khanat-code-old/code/snowballs2/client/src/animation.cpp
2014-02-07 19:29:36 -08:00

286 lines
8.1 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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/>.
//
// Includes
//
#include <nel/misc/types_nl.h>
#include <list>
#include <nel/misc/event_listener.h>
#include <nel/misc/command.h>
#include <nel/misc/log.h>
#include <nel/misc/displayer.h>
#include <nel/misc/aabbox.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_skeleton.h>
#include <nel/3d/u_play_list.h>
#include <nel/3d/u_animation_set.h>
#include <nel/3d/u_animation.h>
#include <nel/3d/u_play_list_manager.h>
#include <nel/3d/u_play_list.h>
#include <nel/3d/u_transform.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_text_context.h>
#include "animation.h"
#include "entities.h"
#include "snowballs_client.h"
//
// Namespaces
//
using namespace std;
using namespace NLMISC;
using namespace NL3D;
namespace SBCLIENT {
//
// Constantes
//
// Amount of time for the transistion between 2 animations
CAnimationTime TransitionTime = 0.25f;
//
// Variables
//
UAnimationSet *AnimationSet = NULL;
UPlayListManager *PlayListManager = NULL;
struct Anim
{
const char *Name;
bool Loop;
uint Id;
UAnimation *Animation;
};
Anim AnimIdArray[][2] =
{
{ { "patterfeet.anim", false, 0, NULL }, { "", false, 0, NULL } },
{ { "marche.anim", true, 0, NULL }, { "", false, 0, NULL } },
{ { "idle.anim", true, 0, NULL }, { "", false, 0, NULL } },
{ { "log_on.anim", false, 0, NULL }, { "", false, 0, NULL } },
{ { "log_off.anim", false, 0, NULL }, { "", false, 0, NULL } },
{ { "lancelaboule.anim", false, 0, NULL }, { "", false, 0, NULL } },
{ { "prepaboule.anim", false, 0, NULL }, { "", false, 0, NULL } },
{ { "prepaboulecycle.anim", true, 0, NULL }, { "", false, 0, NULL } },
{ { "impact.anim", false, 0, NULL }, { "", false, 0, NULL } },
};
//
// Functions
//
void computeAnimation (CEntity &entity, EAnim anim)
{
// Get the current time
double currentTime = AnimationTime;
// nlinfo ("%d playing animation", anim);
// nlinfo ("%d playing animation %s ct%f st%f et%f", anim, AnimIdArray[anim][0].Name, currentTime, AnimIdArray[anim][0].Animation->getBeginTime (), AnimIdArray[anim][0].Animation->getEndTime ());
// Find the new slot for the full animation (0 or 1)
uint newSlot = entity.NextEmptySlot;
uint oldSlot = 1 - entity.NextEmptySlot;
entity.NextEmptySlot = 1 - entity.NextEmptySlot;
UPlayList::TWrapMode wrapMode = AnimIdArray[anim][0].Loop ? UPlayList::Repeat : UPlayList::Clamp;
entity.PlayList->setAnimation (newSlot, AnimIdArray[anim][0].Id);
entity.PlayList->setTimeOrigin (newSlot, currentTime);
entity.PlayList->setWeightSmoothness (newSlot, 1.0f);
entity.PlayList->setWrapMode (newSlot, wrapMode);
double OldStartTime, OldEndTime;
double NewStartTime, NewEndTime;
// Get the starting time of the old animation slot
entity.PlayList->getStartWeight (oldSlot, OldStartTime);
// Compute the time delta between start of the old animation and now
double dt = currentTime - OldStartTime;
// Compute the new transition value depending of the current time
if (dt > TransitionTime)
dt = TransitionTime;
OldStartTime = currentTime - (TransitionTime - dt);
OldEndTime = currentTime + dt;
NewStartTime = currentTime;
NewEndTime = currentTime + dt;
// Set new weights on the old and the new animation slot
entity.PlayList->setStartWeight (oldSlot, 1.0f, OldStartTime);
entity.PlayList->setEndWeight (oldSlot, 0.0f, OldEndTime);
entity.PlayList->setStartWeight (newSlot, 0.0f, NewStartTime);
entity.PlayList->setEndWeight (newSlot, 1.0f, OldEndTime);
// Keep in mind what is the last animation id we set
entity.StartAnimationTime = (float)currentTime;
}
