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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# include "stdpch.h"
# include <vector>
# include "nel/3d/animation_time.h"
# include "nel/3d/u_animation.h"
# include "nel/3d/u_track.h"
# include "nel/3d/u_bone.h"
# include "nel/misc/command.h"
# include "game_share/draw_section.h"
# include "animated_scene_object.h"
# include "user_entity.h"
# include "view.h"
# include "entities.h"
using namespace std ;
using namespace NLMISC ;
using namespace NL3D ;
using namespace NLNET ;
// some extern of client
extern CUserEntity * UserEntity ;
extern UScene * Scene ;
// map of anilated scene object
TMapCAnimatedSceneObject AnimatedSceneObject ;
// Constructor for moving object, create entity (mesh, skeleton) and build animation on it
CAnimatedSceneObject : : CAnimatedSceneObject ( const string & ObjectName , const string & ClusterIG , const string & MeshName , const string & SkeletonName , const list < string > & Animations , const CVector & Position , const CQuat & Rotation , float Distance )
{
_ObjectName = ObjectName ;
_ClusterIG = ClusterIG ;
_MeshName = MeshName ;
_SkeletonName = SkeletonName ;
_Position = Position ;
_Rotation = Rotation ;
_Distance = Distance * Distance ; //square distance for optimize distance calculation
// create play list manager and animation set
_PlayListManager = Scene - > createPlayListManager ( ) ;
_AnimationSet = Driver - > createAnimationSet ( ) ;
//fill animation set
for ( list < string > : : const_iterator it = Animations . begin ( ) ; it ! = Animations . end ( ) ; + + it )
{
uint idAnim ;
try
{
idAnim = _AnimationSet - > addAnimation ( ( * it + string ( " .anim " ) ) . c_str ( ) , ( * it ) . c_str ( ) ) ;
}
catch ( Exception & )
{
idAnim = UAnimationSet : : NotFound ;
if ( idAnim = = UAnimationSet : : NotFound )
{
nlwarning ( " CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for object %s " , ( * it ) . c_str ( ) , _ObjectName . c_str ( ) ) ;
continue ;
}
}
_MapAnimation . insert ( make_pair ( * it , idAnim ) ) ;
}
// build animation set
_AnimationSet - > build ( ) ;
// create playlist
_PlayList = _PlayListManager - > createPlayList ( _AnimationSet ) ;
_Status = SAnimationStatus ( ) ;
_Status . RandomAnim = 1 ;
_Status . ApplyDisplacement = 0 ;
// load instance and bind to skeleton
_Instance = Scene - > createInstance ( _MeshName ) ;
if ( _Instance = = NULL )
{
nlerror ( " CAnimatedSceneObject::CAnimatedSceneObject createInstance %s returned 0 -> no shape. " , _MeshName . c_str ( ) ) ;
}
else
{
_Transform = _Instance ;
}
// load skeleton, bind mesh and init position, rotation, cluster
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if ( ! _SkeletonName . empty ( ) )
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{
_Skeleton = Scene - > createSkeleton ( _SkeletonName ) ;
if ( _Skeleton = = NULL )
{
nlerror ( " CAnimatedSceneObject::CAnimatedSceneObject createSkeleton %s returned 0 -> no skeleton. " , _SkeletonName . c_str ( ) ) ;
}
_Transform = _Skeleton ;
_Skeleton - > bindSkin ( _Instance ) ;
// Enable Shadow
if ( ClientCfg . Shadows )
{
_Skeleton - > enableCastShadowMap ( true ) ;
}
}
// register skeleton in playlist
_PlayList - > registerTransform ( _Transform ) ;
// Initialise squeleton initial state
if ( _MapAnimation . begin ( ) ! = _MapAnimation . end ( ) )
{
_PlayList - > setAnimation ( 0 , ( * _MapAnimation . begin ( ) ) . second ) ;
_PlayList - > setTimeOrigin ( 0 , 0 ) ;
_PlayList - > setSpeedFactor ( 0 , 1 ) ;
_PlayListManager - > animate ( 0 ) ;
}
_Transform - > setClusterSystem ( IGCity [ _ClusterIG ] ) ;
_Transform - > setPos ( _Position ) ;
_Transform - > setRotQuat ( _Rotation ) ;
_IdAnimationPlayed = - 1 ;
}
// Constructor for moving object, it not create entity (mesh, skeleton) but build animation on pre-exist entity
CAnimatedSceneObject : : CAnimatedSceneObject ( const CEntityId & Id , const list < std : : string > & Animations )
{
_Id = Id ;
_ObjectName = " " ;
_ClusterIG = " " ;
_MeshName = " " ;
_SkeletonName = " " ;
_Distance = 0 ;
_Skeleton = NULL ;
_Instance = NULL ;
CEntityCL * entity = getEntity ( Id ) ;
