Esempio n. 1
0
LookAtDemo::LookAtDemo( hkDemoEnvironment* env )
:	hkDefaultAnimationDemo(env)
{
	
	// Disable warnings: if no renderer									
	if( hkString::strCmp( m_env->m_options->m_renderer, "n" ) == 0 )
	{
		hkError::getInstance().setEnabled(0xf0d1e423, false); //'Could not realize an inplace texture of type PNG.'
	}
	
	//
	// Setup the camera
	//
	{
		hkVector4 from( -1, -1, 1 );
		hkVector4 to  ( 0,0,0.75 );
		hkVector4 up  ( 0.0f, 0.0f, 1.0f );
		setupDefaultCameras( env, from, to, up, 0.1f, 100 );
	}

	m_loader = new hkLoader();

	// Convert the scene
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/Scene/hkScene.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));

		HK_ASSERT2(0x27343635, scene, "No scene loaded");
		removeLights(m_env);
		env->m_sceneConverter->convert( scene );
	}

	// Get the rig
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRig.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numSkeletons > 0), "No skeleton loaded");
		m_skeleton = ac->m_skeletons[0];
	}

	// Get the idle animation and the binding
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkIdle.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding = ac->m_bindings[0];
	}

	// Convert the skin
	{
		const char* skinFile = "Resources/Animation/HavokGirl/hkLowResSkinWithEyes.hkx";

		hkString assetFile = hkAssetManagementUtil::getFilePath( skinFile );
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");

		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));
		HK_ASSERT2(0x27343435, scene , "No scene loaded");

		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));
		HK_ASSERT2(0x27343435, ac && (ac->m_numSkins > 0), "No skins loaded");

		m_numSkinBindings = ac->m_numSkins;
		m_skinBindings = ac->m_skins;

		m_numAttachments = ac->m_numAttachments;
		m_attachments = ac->m_attachments;

		// Make graphics output buffers for the skins
		env->m_sceneConverter->convert( scene );

		for (int a=0; a < m_numAttachments; ++a)
		{
			hkaBoneAttachment* ba = m_attachments[a];
			hkgDisplayObject* hkgObject = HK_NULL;

			//Check the attachment is a mesh
			if ( hkString::strCmp(ba->m_attachment.m_class->getName(), hkxMeshClass.getName()) == 0)
			{
				hkgObject = env->m_sceneConverter->findFirstDisplayObjectUsingMesh((hkxMesh*)ba->m_attachment.m_object);	
				if (hkgObject)
				{
					hkgObject->setStatusFlags(hkgObject->getStatusFlags() | HKG_DISPLAY_OBJECT_DYNAMIC);
				}
			}

			m_attachmentObjects.pushBack(hkgObject);
		}
	}
	m_skeletonInstance = new hkaAnimatedSkeleton( m_skeleton );

	// Set the fill threshold
	m_skeletonInstance->setReferencePoseWeightThreshold( 0.05f );
	
	// animation controller
	{
		m_control = new hkaDefaultAnimationControl( m_binding );
		m_control->setPlaybackSpeed( 1.0f );

		m_skeletonInstance->addAnimationControl( m_control );
		m_control->removeReference();
	}

	// setup the graphics
	setupGraphics( );

	// find the bone indices for the neck, head and eyes.
	m_neckIndex = hkaSkeletonUtils::findBoneWithName( *m_skeleton, "HavokBipedRig Neck" );
	m_headIndex = hkaSkeletonUtils::findBoneWithName( *m_skeleton, "HavokBipedRig Head" );
	m_lEyeIndex = hkaSkeletonUtils::findBoneWithName( *m_skeleton, "LowEyeL" );
	m_rEyeIndex = hkaSkeletonUtils::findBoneWithName( *m_skeleton, "LowEyeR" );
}
MotionExtractionDemo::MotionExtractionDemo( hkDemoEnvironment* env )
:	hkDefaultAnimationDemo(env)
{

	// Disable warnings: if no renderer									
	if( hkString::strCmp( m_env->m_options->m_renderer, "n" ) == 0 )
	{
		hkError::getInstance().setEnabled(0xf0d1e423, false); //'Could not realize an inplace texture of type PNG.'
	}

	// want to do software skinning always in this demo
	// see HardwareSkinningDemo for how to setup hardware palettes etc
	m_env->m_sceneConverter->setAllowHardwareSkinning(false);

