示例#1
0
//-----------------------------------------------
// updateParticlesNoActor :
//
//-----------------------------------------------
void CSceneParser::updateParticlesNoActor(float difTime, CParticle &particle, UAnimation &animation)
{
	// Animate all instances.
	for(uint i = 0; i < particle.IGPtr->getNumInstance(); ++i )
	{
		std::string iName = particle.IGPtr->getInstanceName(i);
		UInstance instance = particle.IGPtr->getByName(iName);

		if(!instance)
			continue;

		instance->setTransformMode(UTransformable::RotQuat);

		// If the animation has no track of position.
		UTrack* trackPos = animation.getTrackByName("PathPos");
		if(!trackPos)
			trackPos = animation.getTrackByName(string(iName + "." + "PathPos").c_str());
		if(trackPos)
		{
			CVector pos;
			trackPos->interpolate(difTime, pos);
			instance->setPos(pos);
		}

		// If the animation has no track of rotation.
		UTrack* trackRot = animation.getTrackByName("PathRotQuat");
		if(!trackRot)
			trackRot = animation.getTrackByName(string(iName + "." + "PathRotQuat").c_str());
		if(trackRot)
		{
			CQuat rot;
			if(trackRot->interpolate(difTime, rot))
				instance->setRotQuat(rot);
			else
				nlwarning("CSceneParser::updateParticles : Not a Quat!");
		}
	}
}// updateParticlesNoActor //
示例#2
0
//-----------------------------------------------
// updateParticlesActor :
//
//-----------------------------------------------
void CSceneParser::updateParticlesActor(float difTime, CParticle &particle, UAnimation &animation)
{
	// Get the entity pointer.
	CEntityCL *entity = getEntity(Sid(Sid::npc, (uint64)particle.Actor));
	if(!entity)
	{
		nlwarning("CSceneParser::updateParticlesActor : cannot get the actor %d.", (uint64)particle.Actor);
		return;
	}

	// If the entity has no skeleton -> Next particle.
	if(!entity->skeleton())
	{
		nlwarning("The particle follow an entity %d without a skeleton.", (uint64)particle.Actor);
		return;
	}

	// Matrix 90°
	CMatrix m90;
	m90.identity();
	m90.rotateZ((float)(Pi/2.0));

	// Matrix of the entity.
	CMatrix mChar = entity->skeleton()->getMatrix();
	mChar.setPos(entity->pos());

	// Animate all instances.
	for(uint i = 0; i < particle.IGPtr->getNumInstance(); ++i )
	{
		std::string iName = particle.IGPtr->getInstanceName(i);
		UInstance instance = particle.IGPtr->getByName(iName);

		if(!instance)
			continue;

		instance->setTransformMode(UTransformable::RotQuat);

		CMatrix mAnim;
		mAnim.identity();
		// If the animation has no track of position.
		UTrack* trackPos = animation.getTrackByName("PathPos");
		if(!trackPos)
			trackPos = animation.getTrackByName(string(iName + "." + "PathPos").c_str());
		if(trackPos)
		{
			CVector pos;
			trackPos->interpolate(difTime, pos);
			mAnim.setPos(pos);
		}

		// If the animation has no track of rotation.
		UTrack* trackRot = animation.getTrackByName("PathRotQuat");
		if(!trackRot)
			trackRot = animation.getTrackByName(string(iName + "." + "PathRotQuat").c_str());
		if(trackRot)
		{
			CQuat rot;
			trackPos->interpolate(difTime, rot);
			mAnim.setRot(rot);
		}

		CMatrix mFinal = mChar * m90 * mAnim;
		instance->setPos(mFinal.getPos());
		instance->setRotQuat(mFinal.getRot());
	}
}// updateParticlesActor //