if ( entity )
{
_Skeleton = * entity - > skeleton ( ) ;
_Transform = _Skeleton ;
_Position = _Skeleton - > getPos ( ) ;
_Rotation = _Skeleton - > getRotQuat ( ) ;
// create play list manager and animation set
_PlayListManager = Scene - > createPlayListManager ( ) ;
_AnimationSet = Driver - > createAnimationSet ( ) ;
//fill animation set
for ( list < string > : : const_iterator its = Animations . begin ( ) ; its ! = Animations . end ( ) ; + + its )
{
uint idAnim ;
try
{
idAnim = _AnimationSet - > addAnimation ( ( * its + string ( " .anim " ) ) . c_str ( ) , ( * its ) . c_str ( ) ) ;
}
catch ( Exception & )
{
idAnim = UAnimationSet : : NotFound ;
if ( idAnim = = UAnimationSet : : NotFound )
{
nlwarning ( " CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for entity CEntityId(%u,%f) " , ( * its ) . c_str ( ) , Id . Type , ( double ) ( sint64 ) Id . Id ) ;
continue ;
}
}
_MapAnimation . insert ( make_pair ( * its , idAnim ) ) ;
}
// build animation set
_AnimationSet - > build ( ) ;
// create playlist
_PlayList = _PlayListManager - > createPlayList ( _AnimationSet ) ;
_Status = SAnimationStatus ( ) ;
_Status . SequenceAnim = 1 ;
_Status . ApplyDisplacement = 1 ;
// register skeleton in playlist
_PlayList - > registerTransform ( * entity - > skeleton ( ) ) ;
// Snap to ground(the snap check if it's a flyer).
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
_Position = entity - > pos ( ) ;
CMatrix current ;
current . identity ( ) ;
current . setRot ( _Rotation ) ;
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// Rotation 90 degrees
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CMatrix rot90 ;
rot90 . identity ( ) ;
rot90 . rotateZ ( - ( float ) Pi / 2 ) ;
current * = rot90 ;
_Transform - > unfreezeHRC ( ) ;
_Transform - > setPos ( _Position ) ;
_Transform - > setRotQuat ( current . getRot ( ) ) ;
_Transform - > freezeHRC ( ) ;
_IdAnimationPlayed = - 1 ;
if ( _Id . Type = = RYZOMID : : npc )
{
sendEndSequenceMessage ( _Id , 1 ) ;
}
}
else
{
_PlayList = NULL ;
_AnimationSet = NULL ;
_PlayListManager = NULL ;
}
}
// Constructor for moving object, init by UTransform
CAnimatedSceneObject : : CAnimatedSceneObject ( const CEntityId & Id , UTransform * Transform , const list < std : : string > & Animations , bool displacement )
{
_Id = Id ;
_ObjectName = " " ;
_ClusterIG = " " ;
_MeshName = " " ;
_SkeletonName = " " ;
_Distance = 0 ;
_Transform = Transform ;
_Instance = NULL ;
_Skeleton = NULL ;
_PlayList = NULL ;
_Position = _Transform - > getPos ( ) ;
_Rotation = _Transform - > getRotQuat ( ) ;
// create play list manager and animation set
_PlayListManager = Scene - > createPlayListManager ( ) ;
_AnimationSet = Driver - > createAnimationSet ( ) ;
//fill animation set
for ( list < string > : : const_iterator its = Animations . begin ( ) ; its ! = Animations . end ( ) ; + + its )
{
uint idAnim ;
try
{
idAnim = _AnimationSet - > addAnimation ( ( * its + string ( " .anim " ) ) . c_str ( ) , ( * its ) . c_str ( ) ) ;
}
catch ( Exception & )
{
idAnim = UAnimationSet : : NotFound ;
if ( idAnim = = UAnimationSet : : NotFound )
{
nlwarning ( " CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for entity CEntityId(%u,%f) " , ( * its ) . c_str ( ) , Id . Type , ( double ) ( sint64 ) Id . Id ) ;
continue :
}
}
_MapAnimation . insert ( make_pair ( * its , idAnim ) ) ;
}
_Status = SAnimationStatus ( ) ;
_Status . SequenceAnim = 1 ;
_Status . ApplyDisplacement = displacement ;
if ( Animations . begin ( ) ! = Animations . end ( ) )
{
// build animation set
_AnimationSet - > build ( ) ;
// create playlist
_PlayList = _PlayListManager - > createPlayList ( _AnimationSet ) ;
// register skeleton in playlist
_PlayList - > registerTransform ( _Transform ) ;
_IdAnimationPlayed = - 1 ;
}
}
// Reset intial pos and rot matrix
void CAnimatedSceneObject : : resetInitialPos ( void )
{
_IdAnimationPlayed = - 1 ;
// Current Matrix
_Position = _Transform - > getPos ( ) ;
_Rotation = _Transform - > getRotQuat ( ) ;
CEntityCL * entity = getEntity ( _Id ) ;
if ( entity )
{
// Snap to ground(the snap check if it's a flyer).