	//
	// Setup the camera
	//
	{
		hkVector4 from( 3,3,1 );
		hkVector4 to  ( 0,0,0 );
		hkVector4 up  ( 0.0f, 0.0f, 1.0f );
		setupDefaultCameras( env, from, to, up, 0.1f, 100 );

		// so we can use the sticks on consoles
		if (m_env->m_options->m_trackballMode == 0)
		{
			m_forcedOnTrackball = true;
			m_env->m_window->getViewport(0)->setNavigationMode(HKG_CAMERA_NAV_TRACKBALL);
		}
	}

	m_loader = new hkLoader();

	// Convert the scene
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/Scene/hkScene.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));

		HK_ASSERT2(0x27343635, scene, "No scene loaded");
		removeLights(m_env);
		env->m_sceneConverter->convert( scene );
	}

	// Get the rig
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRig.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numSkeletons > 0), "No skeleton loaded");
		m_skeleton = ac->m_skeletons[0];
	}

	// Get the animation and the binding
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkWalkLoop.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[0] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[0] = ac->m_bindings[0];

		assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkWalkTurnLLoop.hkx");
		container = m_loader->load( assetFile.cString() );
		ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[1] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[1] = ac->m_bindings[0];

		assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkWalkTurnRLoop.hkx");
		container = m_loader->load( assetFile.cString() );
		ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[2] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[2] = ac->m_bindings[0];
	}

	// Convert the skin
	{
		const char* skinFile = "Resources/Animation/HavokGirl/hkLowResSkin.hkx";
		hkString assetFile = hkAssetManagementUtil::getFilePath( skinFile );
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");

		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));
		HK_ASSERT2(0x27343435, scene , "No scene loaded");

		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));
		HK_ASSERT2(0x27343435, ac && (ac->m_numSkins > 0), "No skins loaded");

		m_numSkinBindings = ac->m_numSkins;
		m_skinBindings = ac->m_skins;

		// Make graphics output buffers for the skins
		env->m_sceneConverter->convert( scene );
	}

	// Create the skeleton
	m_skeletonInstance = new hkaAnimatedSkeleton( m_skeleton );
	m_skeletonInstance->setReferencePoseWeightThreshold( 0.01f );

	float weights[NUM_ANIMS];
	weights[0] = 0.1f;
	weights[1] = 0.0f;
	weights[2] = 0.0f;

	// Grab the animations
	for (int i=0; i < NUM_ANIMS; i++)
	{
		m_control[i] = new hkaDefaultAnimationControl( m_binding[i] );
		m_control[i]->setMasterWeight( weights[i] );
		m_control[i]->setPlaybackSpeed( 1.0f );

		m_skeletonInstance->addAnimationControl( m_control[i] );
		m_control[i]->removeReference();
	}

	// make a world so that we can auto create a display world to hold the skin
	setupGraphics( );

	m_currentMotion.setIdentity();
}
HardwareSkinningDemo::HardwareSkinningDemo( hkDemoEnvironment* env )
:	hkDefaultAnimationDemo(env)
{
	// Disable warnings: if no renderer									
	if( hkString::strCmp( m_env->m_options->m_renderer, "n" ) == 0 )
	{
		hkError::getInstance().setEnabled(0xf0d1e423, false); //'Could not realize an inplace texture of type PNG.'
	}

	//
	// Setup the camera
	//
	{
		hkVector4 from(  -0.92f, -1.2f, 0.63f );
		hkVector4 to  ( 0.35f,-0.35f, 0.30f );
		hkVector4 up  ( 0.0f,  0.0f, 1.0f);
		setupDefaultCameras( env, from, to, up, 0.01f, 10000.0f );
	}

	m_loader = new hkLoader();

	// We want to use this demo to do the skinning, so we don't let our graphics engine do it.

	m_canSkin = (hkgSystem::g_RendererType != hkgSystem::HKG_RENDERER_NULL); 
	if (hkgSystem::g_RendererType != hkgSystem::HKG_RENDERER_CONSOLE)
	{
		m_canSkin = m_env->m_window->shaderSupportGreaterOrEqualTo(1); // has shaders..
	}
	env->m_sceneConverter->setAllowHardwareSkinning(m_canSkin);

	// Convert the scene
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/Scene/hkScene.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));

