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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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1158 lines
31 KiB
C++
1158 lines
31 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include <vector>
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#include "nel/3d/animation_time.h"
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#include "nel/3d/u_animation.h"
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#include "nel/3d/u_track.h"
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#include "nel/3d/u_bone.h"
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#include "nel/misc/command.h"
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#include "game_share/draw_section.h"
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#include "animated_scene_object.h"
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#include "user_entity.h"
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#include "view.h"
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#include "entities.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLNET;
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// some extern of client
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extern CUserEntity *UserEntity;
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extern UScene *Scene;
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// map of anilated scene object
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TMapCAnimatedSceneObject AnimatedSceneObject;
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// Constructor for moving object, create entity (mesh, skeleton) and build animation on it
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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 )
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{
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_ObjectName = ObjectName;
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_ClusterIG = ClusterIG;
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_MeshName = MeshName;
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_SkeletonName = SkeletonName;
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_Position = Position;
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_Rotation = Rotation;
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_Distance = Distance * Distance; //square distance for optimize distance calculation
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// create play list manager and animation set
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_PlayListManager = Scene->createPlayListManager();
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_AnimationSet = Driver->createAnimationSet();
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//fill animation set
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for( list< string >::const_iterator it = Animations.begin(); it != Animations.end(); ++it )
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{
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uint idAnim;
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try
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{
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idAnim = _AnimationSet->addAnimation( ( *it + string(".anim")).c_str(), (*it).c_str() );
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}
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catch(Exception &)
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{
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idAnim = UAnimationSet::NotFound;
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if( idAnim == UAnimationSet::NotFound)
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{
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nlwarning( "CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for object %s", (*it).c_str(), _ObjectName.c_str() );
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continue;
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}
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}
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_MapAnimation.insert( make_pair( *it, idAnim ) );
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}
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// build animation set
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_AnimationSet->build();
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// create playlist
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_PlayList = _PlayListManager->createPlayList( _AnimationSet );
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_Status = SAnimationStatus();
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_Status.RandomAnim = 1;
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_Status.ApplyDisplacement = 0;
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// load instance and bind to skeleton
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_Instance = Scene->createInstance( _MeshName );
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if( _Instance == NULL )
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{
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nlerror("CAnimatedSceneObject::CAnimatedSceneObject createInstance %s returned 0 -> no shape.", _MeshName.c_str() );
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}
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else
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{
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_Transform = _Instance;
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}
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// load skeleton, bind mesh and init position, rotation, cluster
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if(_SkeletonName != "" )
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{
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_Skeleton = Scene->createSkeleton(_SkeletonName);
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if( _Skeleton == NULL )
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{
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nlerror("CAnimatedSceneObject::CAnimatedSceneObject createSkeleton %s returned 0 -> no skeleton.", _SkeletonName.c_str() );
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}
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_Transform = _Skeleton;
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_Skeleton->bindSkin( _Instance );
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// Enable Shadow
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if(ClientCfg.Shadows)
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{
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_Skeleton->enableCastShadowMap(true);
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}
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}
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// register skeleton in playlist
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_PlayList->registerTransform( _Transform );
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// Initialise squeleton initial state
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if( _MapAnimation.begin() != _MapAnimation.end() )
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{
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_PlayList->setAnimation( 0, (*_MapAnimation.begin()).second );
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_PlayList->setTimeOrigin(0, 0 );
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_PlayList->setSpeedFactor( 0, 1 );
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_PlayListManager->animate( 0 );
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}
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_Transform->setClusterSystem( IGCity[_ClusterIG] );
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_Transform->setPos( _Position );
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_Transform->setRotQuat( _Rotation );
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_IdAnimationPlayed = -1;
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}
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// Constructor for moving object, it not create entity (mesh, skeleton) but build animation on pre-exist entity
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CAnimatedSceneObject::CAnimatedSceneObject( const CEntityId& Id, const list < std::string >& Animations )
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{
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_Id = Id;
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_ObjectName = "";
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_ClusterIG = "";
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_MeshName = "";
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_SkeletonName = "";
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_Distance = 0;
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_Skeleton = NULL;
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_Instance = NULL;
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CEntityCL *entity = getEntity(Id);
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if(entity)
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{
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_Skeleton = *entity->skeleton();
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_Transform = _Skeleton;
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_Position = _Skeleton->getPos();
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_Rotation = _Skeleton->getRotQuat();
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// create play list manager and animation set
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_PlayListManager = Scene->createPlayListManager();
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_AnimationSet = Driver->createAnimationSet();
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//fill animation set
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for( list< string >::const_iterator its = Animations.begin(); its != Animations.end(); ++its )
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{
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uint idAnim;
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try
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{
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idAnim = _AnimationSet->addAnimation( ( *its + string(".anim") ).c_str(), (*its).c_str() );
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}
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catch(Exception &)
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{
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idAnim = UAnimationSet::NotFound;
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if( idAnim == UAnimationSet::NotFound)
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{
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nlwarning( "CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for entity CEntityId(%u,%f)", (*its).c_str(), Id.Type, (double)(sint64)Id.Id );
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continue;
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}
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}
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_MapAnimation.insert( make_pair( *its, idAnim ) );
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}
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// build animation set
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_AnimationSet->build();
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// create playlist
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_PlayList = _PlayListManager->createPlayList( _AnimationSet );
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_Status = SAnimationStatus();
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_Status.SequenceAnim = 1;
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_Status.ApplyDisplacement = 1;
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// register skeleton in playlist
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_PlayList->registerTransform( *entity->skeleton() );
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// Snap to ground(the snap check if it's a flyer).
