Ejemplo n.º 1
0
void
CalMixer::applyBoneAdjustments()
{
  CalSkeleton * pSkeleton = m_pModel->getSkeleton();
  std::vector<CalBone *>& vectorBone = pSkeleton->getVectorBone();
  unsigned int i;
  for( i = 0; i < m_numBoneAdjustments; i++ ) {
    CalMixerBoneAdjustmentAndBoneId * ba = & m_boneAdjustmentAndBoneIdArray[ i ];
    CalBone * bo = vectorBone[ ba->boneId_ ];
    CalCoreBone * cbo = bo->getCoreBone();
    if( ba->boneAdjustment_.flags_ & CalMixerBoneAdjustmentFlagMeshScale ) {
      bo->setMeshScaleAbsolute( ba->boneAdjustment_.meshScaleAbsolute_ );
    }
    if( ba->boneAdjustment_.flags_ & CalMixerBoneAdjustmentFlagPosRot ) {
      const CalVector & localPos = cbo->getTranslation();
      CalVector adjustedLocalPos = localPos;
      CalQuaternion adjustedLocalOri = ba->boneAdjustment_.localOri_;
      static float const scale = 1.0f;
      float rampValue = ba->boneAdjustment_.rampValue_;
      static bool const replace = true;
      static float const unrampedWeight = 1.0f;
      bo->blendState( unrampedWeight, 
        adjustedLocalPos,
        adjustedLocalOri, 
        scale, replace, rampValue );
    }
  }
}
Ejemplo n.º 2
0
void CalMixer::updateSkeleton()
{

  // get the skeleton we need to update
  CalSkeleton *pSkeleton;
  pSkeleton = m_pModel->getSkeleton();
  if(pSkeleton == 0) return;

  // clear the skeleton state
  pSkeleton->clearState();

  // get the bone vector of the skeleton
  std::vector<CalBone *>& vectorBone = pSkeleton->getVectorBone();

  // The bone adjustments are "replace" so they have to go first, giving them
  // highest priority and full influence.  Subsequent animations affecting the same bones, 
  // including subsequent replace animations, will have their incluence attenuated appropriately.
  applyBoneAdjustments();

  // loop through all animation actions
  std::list<CalAnimationAction *>::iterator itaa;
  for( itaa = m_listAnimationAction.begin(); itaa != m_listAnimationAction.end(); itaa++ ) {

    // get the core animation instance
    CalAnimationAction * aa = * itaa;
    
    // Manual animations can be on or off.  If they are off, they do not apply
    // to the bone.
    if( aa->on() ) {

      CalCoreAnimation * pCoreAnimation = aa->getCoreAnimation();
      
      // get the list of core tracks of above core animation
      std::list<CalCoreTrack *>& listCoreTrack = pCoreAnimation->getListCoreTrack();
      
      // loop through all core tracks of the core animation
      std::list<CalCoreTrack *>::iterator itct;
      for( itct = listCoreTrack.begin(); itct != listCoreTrack.end(); itct++ ) {
        
        // get the appropriate bone of the track
        CalCoreTrack * ct = * itct;
        if( ct->getCoreBoneId() >= int(vectorBone.size()) ) {
          continue;
        }
        CalBone * pBone = vectorBone[ ct->getCoreBoneId() ];
        
        // get the current translation and rotation
        CalVector translation;
        CalQuaternion rotation;
        ct->getState( aa->getTime(), translation, rotation);
        
        // Replace and CrossFade both blend with the replace function.
        bool replace = aa->getCompositionFunction() != CalAnimation::CompositionFunctionAverage;
        float scale = aa->getScale();
        pBone->blendState( aa->getWeight(), translation, rotation, scale, replace, aa->getRampValue() );
      }
    }
  }