		HK_ASSERT2(0x27343635, scene, "No scene loaded");
		removeLights(m_env); // assume we have some in the file
		env->m_sceneConverter->convert( scene );
	}

	// Get the rig
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRig.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numSkeletons > 0), "No skeleton loaded");
		m_skeleton = ac->m_skeletons[0];
	}

	// Get the animation and the binding
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkIdle.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0), "No animation loaded");
		m_animation = ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding = ac->m_bindings[0];
	}

	// Convert the skin
	{

		const char* skinFile = "Resources/Animation/HavokGirl/hkLowResSkin18Bones.hkx";

		hkString assetFile = hkAssetManagementUtil::getFilePath( skinFile );
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");

		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));
		HK_ASSERT2(0x27343435, scene , "No scene loaded");

		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));
		HK_ASSERT2(0x27343435, ac && (ac->m_numSkins > 0), "No skins loaded");

		m_numSkinBindings = ac->m_numSkins;
		m_skinBindings = ac->m_skins;

		// Make graphics output buffers for the skins
		env->m_sceneConverter->convert( scene );

		// If we are hardware skinning, we need to inform the graphics of the
		// mappings between the skeleton bones and the primitive subsets with
		// possibly limited palettes. Looks worse than it is as our scene converter
		// has no dependancy on the animation system, so we need to cast a bit.
		if (m_canSkin)
		{

			
			hkgShaderCollection* platformShader; 
			if (m_env->m_window->supportsShaderCompilation())
			{
				platformShader = compileShader();
			}
			else
			{
				platformShader = loadPrecompiledShader();
			}	

			for (int ms=0; ms < m_numSkinBindings; ++ms)
			{
				hkaMeshBinding* skinBinding = m_skinBindings[ms];
				if ( m_env->m_sceneConverter->setupHardwareSkin( m_env->m_window->getContext(), skinBinding->m_mesh,
						reinterpret_cast<hkgAssetConverter::IndexMapping*>( skinBinding->m_mappings ),
						skinBinding->m_numMappings, (hkInt16)skinBinding->m_skeleton->m_numBones ) )
				{
					// based on the hkxMesh will find the hkg object and set the shader in the material(s)
					setShader( skinBinding->m_mesh, platformShader );
				}
			}
			platformShader->release();


		}
	}

	// Create the skeleton
	m_skeletonInstance = new hkaAnimatedSkeleton( m_skeleton );
	{
		hkaDefaultAnimationControl* ac = new hkaDefaultAnimationControl( m_binding );

		ac->setPlaybackSpeed(1.0f);
		m_skeletonInstance->addAnimationControl( ac );
		ac->removeReference();
	}

	// set up the vdb
	setupGraphics();

}
Esempio n. 4
0
NormalBlendingDemo::NormalBlendingDemo( hkDemoEnvironment* env )
:	hkDefaultAnimationDemo(env)
{
	// Disable warnings: if no renderer									
	if( hkString::strCmp( m_env->m_options->m_renderer, "n" ) == 0 )
	{
		hkError::getInstance().setEnabled(0xf0d1e423, false); //'Could not realize an inplace texture of type PNG.'
	}

	//
	// Setup the camera
	//
	{
		hkVector4 from( -2,-2,2 );
		hkVector4 to  ( 0,0,0 );
		hkVector4 up  ( 0.0f, 0.0f, 1.0f );
		setupDefaultCameras( env, from, to, up, 0.1f, 100 );
	}

	m_loader = new hkLoader();

	// Convert the scene
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/Scene/hkScene.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));

		HK_ASSERT2(0x27343635, scene, "No scene loaded");
		removeLights(m_env);
		env->m_sceneConverter->convert( scene );
	}

	// Get the rig
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRig.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numSkeletons > 0), "No skeleton loaded");
		m_skeleton = ac->m_skeletons[0];
	}

	// Get the animation and the binding
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRunLoop.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[HK_RUN_ANIM] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[HK_RUN_ANIM] = ac->m_bindings[0];

		assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkWalkLoop.hkx");
		container = m_loader->load( assetFile.cString() );
		ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[HK_WALK_ANIM] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[HK_WALK_ANIM] = ac->m_bindings[0];

	}

	// Convert the skin
	{
		const char* skinFile = "Resources/Animation/HavokGirl/hkLowResSkin.hkx";
		hkString assetFile = hkAssetManagementUtil::getFilePath( skinFile );
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");

