예제 #1
0
파일: EC_Mesh.cpp 프로젝트: katik/naali
Ogre::Bone* EC_Mesh::GetBone(const QString& boneName) const
{
    std::string boneNameStd = boneName.toStdString();
    if (!entity_)
        return 0;
    Ogre::Skeleton* skel = entity_->getSkeleton();
    if (skel && skel->hasBone(boneNameStd))
        return skel->getBone(boneNameStd);
    else
        return 0;
}
예제 #2
0
void NPCCharacter::_behaviorMove(const Ogre::Vector3& target)
{
	//Check for duplicate move calls and update lua function call with that info
	//std::cout << target << std::endl;
	if(_destination.squaredDistance(target) >= 5)
	{
		updateDestination(target,false);
		_destination = target;
	}

	if(destinationReached())
	{
		_isBhvFinished = true;
	}
	else
	{
		_isBhvFinished = false;
	}
	

	//point the character in the direction it's traveling
	Ogre::Vector3 vel = getVelocity();
	float speed = vel.length();
	vel.y = 0;
	vel.normalise();
	if(speed > .2f)
	{
		Ogre::Vector3 src = _node->getOrientation() * Ogre::Vector3::NEGATIVE_UNIT_Z;
		src.y = 0;

		//moving sufficiently fast, change to moving animation and point character
		Utility::rotateToTarget(_node,vel,true);

		//change animation if needed.
		if(_animHandler.getSource() != nullptr)
		{
			Ogre::AnimationState* target = _animHandler.getTarget();
			//this relies on the properties of the '&&' construct used by C++(if the first is false,
			//then the if-statement is false. It DOESN'T check both fields.
			if((target == nullptr && _animHandler.getSource()->getAnimationName() != "Walk") || 
				(target != nullptr && target->getAnimationName() != "Walk"))
			{
				_animHandler.blend("Walk",AnimationBlender::BlendWhileAnimating,.2f,true);
			}
		}
	}
	//also have to reset the head, since I'm manually controlling it.
	Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton();
	Ogre::Bone* headBone = skel->getBone("Bip01_Head");
	//not sure how to do this.

}
예제 #3
0
//This is basically just a time-waster
void NPCCharacter::_actionIdle()
{
	//want the head to point straight ahead when it's idling
	Ogre::Bone* headBone;
	Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton();
	headBone = skel->getBone("Bip01_Head");
	if(headBone->isManuallyControlled())
	{
		//rotate it to be aligned with the body.

	}

	_isActFinished = true;
}
예제 #4
0
파일: EC_Mesh.cpp 프로젝트: katik/naali
bool EC_Mesh::SetAttachmentMesh(uint index, const std::string& mesh_name, const std::string& attach_point, bool share_skeleton)
{
    if (!ViewEnabled())
        return false;
    OgreWorldPtr world = world_.lock();

    if (!entity_)
    {
        LogError("EC_Mesh::SetAttachmentMesh: No mesh entity created yet, can not create attachments!");
        return false;
    }
    
    Ogre::SceneManager* sceneMgr = world->OgreSceneManager();
    
    size_t oldsize = attachment_entities_.size();
    size_t newsize = index + 1;
    
    if (oldsize < newsize)
    {
        attachment_entities_.resize(newsize);
        attachment_nodes_.resize(newsize);
        for(uint i = oldsize; i < newsize; ++i)
        {
            attachment_entities_[i] = 0;
            attachment_nodes_[i] = 0;
        }
    }
    
    RemoveAttachmentMesh(index);
    
    Ogre::Mesh* mesh = PrepareMesh(mesh_name, false);
    if (!mesh)
        return false;

    if (share_skeleton)
    {
        // If sharing a skeleton, force the attachment mesh to use the same skeleton
        // This is theoretically quite a scary operation, for there is possibility for things to go wrong
        Ogre::SkeletonPtr entity_skel = entity_->getMesh()->getSkeleton();
        if (entity_skel.isNull())
        {
            LogError("EC_Mesh::SetAttachmentMesh: Cannot share skeleton for attachment, not found");
            return false;
        }
        try
        {
            mesh->_notifySkeleton(entity_skel);
        }
        catch(const Ogre::Exception &/*e*/)
        {
            LogError("EC_Mesh::SetAttachmentMesh: Could not set shared skeleton for attachment");
            return false;
        }
    }

    try
    {
        QString entityName = QString("EC_Mesh_attach") + QString::number(index);
        attachment_entities_[index] = sceneMgr->createEntity(world->GetUniqueObjectName(entityName.toStdString()), mesh->getName());
        if (!attachment_entities_[index])
        {
            LogError("EC_Mesh::SetAttachmentMesh: Could not set attachment mesh " + mesh_name);
            return false;
        }

        attachment_entities_[index]->setRenderingDistance(drawDistance.Get());
        attachment_entities_[index]->setCastShadows(castShadows.Get());
        attachment_entities_[index]->setUserAny(entity_->getUserAny());
        // Set UserAny also on subentities
        for(uint i = 0; i < attachment_entities_[index]->getNumSubEntities(); ++i)
            attachment_entities_[index]->getSubEntity(i)->setUserAny(entity_->getUserAny());

