khanat-code-old/code/ryzom/client/src/interface_v3/character_3d.cpp

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2010-08-04 20:38:34 +00:00
// 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 "character_3d.h"
#include "interface_manager.h"
#include "../color_slot_manager.h"
#include "../sheet_manager.h"
#include "../gabarit.h"
#include "../misc.h"
#include "../time_client.h"
#include "../player_cl.h"
#include "../player_r2_cl.h"
#include "../entities.h"
#include "../r2/editor.h"
#include "../client_cfg.h"
// ------------------------------------------------------------------------------------------------
using namespace std;
using namespace NLMISC;
using namespace NL3D;
using namespace R2;
extern CEntityAnimationManager *EAM;
// ------------------------------------------------------------------------------------------------
// SCharacter3DSetup
// ------------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
SCharacter3DSetup::SCharacter3DSetup ()
{
// Setup a naked male fyros
LeftHandItemIsShield = false;
People = EGSPD::CPeople::Fyros;
Male = true;
Skeleton = "fy_hom_skel.skel";
AnimPlayed = 0;
Parts[Char3DPart_Chest].Name = "FY_HOM_underwear_gilet.shape";
Parts[Char3DPart_Legs].Name = "FY_HOM_underwear_pantabottes.shape";
Parts[Char3DPart_Arms].Name = "FY_HOM_underwear_armpad.shape";
Parts[Char3DPart_Feet].Name = "FY_HOM_underwear_bottes.shape";
Parts[Char3DPart_Face].Name = "FY_HOM_visage.shape";
Parts[Char3DPart_Head].Name = "FY_HOM_cheveux_medium01.shape";
Parts[Char3DPart_Hands].Name = "TR_HOM_underwear_hand.shape";
Parts[Char3DPart_HandRightItem].Name = "";
Parts[Char3DPart_HandLeftItem].Name = "";
for (uint32 i = 0; i < NB_CHARACTER3D_PARTS; ++i)
{
Parts[i].Color = 0;
Parts[i].Quality = -1;
}
Tattoo = 0;
EyesColor = 0;
HairColor = 0;
CharHeight = 0.0f;
ChestWidth = 0.0f;
ArmsWidth = 0.0f;
LegsWidth = 0.0f;
BreastSize = 0.0f;
HideFace = false;
for (uint32 i = 0; i < NB_MORPH_TARGETS; ++i)
MorphTarget[i] = 0.0f;
}
// ------------------------------------------------------------------------------------------------
static CGenderInfo *getGenderInfo (EGSPD::CPeople::TPeople ePeople, bool bMale)
{
// Read in the race_stats forms the default equipement
CSheetId RSid;
switch (ePeople)
{
case EGSPD::CPeople::Tryker: RSid = CSheetId("tryker.race_stats"); break;
case EGSPD::CPeople::Matis: RSid = CSheetId("matis.race_stats"); break;
case EGSPD::CPeople::Zorai: RSid = CSheetId("zorai.race_stats"); break;
case EGSPD::CPeople::Fyros:
default:
RSid = CSheetId("fyros.race_stats"); break;
}
CRaceStatsSheet *pRSS = dynamic_cast<CRaceStatsSheet*>(SheetMngr.get (RSid));
if (pRSS == NULL)
{
nlwarning ("cannot find sheet for people:%d male:%d", ePeople, bMale);
return NULL;
}
// Choose default stuff is we are male or female
CGenderInfo *pGI;
if (bMale)
pGI = &pRSS->GenderInfos[0];
else
pGI = &pRSS->GenderInfos[1];
return pGI;
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupDefault (EGSPD::CPeople::TPeople eRace, bool bMale)
{
People = eRace;
Male = bMale;
CGenderInfo *pGI = getGenderInfo(eRace, bMale);
if (pGI == NULL) return;
Skeleton = pGI->Skelfilename;
// Read all the default equipement
for (sint32 i = 0; i < SLOTTYPE::NB_SLOT; ++i)
{
string ISstr = pGI->Items[i]; // All the strings are items
if (!ISstr.empty())
{
CItemSheet *pIS = dynamic_cast<CItemSheet*>(SheetMngr.get(CSheetId(ISstr)));
if (pIS != NULL)
{
sint32 cpIndex = convert_VisualSlot_To_Char3DPart ((SLOTTYPE::EVisualSlot)i);
if (cpIndex != Char3DPart_INVALID)
{
Parts[i].Quality = pIS->MapVariant;
if (Male)
Parts[cpIndex].Name = pIS->getShape();
else
Parts[cpIndex].Name = pIS->getShapeFemale();
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupFromCharacterSummary (const CCharacterSummary &cs)
{
const SPropVisualA::SPropSubData &rPVA = cs.VisualPropA.PropertySubData;
const SPropVisualB::SPropSubData &rPVB = cs.VisualPropB.PropertySubData;
const SPropVisualC::SPropSubData &rPVC = cs.VisualPropC.PropertySubData;
setupDefault (cs.People, (rPVA.Sex == 0));
// Setup char3dParts with additionnal info
setupFromCS_ModelCol (SLOTTYPE::CHEST_SLOT, rPVA.JacketModel, rPVA.JacketColor);
setupFromCS_ModelCol (SLOTTYPE::LEGS_SLOT, rPVA.TrouserModel, rPVA.TrouserColor);
setupFromCS_ModelCol (SLOTTYPE::HEAD_SLOT, rPVA.HatModel, rPVA.HatColor);
// Should have to hide the face ?