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
_Position = entity - > pos ( ) ;
}
CMatrix current ;
current . identity ( ) ;
current . setRot ( _Rotation ) ;
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// Rotation 90 degrees
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CMatrix rot90 ;
rot90 . identity ( ) ;
rot90 . rotateZ ( - ( float ) Pi / 2 ) ;
current * = rot90 ;
_Transform - > unfreezeHRC ( ) ;
_Transform - > setPos ( _Position ) ;
_Transform - > setRotQuat ( current . getRot ( ) ) ;
_Transform - > freezeHRC ( ) ;
}
// Destructor
CAnimatedSceneObject : : ~ CAnimatedSceneObject ( )
{
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if ( _Instance ! = NULL & & ! _MeshName . empty ( ) )
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{
Scene - > deleteInstance ( _Instance ) ;
}
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if ( _Skeleton ! = NULL & & ! _SkeletonName . empty ( ) )
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{
Scene - > deleteSkeleton ( _Skeleton ) ;
}
if ( _PlayListManager ! = NULL )
{
if ( _PlayList ! = NULL )
{
_PlayListManager - > deletePlayList ( _PlayList ) ;
}
if ( _AnimationSet ! = NULL )
{
Driver - > deleteAnimationSet ( _AnimationSet ) ;
}
Scene - > deletePlayListManager ( _PlayListManager ) ;
}
_MapAnimation . clear ( ) ;
_SequenceAnimation . clear ( ) ;
}
// Start an animation, if object have more than one animation, it choose one randomly
void CAnimatedSceneObject : : StartRandomAnimation ( double time , float speedFactor )
{
if ( _Transform ! = NULL )
{
_Transform - > unfreezeHRC ( ) ;
}
uint numAnimation = _MapAnimation . size ( ) ;
numAnimation = ( rand ( ) * numAnimation ) / RAND_MAX ;
map < string , uint > : : iterator it = _MapAnimation . begin ( ) ;
for ( uint i = 0 ; i < numAnimation ; + + i ) + + it ;
numAnimation = ( * it ) . second ;
_PlayList - > setAnimation ( 0 , numAnimation ) ;
_IdAnimationPlayed = numAnimation ;
_StartAnimationTime = time ;
_OldAnimationTime = _StartAnimationTime ;
_PlayList - > setTimeOrigin ( 0 , _StartAnimationTime ) ;
_PlayList - > setSpeedFactor ( 0 , speedFactor ) ;
if ( _Transform ! = NULL )
{
_Position = _Transform - > getPos ( ) ;
_Rotation = _Transform - > getRotQuat ( ) ;
CEntityCL * entity = getEntity ( _Id ) ;
if ( entity )
{
// Snap to ground(the snap check if it's a flyer).
