1414 lines
48 KiB
C++
1414 lines
48 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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// ------------------------------------------------------------------------------------------------
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#include "stdpch.h"
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#include "character_3d.h"
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#include "interface_manager.h"
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#include "../color_slot_manager.h"
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#include "../sheet_manager.h"
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#include "../gabarit.h"
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#include "../misc.h"
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#include "../time_client.h"
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#include "../player_cl.h"
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#include "../player_r2_cl.h"
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#include "../entities.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_camera.h"
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#include "nel/3d/u_play_list_manager.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_animation_set.h"
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#include "nel/3d/u_bone.h"
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//#include "nel/3d/u_track.h"
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//#include "nel/3d/u_instance_material.h"
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#include "../r2/editor.h"
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#include "../client_cfg.h"
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// ------------------------------------------------------------------------------------------------
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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using namespace R2;
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extern CEntityAnimationManager *EAM;
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// ------------------------------------------------------------------------------------------------
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// SCharacter3DSetup
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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SCharacter3DSetup::SCharacter3DSetup ()
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{
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// Setup a naked male fyros
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LeftHandItemIsShield = false;
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People = EGSPD::CPeople::Fyros;
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Male = true;
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Skeleton = "fy_hom_skel.skel";
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AnimPlayed = 0;
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Parts[Char3DPart_Chest].Name = "FY_HOM_underwear_gilet.shape";
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Parts[Char3DPart_Legs].Name = "FY_HOM_underwear_pantabottes.shape";
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Parts[Char3DPart_Arms].Name = "FY_HOM_underwear_armpad.shape";
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Parts[Char3DPart_Feet].Name = "FY_HOM_underwear_bottes.shape";
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Parts[Char3DPart_Face].Name = "FY_HOM_visage.shape";
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Parts[Char3DPart_Head].Name = "FY_HOM_cheveux_medium01.shape";
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Parts[Char3DPart_Hands].Name = "TR_HOM_underwear_hand.shape";
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Parts[Char3DPart_HandRightItem].Name = "";
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Parts[Char3DPart_HandLeftItem].Name = "";
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for (uint32 i = 0; i < NB_CHARACTER3D_PARTS; ++i)
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{
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Parts[i].Color = 0;
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Parts[i].Quality = -1;
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}
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Tattoo = 0;
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EyesColor = 0;
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CharHeight = 0.0f;
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ChestWidth = 0.0f;
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ArmsWidth = 0.0f;
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LegsWidth = 0.0f;
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BreastSize = 0.0f;
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HideFace = false;
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for (uint32 i = 0; i < NB_MORPH_TARGETS; ++i)
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MorphTarget[i] = 0.0f;
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}
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// ------------------------------------------------------------------------------------------------
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static CGenderInfo *getGenderInfo (EGSPD::CPeople::TPeople ePeople, bool bMale)
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{
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// Read in the race_stats forms the default equipement
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CSheetId RSid;
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switch (ePeople)
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{
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case EGSPD::CPeople::Tryker: RSid = CSheetId("tryker.race_stats"); break;
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case EGSPD::CPeople::Matis: RSid = CSheetId("matis.race_stats"); break;
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case EGSPD::CPeople::Zorai: RSid = CSheetId("zorai.race_stats"); break;
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case EGSPD::CPeople::Fyros:
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default:
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RSid = CSheetId("fyros.race_stats"); break;
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}
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CRaceStatsSheet *pRSS = dynamic_cast<CRaceStatsSheet*>(SheetMngr.get (RSid));
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if (pRSS == NULL)
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{
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nlwarning ("cannot find sheet for people:%d male:%d", ePeople, bMale);
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return NULL;
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}
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// Choose default stuff is we are male or female
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CGenderInfo *pGI;
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if (bMale)
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pGI = &pRSS->GenderInfos[0];
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else
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pGI = &pRSS->GenderInfos[1];
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return pGI;
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupDefault (EGSPD::CPeople::TPeople eRace, bool bMale)
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{
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People = eRace;
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Male = bMale;
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CGenderInfo *pGI = getGenderInfo(eRace, bMale);
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if (pGI == NULL) return;
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Skeleton = pGI->Skelfilename;
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// Read all the default equipement
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for (sint32 i = 0; i < SLOTTYPE::NB_SLOT; ++i)
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{
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string ISstr = pGI->Items[i]; // All the strings are items
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if (!ISstr.empty())
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{
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CItemSheet *pIS = dynamic_cast<CItemSheet*>(SheetMngr.get(CSheetId(ISstr)));
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if (pIS != NULL)
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{
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sint32 cpIndex = convert_VisualSlot_To_Char3DPart ((SLOTTYPE::EVisualSlot)i);
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if (cpIndex != Char3DPart_INVALID)
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{
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Parts[i].Quality = pIS->MapVariant;
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if (Male)
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Parts[cpIndex].Name = pIS->getShape();
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else
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Parts[cpIndex].Name = pIS->getShapeFemale();
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupFromCharacterSummary (const CCharacterSummary &cs)
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{
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const SPropVisualA::SPropSubData &rPVA = cs.VisualPropA.PropertySubData;
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const SPropVisualB::SPropSubData &rPVB = cs.VisualPropB.PropertySubData;
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const SPropVisualC::SPropSubData &rPVC = cs.VisualPropC.PropertySubData;
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setupDefault (cs.People, (rPVA.Sex == 0));
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// Setup char3dParts with additionnal info
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setupFromCS_ModelCol (SLOTTYPE::CHEST_SLOT, rPVA.JacketModel, rPVA.JacketColor);
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setupFromCS_ModelCol (SLOTTYPE::LEGS_SLOT, rPVA.TrouserModel, rPVA.TrouserColor);
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setupFromCS_ModelCol (SLOTTYPE::HEAD_SLOT, rPVA.HatModel, rPVA.HatColor);
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// Should have to hide the face ?
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{
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// TChar3DPart part = convert_VisualSlot_To_Char3DPart (SLOTTYPE::HEAD_SLOT);
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CItemSheet *item = SheetMngr.getItem (SLOTTYPE::HEAD_SLOT, rPVA.HatModel);
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if ((item != NULL) && ((item->Family == ITEMFAMILY::ARMOR) || (item->Family == ITEMFAMILY::SHIELD)))
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HideFace = true;
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else
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HideFace = false;
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}
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setupFromCS_ModelCol (SLOTTYPE::ARMS_SLOT, rPVA.ArmModel, rPVA.ArmColor);
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// setupFromCS_Model (SLOTTYPE::FACE_SLOT, ?????????????);
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setupFromCS_ModelCol (SLOTTYPE::FEET_SLOT, rPVB.FeetModel, rPVB.FeetColor);
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setupFromCS_ModelCol (SLOTTYPE::RIGHT_HAND_SLOT, rPVA.WeaponRightHand, 0);
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setupFromCS_ModelCol (SLOTTYPE::LEFT_HAND_SLOT, rPVA.WeaponLeftHand, 0);
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// armor gloves are not displayed if character has the 'weapon' magician gloves
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{
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CItemSheet *item = SheetMngr.getItem (SLOTTYPE::RIGHT_HAND_SLOT, rPVA.WeaponRightHand);
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if( ! ((item != NULL)&&(item->ItemType == ITEM_TYPE::MAGICIAN_STAFF) ) )
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setupFromCS_ModelCol (SLOTTYPE::HANDS_SLOT, rPVB.HandsModel, rPVB.HandsColor);
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}
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Tattoo = rPVC.Tattoo;
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HairColor = rPVA.HatColor; // TODO : For the moment no diff between hair color and head color !!!
