Ejemplo n.º 1
0
//-----------------------------------------------
// resetActors :
// Reset all actors.
//-----------------------------------------------
void CSceneParser::resetActors()
{
	// Create new entities from actors
	map<uint, CActor>::iterator itActor;
	for(itActor = _Actors.begin(); itActor != _Actors.end(); ++itActor)
	{
		// Get a reference on the actor.
		CActor &actor = (*itActor).second;

		// Get the Sid.
		Sid entityId(Sid::npc, (uint64)actor.Id);

		// Find the actor.
		CEntityCL *entity = getEntity(entityId);
		if(entity)
		{
			// Position the entity.
			entity->pacsPos(actor.Pos);

			// Position the skeleton at the same position as the entity.
			if(entity->skeleton())
			{
				entity->skeleton()->setPos(actor.Pos);
				entity->skeleton()->setRotQuat(actor.Rot);
			}
		}

		// Reset entity animations.
		resetAnimatedSceneObject(entityId);
	}
}// resetActors //
Ejemplo n.º 2
0
// 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 degrees
        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;
    }
}
Ejemplo n.º 3
0
//-----------------------------------------------
// updateParticlesActor :
//
//-----------------------------------------------
void CSceneParser::updateParticlesActor(float difTime, CParticle &particle, UAnimation &animation)
{
	// Get the entity pointer.
	CEntityCL *entity = getEntity(Sid(Sid::npc, (uint64)particle.Actor));
	if(!entity)
	{
		nlwarning("CSceneParser::updateParticlesActor : cannot get the actor %d.", (uint64)particle.Actor);
		return;
	}

	// If the entity has no skeleton -> Next particle.
	if(!entity->skeleton())
	{
		nlwarning("The particle follow an entity %d without a skeleton.", (uint64)particle.Actor);
		return;
	}

	// Matrix 90°
	CMatrix m90;
	m90.identity();
	m90.rotateZ((float)(Pi/2.0));

	// Matrix of the entity.
	CMatrix mChar = entity->skeleton()->getMatrix();
	mChar.setPos(entity->pos());

	// Animate all instances.
	for(uint i = 0; i < particle.IGPtr->getNumInstance(); ++i )
	{
		std::string iName = particle.IGPtr->getInstanceName(i);
		UInstance instance = particle.IGPtr->getByName(iName);

		if(!instance)
			continue;

		instance->setTransformMode(UTransformable::RotQuat);

		CMatrix mAnim;
		mAnim.identity();
		// If the animation has no track of position.
		UTrack* trackPos = animation.getTrackByName("PathPos");
		if(!trackPos)
			trackPos = animation.getTrackByName(string(iName + "." + "PathPos").c_str());
		if(trackPos)
		{
			CVector pos;
			trackPos->interpolate(difTime, pos);
			mAnim.setPos(pos);
		}

		// If the animation has no track of rotation.
		UTrack* trackRot = animation.getTrackByName("PathRotQuat");
		if(!trackRot)
			trackRot = animation.getTrackByName(string(iName + "." + "PathRotQuat").c_str());
		if(trackRot)
		{
			CQuat rot;
			trackPos->interpolate(difTime, rot);
			mAnim.setRot(rot);
		}

		CMatrix mFinal = mChar * m90 * mAnim;
		instance->setPos(mFinal.getPos());
		instance->setRotQuat(mFinal.getRot());
	}
}// updateParticlesActor //