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
_Position = entity - > pos ( ) ;
}
// Read start animation rotation and position
_PreviousRotation = CQuat : : Identity ;
_PreviousTranslation = CVector : : Null ;
// read an animation for init matrix
UTrack * Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathRotQuat " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathRotQuat " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " rotquat " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousRotation ) ;
}
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathPos " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathPos " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " pathpos " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousTranslation ) ;
}
// Animation Matrix
CMatrix animation ;
animation . identity ( ) ;
animation . setPos ( _PreviousTranslation ) ;
animation . setRot ( _PreviousRotation ) ;
// reset orientation of skeleton
CMatrix current ;
current . identity ( ) ;
current . setRot ( _Rotation ) ;
CVector I , J , K ;
I = current . getJ ( ) ;
I . z = 0 ;
I . normalize ( ) ;
K . set ( 0 , 0 , 1 ) ;
J = K ^ I ;
current . setRot ( I , J , K ) ;
current . setPos ( _Position ) ;
_AnimTransformation = current ;
if ( entity )
{
if ( ! entity - > flyer ( ) )
{
_AnimTransformation . setPos ( _AnimTransformation . getPos ( ) - CVectorD ( 0 , 0 , entity - > pos ( ) . z ) ) ;
}
}
}
}
// Start next animation
void CAnimatedSceneObject : : StartNextAnimation ( double time , float speedFactor )
{
if ( _SequenceAnimation . begin ( ) ! = _SequenceAnimation . end ( ) )
{
if ( _Transform ! = NULL )
{
_Transform - > unfreezeHRC ( ) ;
}
string animName = * _SequenceAnimation . begin ( ) ;
_SequenceAnimation . pop_front ( ) ;
map < string , uint > : : iterator it = _MapAnimation . find ( animName ) ;
if ( it ! = _MapAnimation . end ( ) )
{
uint idAnim = ( * it ) . second ;
_PlayList - > setAnimation ( 0 , idAnim ) ;
_IdAnimationPlayed = idAnim ;
_StartAnimationTime = time ;
_OldAnimationTime = _StartAnimationTime ;
_PlayList - > setTimeOrigin ( 0 , _StartAnimationTime ) ;
_PlayList - > setSpeedFactor ( 0 , speedFactor ) ;
if ( _Transform ! = NULL )
{
_Position = _Transform - > getPos ( ) ;
_Rotation = _Transform - > getRotQuat ( ) ;
CEntityCL * entity = getEntity ( _Id ) ;
if ( entity )
{
// Snap to ground(the snap check if it's a flyer).
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
_Position = entity - > pos ( ) ;
}
// Read start animation rotation and position
_PreviousRotation = CQuat : : Identity ;
_PreviousTranslation = CVector : : Null ;
// read an animation for init matrix
UTrack * Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathRotQuat " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathRotQuat " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " rotquat " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousRotation ) ;
}
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathPos " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathPos " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " pathpos " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousTranslation ) ;
}
// Animation Matrix
CMatrix animation ;
animation . identity ( ) ;
animation . setPos ( _PreviousTranslation ) ;
animation . setRot ( _PreviousRotation ) ;
// reset orientation of skeleton
CMatrix current ;
current . identity ( ) ;
current . setRot ( _Rotation ) ;
CVector I , J , K ;
I = current . getJ ( ) ;
I . z = 0 ;
I . normalize ( ) ;
K . set ( 0 , 0 , 1 ) ;
J = K ^ I ;
current . setRot ( I , J , K ) ;
current . setPos ( _Position ) ;
_AnimTransformation = current ;
if ( entity )
{
if ( ! entity - > flyer ( ) )
{
_AnimTransformation . setPos ( _AnimTransformation . getPos ( ) - CVectorD ( 0 , 0 , entity - > pos ( ) . z ) ) ;
}
}
}
}
if ( _SequenceAnimation . size ( ) = = 1 )
{
sendEndSequenceMessage ( _Id , idSequence ( ) ) ;
}
}
else
{
//StartAnimation( string("FY_HOM_idlecycle") );
}
}
// Start animation cooresponding to numAnim
void CAnimatedSceneObject : : StartAnimation ( string & nameAnim , double time , float speedFactor )
{
if ( _Transform ! = NULL )
{
_Transform - > unfreezeHRC ( ) ;
}
map < string , uint > : : iterator it = _MapAnimation . find ( nameAnim ) ;
if ( it ! = _MapAnimation . end ( ) )
{
uint numAnimation = ( * it ) . second ;
_PlayList - > setAnimation ( 0 , numAnimation ) ;
_IdAnimationPlayed = numAnimation ;
_StartAnimationTime = time ;
_OldAnimationTime = _StartAnimationTime ;
_PlayList - > setTimeOrigin ( 0 , _StartAnimationTime ) ;
_PlayList - > setSpeedFactor ( 0 , speedFactor ) ;
if ( _Transform ! = NULL )
{
_Position = _Transform - > getPos ( ) ;
_Rotation = _Transform - > getRotQuat ( ) ;
CEntityCL * entity = getEntity ( _Id ) ;
if ( entity )
{
// Snap to ground(the snap check if it's a flyer).
