Esempio n. 1
0
bool OgreSmartBody::frameRenderingQueued(const Ogre::FrameEvent& evt)
{
    if(mWindow->isClosed())
        return false;
 
    //Need to capture/update each device
    mKeyboard->capture();
    mMouse->capture();
 
    if(mKeyboard->isKeyDown(OIS::KC_ESCAPE))
        return false;

	// smartbody
	if (!m_pScene)
		return true;

	SmartBody::SBSimulationManager* sim = m_pScene->getSimulationManager();
	sim->setTime((Ogre::Root::getSingleton().getTimer()->getMilliseconds() / 1000.0f) - mStartTime);
	m_pScene->update();

	int numCharacters = m_pScene->getNumCharacters();
	if (numCharacters == 0)
		return true;

	const std::vector<std::string>& characterNames = m_pScene->getCharacterNames();

	for (size_t n = 0; n < characterNames.size(); n++)
	{
		SmartBody::SBCharacter* character = m_pScene->getCharacter(characterNames[n]);
		if (!this->getSceneManager()->hasEntity(characterNames[n]))
			continue;

		Ogre::Entity* entity = this->getSceneManager()->getEntity(characterNames[n]);
		Ogre::Skeleton* meshSkel = entity->getSkeleton();
		Ogre::Node* node = entity->getParentNode();

		SrVec pos = character->getPosition();
		SrQuat ori = character->getOrientation();
		//std::cout << ori.w << ori.x << " " << ori.y << " " << ori.z << std::endl;
		node->setPosition(pos.x, pos.y, pos.z);
		node->setOrientation(ori.w, ori.x, ori.y, ori.z);
	
		// Update joints
		SmartBody::SBSkeleton* sbSkel = character->getSkeleton();
			
		int numJoints = sbSkel->getNumJoints();
		for (int j = 0; j < numJoints; j++)
		{
			SmartBody::SBJoint* joint = sbSkel->getJoint(j);
	
			try
			{
				SrQuat orientation = joint->quat()->value();
	
				Ogre::Vector3 posDelta(joint->getPosition().x, joint->getPosition().y, joint->getPosition().z);
				Ogre::Quaternion quatDelta(orientation.w, orientation.x, orientation.y, orientation.z);
				Ogre::Bone* bone = meshSkel->getBone(joint->getName());
				if (!bone)
					continue;
				bone->setPosition(bone->getInitialPosition() + posDelta);
				bone->setOrientation(quatDelta);
			}
			catch (Ogre::ItemIdentityException& ex)
			{
				// Should not happen as we filtered using m_mValidBones
			}
		}
	}
	

 
    return true;
}
Esempio n. 2
0
Vector3 GfxBody::getBoneInitialPosition (unsigned n)
{
    checkBone(n);
    Ogre::Bone *bone = skeleton->getBone(n);
    return from_ogre(bone->getInitialPosition());
}