// Ryzom - MMORPG Framework // 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 . #include "stdpch.h" #include #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 if(_SkeletonName != "" ) { _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); // Rotation 90° 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); // Rotation 90° 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() { if( _Instance != NULL && _MeshName != "" ) { Scene->deleteInstance( _Instance ); } if( _Skeleton != NULL && _SkeletonName != "" ) { 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; // Rotation 90° 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 & 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 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(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::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 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(" : 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 //