示例#1
0
    void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController, 
        const ESM::Weapon* weapon, bool distantCombat)
    {
        if (mReadyToAttack && characterController.readyToStartAttack())
        {
            if (mAttackCooldown <= 0)
            {
                mAttack = true; // attack starts just now
                characterController.setAttackingOrSpell(true);

                if (!distantCombat)
                    characterController.setAIAttackType(chooseBestAttack(weapon));

                mStrength = Misc::Rng::rollClosedProbability();

                const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();

                float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->mValue.getFloat();
                if (actor.getClass().isNpc())
                {
                    baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->mValue.getFloat();

                    //say a provoking combat phrase
                    int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->mValue.getInteger();
                    if (Misc::Rng::roll0to99() < chance)
                    {
                        MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
                    }
                }
                mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
            }
            else
                mAttackCooldown -= AI_REACTION_TIME;
        }
    }
    bool InitializeControllerComponent(IActorComponent* cmp, ICMStream* stream)
    {
        ControllerComponent* controllerCmp = (ControllerComponent*)cmp;
        tinyxml2::XMLElement* pData = (tinyxml2::XMLElement*)stream;

        CharacterController* cc = new CharacterController();
        cc->SetName(cmp->VGetActor()->GetName());

        tinyxml2::XMLElement* speed = pData->FirstChildElement("Speed");
        if(speed)
        {
            float mins = 1;
            float maxs = 1;
            speed->QueryFloatAttribute("min", &mins);
            speed->QueryFloatAttribute("max", &maxs);
            cc->VSetMinSpeed(mins);
            cc->VSetMaxSpeed(maxs);
        }
        std::unique_ptr<ActorController> ac(cc);

        tinyxml2::XMLElement* activate = pData->FirstChildElement("Activate");
        if(activate)
        {
            cc->VActivate();
        }

        CmGetApp()->VGetLogic()->VAttachView(std::move(ac), cmp->VGetActor());

        return true;
    }
示例#3
0
 void AiCombatStorage::updateAttack(CharacterController& characterController)
 {
     if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack()))
     {
         mAttack = false;
     }
     characterController.setAttackingOrSpell(mAttack);
 }
	bool PhysXCharacterController::filter(const PxController& a, const PxController& b)
	{
		CharacterController* controllerA = (CharacterController*)a.getUserData();
		CharacterController* controllerB = (CharacterController*)b.getUserData();

		bool canCollide = gPhysics().isCollisionEnabled(controllerA->getLayer(), controllerB->getLayer());
		return canCollide;
	}
示例#5
0
void Objects::updateObject(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
{
    PtrControllerMap::iterator iter = mObjects.find(old);
    if(iter != mObjects.end())
    {
        CharacterController *ctrl = iter->second;
        mObjects.erase(iter);

        ctrl->updatePtr(ptr);
        mObjects.insert(std::make_pair(ptr, ctrl));
    }
}
		EntityComponent *PhysicsEntityComponentFactory::createComponent(Entity *entity,
			EntityComponentTemplate *tpl)
		{
			PhysicsEntityComponentTemplate *ptpl = (PhysicsEntityComponentTemplate*)tpl;
			// Get world component (holds the simulation)
			World *world = entity->getWorld();
			PhysicsWorldComponent *worldcomponent;
			worldcomponent = (PhysicsWorldComponent*)world->getComponent(EWCT_Physics);
			if (!worldcomponent)
				return 0;
			Simulation *simulation = worldcomponent->getSimulation();
			// Create entity component
			PhysicsEntityComponent *component = new PhysicsEntityComponent(entity,
				simulation);
			// Create bodies
			for (unsigned int i = 0; i < ptpl->bodies.size(); i++)
			{
				PhysicsEntityComponentTemplate::BodyInfo &bodyinfo = ptpl->bodies[i];
				// Create shapes
				std::vector<Shape*> shapes;
				for (unsigned int j = 0; j < bodyinfo.shapes.size(); j++)
				{
					std::cout << "Shape: " << bodyinfo.shapes[j] << std::endl;
					Shape *shape = bodyinfo.shapes[j]->create(entity);
					if (shape)
						shapes.push_back(shape);
				}
				if (shapes.size() == 0 || shapes.size() > 1)
				{
					std::cout << "0 or too many shapes provided." << std::endl;
					for (unsigned int i = 0; i < shapes.size(); i++)
					{
						delete shapes[i];
					}
					continue;
				}
				// Create body
				Body *body = new Body();
				body->init(simulation, shapes[0]);
				body->setPosition(bodyinfo.position);
				body->setRotation(bodyinfo.rotation);
				component->addBody(bodyinfo.name, body);
			}
			// Create character controllers
			for (unsigned int i = 0; i < ptpl->charcontrollers.size(); i++)
			{
				PhysicsEntityComponentTemplate::CharacterInfo &charinfo = ptpl->charcontrollers[i];
				CharacterController *controller = new CharacterController();
				controller->init(simulation);
				component->addCharacterController(charinfo.name, controller);
			}
			return component;
		}
示例#7
0
void Activators::updateActivator(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
{
    PtrControllerMap::iterator iter = mActivators.find(old);
    if(iter != mActivators.end())
    {
        CharacterController ctrl = iter->second;
        mActivators.erase(iter);

        ctrl.updatePtr(ptr);
        mActivators.insert(std::make_pair(ptr, ctrl));
    }
}
示例#8
0
GameObject* GameObjectManager::CreateTott(const Ogre::Vector3& position, void* data, const Ogre::String& id){
	static int tott_counter = 0;
	Ogre::String tott_id = "Tott" + NumberToString(tott_counter);
	TottDef& def = *static_cast<TottDef*>(data);
	GameObject* go = new GameObject(GAME_OBJECT_TOTT, tott_id);
	NodeComponent* node_comp = new NodeComponent;
	go->AddComponent(node_comp);
	TottAIComponent* ai_comp = new TottAIComponent;
	go->AddComponent(ai_comp);
	go->AddUpdateable(ai_comp);
	AnimationComponent* acomp = new AnimationComponent;
	go->AddComponent(acomp);
	go->AddUpdateable(acomp);
	CharacterController* contr = new CharacterController;
	go->AddComponent(contr);
	go->AddUpdateable(contr);
	
