if(mNodes.rbegin(), mNodes.rend(), [&name](const std::unique_ptr<NodeDefinition>& nd) {
- return nd->mName == name;
- }).base();
-
- const bool success = iFind != mNodes.begin();
- if(success && result)
- {
- --iFind;
- *result = &*iFind;
- }
-
- return success;
-}
-
-} // namespace SceneLoader
-} // namespace Dali