void playAnimation (CEntity &entity, EAnim anim, bool force)
{
nlassert (anim > -2 && anim < 20);
// nlinfo ("playAnimation() %d", anim);
// Get the current time
CAnimationTime currentTime = AnimationTime;
// Can't do animation without skeleton
if (entity.Skeleton.empty())
return;
// If the first time we play an animation, creates the animation class
if (entity.PlayList == NULL)
createAnimation (entity);
if (force || entity.AnimQueue.empty())
{
computeAnimation (entity, anim);
// clear the animation queue
//nlinfo ("clearing animation queue");
while (!entity.AnimQueue.empty())
entity.AnimQueue.pop ();
}
// nlinfo ("pushing animation %d", anim);
// nlinfo ("pushing animation %s", AnimIdArray[anim][0].Name);
entity.AnimQueue.push (anim);
}
void createAnimation (CEntity &entity)
{
nlassert (!entity.Instance.empty() && !entity.Skeleton.empty() && AnimationSet != NULL);
entity.PlayList = PlayListManager->createPlayList (AnimationSet);
entity.PlayList->registerTransform (entity.Instance);
entity.PlayList->registerTransform (entity.Skeleton);
}
void deleteAnimation (CEntity &entity)
{
if (entity.PlayList == NULL)
return;
PlayListManager->deletePlayList (entity.PlayList);
entity.PlayList= NULL;
}
void initAnimation()
{
AnimationSet = Driver->createAnimationSet ();
// Add all animations in the animation set
for (uint i = 0; i < sizeof (AnimIdArray) / sizeof (AnimIdArray[0]); i++)
{
if (AnimIdArray[i][0].Name[0] != '\0')
{
AnimIdArray[i][0].Id = AnimationSet->addAnimation (AnimIdArray[i][0].Name, AnimIdArray[i][0].Name);
AnimIdArray[i][0].Animation = AnimationSet->getAnimation (AnimIdArray[i][0].Id);
}
if (AnimIdArray[i][1].Name[0] != '\0')
{
AnimIdArray[i][1].Id = AnimationSet->addAnimation (AnimIdArray[i][1].Name, AnimIdArray[i][1].Name);
AnimIdArray[i][1].Animation = AnimationSet->getAnimation (AnimIdArray[i][1].Id);
}
}
AnimationSet->build ();
PlayListManager = Scene->createPlayListManager ();
}
void updateAnimation()
{
// Get the current time
CAnimationTime currentTime = AnimationTime;
for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
{
CEntity &entity = (*eit).second;
if (entity.AnimQueue.empty ())
{
// nlwarning ("empty queue update!!!");
continue;
}
EAnim currentAnim = entity.AnimQueue.front ();
if (!AnimIdArray[currentAnim][0].Loop && currentTime >= entity.StartAnimationTime + AnimIdArray[currentAnim][0].Animation->getEndTime () - TransitionTime/2)
{
// remove the current anim
entity.AnimQueue.pop ();
if (entity.AnimQueue.empty ())
{
// nlwarning ("empty queue!!!!!!");
continue;
}
EAnim newAnim = entity.AnimQueue.front ();
computeAnimation (entity, newAnim);
/*
nlinfo ("playing animation %s ct%f st%f et%f", AnimIdArray[newAnim][0].Name, currentTime, AnimIdArray[newAnim][0].Animation->getBeginTime (), AnimIdArray[newAnim][0].Animation->getEndTime ());
// setup the new anim
entity.PlayList->setAnimation (0, AnimIdArray[newAnim][0].Id);
entity.PlayList->setTimeOrigin (0, currentTime);
entity.PlayList->setStartWeight (0, 1.0f, currentTime);
entity.PlayList->setEndWeight (0, 1.0f, currentTime+TransitionTime);
entity.PlayList->setWeightSmoothness (0, 1.0f);
if (AnimIdArray[newAnim][0].Loop)
entity.PlayList->setWrapMode (0, UPlayList::Repeat);
else
entity.PlayList->setWrapMode (0, UPlayList::Clamp);
entity.StartAnimationTime = currentTime;
*/ }
}
// compute new animation position depending of the current time
PlayListManager->animate (AnimationTime);
}
void releaseAnimation()
{
Scene->deletePlayListManager (PlayListManager);
// The next line doesn t work (say that AnimationSet is not a valid AnimationSet Ptr) so we comment it.
// Scene->deleteAnimationSet (AnimationSet);
}
} /* namespace SBCLIENT */
/* end of file */