2012-05-29 13:31:11 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# include "stdpch.h"
/////////////
// INCLUDE //
/////////////
// client
# include "entity_animation_manager.h"
# include "animation_misc.h"
# include "animation_set.h"
# include "debug_client.h"
# include "sheet_manager.h"
# include "time_client.h"
# include "global.h"
// misc
# include "nel/misc/path.h"
# include "nel/misc/smart_ptr.h"
# include "nel/misc/file.h"
# include "nel/misc/progress_callback.h"
// 3d
# include "nel/3d/u_skeleton.h"
# include "nel/3d/u_driver.h"
# include "nel/3d/u_scene.h"
# include "nel/3d/u_track.h"
# include "nel/3d/u_play_list.h"
# include "nel/3d/u_play_list_manager.h"
# include "nel/3d/u_animation_set.h"
///////////
// USING //
///////////
using namespace NLMISC ;
using namespace std ;
using namespace NLGEORGES ;
////////////
// EXTERN //
////////////
extern NL3D : : UScene * Scene ;
////////////
// GLOBAL //
////////////
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Entity_Animation_Mngr )
////////////////////
// STATIC MEMBERS //
////////////////////
CEntityAnimationManager * CEntityAnimationManager : : _Instance = 0 ;
NL3D : : UPlayListManager * CEntityAnimationManager : : _PlayListManager = 0 ;
////////////////////
// STATIC METHODS //
////////////////////
//---------------------------------------------------
// getInstance :
// Instanciate CEntityAnimationManager. There can be only one instance (singleton)
// \return CEntityAnimationManager * : Pointer on CEntityAnimationManager.
//---------------------------------------------------
CEntityAnimationManager * CEntityAnimationManager : : getInstance ( )
{
if ( _Instance = = 0 )
{
_Instance = new CEntityAnimationManager ( ) ;
if ( Scene )
_PlayListManager = Scene - > createPlayListManager ( ) ;
else
nlwarning ( " CEntityAnimationManager::getInstance : Scene is not allocated. " ) ;
}
return _Instance ;
} // instance //
//-----------------------------------------------
// delInstance :
// Release the current instance
// \warning If you the kept the pointer given by getInstance, it will be invalid.
//-----------------------------------------------
void CEntityAnimationManager : : delInstance ( )
{
// Release the singleton
if ( _Instance )
{
delete _Instance ;
_Instance = 0 ;
}
} // delInstance //
/////////////
// METHODS //
/////////////
//---------------------------------------------------
// CEntityAnimationManager :
// Constructor.
//---------------------------------------------------
CEntityAnimationManager : : CEntityAnimationManager ( )
{
_AnimationSet = NULL ;
_AutomatonList = NULL ;
_EmotList = NULL ;
} // CEntityAnimationManager //
//---------------------------------------------------
// ~CEntityAnimationManager :
// Destructor.
//---------------------------------------------------
CEntityAnimationManager : : ~ CEntityAnimationManager ( )
{
// Delete the playlist manager
if ( _PlayListManager )
{
// if(Scene)
// Scene->deletePlayListManager(_PlayListManager);
_PlayListManager = 0 ;
}
// Release all things initialized by the load method.
release ( ) ;
} // ~CEntityAnimationManager //
//-----------------------------------------------
// release
// Release all things initialized by the load method.
//-----------------------------------------------
void CEntityAnimationManager : : release ( )
{
// Animation set cache
_AnimationSetPosCache . clear ( ) ;
_AnimationSetRotCache . clear ( ) ;
// Release animsets.
_AnimSet . clear ( ) ;
// Release Automatons and Release the emots list
// Nothing to release here : all is in the sheet manager so kept during all the time the game is running
// Release the AnimationSet.
if ( _AnimationSet )
{
Driver - > deleteAnimationSet ( _AnimationSet ) ;
_AnimationSet = 0 ;
}
// owned by CSheetManager
_AutomatonList = NULL ;
} // release //
//---------------------------------------------------
// load :
//---------------------------------------------------
void CEntityAnimationManager : : load ( NLMISC : : IProgressCallback & /* progress */ , bool /* forceRepack */ /* = false */ )
{
// Whole initInGame profile
NLMISC : : TTime initStart ;
initStart = ryzomGetLocalTime ( ) ;
// Before loading, release the old stuff.
release ( ) ;
// Log in the animation file.
