void CharacterController::setupBody(SceneManager* sceneMgr) { // create main model mBodyNode = sceneMgr->getRootSceneNode()->createChildSceneNode(Vector3::UNIT_Y * CHAR_HEIGHT); mBodyEnt = sceneMgr->createEntity("SinbadBody", "Sinbad.mesh"); mBodyEnt->getSkeleton()->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE); mBodyNode->attachObject(mBodyEnt); mMove = true; // scale to fit mBodyNode->scale(CHAR_SCALE_X, CHAR_SCALE_Y, CHAR_SCALE_Z); mKeyDirection = Vector3::ZERO; mVerticalVelocity = 0; // Get the two halves of the idle animation Ogre::AnimationState* baseAnim = mBodyEnt->getAnimationState("IdleBase"); Ogre::AnimationState* topAnim = mBodyEnt->getAnimationState("IdleTop"); // Enable both of them and set them to loop. baseAnim->setLoop(true); topAnim->setLoop(true); baseAnim->setEnabled(true); topAnim->setEnabled(true); mBodyNode->setVisible(false, true); }
//------------------------------------------------------------------------------------- void DeltaControl::createScene(void) { mSceneMgr->setSkyBox(true, "StormySkyBox"); mControlCenter = new ControlCenter(mSceneMgr); /* ********************************************************* * ENTITIES * *********************************************************/ // Telephone* phone = new Telephone(mSceneMgr, "phone1"); // phone->init(); // Create entity from mesh and attach it to a scene node. Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode(); Ogre::Entity* ent = mSceneMgr->createEntity("Sinbad", "Sinbad.mesh"); node->attachObject(ent); node->setPosition(0,50,0); node->scale(10,10,10); // Set animation blend mode to additive / cumulative. ent->getSkeleton()->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE); // Get the two halves of the idle animation Ogre::AnimationState* baseAnim = ent->getAnimationState("IdleBase"); Ogre::AnimationState* topAnim = ent->getAnimationState("IdleTop"); // Enable both of them and set them to loop. baseAnim->setLoop(true); topAnim->setLoop(true); baseAnim->setEnabled(true); topAnim->setEnabled(true); }
void Pacman::arrancaMuerte(Ogre::Real deltaT) { stop(); Ogre::AnimationState *anim; Ogre::Entity* pacmanEnt = static_cast<Ogre::Entity*>( node->getAttachedObject(PACMAN_NODE)); anim = pacmanEnt->getAnimationState(PACMAN_EAT_ANIM); anim->setEnabled(false); anim = pacmanEnt->getAnimationState(PACMAN_DIES); anim->addTime(deltaT); anim->setEnabled(true); anim->setLoop(false); anim->setTimePosition(0.0); estoyMuriendo = true; }
void PlayersManager::createPlayer(zappy::Player *player) { Ogre::Entity *ent; Ogre::SceneNode *node; Ogre::AnimationState *anim; std::string id(NumberToString<unsigned int>(player->getId())); OPlayer *toAdd; ent = this->mSceneMgr->createEntity("Player" + id, "robot.mesh"); node = this->mSceneMgr->getRootSceneNode()-> createChildSceneNode(PLAYERNODENAME + id, Ogre::Vector3(player->getX() * Constants::SquareSize, 0, player->getY() * Constants::SquareSize)); ent->setQueryFlags(Constants::PLAYER_MASK); anim = ent->getAnimationState("Idle"); anim->setLoop(true); anim->setEnabled(true); node->attachObject(ent); player->setRendered(true); toAdd = new OPlayer(ent, node); toAdd->setSpell(this->mSceneMgr->createParticleSystem("Aureola" + id, "Examples/Aureola")); toAdd->setBroad(this->mSceneMgr->createParticleSystem("Purple" + id, "Examples/PurpleFountain")); this->mOPlayers.push_back(toAdd); }
void GfxBody::setAnimationMask (const std::string &name, float v) { if (dead) THROW_DEAD(className); Ogre::AnimationState *state = getAnimState(name); state->setWeight(v); state->setEnabled(v > 0.0f); }
void Animation::setEnabled(bool enabled) { for (AnimationPartSet::const_iterator I = mAnimationParts.begin(); I != mAnimationParts.end(); ++I) { //we'll get an assert error if we try to enable an animation with zero length Ogre::AnimationState* state = I->state; if (state->getLength() != 0) { if (state->getEnabled() != enabled) { state->setEnabled(enabled); state->destroyBlendMask(); if (enabled) { const std::vector<BoneGroupRef>& boneGroupRefs = I->boneGroupRefs; for (std::vector<BoneGroupRef>::const_iterator J = boneGroupRefs.begin(); J != boneGroupRefs.end(); ++J) { const BoneGroupRef& boneGroupRef = *J; const BoneGroupDefinition& boneGroupDef = *boneGroupRef.boneGroupDefinition; if (!state->hasBlendMask()) { state->createBlendMask(mBoneNumber, 0.0f); } const std::vector<size_t>& boneIndices = boneGroupDef.Bones; for (std::vector<size_t>::const_iterator bones_I = boneIndices.begin(); bones_I != boneIndices.end(); ++bones_I) { state->setBlendMaskEntry(*bones_I, boneGroupRef.weight); } } } } } } }