		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));
		HK_ASSERT2(0x27343435, scene , "No scene loaded");

		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));
		HK_ASSERT2(0x27343435, ac && (ac->m_numSkins > 0), "No skins loaded");

		m_numSkinBindings = ac->m_numSkins;
		m_skinBindings = ac->m_skins;

		// Make graphics output buffers for the skins
		env->m_sceneConverter->convert( scene );

	}

	// Create the skeleton
	m_skeletonInstance = new hkaAnimatedSkeleton( m_skeleton );

	// Set the fill threshold
	m_skeletonInstance->setReferencePoseWeightThreshold( 0.05f );

	// Grab the animations
	for (int i=0; i < NUM_ANIMS; i++)
	{
		m_control[i] = new hkaDefaultAnimationControl( m_binding[i] );
		m_control[i]->setMasterWeight( 0.0f );
		m_control[i]->setPlaybackSpeed( 1.0f );

		m_skeletonInstance->addAnimationControl( m_control[i] );
		m_control[i]->removeReference();
	}

	setupGraphics( );

}
PlanetGravityDemo::PlanetGravityDemo( hkDemoEnvironment* env )
: hkDefaultPhysicsDemo(env)
{
	hkString filename; // We have a different binary file depending on the compiler and platform
	filename.printf( "Resources/Physics/Levels/planetgravity_L%d%d%d%d.hkx",
					 hkStructureLayout::HostLayoutRules.m_bytesInPointer,
					 hkStructureLayout::HostLayoutRules.m_littleEndian ? 1 : 0,
					 hkStructureLayout::HostLayoutRules.m_reusePaddingOptimization? 1 : 0,
					 hkStructureLayout::HostLayoutRules.m_emptyBaseClassOptimization? 1 : 0 );
	hkIstream infile( filename.cString() );
	HK_ASSERT( 0x215d080c, infile.isOk() );

	hkpWorld::IgnoreForceMultithreadedSimulation ignoreForceMultithreaded;

	// Disable warning: 'm_contactRestingVelocity not set, setting it to REAL_MAX, so that the new collision restitution code will be disabled'
	hkError::getInstance().setEnabled( 0xf03243ed, false );

	// Load the startup scene
	{
		m_worldUp.set( 0.0f, 0.0f, 1.0f );
		m_characterForward.set( 1.0f, 0.0f, 0.0f );

		// Initialize hkpSurfaceInfo for storing the old ground info
		m_previousGround = new hkpSurfaceInfo();
		m_framesInAir = 0;

		m_cameraForward.set( 1.0f, 0.0f, 0.0f );
		m_cameraUp = m_cameraForward;
		m_cameraPosition.set( 20.0f, 1.0f, 35.0f );

		m_detachedCamera = false;

		// Load the world.
		m_world = loadWorld( filename.cString(), &m_physicsData, &m_loadedData );
		m_world->markForWrite();

		setupDefaultCameras( env, m_cameraPosition, m_characterRigidBody->getPosition(), m_worldUp );

		// Setup graphics
		setupGraphics();
		forceShadowState(false); // Disable shadows
		setupSkyBox(env);

		{
			removeLights( m_env );
			float v[] = { 0.941f, 0.941f, 0.784f };
			m_flashLight = hkgLight::create();
			m_flashLight->setType( HKG_LIGHT_DIRECTIONAL );
			m_flashLight->setDiffuse( v );
			v[0] = 0;
			v[1] = 1;
			v[2] = -0.5;
			m_flashLight->setDirection( v );
			v[0] = 0;
			v[1] = -1000;
			v[2] = 0;
			m_flashLight->setPosition( v );
			m_flashLight->setDesiredEnabledState( true );
			env->m_displayWorld->getLightManager()->addLight( m_flashLight );
			env->m_displayWorld->getLightManager()->computeActiveSet( HKG_VEC3_ZERO );
		}

		// Set up the collision filter
		{
			hkpGroupFilter* filter = new hkpGroupFilter();
			filter->disableCollisionsBetween(1, 1);
			m_world->setCollisionFilter(filter);
			filter->removeReference();
		}

		// Go through all loaded rigid bodies
		for( int i = 0; i < m_physicsData->getPhysicsSystems().getSize(); i++ )
		{
			const hkArray<hkpRigidBody*>& bodies = m_physicsData->getPhysicsSystems()[i]->getRigidBodies();
			for( int j = 0; j < bodies.getSize(); j++ )
			{
				hkString rbName( bodies[j]->getName() );

