Exemple #1
0
/** This function returns CalAnimationAction for given coreAnimationId.
  *
  * This function returns CalAnimationAction for given coreAnimationId.
  *
  * @param id The ID of the core animation.
  *
  * @return One of the following values:
  *         \li \b NULL if no action exists for given coreAnimationId.
  *         \li \b pointer to CalAnimationAction for the given coreAnimationId.
  *****************************************************************************/
CalAnimationAction *
CalMixer::animationActionFromCoreAnimationId( int coreAnimationId )
{
  std::list<CalAnimationAction *>::iterator iteratorAnimationAction;
  iteratorAnimationAction = m_listAnimationAction.begin();
  while(iteratorAnimationAction != m_listAnimationAction.end())
  {
    // update and check if animation action is still active
    CalAnimationAction * aa = *iteratorAnimationAction;
    CalCoreAnimation * ca = aa->getCoreAnimation();
    if( ca ) {
      CalCoreAnimation * ca2 = m_pModel->getCoreModel()->getCoreAnimation( coreAnimationId );
      if( ca == ca2 ) return aa;
    }
    ++iteratorAnimationAction;
  }
  return NULL;
}
Exemple #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();
}