Esempio n. 1
0
void OgreXmlSerializer::ReadBoneHierarchy(Skeleton *skeleton)
{
    if (skeleton->bones.empty()) {
        throw DeadlyImportError("Cannot read <bonehierarchy> for a Skeleton without bones");
    }

    while(NextNode() == nnBoneParent)
    {
        const std::string name = ReadAttribute<std::string>("bone");
        const std::string parentName = ReadAttribute<std::string>("parent");

        Bone *bone = skeleton->BoneByName(name);
        Bone *parent = skeleton->BoneByName(parentName);

        if (bone && parent)
            parent->AddChild(bone);
        else
            throw DeadlyImportError("Failed to find bones for parenting: Child " + name + " for parent " + parentName);
    }

    // Calculate bone matrices for root bones. Recursively calculates their children.
    for (size_t i=0, len=skeleton->bones.size(); i<len; ++i)
    {
        Bone *bone = skeleton->bones[i];
        if (!bone->IsParented())
            bone->CalculateWorldMatrixAndDefaultPose(skeleton);
    }
}
SkeletonSprite::SkeletonSprite(const String& filename) : Sprite(NULL) {
	// Cargamos los datos del XML
	SkeletonData* data = new SkeletonData(filename);

    root = new Bone("world", NULL, 0, 0, 0, 0);

	// Generamos huesos
    for ( uint32 i = 0; i < data->GetBoneDatas().Size(); i++ ) {
		// Obtenemos hueso
        const BoneData& boneData = data->GetBoneDatas()[i];
		
		// Obtenemos padre del hueso
        Bone* parent = root;
        if ( boneData.GetParentName() != "world" )
            parent = root->FindChild(boneData.GetParentName());

		// Obtenemos imagen
        Image* image = ResourceManager::Instance().LoadImage(filename.ExtractDir() + "/" + boneData.GetImageFilename());

		// Creamos hueso
        Bone bone(boneData.GetId(), image, boneData.GetPivotX(), boneData.GetPivotY(), boneData.GetHandleX(), boneData.GetHandleY());

		// Aniadimos frames
        for ( uint32 i = 0; i < boneData.GetFrames().Size(); i++ )
            bone.AddFrame(boneData.GetFrames()[i]);

		// Aniadimos hueso
		parent->AddChild(bone);	
	}

	// Establecemos el rango de la animacion
    const Bone* bone = root->GetChild(0);
	int32 lastframe = 0;
	for ( uint32 index = 0; index < bone->CountFrames(); index++ ) {
        lastframe = max(lastframe, bone->GetFrame(index)->GetId());
	}
	SetFrameRange(0, lastframe);

	// Eliminamos los datos cargados del XML
	delete data;
}