예제 #1
0
파일: EC_Mesh.cpp 프로젝트: A-K/naali
bool EC_Mesh::AttachMeshToBone(QObject* targetMesh, const QString& boneName)
{
    if (!entity_)
        return false;
    
    // First make sure that the target mesh is valid, and the bone can be found
    EC_Mesh* targetMeshPtr = dynamic_cast<EC_Mesh*>(targetMesh);
    if (!targetMeshPtr)
        return false;
    Ogre::Entity* targetEntity = targetMeshPtr->GetEntity();
    if (!targetEntity)
        return false;
    std::string boneNameStd = boneName.toStdString();
    Ogre::SkeletonInstance* skeleton = targetEntity->getSkeleton();
    if (!skeleton)
        return false;
    if (!skeleton->hasBone(boneNameStd))
        return false;
    
    // We are ready to go. Detach the entity from its normal scene node first
    DetachMeshFromBone();
    DetachEntity();
    
    bone_tagpoint_ = targetEntity->attachObjectToBone(boneNameStd, entity_);
    bone_parent_mesh_ = targetMeshPtr;
    bone_parent_mesh_->bone_attached_mesh_ = this;
    attached_to_bone_ = true;
    
    // Force the adjustment for the tagpoint now
    OnAttributeUpdated(&nodeTransformation);
    
    return true;
}
예제 #2
0
void gkSkeletonLoader::makeManual(gkEntity* ent)
{

	Ogre::Entity* oent = ent->getEntity();
	if (!oent || !oent->hasSkeleton())
		return;


	Ogre::SkeletonInstance* inst = oent->getSkeleton();


	gkBone::BoneList::Iterator it = m_skeleton->getBoneList().iterator();
	while (it.hasMoreElements())
	{
		gkBone* bone = it.getNext();


		if (inst->hasBone(bone->getName()))
		{
			Ogre::Bone* obone = inst->getBone(bone->getName());
			bone->_setOgreBone(obone);

			obone->setManuallyControlled(true);
		}
	}
}
예제 #3
0
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
    MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
    MWWorld::ContainerStoreIterator it = inv.getSlot(slot);

    if (it == inv.end())
    {
        scene.setNull();
        return;
    }
    MWWorld::Ptr item = *it;

    std::string bonename;
    if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
        bonename = "Weapon Bone";
    else
        bonename = "Shield Bone";

    scene = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, item.getClass().getModel(item));
    Ogre::Vector3 glowColor = getEnchantmentColor(item);

    setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
                        !item.getClass().getEnchantment(item).empty(), &glowColor);

    if(scene->mSkelBase)
    {
        Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
        if(scene->mSkelBase->isParentTagPoint())
        {
            Ogre::Node *root = scene->mSkelBase->getParentNode();
            if(skel->hasBone("BoneOffset"))
            {
                Ogre::Bone *offset = skel->getBone("BoneOffset");

                root->translate(offset->getPosition());

                // It appears that the BoneOffset rotation is completely bogus, at least for light models.
                //root->rotate(offset->getOrientation());
                root->pitch(Ogre::Degree(-90.0f));

                root->scale(offset->getScale());
                root->setInitialState();
            }
        }
        updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
    }

    // TODO:
    // type == ESM::PRT_Weapon should get an animation source based on the current offset
    // of the weapon attack animation (from its beginning, or start marker?)
    std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
    for(;ctrl != scene->mControllers.end();ctrl++)
    {
        if(ctrl->getSource().isNull())
            ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
    }
}
예제 #4
0
파일: animation.cpp 프로젝트: Chiur/openmw
Ogre::Node *Animation::getNode(const std::string &name)
{
    if(mSkelBase)
    {
        Ogre::SkeletonInstance *skel = mSkelBase->getSkeleton();
        if(skel->hasBone(name))
            return skel->getBone(name);
    }
    return NULL;
}
예제 #5
0
파일: animation.cpp 프로젝트: Chiur/openmw
Ogre::TagPoint *Animation::attachObjectToBone(const Ogre::String &bonename, Ogre::MovableObject *obj)
{
    Ogre::TagPoint *tag = NULL;
    Ogre::SkeletonInstance *skel = (mSkelBase ? mSkelBase->getSkeleton() : NULL);
    if(skel && skel->hasBone(bonename))
    {
        tag = mSkelBase->attachObjectToBone(bonename, obj);
        mAttachedObjects[obj] = bonename;
    }
    return tag;
}
예제 #6
0
 void Animation::handleAnimationTransforms(){


    Ogre::SkeletonInstance* skel = base->getSkeleton();


