June 19, 2019, 03:11:12 AM

Author Topic: Nuclear Basic Help  (Read 156 times)

Offline RattlerCreed

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Nuclear Basic Help
« on: May 07, 2019, 06:34:04 AM »
Hi All

I know this is a long shot but any help would be great.

 

Does anyone still use or have used Nuclear Basic/ Fusion that can help?

I still really like the language and still use it. But need help in hardware skinning for animated entities I cant seem to send the bone information over to the shader.

These are the commands I've found that might help but can't figure out how to use them.

 

Code: [Select]
GetSurfaceBoneOffsetMatrix( Surf, mat, boneind )
GetSurfaceBoneCount(Surf)
GetSurfaceBone(Surf,boneind)
GetEntMatrix( handle, inmat, global=False )
SetShaderMatrixArray(handle, pname$, mat,[cnt=1] )
Here is the shader I am using
Code: [Select]
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "object";
string ScriptOrder = "standard";
string ScriptOutput = "color";
string Script = "Technique=Technique?Skinned;";
> = 1.0;


float4x4 wvp : WorldViewProjection < string UIWidget = "None"; > ;
float4x4 worldI : WorldInverse < string UIWidget = "None"; > ;
float4x4 worldIT : WorldInverseTranspose < string UIWidget = "None"; > ;
float4x4 viewInv : ViewInverse < string UIWidget = "None"; > ;
float4x4 world : World;



// array for bones matrices
uniform float4x3 bonesMatrixArray[60];
extern int NumVertInfluences = 3;//<--- Normally set dynamically.

// ambeint light
float4 ambientLight = float4(1,0,0,1);

texture diffuseTexture : TEXTURE_0;

sampler diffuseSampler  : register(s0) = sampler_state
{
Texture = <diffuseTexture>;
};

// Vertex shader input data structure
struct VSINPUT
{
float4 Position     : POSITION;
float4 BlendWeights : BLENDWEIGHT;
float4 BlendIndices : BLENDINDICES;
float3 Normal       : NORMAL;
float3 texCoords    : TEXCOORD0;
};

// Vertex shader output data structure
struct VSOUTPUT
{
float4 Position  : POSITION;
float3 Normal    : COLOR0;
float2 texCoords : TEXCOORD0;
};

// skinning vertex shader
VSOUTPUT VSMain(VSINPUT Input)
{
// Output object
VSOUTPUT Output;
// Clear vertex position and normal
Output.Normal = float3(0.0f, 0.0f, 0.0f);
Output.Position = float4(0.0f, 0.0f, 0.0f, 0.0f);
// extract bones indicies and weights from vertex

float lastWeight = 0.0f;


float4 blendPos = Input.Position;
// This next code segment computes formula (3).
for (int i = 0; i < NumVertInfluences; ++i)
{
blendPos += float4(mul(bonesMatrixArray[Input.BlendIndices[i]], Input.Position).xyz, 1.0)*Input.BlendWeights[i];//Input.BlendWeights[i] * mul(Input.Position, bonesMatrixArray[Input.BlendIndices[i]]);
}

Output.Position = mul(blendPos, wvp);

// transform normal
float3 norm = Input.Normal;
for (i = 0; i < NumVertInfluences; ++i)
{
norm += mul((float3x3)bonesMatrixArray[Input.BlendIndices[i]], Input.Normal) *
Input.BlendWeights[i];
}
Output.Normal = normalize(norm);

Output.texCoords = Input.texCoords;
// return result
return Output;
}

// skinning simple pixel shader
float4 PSMain(float2 texCoords : TEXCOORD0) : COLOR0
{
// just return diffuse color
return ambientLight * tex2D(diffuseSampler, texCoords);
}

// skinning tchnique
technique Skinned
{
pass p1
{
VertexShader = compile vs_3_0 VSMain();
PixelShader = compile ps_3_0 PSMain();
}
}

Here is the nuclearbasix code.