NifOgre::EntityList NpcAnimation::insertBoundedPart(const std::string &mesh, int group, const std::string &bonename) { NifOgre::EntityList entities = NifOgre::Loader::createEntities(mEntityList.mSkelBase, bonename, mInsert, mesh); std::vector<Ogre::Entity*> &parts = entities.mEntities; for(size_t i = 0;i < parts.size();i++) { parts[i]->getUserObjectBindings().setUserAny(Ogre::Any(group)); if (mVisibilityFlags != 0) parts[i]->setVisibilityFlags(mVisibilityFlags); for(unsigned int j=0; j < parts[i]->getNumSubEntities(); ++j) { Ogre::SubEntity* subEnt = parts[i]->getSubEntity(j); subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main); } } if(entities.mSkelBase) { Ogre::AnimationStateSet *aset = entities.mSkelBase->getAllAnimationStates(); Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator(); while(asiter.hasMoreElements()) { Ogre::AnimationState *state = asiter.getNext(); state->setEnabled(false); state->setLoop(false); } Ogre::SkeletonInstance *skelinst = entities.mSkelBase->getSkeleton(); Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator(); while(boneiter.hasMoreElements()) boneiter.getNext()->setManuallyControlled(true); } return entities; }
//------------------------------------------------------------------------------------- bool PlayersManager::hidle(zappy::Player *p, int i) { OPlayer *OPlayer = this->mOPlayers.at(i); if (OPlayer->stateHasChanged()) OPlayer->detachAnim(); Ogre::Vector3 position(p->getX() * Constants::SquareSize, 0, p->getY() * Constants::SquareSize); Ogre::AnimationState *anim = OPlayer->getEntity()-> getAnimationState("Idle"); Ogre::SceneNode *node = OPlayer->getSceneNode(); anim->setEnabled(true); if (position != node->getPosition()) node->setPosition(position); anim->setLoop(true); anim->setEnabled(true); anim->addTime(this->tslf); return true; }
ProfessorController(Root* root) { mProfessorNode = root->getSceneManager("main")->getSceneNode("Professor"); mProfessorEntity = root->getSceneManager("main")->getEntity("Professor"); mWalkSpeed = 80.0f; mDirection = Vector3::ZERO; mAnimationState = mProfessorEntity->getAnimationState("Walk"); mAnimationState->setEnabled(true); mAnimationState->setLoop(true); }
bool CAnimatedEntity::stopAnimation(const std::string &anim) { if(!_entity->getAllAnimationStates()->hasAnimationState(anim)) return false; Ogre::AnimationState *animation = _entity->getAnimationState(anim); animation->setEnabled(false); // Si la animación a parar es la animación activa ya no lo estará. if(animation == _currentAnimation) _currentAnimation = 0; return true; } // stopAnimation
bool CAnimatedEntity::setAnimation(const std::string &anim, bool loop, int rewind, float fadeTime) { if(!_entity->getAllAnimationStates()->hasAnimationState(anim)) return false; //comprobamos si la animación ya estaba ejecutandose auto runningAnim = _runningAnimations.find(anim); if(runningAnim != _runningAnimations.end()) { if(runningAnim->second.state == FADE_OUT) { runningAnim->second.state = FADE_IN; //comprobamos que la animación no estaba justo para //ser sacada if(!_deletedAnims.empty()) { auto delAnim = _deletedAnims.begin(); auto delEnd = _deletedAnims.end(); for(; delAnim!=delEnd; delAnim++) { if ((*delAnim) == runningAnim->second.animation->getAnimationName()) { _deletedAnims.erase(delAnim); runningAnim->second.animation->setEnabled(true); break; } } } } runningAnim->second.direction = rewind; return true; } //cogemos la animacion y la preparamos para ejecutarla Ogre::AnimationState* animstate = _entity->getAnimationState(anim); animstate->setEnabled(true); animstate->setLoop(loop); animstate->setWeight(0); //seteamos la animación nueva para que haga fade-in, teniendo //en cuenta el tiempo de fade que se le ha pasado Animation animation; animation.animation = animstate; animation.state = FADE_IN; animation.fadeTime = fadeTime; animation.direction = rewind; //metemos la animacion en la lista de animaciones ejecutandose TAnim newAnim (anim,animation); _runningAnimations.insert(newAnim); return true; } // setAnimation
void AssetLoader::createCamera(Ogre::SceneManager* sceneMgr, const aiScene* scene, Ogre::String camName) { for (size_t n = 0; n < scene->mNumCameras; n++) { // カメラを作成 Ogre::Camera* cam = sceneMgr->createCamera(scene->mCameras[n]->mName.data); std::cout << "Create Camra " << cam->getName() << " " << scene->mCameras[n]->mHorizontalFOV << std::endl; cam->setFOVy(Ogre::Radian(scene->mCameras[n]->mHorizontalFOV)); // 視点アニメーション用ノード Ogre::SceneNode* camNode = sceneMgr->getRootSceneNode()->createChildSceneNode(cam->getName()+"CamNode"); camNode->attachObject(cam); // アニメーションを走査 for (size_t na = 0; na < scene->mNumAnimations; na++) { aiAnimation* aiani = scene->mAnimations[na]; for (size_t nc = 0; nc < aiani->mNumChannels; nc++) { // カメラと同じ名前のチャネルを取得する if (Ogre::String(scene->mCameras[n]->mName.data) == cam->getName()) { //アニメーションを付けるトラックを作成しておく Ogre::Animation* ogani = sceneMgr->createAnimation(cam->getName()+"Animation", aiani->mDuration); std::cout << "Animation : " << ogani->getName() << std::endl; Ogre::NodeAnimationTrack* track = ogani->createNodeTrack(0, camNode); ogani->setInterpolationMode(Ogre::Animation::IM_LINEAR); // アニメーションチャネルからキーフレームアニメーションを取得 aiNodeAnim* chan = aiani->mChannels[n]; for (size_t np = 0; np < chan->mNumPositionKeys; np++) { aiVectorKey* vk = &(chan->mPositionKeys[np]); Ogre::TransformKeyFrame* key = track->createNodeKeyFrame(vk->mTime); key->setTranslate(Ogre::Vector3(vk->mValue[0], vk->mValue[1], vk->mValue[2])); aiQuatKey* qk = &(chan->mRotationKeys[np]); key->setRotation(Ogre::Quaternion(qk->mValue.w, qk->mValue.x, qk->mValue.y, qk->mValue.z)); } // 管理するアニメーションの名前を付けておく Ogre::AnimationState* aniState = sceneMgr->createAnimationState(ogani->getName()); aniState->setEnabled(true); aniState->setLoop(true); aniState->setTimePosition(0.0); //ループを抜ける na = scene->mNumAnimations; break; } } } } }
