NifOgre::EntityList NpcAnimation::insertBoundedPart(const std::string &mesh, int group, const std::string &bonename) { NifOgre::EntityList entities = NifOgre::Loader::createEntities(mEntityList.mSkelBase, bonename, mInsert, mesh); std::vector<Ogre::Entity*> &parts = entities.mEntities; for(size_t i = 0;i < parts.size();i++) { parts[i]->getUserObjectBindings().setUserAny(Ogre::Any(group)); if (mVisibilityFlags != 0) parts[i]->setVisibilityFlags(mVisibilityFlags); for(unsigned int j=0; j < parts[i]->getNumSubEntities(); ++j) { Ogre::SubEntity* subEnt = parts[i]->getSubEntity(j); subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main); } } if(entities.mSkelBase) { Ogre::AnimationStateSet *aset = entities.mSkelBase->getAllAnimationStates(); Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator(); while(asiter.hasMoreElements()) { Ogre::AnimationState *state = asiter.getNext(); state->setEnabled(false); state->setLoop(false); } Ogre::SkeletonInstance *skelinst = entities.mSkelBase->getSkeleton(); Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator(); while(boneiter.hasMoreElements()) boneiter.getNext()->setManuallyControlled(true); } return entities; }
std::vector<std::wstring> ManipulatorEffect::GetLocatorNames() const { Ogre::Entity* ent = ManipulatorSystem.GetObject().GetSelection(); assert(ent); std::vector<std::wstring> ret; //M3模型从max导出时locator命名为Ref_xxx形式 Ogre::SkeletonPtr skel = ent->getMesh()->getSkeleton(); Ogre::Skeleton::BoneIterator iter = skel->getBoneIterator(); while (iter.hasMoreElements()) { Ogre::Bone* pBone = iter.peekNext(); if(pBone->getName().find("Ref_") != Ogre::String::npos) ret.push_back(Utility::EngineToUnicode(pBone->getName())); iter.getNext(); } return std::move(ret); }
void SkeletonMergingWidget::fillCommonBonesList(Ogre::Skeleton * target, Ogre::Skeleton * source) { commonBonesList->clear(); if (target && source) { QSet<QString> boneNames[2]; Ogre::Skeleton* skeletons[2] = {target, source}; for (int i = 0; i < 2; ++i) { Ogre::Skeleton::BoneIterator it = skeletons[i]->getBoneIterator(); while (it.hasMoreElements()) { Ogre::Skeleton::BoneIterator::const_iterator bit = it.current(); boneNames[i].insert(QString::fromStdString((*bit)->getName())); it.moveNext(); } } QStringList commonBones = QStringList::fromSet(boneNames[0] & boneNames[1]); commonBonesList->addItems(commonBones); } }
void RendererSystemComponent::LinkSkeletons(Ogre::SceneNode* sceneNode, RendererSystemComponent::SkeletonList* skeletons) { SceneNode::ObjectIterator objects = sceneNode->getAttachedObjectIterator(); while(objects.hasMoreElements()) { MovableObject* object = objects.getNext(); if(object->getMovableType() == EntityFactory::FACTORY_TYPE_NAME) { Entity* entity = m_scene->GetSceneManager()->getEntity(object->getName()); if (entity->hasSkeleton()) { Ogre::Skeleton::BoneIterator boneIterator = entity->getSkeleton()->getBoneIterator(); while(boneIterator.hasMoreElements()) { Ogre::Bone* oBone = boneIterator.getNext(); oBone->setManuallyControlled(true); /*Entity *axis = m_scene->GetSceneManager()->createEntity(oBone->getName() + "_axis", "/data/entities/meshes/axes.mesh"); TagPoint* tagPoint = entity->attachObjectToBone(oBone->getName(), axis); tagPoint->setScale(0.005f, 0.005f, 0.005f);*/ } skeletons->push_back(entity->getSkeleton()); } } } Node::ChildNodeIterator children = sceneNode->getChildIterator(); while(children.hasMoreElements()) { SceneNode* child = static_cast<SceneNode*>(children.getNext()); this->LinkSkeletons(child, skeletons); } }
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]); } }
void Animation::updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel) { Ogre::Skeleton::BoneIterator boneiter = skel->getRootBoneIterator(); while(boneiter.hasMoreElements()) updateBoneTree(skelsrc, boneiter.getNext()); }