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EyesColor = rPVC.EyesColor;
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CharHeight = (rPVC.CharacterHeight - 7.0f) / 7.0f;
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ChestWidth = (rPVC.TorsoWidth - 7.0f) / 7.0f;
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ArmsWidth = (rPVC.ArmsWidth - 7.0f) / 7.0f;
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LegsWidth = (rPVC.LegsWidth - 7.0f) / 7.0f;
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BreastSize = (rPVC.BreastSize - 7.0f) / 7.0f;
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float MTmin, MTmax;
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CGenderInfo *pGI = getGenderInfo (cs.People, (rPVA.Sex == 0));
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if (pGI == NULL)
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return;
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MTmin = pGI->BlendShapeMin[0];
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MTmax = pGI->BlendShapeMax[0];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[0] = rPVC.MorphTarget1 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[1];
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MTmax = pGI->BlendShapeMax[1];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[1] = rPVC.MorphTarget2 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[2];
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MTmax = pGI->BlendShapeMax[2];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[2] = rPVC.MorphTarget3 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[3];
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MTmax = pGI->BlendShapeMax[3];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[3] = rPVC.MorphTarget4 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[4];
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MTmax = pGI->BlendShapeMax[4];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[4] = rPVC.MorphTarget5 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[5];
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MTmax = pGI->BlendShapeMax[5];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[5] = rPVC.MorphTarget6 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[6];
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MTmax = pGI->BlendShapeMax[6];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[6] = rPVC.MorphTarget7 / 7.0f * (MTmax - MTmin) + MTmin;
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MTmin = pGI->BlendShapeMin[7];
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MTmax = pGI->BlendShapeMax[7];
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if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
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MorphTarget[7] = rPVC.MorphTarget8 / 7.0f * (MTmax - MTmin) + MTmin;
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupFromDataBase (const std::string &branchName)
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{
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CCharacterSummary CS;
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setupCharacterSummaryFromDB(CS, branchName);
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setupFromCharacterSummary (CS);
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupFromSERVERDataBase (uint8 nEntity)
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{
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CCharacterSummary CS;
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setupCharacterSummaryFromSERVERDB(CS, nEntity);
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setupFromCharacterSummary (CS);
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupDBFromCharacterSummary (const string &branchName, const CCharacterSummary &CS)
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{
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setDB (branchName+":PEOPLE", CS.People);
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setDB (branchName+":VPA:SEX", CS.VisualPropA.PropertySubData.Sex);
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setDB (branchName+":VPA:JACKETMODEL", CS.VisualPropA.PropertySubData.JacketModel);
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setDB (branchName+":VPA:JACKETCOLOR", CS.VisualPropA.PropertySubData.JacketColor);
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setDB (branchName+":VPA:TROUSERMODEL", CS.VisualPropA.PropertySubData.TrouserModel);
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setDB (branchName+":VPA:TROUSERCOLOR", CS.VisualPropA.PropertySubData.TrouserColor);
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setDB (branchName+":VPA:WEAPONRIGHTHAND", CS.VisualPropA.PropertySubData.WeaponRightHand);
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setDB (branchName+":VPA:WEAPONLEFTHAND", CS.VisualPropA.PropertySubData.WeaponLeftHand);
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setDB (branchName+":VPA:ARMMODEL", CS.VisualPropA.PropertySubData.ArmModel);
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setDB (branchName+":VPA:ARMCOLOR", CS.VisualPropA.PropertySubData.ArmColor);
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setDB (branchName+":VPA:HATMODEL", CS.VisualPropA.PropertySubData.HatModel);
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setDB (branchName+":VPA:HATCOLOR", CS.VisualPropA.PropertySubData.HatColor);
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setDB (branchName+":VPB:NAME", CS.VisualPropB.PropertySubData.Name);
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setDB (branchName+":VPB:HANDSMODEL", CS.VisualPropB.PropertySubData.HandsModel);
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setDB (branchName+":VPB:HANDSCOLOR", CS.VisualPropB.PropertySubData.HandsColor);
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setDB (branchName+":VPB:FEETMODEL", CS.VisualPropB.PropertySubData.FeetModel);
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setDB (branchName+":VPB:FEETCOLOR", CS.VisualPropB.PropertySubData.FeetColor);
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setDB (branchName+":VPC:MORPHTARGET1", CS.VisualPropC.PropertySubData.MorphTarget1);
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setDB (branchName+":VPC:MORPHTARGET2", CS.VisualPropC.PropertySubData.MorphTarget2);
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setDB (branchName+":VPC:MORPHTARGET3", CS.VisualPropC.PropertySubData.MorphTarget3);
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setDB (branchName+":VPC:MORPHTARGET4", CS.VisualPropC.PropertySubData.MorphTarget4);