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//setDebugOutput(getLogDirectory() + "animation.dbg");
setDebugOutput ( " " ) ; // no log
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// Create the animation set for all entities.
_AnimationSet = Driver - > createAnimationSet ( ) ;
if ( _AnimationSet = = 0 )
pushDebugStr ( " _AnimationSet is Null !. " ) ;
// Loading Emots
pushInfoStr ( " COMPUTING EMOTS ... " ) ;
// Initialize the emot list
_EmotList = dynamic_cast < CEmotListSheet * > ( SheetMngr . get ( CSheetId ( " list.emot " ) ) ) ;
nlassert ( _EmotList ! = NULL ) ;
pushInfoStr ( " COMPUTING AUTOMATON ... " ) ;
// Initialize the automaton.
_AutomatonList = dynamic_cast < CAutomatonListSheet * > ( SheetMngr . get ( CSheetId ( " automaton.automaton_list " ) ) ) ;
nlassert ( _AutomatonList ! = NULL ) ;
pushInfoStr ( " COMPUTING ANIMATION SET ... " ) ;
// Initialize the list of animsets
CAnimationSetListSheet * pASLS = dynamic_cast < CAnimationSetListSheet * > ( SheetMngr . get ( CSheetId ( " entities.animset_list " ) ) ) ;
nlassert ( pASLS ! = NULL ) ;
for ( uint32 i = 0 ; i < pASLS - > AnimSetList . size ( ) ; + + i )
{
CAnimationSet as ;
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string sTmp = toLower ( pASLS - > AnimSetList [ i ] . Name ) ;
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sTmp = sTmp . substr ( 0 , sTmp . rfind ( ' . ' ) ) ;
pair < map < string , CAnimationSet > : : iterator , bool > it ;
it = _AnimSet . insert ( pair < string , CAnimationSet > ( sTmp , as ) ) ;
it . first - > second . init ( & pASLS - > AnimSetList [ i ] , _AnimationSet ) ;
}
// Build 3d Animation Set (called after all animations added in the animation set).
_AnimationSetPosCache . resize ( 0 , NULL ) ;
_AnimationSetRotCache . resize ( 0 , NULL ) ;
if ( _AnimationSet )
{
_AnimationSet - > build ( ) ;
// Build animation set cache
uint i ;
const uint count = _AnimationSet - > getNumAnimation ( ) ;
_AnimationSetPosCache . resize ( count , NULL ) ;
_AnimationSetRotCache . resize ( count , NULL ) ;
for ( i = 0 ; i < count ; i + + )
{
// Get the animation
NL3D : : UAnimation * anim = _AnimationSet - > getAnimation ( i ) ;
if ( anim )
{
// Get the tracks
_AnimationSetPosCache [ i ] = anim - > getTrackByName ( " pos " ) ;
_AnimationSetRotCache [ i ] = anim - > getTrackByName ( " rotquat " ) ;
}
}
}
// Flush debug information
flushDebugStack ( " -- ANIMATIONS OTHER -- " ) ;
// Stop to Log in the animation file.