				// If the rb is a planet (name is "planet*")
				if( rbName.beginsWith( "planet" ) )
				{
					// If the body is a representation of a gravitational field (name: "*GravField"),
					//  remove it from the simulation.
					if( rbName.endsWith( "GravField" ) )
					{
						m_world->removeEntity( bodies[j] );
					}
					// Otherwise, it's actually a planet.
					else
					{
						hkAabb currentAabb;
						const hkpCollidable* hullCollidable = HK_NULL;

						// Find the planet's gravity field
						hkpRigidBody* planetRigidBody = bodies[j];
						hkString gravFieldRbName;
						gravFieldRbName.printf( "%sGravField", rbName.cString() );
						hkpRigidBody* gravFieldRigidBody = m_physicsData->findRigidBodyByName( gravFieldRbName.cString() );

						// If there's a GravField rigid body, then grab its collidable to be used for gravity calculation.
						if( gravFieldRigidBody )
						{
							hullCollidable = gravFieldRigidBody->getCollidable();
							gravFieldRigidBody->getCollidable()->getShape()->getAabb( gravFieldRigidBody->getTransform(), 0.0f, currentAabb );
						}
						else
						{
							planetRigidBody->getCollidable()->getShape()->getAabb( planetRigidBody->getTransform(), 0.0f, currentAabb );
						}

						// Scale up the planet's gravity field's AABB so it goes beyond the planet
						hkVector4 extents;
						extents.setSub4( currentAabb.m_max, currentAabb.m_min );
						hkInt32 majorAxis = extents.getMajorAxis();
						hkReal maxExtent = extents( majorAxis );
						maxExtent *= 0.4f;

						// Scale the AABB's extents
						hkVector4 extension;
						extension.setAll( maxExtent );
						currentAabb.m_max.add4( extension );
						currentAabb.m_min.sub4( extension );

						// Attach a gravity phantom to the planet so it can catch objects which come close
						SimpleGravityPhantom* gravityAabbPhantom = new SimpleGravityPhantom( planetRigidBody, currentAabb, hullCollidable );
						m_world->addPhantom( gravityAabbPhantom );
						gravityAabbPhantom->removeReference();

						// Add a tracking action to the phantom so it follows the planet. This allows support for non-fixed motion type planets
						if (planetRigidBody->getMotion()->getType() != hkpMotion::MOTION_FIXED)
						{
							PhantomTrackAction* trackAction = new PhantomTrackAction( planetRigidBody, gravityAabbPhantom );
							m_world->addAction( trackAction );
							trackAction->removeReference();
						}
					}
				}
				// if the rigid body is a launchpad (name: "launchPadSource*")
				else if( rbName.beginsWith("launchPadSource" ) )
				{
					hkString targetName;

					// Find launchpad "target" (used to calculate trajectory when launching)
					targetName.printf( "launchPadTarget%s", rbName.substr( hkString::strLen("launchPadSource") ).cString() );
					hkpRigidBody* target = m_physicsData->findRigidBodyByName( targetName.cString() );
					HK_ASSERT2( 0x0, target, "All launchPadSource rigid bodies must have associated launchPadTargets." );

					// Add a collision listener to the launchpad so it can apply forces to colliding rbs
					LaunchPadListener* launchPadListener = new LaunchPadListener( target->getPosition() );
					bodies[j]->addCollisionListener( launchPadListener );
					bodies[j]->setMotionType( hkpMotion::MOTION_FIXED );

					HK_SET_OBJECT_COLOR( reinterpret_cast<hkUlong>( bodies[j]->getCollidable() ), hkColor::RED );

					m_world->removeEntity( target );
				}
				// A "basic" launchpad just applies a force in the direction of the collision normal
				else if( rbName.beginsWith( "launchPadBasic" ) )
				{
					LaunchPadListener* launchPadListener = new LaunchPadListener( bodies[j]->getMass() );
					bodies[j]->addCollisionListener( launchPadListener );
					bodies[j]->setMotionType( hkpMotion::MOTION_FIXED );

					HK_SET_OBJECT_COLOR( reinterpret_cast<hkUlong>( bodies[j]->getCollidable() ), hkColor::RED );
				}
				else if( rbName.beginsWith( "teleporterSource" ) )
				{
					hkString targetName;