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setDB (branchName+":VPC:MORPHTARGET5", CS.VisualPropC.PropertySubData.MorphTarget5);
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setDB (branchName+":VPC:MORPHTARGET6", CS.VisualPropC.PropertySubData.MorphTarget6);
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setDB (branchName+":VPC:MORPHTARGET7", CS.VisualPropC.PropertySubData.MorphTarget7);
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setDB (branchName+":VPC:MORPHTARGET8", CS.VisualPropC.PropertySubData.MorphTarget8);
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setDB (branchName+":VPC:EYESCOLOR", CS.VisualPropC.PropertySubData.EyesColor);
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setDB (branchName+":VPC:TATTOO", CS.VisualPropC.PropertySubData.Tattoo);
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setDB (branchName+":VPC:CHARACTERHEIGHT", CS.VisualPropC.PropertySubData.CharacterHeight);
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setDB (branchName+":VPC:TORSOWIDTH", CS.VisualPropC.PropertySubData.TorsoWidth);
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setDB (branchName+":VPC:ARMSWIDTH", CS.VisualPropC.PropertySubData.ArmsWidth);
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setDB (branchName+":VPC:LEGSWIDTH", CS.VisualPropC.PropertySubData.LegsWidth);
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setDB (branchName+":VPC:BREASTSIZE", CS.VisualPropC.PropertySubData.BreastSize);
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupCharacterSummaryFromDB (CCharacterSummary &CS, const string &branchName)
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{
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CS.People = (EGSPD::CPeople::TPeople)getDB (branchName+":PEOPLE");
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CS.VisualPropA.PropertySubData.Sex = getDB (branchName+":VPA:SEX");
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CS.VisualPropA.PropertySubData.JacketModel = getDB (branchName+":VPA:JACKETMODEL");
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CS.VisualPropA.PropertySubData.JacketColor = getDB (branchName+":VPA:JACKETCOLOR");
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CS.VisualPropA.PropertySubData.TrouserModel = getDB (branchName+":VPA:TROUSERMODEL");
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CS.VisualPropA.PropertySubData.TrouserColor = getDB (branchName+":VPA:TROUSERCOLOR");
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CS.VisualPropA.PropertySubData.WeaponRightHand = getDB (branchName+":VPA:WEAPONRIGHTHAND");
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CS.VisualPropA.PropertySubData.WeaponLeftHand = getDB (branchName+":VPA:WEAPONLEFTHAND");
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CS.VisualPropA.PropertySubData.ArmModel = getDB (branchName+":VPA:ARMMODEL");
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CS.VisualPropA.PropertySubData.ArmColor = getDB (branchName+":VPA:ARMCOLOR");
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CS.VisualPropA.PropertySubData.HatModel = getDB (branchName+":VPA:HATMODEL");
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CS.VisualPropA.PropertySubData.HatColor = getDB (branchName+":VPA:HATCOLOR");
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CS.VisualPropB.PropertySubData.Name = getDB (branchName+":VPB:NAME");
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CS.VisualPropB.PropertySubData.HandsModel = getDB (branchName+":VPB:HANDSMODEL");
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CS.VisualPropB.PropertySubData.HandsColor = getDB (branchName+":VPB:HANDSCOLOR");
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CS.VisualPropB.PropertySubData.FeetModel = getDB (branchName+":VPB:FEETMODEL");
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CS.VisualPropB.PropertySubData.FeetColor = getDB (branchName+":VPB:FEETCOLOR");
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CS.VisualPropC.PropertySubData.MorphTarget1 = getDB (branchName+":VPC:MORPHTARGET1");
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CS.VisualPropC.PropertySubData.MorphTarget2 = getDB (branchName+":VPC:MORPHTARGET2");
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CS.VisualPropC.PropertySubData.MorphTarget3 = getDB (branchName+":VPC:MORPHTARGET3");
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CS.VisualPropC.PropertySubData.MorphTarget4 = getDB (branchName+":VPC:MORPHTARGET4");
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CS.VisualPropC.PropertySubData.MorphTarget5 = getDB (branchName+":VPC:MORPHTARGET5");
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CS.VisualPropC.PropertySubData.MorphTarget6 = getDB (branchName+":VPC:MORPHTARGET6");
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CS.VisualPropC.PropertySubData.MorphTarget7 = getDB (branchName+":VPC:MORPHTARGET7");
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CS.VisualPropC.PropertySubData.MorphTarget8 = getDB (branchName+":VPC:MORPHTARGET8");
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CS.VisualPropC.PropertySubData.EyesColor = getDB (branchName+":VPC:EYESCOLOR");
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CS.VisualPropC.PropertySubData.Tattoo = getDB (branchName+":VPC:TATTOO");
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CS.VisualPropC.PropertySubData.CharacterHeight = getDB (branchName+":VPC:CHARACTERHEIGHT");
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CS.VisualPropC.PropertySubData.TorsoWidth = getDB (branchName+":VPC:TORSOWIDTH");
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CS.VisualPropC.PropertySubData.ArmsWidth = getDB (branchName+":VPC:ARMSWIDTH");
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CS.VisualPropC.PropertySubData.LegsWidth = getDB (branchName+":VPC:LEGSWIDTH");
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CS.VisualPropC.PropertySubData.BreastSize = getDB (branchName+":VPC:BREASTSIZE");
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}
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// ------------------------------------------------------------------------------------------------
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void SCharacter3DSetup::setupCharacterSummaryFromSERVERDB (CCharacterSummary &cs, uint8 entityID)
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{
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cs.VisualPropA = getDB ("SERVER:Entities:E"+NLMISC::toString(entityID)+
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":P"+NLMISC::toString(CLFECOMMON::PROPERTY_VPA));