setDebugOutput ( " " ) ;
// Whole load profile
nlinfo ( " %d seconds for EAM->load() " , ( uint32 ) ( ryzomGetLocalTime ( ) - initStart ) / 1000 ) ;
/* // Memory debug
uint32 nTotalAnimSet = _AnimSet . size ( ) ;
TAnimSet : : iterator it = _AnimSet . begin ( ) ;
uint32 nTotalAnimState = 0 ;
uint32 nTotalAnim = 0 ;
uint32 nTotalAnimFx = 0 ;
bool bOnce = false ;
while ( it ! = _AnimSet . end ( ) )
{
CAnimationSet & rAS = it - > second ;
uint32 nAS = rAS . getNumAnimationState ( ) ;
nTotalAnimState + = nAS ;
for ( uint i = 0 ; i < nAS ; + + i )
{
CAnimationState * pAnimState = rAS . getAnimationStateByIndex ( i ) ;
uint32 nAnim = pAnimState - > getNumAnimation ( ) ;
nTotalAnim + = nAnim ;
for ( uint j = 0 ; j < nAnim ; + + j )
{
CAnimation * pAnim = pAnimState - > getAnimationByIndex ( j ) ;
nTotalAnimFx + = pAnim - > getFXSet ( ) . FX . size ( ) ;
if ( ! bOnce )
{
bOnce = true ;
nlinfo ( " %d %d %d " , sizeof ( rAS ) , sizeof ( * pAnimState ) , sizeof ( * pAnim ) ) ;
}
}
}
it + + ;
}
nlinfo ( " %d %d %d " , nTotalAnimSet , nTotalAnimState , nTotalAnim , nTotalAnimFx ) ;
*/
} // load //
//---------------------------------------------------
// animate :
// Animate all the playlists.
// \param double time : play time.
//---------------------------------------------------
void CEntityAnimationManager : : animate ( double time )
{
H_AUTO_USE ( RZ_Client_Entity_Animation_Mngr )
_PlayListManager - > animate ( time ) ;
} // animate //
//---------------------------------------------------
// Setup :
// Setup all the playlists.
// \param double time : play time.
//---------------------------------------------------
void CEntityAnimationManager : : setup ( double time )
{
H_AUTO_USE ( RZ_Client_Entity_Animation_Mngr )
if ( _PlayListManager ) _PlayListManager - > setup ( time ) ;
} // setup //
//---------------------------------------------------
// mState :
// Return a ref on a state of the moving automaton defined by its key.
// \param string automatonName : the automaton's name.
// \param TAnimStateKey key : the key of the state.
// \return CMovingAutomatonState * : pointer .
//---------------------------------------------------
const CAutomatonStateSheet * CEntityAnimationManager : : mState ( const string & automaton , TAnimStateKey key )
{
// Search for the automaton
std : : map < std : : string , CAutomatonSheet * > : : iterator it = _AutomatonList - > Automatons . find ( automaton ) ;
if ( it ! = _AutomatonList - > Automatons . end ( ) )
{
// Get the state.
const CAutomatonStateSheet * statePtr = ( ( * it ) . second ) - > state ( key ) ;
if ( statePtr = = 0 )
{
nlwarning ( " CEntityAnimationManager::mState: the state '%s' does not exist for the automaton '%s' " , CAnimationState : : getAnimationStateName ( key ) . c_str ( ) , automaton . c_str ( ) ) ;
return 0 ;
}
else
return statePtr ;
}
// Automaton not found
else
return 0 ;
} // mState //
//---------------------------------------------------
// deletePlayList:
// Delete a play list.
// \param UPlayList * pl : pointer on the play list to delete.
//---------------------------------------------------
void CEntityAnimationManager : : deletePlayList ( NL3D : : UPlayList * pl )
{
// Check if the playlist is not Null.
if ( pl )
{
_PlayListManager - > deletePlayList ( pl ) ;
pl = 0 ;
}
} // deletePlayList //
/*
//---------------------------------------------------
// processLogic :
//
//---------------------------------------------------
void CEntityAnimationManager : : processLogic ( const std : : string & animListName , TAnimStateKey animationId , CAnimationTime startTimeOffset , CAnimationTime endTimeOffset , UTrack * & soundTrack , vector < CAnimationTime > & result )
{
result . clear ( ) ;
// Get the animation set according to the animation list name
UAnimationSet * animSet = getAnimationSet ( animListName ) ;
if ( animSet )
{
// Get the animation Id.
uint idAnim = animSet - > getAnimationIdByName ( animationId ) ;
if ( idAnim ! = UAnimationSet : : NotFound )
{
// Get the animation pointer and get the length.
