示例#1
0
 void Animation::handleAnimationTransforms(){


    Ogre::SkeletonInstance* skel = base->getSkeleton();


    Ogre::Bone* b = skel->getRootBone();
	    b->setOrientation(Ogre::Real(.3),Ogre::Real(.3),Ogre::Real(.3), Ogre::Real(.3));   //This is a trick

        skel->_updateTransforms();
	    //skel->_notifyManualBonesDirty();

         base->getAllAnimationStates()->_notifyDirty();
     //base->_updateAnimation();
   //base->_notifyMoved();




    std::vector<Nif::NiKeyframeData>::iterator iter;
    int slot = 0;
    if(transformations){
    for(iter = transformations->begin(); iter != transformations->end(); iter++){
        if(time < iter->getStartTime() || time < startTime || time > iter->getStopTime())
	    {
            slot++;
		    continue;
	    }

         float x;
		float x2;

	    const std::vector<Ogre::Quaternion> & quats = iter->getQuat();

        const std::vector<float> & ttime = iter->gettTime();


        const std::vector<float> & rtime = iter->getrTime();
        int rindexJ = rindexI[slot];

	    timeIndex(time, rtime, rindexI[slot], rindexJ, x2);
	    int tindexJ = tindexI[slot];


        const std::vector<Ogre::Vector3> & translist1 = iter->getTranslist1();

        timeIndex(time, ttime, tindexI[slot], tindexJ, x);

        Ogre::Vector3 t;
        Ogre::Quaternion r;

        bool bTrans = translist1.size() > 0;


        bool bQuats = quats.size() > 0;

    if(skel->hasBone(iter->getBonename())){
        Ogre::Bone* bone = skel->getBone(iter->getBonename());
        if(bTrans){
			 Ogre::Vector3 v1 = translist1[tindexI[slot]];
            Ogre::Vector3 v2 = translist1[tindexJ];
           t = (v1 + (v2 - v1) * x);
            bone->setPosition(t);

		}
        if(bQuats){
			 r = Ogre::Quaternion::Slerp(x2, quats[rindexI[slot]], quats[rindexJ], true);
            bone->setOrientation(r);
		}





	}


    slot++;
    }
	skel->_updateTransforms();
        base->getAllAnimationStates()->_notifyDirty();
}
}