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cs.VisualPropB = getDB ("SERVER:Entities:E"+NLMISC::toString(entityID)+
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":P"+NLMISC::toString(CLFECOMMON::PROPERTY_VPB));
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cs.VisualPropC = getDB ("SERVER:Entities:E"+NLMISC::toString(entityID)+
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":P"+NLMISC::toString(CLFECOMMON::PROPERTY_VPC));
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cs.People = EGSPD::CPeople::Fyros;
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CPlayerCL *pp = NULL;
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if ((pp=dynamic_cast<CPlayerCL*>(EntitiesMngr.entity(entityID))) == NULL)
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{
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pp=(CPlayerCL*)dynamic_cast<CPlayerR2CL*>(EntitiesMngr.entity(entityID));
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}
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if(pp)
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{
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cs.People = pp->people();
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cs.VisualPropA.PropertySubData.Sex = (pp->getGender() == GSGENDER::female);
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}
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}
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// ------------------------------------------------------------------------------------------------
|
|
TChar3DPart SCharacter3DSetup::convert_VisualSlot_To_Char3DPart (SLOTTYPE::EVisualSlot vs)
|
|
{
|
|
switch (vs)
|
|
{
|
|
case SLOTTYPE::HIDDEN_SLOT: return Char3DPart_INVALID;
|
|
case SLOTTYPE::CHEST_SLOT: return Char3DPart_Chest;
|
|
case SLOTTYPE::LEGS_SLOT: return Char3DPart_Legs;
|
|
case SLOTTYPE::HEAD_SLOT: return Char3DPart_Head;
|
|
case SLOTTYPE::ARMS_SLOT: return Char3DPart_Arms;
|
|
case SLOTTYPE::FACE_SLOT: return Char3DPart_Face;
|
|
case SLOTTYPE::HANDS_SLOT: return Char3DPart_Hands;
|
|
case SLOTTYPE::FEET_SLOT: return Char3DPart_Feet;
|
|
case SLOTTYPE::RIGHT_HAND_SLOT: return Char3DPart_HandRightItem;
|
|
case SLOTTYPE::LEFT_HAND_SLOT: return Char3DPart_HandLeftItem;
|
|
case SLOTTYPE::NB_SLOT: return Char3DPart_INVALID;
|
|
default: break;
|
|
}
|
|
return Char3DPart_INVALID;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
SLOTTYPE::EVisualSlot SCharacter3DSetup::convert_Char3DPart_To_VisualSlot (TChar3DPart cp)
|
|
{
|
|
switch (cp)
|
|
{
|
|
case Char3DPart_Chest: return SLOTTYPE::CHEST_SLOT;
|
|
case Char3DPart_Legs: return SLOTTYPE::LEGS_SLOT;
|
|
case Char3DPart_Head: return SLOTTYPE::HEAD_SLOT;
|
|
case Char3DPart_Arms: return SLOTTYPE::ARMS_SLOT;
|
|
case Char3DPart_Face: return SLOTTYPE::FACE_SLOT;
|
|
case Char3DPart_Hands: return SLOTTYPE::HANDS_SLOT;
|
|
case Char3DPart_Feet: return SLOTTYPE::FEET_SLOT;
|
|
case Char3DPart_HandRightItem: return SLOTTYPE::RIGHT_HAND_SLOT;
|
|
case Char3DPart_HandLeftItem: return SLOTTYPE::LEFT_HAND_SLOT;
|
|
case Char3DPart_INVALID: return SLOTTYPE::NB_SLOT;
|
|
default: break;
|
|
}
|
|
return SLOTTYPE::HIDDEN_SLOT;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
string SCharacter3DSetup::convert_VisualSlot_To_String (SLOTTYPE::EVisualSlot vs)
|
|
{
|
|
switch (vs)
|
|
{
|
|
case SLOTTYPE::HIDDEN_SLOT: return string("Hidden");
|
|
case SLOTTYPE::CHEST_SLOT: return string("Chest");
|
|
case SLOTTYPE::LEGS_SLOT: return string("Legs");
|
|
case SLOTTYPE::HEAD_SLOT: return string("Head");
|
|
case SLOTTYPE::ARMS_SLOT: return string("Arms");
|
|
case SLOTTYPE::FACE_SLOT: return string("Face");
|
|
case SLOTTYPE::HANDS_SLOT: return string("Hands");
|
|
case SLOTTYPE::FEET_SLOT: return string("Feet");
|
|
case SLOTTYPE::RIGHT_HAND_SLOT: return string("Hand Right Item");
|
|
case SLOTTYPE::LEFT_HAND_SLOT: return string("Hand Left Item");
|
|
case SLOTTYPE::NB_SLOT: return string("Number Of Slot");
|
|
default: break;
|
|
}
|
|
return string("Invalid");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void SCharacter3DSetup::setupFromCS_ModelCol (SLOTTYPE::EVisualSlot s, sint32 model, sint32 col)
|
|
{
|
|
TChar3DPart part = convert_VisualSlot_To_Char3DPart (s);
|
|
if (part == Char3DPart_INVALID) return;
|
|
|
|
CItemSheet *item = SheetMngr.getItem (s, model);
|
|
if (item != NULL)
|
|
{
|
|
// magician gloves are a weapon but displayed in hands slot(armor gloves)
|
|
if( (s == SLOTTYPE::RIGHT_HAND_SLOT) && (item->ItemType == ITEM_TYPE::MAGICIAN_STAFF) )
|
|
{
|
|
Parts[part].Name = "none.shape";
|
|
part = convert_VisualSlot_To_Char3DPart (SLOTTYPE::HANDS_SLOT);
|
|
}
|
|
|
|
Parts[part].Quality = item->MapVariant;
|
|
if (Male)
|
|
Parts[part].Name = item->getShape();
|
|
else
|
|
Parts[part].Name = item->getShapeFemale();
|
|
|
|
// FX
|
|
{
|
|
Parts[part].AdvFx = item->FX.getAdvantageFX();
|
|
Parts[part].StatFxNames.clear();
|
|
Parts[part].StatFxBones.clear();
|
|
Parts[part].StatFxOffss.clear();
|
|
for (uint32 fx = 0; fx < item->FX.getNumStaticFX(); ++fx)
|
|
{
|
|
Parts[part].StatFxNames.push_back(item->FX.getStaticFXName(fx));
|
|
Parts[part].StatFxBones.push_back(item->FX.getStaticFXBone(fx));
|
|
Parts[part].StatFxOffss.push_back(item->FX.getStaticFXOffset(fx));
|
|
}
|
|
}
|
|
|
|
if (part == Char3DPart_HandLeftItem)
|
|
{
|
|
if ((item->ItemType == ITEM_TYPE::SHIELD) || (item->ItemType == ITEM_TYPE::BUCKLER))
|
|
LeftHandItemIsShield = true;
|
|
else
|
|
LeftHandItemIsShield = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((part == Char3DPart_HandLeftItem) || (part == Char3DPart_HandRightItem))
|
|
Parts[part].Name = "none.shape";
|
|
}
|
|
|
|
Parts[part].Color = col;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint64 SCharacter3DSetup::getDB (const string &name)
|
|
{
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *pNL = pIM->getDbProp(name);
|
|
if (pNL == NULL) return 0;
|
|
return pNL->getValue64();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void SCharacter3DSetup::setDB (const string &name, uint64 val)
|
|
{
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *pNL = pIM->getDbProp(name);
|
|
if (pNL == NULL) return;
|
|
pNL->setValue64(val);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void DEBUG_DumpClothes()
|
|
{
|
|
for (uint cp = 0; cp < NB_CHARACTER3D_PARTS; ++cp)
|
|
if (cp != Char3DPart_Face)
|
|
{
|
|
SLOTTYPE::EVisualSlot vs = SCharacter3DSetup::convert_Char3DPart_To_VisualSlot((TChar3DPart)cp);
|
|
string sTmp = SCharacter3DSetup::convert_VisualSlot_To_String(vs);
|
|
nlinfo("*** PART *** : %s", sTmp.c_str());
|
|
uint nNbItems;
|
|
if (cp == Char3DPart_HandRightItem)
|
|
