void vHavokBehaviorComponent::UpdateAnimationAndBoneIndexList() { // Set up the animation config VDynamicMesh* mesh = m_entityOwner->GetMesh(); if( mesh != HK_NULL && mesh->GetSkeleton() != HK_NULL ) { // create an anim config, if one is not present VisAnimConfig_cl* pConfig = m_entityOwner->GetAnimConfig(); if ( pConfig == HK_NULL ) { pConfig = VisAnimConfig_cl::CreateSkeletalConfig(mesh); m_entityOwner->SetAnimConfig( pConfig ); } pConfig->SetFlags(pConfig->GetFlags() | MULTITHREADED_ANIMATION); // Create mapping VisSkeleton_cl* visionSkeleton = mesh->GetSkeleton(); const hkaSkeleton* havokSkeleton = m_character->getSetup()->m_animationSkeleton; for( int i = 0; i < havokSkeleton->m_bones.getSize(); i++ ) { const VHashString &boneName = havokSkeleton->m_bones[i].m_name.cString(); int visionBoneIndex = visionSkeleton->GetBoneIndexByName( boneName ); m_boneIndexList.pushBack( visionBoneIndex ); } } }
void SimpleSkeletalAnimatedObject_cl::LayerTwoAnimations() { // Layer two animations (using a LayerMixer node). We use this to fade-in an upper body animation // on top of a full body animation. The mixer gets the two animation controls as input and generates // the layered result. The animation tree looks as follows: // // - FinalSkeletalResult // - LayerMixerNode // - SkeletalAnimControl (WalkDagger Animation; influences full body) // - SkeletalAnimControl (RunDagger Animation: influences upper body only) // // The weight of the layered upper body animation is set on the mixer instance. // // Create a new AnimConfig instance VDynamicMesh *pMesh = GetMesh(); VisSkeleton_cl *pSkeleton = pMesh->GetSkeleton(); VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult; VisAnimConfig_cl* pConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult); // get skeletal animation sequence VisSkeletalAnimSequence_cl* pAnimSequenceWalkDagger = static_cast<VisSkeletalAnimSequence_cl*>( pMesh->GetSequence("Walk_Dagger", VIS_MODELANIM_SKELETAL)); VisSkeletalAnimSequence_cl* pAnimSequenceDrawDagger = static_cast<VisSkeletalAnimSequence_cl*>( pMesh->GetSequence("Draw_Dagger", VIS_MODELANIM_SKELETAL)); if (pAnimSequenceWalkDagger == NULL || pAnimSequenceDrawDagger == NULL) return; // Create the two animation controls: WalkDagger: full body animation; DrawDagger: upper body animation. // Use a helper function to create the animation controls. VSmartPtr<VisSkeletalAnimControl_cl> spWalkDaggerAnimControl = VisSkeletalAnimControl_cl::Create( pMesh->GetSkeleton(), pAnimSequenceWalkDagger, VANIMCTRL_LOOP|VSKELANIMCTRL_DEFAULTS, 1.0f, true); VSmartPtr<VisSkeletalAnimControl_cl> spDrawDaggerAnimControl = VisSkeletalAnimControl_cl::Create( pMesh->GetSkeleton(), pAnimSequenceDrawDagger, VSKELANIMCTRL_DEFAULTS, 1.0f, true); // create the layer node which layers the two animations m_spLayerMixerNode = new VisAnimLayerMixerNode_cl(pMesh->GetSkeleton()); m_spLayerMixerNode->AddMixerInput(spWalkDaggerAnimControl, 1.0f); int iMixerInputDrawDagger = m_spLayerMixerNode->AddMixerInput(spDrawDaggerAnimControl, 0.0f); // set a per bone weighting list for the DrawDagger (upper body) slot in the mixer. It shall overlay the // upper body of the character and thus only influence the upper body bones. int iBoneCount = pSkeleton->GetBoneCount(); VASSERT(iBoneCount < 256); float fPerBoneWeightingList[256]; memset(fPerBoneWeightingList, 0, sizeof(float)*iBoneCount); pSkeleton->SetBoneWeightRecursive(1.f, pSkeleton->GetBoneIndexByName("skeleton1:Spine"), fPerBoneWeightingList); m_spLayerMixerNode->ApplyPerBoneWeightingMask(iMixerInputDrawDagger, iBoneCount, fPerBoneWeightingList); // finally set the mixer as the root animation node pFinalSkeletalResult->SetSkeletalAnimInput(m_spLayerMixerNode); SetAnimConfig(pConfig); // fade-in the upper body animation //m_spLayerMixerNode->EaseIn(iMixerInputDrawDagger, 0.4f, true); }
bool VAnimationEventEffectTrigger::CommonInit() { // Initialize base component if (!IVTransitionEventTrigger::CommonInit()) return false; // Get owner entity VisBaseEntity_cl *pEntity = (VisBaseEntity_cl *)m_pOwner; if (pEntity == NULL) return false; // Fill the event trigger info if (m_iEventTriggerInfoCount <= 0) { VEventEffectTriggerInfo_t* info = NULL; if(m_pActiveTriggerInfo == NULL) //make sure it does not get created more than once { // Create new list with only one entry and set properties info = new VEventEffectTriggerInfo_t(); } else { info = (VEventEffectTriggerInfo_t*)m_pActiveTriggerInfo; } info->m_vPositionOffset = PositionOffset; info->m_vOrientationOffset= OrientationOffset; // Get effect file info->m_spEffectFile = VisParticleGroupManager_cl::GlobalManager().LoadFromFile(EffectFilename); if (info->m_spEffectFile == NULL || !GetEventTriggerInfoBaseData(info)) { V_SAFE_DELETE(info); m_pActiveTriggerInfo = NULL; return false; } // Get Bone Index if specified if (!AttachToBone.IsEmpty()) { VDynamicMesh* pMesh = pEntity->GetMesh(); if (pMesh == NULL) return false; VisSkeleton_cl *pSkeleton = pMesh->GetSkeleton(); if (pSkeleton == NULL) return false; info->m_iAttachToBone = pSkeleton->GetBoneIndexByName(AttachToBone); } // Set it as the active event trigger info m_pActiveTriggerInfo = info; } return true; }