bool frameStarted(const FrameEvent &evt) { // Fill Here -------------------------------------------------------------- if (Vector3::ZERO == mDirection) { if (nextLocation()) { mAnimationState = mProfessorEntity->getAnimationState("Walk"); mAnimationState->setLoop(true); mAnimationState->setEnabled(true); } } else // Vector3::ZERO != mDirection { Real move = mWalkSpeed * evt.timeSinceLastFrame; mDistance -= move; if (mDistance <= 0.f) { // 목표 지점에 다 왔으면 mProfessorNode->setPosition(mDestination); mDestination = Vector3::ZERO; if (!nextLocation()) { mAnimationState->setEnabled(false); mAnimationState = mProfessorEntity->getAnimationState("Idle"); mAnimationState->setLoop(true); mAnimationState->setEnabled(true); } } else { mProfessorNode->translate(mDirection * move); } } // ------------------------------------------------------------------------- mAnimationState->addTime(evt.timeSinceLastFrame); return true; }
CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr): Animation() { mInsert = ptr.getRefData().getBaseNode(); MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>(); assert (ref->mBase != NULL); if(!ref->mBase->mModel.empty()) { std::string mesh = "meshes\\" + ref->mBase->mModel; mEntityList = NifOgre::NIFLoader::createEntities(mInsert, &mTextKeys, mesh); for(size_t i = 0; i < mEntityList.mEntities.size(); i++) { Ogre::Entity *ent = mEntityList.mEntities[i]; ent->setVisibilityFlags(RV_Actors); bool transparent = false; for (unsigned int j=0; j < ent->getNumSubEntities() && !transparent; ++j) { Ogre::MaterialPtr mat = ent->getSubEntity(j)->getMaterial(); Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator(); while (techIt.hasMoreElements() && !transparent) { Ogre::Technique* tech = techIt.getNext(); Ogre::Technique::PassIterator passIt = tech->getPassIterator(); while (passIt.hasMoreElements() && !transparent) { Ogre::Pass* pass = passIt.getNext(); if (pass->getDepthWriteEnabled() == false) transparent = true; } } } ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main); } if(mEntityList.mSkelBase) { Ogre::AnimationStateSet *aset = mEntityList.mSkelBase->getAllAnimationStates(); Ogre::AnimationStateIterator as = aset->getAnimationStateIterator(); while(as.hasMoreElements()) { Ogre::AnimationState *state = as.getNext(); state->setEnabled(true); state->setLoop(false); } } } }
bool frameStarted(const FrameEvent &evt) { if (mDirection == Vector3::ZERO) { if (nextLocation()) { mAnimationState = mProfessorEntity->getAnimationState("Walk"); mAnimationState->setLoop(true); mAnimationState->setEnabled(true); } } else { Real move = mWalkSpeed * evt.timeSinceLastFrame; // 이동량 계산 mDistance -= move; // 남은 거리 계산 if (mDistance <= 0.0f) { // 목표 지점에 다 왔으면… mProfessorNode->setPosition( mDestination ); // 목표 지점에 캐릭터를 위치 mDirection = Vector3::ZERO; // 정지 상태로 들어간다. if (! nextLocation( ) ) { mAnimationState->setEnabled(false); mAnimationState = mProfessorEntity->getAnimationState( "Idle" ); mAnimationState->setLoop( true ); mAnimationState->setEnabled( true ); } } else { mProfessorNode->translate( mDirection * move ); } } mAnimationState->addTime(evt.timeSinceLastFrame); return true; }
//------------------------------------------------------------------------------------- bool PlayersManager::taking(zappy::Player *p, int i) { OPlayer *OPlayer; OPlayer = this->mOPlayers.at(i); Ogre::AnimationState *anim = OPlayer->getEntity()-> getAnimationState("Slump"); anim->setEnabled(true); anim->setLoop(true); anim->addTime(this->tslf); if (OPlayer->stateHasChanged()) OPlayer->detachAnim(); return true; }
void Player::stopAnimation(std::string anim) { Ogre::SceneManager::MovableObjectIterator iterator = SceneManager()->getMovableObjectIterator("Entity"); while(iterator.hasMoreElements()) { Ogre::Entity* e = static_cast<Ogre::Entity*>(iterator.getNext()); if (e->hasSkeleton()) { Ogre::AnimationState *animation = e->getAnimationState(anim); animation->setEnabled(false); animation->setTimePosition(0); } } }