Code: [Select]
Global wwidth = 1680
Global wheight = 1050
Global wdepth = 32
Global wmode = 0
Global wparent = 0
Global wflags = 3 

Global wnd = MakeWindowDX(wwidth, wheight, wdepth, wmode, wparent, wflags ) 

If Not wnd Then DebugError("Please update your DirectX")

mm = MakeMenu()

file = MakeMenuItem(mm, "File", 0)

open = MakeMenuItem(file, "Open...", 0)

about = MakeMenuItem(mm, "About", 0)

about2 = MakeMenuItem(about, "About...", 0)

SetWindowMenu(wnd, mm)

Global FPS = 60

Global Tween = True

Global VSync = True

Set3DTargetFPS(FPS)
Set3DTweening(Tween)
Set3DVSync(VSync)

Const TYPE_PLAYER    = 1
Const TYPE_LEVEL      = 2
Const TYPE_OBJ        = 3

SetCollisions(TYPE_PLAYER, TYPE_LEVEL)
SetCollisions(TYPE_PLAYER, TYPE_OBJ)
SetCollisions(TYPE_OBJ, TYPE_LEVEL)
SetCollisions(TYPE_OBJ, TYPE_OBJ)

Global cam
Global player
Global vp

Global aspectratio# = 1.85

cam    = GetDefaultCamera()
SetCameraRange(cam, .1, 50000)
PositionEnt cam,0,2,10
;SetCameraAspectRange(cam, aspectratio#)

Ground = MakePlane(1000,1000)
DefaultText=LoadTexture("Media\Textures\DefaultDiffuse.png")
ScaleTexture DefaultText,0.01,0.01
SetEntTexture(Ground,DefaultText)


//Load test player
New_Player = LoadAnimEnt("Media\Test Player\Main_Ref.b3d")
shader = LoadShader("Media\Shaders\SkinningTest - Copy.fx",4EntShader(new_player,shader)

SetEntAnimTweenFrames( New_Player, 10)

PlayEntAnim(New_Player)


SetEntCurrentTrack(New_Player,idle_none)

vp        = GetDefaultViewport()

CollisionEnt( Cam, TYPE_PLAYER )

Global Cube, Cube2, Cube3, Cube4

Cube = MakeCube(4)

Cube2 = MakeCube(4)

PositionEnt(Cube, -4, 0, 12)
PositionEnt(Cube2, 4, 0, 12)

AddEntBoxShape( Cube, GetEntScaleX#(Cube)/2, GetEntScaleY#(Cube)/2, GetEntScaleZ#(Cube)/2 )
AddEntBoxShape( Cube2, GetEntScaleX#(Cube2)/2, GetEntScaleY#(Cube2)/2, GetEntScaleZ#(Cube2)/2 )

CollisionEnt( Cube, TYPE_OBJ )
CollisionEnt( Cube2, TYPE_OBJ )

View_Side = 1
View_Mode =1

Type Bone
Field ID,RealID
Field Ent
Field Name$
Field Main.NukeMatrix
Field Offset.NukeMatrix
Field BonePtrs.NukeMatrix
Field Surf,Test
Field VertCount
Field VertID.NukeVec4[10000]
Field VertWeight.NukeVec4
EndType
Global skip = False
Global BONECOUNT = 0

Function CollectBones(Ent)


For S=0 To GetMeshSurfaceCount(Ent)-1
Surf = GetMeshSurface(Ent,S);

If GetSurfaceBoneCount(Surf)>0
For I=1 To GetSurfaceBoneCount(Surf)

B.Bone = New Bone
BONECOUNT=BONECOUNT+1
B\Ent = GetSurfaceBone(Surf,I)
B\ID = BONECOUNT
B\RealID = I;

B\Name = GetEntName(B\Ent)

B\Offset = New NukeMatrix
B\BonePtrs = New NukeMatrix
B\Main = New NukeMatrix
GetEntMatrix(B\Ent,B\BonePtrs\GetPtr())
GetSurfaceBoneOffsetMatrix(Surf,B\Offset\GetPtr(),I)
Next
EndIf

Next

If BONECOUNT = 0
Get_Child(Ent,0)
EndIf


EndFunction

Global offsetTemp.NukeMatrix = New  NukeMatrix

CollectBones(new_player)

While Not KeyHit(1)

PointEntAtEnt cam,new_player

    If Do3DTweening() //if it's time to update the scene

//
Anim = idle_none

Print "BONE_COUNT:"+BONECOUNT
Print GetEntChildCount(new_player)



GetEntMatrix(new_player,offsetTemp\GetPtr())