	node_comp->Init(position, m_scene_manager);
	node_comp->SetId(tott_id);
	def.node_name = node_comp->GetSceneNode()->getName();
	acomp->Init(def.mesh_name, m_scene_manager);
	

	
	if (def.type_name == "Hidehog"){
		acomp->AddAnimationState("Run", true);
	}
	else if (def.type_name == "Kittyshroom"){
		acomp->AddAnimationState("walk", true);
	}
	else if (def.type_name == "Nightcap"){
		acomp->AddAnimationState("walk", true);
	}
	else if (def.type_name == "Shroomfox"){
		acomp->AddAnimationState("idle", true);
	}
	else{
		acomp->AddAnimationState("Run", true);
	}
	ai_comp->Init(def.ai_states);
	m_sound_manager->GetTottNode(node_comp->GetSceneNode()->getName());
	contr->Init(position, m_physics_engine, def.character_controller);
	contr->GetRigidbody()->setContactProcessingThreshold(btScalar(0));
	contr->GetRigidbody()->setActivationState(DISABLE_DEACTIVATION);
	acomp->GetEntity()->setRenderingDistance(100.0f);
	tott_counter++;
	return go;
}
	void InitializeOutputFeature()
	{
		auto& parts = *pBlockArmature;
		auto& ucinfo = pController->GetUnitedClipinfo();

		outputExtractor.InitPcas(parts.size());
		outputExtractor.SetDefaultFrame(pBlockArmature->Armature().default_frame());
		outputExtractor.InitializeWeights(parts);

		auto& facade = ucinfo.RcFacade;
		auto cutoff = facade.PcaCutoff();
		for (auto part : parts)
		{
			int pid = part->Index;
			if (part->ActiveActions.size() > 0 || part->SubActiveActions.size() > 0)
			{
				auto &pca = facade.GetPartPca(pid);
				auto d = facade.GetPartPcaDim(pid);
				outputExtractor.SetPca(pid, pca.components(d), pca.mean());
			}
			else
			{
				int odim = facade.GetPartDimension(pid);
				outputExtractor.SetPca(pid, MatrixXf::Identity(odim, odim), facade.GetPartMean(pid));
			}
		}
	}
	virtual void Transform(_Out_ frame_view target_frame, _In_ const_frame_view source_frame) override
	{
		const auto& blocks = *pBlockArmature;
		RowVectorXd X, Y;

		for (auto& block : blocks)
		{
			RowVectorXf xf = inputExtractor.Get(*block, source_frame);
			RowVectorXf yf;
			X = xf.cast<double>();

			if (block->ActiveActions.size() > 0)
			{
				auto& sik = pController->GetStylizedIK(block->Index);
				auto& gpr = sik.Gplvm();
				gpr.get_expectation(X, &Y);
				yf = Y.cast<float>();
				yf *= block->Wx.cwiseInverse().asDiagonal();

				outputExtractor.Set(*block, target_frame, yf);
			}
			else if (block->SubActiveActions.size() > 0)
			{

			}
		}

		FrameRebuildGlobal(*m_tArmature, target_frame);
	}
	SelfLocalMotionTransform(CharacterController & controller)
		: pController(&controller), pHandles(nullptr)
	{
		pBlockArmature = &controller.ArmatureParts();
		m_sArmature = &pBlockArmature->Armature();
		m_tArmature = &pBlockArmature->Armature();

		InitializeOutputFeature();
	}
示例#12
0
GameObject* GameObjectManager::CreateTott(const Ogre::Vector3& position, void* data){
	CharControllerDef& def = *static_cast<CharControllerDef*>(data);
	GameObject* go = new GameObject(GAME_OBJECT_TOTT);
	AnimationComponent* acomp = new AnimationComponent;
	acomp->AddAnimationStates(1);
	go->AddComponent(acomp);
	go->AddUpdateable(acomp);
	CharacterController* contr = new CharacterController;
	go->AddComponent(contr);
	go->AddUpdateable(contr);
	go->AddLateUpdate(contr);

	acomp->Init("Yomi_2Yomi.mesh", m_scene_manager);
	contr->Init(position, acomp->GetEntity(), def.step_height, def.collider_type, m_physics_engine);
	contr->SetTurnSpeed(def.turn_speed);
	contr->SetVelocity(def.velocity);
	return go;
}
示例#13
0
GameObject* GameObjectManager::CreatePlayer(const Ogre::Vector3& position, void* data){
	CharControllerDef& def = *static_cast<CharControllerDef*>(data);
	GameObject* go = new GameObject(GAME_OBJECT_PLAYER);
	AnimationComponent* acomp = new AnimationComponent;
	acomp->AddAnimationStates(2);
	go->AddComponent(acomp);
	go->AddUpdateable(acomp);
	CharacterController* contr = new CharacterController;
	go->AddComponent(contr);
	go->AddUpdateable(contr);
	go->AddLateUpdate(contr);
	FollowCameraComponent* fcc = new FollowCameraComponent;
	go->AddComponent(fcc);
	go->AddUpdateable(fcc);
	PlayerInputComponent* pccomp = new PlayerInputComponent;
	go->AddComponent(pccomp);
	go->AddUpdateable(pccomp);
	ChildSceneNodeComponent* csnc = new ChildSceneNodeComponent;
	go->AddComponent(csnc);
	Sound2DComponent* sound2D = new Sound2DComponent;
	go->AddComponent(sound2D);
	Sound3DComponent* sound3D = new Sound3DComponent;
	go->AddComponent(sound3D);
	Music2DComponent* music2D = new Music2DComponent;
	go->AddComponent(music2D);