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
_Position = entity - > pos ( ) ;
}
// Read start animation rotation and position
_PreviousRotation = CQuat : : Identity ;
_PreviousTranslation = CVector : : Null ;
// read an animation for init matrix
UTrack * Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathRotQuat " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathRotQuat " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " rotquat " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousRotation ) ;
}
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathPos " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathPos " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " pathpos " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousTranslation ) ;
}
// Animation Matrix
CMatrix animation ;
animation . identity ( ) ;
animation . setPos ( _PreviousTranslation ) ;
animation . setRot ( _PreviousRotation ) ;
// reset orientation of skeleton
CMatrix current ;
current . identity ( ) ;
current . setRot ( _Rotation ) ;
CVector I , J , K ;
I = current . getJ ( ) ;
I . z = 0 ;
I . normalize ( ) ;
K . set ( 0 , 0 , 1 ) ;
J = K ^ I ;
current . setRot ( I , J , K ) ;
current . setPos ( _Position ) ;
_AnimTransformation = current ;
if ( entity )
{
if ( ! entity - > flyer ( ) )
{
_AnimTransformation . setPos ( _AnimTransformation . getPos ( ) - CVectorD ( 0 , 0 , entity - > pos ( ) . z ) ) ;
}
}
}
}
}
// remove the initial animation offset
void CAnimatedSceneObject : : removeOffsetAnimation ( )
{
// Read start animation rotation and position
_PreviousRotation = CQuat : : Identity ;
_PreviousTranslation = CVector : : Null ;
// read an animation for init matrix
UTrack * Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathRotQuat " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathRotQuat " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " rotquat " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousRotation ) ;
}
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathPos " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathPos " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " pathpos " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( 0 , _PreviousTranslation ) ;
}
// Remove first frame animation from transform
CVector position = _Transform - > getPos ( ) ;
CQuat rotation = _Transform - > getRotQuat ( ) ;
// Build current matrix
CMatrix current ;
current . identity ( ) ;
current . setPos ( position ) ;
current . setRot ( rotation ) ;
// Build invert first frame matrix
CMatrix firstFrame ;
firstFrame . identity ( ) ;
firstFrame . setPos ( _PreviousTranslation ) ;
firstFrame . setRot ( _PreviousRotation ) ;
firstFrame . invert ( ) ;
// Remove the first frame animation
current * = firstFrame ;
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// Rotation 90 degrees
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CMatrix rot90 ;
rot90 . identity ( ) ;
rot90 . rotateZ ( - ( float ) Pi / 2 ) ;
current * = rot90 ;
// Set transform
_Transform - > setPos ( current . getPos ( ) ) ;
_Transform - > setRotQuat ( current . getRot ( ) ) ;
}
// update (add to end list) Animation sequence with sequence
void CAnimatedSceneObject : : updateAnimationSequence ( const list < string > & sequence )
{
for ( list < string > : : const_iterator it = sequence . begin ( ) ; it ! = sequence . end ( ) ; + + it )
{
_SequenceAnimation . push_back ( ( * it ) ) ;
}
}
// Process logic and displacement and setup visual animation
void CAnimatedSceneObject : : applyObjectAnimationTimeslice ( double time )
{
_PlayListManager - > animate ( time ) ;
// Apply displacement if mode set and displacement animation exist
if ( _Status . ApplyDisplacement = = 1 )