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entity->pacsPos(_Position);
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entity->snapToGround();
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_Position = entity->pos();
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CMatrix current;
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current.identity ();
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current.setRot (_Rotation);
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// Rotation 90<39>
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CMatrix rot90;
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rot90.identity ();
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rot90.rotateZ (-(float)Pi/2);
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current *= rot90;
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_Transform->unfreezeHRC();
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_Transform->setPos(_Position);
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_Transform->setRotQuat(current.getRot());
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_Transform->freezeHRC();
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_IdAnimationPlayed = -1;
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if( _Id.Type == RYZOMID::npc )
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{
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sendEndSequenceMessage( _Id, 1 );
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}
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}
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else
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{
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_PlayList = NULL;
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_AnimationSet = NULL;
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_PlayListManager = NULL;
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}
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}
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// Constructor for moving object, init by UTransform
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CAnimatedSceneObject::CAnimatedSceneObject( const CEntityId& Id, UTransform *Transform, const list < std::string >& Animations, bool displacement )
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{
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_Id = Id;
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_ObjectName = "";
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_ClusterIG = "";
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_MeshName = "";
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_SkeletonName = "";
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_Distance = 0;
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_Transform = Transform;
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_Instance = NULL;
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_Skeleton = NULL;
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_PlayList = NULL;
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_Position = _Transform->getPos();
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_Rotation = _Transform->getRotQuat();
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// create play list manager and animation set
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_PlayListManager = Scene->createPlayListManager();
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_AnimationSet = Driver->createAnimationSet();
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//fill animation set
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for( list< string >::const_iterator its = Animations.begin(); its != Animations.end(); ++its )
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{
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uint idAnim;
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try
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{
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idAnim = _AnimationSet->addAnimation( ( *its + string(".anim") ).c_str(), (*its).c_str() );
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}
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catch(Exception &)
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{
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idAnim = UAnimationSet::NotFound;
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if( idAnim == UAnimationSet::NotFound)
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{
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nlwarning( "CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for entity CEntityId(%u,%f)", (*its).c_str(), Id.Type, (double)(sint64)Id.Id );
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continue:
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}
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}
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_MapAnimation.insert( make_pair( *its, idAnim ) );
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}
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_Status = SAnimationStatus();
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_Status.SequenceAnim = 1;
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_Status.ApplyDisplacement = displacement;
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if( Animations.begin() != Animations.end() )
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{
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// build animation set
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_AnimationSet->build();
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// create playlist
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_PlayList = _PlayListManager->createPlayList( _AnimationSet );
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// register skeleton in playlist
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_PlayList->registerTransform( _Transform );
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_IdAnimationPlayed = -1;
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}
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}
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// Reset intial pos and rot matrix
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void CAnimatedSceneObject::resetInitialPos( void )
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{
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_IdAnimationPlayed = -1;
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// Current Matrix
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_Position = _Transform->getPos();
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_Rotation = _Transform->getRotQuat();
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CEntityCL *entity = getEntity(_Id);
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if(entity)
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{
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// Snap to ground(the snap check if it's a flyer).