For B.Bone = Each Bone

xx = 0
yy = 0
ConvertViewportCoordFrom3D(GetDefaultViewport(),xx,yy,GetEntPosX(B\Ent),GetEntPosY(B\Ent),GetEntPosZ(B\Ent))


MatrixMultiply(offsetTemp\GetPtr(),B\BonePtrs\GetPtr(),B\Offset\GetPtr())

Next


SetShaderMatrixArray(shader,"bonesMatrixArray",offsetTemp\GetPtr(),BONECOUNT)




            mxs = MouseX(wnd)
            mys = MouseY(wnd)
           

            ;If mx<0 Then mx=wwidth
           
           
SetMousePos Get3DWidth()/2,Get3DHeight()/2 ,wnd

MouseSpeed# = MouseXSpeed(mxs,wnd)
MouseSpeed_Y# = MouseYSpeed(mys,wnd)

If Anim=idle_none And Free_look =0

If Float(MouseSpeed)>1
Anim =TurnR_Anim
EndIf

If Float(MouseSpeed)<-1
Anim = TurnL_Anim
EndIf

EndIf
           
           

       
        If Not KeyDown(29) Or KeyDown(157)

Free_look = 0
TurnEnt Cam,0,-MouseSpeed/10,0
//RotateEnt(Player_Free_Look,0,0,0)

If Not KeyDown(42)

            If KeyDown(17) Or KeyDown(200) Then MoveEnt(cam, 0, 0, 0.1) //:Anim = Walking_Anim
           
If KeyDown(31) Or KeyDown(208) Then MoveEnt(cam, 0, 0, -0.05)  //:Anim = WalkingB_Anim
            If KeyDown(30) Or KeyDown(203) Then MoveEnt(cam, -0.05, 0, 0.0) //:Anim = Right_Anim
            If KeyDown(32) Or KeyDown(205)  Then MoveEnt(cam, 0.05, 0, 0.0) //:Anim = Left_Anim

Else

If KeyDown(17) Or KeyDown(200) Then MoveEnt(cam, 0, 0, 0.3) //:Anim = Run_Anim

EndIf
           
        Else If KeyDown(29) Or KeyDown(157)

TurnEnt cam,0,-MouseSpeed/10,0

Free_look = 1
        EndIf
       
        If GetMenuItemHitCount(open)>0 Then
       
            MakeDialogOpenBox2(wnd, "*.b3d;*.x", "./", "Open...")
           
        Else If GetMenuItemHitCount(about2)>0
       
            Notice2("About...", wnd, 1, 0, "About...")
       
        EndIf

If KeyHit(56) Then View_Side=1-(View_Side+1)

If KeyHit(47)

View_Mode =1-View_Mode
EndIf


If View_Mode = 1
PlayEntAnim(new_player)

Else
StopEntAnim(new_player)
EndIf


SetAnimTrackSpeeds(5)
SetEntCurrentTrack(New_Player,Anim)
    EndIf


Sync


Wend 

Offline RattlerCreed

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  • Posts: 5
Re: Nuclear Basic Help
« Reply #1 on: May 11, 2019, 05:21:43 AM »
Can anyone help? Please

Offline Naughty Alien

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  • Posts: 590
Re: Nuclear Basic Help
« Reply #2 on: May 11, 2019, 08:33:14 AM »
what is it that you are trying to achieve?? Far as i know, NB already does hardware skinning by default, as well as NF (i have used NF)..Im not sure what is it that you want to do. All it takes to animate (and its hardware skinning) is

//load first animated character model
character = LoadAnimEnt("AnimatedEntity.b3d")

//set animation speed
SetEntAnimSpeed character, 0.2

//play animation (call it once only)
PlayEntAnim character

Its already hardware skinned..

Offline RattlerCreed

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  • Posts: 5
Re: Nuclear Basic Help
« Reply #3 on: May 11, 2019, 10:25:03 AM »
When I add my shader for example a shadow shader (but ever shader has the same effect) any animated entity wont animate any more due to i need to calculate the bone matrix which is needed but I can't figure out how to send them to the shader.

The first post  is me  trying to figure out how to read the bone info and send it to the shader.

I can use SetMeshSoftwareBones but it starts to become slow the more entities that I use.

Offline RattlerCreed

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  • Posts: 5
Re: Nuclear Basic Help
« Reply #4 on: May 16, 2019, 05:16:21 AM »
??