コード例 #1
0
	dAnimIKController* CreateSkeletonRig(DemoEntity* const character)
	{
		DemoEntity* const rootEntity = FindRigRoot(character);
		dAnimIKController* const controller = CreateIKController();
		controller->SetUserData(rootEntity);

		int stack = 0;
		DemoEntity* entityStack[32];
		dAnimIKRigJoint* parentJointStack[32];

		for (DemoEntity* node = rootEntity->GetChild(); node; node = node->GetSibling()) {
			entityStack[stack] = node;
			parentJointStack[stack] = controller->GetAsIKRigJoint();
			stack ++;
		}

		while (stack) {
			stack--;
			DemoEntity* const entity = entityStack[stack];
			dAnimIKRigJoint* const parentJoint = parentJointStack[stack];
			dSkeletonRigDefinition* const definitions = FindDefinition(entity);
			if (definitions) {
				dAnimIK3dofJoint* const joint = new dAnimIK3dofJoint(parentJoint);
				joint->SetUserData(entity);

				for (DemoEntity* node = entity->GetChild(); node; node = node->GetSibling()) {
					entityStack[stack] = node;
					parentJointStack[stack] = joint;
					stack++;
				}
			}
		}

		return controller;
	}
コード例 #2
0
void CCharacterPhysicsSupport::SpawnInitPhysics( CSE_Abstract* e )
{
	if( m_EntityAlife.g_Alive( ) )
	{
#ifdef DEBUG
		if( ph_dbg_draw_mask1.test(ph_m1_DbgTrackObject)&&stricmp( PH_DBG_ObjectTrackName( ), *m_EntityAlife.cName( ) )==0 )
		{
			Msg("CCharacterPhysicsSupport::SpawnInitPhysics obj %s before collision correction %f,%f,%f", PH_DBG_ObjectTrackName(), m_EntityAlife.Position().x, m_EntityAlife.Position().y, m_EntityAlife.Position( ).z );
		}
#endif
#ifdef	USE_IK
		if( etStalker == m_eType || etActor == m_eType || (m_EntityAlife.Visual()->dcast_PKinematics()->LL_UserData() && m_EntityAlife.Visual()->dcast_PKinematics()->LL_UserData()->section_exist("ik")) )
				CreateIKController( );
#endif
		VERIFY(pSettings);

		
		SpawnCharacterCreate( );

#ifdef DEBUG  
		if( ph_dbg_draw_mask1.test( ph_m1_DbgTrackObject ) && stricmp( PH_DBG_ObjectTrackName( ), *m_EntityAlife.cName()) == 0 )
		{
			Msg( "CCharacterPhysicsSupport::SpawnInitPhysics obj %s after collision correction %f,%f,%f", PH_DBG_ObjectTrackName(),m_EntityAlife.Position( ).x, m_EntityAlife.Position().y, m_EntityAlife.Position().z );
		}
#endif
	}
	else
	{
		ActivateShell( NULL );
	}
}
コード例 #3
0
void CCharacterPhysicsSupport::in_ChangeVisual()
{
	
	if(!m_physics_skeleton&&!m_pPhysicsShell) return;

	if(m_pPhysicsShell)
	{
		VERIFY(m_eType!=etStalker);
		if(m_physics_skeleton)
		{
			m_EntityAlife.processing_deactivate()	;
			m_physics_skeleton->Deactivate()		;
			xr_delete(m_physics_skeleton)			;
		}
		CreateSkeleton(m_physics_skeleton);
		if(m_pPhysicsShell)m_pPhysicsShell->Deactivate();
		xr_delete(m_pPhysicsShell);
		ActivateShell(NULL);
	}
	if(m_ik_controller)
	{
		DestroyIKController();
		CreateIKController();
	}
}
コード例 #4
0
void CCharacterPhysicsSupport::SpawnInitPhysics(CSE_Abstract* e)
{
	//if(!m_physics_skeleton)CreateSkeleton(m_physics_skeleton);

	if(m_EntityAlife.g_Alive())
	{
#ifdef DEBUG
		if(ph_dbg_draw_mask1.test(ph_m1_DbgTrackObject)&&stricmp(PH_DBG_ObjectTrack(),*m_EntityAlife.cName())==0)
		{
			Msg("CCharacterPhysicsSupport::SpawnInitPhysics obj %s before collision correction %f,%f,%f",PH_DBG_ObjectTrack(),m_EntityAlife.Position().x,m_EntityAlife.Position().y,m_EntityAlife.Position().z);
		}
#endif
		CreateIKController();
		CreateCharacter();
#ifdef DEBUG
		if(ph_dbg_draw_mask1.test(ph_m1_DbgTrackObject)&&stricmp(PH_DBG_ObjectTrack(),*m_EntityAlife.cName())==0)
		{
			Msg("CCharacterPhysicsSupport::SpawnInitPhysics obj %s after collision correction %f,%f,%f",PH_DBG_ObjectTrack(),m_EntityAlife.Position().x,m_EntityAlife.Position().y,m_EntityAlife.Position().z);
		}
#endif
		//m_PhysicMovementControl.SetMaterial( )
	}
	else
	{
		ActivateShell(NULL);
	}
}
コード例 #5
0
void CCharacterPhysicsSupport::in_ChangeVisual()
{
	
	if(m_ik_controller)
	{
		DestroyIKController();
		CreateIKController();
	}
	xr_delete( m_interactive_animation );
	destroy_animation_collision();
	destroy( m_interactive_motion );
	IKinematicsAnimated* KA = smart_cast<IKinematicsAnimated*>( m_EntityAlife.Visual( ) );
	if( KA )
	{
		m_death_anims.setup( KA, m_EntityAlife.cNameSect().c_str() , pSettings );
		if( Type( ) != etBitting )
				m_hit_animations.SetupHitMotions( *KA );
	}

	if(!m_physics_skeleton&&!m_pPhysicsShell) return;

	if(m_pPhysicsShell)
	{
		VERIFY(m_eType!=etStalker);
		if(m_physics_skeleton)
		{
			m_EntityAlife.processing_deactivate()	;
			m_physics_skeleton->Deactivate()		;
			xr_delete(m_physics_skeleton)			;
		}
		CreateSkeleton(m_physics_skeleton);
		if(m_pPhysicsShell)m_pPhysicsShell->Deactivate();
		xr_delete(m_pPhysicsShell);
		ActivateShell(NULL);
	}

}