{
CQuat rot = CQuat : : Identity ;
CVector translation = CVector : : Null ;
// Read position and rotation in appropriate UTrack
UTrack * Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathRotQuat " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathRotQuat " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " rotquat " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( ( float ) ( time - _StartAnimationTime ) * _PlayList - > getSpeedFactor ( 0 ) , rot ) ;
}
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " PathPos " ) ;
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " Bip01.PathPos " ) ;
}
if ( Track = = NULL )
{
Track = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( " pathpos " ) ;
}
if ( Track ! = NULL )
{
Track - > interpolate ( ( float ) ( time - _StartAnimationTime ) * _PlayList - > getSpeedFactor ( 0 ) , translation ) ;
}
applyDeltaRotationAndPosition ( rot , translation ) ;
}
processLogicTemp ( ( _OldAnimationTime - _StartAnimationTime ) * _PlayList - > getSpeedFactor ( 0 ) , ( time - _StartAnimationTime ) * _PlayList - > getSpeedFactor ( 0 ) ) ;
_OldAnimationTime = time ;
}
// manage object animation
// TODO: manage other type animation than trigger distance and sequence list
void CAnimatedSceneObject : : manageObjectAnimation ( double Time , CVector userPos )
{
double overLoop = 0 ;
if ( _IdAnimationPlayed ! = - 1 )
{
if ( Time > ( _StartAnimationTime + ( double ) _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getEndTime ( ) / _PlayList - > getSpeedFactor ( 0 ) ) )
{
overLoop = Time - _StartAnimationTime - ( double ) _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getEndTime ( ) / _PlayList - > getSpeedFactor ( 0 ) ;
/* nlinfo("overLoop %f Time %f Start %f getEndTime() %f speedFactor() %f",
overLoop ,
Time ,
_StartAnimationTime ,
_AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getEndTime ( ) ,
_PlayList - > getSpeedFactor ( 0 ) ) ;
*/
nlassert ( overLoop > = 0 ) ;
// play through logic and movement of end of last animation before animation change
nlassert ( Time - overLoop > = _StartAnimationTime ) ;
applyObjectAnimationTimeslice ( Time - overLoop ) ;
nlassert ( Time > = _StartAnimationTime ) ;
if ( _Status . LoopAnim )
{
if ( _StartAnimationTime = = 0 )
{
overLoop = 0 ;
}
_StartAnimationTime = Time - overLoop ;
nlassert ( Time > = _StartAnimationTime ) ;
_PlayList - > setTimeOrigin ( 0 , _StartAnimationTime ) ;
}
else
{
removeOffsetAnimation ( ) ;
if ( _Transform ! = NULL )
{
_Transform - > freezeHRC ( ) ;
}
_IdAnimationPlayed = - 1 ;
}
}
}
if ( _IdAnimationPlayed = = - 1 )
{
if ( _Status . CodeAnim ! = 1 )
{
if ( ( _Distance = = 0 ) | | ( ( userPos - _Position ) . sqrnorm ( ) < _Distance ) )
{
if ( _Status . RandomAnim = = 1 )
{
StartRandomAnimation ( Time - overLoop ) ;
}
else if ( _Status . SequenceAnim = = 1 )
{
StartNextAnimation ( Time - overLoop ) ;
}
}
}
else
{
float angle = ( float ) ( ( ( ( uint32 ) Time * 1000 ) % ( uint32 ) ( 1000 * 2 * Pi ) ) * 0.001 ) ;
CMatrix rot ;
rot . identity ( ) ;
rot . rotateZ ( angle ) ;
/*
CQuat rot = CQuat ( CVector ( 0 , 0 , 1 ) , angle ) * _Transform - > getRotQuat ( ) ;
rot . normalize ( ) ;
*/
_Transform - > setRotQuat ( rot . getRot ( ) ) ;
}
}
if ( _IdAnimationPlayed ! = - 1 )
{
// play through anim visuals and logic and movement for the timeslice
applyObjectAnimationTimeslice ( Time ) ;
}
}
// Apply animation rotation and translation
void CAnimatedSceneObject : : applyDeltaRotationAndPosition ( CQuat & rot , CVector & trans )
{
if ( _Transform ! = NULL )
{
// Animation Matrix
CMatrix animation ;
animation . identity ( ) ;
animation . setPos ( trans ) ;
animation . setRot ( rot ) ;
// Compose matrix
CMatrix composed ;
composed = _AnimTransformation * animation ;
