void Animation::setEnabled(bool enabled) { for (AnimationPartSet::const_iterator I = mAnimationParts.begin(); I != mAnimationParts.end(); ++I) { //we'll get an assert error if we try to enable an animation with zero length Ogre::AnimationState* state = I->state; if (state->getLength() != 0) { if (state->getEnabled() != enabled) { state->setEnabled(enabled); state->destroyBlendMask(); if (enabled) { const std::vector<BoneGroupRef>& boneGroupRefs = I->boneGroupRefs; for (std::vector<BoneGroupRef>::const_iterator J = boneGroupRefs.begin(); J != boneGroupRefs.end(); ++J) { const BoneGroupRef& boneGroupRef = *J; const BoneGroupDefinition& boneGroupDef = *boneGroupRef.boneGroupDefinition; if (!state->hasBlendMask()) { state->createBlendMask(mBoneNumber, 0.0f); } const std::vector<size_t>& boneIndices = boneGroupDef.Bones; for (std::vector<size_t>::const_iterator bones_I = boneIndices.begin(); bones_I != boneIndices.end(); ++bones_I) { state->setBlendMaskEntry(*bones_I, boneGroupRef.weight); } } } } } } }
void EC_OgreAnimationController::SetAnimationToEnd(const std::string& name) { Ogre::Entity* entity = GetEntity(); Ogre::AnimationState* animstate = GetAnimationState(entity, name); if (!animstate) return; if (animstate) { SetAnimationTimePosition(name, animstate->getLength()); } }
void AnimationSystem::createAnimations() { Ogre::AnimationStateSet* animationStates = getAnimationStateSet(); // Although there is an assert for this condition in the constructor, added check for // safety in a release build. if ( animationStates == NULL ) { return; } Ogre::AnimationStateIterator it = animationStates->getAnimationStateIterator(); while ( it.hasMoreElements() ) { Ogre::AnimationState* animationState = it.getNext(); if ( 0 < animationState->getLength() ) { Animation* animation = new Animation( animationState ); addAnimation( animation ); } } }
// update state void PlayerBombState::update(PlayerUnit *ref) { // check if we are putting the bomb if(isPlantingBomb(ref)){ // wait until the animation finish if(ref->hasActualAnimEnd()){ // we finish ref->getFSM().newEvent(PlayerUnit::E_DONE); }else{ // if the animation time is at half of it's total time Ogre::AnimationState *anim = ref->getActualAnimation(); ASSERT(anim); if(anim->getLength()*0.5 < anim->getTimePosition() and ref->getActualBomb()){ doPlantBomb(ref); } } // we continue waiting return; } if(!ref->moveThroughPath()){ ref->changeAnimation(PlayerUnit::ANIM_PLANT_BOMB); } }
void EC_OgreAnimationController::Update(f64 frametime) { Ogre::Entity* entity = GetEntity(); if (!entity) return; std::vector<std::string> erase_list; // Loop through all animations & update them as necessary for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i) { Ogre::AnimationState* animstate = GetAnimationState(entity, i->first); if (!animstate) continue; switch(i->second.phase_) { case PHASE_FADEIN: // If period is infinitely fast, skip to full weight & PLAY status if (i->second.fade_period_ == 0.0f) { i->second.weight_ = 1.0f; i->second.phase_ = PHASE_PLAY; } else { i->second.weight_ += (1.0f / i->second.fade_period_) * frametime; if (i->second.weight_ >= 1.0f) { i->second.weight_ = 1.0f; i->second.phase_ = PHASE_PLAY; } } break; case PHASE_PLAY: if (i->second.auto_stop_ || i->second.num_repeats_ != 1) { if ((i->second.speed_factor_ >= 0.f && animstate->getTimePosition() >= animstate->getLength()) || (i->second.speed_factor_ < 0.f && animstate->getTimePosition() <= 0.f)) { if (i->second.num_repeats_ != 1) { if (i->second.num_repeats_ > 1) i->second.num_repeats_--; Ogre::Real rewindpos = i->second.speed_factor_ >= 0.f ? (animstate->getTimePosition() - animstate->getLength()) : animstate->getLength(); animstate->setTimePosition(rewindpos); } else { i->second.phase_ = PHASE_FADEOUT; } } } break; case PHASE_FADEOUT: // If period is infinitely fast, skip to disabled status immediately if (i->second.fade_period_ == 0.0f) { i->second.weight_ = 0.0f; i->second.phase_ = PHASE_STOP; } else { i->second.weight_ -= (1.0f / i->second.fade_period_) * frametime; if (i->second.weight_ <= 0.0f) { i->second.weight_ = 0.0f; i->second.phase_ = PHASE_STOP; } } break; } // Set weight & step the animation forward if (i->second.phase_ != PHASE_STOP) { Ogre::Real advance = i->second.speed_factor_ * frametime; Ogre::Real new_weight = i->second.weight_ * i->second.weight_factor_; if (new_weight != animstate->getWeight()) animstate->setWeight((Ogre::Real)i->second.weight_ * i->second.weight_factor_); if (advance != 0.0f) animstate->addTime((Ogre::Real)(i->second.speed_factor_ * frametime)); if (!animstate->getEnabled()) animstate->setEnabled(true); } else { // If stopped, disable & remove this animation from list animstate->setEnabled(false); erase_list.push_back(i->first); } } for (uint i = 0; i < erase_list.size(); ++i) { animations_.erase(erase_list[i]); } // High-priority/low-priority blending code if (entity->hasSkeleton()) { Ogre::SkeletonInstance* skel = entity->getSkeleton(); if (!skel) return; if (highpriority_mask_.size() != skel->getNumBones()) highpriority_mask_.resize(skel->getNumBones()); if (lowpriority_mask_.size() != skel->getNumBones()) lowpriority_mask_.resize(skel->getNumBones()); for (uint i = 0; i < skel->getNumBones(); ++i) { highpriority_mask_[i] = 1.0; lowpriority_mask_[i] = 1.0; } // Loop through all high priority animations & update the lowpriority-blendmask based on their active tracks for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i) { Ogre::AnimationState* animstate = GetAnimationState(entity, i->first); if (!animstate) continue; // Create blend mask if animstate doesn't have it yet if (!animstate->hasBlendMask()) animstate->createBlendMask(skel->getNumBones()); if ((i->second.high_priority_) && (i->second.weight_ > 0.0)) { // High-priority animations get the full weight blend mask animstate->_setBlendMaskData(&highpriority_mask_[0]); if (!skel->hasAnimation(animstate->getAnimationName())) continue; Ogre::Animation* anim = skel->getAnimation(animstate->getAnimationName()); Ogre::Animation::NodeTrackIterator it = anim->getNodeTrackIterator(); while (it.hasMoreElements()) { Ogre::NodeAnimationTrack* track = it.getNext(); unsigned id = track->getHandle(); // For each active track, reduce corresponding bone weight in lowpriority-blendmask // by this animation's weight if (id < lowpriority_mask_.size()) { lowpriority_mask_[id] -= i->second.weight_; if (lowpriority_mask_[id] < 0.0) lowpriority_mask_[id] = 0.0; } } } } // Now set the calculated blendmask on low-priority animations for (AnimationMap::iterator i = animations_.begin(); i != animations_.end(); ++i) { Ogre::AnimationState* animstate = GetAnimationState(entity, i->first); if (!animstate) continue; if (i->second.high_priority_ == false) animstate->_setBlendMaskData(&lowpriority_mask_[0]); } } }
bool EC_OgreAnimationController::HasAnimationFinished(const std::string& name) { Ogre::Entity* entity = GetEntity(); Ogre::AnimationState* animstate = GetAnimationState(entity, name); if (!animstate) return false; AnimationMap::iterator i = animations_.find(name); if (i != animations_.end()) { if ((!animstate->getLoop()) && ((i->second.speed_factor_ >= 0.f && animstate->getTimePosition() >= animstate->getLength()) || (i->second.speed_factor_ < 0.f && animstate->getTimePosition() <= 0.f))) return true; else return false; } // Animation not listed, must be finished return true; }