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entity->pacsPos(_Position);
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entity->snapToGround();
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_Position = entity->pos();
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}
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CMatrix current;
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current.identity ();
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current.setRot (_Rotation);
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// Rotation 90<39>
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CMatrix rot90;
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rot90.identity ();
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rot90.rotateZ (-(float)Pi/2);
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current *= rot90;
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_Transform->unfreezeHRC();
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_Transform->setPos(_Position);
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_Transform->setRotQuat(current.getRot());
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_Transform->freezeHRC();
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}
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// Destructor
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CAnimatedSceneObject::~CAnimatedSceneObject()
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{
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if( _Instance != NULL && _MeshName != "" )
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{
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Scene->deleteInstance( _Instance );
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}
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if( _Skeleton != NULL && _SkeletonName != "" )
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{
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Scene->deleteSkeleton( _Skeleton );
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}
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if( _PlayListManager != NULL )
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{
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if( _PlayList != NULL )
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{
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_PlayListManager->deletePlayList( _PlayList );
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}
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if( _AnimationSet != NULL )
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{
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Driver->deleteAnimationSet( _AnimationSet );
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}
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Scene->deletePlayListManager( _PlayListManager );
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}
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_MapAnimation.clear();
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_SequenceAnimation.clear();
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}
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// Start an animation, if object have more than one animation, it choose one randomly
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void CAnimatedSceneObject::StartRandomAnimation( double time, float speedFactor )
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{
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if( _Transform != NULL )
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{
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_Transform->unfreezeHRC();
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}
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uint numAnimation = _MapAnimation.size();
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numAnimation = ( rand() * numAnimation ) / RAND_MAX;
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map< string, uint >::iterator it = _MapAnimation.begin();
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for(uint i = 0; i < numAnimation; ++i ) ++it;
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numAnimation = (*it).second;
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_PlayList->setAnimation( 0, numAnimation );
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_IdAnimationPlayed = numAnimation;
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_StartAnimationTime = time;
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_OldAnimationTime = _StartAnimationTime;
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_PlayList->setTimeOrigin(0, _StartAnimationTime );
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_PlayList->setSpeedFactor( 0, speedFactor );
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if( _Transform != NULL )
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{
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_Position = _Transform->getPos();
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_Rotation = _Transform->getRotQuat();
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CEntityCL *entity = getEntity(_Id);
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if(entity)
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{
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// Snap to ground(the snap check if it's a flyer).
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entity->pacsPos(_Position);
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entity->snapToGround();
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_Position = entity->pos();
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}
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// Read start animation rotation and position
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_PreviousRotation = CQuat::Identity;
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_PreviousTranslation = CVector::Null;
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// read an animation for init matrix
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UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
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}
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
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}
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if( Track != NULL )
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{
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Track->interpolate( 0, _PreviousRotation );
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}
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
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}
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
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}
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if( Track != NULL )
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{
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Track->interpolate( 0, _PreviousTranslation );
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}
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// Animation Matrix
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CMatrix animation;
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animation.identity();
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animation.setPos (_PreviousTranslation);
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animation.setRot (_PreviousRotation);
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// reset orientation of skeleton
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CMatrix current;
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current.identity();
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current.setRot( _Rotation );
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CVector I, J, K;
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I = current.getJ();
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I.z=0;
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I.normalize ();
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K.set (0,0,1);
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J=K^I;
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current.setRot (I, J, K);
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current.setPos (_Position);
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_AnimTransformation = current;
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if(entity)
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{
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if(!entity->flyer())
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{
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_AnimTransformation.setPos( _AnimTransformation.getPos() - CVectorD( 0, 0, entity->pos().z ) );
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}
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}
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}
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}
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// Start next animation
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void CAnimatedSceneObject::StartNextAnimation( double time, float speedFactor )
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{
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if( _SequenceAnimation.begin() != _SequenceAnimation.end() )
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{
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if( _Transform != NULL )
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{
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_Transform->unfreezeHRC();
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}
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string animName = *_SequenceAnimation.begin();
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_SequenceAnimation.pop_front();
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map< string, uint >::iterator it = _MapAnimation.find( animName );
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if( it != _MapAnimation.end() )
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{
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uint idAnim = (*it).second;
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_PlayList->setAnimation( 0, idAnim );
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_IdAnimationPlayed = idAnim;
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_StartAnimationTime = time;
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_OldAnimationTime = _StartAnimationTime;
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_PlayList->setTimeOrigin(0, _StartAnimationTime );
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_PlayList->setSpeedFactor( 0, speedFactor );
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if( _Transform != NULL )
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{
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_Position = _Transform->getPos();
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_Rotation = _Transform->getRotQuat();
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CEntityCL *entity = getEntity(_Id);
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if(entity)
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{
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// Snap to ground(the snap check if it's a flyer).
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entity->pacsPos(_Position);
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entity->snapToGround();
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_Position = entity->pos();
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}
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// Read start animation rotation and position
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_PreviousRotation = CQuat::Identity;
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_PreviousTranslation = CVector::Null;
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// read an animation for init matrix
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UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
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}
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
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}
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if( Track != NULL )
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{
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Track->interpolate( 0, _PreviousRotation );
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}
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
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if( Track == NULL )
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{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
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}
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if( Track == NULL )
|
||
{
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Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
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}
|
||
if( Track != NULL )
|
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{
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Track->interpolate( 0, _PreviousTranslation );
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}
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// Animation Matrix
|
||
CMatrix animation;
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animation.identity();
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||
animation.setPos (_PreviousTranslation);
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||
animation.setRot (_PreviousRotation);
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||
|
||
// reset orientation of skeleton
|
||
CMatrix current;
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||
current.identity();
|
||
current.setRot( _Rotation );
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||
CVector I, J, K;
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||
I = current.getJ();
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I.z=0;
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||
I.normalize ();
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K.set (0,0,1);
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J=K^I;
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||
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<39>
|
||
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 //
|