{
// TChar3DPart part = convert_VisualSlot_To_Char3DPart (SLOTTYPE::HEAD_SLOT);
CItemSheet *item = SheetMngr.getItem (SLOTTYPE::HEAD_SLOT, rPVA.HatModel);
if ((item != NULL) && ((item->Family == ITEMFAMILY::ARMOR) || (item->Family == ITEMFAMILY::SHIELD)))
HideFace = true;
else
HideFace = false;
}
setupFromCS_ModelCol (SLOTTYPE::ARMS_SLOT, rPVA.ArmModel, rPVA.ArmColor);
// setupFromCS_Model (SLOTTYPE::FACE_SLOT, ?????????????);
setupFromCS_ModelCol (SLOTTYPE::FEET_SLOT, rPVB.FeetModel, rPVB.FeetColor);
setupFromCS_ModelCol (SLOTTYPE::RIGHT_HAND_SLOT, rPVA.WeaponRightHand, 0);
setupFromCS_ModelCol (SLOTTYPE::LEFT_HAND_SLOT, rPVA.WeaponLeftHand, 0);
// armor gloves are not displayed if character has the 'weapon' magician gloves
{
CItemSheet *item = SheetMngr.getItem (SLOTTYPE::RIGHT_HAND_SLOT, rPVA.WeaponRightHand);
if( ! ((item != NULL)&&(item->ItemType == ITEM_TYPE::MAGICIAN_STAFF) ) )
setupFromCS_ModelCol (SLOTTYPE::HANDS_SLOT, rPVB.HandsModel, rPVB.HandsColor);
}
Tattoo = rPVC.Tattoo;
HairColor = rPVA.HatColor; // TODO : For the moment no diff between hair color and head color !!!
EyesColor = rPVC.EyesColor;
CharHeight = (rPVC.CharacterHeight - 7.0f) / 7.0f;
ChestWidth = (rPVC.TorsoWidth - 7.0f) / 7.0f;
ArmsWidth = (rPVC.ArmsWidth - 7.0f) / 7.0f;
LegsWidth = (rPVC.LegsWidth - 7.0f) / 7.0f;
BreastSize = (rPVC.BreastSize - 7.0f) / 7.0f;
float MTmin, MTmax;
CGenderInfo *pGI = getGenderInfo (cs.People, (rPVA.Sex == 0));
if (pGI == NULL)
return;
MTmin = pGI->BlendShapeMin[0];
MTmax = pGI->BlendShapeMax[0];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[0] = rPVC.MorphTarget1 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[1];
MTmax = pGI->BlendShapeMax[1];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[1] = rPVC.MorphTarget2 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[2];
MTmax = pGI->BlendShapeMax[2];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[2] = rPVC.MorphTarget3 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[3];
MTmax = pGI->BlendShapeMax[3];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[3] = rPVC.MorphTarget4 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[4];
MTmax = pGI->BlendShapeMax[4];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[4] = rPVC.MorphTarget5 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[5];
MTmax = pGI->BlendShapeMax[5];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[5] = rPVC.MorphTarget6 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[6];
MTmax = pGI->BlendShapeMax[6];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[6] = rPVC.MorphTarget7 / 7.0f * (MTmax - MTmin) + MTmin;
MTmin = pGI->BlendShapeMin[7];
MTmax = pGI->BlendShapeMax[7];
if (!ClientCfg.BlendShapePatched) { MTmin = 0.0f; MTmax = 100.0f; }
MorphTarget[7] = rPVC.MorphTarget8 / 7.0f * (MTmax - MTmin) + MTmin;
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupFromDataBase (const std::string &branchName)
{
CCharacterSummary CS;
setupCharacterSummaryFromDB(CS, branchName);
setupFromCharacterSummary (CS);
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupFromSERVERDataBase (uint8 nEntity)
{
CCharacterSummary CS;
setupCharacterSummaryFromSERVERDB(CS, nEntity);
setupFromCharacterSummary (CS);
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupDBFromCharacterSummary (const string &branchName, const CCharacterSummary &CS)
{
setDB (branchName+":PEOPLE", CS.People);