	acomp->Init("Yomi_2Yomi.mesh", m_scene_manager);
	contr->Init(position, acomp->GetEntity(), def.step_height, def.collider_type, m_physics_engine);
	contr->SetTurnSpeed(def.turn_speed);
	contr->SetVelocity(def.velocity);
	contr->HasFollowCam(true);
	pccomp->Init(m_input_manager);
	sound2D->Init(m_sound_manager);
	sound3D->Init(m_sound_manager);
	music2D->Init(m_sound_manager);
	fcc->Init(m_scene_manager, m_viewport, true);
	fcc->GetCamera()->setNearClipDistance(0.1f);
	fcc->GetCamera()->setFarClipDistance(100);
	csnc->Init(Ogre::Vector3(0.0f, 0.0f, 1.0f), "CreateBubble", acomp->GetSceneNode());
	return go;
}
示例#14
0
void Player::onUpdate()
{
  Vector3 pos = getGameObject()->getTransform()->getPosition();
  static float up = 0.0f;

  CharacterController* cc = getGameObject()->getComponent<CharacterController>();

  Vector3 movement;

  if(cc->isGrounded() == true)
  {
    if(Input::getKey(KeyCode::UP) == true)
    {
      up = 10.0f;
    }
  }

  material->setFloat("in_Replace", up / 10.0f);

  movement.y = (-5 + up) * Time::getDeltaTime();

  up -= 10.0f * Time::getDeltaTime();

  if(up < 0)
  {
    up = 0;
  }

  if(Input::getKey(KeyCode::RIGHT) == true)
  {
    movement.x = 5 * Time::getDeltaTime();
  }

  if(Input::getKey(KeyCode::LEFT) == true)
  {
    movement.x = -5 * Time::getDeltaTime();
  }

  cc->simpleMove(movement);
}
示例#15
0
GameObject* GameObjectManager::CreateQuestTott(const Ogre::Vector3& position, void* data, const Ogre::String& id){
	static int quest_tott_counter = 0;
	Ogre::String tott_id = "Tott" + NumberToString(quest_tott_counter);
	TottDef& def = *static_cast<TottDef*>(data);
	GameObject* go = new GameObject(GAME_OBJECT_QUEST_TOTT, tott_id);
	NodeComponent* node_comp = new NodeComponent;
	go->AddComponent(node_comp);
	TottAIComponent* ai_comp = new TottAIComponent;
	go->AddComponent(ai_comp);
	go->AddUpdateable(ai_comp);
	AnimationComponent* acomp = new AnimationComponent;
	go->AddComponent(acomp);
	go->AddUpdateable(acomp);
	CharacterController* contr = new CharacterController;
	go->AddComponent(contr);
	go->AddUpdateable(contr);
	ChildSceneNodeComponent* child_node = new ChildSceneNodeComponent;
	go->AddComponent(child_node);
	MeshRenderComponent* spbubble = new MeshRenderComponent;
	go->AddComponent(spbubble);
	SyncedTriggerComponent* trcomp = new SyncedTriggerComponent;
	go->AddComponent(trcomp);
	go->AddUpdateable(trcomp);
	TottController* tott_contr = new TottController;
	go->AddComponent(tott_contr);
	go->AddUpdateable(tott_contr);
	
	node_comp->Init(position, m_scene_manager);
	node_comp->SetId(tott_id);
	def.node_name = node_comp->GetSceneNode()->getName();
	acomp->Init(def.mesh_name, m_scene_manager);
	
	child_node->Init(Ogre::Vector3(0,def.speech_bubble_y,0), "speech_bubble", node_comp->GetSceneNode());
	child_node->SetId("speech_bubble");
	spbubble->Init(def.quest_item_mesh_name, m_scene_manager, "speech_bubble");
	child_node->GetNode()->attachObject(spbubble->GetEntity());
	spbubble->GetEntity()->setCastShadows(false);
	child_node->GetNode()->setScale(0,0,0);

	if (def.type_name == "Hidehog"){
		acomp->AddAnimationState("Run", true);
	}
	else if (def.type_name == "Kittyshroom"){
		acomp->AddAnimationState("walk", true);
	}
	else if (def.type_name == "Nightcap"){
		acomp->AddAnimationState("walk", true);
	}
	else if (def.type_name == "Shroomfox"){
		acomp->AddAnimationState("idle", true);
	}
	else{
		acomp->AddAnimationState("Run", true);
	}
	ai_comp->Init(def.ai_states);
	m_sound_manager->GetTottNode(node_comp->GetSceneNode()->getName());
	contr->Init(position, m_physics_engine, def.character_controller);
	contr->GetRigidbody()->setContactProcessingThreshold(btScalar(0));
	contr->GetRigidbody()->setActivationState(DISABLE_DEACTIVATION);

	tott_contr->Init(m_physics_engine, m_scene_manager, def.idle_anim, def.excited_anim, def.quest_item);

	TriggerDef trdef;
	trdef.body_type = STATIC_BODY;
	trdef.collider_type = COLLIDER_SPHERE;
	trdef.collision_filter.filter = COL_WORLD_TRIGGER;
	trdef.collision_filter.mask = COL_PLAYER;
	trdef.mass = 1.0f;
	trdef.radius = 4.0f;

	trcomp->Init(position, m_physics_engine, &trdef);
	acomp->GetEntity()->setRenderingDistance(100.0f);
	quest_tott_counter++;
	return go;
};
示例#16
0
    void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
    {
        if (isTargetMagicallyHidden(target))
        {
            storage.stopAttack();
            return; // TODO: run away instead of doing nothing
        }

        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        const MWWorld::Class& actorClass = actor.getClass();
        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        float& actionCooldown = storage.mActionCooldown;
        if (actionCooldown > 0)
            return;

        float &rangeAttack = storage.mAttackRange;
        boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
        if (characterController.readyToPrepareAttack())
        {
            currentAction = prepareNextAction(actor, target);
            actionCooldown = currentAction->getActionCooldown();
        }

        const ESM::Weapon *weapon = NULL;
        bool isRangedCombat = false;
        if (currentAction.get())
        {
            rangeAttack = currentAction->getCombatRange(isRangedCombat);
            // Get weapon characteristics
            weapon = currentAction->getWeapon();
        }