nNbItems = 1<<11;
|
|
if ((cp == Char3DPart_Chest) || (cp == Char3DPart_Hands) || (cp == Char3DPart_Feet))
|
|
nNbItems = 1<<9;
|
|
if ((cp == Char3DPart_Legs) || (cp == Char3DPart_Arms) || (cp == Char3DPart_HandLeftItem))
|
|
nNbItems = 1<<8;
|
|
if (cp == Char3DPart_Head)
|
|
nNbItems = 1<<7;
|
|
for (uint it = 0; it < nNbItems; ++it)
|
|
{
|
|
CItemSheet *item = SheetMngr.getItem (vs, it);
|
|
if (item == NULL)
|
|
{
|
|
//nlinfo(" val:%d UNKNOWN",it);
|
|
}
|
|
else
|
|
{
|
|
//nlinfo(" val:%d M[%s] F[%s]", it, item->Shape.c_str(), item->ShapeFemale.c_str());
|
|
const CSheetManager::TEntitySheetMap &esm = SheetMngr.getSheets();
|
|
CSheetManager::TEntitySheetMap::const_iterator esmit = esm.begin();
|
|
while (esmit != esm.end())
|
|
{
|
|
if (esmit->second.EntitySheet == item)
|
|
{
|
|
nlinfo(" val:%d item[%s]", it, esmit->first.toString().c_str() );
|
|
break;
|
|
}
|
|
esmit++;
|
|
}
|
|
|
|
}
|
|
nlSleep(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// CCharacter3D
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
CCharacter3D::CCharacter3D()
|
|
{
|
|
_ClusterSystem = NULL;
|
|
_Scene = NULL;
|
|
_PlayListManager = NULL;
|
|
_AnimationSet = NULL;
|
|
_PlayList = NULL;
|
|
_FacePlayList = NULL;
|
|
// Clear the cache to make it work with 1st init
|
|
_CurrentSetup.Skeleton = "";
|
|
_CurrentSetup.AnimPlayed = -1;
|
|
for (uint32 i = 0; i < NB_CHARACTER3D_PARTS; ++i)
|
|
{
|
|
_CurrentSetup.Parts[i].Name = "";
|
|
_CurrentSetup.Parts[i].Color = -1;
|
|
_CurrentSetup.Parts[i].Quality = -1;
|
|
}
|
|
_CurrentSetup.Tattoo = -1;
|
|
_CurrentSetup.EyesColor = -1;
|
|
_CurrentSetup.CharHeight = _CurrentSetup.ChestWidth = -20.0f;
|
|
_CurrentSetup.ArmsWidth = _CurrentSetup.LegsWidth = _CurrentSetup.BreastSize = -20.0f;
|
|
_PelvisPos.set(0.f,0.f,-20.0f);
|
|
_CurPosX = _CurPosY = _CurPosZ = 0.0f;
|
|
_CurRotX, _CurRotY, _CurRotZ = 0.0f;
|
|
_NextBlinkTime = 0;
|
|
_CopyAnim=false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
CCharacter3D::~CCharacter3D()
|
|
{
|
|
if (_Scene == NULL) return;
|
|
|
|
// Delete animations first
|
|
if (_PlayListManager != NULL)
|
|
{
|
|
if (_PlayList != NULL)
|
|
{
|
|
_PlayList->resetAllChannels();
|
|
_PlayListManager->deletePlayList(_PlayList);
|
|
}
|
|
if (_FacePlayList != NULL)
|
|
{
|
|
_FacePlayList->resetAllChannels();
|
|
_PlayListManager->deletePlayList(_FacePlayList);
|
|
}
|
|
_Scene->deletePlayListManager(_PlayListManager);
|
|
}
|
|
_AnimationSet= NULL;
|
|
|
|
// delete instances
|
|
for (uint32 i = 0; i < NB_CHARACTER3D_PARTS; ++i)
|
|
{
|
|
if (!_Instances[i].empty())
|
|
_Scene->deleteInstance (_Instances[i]);
|
|
|
|
for (uint32 fx = 0; fx < _InstancesFx[i].StaticFx.size(); ++fx)
|
|
if (!_InstancesFx[i].StaticFx[fx].empty())
|
|
_Scene->deleteInstance(_InstancesFx[i].StaticFx[fx]);
|
|
_InstancesFx[i].StaticFx.clear();
|
|
|
|
if (!_InstancesFx[i].AdvantageFx.empty())
|
|
_Scene->deleteInstance (_InstancesFx[i].AdvantageFx);
|
|
}
|
|
// delete skeleton
|
|
if(!_Skeleton.empty())
|
|
_Scene->deleteSkeleton(_Skeleton);
|
|
|
|
_Scene= NULL;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool CCharacter3D::init (UScene *pScene)
|
|
{
|
|
// DEBUG_DumpClothes();
|
|
|
|
if (_Scene != NULL) return true;
|
|
_Scene = pScene;
|
|
|
|
_PlayListManager = _Scene->createPlayListManager();
|
|
if (!_PlayListManager)
|
|
{
|
|
nlwarning ("CCharacter3D : couldn't create playlist manager");
|
|
return false;
|
|
}
|
|
|
|
|
|
// ANIMATIONS
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
COptionsAnimationSet *pOAS= dynamic_cast<COptionsAnimationSet*>(pIM->getOptions("character_animations"));
|
|
if(!pOAS || !pOAS->AnimationSet)
|
|
{
|
|
nlwarning("Not found <options> 'character_animations', or not of type 'animation_set'");
|
|
return false;
|
|
}
|
|
|
|
if(ClientCfg.Light || !ClientCfg.EAMEnabled)
|
|
_CopyAnim = false;
|
|
|
|
// Retrieve the animation info
|
|
if(!_CopyAnim)
|
|
{
|
|
resetAnimation (pOAS->AnimationSet);
|
|
_AnimMale= pOAS->AnimMale;
|
|
_AnimFemale= pOAS->AnimFemale;
|
|
}
|
|
else
|
|
{
|
|
if (EAM)
|
|
{
|
|
resetAnimation (EAM->getAnimationSet());
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::resetAnimation (UAnimationSet *animSet)
|
|
{
|
|
nlassert(animSet);
|
|
|
|
if (_PlayList)
|
|
_PlayList->resetAllChannels();
|
|
if (_FacePlayList)
|
|
_FacePlayList->resetAllChannels();
|
|
// if (_PlayList != NULL) _PlayListManager->deletePlayList (_PlayList);
|
|
// if (_FacePlayList != NULL) _PlayListManager->deletePlayList (_FacePlayList);
|
|
|
|
_AnimationSet= animSet;
|
|
|
|
if (_PlayList == NULL)
|
|
_PlayList = _PlayListManager->createPlayList(_AnimationSet);
|
|
if (!_PlayList)
|
|
{
|
|
nlwarning ("CCharacter3D : couldn't create play list");
|
|
_Scene->deletePlayListManager (_PlayListManager);
|
|
_PlayListManager = NULL;
|
|
_AnimationSet = NULL;
|
|
return;
|
|
}
|
|
|
|
if (_FacePlayList == NULL)
|
|
_FacePlayList = _PlayListManager->createPlayList (_AnimationSet);
|
|
if (!_FacePlayList)
|
|
{
|
|
nlwarning ("CCharacter3D : couldn't create face play list");
|
|
// no face anim, but body anim is still available
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::disableFaceMorphAndBlinks()
|
|
{
|
|
if(_FacePlayList && _AnimationSet)
|
|
{
|
|
// disable eye blink animation (handled by ourselves)
|
|
sint id= _AnimationSet->getChannelIdByName("visage_100MorphFactor");
|
|
if(id!=UAnimationSet::NotFound)
|
|
_FacePlayList->enableChannel(id, false);
|
|
// disable morph target (handled by ourselves)
|
|
for(uint i=0;i<NB_MORPH_TARGETS;i++)
|
|
{
|
|
static const string baseName = "visage_00";
|
|
id= _AnimationSet->getChannelIdByName(baseName + toString(i) + "MorphFactor");
|
|
if(id!=UAnimationSet::NotFound)
|
|
_FacePlayList->enableChannel(id, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::setup (const SCharacter3DSetup &c3ds)
|
|
{
|
|
bool bSkeletonRebuilt = false;
|
|
// Test with cache and call dressing/loading functions
|
|
if (!c3ds.Skeleton.empty())
|
|
if (c3ds.Skeleton != _CurrentSetup.Skeleton)
|
|
{
|
|
setSkeleton (c3ds.Skeleton);
|
|
_CurrentSetup.Skeleton = c3ds.Skeleton;
|
|
bSkeletonRebuilt = true;
|
|
_Skeleton.setClusterSystem (_ClusterSystem);
|
|
if (_PlayList)
|
|
{
|
|
_PlayList->registerTransform (_Skeleton);
|
|
// disable pos animation
|
|
sint id= _AnimationSet->getChannelIdByName("pos");
|
|
if(id!=UAnimationSet::NotFound)
|
|
_PlayList->enableChannel(id, false);
|
|
}
|
|
}
|
|
|
|
// Information that are additionnal
|
|
_CurrentSetup.LeftHandItemIsShield = c3ds.LeftHandItemIsShield;
|
|
_CurrentSetup.Male = c3ds.Male;
|
|
|
|
// Setup instances
|
|
uint32 i;
|
|
|
|
for (i = 0; i < NB_CHARACTER3D_PARTS; ++i)