_Rotation = composed . getRot ( ) ;
_Position = composed . getPos ( ) ;
CEntityCL * entity = getEntity ( _Id ) ;
if ( entity )
{
// \todo GUIGUI : TO CHECK
# if 1
if ( ! entity - > flyer ( ) )
_Position . z + = entity - > pos ( ) . z ;
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
if ( ! entity - > flyer ( ) )
_Position . z = entity - > pos ( ) . z + composed . getPos ( ) . z ;
// Old version
# else
if ( ! entity - > flyer ( ) )
{
_Position . z + = entity - > pos ( ) . z ;
entity - > pacsPos ( _Position ) ;
entity - > snapToGround ( ) ;
_Position . z = entity - > pos ( ) . z + composed . getPos ( ) . z ;
}
else
{
entity - > pos ( _Position ) ;
}
# endif
}
_Transform - > setRotQuat ( _Rotation ) ;
_Transform - > setPos ( _Position ) ;
}
}
// Instanciate an object and add it to map
void addAnimatedSceneObject ( const string & AnimatedSceneObjectName , const string & ClusterIG , const string & MeshName , const string & SkeletonName , const list < string > & Animations , const CVector & Position , const CQuat & Rotation , float Distance )
{
if ( AnimatedSceneObject . find ( AnimatedSceneObjectName ) = = AnimatedSceneObject . end ( ) )
{
CAnimatedSceneObject * o = new CAnimatedSceneObject ( AnimatedSceneObjectName , ClusterIG , MeshName , SkeletonName , Animations , Position , Rotation , Distance ) ;
if ( o ! = NULL )
{
AnimatedSceneObject . insert ( make_pair ( AnimatedSceneObjectName , o ) ) ;
}
}
}
void addEntityClAnimatedSceneObject ( const CEntityId & Id , const list < string > & Animations )
{
string test = string ( " CEntityId " ) + toString ( Id . Type ) + toString ( Id . Id ) ;
if ( AnimatedSceneObject . find ( string ( " CEntityId " ) + toString ( Id . Type ) + toString ( Id . Id ) ) = = AnimatedSceneObject . end ( ) )
{
CAnimatedSceneObject * o = new CAnimatedSceneObject ( Id , Animations ) ;
if ( o ! = NULL )
{
AnimatedSceneObject . insert ( make_pair ( string ( " CEntityId " ) + toString ( Id . Type ) + toString ( Id . Id ) , o ) ) ;
}
}
}
void addUknowTypeSceneObject ( const CEntityId & Id , NL3D : : UTransform * Transform , const std : : list < std : : string > & Animations , bool displacement )
{
if ( AnimatedSceneObject . find ( string ( " CEntityId " ) + toString ( Id . Type ) + toString ( Id . Id ) ) = = AnimatedSceneObject . end ( ) )
{
CAnimatedSceneObject * o = new CAnimatedSceneObject ( Id , Transform , Animations , displacement ) ;
if ( o ! = NULL )
{
AnimatedSceneObject . insert ( make_pair ( string ( " CEntityId " ) + toString ( Id . Type ) + toString ( Id . Id ) , o ) ) ;
}
}
}
// manage animated object
void manageAnimatedSceneObject ( double Time )
{
for ( TMapCAnimatedSceneObject : : iterator it = AnimatedSceneObject . begin ( ) ; it ! = AnimatedSceneObject . end ( ) ; + + it )
{
( * it ) . second - > manageObjectAnimation ( Time , View . viewPos ( ) ) ;
}
}
// delete
void deleteAnimatedSceneObject ( const string & AnimatedSceneObjectName )
{
TMapCAnimatedSceneObject : : iterator it = AnimatedSceneObject . find ( AnimatedSceneObjectName ) ;
if ( it ! = AnimatedSceneObject . end ( ) )
{
delete ( * it ) . second ;
AnimatedSceneObject . erase ( it ) ;
}
}
// update sequence animation
void updateAnimationSequence ( const CEntityId & id , const list < string > & sequence , uint32 idSequence )
{
TMapCAnimatedSceneObject : : iterator it ;
for ( it = AnimatedSceneObject . begin ( ) ; it ! = AnimatedSceneObject . end ( ) ; + + it )
{
if ( ( * it ) . second - > getId ( ) = = id )
{
break ;
}
}
if ( it ! = AnimatedSceneObject . end ( ) )
{
( * it ) . second - > updateAnimationSequence ( sequence ) ;
( * it ) . second - > idSequence ( idSequence ) ;
}
}
// Reset animation for the entity and break the current one.