        ESM::Position pos = actor.getRefData().getPosition();
        osg::Vec3f vActorPos(pos.asVec3());
        osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());

        osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
        float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);

        storage.mReadyToAttack = (distToTarget <= rangeAttack);
        
        // can't fight if attacker can't go where target is.  E.g. A fish can't attack person on land.
        if (distToTarget > rangeAttack
                && !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
        {
            // TODO: start fleeing?
            storage.stopAttack();
            return;
        }

        if (storage.mReadyToAttack)
        {
            storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
            // start new attack
            storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);

            if (isRangedCombat)
            {
                // rotate actor taking into account target movement direction and projectile speed
                osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
                vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
                lastTargetPos = vTargetPos;

                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
            }
        }
    }
示例#17
0
void Player::onUpdate()
{
  bool setToIdle = true;

  if(Application::getLoadedLevelName() == "introduction")
  {
    getGameObject()->getTransform()->setPosition(Vector3(-13, 0, -19));
    getGameObject()->getTransform()->setRotation(Vector3(0, 180, 0));

    return;
  }

  if(state == 0)
  {
    if(Input::getKey(KeyCode::RIGHT) == true)
    {
      mr->setAnimation(walkAnimation);
      getGameObject()->getTransform()->rotate(Vector3(0, 1, 0) * 100 * Time::getDeltaTime());

      setToIdle = false;
    }
    else if(Input::getKey(KeyCode::LEFT) == true)
    {
      mr->setAnimation(walkAnimation);
      getGameObject()->getTransform()->rotate(Vector3(0, -1, 0) * 100 * Time::getDeltaTime());

      setToIdle = false;
    }

    if(Input::getKey(KeyCode::UP) == true)
    {
      mr->setAnimation(walkAnimation);

      getGameObject()->getTransform()->translate(
        getGameObject()->getTransform()->getForward() * 8 * Time::getDeltaTime());

      setToIdle = false;
    }

    if(setToIdle == true)
      mr->setAnimation(idleAnimation);

    if(Input::getKey(KeyCode::SPACE) == true)
    {
      gameScreen->getAudio()->playSound(6);
      mr->setAnimation(sprintAnimation);
      mr->setFps(4);
      state = 1;
    }
  }
  else if(state == 1)
  {
    if(Input::getKey(KeyCode::RIGHT) == true)
      getGameObject()->getTransform()->rotate(Vector3(0, 1, 0) * 100 * Time::getDeltaTime());
    else if(Input::getKey(KeyCode::LEFT) == true)
      getGameObject()->getTransform()->rotate(Vector3(0, -1, 0) * 100 * Time::getDeltaTime());

    getGameObject()->getTransform()->translate(getGameObject()->getTransform()->getForward() * speed * Time::getDeltaTime());

    std::vector<GameObject*> sheepGos;
    GameObject::findGameObjectsWithTag("sheep", &sheepGos);

    for(int i = 0; i < sheepGos.size(); i++)
    {
      float dist = Vector3::getDistance(sheepGos.at(i)->getTransform()->getPosition(), 
        getGameObject()->getTransform()->getPosition());

      if(dist < 1)
      {
        hTarget = sheepGos.at(i);
        sheepGos.at(i)->getTransform()->setParent(getGameObject()->getTransform());
        sheepGos.at(i)->getTransform()->setLocalRotation(Vector3(0, 0, 0));
        sheepGos.at(i)->getTransform()->setLocalPosition(Vector3(0, 0, 2));
        sheepGos.at(i)->getComponent<Sheep>()->freeze();

        if(sheepGos.at(i)->getComponent<Sheep>()->isWolf() == true)
        {
          int rval = rand() % 100;

          if(rval > 80)
            gameScreen->getAudio()->playSound(7);
          else if(rval > 60)
            gameScreen->getAudio()->playSound(8);
          else if(rval > 40)
            gameScreen->getAudio()->playSound(9);
          else if(rval > 20)
            gameScreen->getAudio()->playSound(10);
          else
            gameScreen->getAudio()->playSound(11);
        }

        // Begin the breathing...
        gameScreen->getAudio()->playBreathing();

        int rval = rand() % 100;

        if(rval > 80)
          gameScreen->getAudio()->playSound(17);
        else if(rval > 60)
           gameScreen->getAudio()->playSound(18);
        else if(rval > 40)
          gameScreen->getAudio()->playSound(19);
        else if(rval > 20)
          gameScreen->getAudio()->playSound(20);
        else if(rval > 10)
          gameScreen->getAudio()->playSound(21);
        else
          gameScreen->getAudio()->playSound(22);

        state = 2;
        gameScreen->getCamera()->toggleEventMode();

        mr->setAnimation(humpAnimation);
        mr->setFps(6);

        if(firstTime == true)
        {
          hTimeout = 4000.0f;
          firstTime = false;
        }
        else
          hTimeout = 2000.0f;

        break;
      }
    }

    speed += 0.5f * Time::getDeltaTime();

    if(speed > 15)
      speed = 15;
  }
  else if(state == 2)
  {
    hTimeout -= Time::getDeltaTime() * 1000;

    if(hTimeout < 0)
    {
      if(hTarget->getComponent<Sheep>()->isWolf() == true)
      {
        gameScreen->getAudio()->stopMusic();
        Application::loadLevel("gameover");
        GameOverScreen::score = score;

        return;
      }

      Audio::playMusicA();
      Audio::playSound(19);

      Object::destroy(hTarget);
      gameScreen->getCamera()->toggleEventMode();
      state = 1;
      mr->setAnimation(sprintAnimation);
      mr->setFps(4);
      score++;