UAnimation * anim = animSet - > getAnimation ( idAnim ) ;
if ( anim )
{
char * soundTrackName = " NoteTrack " ;
soundTrack = anim - > getTrackByName ( soundTrackName ) ;
if ( soundTrack ! = NULL )
{
UTrackKeyframer * soundTrackKF = dynamic_cast < UTrackKeyframer * > ( soundTrack ) ;
if ( soundTrackKF = = NULL )
{
nlerror ( " The track %s is not a key framer track " , soundTrackName ) ;
}
soundTrackKF - > getKeysInRange ( startTimeOffset , endTimeOffset , result ) ;
}
}
}
}
} // processLogic //
*/
//---------------------------------------------------
// getAnimationLength :
// Return an animation length (in sec).
// \param string animName : Animation Name.
// \return double : the length of the animation.
// \warning This method never return a value <= 0.0 and so will return 1.0 instead.
// \warning This Method is slower than the one with the animation Id instead of the animation Name.
//---------------------------------------------------
double CEntityAnimationManager : : getAnimationLength ( const std : : string & animName ) const
{
double length = CAnimationMisc : : getAnimationLength ( _AnimationSet , animName ) ;
if ( length < = 0.0 )
return 1.0 ;
return length ;
} // getAnimationLength //
//---------------------------------------------------
// getAnimationLength :
// Return an animation length (in sec).
// \param idAnim : id of the animation.
// \return double : the length of the animation.
// \warning This method never return a value <= 0.0 and so will return 1.0 instead.
// \warning This Method is slower than the one with the animation Id instead of the animation Name.
//---------------------------------------------------
double CEntityAnimationManager : : getAnimationLength ( uint idAnim ) const
{
if ( idAnim = = NL3D : : UAnimationSet : : NotFound ) return 0.f ;
double length = CAnimationMisc : : getAnimationLength ( _AnimationSet , idAnim ) ;
if ( length < = 0.0 )
return 1.0 ;
return length ;
} // getAnimationLength //
//---------------------------------------------------
// getAnimationAverageSpeed :
// Get the average speed of an animation (in meters/sec).
// \param string animName : Animation Name.
// \return double : the average speed (in m/s).
//---------------------------------------------------
double CEntityAnimationManager : : getAnimationAverageSpeed ( const std : : string & animName ) const
{
return CAnimationMisc : : getAnimationAverageSpeed ( _AnimationSet , animName ) ;
} // getAnimationAverageSpeed //
//---------------------------------------------------
// getAnimationAverageSpeed :
// Get the average speed of an animation (in meters/sec).
// \param string animName : Animation Name.
// \return double : the average speed (in m/s).
//---------------------------------------------------
double CEntityAnimationManager : : getAnimationAverageSpeed ( uint idAnim ) const
{
return CAnimationMisc : : getAnimationAverageSpeed ( _AnimationSet , idAnim ) ;
} // getAnimationAverageSpeed //
//---------------------------------------------------
// getAnimSet :
// Return a pointer on the set according to the set name.
// \param animSet : name of the set.
// \return CAnimationSet * : pointer of the right Set or 0.
//---------------------------------------------------
const CAnimationSet * CEntityAnimationManager : : getAnimSet ( const std : : string & animSet ) const
{
// Search the right animation set.
TAnimSet : : const_iterator itAnimSet = _AnimSet . find ( animSet ) ;
if ( itAnimSet = = _AnimSet . end ( ) )
// Set not found.
return 0 ;
// Return the pointer
return & ( ( * itAnimSet ) . second ) ;
} // getAnimSet //
//---------------------------------------------------
// createPlayList :
// Create a playlist.
// \return UPlayList * : a pointer on a play list or 0 if any pb.
//---------------------------------------------------
NL3D : : UPlayList * CEntityAnimationManager : : createPlayList ( ) const
{
if ( _PlayListManager = = 0 )
return 0 ;
return _PlayListManager - > createPlayList ( _AnimationSet ) ;
} // createPlayList //
//-----------------------------------------------
// serial :
// Serialize a CEntityAnimationManager.