setDB (branchName+":VPA:SEX", CS.VisualPropA.PropertySubData.Sex);
setDB (branchName+":VPA:JACKETMODEL", CS.VisualPropA.PropertySubData.JacketModel);
setDB (branchName+":VPA:JACKETCOLOR", CS.VisualPropA.PropertySubData.JacketColor);
setDB (branchName+":VPA:TROUSERMODEL", CS.VisualPropA.PropertySubData.TrouserModel);
setDB (branchName+":VPA:TROUSERCOLOR", CS.VisualPropA.PropertySubData.TrouserColor);
setDB (branchName+":VPA:WEAPONRIGHTHAND", CS.VisualPropA.PropertySubData.WeaponRightHand);
setDB (branchName+":VPA:WEAPONLEFTHAND", CS.VisualPropA.PropertySubData.WeaponLeftHand);
setDB (branchName+":VPA:ARMMODEL", CS.VisualPropA.PropertySubData.ArmModel);
setDB (branchName+":VPA:ARMCOLOR", CS.VisualPropA.PropertySubData.ArmColor);
setDB (branchName+":VPA:HATMODEL", CS.VisualPropA.PropertySubData.HatModel);
setDB (branchName+":VPA:HATCOLOR", CS.VisualPropA.PropertySubData.HatColor);
setDB (branchName+":VPB:NAME", CS.VisualPropB.PropertySubData.Name);
setDB (branchName+":VPB:HANDSMODEL", CS.VisualPropB.PropertySubData.HandsModel);
setDB (branchName+":VPB:HANDSCOLOR", CS.VisualPropB.PropertySubData.HandsColor);
setDB (branchName+":VPB:FEETMODEL", CS.VisualPropB.PropertySubData.FeetModel);
setDB (branchName+":VPB:FEETCOLOR", CS.VisualPropB.PropertySubData.FeetColor);
setDB (branchName+":VPC:MORPHTARGET1", CS.VisualPropC.PropertySubData.MorphTarget1);
setDB (branchName+":VPC:MORPHTARGET2", CS.VisualPropC.PropertySubData.MorphTarget2);
setDB (branchName+":VPC:MORPHTARGET3", CS.VisualPropC.PropertySubData.MorphTarget3);
setDB (branchName+":VPC:MORPHTARGET4", CS.VisualPropC.PropertySubData.MorphTarget4);
setDB (branchName+":VPC:MORPHTARGET5", CS.VisualPropC.PropertySubData.MorphTarget5);
setDB (branchName+":VPC:MORPHTARGET6", CS.VisualPropC.PropertySubData.MorphTarget6);
setDB (branchName+":VPC:MORPHTARGET7", CS.VisualPropC.PropertySubData.MorphTarget7);
setDB (branchName+":VPC:MORPHTARGET8", CS.VisualPropC.PropertySubData.MorphTarget8);
setDB (branchName+":VPC:EYESCOLOR", CS.VisualPropC.PropertySubData.EyesColor);
setDB (branchName+":VPC:TATTOO", CS.VisualPropC.PropertySubData.Tattoo);
setDB (branchName+":VPC:CHARACTERHEIGHT", CS.VisualPropC.PropertySubData.CharacterHeight);
setDB (branchName+":VPC:TORSOWIDTH", CS.VisualPropC.PropertySubData.TorsoWidth);
setDB (branchName+":VPC:ARMSWIDTH", CS.VisualPropC.PropertySubData.ArmsWidth);
setDB (branchName+":VPC:LEGSWIDTH", CS.VisualPropC.PropertySubData.LegsWidth);
setDB (branchName+":VPC:BREASTSIZE", CS.VisualPropC.PropertySubData.BreastSize);
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupCharacterSummaryFromDB (CCharacterSummary &CS, const string &branchName)
{
CS.People = (EGSPD::CPeople::TPeople)getDB (branchName+":PEOPLE");
CS.VisualPropA.PropertySubData.Sex = getDB (branchName+":VPA:SEX");
CS.VisualPropA.PropertySubData.JacketModel = getDB (branchName+":VPA:JACKETMODEL");
CS.VisualPropA.PropertySubData.JacketColor = getDB (branchName+":VPA:JACKETCOLOR");
CS.VisualPropA.PropertySubData.TrouserModel = getDB (branchName+":VPA:TROUSERMODEL");
CS.VisualPropA.PropertySubData.TrouserColor = getDB (branchName+":VPA:TROUSERCOLOR");
CS.VisualPropA.PropertySubData.WeaponRightHand = getDB (branchName+":VPA:WEAPONRIGHTHAND");
CS.VisualPropA.PropertySubData.WeaponLeftHand = getDB (branchName+":VPA:WEAPONLEFTHAND");
CS.VisualPropA.PropertySubData.ArmModel = getDB (branchName+":VPA:ARMMODEL");
CS.VisualPropA.PropertySubData.ArmColor = getDB (branchName+":VPA:ARMCOLOR");