      Sheep::create(gameScreen);
    }
  }

  CharacterController* cc = getGameObject()->getComponent<CharacterController>();

  cc->simpleMove(Vector3(0, -5, 0) * Time::getDeltaTime());

  Fence* fence = gameScreen->getFence()->getComponent<Fence>();

  Transform* transform = getGameObject()->getTransform();

  while(transform->getPosition().x > fence->getBounds().extents.x - 1)
  {
    if(state == 1)
      transform->setRotation(Vector3(0, rand() % 350 + 190, 0));

    cc->simpleMove(Vector3(-0.1f, 0, 0));
  }

  while(transform->getPosition().x < -fence->getBounds().extents.x + 1)
  {
    if(state == 1)
      transform->setRotation(Vector3(0, rand() % 170 + 10, 0));

    cc->simpleMove(Vector3(0.1f, 0, 0));
  }

  while(transform->getPosition().z > fence->getBounds().extents.z - 1)
  {
    if(state == 1)
      transform->setRotation(Vector3(0, rand() % 260 + 100, 0));

    cc->simpleMove(Vector3(0, 0, -0.1f));
  }

  while(transform->getPosition().z < -fence->getBounds().extents.z + 1)
  {
    if(state == 1)
      transform->setRotation(Vector3(0, rand() % 260 + 100, 0) * -1);

    cc->simpleMove(Vector3(0, 0, 0.1f));
  }
}
示例#18
0
GameObject* GameObjectManager::CreatePlayer(const Ogre::Vector3& position, void* data, const Ogre::String& id){
	PlayerDef& def = *static_cast<PlayerDef*>(data);
	CharacterControllerDef& char_def = *def.character_contr;
	GameObject* go = new GameObject(GAME_OBJECT_PLAYER, "player");
	NodeComponent* node_comp = new NodeComponent;
	go->AddComponent(node_comp);
	AnimationComponent* acomp = new AnimationComponent;
	go->AddComponent(acomp);
	go->AddUpdateable(acomp);
	MeshRenderComponent* staff_mesh_comp = new MeshRenderComponent;
	go->AddComponent(staff_mesh_comp);
	CharacterController* contr = new CharacterController;
	go->AddComponent(contr);
	go->AddUpdateable(contr);
	FollowCameraComponent* fcc = new FollowCameraComponent;
	go->AddComponent(fcc);
	go->AddUpdateable(fcc);
	PlayerInputComponent* pccomp = new PlayerInputComponent;
	go->AddComponent(pccomp);
	go->AddUpdateable(pccomp);
	ChildSceneNodeComponent* csnc = new ChildSceneNodeComponent;
	go->AddComponent(csnc);
	Sound2DComponent* sound2D = new Sound2DComponent;
	go->AddComponent(sound2D);
	Sound3DComponent* sound3D = new Sound3DComponent;
	go->AddComponent(sound3D);
	Music2DComponent* music2D = new Music2DComponent;
	go->AddComponent(music2D);
	Music3DComponent* music3D = new Music3DComponent;
	go->AddComponent(music3D);
	CountableResourceGUI* gui = new CountableResourceGUI;
	go->AddComponent(gui);
	go->AddUpdateable(gui);
	TriggerComponent* tc = new TriggerComponent;
	go->AddComponent(tc);
	PlayerRaycastCollisionComponent* prcc = new PlayerRaycastCollisionComponent;
	go->AddComponent(prcc);
	TutorialGraphicsComponent* tutorial = new TutorialGraphicsComponent;
	go->AddComponent(tutorial);
	go->AddUpdateable(tutorial);
	/*
	TriggerComponent* camera_tc = new TriggerComponent;
	go->AddComponent(camera_tc);
	RaycastComponent* camera_rc = new RaycastComponent;
	go->AddComponent(camera_rc);
	CameraRaycastCollisionComponent* camera_rcc = new CameraRaycastCollisionComponent;
	go->AddComponent(camera_rcc);
	//RigidbodyComponent* camera_rb = new RigidbodyComponent;
	*/
	if (def.level_id == "try"){
		tutorial->Init("Level1", def.level_id);
	}
	else{
		tutorial->Init("Level2", def.level_id);
	}

	go->SetId("Player");

	node_comp->Init(position, m_scene_manager);
	node_comp->SetId("player_node");
	
	if(char_def.mesh == "" || char_def.mesh == "Yomi_2Yomi.mesh") char_def.mesh = "Yomi.mesh";
	acomp->Init(char_def.mesh, m_scene_manager, node_comp->GetId(), true);
	acomp->AddAnimationState("Base_Idle");
	acomp->AddAnimationState("Top_Idle");
	//acomp->GetEntity()->setMaterialName("_YomiFBXASC039sFBXASC032staffMaterial__191");

	TriggerDef tdef;
	tdef.body_type = STATIC_BODY;
	tdef.collider_type = COLLIDER_SPHERE;
	tdef.radius = 0.1f;
	tdef.collision_filter.filter = COL_NOTHING;
	tdef.collision_filter.mask = COL_NOTHING;

	tc->Init(position, m_physics_engine, tdef);
	tc->SetId("btrig");
	contr->Init(position, m_physics_engine, char_def);
	contr->HasFollowCam(true);
	contr->SetId("body");
	contr->GetRigidbody()->setContactProcessingThreshold(btScalar(0));
	sound2D->Init(m_sound_manager);
	sound3D->Init(m_sound_manager);
	music2D->Init(m_sound_manager);
	music3D->Init(m_sound_manager);
	gui->Init(def.level_id);
	csnc->Init(Ogre::Vector3(0.0f, char_def.offset.y, 1.0f), "CreateBubble", node_comp->GetSceneNode());
	m_sound_manager->GetYomiNode(node_comp->GetSceneNode()->getName());
	prcc->Init(m_physics_engine);
	prcc->SetCustomVariables(VariableManager::GetSingletonPtr()->GetAsFloat("Bounce_Jump_Mod"));