        Ogre::Bone* attach_bone = 0;
        if (!attach_point.empty())
        {
            Ogre::Skeleton* skel = entity_->getSkeleton();
            if (skel && skel->hasBone(attach_point))
                attach_bone = skel->getBone(attach_point);
        }
        if (attach_bone)
        {
            Ogre::TagPoint* tag = entity_->attachObjectToBone(attach_point, attachment_entities_[index]);
            attachment_nodes_[index] = tag;
        }
        else
        {
            QString nodeName = QString("EC_Mesh_attachment_") + QString::number(index);
            Ogre::SceneNode* node = sceneMgr->createSceneNode(world->GetUniqueObjectName(nodeName.toStdString()));
            node->attachObject(attachment_entities_[index]);
            adjustment_node_->addChild(node);
            attachment_nodes_[index] = node;
        }
        
        if (share_skeleton && entity_->hasSkeleton() && attachment_entities_[index]->hasSkeleton())
        {
            attachment_entities_[index]->shareSkeletonInstanceWith(entity_);
        }
    }
    catch(Ogre::Exception& e)
    {
        LogError("EC_Mesh::SetAttachmentMesh: Could not set attachment mesh " + mesh_name + ": " + std::string(e.what()));
        return false;
    }
    return true;
}
예제 #5
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;
}
예제 #6
0
void NPCCharacter::_actionLook(const Ogre::Vector3& target)
{
	Ogre::Bone* headBone;
	std::string n = _node->getName();
	Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton();
	headBone = skel->getBone("Bip01_Head");

	headBone->setManuallyControlled(true);
	headBone->setInheritOrientation(true);
	int nAnim = skel->getNumAnimations();

	//have to do this to allow the head to turn properly.
	for(int i = 0; i < nAnim; ++i)
	{
		skel->getAnimation(i)->destroyNodeTrack(headBone->getHandle());
	}

	Ogre::Vector3 test = headBone->_getDerivedPosition() * CHARACTER_SCALE_FACTOR + _node->getPosition();
	Ogre::Vector3 dir = target - test;
	Ogre::Quaternion nodeRot,boneRot;
	Ogre::Euler boneEuler; boneEuler.setDirection(dir,true,false);
	/*boneRot = _node->convertLocalToWorldOrientation(_node->getOrientation()) * headBone->_getDerivedOrientation();
	Ogre::Vector3 boneTest = boneRot * Ogre::Vector3::UNIT_Z;*/
	//Ogre::Vector3 boneTest = headBone->getOrientation() * Ogre::Vector3::UNIT_Z;

	//turns the direction vector into a 2D normalized vector on the X/Z axis.
	dir.y = 0;
	dir.normalise();

	//All of this ray query stuff is to make sure that the AI can "see" the target before attempting to look at it.
	Ogre::SceneManager* scene = _node->getCreator();
	Ogre::Ray ray(headBone->_getDerivedPosition() * CHARACTER_SCALE_FACTOR + _node->getPosition(),dir);

	Ogre::RaySceneQuery* query = scene->createRayQuery(ray);
	query->setSortByDistance(true);
	query->setQueryMask(CHARACTER_MASK | SCENERY_MASK);

	Ogre::RaySceneQueryResult results = query->execute();

	bool withinView = false;
	if(results.size() == 0)
	{
		withinView = true;
	}
	else
	{
		if(results.begin()->movable->getParentNode()->getName() == getName())
		{
			if(results.size() == 1)
			{
				withinView = true;
			}
		}
		
		if(!withinView && results.size() > 1 && std::next(results.begin())->distance > test.distance(target))
		{
			withinView = true;
		}
	}

	scene->destroyQuery(query);

	if(withinView)
	{
		Ogre::Euler node;
		Ogre::Euler t = headOrientation.getRotationTo(dir);
		t.limitYaw(Ogre::Radian(3.0));
		t.limitPitch(Ogre::Radian(0.0));

		headOrientation = headOrientation + t;
		headOrientation.limitYaw(Ogre::Degree(100));
		headOrientation.limitPitch(Ogre::Degree(60));

		headBone->setOrientation(headOrientation);

		/*headBone->rotate(boneTest.getRotationTo(dir),Ogre::Node::TS_WORLD);

		Ogre::Quaternion boneRotation = _node->convertLocalToWorldOrientation(_node->getOrientation()) * headBone->_getDerivedOrientation() * (Ogre::Quaternion(Ogre::Degree(180),Ogre::Vector3::UNIT_Y));
		Ogre::Quaternion nodeRotation = _node->_getDerivedOrientation();
		Ogre::Quaternion diff = nodeRotation.Inverse() * boneRotation;*/
	}

	_isActFinished = true;
}