CS.VisualPropA.PropertySubData.HatModel = getDB (branchName+":VPA:HATMODEL");
CS.VisualPropA.PropertySubData.HatColor = getDB (branchName+":VPA:HATCOLOR");
CS.VisualPropB.PropertySubData.Name = getDB (branchName+":VPB:NAME");
CS.VisualPropB.PropertySubData.HandsModel = getDB (branchName+":VPB:HANDSMODEL");
CS.VisualPropB.PropertySubData.HandsColor = getDB (branchName+":VPB:HANDSCOLOR");
CS.VisualPropB.PropertySubData.FeetModel = getDB (branchName+":VPB:FEETMODEL");
CS.VisualPropB.PropertySubData.FeetColor = getDB (branchName+":VPB:FEETCOLOR");
CS.VisualPropC.PropertySubData.MorphTarget1 = getDB (branchName+":VPC:MORPHTARGET1");
CS.VisualPropC.PropertySubData.MorphTarget2 = getDB (branchName+":VPC:MORPHTARGET2");
CS.VisualPropC.PropertySubData.MorphTarget3 = getDB (branchName+":VPC:MORPHTARGET3");
CS.VisualPropC.PropertySubData.MorphTarget4 = getDB (branchName+":VPC:MORPHTARGET4");
CS.VisualPropC.PropertySubData.MorphTarget5 = getDB (branchName+":VPC:MORPHTARGET5");
CS.VisualPropC.PropertySubData.MorphTarget6 = getDB (branchName+":VPC:MORPHTARGET6");
CS.VisualPropC.PropertySubData.MorphTarget7 = getDB (branchName+":VPC:MORPHTARGET7");
CS.VisualPropC.PropertySubData.MorphTarget8 = getDB (branchName+":VPC:MORPHTARGET8");
CS.VisualPropC.PropertySubData.EyesColor = getDB (branchName+":VPC:EYESCOLOR");
CS.VisualPropC.PropertySubData.Tattoo = getDB (branchName+":VPC:TATTOO");
CS.VisualPropC.PropertySubData.CharacterHeight = getDB (branchName+":VPC:CHARACTERHEIGHT");
CS.VisualPropC.PropertySubData.TorsoWidth = getDB (branchName+":VPC:TORSOWIDTH");
CS.VisualPropC.PropertySubData.ArmsWidth = getDB (branchName+":VPC:ARMSWIDTH");
CS.VisualPropC.PropertySubData.LegsWidth = getDB (branchName+":VPC:LEGSWIDTH");
CS.VisualPropC.PropertySubData.BreastSize = getDB (branchName+":VPC:BREASTSIZE");
}
// ------------------------------------------------------------------------------------------------
void SCharacter3DSetup::setupCharacterSummaryFromSERVERDB (CCharacterSummary &cs, uint8 entityID)
{
cs.VisualPropA = getDB ("SERVER:Entities:E"+NLMISC::toString(entityID)+
":P"+NLMISC::toString(CLFECOMMON::PROPERTY_VPA));
cs.VisualPropB = getDB ("SERVER:Entities:E"+NLMISC::toString(entityID)+
":P"+NLMISC::toString(CLFECOMMON::PROPERTY_VPB));
cs.VisualPropC = getDB ("SERVER:Entities:E"+NLMISC::toString(entityID)+
":P"+NLMISC::toString(CLFECOMMON::PROPERTY_VPC));
cs.People = EGSPD::CPeople::Fyros;
CPlayerCL *pp = NULL;
if ((pp=dynamic_cast<CPlayerCL*>(EntitiesMngr.entity(entityID))) == NULL)
{
pp=(CPlayerCL*)dynamic_cast<CPlayerR2CL*>(EntitiesMngr.entity(entityID));
}
if(pp)
{
cs.People = pp->people();
cs.VisualPropA.PropertySubData.Sex = (pp->getGender() == GSGENDER::female);
}
}
// ------------------------------------------------------------------------------------------------
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;
// Some parameters
static const double blinkTime = 0.1f;
static const double minBlinkLength = 0.5f;
static const double maxBlinkLength = 5.0f;
// Next blink time is valid ?
bool validTime = (_NextBlinkTime + blinkTime >= globalTime) && (_NextBlinkTime <= (globalTime + maxBlinkLength));
// Blink end ?
bool blinkEnd = (globalTime >= _NextBlinkTime + blinkTime);
// 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;
}
// ------------------------------------------------------------------------------------------------