//-----------------------------------------------
void CEntityAnimationManager : : serial ( class NLMISC : : IStream & /* f */ ) throw ( NLMISC : : EStream )
{
} // serial //
// ***************************************************************************
void CEntityAnimationManager : : resetAllSoundAnimId ( )
{
TAnimSet : : iterator it ( _AnimSet . begin ( ) ) , last ( _AnimSet . end ( ) ) ;
for ( ; it ! = last ; it + + )
{
CAnimationSet & animSet = it - > second ;
uint numAnimState = animSet . getNumAnimationState ( ) ;
for ( uint i = 0 ; i < numAnimState ; i + + )
{
CAnimationState * state = animSet . getAnimationStateByIndex ( i ) ;
if ( state )
{
uint numAnim = state - > getNumAnimation ( ) ;
for ( uint j = 0 ; j < numAnim ; j + + )
{
CAnimation * anim = state - > getAnimationByIndex ( j ) ;
if ( anim )
anim - > resetSoundAnim ( ) ;
}
}
}
}
}
// ***************************************************************************
void CEntityAnimationManager : : reloadAllSoundAnim ( )
{
TAnimSet : : iterator it ( _AnimSet . begin ( ) ) , last ( _AnimSet . end ( ) ) ;
for ( ; it ! = last ; it + + )
{
CAnimationSet & animSet = it - > second ;
uint numAnimState = animSet . getNumAnimationState ( ) ;
for ( uint i = 0 ; i < numAnimState ; i + + )
{
CAnimationState * state = animSet . getAnimationStateByIndex ( i ) ;
if ( state )
{
uint numAnim = state - > getNumAnimation ( ) ;
for ( uint j = 0 ; j < numAnim ; j + + )
{
CAnimation * anim = state - > getAnimationByIndex ( j ) ;
if ( anim )
anim - > reloadSoundAnim ( ) ;
}
}
}
}
}
// \todo GUIGUI : A REFAIRE.
/*
//---------------------------------------------------
// createFacePlayList :
// Create an uninitialized playlist for the face animations.
// \param type : type of the play list to create.
// \return UPlayList * : a pointer on an initialized play list.
//---------------------------------------------------
UPlayList * CEntityAnimationManager : : createFacePlayList ( const CTypeEntity & type )
{
// get the animation set
UAnimationSet * animationSet = getFaceAnimationSet ( type ) ;
if ( animationSet )
return _PlayListManager - > createPlayList ( animationSet ) ;
else
return 0 ;
} // createFacePlayList //
//---------------------------------------------------
// createFaceAnimationSet :
// Create an animation set for the Face.
//---------------------------------------------------
void CEntityAnimationManager : : createFaceAnimationSet ( const CTypeEntity & type )
{
UAnimationSet * faceAnimationSet = Driver - > createAnimationSet ( ) ;
if ( faceAnimationSet = = 0 )
nlwarning ( " CEntityAnimationManager::createFaceAnimationSet : cannot create an animation set for the Face. " ) ;
// Insert the new animation set in the map
else
_FaceAnimationSets . insert ( make_pair ( type , faceAnimationSet ) ) ;
} // createFaceAnimationSet //
//---------------------------------------------------
// getFaceAnimationSet :
// Get an animation set for face.
// \param type : type of the animation set you want.
// \return UAnimationSet * : a pointer on the animation set or 0 if there is not animation set for this type.
//---------------------------------------------------
UAnimationSet * CEntityAnimationManager : : getFaceAnimationSet ( const CTypeEntity & type )
{
map < CTypeEntity , UAnimationSet * > : : iterator itAnimSet = _FaceAnimationSets . find ( type ) ;
if ( itAnimSet = = _FaceAnimationSets . end ( ) )
return 0 ;
else
return ( * itAnimSet ) . second ;
} // getFaceAnimationSet //
//---------------------------------------------------
// chooseFaceAnim :
// Choose an animation for the face according to the type and the emotion.
// \param type : type of the face.
// \param emotion : emotion to play.
// \return uint : the index of the animation.
// \todo GUIGUI : make a real choice according to the percentage.