inline void BoneBoundingBox(VisBaseEntity_cl *pEntity, const char * szSpecificBone = NULL, VColorRef color = V_RGBA_WHITE) { if(m_bEnabled && pEntity!=NULL && pEntity->GetMesh()!=NULL) { VisSkeleton_cl *pSkeleton = pEntity->GetMesh()->GetSkeleton(); if(pSkeleton && pSkeleton->GetBoneIndexByName(szSpecificBone)>0) { if(szSpecificBone==NULL) pEntity->DrawBoneBoundingBoxes(color); else pEntity->DrawBoneBoundingBox(szSpecificBone, color); } } }
bool AttachedDagger_cl::Attach(VisBaseEntity_cl *pAnchorEntity, const char *szAnchorBoneName, const hkvQuat &localRotation, const hkvVec3 &localTranslation) { if (m_bIsAttached) Detach(); if (!pAnchorEntity || !szAnchorBoneName) return false; // find index of bone the weapon is attached to VisSkeleton_cl *pSkeleton = pAnchorEntity->GetMesh()->GetSkeleton(); m_iAnchorBoneIndex = pSkeleton->GetBoneIndexByName(szAnchorBoneName); // store attachment settings m_LocalRotation = localRotation; m_LocalTranslation = localTranslation; m_pAnchorEntity = pAnchorEntity; m_bIsAttached = true; // initial update Update(); return true; }
void AnimatedWarrior_cl::InitFunction() { SetCastShadows(TRUE); SetupAnimations(); if (!m_bModelValid) return; m_pCharacterController = new vHavokCharacterController(); m_pCharacterController->Initialize(); hkvAlignedBBox bbox; GetMesh()->GetCollisionBoundingBox(bbox); float r = bbox.getSizeX() * 0.5f; m_pCharacterController->Capsule_Radius = r; m_pCharacterController->Character_Top.set(0,0,bbox.m_vMax.z - r); m_pCharacterController->Character_Bottom.set(0,0,bbox.m_vMin.z + r); m_pCharacterController->Max_Slope = 75.0f; if (!m_bEnabled) m_pCharacterController->SetEnabled(FALSE); AddComponent(m_pCharacterController); //// setup animation system // create config VDynamicMesh* pMesh = GetMesh(); VASSERT(pMesh); VisSkeleton_cl* pSkeleton = pMesh->GetSkeleton(); VASSERT(pSkeleton); // create mixer structure, we keep pointers on the mixers to add and remove inputs m_spLayerMixer = new VisAnimLayerMixerNode_cl(pSkeleton); m_pNormalizeMixer = new VisAnimNormalizeMixerNode_cl(pSkeleton); m_spLayerMixer->AddMixerInput(m_pNormalizeMixer, 1.f); //// create per bone weighting list for upper body int iBoneCount = pSkeleton->GetBoneCount(); float* fPerBoneWeightingList = new float[iBoneCount]; memset(fPerBoneWeightingList, 0, sizeof(float)*iBoneCount); // set all bone weights above the spine to 1 pSkeleton->SetBoneWeightRecursive(1.f, pSkeleton->GetBoneIndexByName("skeleton1:Spine"), fPerBoneWeightingList); int iMixerInputIndex = -1; for(int i=0; i<UPPERBODY_CONTROLCOUNT; i++) { m_spUpperBodyControls[i] = new VisSkeletalAnimControl_cl(pSkeleton, VSKELANIMCTRL_DEFAULTS); m_spUpperBodyControls[i]->AddEventListener(this); // we want to receive all events from sequence and control iMixerInputIndex = m_spLayerMixer->AddMixerInput(m_spUpperBodyControls[i], 0.f); m_spLayerMixer->ApplyPerBoneWeightingMask(iMixerInputIndex, iBoneCount, fPerBoneWeightingList); } V_SAFE_DELETE_ARRAY(fPerBoneWeightingList); // set the start animation BlendOverFullBodyAnimation(0.f, ANIMID_IDLE, 1.f, 0.f); SetFullBodyState(m_pFullBodyIdleState[FBSTATETYPE_NORMAL]); SetUpperBodyState(m_pUpperBodyIdleState); // initialize variables for upperbody fadein/fadeout m_eUpperBodyFadeState = FADESTATE_NONE; // setup neck bone for head rotation m_iHeadBoneIndex = pSkeleton->GetBoneIndexByName("skeleton1:Neck"); m_fHeadRotationAngles[0] = 0.f; m_fHeadRotationAngles[1] = 0.f; m_fHeadRotationAngles[2] = 0.f; m_bHeadInMovement = false; // setup the torch hkvVec3 vDummyOrigin; m_pTorch = (AttachedTorch_cl *) Vision::Game.CreateEntity( "AttachedTorch_cl", vDummyOrigin ); HideTorch(); // attach the torch to the bone //hkvVec3 localTranslation(-11.f, -4.5f, 25.f); hkvVec3 localTranslation(-11.f, 5.5f, 0.f); float euler[3] = {90, 0, 185}; hkvQuat localRotation; localRotation.setFromEulerAngles (euler[2], euler[1], euler[0]); // pass as roll, pitch, yaw m_pTorch->Attach(this, "skeleton1:RightHand", localRotation, localTranslation); SetEnabled(true); }