	fcc->SetNode(node_comp->GetSceneNode());
	fcc->Init(position, m_scene_manager, m_viewport, true);
	fcc->SetMovementSpeed(2.5f);

	fcc->SetPhysEngine(m_physics_engine);
	fcc->SetCustomVariables(
		//VariableManager::GetSingletonPtr()->GetAsInt("Camera_Inverted_Controller_Sticks"), 
		VariableManager::GetSingletonPtr()->GetAsFloat("Camera_Zoom_Speed"), 
		VariableManager::GetSingletonPtr()->GetAsFloat("Camera_Stick_Rotation_Acceleration"), 
		VariableManager::GetSingletonPtr()->GetAsFloat("Camera_Change_Angle_After_Player"),
		VariableManager::GetSingletonPtr()->GetAsFloat("Camera_Start_Distance"),
		VariableManager::GetSingletonPtr()->GetAsFloat("Camera_Start_Pitch")
		);
	staff_mesh_comp->Init("Staff.mesh", m_scene_manager, Ogre::StringUtil::BLANK);
	acomp->GetEntity()->attachObjectToBone("CATRigLArmDigit21", staff_mesh_comp->GetEntity(), Ogre::Quaternion(1.0f, 1.0f, 0.7f, 0.0f), Ogre::Vector3(0.01f, -0.02f, 0.0f));
	pccomp->Init(m_input_manager, m_sound_manager, m_physics_engine, m_message_system);
	pccomp->SetCustomVariables(
		VariableManager::GetSingletonPtr()->GetAsFloat("Bubble_Min_Size"),
		VariableManager::GetSingletonPtr()->GetAsFloat("Bubble_Max_Size"), 
		VariableManager::GetSingletonPtr()->GetAsFloat("On_Bubble_Speed_Mod"), 
		VariableManager::GetSingletonPtr()->GetAsFloat("In_Bubble_Speed_Mod"),
		def.level_id
		);
	return go;
}
示例#19
0
    bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
    {
        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        bool forceFlee = false;
        if (!canFight(actor, target))
        {
            storage.stopAttack();
            characterController.setAttackingOrSpell(false);
            storage.mActionCooldown = 0.f;
            // Continue combat if target is player or player follower/escorter and an attack has been attempted
            const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer());
            bool targetSidesWithPlayer = (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target) != playerFollowersAndEscorters.end());
            if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer)
                && ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId() == target.getClass().getCreatureStats(target).getActorId())
                || (target.getClass().getCreatureStats(target).getHitAttemptActorId() == actor.getClass().getCreatureStats(actor).getActorId())))
                forceFlee = true;
            else // Otherwise end combat
                return true;
        }

        const MWWorld::Class& actorClass = actor.getClass();
        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        float& actionCooldown = storage.mActionCooldown;
        std::shared_ptr<Action>& currentAction = storage.mCurrentAction;

        if (!forceFlee)
        {
            if (actionCooldown > 0)
                return false;

            if (characterController.readyToPrepareAttack())
            {
                currentAction = prepareNextAction(actor, target);
                actionCooldown = currentAction->getActionCooldown();
            }
        }
        else
        {
            currentAction.reset(new ActionFlee());
            actionCooldown = currentAction->getActionCooldown();
        }

        if (!currentAction)
            return false;

        if (storage.isFleeing() != currentAction->isFleeing())
        {
            if (currentAction->isFleeing())
            {
                storage.startFleeing();
                MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
                return false;
            }
            else
                storage.stopFleeing();
        }

        bool isRangedCombat = false;
        float &rangeAttack = storage.mAttackRange;

        rangeAttack = currentAction->getCombatRange(isRangedCombat);

        // Get weapon characteristics
        const ESM::Weapon* weapon = currentAction->getWeapon();

        ESM::Position pos = actor.getRefData().getPosition();
        osg::Vec3f vActorPos(pos.asVec3());
        osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());

        osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
        float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);

        storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS);

        if (storage.mReadyToAttack)
        {
            storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target);
            // start new attack
            storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);

            if (isRangedCombat)
            {
                // rotate actor taking into account target movement direction and projectile speed
                osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
                vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
                lastTargetPos = vTargetPos;

                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
                storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
            }
        }
        return false;
    }
示例#20
0
    bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController, 
        AiCombatStorage& storage, MWWorld::Ptr target)
    {
        MWMechanics::Movement& movement = storage.mMovement;

        if (isTargetMagicallyHidden(target))
        {
            storage.stopAttack();
            return false; // TODO: run away instead of doing nothing
        }

        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        const MWWorld::Class& actorClass = actor.getClass();
        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        float& actionCooldown = storage.mActionCooldown;
        if (actionCooldown > 0)
            return false;

        float rangeAttack = 0;
        float rangeFollow = 0;
        boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
        if (characterController.readyToPrepareAttack())
        {
            currentAction = prepareNextAction(actor, target);
            actionCooldown = currentAction->getActionCooldown();
        }

        if (currentAction.get())
            currentAction->getCombatRange(rangeAttack, rangeFollow);

        // FIXME: consider moving this stuff to ActionWeapon::getCombatRange
        const ESM::Weapon *weapon = NULL;
        MWMechanics::WeaponType weaptype = WeapType_None;
        float weapRange = 1.0f;

        // Get weapon characteristics
        MWBase::World* world = MWBase::Environment::get().getWorld();
        if (actorClass.hasInventoryStore(actor))
        {
            //Get weapon range
            MWWorld::ContainerStoreIterator weaponSlot =
                MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);

            if (weaptype == WeapType_HandToHand)
            {
                static float fHandToHandReach =
                    world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
                weapRange = fHandToHandReach;
            }
            else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None)
            {
                // All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
                weapon = weaponSlot->get<ESM::Weapon>()->mBase;
                weapRange = weapon->mData.mReach;
            }
            weapRange *= 100.0f;
        }
        else //is creature
        {
            weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand;
            weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit)
        }

        bool distantCombat = false;
        if (weaptype != WeapType_Spell)
        {
            // TODO: move to ActionWeapon
            if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
            {
                rangeAttack = 1000;
                rangeFollow = 0; // not needed in ranged combat
                distantCombat = true;
            }
            else
            {
                rangeAttack = weapRange;
                rangeFollow = 300;
            }
        }
        else
        {
            distantCombat = (rangeAttack > 500);
        }

        
        bool& readyToAttack = storage.mReadyToAttack;
        // start new attack
        storage.startAttackIfReady(actor, characterController, weapon, distantCombat);