//------------------------------------------------------------------------------------- bool PlayersManager::moving(zappy::Player *p, int i) { OPlayer *OPlayer = this->mOPlayers.at(i); this->speed = Constants::SquareSize / ((Constants::timeUnit / static_cast<Ogre::Real>(time))); Ogre::SceneNode *node = OPlayer->getSceneNode(); Ogre::Vector3 &direction = OPlayer->getDirection(); Ogre::Real &distance = OPlayer->getDistance(); Ogre::Real move = this->speed * this->tslf; Ogre::Vector3 destination(p->getX() * Constants::SquareSize, 0, p->getY() * Constants::SquareSize); Ogre::AnimationState *anim = OPlayer->getEntity()-> getAnimationState(distance <= 0.0f ? "Idle" : "Walk"); anim->setLoop(true); anim->setEnabled(true); if (direction == Ogre::Vector3::ZERO) { Ogre::Vector3 src = node->getOrientation() * Ogre::Vector3::UNIT_X; direction = destination - node->getPosition(); distance = direction.normalise(); if ((1.0f + src.dotProduct(direction)) < 0.0001f) node->yaw(Ogre::Degree(180)); else node->rotate(src.getRotationTo(direction)); if (distance > Constants::SquareSize) distance = 0.0f; } else { distance -= move; if (distance <= 0.0f) { node->setPosition(destination); direction = Ogre::Vector3::ZERO; } else node->translate(direction * move); } if (OPlayer->stateHasChanged()) OPlayer->detachAnim(); anim->addTime(this->tslf); return true; }
/**更新动画*/ void Enemy::updateAnimation(float time) { m_AniFade-=time; m_AniFade=std::max(m_AniFade,0.0f); if (m_pEntity) { Ogre::AnimationStateSet* animStateSet = m_pEntity->getAllAnimationStates(); // 更新自身动画 if (animStateSet) { Ogre::ConstEnabledAnimationStateIterator animStateItor = animStateSet->getEnabledAnimationStateIterator(); while (animStateItor.hasMoreElements()) { Ogre::AnimationState* animState = animStateItor.getNext(); animState->addTime(time); // 当前动画逐渐递增权重 if (animState== m_pAniSate) { if (animState->getWeight() < 1.0f) { animState->setWeight(1.0f - m_AniFade); } } // 其余动画逐渐递减权重,直到关闭动画 else { if (Ogre::Math::RealEqual(animState->getWeight(), 0.0f)) { animState->setWeight(1.0f); animState->setEnabled(false); } else { animState->setWeight(m_AniFade); } } } } } }
void createScene() { // Create the Entity Ogre::Entity* robot = mSceneMgr->createEntity("Robot", "robot.mesh"); // Attach robot to scene graph Ogre::SceneNode* RobotNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("Robot"); //RobotNode->setPosition((Ogre::Real)-0.3, (Ogre::Real)0.2, (Ogre::Real)0); RobotNode->attachObject(robot); RobotNode->scale((Ogre::Real)0.001,(Ogre::Real)0.001,(Ogre::Real)0.001); RobotNode->pitch(Ogre::Degree(180)); RobotNode->yaw(Ogre::Degree(-90)); // The animation // Set the good animation mAnimationState = robot->getAnimationState( "Idle" ); // Start over when finished mAnimationState->setLoop( true ); // Animation enabled mAnimationState->setEnabled( true ); }
void CAnimatedEntity::stopAllAnimations() { if(_entity->getAllAnimationStates()->hasEnabledAnimationState()) { Ogre::ConstEnabledAnimationStateIterator it = _entity->getAllAnimationStates()->getEnabledAnimationStateIterator(); Ogre::AnimationState *animation; //hay que recorrer con el iterador las animaciones una a una y pausarlas while(it.hasMoreElements()) { animation = it.getNext(); animation->setEnabled(false); } // Si había animación activa ya no lo está. _currentAnimation = 0; } } // stopAllAnimations
void MeshPersonVisual::setAnimationState(const std::string& nameOfAnimationState) { Ogre::AnimationStateSet *animationStates = entity_->getAllAnimationStates(); if(animationStates != NULL) { Ogre::AnimationStateIterator animationsIterator = animationStates->getAnimationStateIterator(); while (animationsIterator.hasMoreElements()) { Ogre::AnimationState *animationState = animationsIterator.getNext(); if(animationState->getAnimationName() == nameOfAnimationState || nameOfAnimationState.empty()) { animationState->setLoop(true); animationState->setEnabled(true); m_animationState = animationState; return; } } // Not found. Set first animation state then. ROS_WARN_STREAM_ONCE("Person mesh animation state " << nameOfAnimationState << " does not exist in mesh!"); setAnimationState(""); } }
void Player::disableAnimations() { Ogre::SceneManager::MovableObjectIterator iterator = SceneManager()->getMovableObjectIterator("Entity"); while(iterator.hasMoreElements()) { Ogre::Entity* e = static_cast<Ogre::Entity*>(iterator.getNext()); if (e->hasSkeleton()) { Ogre::AnimationStateIterator iter = e->getAllAnimationStates()->getAnimationStateIterator(); while(iter.hasMoreElements()) { Ogre::AnimationState *animState = iter.getNext(); animState->setEnabled(false); } } } }
/* crouch_idle | crouch_to_stand | crouch_walk | fall_idle | fall_to_roll * gangname_style | idle0 | idle1 | idle2 | jump | turnLeft | turnLeft90 * turnRight | turnRight90 | run | run_to_stop | samba | strafeLeft * strafeRight | the_running_man | walkBackward | walkForward * (Example: playAnimation("jump", time);) */ void Player::playAnimation(std::string anim, float time) { disableAnimations(); Ogre::SceneManager::MovableObjectIterator iterator = SceneManager()->getMovableObjectIterator("Entity"); while(iterator.hasMoreElements()) { Ogre::Entity* e = static_cast<Ogre::Entity*>(iterator.getNext()); if (e->hasSkeleton()) { Ogre::AnimationState *animation = e->getAnimationState(anim); /*if (animation->getAnimationName().compare("jump") == 0) finishAnimation(animation, time); */ animation->setEnabled("true"); animation->addTime(time); } } }