  // === What does lockState() mean?  Why do we need it at all?  It seems only to allow us
  // to blend all the animation actions together into a temporary sum, and then
  // blend all the animation cycles together into a different sum, and then blend
  // the two sums together according to their relative weight sums.  I believe this is mathematically
  // equivalent of blending all the animation actions and cycles together into a single sum,
  // according to their relative weights.
  pSkeleton->lockState();

  // let the skeleton calculate its final state
  pSkeleton->calculateState();
}
Ejemplo n.º 3
0
void CalMixer::updateSkeleton()
{
  // get the skeleton we need to update
  CalSkeleton *pSkeleton;
  pSkeleton = m_pModel->getSkeleton();
  if(pSkeleton == 0) return;

  // clear the skeleton state
  pSkeleton->clearState();

  // get the bone vector of the skeleton
  std::vector<CalBone *>& vectorBone = pSkeleton->getVectorBone();

  // loop through all animation actions
  std::list<CalAnimationAction *>::iterator iteratorAnimationAction;
  for(iteratorAnimationAction = m_listAnimationAction.begin(); iteratorAnimationAction != m_listAnimationAction.end(); ++iteratorAnimationAction)
  {
    // get the core animation instance
    CalCoreAnimation *pCoreAnimation;
    pCoreAnimation = (*iteratorAnimationAction)->getCoreAnimation();

    // Ask the animation for the pose at the given time
    std::vector<CalTransform> pose;
    pose.resize(pCoreAnimation->getTrackCount());
    pCoreAnimation->getPose((*iteratorAnimationAction)->getTime(), pose);

    // Blend the pose into the current bone states
    for (unsigned bone_id = 0; bone_id < pSkeleton->getCoreSkeleton()->getVectorCoreBone().size(); ++bone_id)
    {
      int track_number = pCoreAnimation->getTrackAssignment(bone_id);

      // Skip this bone if the bone does not have a track assigned in the animation
      if (track_number == -1)
      {
        continue;
      }

      // Blend the animation pose with the skeleton
      CalBone* pBone = vectorBone[bone_id];
      pBone->blendState((*iteratorAnimationAction)->getWeight(), pose[track_number].getTranslation(), pose[track_number].getRotation());
    }
  }

  // lock the skeleton state
  pSkeleton->lockState();

  // loop through all animation cycles
  std::list<CalAnimationCycle *>::iterator iteratorAnimationCycle;
  for(iteratorAnimationCycle = m_listAnimationCycle.begin(); iteratorAnimationCycle != m_listAnimationCycle.end(); ++iteratorAnimationCycle)
  {
    // get the core animation instance
    CalCoreAnimation *pCoreAnimation;
    pCoreAnimation = (*iteratorAnimationCycle)->getCoreAnimation();

    // calculate adjusted time
    float animationTime;
    if((*iteratorAnimationCycle)->getState() == CalAnimation::STATE_SYNC)
    {
      if(m_animationDuration == 0.0f)
      {
        animationTime = 0.0f;
      }
      else
      {
        animationTime = m_animationTime * pCoreAnimation->getDuration() / m_animationDuration;
      }
    }
    else
    {
      animationTime = (*iteratorAnimationCycle)->getTime();
    }

    // Ask the animation for the pose at the given time
    std::vector<CalTransform> pose;
    pose.resize(pCoreAnimation->getTrackCount());
    pCoreAnimation->getPose(animationTime, pose);

    // Blend the pose into the current bone states
    for (unsigned index = 0; index < pose.size(); ++index)
    {
      int track_number = pCoreAnimation->getTrackAssignment(index);

      // Skip this bone if the bone does not have a track assigned in the animation
      if (track_number == -1)
      {
        continue;
      }

      CalBone* pBone = vectorBone[index];
      pBone->blendState((*iteratorAnimationCycle)->getWeight(), pose[track_number].getTranslation(), pose[track_number].getRotation());
    }
  }

  // lock the skeleton state
  pSkeleton->lockState();

  // let the skeleton calculate its final state
  pSkeleton->calculateState();
}