//---------------------------------------------------
uint CEntityAnimationManager : : chooseFaceAnim ( const CTypeEntity & type , const string & emotion )
{
std : : map < CTypeEntity , TFaceEmotions > : : iterator itFEPT = _FaceEmotionsPerType . find ( type ) ;
if ( itFEPT = = _FaceEmotionsPerType . end ( ) )
{
nlwarning ( " CEntityAnimationManager::chooseFaceAnim : Nothing associated to the type. " ) ;
return UAnimationSet : : NotFound ;
}
TFaceEmotions & faceEmotions = ( * itFEPT ) . second ;
TFaceEmotions : : iterator itFE = faceEmotions . find ( emotion ) ;
if ( itFE = = faceEmotions . end ( ) )
{
nlwarning ( " CEntityAnimationManager::chooseFaceAnim : Face Emotion '%s' does not exist for this type. " , emotion . c_str ( ) ) ;
return UAnimationSet : : NotFound ;
}
CFaceEmotion & faceEmotion = ( * itFE ) . second ;
if ( faceEmotion . _Anims . empty ( ) )
{
nlwarning ( " No animation in the Emotion '%s'. " , emotion . c_str ( ) ) ;
return UAnimationSet : : NotFound ;
}
string anim = ( * faceEmotion . _Anims . begin ( ) ) . first ;
UAnimationSet * animSet = getFaceAnimationSet ( type ) ;
if ( animSet )
return animSet - > getAnimationIdByName ( anim ) ;
else
return UAnimationSet : : NotFound ;
} // chooseFaceAnim //
//-----------------------------------------------
// loadFaceAnimations :
// Load table containing infos about face animations.
// \param type : table is different according to the type.
// \param fileName : the name of the file containing the animation infos.
// \todo GUIGUI : Check that we can add the same animation more than once with no problem or do i have to check if the animation is already in.
//-----------------------------------------------
void CEntityAnimationManager : : loadFaceAnimations ( const CTypeEntity & type , const char * fileName )
{
// Get the animation set.
UAnimationSet * animationSet = getFaceAnimationSet ( type ) ;
if ( ! animationSet )
{
nlwarning ( " CEntityAnimationManager::loadFaceAnimations : animationSet is Null for the type -> Face Animations not loaded. " ) ;
return ;
}
// Create Face Emotions struct.
TFaceEmotions faceEmotions ;
// CST loader
CSTLoader cstl ;
// Build file format
map < string , CSTLoader : : TDataType > fileFormat ;
fileFormat . insert ( make_pair ( string ( " name " ) , CSTLoader : : STRING ) ) ;
fileFormat . insert ( make_pair ( string ( " filename " ) , CSTLoader : : STRING ) ) ;
fileFormat . insert ( make_pair ( string ( " percentage " ) , CSTLoader : : FLOAT ) ) ;
// Init loader
cstl . init ( fileName , fileFormat ) ;
// Read the file line per line.
while ( cstl . readLine ( ) )
{
// Get the name of the emotion.
string emotionName ;
string animFilename ;
float percentage ;
cstl . getStringValue ( " name " , emotionName ) ;
cstl . getStringValue ( " filename " , animFilename ) ;
cstl . getValue ( " percentage " , percentage ) ;
// Try to add the anim in the animation set.
if ( animationSet - > addAnimation ( ( animFilename + " .anim " ) . c_str ( ) , animFilename . c_str ( ) ) = = UAnimationSet : : NotFound )
nlwarning ( " CEntityAnimationManager::loadFaceAnimations : anim '%s' is not found. " , ( animFilename + " .anim " ) . c_str ( ) ) ;
// The animation is right added in the set -> add anim in the right face emotion.
else
{
// Attempt on find this name in the map.
map < string , CFaceEmotion > : : iterator itFaceEmotion = faceEmotions . find ( emotionName ) ;
// This emotion already exist -> add new animation to the emotion.
if ( itFaceEmotion ! = faceEmotions . end ( ) )
{
CFaceEmotion & faceEmotion = ( * itFaceEmotion ) . second ;
faceEmotion . addAnim ( animFilename , percentage ) ;
}
else
{
CFaceEmotion faceEmotion ;
faceEmotion . addAnim ( animFilename , percentage ) ;
faceEmotions . insert ( make_pair ( emotionName , faceEmotion ) ) ;
}
}
}
// Close file
cstl . close ( ) ;
// Add Emotions for the type.
_FaceEmotionsPerType . insert ( make_pair ( type , faceEmotions ) ) ;
} // loadFaceAnimations //
*/