void VAnimationEventEffectTrigger::MessageFunction( int iID, INT_PTR iParamA, INT_PTR iParamB ) { IVTransitionEventTrigger::MessageFunction(iID, iParamA, iParamB); #ifdef WIN32 if (iID == VIS_MSG_EDITOR_GETSTANDARDVALUES) { // Get bone names const char *szKey = (const char *)iParamA; if (!strcmp(szKey,"Bone")) { // Check for model and skeleton VisBaseEntity_cl* pEntity = (VisBaseEntity_cl *)m_pOwner; if (pEntity == NULL) return; VDynamicMesh* pMesh = pEntity->GetMesh(); if (pMesh == NULL) return; VisSkeleton_cl *pSkeleton = pMesh->GetSkeleton(); if (pSkeleton == NULL) return; // Fill list with bone names (first entry is empty) VStrList *pDestList = (VStrList*) iParamB; pDestList->AddString(" "); for (int i = 0; i < pSkeleton->GetBoneCount(); i++) pDestList->AddString(pSkeleton->GetBone(i)->m_sBoneName.AsChar()); } } #endif }
void vHavokBehaviorComponent::OnAfterHavokUpdate() { if( m_character == HK_NULL || m_entityOwner == HK_NULL ) { return; } // Update WFM of skin or override it if ( m_useBehaviorWorldFromModel ) { const hkQsTransform& worldFromModel = m_character->getWorldFromModel(); // Copy the Behavior result into vision hkvMat3 visionRotation; hkvVec3 visionTranslation; vHavokConversionUtils::HkQuatToVisMatrix( worldFromModel.getRotation(), visionRotation ); vHavokConversionUtils::PhysVecToVisVecWorld( worldFromModel.getTranslation(), visionTranslation ); m_entityOwner->SetPosition( visionTranslation ); m_entityOwner->SetRotationMatrix( visionRotation ); } else { // Override Behavior results. // This will currently cause Behavior data being sent to HBT during remote debug to be one frame off. // However, the only other solution with the current APIs is to disable motion accumulation on *all* // Characters. A slight delay/offset in the special case of remote debugging in HBT isn't worth that change. UpdateHavokTransformFromVision(); } if( m_entityOwner->GetMesh() == HK_NULL || m_entityOwner->GetMesh()->GetSkeleton() == HK_NULL ) { return; } VisAnimConfig_cl* animConfig = m_entityOwner->GetAnimConfig(); if( !animConfig ) { return; } VisAnimFinalSkeletalResult_cl* skeletalResult = animConfig->GetFinalResult(); if( !skeletalResult ) { return; } // Try updating the bone index list in case a mesh was added if( m_boneIndexList.getSize() == 0 ) { UpdateAnimationAndBoneIndexList(); // Exit early if there's no bone index list if( m_boneIndexList.getSize() == 0 ) { return; } } // Convert pose to Havok model space const hkQsTransform* poseLocal = m_character->getPoseLocal(); hkArray<hkQsTransform> poseModel( m_character->getNumPoseLocal() ); hkaSkeletonUtils::transformLocalPoseToModelPose( m_character->getNumPoseLocal(), m_character->getSetup()->m_animationSkeleton->m_parentIndices.begin(), poseLocal, poseModel.begin() ); const hkQsTransform* pose = poseModel.begin(); float const inverseCharacterScale = 1.0f / m_character->getSetup()->getData()->m_scale; // Convert pose to vision units VisSkeleton_cl* visionSkeleton = m_entityOwner->GetMesh()->GetSkeleton(); for( int havokBoneIndex = 0; havokBoneIndex < m_character->getNumPoseLocal(); havokBoneIndex++ ) { // Find the bone index int visionBoneIndex = m_boneIndexList[havokBoneIndex]; if( visionBoneIndex != -1 ) { HK_ON_DEBUG( VisSkeletalBone_cl* bone = visionSkeleton->GetBone(visionBoneIndex) ); HK_ASSERT2(0x68b6649, hkString::strCmp( bone->m_sBoneName.AsChar(), m_character->getSetup()->m_animationSkeleton->m_bones[havokBoneIndex].m_name.cString() ) == 0, "" ); const hkQsTransform& transform = pose[havokBoneIndex]; // Convert Havok pose to Vision pose hkvQuat quat; quat.setIdentity(); vHavokConversionUtils::HkQuatToVisQuat( transform.getRotation(), quat ); hkvVec3 scale; vHavokConversionUtils::PhysVecToVisVec_noscale( transform.getScale(), scale ); hkvVec3 translation; vHavokConversionUtils::PhysVecToVisVecWorld( transform.getTranslation(), translation ); // Behavior propagates character scale through the skeleton; need to compensate when scaling to Vision scale *= inverseCharacterScale; // Set the skeletal result skeletalResult->SetCustomBoneScaling( visionBoneIndex, scale, VIS_REPLACE_BONE | VIS_OBJECT_SPACE ); skeletalResult->SetCustomBoneRotation( visionBoneIndex, quat, VIS_REPLACE_BONE | VIS_OBJECT_SPACE ); skeletalResult->SetCustomBoneTranslation( visionBoneIndex, translation, VIS_REPLACE_BONE | VIS_OBJECT_SPACE ); } } #if 0 // Draw skeleton for( int i = 0; i < visionSkeleton->GetBoneCount(); i++ ) { VisSkeletalBone_cl* bone = visionSkeleton->GetBone(i); if( bone->m_iParentIndex != -1 ) { hkvVec3 translation, subTranslation; hkvQuat rotation, subRotation; m_entityOwner->GetBoneCurrentWorldSpaceTransformation( i, translation, rotation ); m_entityOwner->GetBoneCurrentWorldSpaceTransformation( bone->m_iParentIndex, subTranslation, subRotation ); Vision::Game.DrawSingleLine( translation.x, translation.y, translation.z, subTranslation.x, subTranslation.y, subTranslation.z ); } } #endif }