|
|
{
|
|
bool bInstanceRebuilt = false;
|
|
bool bQualityRebuilt = false;
|
|
|
|
// Create Instance
|
|
if ((c3ds.Parts[i].Name != _CurrentSetup.Parts[i].Name) || (c3ds.Parts[i].AdvFx != _CurrentSetup.Parts[i].AdvFx))
|
|
{
|
|
// If face, unregister FacePlayList
|
|
if(i==Char3DPart_Face && _FacePlayList)
|
|
_FacePlayList->resetAllChannels();
|
|
|
|
// rebuild this instance
|
|
bInstanceRebuilt = true;
|
|
createInstance ((TChar3DPart)i, c3ds.Parts[i]);
|
|
_CurrentSetup.Parts[i].Name = c3ds.Parts[i].Name;
|
|
_CurrentSetup.Parts[i].AdvFx = c3ds.Parts[i].AdvFx;
|
|
_CurrentSetup.Parts[i].StatFxNames = c3ds.Parts[i].StatFxNames;
|
|
_CurrentSetup.Parts[i].StatFxBones = c3ds.Parts[i].StatFxBones;
|
|
_CurrentSetup.Parts[i].StatFxOffss = c3ds.Parts[i].StatFxOffss;
|
|
|
|
// If face and instance created, reassign FacePlayList
|
|
if(i==Char3DPart_Face && _FacePlayList && !_Instances[Char3DPart_Face].empty())
|
|
{
|
|
_FacePlayList->registerTransform(_Instances[Char3DPart_Face]);
|
|
disableFaceMorphAndBlinks();
|
|
}
|
|
}
|
|
|
|
// Quality
|
|
if (c3ds.Parts[i].Quality != -1)
|
|
if ((c3ds.Parts[i].Quality != _CurrentSetup.Parts[i].Quality) || bInstanceRebuilt)
|
|
{
|
|
if (!_Instances[i].empty())
|
|
{
|
|
_Instances[i].selectTextureSet((uint)c3ds.Parts[i].Quality);
|
|
bQualityRebuilt = true;
|
|
}
|
|
_CurrentSetup.Parts[i].Quality = c3ds.Parts[i].Quality;
|
|
}
|
|
|
|
// Instance user color
|
|
if (c3ds.Parts[i].Color != -1)
|
|
if ((c3ds.Parts[i].Color != _CurrentSetup.Parts[i].Color) || bInstanceRebuilt || bQualityRebuilt)
|
|
{
|
|
if (!_Instances[i].empty())
|
|
{
|
|
ColorSlotManager.setInstanceSlot ( _Instances[i],
|
|
1u, // Slot 1 is for user color
|
|
c3ds.Parts[i].Color);
|
|
}
|
|
_CurrentSetup.Parts[i].Color = c3ds.Parts[i].Color;
|
|
}
|
|
|
|
// Instance skin color
|
|
if (c3ds.People != -1)
|
|
if ((c3ds.People != _CurrentSetup.People) || bInstanceRebuilt || bQualityRebuilt)
|
|
{
|
|
if (!_Instances[i].empty())
|
|
{
|
|
ColorSlotManager.setInstanceSlot ( _Instances[i],
|
|
0u, // Slot 0 is for skin
|
|
peopleToSkin(c3ds.People));
|
|
}
|
|
// Here we do not update current setup people value to let other instances colorize too
|
|
}
|
|
|
|
// Special cases
|
|
switch(i)
|
|
{
|
|
case Char3DPart_Face:
|
|
// Setup tatoo
|
|
if (c3ds.Tattoo != -1)
|
|
if ((c3ds.Tattoo != _CurrentSetup.Tattoo) || bInstanceRebuilt)
|
|
{
|
|
if (!_Instances[Char3DPart_Face].empty())
|
|
makeUp (_Instances[Char3DPart_Face], c3ds.Tattoo);
|
|
_CurrentSetup.Tattoo = c3ds.Tattoo;
|
|
}
|
|
// Setup eyes color
|
|
if (c3ds.EyesColor != -1)
|
|
if ((c3ds.EyesColor != _CurrentSetup.EyesColor) ||bInstanceRebuilt)
|
|
{
|
|
if (!_Instances[Char3DPart_Face].empty())
|
|
ColorSlotManager.setInstanceSlot ( _Instances[Char3DPart_Face],
|
|
(uint)3, // slot 3 is for eyes colors
|
|
c3ds.EyesColor );
|
|
_CurrentSetup.EyesColor = c3ds.EyesColor;
|
|
}
|
|
// Setup morph targets
|
|
if ((c3ds.MorphTarget[0] != _CurrentSetup.MorphTarget[0]) ||
|
|
(c3ds.MorphTarget[1] != _CurrentSetup.MorphTarget[1]) ||
|
|
(c3ds.MorphTarget[2] != _CurrentSetup.MorphTarget[2]) ||
|
|
(c3ds.MorphTarget[3] != _CurrentSetup.MorphTarget[3]) ||
|
|
(c3ds.MorphTarget[4] != _CurrentSetup.MorphTarget[4]) ||
|
|
(c3ds.MorphTarget[5] != _CurrentSetup.MorphTarget[5]) ||
|
|
(c3ds.MorphTarget[6] != _CurrentSetup.MorphTarget[6]) ||
|
|
(c3ds.MorphTarget[7] != _CurrentSetup.MorphTarget[7]) ||
|
|
bInstanceRebuilt || bSkeletonRebuilt)
|
|
{
|
|
if (!_Instances[Char3DPart_Face].empty())
|
|
{
|
|
for(uint k = 0; k < NB_MORPH_TARGETS; ++k)
|
|
{
|
|
static const char *baseName = "visage_00";
|
|
_Instances[Char3DPart_Face].setBlendShapeFactor (baseName + toString(k),
|
|
c3ds.MorphTarget[k], true);
|
|
_CurrentSetup.MorphTarget[k] = c3ds.MorphTarget[k];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!_Instances[Char3DPart_Face].empty())
|
|
{
|
|
if (c3ds.HideFace)
|
|
_Instances[Char3DPart_Face].hide();
|
|
else
|
|
_Instances[Char3DPart_Face].show();
|
|
}
|
|
|
|
_CurrentSetup.HideFace = c3ds.HideFace;
|
|
|
|
// Setup hair color (for both part)
|
|
if (c3ds.HairColor != -1)
|
|
if ((c3ds.HairColor!= _CurrentSetup.HairColor) || bInstanceRebuilt)
|
|
{
|
|
if (!_Instances[Char3DPart_Face].empty())
|
|
ColorSlotManager.setInstanceSlot ( _Instances[Char3DPart_Face],
|
|
(uint)2, // slot 2 is for hair color
|
|
c3ds.HairColor );
|
|
//_CurrentSetup.HairColor = c3ds.HairColor;
|
|
}
|
|
break;
|
|
case Char3DPart_Head:
|
|
// Setup hair color
|
|
if (c3ds.HairColor != -1)
|
|
if ((c3ds.HairColor!= _CurrentSetup.HairColor) || bInstanceRebuilt)
|
|
{
|
|
if (!_Instances[Char3DPart_Head].empty())
|
|
ColorSlotManager.setInstanceSlot ( _Instances[Char3DPart_Head],
|
|
(uint)2, // slot 2 is for hair color
|
|
c3ds.HairColor );
|
|
_CurrentSetup.HairColor = c3ds.HairColor;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Bind instance to skeleton
|
|
if (bInstanceRebuilt || bSkeletonRebuilt)
|
|
{
|
|
bindToSkeleton ((TChar3DPart)i);
|
|
}
|
|
}
|
|
_CurrentSetup.People = c3ds.People; // Because not done for each instance
|
|
|
|
// Setup gabarit
|
|
bool bGabaritChanged = false;
|
|
if ((c3ds.CharHeight != _CurrentSetup.CharHeight) ||
|
|
(c3ds.ChestWidth != _CurrentSetup.ChestWidth) ||
|
|
(c3ds.ArmsWidth != _CurrentSetup.ArmsWidth) ||
|
|
(c3ds.LegsWidth != _CurrentSetup.LegsWidth) ||
|
|
(c3ds.BreastSize != _CurrentSetup.BreastSize) ||
|
|
|
|
bSkeletonRebuilt)
|
|
{
|
|
uint gender = _CurrentSetup.Male ? 0 : 1;
|
|
float heightScale;
|
|
GabaritSet.applyGabarit ( _Skeleton, gender, _CurrentSetup.People,
|
|
c3ds.CharHeight, c3ds.ChestWidth, c3ds.ArmsWidth, c3ds.LegsWidth, c3ds.BreastSize,
|
|
&heightScale );
|
|
float refHeightScale = GabaritSet.getRefHeightScale(gender, _CurrentSetup.People);
|
|
// dummy code, to avoid 1 frame big swap
|
|
_PelvisPos.z = 1.f * heightScale;
|
|
|
|
_CurrentSetup.CharHeight = c3ds.CharHeight;
|
|
_CurrentSetup.ChestWidth = c3ds.ChestWidth;
|
|
_CurrentSetup.ArmsWidth = c3ds.ArmsWidth;
|
|
_CurrentSetup.LegsWidth = c3ds.LegsWidth;
|
|
_CurrentSetup.BreastSize = c3ds.BreastSize;
|
|
|
|
if(refHeightScale != 0.f)
|
|
_CustomScalePos = heightScale/refHeightScale;
|
|
else
|
|
_CustomScalePos = 1.f;
|
|
|
|
bGabaritChanged = true;
|
|
}
|
|
|
|
// Play an animation
|
|
|
|
if (c3ds.AnimPlayed != -1)
|
|
if ((c3ds.AnimPlayed != _CurrentSetup.AnimPlayed) || (bSkeletonRebuilt) || _CopyAnim)
|
|
setAnim (c3ds.AnimPlayed);
|
|
|
|
if (bSkeletonRebuilt || bGabaritChanged)
|
|
animate(0.0);
|
|
|
|
// If skeleton or gabarit has changed replace correctly the skeleton from feet reference point
|
|
setPos (_CurPosX, _CurPosY, _CurPosZ);