					// Find the teleportation destination of the teleporter
					targetName.printf( "teleporterTarget%s", rbName.substr( hkString::strLen("teleporterSource") ).cString() );
					hkpRigidBody* target = m_physicsData->findRigidBodyByName( targetName.cString() );
					HK_ASSERT2( 0, target, "All teleporterSource rigid bodies must have associated teleporterTargets." );

					// Replace the rb with a callback shape phantom. Colliding rbs will be teleported to the destination.
					TeleporterPhantomCallbackShape* phantomCallbackShape = new TeleporterPhantomCallbackShape( target->getTransform() );
					hkpBvShape* phantom = new hkpBvShape( bodies[j]->getCollidable()->getShape(), phantomCallbackShape );
					phantomCallbackShape->removeReference();
					bodies[j]->getCollidable()->getShape()->removeReference();
					bodies[j]->setShape( phantom );
					phantom->removeReference();

					m_world->removeEntity( target );
				}
				else if( rbName.beginsWith( "TurretTop" ) )
				{
					// Create a place to store state information for this turret.
					Turret& turret = m_turrets.expandOne();
					turret.constraint = bodies[j]->getConstraint(0);
					turret.hinge = static_cast<hkpLimitedHingeConstraintData*>( const_cast<hkpConstraintData*>( turret.constraint->getData() ) );
					turret.turretRigidBody = bodies[j];
					turret.cooldown = 0.0f;

					// Allow the hinge to spin infinitely and start the motor up
					turret.hinge->disableLimits();
					turret.hinge->setMotorActive( turret.constraint, true );

					// Do not allow the turret's simulation island deactivate.
					//  If it does, it will stop spinning.
					turret.turretRigidBody->setDeactivator( hkpRigidBodyDeactivator::DEACTIVATOR_NEVER );
				}

				// Update collision filter so that needless CollColl3 agents are not created.
				// For example, turrets  and geometry marked as "static" (such as the swing)
				//  should never collide with a planet, nor each other.
				if(  ( rbName.beginsWith( "planet" ) && !rbName.endsWith( "GravField" ) )
					|| rbName.beginsWith( "Turret" )
					|| rbName.endsWith( "_static" ) )
				{
					bodies[j]->setCollisionFilterInfo( hkpGroupFilter::calcFilterInfo( 1 ) );

					// Destroy or create agents (according to new quality type). This also removes Toi events.
					m_world->updateCollisionFilterOnEntity(bodies[j], HK_UPDATE_FILTER_ON_ENTITY_FULL_CHECK, HK_UPDATE_COLLECTION_FILTER_PROCESS_SHAPE_COLLECTIONS);
				}
			}
		}

		m_world->unmarkForWrite();
	}
}
Esempio n. 6
0
EaseCurvesDemo::EaseCurvesDemo( hkDemoEnvironment* env )
:	hkDefaultAnimationDemo(env)
{

	// Disable warnings: if no renderer									
	if( hkString::strCmp( m_env->m_options->m_renderer, "n" ) == 0 )
	{
		hkError::getInstance().setEnabled(0xf0d1e423, false); //'Could not realize an inplace texture of type PNG.'
	}

	//
	// Setup the camera
	//
	{
		hkVector4 from( 2,-2,1 );
		hkVector4 to  ( 0,0,0 );
		hkVector4 up  ( 0.0f, 0.0f, 1.0f );
		setupDefaultCameras( env, from, to, up, 0.1f, 100 );
	}

	m_loader = new hkLoader();

	// Convert the scene
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/Scene/hkScene.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));

		HK_ASSERT2(0x27343635, scene, "No scene loaded");
		removeLights(m_env);
		env->m_sceneConverter->convert( scene );
	}

	// Get the rig
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRig.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numSkeletons > 0), "No skeleton loaded");
		m_skeleton = ac->m_skeletons[0];
	}

	// Get the animation and the binding
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRunLoop.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[0] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[0] = ac->m_bindings[0];

		assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkWaveLoop.hkx");
		container = m_loader->load( assetFile.cString() );
		ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[1] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[1] = ac->m_bindings[0];

		assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkIdle.hkx");
		container = m_loader->load( assetFile.cString() );
		ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[2] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[2] = ac->m_bindings[0];
	}