void Actor::setAnimationEnabled(const QString& name, bool enabled) { assert(mNode); if(mNode->numAttachedObjects() == 0) { qWarning() << "Can't enable animation [" << name << "] on actor [" << getName() << "]" << " because it doesn't have any attached objects."; return; } Ogre::Entity* entity = dynamic_cast<Ogre::Entity*>(mNode->getAttachedObject(0)); if(!entity) { qWarning() << "Can't enable animation [" << name << "] on actor [" << getName() << "]" << " because its attachment isn't an entity."; return; } Ogre::AnimationStateSet* set = entity->getAllAnimationStates(); if(!set->hasAnimationState(name.toStdString())) { qWarning() << "Tried to set the state of an animation named " << name << " on actor " << QString::fromStdString(mNode->getName()) << " that doesn't exist. The animation states remain unchanged."; return; } Ogre::AnimationState* state = set->getAnimationState(name.toStdString()); state->setEnabled(enabled); state->setLoop(true); }
void OgreCharacterController::animate(Ogre::Real elapsedTime, OGRE_ANIMATION_STATE state) { Ogre::Entity * ent = getEntity(); Ogre::AnimationState * animTop = 0; Ogre::AnimationState * animBase = 0; if(animTimer > 0) { if(lastTop != 0) lastTop->addTime(elapsedTime); if(lastBase != 0) lastBase->addTime(elapsedTime); animTimer -= elapsedTime; return; } switch(state) { case IDLE: animTop = ent->getAnimationState("IdleTop"); animBase = ent->getAnimationState("IdleBase"); break; case RUN: animTop = ent->getAnimationState("RunTop"); animBase = ent->getAnimationState("RunBase"); break; case DRAWSWORDS: drawSwords(animTop, ent); animBase = lastBase; break; case SLICE: animTop = lastTop; if(swordsOut) slice(animTop, ent); animBase = lastBase; break; } // Disable last set of animations if(animTop != lastTop) { if(lastTop != 0) lastTop->setEnabled(false); } if(animBase != lastBase) { if(lastBase != 0) lastBase->setEnabled(false); } // Enable next set if(animTop) { animTop->setEnabled(true); animTop->setLoop(true); animTop->addTime(elapsedTime); } if(animBase) { animBase->setEnabled(true); animBase->setLoop(true); animBase->addTime(elapsedTime); } // Book keeping lastTop = animTop; lastBase = animBase; }
//! //! Clones an Ogre::MovableObject. //! //! Is needed because OGRE does not provide clone functions for cameras and //! lights. //! //! \param movableObject The object to clone. //! \param name The name to use for the object. //! \param sceneManager The scene manager to use for creating the object. //! \return The cloned object. //! Ogre::MovableObject * OgreTools::cloneMovableObject ( Ogre::MovableObject *movableObject, const QString &name, Ogre::SceneManager *sceneManager /* = 0 */ ) { // make sure the given object is valid if (!movableObject) { Log::error("The given movable object is invalid.", "OgreTools::cloneMovableObject"); return 0; } // make sure a valid scene manager is available if (!sceneManager) sceneManager = movableObject->_getManager(); if (!sceneManager) { Log::error("No valid scene manager available.", "OgreTools::cloneMovableObject"); return 0; } Ogre::MovableObject *result = 0; Ogre::String typeName = movableObject->getMovableType(); if (typeName == "Entity") { // clone entity Ogre::Entity *entity = dynamic_cast<Ogre::Entity *>(movableObject); //movableObjectCopy = entity->clone(name.toStdString()); Ogre::Entity *entityCopy = sceneManager->createEntity(name.toStdString(), entity->getMesh()->getName()); Ogre::AnimationStateSet *animationStateSet = entity->getAllAnimationStates(); Ogre::AnimationStateSet *animationStateSetCopy = entityCopy->getAllAnimationStates(); // set the same blend mode on entity copy if (entity && entityCopy) { if (entity->hasSkeleton() && entityCopy->hasSkeleton()) { Ogre::Skeleton *skeleton = entity->getSkeleton(); Ogre::Skeleton *skeletonCopy = entityCopy->getSkeleton(); skeletonCopy->setBlendMode(skeleton->getBlendMode()); } } // copy all animation states if (animationStateSet && animationStateSetCopy) { Ogre::AnimationStateIterator animationStateIter = animationStateSet->getAnimationStateIterator(); Ogre::AnimationStateIterator animationStateCopyIter = animationStateSetCopy->getAnimationStateIterator(); while (animationStateIter.hasMoreElements()) { if (!animationStateCopyIter.hasMoreElements()) break; Ogre::AnimationState *animationState = animationStateIter.getNext(); Ogre::AnimationState *animationStateCopy = animationStateCopyIter.getNext(); animationStateCopy->setLoop(animationState->getLoop()); //bool enabled = animationState->getEnabled(); //animationStateCopy->setEnabled(animationState->getEnabled()); animationStateCopy->setEnabled(true); animationStateCopy->setTimePosition(animationState->getTimePosition()); } } // create a new container for the cloned entity OgreContainer *entityCopyContainer = new OgreContainer(entityCopy); entityCopy->setUserAny(Ogre::Any(entityCopyContainer)); if (!entity->getUserAny().isEmpty()) { OgreContainer *entityContainer = Ogre::any_cast<OgreContainer *>(entity->getUserAny()); if (entityContainer) { QObject::connect(entityContainer, SIGNAL(animationStateUpdated(const QString &, double)), entityCopyContainer, SLOT(updateAnimationState(const QString &, double))); QObject::connect(entityContainer, SIGNAL(boneTransformUpdated(const QString &, double, double, double, double, double, double)), entityCopyContainer, SLOT(updateBoneTransform(const QString &, double, double, double, double, double, double))); } } result = dynamic_cast<Ogre::MovableObject *>(entityCopy); } else if (typeName == "Light") { // clone light Ogre::Light *light = dynamic_cast<Ogre::Light *>(movableObject); Ogre::Light *lightCopy = sceneManager->createLight(name.toStdString()); lightCopy->setType(light->getType()); lightCopy->setDiffuseColour(light->getDiffuseColour()); lightCopy->setSpecularColour(light->getSpecularColour()); lightCopy->setAttenuation(light->getAttenuationRange(), light->getAttenuationConstant(), light->getAttenuationLinear(), light->getAttenuationQuadric()); lightCopy->setPosition(light->getPosition()); lightCopy->setDirection(light->getDirection()); if (lightCopy->getType() == Ogre::Light::LT_SPOTLIGHT) lightCopy->setSpotlightRange(light->getSpotlightInnerAngle(), light->getSpotlightOuterAngle(), light->getSpotlightFalloff()); lightCopy->setPowerScale(light->getPowerScale()); lightCopy->setCastShadows(light->getCastShadows()); // create a new container for the cloned light OgreContainer *lightCopyContainer = new OgreContainer(lightCopy); lightCopy->setUserAny(Ogre::Any(lightCopyContainer)); if (!light->getUserAny().isEmpty()) { OgreContainer *lightContainer = Ogre::any_cast<OgreContainer *>(light->getUserAny()); if (lightContainer) QObject::connect(lightContainer, SIGNAL(sceneNodeUpdated()), lightCopyContainer, SLOT(updateLight())); } result = dynamic_cast<Ogre::MovableObject *>(lightCopy); } else if (typeName == "Camera") { // clone camera Ogre::Camera *camera = dynamic_cast<Ogre::Camera *>(movableObject); Ogre::Camera *cameraCopy = sceneManager->createCamera(name.toStdString()); //cameraCopy->setCustomParameter(0, camera->getCustomParameter(0)); cameraCopy->setAspectRatio(camera->getAspectRatio()); cameraCopy->setAutoAspectRatio(camera->getAutoAspectRatio()); //cameraCopy->setAutoTracking(...); cameraCopy->setCastShadows(camera->getCastsShadows()); //cameraCopy->setCullingFrustum(camera->getCullingFrustum()); //cameraCopy->setCustomParameter(...); //cameraCopy->setCustomProjectionMatrix(..); //cameraCopy->setCustomViewMatrix(..); //cameraCopy->setDebugDisplayEnabled(...); //cameraCopy->setDefaultQueryFlags(...); //cameraCopy->setDefaultVisibilityFlags(...); cameraCopy->setDirection(camera->getDirection()); //cameraCopy->setFixedYawAxis(...); cameraCopy->setFocalLength(camera->getFocalLength()); cameraCopy->setFOVy(camera->getFOVy()); //Ogre::Real left; //Ogre::Real right; //Ogre::Real top; //Ogre::Real bottom; //camera->getFrustumExtents(left, right, top, bottom); //cameraCopy->setFrustumExtents(left, right, top, bottom); //cameraCopy->setFrustumOffset(camera->getFrustumOffset()); //cameraCopy->setListener(camera->getListener()); cameraCopy->setLodBias(camera->getLodBias()); //cameraCopy->setLodCamera(camera->getLodCamera()); cameraCopy->setNearClipDistance(camera->getNearClipDistance()); cameraCopy->setFarClipDistance(camera->getFarClipDistance()); cameraCopy->setOrientation(camera->getOrientation()); //cameraCopy->setOrthoWindow(...); //cameraCopy->setOrthoWindowHeight(...); //cameraCopy->setOrthoWindowWidth(...); cameraCopy->setPolygonMode(camera->getPolygonMode()); cameraCopy->setPolygonModeOverrideable(camera->getPolygonModeOverrideable()); cameraCopy->setPosition(camera->getPosition()); cameraCopy->setProjectionType(camera->getProjectionType()); cameraCopy->setQueryFlags(camera->getQueryFlags()); cameraCopy->setRenderingDistance(camera->getRenderingDistance()); cameraCopy->setRenderQueueGroup(camera->getRenderQueueGroup()); //cameraCopy->setRenderSystemData(camera->getRenderSystemData()); cameraCopy->setUseIdentityProjection(camera->getUseIdentityProjection()); cameraCopy->setUseIdentityView(camera->getUseIdentityView()); //cameraCopy->setUserAny(camera->getUserAny()); cameraCopy->setUseRenderingDistance(camera->getUseRenderingDistance()); //cameraCopy->setUserObject(camera->getUserObject()); cameraCopy->setVisibilityFlags(camera->getVisibilityFlags()); cameraCopy->setVisible(camera->getVisible()); //cameraCopy->setWindow(...); if (!movableObject->getUserAny().isEmpty()) { CameraInfo *sourceCameraInfo = Ogre::any_cast<CameraInfo *>(movableObject->getUserAny()); if (sourceCameraInfo) { CameraInfo *targetCameraInfo = new CameraInfo(); targetCameraInfo->width = sourceCameraInfo->width; targetCameraInfo->height = sourceCameraInfo->height; dynamic_cast<Ogre::MovableObject *>(cameraCopy)->setUserAny(Ogre::Any(targetCameraInfo)); } } //// Setup connections for instances //SceneNode *targetSceneNode = new SceneNode(cameraCopy); //((Ogre::MovableObject *)cameraCopy)->setUserAny(Ogre::Any(targetSceneNode)); //if (!((Ogre::MovableObject *)camera)->getUserAny().isEmpty()) { // SceneNode *sourceSceneNode = Ogre::any_cast<SceneNode *>(((Ogre::MovableObject *)camera)->getUserAny()); // if (sourceSceneNode) { // QObject::connect(sourceSceneNode, SIGNAL(sceneNodeUpdated()), targetSceneNode, SLOT(updateSceneNode())); // } //} result = dynamic_cast<Ogre::MovableObject *>(cameraCopy); } if (!result) Log::error(QString("Could not clone movable object \"%1\" of type \"%2\".").arg(movableObject->getName().c_str()).arg(typeName.c_str()), "OgreTools::cloneMovableObject"); return result; }