        /*
         * Some notes on meanings of variables:
         *
         * rangeAttack:
         *
         *  - Distance where attack using the actor's weapon is possible:
         *    longer for ranged weapons (obviously?) vs. melee weapons
         *  - Determined by weapon's reach parameter; hardcoded value
         *    for ranged weapon and for creatures
         *  - Once within this distance mFollowTarget is triggered
         *
         * rangeFollow:
         *
         *  - Applies to melee weapons or hand to hand only (or creatures without
         *    weapons)
         *  - Distance a little further away than the actor's weapon reach
         *    i.e. rangeFollow > rangeAttack for melee weapons
         *  - Hardcoded value (0 for ranged weapons)
         *  - Once the target gets beyond this distance mFollowTarget is cleared
         *    and a path to the target needs to be found
         *
         * mFollowTarget:
         *
         *  - Once triggered, the actor follows the target with LOS shortcut
         *    (the shortcut really only applies to cells where pathgrids are
         *    available, since the default path without pathgrids is direct to
         *    target even if LOS is not achieved)
         */

        ESM::Position pos = actor.getRefData().getPosition();
        osg::Vec3f vActorPos(pos.asVec3());
        osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());

        osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
        float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
        
        osg::Vec3f& lastActorPos = storage.mLastActorPos;
        bool& followTarget = storage.mFollowTarget;

        bool isStuck = false;
        float speed = 0.0f;
        if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2)
            isStuck = true;

        lastActorPos = vActorPos;

        // check if actor can move along z-axis
        bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
            || world->isFlying(actor);

        // can't fight if attacker can't go where target is.  E.g. A fish can't attack person on land.
        if (distToTarget >= rangeAttack
                && !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
        {
            // TODO: start fleeing?
            storage.stopAttack();
            return false;
        }

        // for distant combat we should know if target is in LOS even if distToTarget < rangeAttack 
        bool inLOS = distantCombat ? world->getLOS(actor, target) : true;

        // (within attack dist) || (not quite attack dist while following)
        if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
        {
            mPathFinder.clearPath();
            //Melee and Close-up combat
            
            // getXAngleToDir determines vertical angle to target:
            // if actor can move along z-axis it will control movement dir
            // if can't - it will control correct aiming.
            // note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
            if (distantCombat)
            {
                osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
                vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype,
                    storage.mStrength);
                lastTargetPos = vTargetPos;
                movement.mRotation[0] = getXAngleToDir(vAimDir);
                movement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                movement.mRotation[0] = getXAngleToDir(vAimDir);
                movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
            }

            // (not quite attack dist while following)
            if (followTarget && distToTarget > rangeAttack)
            {
                //Close-up combat: just run up on target
                storage.stopCombatMove();
                movement.mPosition[1] = 1;
            }
            else // (within attack dist)
            {
                storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);

                readyToAttack = true;
                //only once got in melee combat, actor is allowed to use close-up shortcutting
                followTarget = true;
            }
        }
        else // remote pathfinding
        {
            bool preferShortcut = false;
            if (!distantCombat) inLOS = world->getLOS(actor, target);

            // check if shortcut is available
            bool& forceNoShortcut = storage.mForceNoShortcut;
            ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
            
            if(inLOS && (!isStuck || readyToAttack)
                && (!forceNoShortcut || (shortcutFailPos.asVec3() - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
            {
                if(speed == 0.0f) speed = actorClass.getSpeed(actor);
                // maximum dist before pit/obstacle for actor to avoid them depending on his speed
                float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
                preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vAimDir.x(), vAimDir.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
            }

            // don't use pathgrid when actor can move in 3 dimensions
            if (canMoveByZ)
            {
                preferShortcut = true;
                movement.mRotation[0] = getXAngleToDir(vAimDir);
            }

            if(preferShortcut)
            {
                movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos));
                forceNoShortcut = false;
                shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
                mPathFinder.clearPath();
            }
            else // if shortcut failed stick to path grid
            {
                if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
                {
                    forceNoShortcut = true;
                    shortcutFailPos = pos;
                }

                followTarget = false;

                buildNewPath(actor, target);

                // should always return a path (even if it's just go straight on target.)
                assert(mPathFinder.isPathConstructed());
            }

            if (readyToAttack)
            {
                // to stop possible sideway moving after target moved out of attack range
                storage.stopCombatMove();
                readyToAttack = false;
            }
            movement.mPosition[1] = 1;
        }

        return false;
    }
	virtual void Transform(_Out_ frame_view target_frame, _In_ const_frame_view source_frame, _In_ const_frame_view last_frame, float frame_time) override
	{
		//if (!g_UseVelocity)
		//{
		//	Transform(target_frame, source_frame);
		//	return;
		//}

		const auto& blocks = *pBlockArmature;

		int pvDim = inputExtractor.GetDimension(*blocks[0]);

		RowVectorXd X(g_UseVelocity ? pvDim * 2 : pvDim), Y;

		double semga = 1000;
		RowVectorXf yf;

		std::vector<RowVectorXd> Xabs;
		for (auto& block : blocks)
		{
			//X[0] *= 13;

			if (block->Index > 0 && block->ActiveActions.size() > 0)
			{
				auto& sik = pController->GetStylizedIK(block->Index);
				auto& gpr = sik.Gplvm();
				auto& joints = block->Joints;