	// Convert the skin
	{
		const char* skinFile = "Resources/Animation/HavokGirl/hkLowResSkin.hkx";
		hkString assetFile = hkAssetManagementUtil::getFilePath( skinFile );
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");

		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));
		HK_ASSERT2(0x27343435, scene , "No scene loaded");

		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));
		HK_ASSERT2(0x27343435, ac && (ac->m_numSkins > 0), "No skins loaded");

		m_numSkinBindings = ac->m_numSkins;
		m_skinBindings = ac->m_skins;

		// Make graphics output buffers for the skins
		env->m_sceneConverter->convert( scene );
	}

	// Create the skeleton
	m_skeletonInstance = new hkaAnimatedSkeleton( m_skeleton );
	m_skeletonInstance->setReferencePoseWeightThreshold( 0.1f );

	// Grab the animations
	for (int i=0; i < NUM_ANIMS; i++)
	{
		const hkBool startEasedIn = ( i == 2 ); // Start with hands on hips only
		m_control[i] = new hkaDefaultAnimationControl( m_binding[i], startEasedIn );
		m_control[i]->setMasterWeight( 1.0f );
		m_control[i]->setPlaybackSpeed( 1.0f );

		m_skeletonInstance->addAnimationControl( m_control[i] );
		m_control[i]->removeReference();
	}

	// Set ease curves explicitly
	m_control[0]->setEaseInCurve(0, 0, 1, 1);	// Smooth
	m_control[0]->setEaseOutCurve(1, 1, 0, 0);	// Smooth

	m_control[1]->setEaseInCurve(0, 0.33f, 0.66f, 1);	// Linear
	m_control[1]->setEaseOutCurve(1, 0.66f, 0.33f, 0);	// Linear

	m_control[2]->setEaseInCurve(0, 0, 0, 1);	// Fast
	m_control[2]->setEaseOutCurve(1, 0, 0, 0);	// Fast

	// make a world so that we can auto create a display world to hold the skin
	setupGraphics( );

	//
	//	Create the texture
	//
	{
		m_graphCanvasData = hkAllocate<unsigned char> (GRAPH_CANVAS_HEIGHT*GRAPH_CANVAS_WIDTH*4, HK_MEMORY_CLASS_DEMO);
		m_context = env->m_window->getContext();
		m_texture = hkgTexture::create( m_context );
		m_texture->allocateSurface( GRAPH_CANVAS_WIDTH, GRAPH_CANVAS_HEIGHT, true, false, m_graphCanvasData );
		m_textureRealized = false;
	}
}
Esempio n. 7
0
AdditiveBlendingDemo::AdditiveBlendingDemo( hkDemoEnvironment* env )
:	hkDefaultAnimationDemo(env)
{
	// Disable warnings: if no renderer									
	if( hkString::strCmp( m_env->m_options->m_renderer, "n" ) == 0 )
	{
		hkError::getInstance().setEnabled(0xf0d1e423, false); //'Could not realize an inplace texture of type PNG.'
	}

	//
	// Setup the camera
	//
	{
		hkVector4 from( 0.3f, -1, 1 );
		hkVector4 to  ( 0, 0, 0.5f );
		hkVector4 up  ( 0.0f, 0.0f, 1.0f );
		setupDefaultCameras( env, from, to, up, 0.1f, 100 );
	}

	m_loader = new hkLoader();

	// Convert the scene
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/Scene/hkScene.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));

		HK_ASSERT2(0x27343635, scene, "No scene loaded");
		removeLights(m_env);
		env->m_sceneConverter->convert( scene );
	}

	// Get the rig
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkRig.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numSkeletons > 0), "No skeleton loaded");
		m_skeleton = ac->m_skeletons[0];
	}

	// Get the animations and the binding
	{
		hkString assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkWalkLoop.hkx");
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");
		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[HK_WALK_ANIM] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[HK_WALK_ANIM] = ac->m_bindings[0];

		assetFile = hkAssetManagementUtil::getFilePath("Resources/Animation/HavokGirl/hkHeadMovement.hkx");
		container = m_loader->load( assetFile.cString() );
		ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));

		HK_ASSERT2(0x27343435, ac && (ac->m_numAnimations > 0 ), "No animation loaded");
		m_animation[HK_ADDITIVE_ANIM] =  ac->m_animations[0];