void AnimationTask::receiveAnimationTaskMessage(const Poco::AutoPtr<AnimationTaskMessage>& message) { AnimationMapEntry entry; AnimationMapIterator iter; AnimationMapValueEntry valueEntry; Ogre::AnimationState *animation; memUInt animationAddress; FunctorBase *pFunctor; if (message.get() == NULL) { LOG(EngineLog::LM_WARNING, "AnimationTask::receiveAnimationTaskMessage(): message is NULL."); return; } Poco::ScopedRWLock lock(mRWLockActiveAnimations, true); animation = message->getAnimation(); animationAddress = reinterpret_cast<memUInt>(animation); if (animation != NULL) { iter = activeAnimations.find(animationAddress); } switch (message->getMessageType()) { case AnimationTaskMessage::AM_ENABLE: // If the playCounter flag is true, increment the playCounter if the animation is active, other just start // playing the animation if the counter is one. if ((message->isPlayCounter()) && (iter != activeAnimations.end())) { valueEntry = iter->second; valueEntry.second++; } else { // Set the loop, restart and enabled values for the animation animation->setLoop(message->isLoop()); if (message->isRestart()) { animation->setTimePosition(0.0f); } animation->setEnabled(true); valueEntry.first = animation; valueEntry.second = 1; } // Add this animations start and stop callbacks to the callback maps pFunctor = message->getStartCallback(); if (pFunctor != NULL) { Poco::ScopedRWLock lock(mRWLockCallbacks, true); mStartCallbacks[animationAddress] = pFunctor; } pFunctor = message->getStopCallback(); if (pFunctor != NULL) { Poco::ScopedRWLock lock(mRWLockCallbacks, true); mStopCallbacks[animationAddress] = pFunctor; } // Add it to the list of active animations activeAnimations[animationAddress] = valueEntry; // Add it to the set of starting animations mStartingAnimations.insert(animationAddress); break; case AnimationTaskMessage::AM_DISABLE: if (iter != activeAnimations.end()) { // If the playCounter flag is true, decrement the playCounter if the animation is active, otherwise just stop // playing the animation if the counter <= 0. if (message->isPlayCounter()) { valueEntry = iter->second; valueEntry.second--; if (valueEntry.second == 0) { // Mark animation as disabled and remove it from the list // of active animations animation->setEnabled(false); activeAnimations.erase(animationAddress); // Remove any callbacks associated with this animation { Poco::ScopedRWLock lock(mRWLockCallbacks, true); mStartCallbacks.erase(animationAddress); mStopCallbacks.erase(animationAddress); } } else { activeAnimations[animationAddress] = valueEntry; } } else { // Mark animation as disabled and remove it from the list // of active transformations animation->setEnabled(false); activeAnimations.erase(animationAddress); // Remove any callbacks associated with this animation { Poco::ScopedRWLock lock(mRWLockCallbacks, true); mStartCallbacks.erase(animationAddress); mStopCallbacks.erase(animationAddress); } } } break; case AnimationTaskMessage::AM_DISABLE_ALL: { // Remove all active animations and their callbacks Poco::ScopedRWLock(mRWLockCallbacks, true); for (iter = activeAnimations.begin(); iter != activeAnimations.end(); ++iter) { animationAddress = iter->first; mStartCallbacks.erase(animationAddress); mStopCallbacks.erase(animationAddress); } activeAnimations.clear(); mStartingAnimations.clear(); } break; } }
void AnimationTask::execute(unsigned long timeDelta) { double deltaSec; std::list<memUInt> finishedAnimations; std::list<memUInt>::iterator finishedAnimationsIter; AnimationMapIterator iter; Value val; if (getState() != TS_RUNNING) { setState(TS_RUNNING); } // Dispatch all waiting messages of this task NotificationManager::getSingleton().dispatchQueuedNotifications((memUInt) this); deltaSec = ((double) timeDelta) / MICROSECONDS_IN_SECOND; { Poco::ScopedRWLock lock(mRWLockActiveAnimations, false); // Update animations for (iter = activeAnimations.begin(); iter != activeAnimations.end(); ++iter) { AnimationMapValueEntry entry = iter->second; Ogre::AnimationState *animationState = entry.first; // Check if the animation has ended, and add it to a list of animations to be removed from the active list if ((animationState->hasEnded()) || (!animationState->getEnabled())) { finishedAnimations.push_back(iter->first); animationState->setEnabled(false); // If the animation has a stop callback, call it callCallback(animationState, &mStopCallbacks); } else { // Add the time since the last update to the animation animationState->addTime(deltaSec); // Check if this animation is just starting, if it is call its start callback if (mStartingAnimations.erase(reinterpret_cast<memUInt>(animationState)) == 1) { callCallback(animationState, &mStartCallbacks); } } } } mStartingAnimations.clear(); { Poco::ScopedRWLock lock(mRWLockActiveAnimations, true); Poco::ScopedRWLock lockCallbacks(mRWLockCallbacks, true); // Remove the animations that have ended from the list of active animations for (finishedAnimationsIter = finishedAnimations.begin(); finishedAnimationsIter != finishedAnimations.end(); ++finishedAnimationsIter) { memUInt animationAddress = *finishedAnimationsIter; activeAnimations.erase(animationAddress); // Remove any callbacks associated with this animation mStartCallbacks.erase(animationAddress); mStopCallbacks.erase(animationAddress); } } }