				RowVectorXf xf = inputExtractor.Get(*block, source_frame);
				RowVectorXf xfl = inputExtractor.Get(*block, last_frame);

				yf = outputExtractor.Get(*block, target_frame);
				auto xyf = inputExtractor.Get(*block, target_frame);
				auto pDecoder = sik.getDecoder();
				auto baseRot = target_frame[block->parent()->Joints.back()->ID].GblRotation;
				sik.setBaseRotation(baseRot);
				sik.setChain(block->Joints, target_frame);

				//sik.SetGplvmWeight(block->Wx.cast<double>());

				//std::vector<DirectX::Quaternion, XMAllocator> corrrots(joints.size());
				//std::vector<DirectX::Quaternion, XMAllocator> rots(joints.size());

				//for (int i = 0; i < joints.size(); i++)
				//{
				//	corrrots[i] = target_frame[joints[i]->ID].LclRotation;
				//}

				//(*pDecoder)(rots.data(), yf.cast<double>());
				////outputExtractor.Set(*block, target_frame, yf);
				//auto ep = sik.EndPosition(reinterpret_cast<XMFLOAT4A*>(rots.data()));


				X.segment(0, pvDim) = xf.cast<double>();


				auto Xd = X.segment(0, pvDim);
				auto uXd = gpr.uX.segment(0, pvDim);

				//auto uXv = block->PdGpr.uX.segment<3>(3);
				//Xv = (Xv - uXv).array() * g_NoiseInterpolation.array() + uXv.array();

				Xd = (Xd - uXd).array();

				double varZ = (Xd.array() * (g_NoiseInterpolation.array() - 1.0)).cwiseAbs2().sum();
				// if no noise
				varZ = std::max(varZ, 1e-5);

				Xd = Xd.array() * g_NoiseInterpolation.array() + uXd.array();

				RowVector3d Xld = (xfl.cast<double>() - uXd).array() * g_NoiseInterpolation.array() + uXd.array();

				if (g_UseVelocity)
				{
					auto Xv = X.segment(pvDim, pvDim);
					Xv = (Xd - Xld) / (frame_time * g_FrameTimeScaleFactor);
				}

				xf = X.cast<float>();

				SetVisualizeHandle(block, xf);

				//m_Xs.row(block->Index) = X;
				Xabs.emplace_back(X);

				// Beyesian majarnlize over X
				//size_t detail = 3;
				//MatrixXd Xs(detail*2+1,g_PvDimension), Ys;
				//Xs = gaussian_sample(X, X, detail);

				//VectorXd Pxs = (Xs - X.replicate(detail * 2 + 1, 1)).cwiseAbs2().rowwise().sum();
				//Pxs = (-Pxs.array() / semga).exp();

				//VectorXd Py_xs = block->PdGpr.get_expectation_and_likelihood(Xs, &Ys);
				//Py_xs = (-Py_xs.array()).exp() * Pxs.array();
				//Py_xs /= Py_xs.sum();

				//Y = (Ys.array() * Py_xs.replicate(1, Ys.cols()).array()).colwise().sum();

				MatrixXd covObsr(g_PvDimension, g_PvDimension);
				covObsr.setZero();
				covObsr.diagonal() = g_NoiseInterpolation.replicate(1, g_PvDimension / 3).transpose() * varZ;

				//block->PdGpr.get_expectation_from_observation(X, covObsr, &Y);
				//block->PdGpr.get_expectation(X, &Y);
				//auto yc = yf;
				//yf = Y.cast<float>();
				//yf.array() *= block->Wx.cwiseInverse().array().transpose();

				//block->PdStyleIk.SetHint();
				if (!g_UseVelocity)
					Y = sik.apply(X.transpose(), baseRot).cast<double>();
				else
					Y = sik.apply(X.segment(0, pvDim).transpose(), Vector3d(X.segment(pvDim, pvDim).transpose()), baseRot).cast<double>();

				//block->PdStyleIk.SetGoal(X.leftCols<3>());

				//auto scoref = block->PdStyleIk.objective(X, yf.cast<double>());
				//auto scorec = block->PdStyleIk.objective(X, yc.cast<double>());
				//std::cout << "Gpr score : " << scoref << " ; Cannonical score : " << scorec << endl;
				//auto ep = sik.EndPosition(yf.cast<double>());

				//Y = yf.cast<double>();
				outputExtractor.Set(*block, target_frame, Y.cast<float>());
				for (int i = 0; i < block->Joints.size(); i++)
				{
					target_frame[block->Joints[i]->ID].UpdateGlobalData(target_frame[block->Joints[i]->parent()->ID]);
				}

				auto ep2 = target_frame[block->Joints.back()->ID].GblTranslation -
					target_frame[block->Joints[0]->parent()->ID].GblTranslation;

				//break;
			}
		}

		// Fill Xabpv
		if (g_EnableDependentControl)
		{
			RowVectorXd Xabpv;
			Xabpv.resize(pController->uXabpv.size());
			int i = 0;
			for (const auto& xab : Xabs)
			{
				auto Yi = Xabpv.segment(i, xab.size());
				Yi = xab;
				i += xab.size();
			}

			auto _x = (Xabpv.cast<float>() - pController->uXabpv) * pController->XabpvT;
			auto _xd = _x.cast<double>().eval();

			for (auto& block : blocks)
			{
				if (block->ActiveActions.size() == 0 && block->SubActiveActions.size() > 0)
				{

					auto& sik = pController->GetStylizedIK(block->Index);
					auto& gpr = sik.Gplvm();

					auto lk = gpr.get_expectation_and_likelihood(_xd, &Y);

					yf = Y.cast<float>();
					//yf *= block->Wx.cwiseInverse().asDiagonal();

					outputExtractor.Set(*block, target_frame, yf);
				}

			}
		}

		target_frame[0].LclTranslation = source_frame[0].LclTranslation;
		target_frame[0].GblTranslation = source_frame[0].GblTranslation;
		FrameRebuildGlobal(*m_tArmature, target_frame);
	}