		HK_ASSERT2(0x27343435, ac && (ac->m_numBindings > 0), "No binding loaded");
		m_binding[HK_ADDITIVE_ANIM] = ac->m_bindings[0];
	}

	// Create an additive animation
	// This can also be done offline in the toolchain using the CreateAdditiveAnimation filter
	// See the Additive configuration of hkHeadMovement.max
	{
		hkaInterleavedUncompressedAnimation* interleavedAnim = static_cast< hkaInterleavedUncompressedAnimation* >(m_animation[ HK_ADDITIVE_ANIM ]);

		hkaAdditiveAnimationUtility::Input input;
		input.m_originalData = interleavedAnim->m_transforms;
		input.m_numberOfPoses = interleavedAnim->m_numTransforms / interleavedAnim->m_numberOfTransformTracks;
		input.m_numberOfTransformTracks = interleavedAnim->m_numberOfTransformTracks;
		input.m_baseData = interleavedAnim->m_transforms;


		// We create an additive animation by subtracting off the iniital pose for the first frame of the animation
		// This is done by passing the same animation for both the originalData and the baseData
		// Note that only the first frame of the basedata is used so this initial frame is subtracted
		// from each of the frames in the animation
		hkaAdditiveAnimationUtility::createAdditiveFromPose( input, interleavedAnim->m_transforms );

		// Switch the binding to additive so this animation will be blended differently in sample and combine.
		m_binding[HK_ADDITIVE_ANIM]->m_blendHint = hkaAnimationBinding::ADDITIVE;
	}

	// Convert the skin
	{
		const char* skinFile = "Resources/Animation/HavokGirl/hkLowResSkinWithEyes.hkx";
		hkString assetFile = hkAssetManagementUtil::getFilePath( skinFile );
		hkRootLevelContainer* container = m_loader->load( assetFile.cString() );
		HK_ASSERT2(0x27343437, container != HK_NULL , "Could not load asset");

		hkxScene* scene = reinterpret_cast<hkxScene*>( container->findObjectByType( hkxSceneClass.getName() ));
		HK_ASSERT2(0x27343435, scene , "No scene loaded");

		hkaAnimationContainer* ac = reinterpret_cast<hkaAnimationContainer*>( container->findObjectByType( hkaAnimationContainerClass.getName() ));
		HK_ASSERT2(0x27343435, ac && (ac->m_numSkins > 0), "No animation loaded");

		m_numSkinBindings = ac->m_numSkins;
		m_skinBindings = ac->m_skins;

		m_numAttachments = ac->m_numAttachments;
		m_attachments = ac->m_attachments;

		// Make graphics output buffers for the skins
		env->m_sceneConverter->convert( scene );

		for (int a=0; a < m_numAttachments; ++a)
		{
			hkaBoneAttachment* ba = m_attachments[a];
			hkgDisplayObject* hkgObject = HK_NULL;

			//Check the attachment is a mesh
			if ( hkString::strCmp(ba->m_attachment.m_class->getName(), hkxMeshClass.getName()) == 0)
			{
				hkgObject = env->m_sceneConverter->findFirstDisplayObjectUsingMesh((hkxMesh*)ba->m_attachment.m_object);
				if (hkgObject)
				{
					hkgObject->setStatusFlags( hkgObject->getStatusFlags() | HKG_DISPLAY_OBJECT_DYNAMIC);
				}
			}

			m_attachmentObjects.pushBack(hkgObject);
		}

	}

	// Create the animated skeleton
	m_skeletonInstance = new hkaAnimatedSkeleton( m_skeleton );

	// Set the fill threshold
	m_skeletonInstance->setReferencePoseWeightThreshold( 0.05f );

	// Grab the animations and build controls
	for (int i=0; i < NUM_ANIMS; i++)
	{
		m_control[i] = new hkaDefaultAnimationControl( m_binding[i] );
		m_control[i]->setMasterWeight( 1.0f );
		m_control[i]->setPlaybackSpeed( 1.0f );

		m_skeletonInstance->addAnimationControl( m_control[i] );
		m_control[i]->removeReference();
	}

	// We initially turn the additive animation off and allow the user to ramp it in
	m_control[HK_ADDITIVE_ANIM]->setMasterWeight( 0.0f );
	m_control[HK_ADDITIVE_ANIM]->setPlaybackSpeed( 1.0f );
	setupGraphics( );

}