void resetAnimatedSceneObject ( const CEntityId & id )
{
for ( TMapCAnimatedSceneObject : : iterator it = AnimatedSceneObject . begin ( ) ; it ! = AnimatedSceneObject . end ( ) ; + + it )
{
if ( ( * it ) . second - > getId ( ) = = id )
{
( * it ) . second - > breakCurrentAnimation ( ) ;
( * it ) . second - > resetSequence ( ) ;
( * it ) . second - > resetInitialPos ( ) ;
break ;
}
}
}
void sendEndSequenceMessage ( const CEntityId & id , uint32 idSequence )
{
SEND_MSG_MACRO
(
" ANIME_BAR_MAN_END " ,
SAnimeBarManEnd end ;
end . Id = id ;
end . SlotNumber = idSequence ;
msg . serial ( end ) ; ,
; ,
;
)
}
//---------------------------------------------------
// processLogic :
//
//---------------------------------------------------
void CAnimatedSceneObject : : processLogicTemp ( double startOffset , double endOffset )
{
static uint32 previousSoundIndex = 0 ;
// get the logical animation data across the current anim segment
UTrack * soundTrack = NULL ;
vector < CAnimationTime > result ;
// EAM->processLogic( _AnimationsGlobalId[MOVING], startOffset, endOffset, soundTrack, result);
// get infos about the anim
char * soundTrackName = " NoteTrack " ;
soundTrack = _AnimationSet - > getAnimation ( _IdAnimationPlayed ) - > getTrackByName ( soundTrackName ) ;
if ( soundTrack ! = NULL )
{
UTrackKeyframer * soundTrackKF = dynamic_cast < UTrackKeyframer * > ( soundTrack ) ;
if ( soundTrackKF = = NULL )
{
nlerror ( " The track %s is not a key framer track " , soundTrackName ) ;
}
soundTrackKF - > getKeysInRange ( ( float ) startOffset , ( float ) endOffset , result ) ;
}
// process sounds
if ( SoundMngr )
{
if ( soundTrack )
{
vector < CAnimationTime > : : iterator itResult ;
for ( itResult = result . begin ( ) ; itResult ! = result . end ( ) ; + + itResult )
{
string soundName ;
double keyTime = * itResult ;
nlinfo ( " keyTime = %f result size : %d " , * itResult , result . size ( ) ) ;
if ( ! soundTrack - > interpolate ( * itResult , soundName ) )
{
nlwarning ( " The key at offset %f is not a string " , * itResult ) ;
}
else
{
/* // if there are step sounds
if ( soundName = = " step " )
{
// get the material
UGlobalPosition globalPos ;
getPrimitive ( ) - > getGlobalPosition ( globalPos , dynamicWI ) ;
uint32 material = GR - > getMaterial ( globalPos ) ;
// choose the sound type soft/hard
bool soft ;
if ( Type . TypeInfo . Sex = = CTypeEntity : : male )
soft = false ;
if ( Type . TypeInfo . Sex = = CTypeEntity : : female )
soft = true ;
vector < string > sounds ;
uint32 soundSourceId ;
// choose the sound for the move type
if ( _AnimationsStateKey [ MOVING ] = = " walk " )
{
if ( SoundMngr - > getSounds ( material , WALK , soft , sounds ) )
{
string name = chooseRandom ( sounds , previousSoundIndex ) ;
SoundMngr - > spawnSound ( name , pos ( ) ) ;
}
else
{
nlwarning ( " <CEntityCL::updatePos> : there is no walk step sound for the material %d " , material ) ;
SoundMngr - > spawnSource ( " Fwrks_Clac_1 " , pos ( ) ) ;
}
}
_SoundSourcesId . push_back ( soundSourceId ) ;
}
else */ if ( soundName . find ( " snd_ " ) ! = string : : npos )
{
// need to spawn a sound linked to the anim
SoundMngr - > spawnSource ( soundName , _Position ) ;
nlwarning ( " launching sound for anim event from notetrack '%s' " , soundName . c_str ( ) ) ;
}
else
{
nlwarning ( " unknown notetrack event: '%s' " , soundName . c_str ( ) ) ;
}
}
}
}
}
} // processAnimSounds //