    Ogre::Bone* b = skel->getRootBone();
	    b->setOrientation(Ogre::Real(.3),Ogre::Real(.3),Ogre::Real(.3), Ogre::Real(.3));   //This is a trick

        skel->_updateTransforms();
	    //skel->_notifyManualBonesDirty();

         base->getAllAnimationStates()->_notifyDirty();
     //base->_updateAnimation();
   //base->_notifyMoved();




    std::vector<Nif::NiKeyframeData>::iterator iter;
    int slot = 0;
    if(transformations){
    for(iter = transformations->begin(); iter != transformations->end(); iter++){
        if(time < iter->getStartTime() || time < startTime || time > iter->getStopTime())
	    {
            slot++;
		    continue;
	    }

         float x;
		float x2;

	    const std::vector<Ogre::Quaternion> & quats = iter->getQuat();

        const std::vector<float> & ttime = iter->gettTime();


        const std::vector<float> & rtime = iter->getrTime();
        int rindexJ = rindexI[slot];

	    timeIndex(time, rtime, rindexI[slot], rindexJ, x2);
	    int tindexJ = tindexI[slot];


        const std::vector<Ogre::Vector3> & translist1 = iter->getTranslist1();

        timeIndex(time, ttime, tindexI[slot], tindexJ, x);

        Ogre::Vector3 t;
        Ogre::Quaternion r;

        bool bTrans = translist1.size() > 0;


        bool bQuats = quats.size() > 0;

    if(skel->hasBone(iter->getBonename())){
        Ogre::Bone* bone = skel->getBone(iter->getBonename());
        if(bTrans){
			 Ogre::Vector3 v1 = translist1[tindexI[slot]];
            Ogre::Vector3 v2 = translist1[tindexJ];
           t = (v1 + (v2 - v1) * x);
            bone->setPosition(t);

		}
        if(bQuats){
			 r = Ogre::Quaternion::Slerp(x2, quats[rindexI[slot]], quats[rindexJ], true);
            bone->setOrientation(r);
		}





	}


    slot++;
    }
	skel->_updateTransforms();
        base->getAllAnimationStates()->_notifyDirty();
}
}
예제 #7
0
파일: animation.cpp 프로젝트: Chiur/openmw
void Animation::setObjectRoot(const std::string &model, bool baseonly)
{
    OgreAssert(mAnimSources.empty(), "Setting object root while animation sources are set!");

    mSkelBase = NULL;
    mObjectRoot.setNull();

    if(model.empty())
        return;

    std::string mdlname = Misc::StringUtils::lowerCase(model);
    std::string::size_type p = mdlname.rfind('\\');
    if(p == std::string::npos)
        p = mdlname.rfind('/');
    if(p != std::string::npos)
        mdlname.insert(mdlname.begin()+p+1, 'x');
    else
        mdlname.insert(mdlname.begin(), 'x');
    if(!Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(mdlname))
    {
        mdlname = model;
        Misc::StringUtils::toLower(mdlname);
    }

    mObjectRoot = (!baseonly ? NifOgre::Loader::createObjects(mInsert, mdlname) :
                               NifOgre::Loader::createObjectBase(mInsert, mdlname));
    if(mObjectRoot->mSkelBase)
    {
        mSkelBase = mObjectRoot->mSkelBase;

        Ogre::AnimationStateSet *aset = mObjectRoot->mSkelBase->getAllAnimationStates();
        Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
        while(asiter.hasMoreElements())
        {
            Ogre::AnimationState *state = asiter.getNext();
            state->setEnabled(false);
            state->setLoop(false);
        }

        // Set the bones as manually controlled since we're applying the
        // transformations manually
        Ogre::SkeletonInstance *skelinst = mObjectRoot->mSkelBase->getSkeleton();
        Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
        while(boneiter.hasMoreElements())
            boneiter.getNext()->setManuallyControlled(true);

        // Reattach any objects that have been attached to this one
        ObjectAttachMap::iterator iter = mAttachedObjects.begin();
        while(iter != mAttachedObjects.end())
        {
            if(!skelinst->hasBone(iter->second))
                mAttachedObjects.erase(iter++);
            else
            {
                mSkelBase->attachObjectToBone(iter->second, iter->first);
                ++iter;
            }
        }
    }
    else
        mAttachedObjects.clear();

    for(size_t i = 0;i < mObjectRoot->mControllers.size();i++)
    {
        if(mObjectRoot->mControllers[i].getSource().isNull())
            mObjectRoot->mControllers[i].setSource(mAnimationTimePtr[0]);
    }
}