void EC_OgreAnimationController::Update(f64 frametime) { Ogre::Entity* entity = GetEntity(); if (!entity) return; std::vector<std::string> erase_list; // Loop through all animations & update them as necessary for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i) { Ogre::AnimationState* animstate = GetAnimationState(entity, i->first); if (!animstate) continue; switch(i->second.phase_) { case PHASE_FADEIN: // If period is infinitely fast, skip to full weight & PLAY status if (i->second.fade_period_ == 0.0f) { i->second.weight_ = 1.0f; i->second.phase_ = PHASE_PLAY; } else { i->second.weight_ += (1.0f / i->second.fade_period_) * frametime; if (i->second.weight_ >= 1.0f) { i->second.weight_ = 1.0f; i->second.phase_ = PHASE_PLAY; } } break; case PHASE_PLAY: if (i->second.auto_stop_ || i->second.num_repeats_ != 1) { if ((i->second.speed_factor_ >= 0.f && animstate->getTimePosition() >= animstate->getLength()) || (i->second.speed_factor_ < 0.f && animstate->getTimePosition() <= 0.f)) { if (i->second.num_repeats_ != 1) { if (i->second.num_repeats_ > 1) i->second.num_repeats_--; Ogre::Real rewindpos = i->second.speed_factor_ >= 0.f ? (animstate->getTimePosition() - animstate->getLength()) : animstate->getLength(); animstate->setTimePosition(rewindpos); } else { i->second.phase_ = PHASE_FADEOUT; } } } break; case PHASE_FADEOUT: // If period is infinitely fast, skip to disabled status immediately if (i->second.fade_period_ == 0.0f) { i->second.weight_ = 0.0f; i->second.phase_ = PHASE_STOP; } else { i->second.weight_ -= (1.0f / i->second.fade_period_) * frametime; if (i->second.weight_ <= 0.0f) { i->second.weight_ = 0.0f; i->second.phase_ = PHASE_STOP; } } break; } // Set weight & step the animation forward if (i->second.phase_ != PHASE_STOP) { Ogre::Real advance = i->second.speed_factor_ * frametime; Ogre::Real new_weight = i->second.weight_ * i->second.weight_factor_; if (new_weight != animstate->getWeight()) animstate->setWeight((Ogre::Real)i->second.weight_ * i->second.weight_factor_); if (advance != 0.0f) animstate->addTime((Ogre::Real)(i->second.speed_factor_ * frametime)); if (!animstate->getEnabled()) animstate->setEnabled(true); } else { // If stopped, disable & remove this animation from list animstate->setEnabled(false); erase_list.push_back(i->first); } } for (uint i = 0; i < erase_list.size(); ++i) { animations_.erase(erase_list[i]); } // High-priority/low-priority blending code if (entity->hasSkeleton()) { Ogre::SkeletonInstance* skel = entity->getSkeleton(); if (!skel) return; if (highpriority_mask_.size() != skel->getNumBones()) highpriority_mask_.resize(skel->getNumBones()); if (lowpriority_mask_.size() != skel->getNumBones()) lowpriority_mask_.resize(skel->getNumBones()); for (uint i = 0; i < skel->getNumBones(); ++i) { highpriority_mask_[i] = 1.0; lowpriority_mask_[i] = 1.0; } // Loop through all high priority animations & update the lowpriority-blendmask based on their active tracks for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i) { Ogre::AnimationState* animstate = GetAnimationState(entity, i->first); if (!animstate) continue; // Create blend mask if animstate doesn't have it yet if (!animstate->hasBlendMask()) animstate->createBlendMask(skel->getNumBones()); if ((i->second.high_priority_) && (i->second.weight_ > 0.0)) { // High-priority animations get the full weight blend mask animstate->_setBlendMaskData(&highpriority_mask_[0]); if (!skel->hasAnimation(animstate->getAnimationName())) continue; Ogre::Animation* anim = skel->getAnimation(animstate->getAnimationName()); Ogre::Animation::NodeTrackIterator it = anim->getNodeTrackIterator(); while (it.hasMoreElements()) { Ogre::NodeAnimationTrack* track = it.getNext(); unsigned id = track->getHandle(); // For each active track, reduce corresponding bone weight in lowpriority-blendmask // by this animation's weight if (id < lowpriority_mask_.size()) { lowpriority_mask_[id] -= i->second.weight_; if (lowpriority_mask_[id] < 0.0) lowpriority_mask_[id] = 0.0; } } } } // Now set the calculated blendmask on low-priority animations for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i) { Ogre::AnimationState* animstate = GetAnimationState(entity, i->first); if (!animstate) continue; if (i->second.high_priority_ == false) animstate->_setBlendMaskData(&lowpriority_mask_[0]); } } }