Esempio n. 1
0
/*
	Init character given serialized skeleton information
*/
void SBDebuggerUtility::initCharacter(const std::string& name, const std::string& skelName)
{
	if (name == "")
	{
		LOG("Character has no name - will not be created.");
		return;
	}
	SmartBody::SBCharacter* sbCharacter = SmartBody::SBScene::getScene()->createCharacter(name, "");
	if (!sbCharacter)
	{
		LOG("Problem creating character %s, will not be created in remote session...", name.c_str());
		return;
	}
	SmartBody::SBSkeleton* sbSkeleton = SmartBody::SBScene::getScene()->getSkeleton(skelName);
	if (!sbSkeleton)
	{
		LOG("Problem creating skeleton %s, character %s will not be created in remote session...", name.c_str(), skelName.c_str());
		return;
	}
	SmartBody::SBSkeleton* copySbSkeleton = new SmartBody::SBSkeleton(sbSkeleton);
	if (!copySbSkeleton)
	{
		LOG("Problem creating copy of skeleton %s, character %s will not be created in remote session...", name.c_str(), skelName.c_str());
		return;
	}
	sbCharacter->setSkeleton(copySbSkeleton);	
}
Esempio n. 2
0
int main_sb( int argc, char** argv )
{
    osg::ArgumentParser arguments( &argc, argv );
    
    SmartBody::SBScene* scene = SmartBody::SBScene::getScene();
    scene->setMediaPath( "./smartbody/" );   // data/
    scene->addAssetPath( "motion", "ChrBrad" );
    scene->addAssetPath( "mesh", "mesh");
    scene->addAssetPath( "script", "scripts");
    scene->loadAssets();
    
    int numMotions = scene->getNumMotions();
    std::cout << "Loaded motions: " << numMotions << std::endl;
    
    SmartBody::SBCharacter* character = scene->createCharacter( "mycharacter", "" );
    SmartBody::SBSkeleton* skeleton = scene->createSkeleton( "ChrBrad.sk" );
    character->setSkeleton( skeleton );
    character->createStandardControllers();
    
    SmartBody::SBSimulationManager* sim = scene->getSimulationManager();
    sim->setupTimer();
    
    osg::ref_ptr<osg::Group> root = new osg::Group;
    
    osgViewer::Viewer viewer;
    viewer.setCameraManipulator( new osgGA::TrackballManipulator );
    viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
    viewer.addEventHandler( new osgViewer::StatsHandler );
    viewer.addEventHandler( new osgViewer::WindowSizeHandler );
    viewer.setSceneData( root.get() );
    viewer.setUpViewOnSingleScreen( 1 );
    
    std::string ret =  scene->getBmlProcessor()->execBML( "mycharacter", "<body posture=\"ChrBrad@Idle01\"/>" );
    sim->start();
    while ( !viewer.done() )
    {
        scene->update();
		
		int numCharacters = scene->getNumCharacters();
		if (numCharacters == 0)
			return true;

		sim->updateTimer();
        viewer.frame();
    }
    sim->stop();
    return 0;
}