|
|
setRotEuler (_CurRotX, _CurRotY, _CurRotZ);
|
|
|
|
// update skeleton pelvis pos
|
|
if (!_Skeleton.empty())
|
|
_Skeleton.setPos(_PelvisPos);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::setAnim (uint animID)
|
|
{
|
|
CCharacterCL * character = NULL;
|
|
|
|
if(!_CopyAnim)
|
|
{
|
|
_CurrentSetup.AnimPlayed = animID;
|
|
if (_CurrentSetup.Male)
|
|
{
|
|
if (animID >= _AnimMale.size()) return;
|
|
animID = _AnimMale[animID].AnimId;
|
|
}
|
|
else
|
|
{
|
|
if (animID >= _AnimFemale.size()) return;
|
|
animID = _AnimFemale[animID].AnimId;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CInstance * selectedInst = getEditor().getSelectedInstance();
|
|
if(!selectedInst) return;
|
|
CEntityCL * entity = selectedInst->getEntity();
|
|
if(!(entity && ((character=dynamic_cast<CCharacterCL*>(entity))!=NULL)))
|
|
return;
|
|
|
|
animID = character->playList()->getAnimation(MOVE);
|
|
_CurrentSetup.AnimPlayed = animID;
|
|
}
|
|
|
|
|
|
float animSpeedFactor = 0.9f + 0.2f * NLMISC::frand(1);
|
|
if (_PlayList)
|
|
{
|
|
if(_CopyAnim)
|
|
{
|
|
_PlayList->setTimeOrigin(MOVE, character->playList()->getTimeOrigin(MOVE));
|
|
if(character->playList()->getAnimation(MOVE)!=_PlayList->getAnimation(MOVE))
|
|
{
|
|
_PlayList->setAnimation(MOVE, animID);
|
|
_PlayList->setSpeedFactor(MOVE, character->playList()->getSpeedFactor(MOVE));
|
|
_PlayList->setWrapMode(MOVE, character->playList()->getWrapMode(MOVE));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_PlayList->setAnimation(MOVE, animID);
|
|
_PlayList->setSpeedFactor(MOVE, animSpeedFactor);
|
|
_PlayList->setTimeOrigin(MOVE, TimeInSec);
|
|
_PlayList->setWrapMode(MOVE, UPlayList::Repeat);
|
|
}
|
|
}
|
|
|
|
if (_FacePlayList)
|
|
{
|
|
uint faceAnimId=UPlayList::empty;
|
|
if(_AnimationSet && animID<_AnimationSet->getNumAnimation())
|
|
{
|
|
// build the anim name of the face
|
|
string faceAnimName= COptionsAnimationSet::getFaceAnimName(_AnimationSet->getAnimationName(animID));
|
|
// find the face anim for this name
|
|
faceAnimId= _AnimationSet->getAnimationIdByName(faceAnimName);
|
|
if(faceAnimId==UAnimationSet::NotFound)
|
|
faceAnimId= UPlayList::empty;
|
|
}
|
|
|
|
_FacePlayList->setAnimation(MOVE, faceAnimId);
|
|
if(faceAnimId!=UPlayList::empty)
|
|
{
|
|
if(_CopyAnim)
|
|
{
|
|
_FacePlayList->setTimeOrigin(MOVE, character->facePlayList()->getTimeOrigin(MOVE));
|
|
_FacePlayList->setSpeedFactor(MOVE, character->facePlayList()->getSpeedFactor(MOVE));
|
|
_FacePlayList->setWrapMode(MOVE, character->facePlayList()->getWrapMode(MOVE));
|
|
}
|
|
else
|
|
{
|
|
_FacePlayList->setSpeedFactor(MOVE, animSpeedFactor);
|
|
_FacePlayList->setTimeOrigin(MOVE, TimeInSec);
|
|
_FacePlayList->setWrapMode(MOVE, UPlayList::Repeat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::animate (double globalTime)
|
|
{
|
|
if (!_AnimationSet) return;
|
|
_PlayListManager->animate (globalTime);
|
|
|
|
animblink (globalTime);
|
|
|
|
if (_CurrentSetup.AnimPlayed == -1) return;
|
|
// take correct 3D animId
|
|
uint animID= _CurrentSetup.AnimPlayed;
|
|
bool applyRaceScalePos= true;
|
|
|
|
if(!_CopyAnim)
|
|
{
|
|
if (_CurrentSetup.Male && animID < _AnimMale.size())
|
|
{
|
|
applyRaceScalePos = _AnimMale[animID].ApplyRaceScalePos;
|
|
// animId is now the correct 3D animId
|
|
animID = _AnimMale[animID].AnimId;
|
|
}
|
|
else if (!_CurrentSetup.Male && animID < _AnimFemale.size())
|
|
{
|
|
applyRaceScalePos = _AnimFemale[animID].ApplyRaceScalePos;
|
|
// animId is now the correct 3D animId
|
|
animID = _AnimFemale[animID].AnimId;
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
|
|
// get the animation
|
|
if(animID==UAnimationSet::NotFound)
|
|
return;
|
|
UAnimation *pAnim = _AnimationSet->getAnimation (animID);
|
|
if (pAnim == NULL) return;
|
|
UTrack *pTrack = pAnim->getTrackByName("pos");
|
|
CVector animPos;
|
|
if (pTrack == NULL) return;
|
|
|
|
// Compute animation time (wrapped)
|
|
double wrappedTime=(globalTime-_PlayList->getTimeOrigin(0))*_PlayList->getSpeedFactor(0);
|
|
// Mod repeat the time
|
|
{
|
|
float length=pAnim->getEndTime ()-pAnim->getBeginTime();
|
|
if (wrappedTime>=0)
|
|
wrappedTime=pAnim->getBeginTime()+(float)fmod ((float)wrappedTime, length);
|
|
else
|
|
wrappedTime=pAnim->getBeginTime()+(float)fmod ((float)wrappedTime, length)+length;
|
|
}
|
|
pTrack->interpolate((float)wrappedTime, animPos);
|
|
|
|
// apply race scale pos only if animation need it
|
|
if(applyRaceScalePos)
|
|
animPos *= getGenderInfo(_CurrentSetup.People, _CurrentSetup.Male)->CharacterScalePos;
|
|
// always apply custom scale pos
|
|
animPos *= _CustomScalePos;
|
|
_PelvisPos = animPos;
|
|
// update skeleton pelvis pos
|
|
if (!_Skeleton.empty())
|
|
{
|
|
_Skeleton.setPos(_PelvisPos);
|
|
// update skeleton spawn script pos
|
|
_Skeleton.setSSSWOPos(_Root.getMatrix().getPos());
|
|
_Skeleton.setSSSWODir(_Root.getMatrix().getJ());
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::setPos (float x, float y, float z)
|
|
{
|
|
_CurPosX = x;
|
|
_CurPosY = y;
|
|
_CurPosZ = z;
|
|
if (!_Root.empty())
|
|
_Root.setPos (x, y, z);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::setClusterSystem (NL3D::UInstanceGroup *pIG)
|
|
{
|
|
_ClusterSystem = pIG;
|
|
if (!_Skeleton.empty())
|
|
_Skeleton.setClusterSystem(pIG);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::setRotEuler (float rx, float ry, float rz)
|
|
{
|
|
_CurRotX = rx;
|
|
_CurRotY = ry;
|
|
_CurRotZ = rz;
|
|
if (!_Root.empty())
|
|
{
|
|
_Root.setTransformMode (UTransformable::RotEuler);
|
|
_Root.setRotEuler (_CurRotX, _CurRotY, _CurRotZ);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::getHeadPos (float &x, float &y, float &z)
|
|
{
|
|
x = y = z = 0;
|
|
if (!_Skeleton.empty())
|
|
{
|
|
sint boneId = _Skeleton.getBoneIdByName("Bip01 Head");
|
|
if (boneId == -1)
|
|
{
|
|
nlwarning ("bad bone name");
|
|
return;
|
|
}
|
|
_Skeleton.forceComputeBone(boneId);
|
|
UBone rBone = _Skeleton.getBone(boneId);
|
|
const CMatrix &rM = rBone.getLastWorldMatrixComputed();
|
|
CVector v;
|
|
rM.getPos(v);
|
|
x = v.x;
|
|
y = v.y;
|
|
z = v.z;
|
|
}
|
|
else
|
|
{
|
|
nlwarning ("no skeleton");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::setSkeleton (const string &filename)
|
|
{
|
|
// Remove the old skeleton.
|
|
if (!_Skeleton.empty())
|
|
{
|
|
// Must remove first any channels of _Skeleton registered into _PlayList
|
|
if (_PlayList)
|
|
_PlayList->resetAllChannels();
|
|
_Scene->deleteSkeleton(_Skeleton);
|
|
_Skeleton = NULL;
|
|
_Root = NULL;
|
|
}
|
|
if (!_Root.empty())
|
|
_Scene->deleteTransform(_Root);
|
|
_Root = _Scene->createTransform();
|
|
// Create the skeleton.
|
|
_Skeleton = _Scene->createSkeleton(filename);
|
|
if (_Skeleton.empty())
|
|
{
|
|
nlwarning ("CCharacter3D::setSkeleton : Skeleton %s can't be created.", filename.c_str());
|
|
return;
|
|
}
|
|
|
|
_Skeleton.setPos (_PelvisPos);
|
|
_Skeleton.changeMRMDistanceSetup (100.0f, 150.0f, 200.0f);
|
|
_Skeleton.parent(_Root);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::createInstance (TChar3DPart i, const SCharacter3DSetup::SCharacterPart &part)
|
|
{
|
|
if (_Scene == NULL)
|
|
{
|
|
nlwarning ("CCharacter3D::createInstance : no scene setup.");
|
|
return;
|
|
}
|
|
|
|
if (!_Instances[i].empty())
|
|
_Scene->deleteInstance (_Instances[i]);
|
|
|
|
if ((!part.Name.empty()) && (part.Name != "none.shape"))
|
|
_Instances[i] = _Scene->createInstance (part.Name);
|
|
|
|
// if cannot create output some errors
|
|
if (_Instances[i].empty())
|
|
{
|
|
if ((i != Char3DPart_HandRightItem) && (i != Char3DPart_HandLeftItem))
|
|
nlwarning ("CCharacter3D::createInstance : cannot create the instance : %s.", part.Name.c_str());
|
|
return;
|
|
}
|
|
|
|
// FX Management
|
|
|
|
// Advantage Fx
|
|
if (!_InstancesFx[i].AdvantageFx.empty())
|
|
_Scene->deleteInstance (_InstancesFx[i].AdvantageFx);
|
|
|
|
if ((!part.AdvFx.empty()) && (part.AdvFx != "none.shape"))
|
|
{
|
|
_InstancesFx[i].AdvantageFx = _Scene->createInstance (part.AdvFx);
|
|
if (_InstancesFx[i].AdvantageFx.empty())
|
|
{
|
|
nlwarning ("CCharacter3D::createInstance : cannot create the fx : %s.", part.AdvFx.c_str());
|
|
}
|
|
else
|
|
{
|
|
CMatrix mat = _Instances[i].getMatrix();
|
|
mat.invert();
|
|
mat *= _InstancesFx[i].AdvantageFx.getMatrix();
|
|
_InstancesFx[i].AdvantageFx.setTransformMode(UTransformable::DirectMatrix);
|
|
_InstancesFx[i].AdvantageFx.setMatrix(mat);
|
|
_InstancesFx[i].AdvantageFx.parent(_Instances[i]);
|
|
}
|
|
}
|
|
|
|
// Static Fx
|
|
uint32 fx;
|
|
for (fx = 0; fx < _InstancesFx[i].StaticFx.size(); ++fx)
|
|
if (!_InstancesFx[i].StaticFx[fx].empty())
|
|
_Scene->deleteInstance(_InstancesFx[i].StaticFx[fx]);
|
|
_InstancesFx[i].StaticFx.clear();
|
|
|
|
for (fx = 0; fx < part.StatFxNames.size(); ++fx)
|
|
if ((!part.StatFxNames[fx].empty()) && (part.StatFxNames[fx] != "none.shape") &&
|
|
(!part.StatFxBones[fx].empty()) && (part.StatFxBones[fx] != "none.shape"))
|
|
{
|
|
sint boneID = _Skeleton.getBoneIdByName(part.StatFxBones[fx]);
|
|
if (boneID != -1)
|
|
{
|
|
UInstance instance = _Scene->createInstance(part.StatFxNames[fx]);
|
|
if (!instance.empty())
|
|
{
|
|
instance.setTransformMode(UTransform::DirectMatrix);
|
|
CMatrix mat;
|
|
mat.setPos(part.StatFxOffss[fx]);
|
|
instance.setMatrix(mat);
|
|
_Skeleton.stickObject(instance, boneID);
|
|
_InstancesFx[i].StaticFx.push_back(instance);
|
|
}
|
|
else
|
|
{
|
|
nlwarning("Can't create static fx %s sticked on bone %s", part.StatFxNames[fx].c_str(), part.StatFxBones[fx].c_str());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nlwarning("Can't find bone %s for static fx %s", part.StatFxBones[fx].c_str(), part.StatFxNames[fx].c_str());
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::bindToSkeleton (TChar3DPart i)
|
|
{
|
|
if (_Skeleton.empty())
|
|
{
|
|
nlwarning ("CCharacter3D::bindToSkeleton : no skeleton setup");
|
|
return;
|
|
}
|
|
|
|
if (_Instances[i].empty())
|
|
{
|
|
if ((i != Char3DPart_HandRightItem) && (i != Char3DPart_HandLeftItem))
|
|
nlinfo ("CCharacter3D::bindToSkeleton : no character part for %d", i);
|
|
return;
|
|
}
|
|
|
|
switch (i)
|
|
{
|
|
case Char3DPart_HandRightItem:
|
|
{
|
|
sint rightHandBoneID = _Skeleton.getBoneIdByName ("box_arme");
|
|
if (rightHandBoneID != -1)
|
|
_Skeleton.stickObject (_Instances[i], rightHandBoneID);
|
|
}
|
|
break;
|
|
|
|
case Char3DPart_HandLeftItem:
|
|
{
|
|
sint leftHandBoneID;
|
|
// If this is a shield.
|
|
if (_CurrentSetup.LeftHandItemIsShield)
|
|
leftHandBoneID = _Skeleton.getBoneIdByName ("Box_bouclier");
|
|
else
|
|
leftHandBoneID = _Skeleton.getBoneIdByName ("box_arme_gauche");
|
|
if (leftHandBoneID != -1)
|
|
_Skeleton.stickObject (_Instances[i], leftHandBoneID);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if (!_Skeleton.bindSkin(_Instances[i]))
|
|
{
|
|
nlwarning ("CCharacter3D::bindToSkeleton: Cannot bind the instance : %d.", i);
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint32 CCharacter3D::peopleToSkin (EGSPD::CPeople::TPeople people) const
|
|
{
|
|
switch (people)
|
|
{
|
|
case EGSPD::CPeople::Matis:
|
|
return 1;
|
|
|
|
case EGSPD::CPeople::Tryker:
|
|
return 2;
|
|
|
|
case EGSPD::CPeople::Zorai:
|
|
return 3;
|
|
|
|
case EGSPD::CPeople::Fyros:
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCharacter3D::animblink (double globalTime)
|
|
{
|
|
float blend;
|
|
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|
// Some parameters
|
|
static const double blinkTime = 0.1f;
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|
static const double minBlinkLength = 0.5f;
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|
static const double maxBlinkLength = 5.0f;
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|
|
|
// Next blink time is valid ?
|
|
bool validTime = (_NextBlinkTime + blinkTime >= globalTime) && (_NextBlinkTime <= (globalTime + maxBlinkLength));
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|
|
|
// Blink end ?
|
|
bool blinkEnd = (globalTime >= _NextBlinkTime + blinkTime);
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|
|
|
// Blink is finished or next blink time is invalid ?
|
|
if ( blinkEnd || !validTime )
|
|
{
|
|
blend = 0;
|
|
|
|
// Compute next time
|
|
_NextBlinkTime = (((double)rand () / (double)RAND_MAX) * (maxBlinkLength - minBlinkLength) + minBlinkLength + (double)globalTime);
|
|
}
|
|
else
|
|
{
|
|
// Blink time ?
|
|
if (globalTime >= _NextBlinkTime)
|
|
{
|
|
blend = 100.f;
|
|
}
|
|
else
|
|
{
|
|
// Do nothing
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Set the blend shape
|
|
if(!_Instances[Char3DPart_Face].empty())
|
|
_Instances[Char3DPart_Face].setBlendShapeFactor ("visage_100", blend, true);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
CVector CCharacter3D::getBonePos (const string &boneName)
|
|
{
|
|
CVector ret=CVector(0,0,0);
|
|
sint boneId = _Skeleton.getBoneIdByName(boneName);
|
|
if (boneId == -1) return ret;
|
|
_Skeleton.forceComputeBone(boneId);
|
|
UBone rBone = _Skeleton.getBone(boneId);
|
|
const CMatrix &rM = rBone.getLastWorldMatrixComputed();
|
|
rM.getPos(ret);
|
|
return ret;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|