613d4ddc34
--HG-- branch : develop
754 lines
22 KiB
C++
754 lines
22 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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// client
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#include "entity_animation_manager.h"
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#include "animation_misc.h"
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#include "animation_set.h"
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#include "debug_client.h"
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#include "sheet_manager.h"
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#include "time_client.h"
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#include "global.h"
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// misc
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#include "nel/misc/path.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/file.h"
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#include "nel/misc/progress_callback.h"
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// 3d
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#include "nel/3d/u_skeleton.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_track.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_play_list_manager.h"
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#include "nel/3d/u_animation_set.h"
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///////////
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// USING //
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///////////
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using namespace NLMISC;
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using namespace std;
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using namespace NLGEORGES;
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////////////
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// EXTERN //
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////////////
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extern NL3D::UScene * Scene;
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////////////
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// GLOBAL //
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////////////
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// Hierarchical timer
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H_AUTO_DECL ( RZ_Client_Entity_Animation_Mngr )
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////////////////////
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// STATIC MEMBERS //
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////////////////////
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CEntityAnimationManager *CEntityAnimationManager::_Instance = 0;
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NL3D::UPlayListManager *CEntityAnimationManager::_PlayListManager = 0;
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////////////////////
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// STATIC METHODS //
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////////////////////
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//---------------------------------------------------
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// getInstance :
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// Instanciate CEntityAnimationManager. There can be only one instance (singleton)
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// \return CEntityAnimationManager * : Pointer on CEntityAnimationManager.
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//---------------------------------------------------
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CEntityAnimationManager * CEntityAnimationManager::getInstance()
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{
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if(_Instance == 0)
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{
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_Instance = new CEntityAnimationManager();
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if(Scene)
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_PlayListManager = Scene->createPlayListManager();
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else
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nlwarning("CEntityAnimationManager::getInstance : Scene is not allocated.");
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}
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return _Instance;
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}// instance //
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//-----------------------------------------------
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// delInstance :
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// Release the current instance
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// \warning If you the kept the pointer given by getInstance, it will be invalid.
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//-----------------------------------------------
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void CEntityAnimationManager::delInstance()
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{
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// Release the singleton
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if(_Instance)
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{
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delete _Instance;
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_Instance = 0;
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}
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}// delInstance //
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/////////////
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// METHODS //
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/////////////
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//---------------------------------------------------
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// CEntityAnimationManager :
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// Constructor.
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//---------------------------------------------------
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CEntityAnimationManager::CEntityAnimationManager()
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{
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_AnimationSet = NULL;
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_AutomatonList = NULL;
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_EmotList = NULL;
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}// CEntityAnimationManager //
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//---------------------------------------------------
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// ~CEntityAnimationManager :
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// Destructor.
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//---------------------------------------------------
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CEntityAnimationManager::~CEntityAnimationManager()
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{
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// Delete the playlist manager
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if(_PlayListManager)
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{
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// if(Scene)
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// Scene->deletePlayListManager(_PlayListManager);
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_PlayListManager = 0;
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}
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// Release all things initialized by the load method.
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release();
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}// ~CEntityAnimationManager //
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//-----------------------------------------------
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// release
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// Release all things initialized by the load method.
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//-----------------------------------------------
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void CEntityAnimationManager::release()
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{
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// Animation set cache
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_AnimationSetPosCache.clear();
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_AnimationSetRotCache.clear();
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// Release animsets.
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_AnimSet.clear();
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// Release Automatons and Release the emots list
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// Nothing to release here : all is in the sheet manager so kept during all the time the game is running
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// Release the AnimationSet.
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if(_AnimationSet)
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{
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Driver->deleteAnimationSet(_AnimationSet);
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_AnimationSet = 0;
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}
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// owned by CSheetManager
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_AutomatonList = NULL;
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}// release //
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//---------------------------------------------------
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// load :
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//---------------------------------------------------
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void CEntityAnimationManager::load(NLMISC::IProgressCallback &/* progress */, bool /* forceRepack */ /* = false */)
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{
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// Whole initInGame profile
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NLMISC::TTime initStart;
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initStart = ryzomGetLocalTime ();
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// Before loading, release the old stuff.
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release();
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// Log in the animation file.
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//setDebugOutput(getLogDirectory() + "animation.dbg");
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setDebugOutput(""); // no log
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// Create the animation set for all entities.
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_AnimationSet = Driver->createAnimationSet();
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if(_AnimationSet == 0)
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pushDebugStr("_AnimationSet is Null !.");
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// Loading Emots
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pushInfoStr("COMPUTING EMOTS ...");
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// Initialize the emot list
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_EmotList = dynamic_cast<CEmotListSheet*>(SheetMngr.get(CSheetId("list.emot")));
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nlassert(_EmotList != NULL);
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pushInfoStr("COMPUTING AUTOMATON ...");
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// Initialize the automaton.
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_AutomatonList = dynamic_cast<CAutomatonListSheet*>(SheetMngr.get(CSheetId("automaton.automaton_list")));
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nlassert(_AutomatonList != NULL);
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pushInfoStr("COMPUTING ANIMATION SET ...");
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// Initialize the list of animsets
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CAnimationSetListSheet *pASLS = dynamic_cast<CAnimationSetListSheet*>(SheetMngr.get(CSheetId("entities.animset_list")));
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nlassert(pASLS != NULL);
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for (uint32 i = 0; i < pASLS->AnimSetList.size(); ++i)
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{
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CAnimationSet as;
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string sTmp = toLower(pASLS->AnimSetList[i].Name);
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sTmp = sTmp.substr(0,sTmp.rfind('.'));
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pair<map<string,CAnimationSet>::iterator, bool> it;
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it = _AnimSet.insert(pair<string,CAnimationSet>(sTmp,as));
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it.first->second.init (&pASLS->AnimSetList[i], _AnimationSet);
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}
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// Build 3d Animation Set (called after all animations added in the animation set).
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_AnimationSetPosCache.resize (0, NULL);
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_AnimationSetRotCache.resize (0, NULL);
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if(_AnimationSet)
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{
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_AnimationSet->build();
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// Build animation set cache
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uint i;
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const uint count = _AnimationSet->getNumAnimation ();
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_AnimationSetPosCache.resize (count, NULL);
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_AnimationSetRotCache.resize (count, NULL);
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for (i=0; i<count; i++)
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{
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// Get the animation
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NL3D::UAnimation *anim = _AnimationSet->getAnimation (i);
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if (anim)
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{
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// Get the tracks
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_AnimationSetPosCache[i] = anim->getTrackByName("pos");
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_AnimationSetRotCache[i] = anim->getTrackByName("rotquat");
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}
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}
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}
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// Flush debug information
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flushDebugStack("-- ANIMATIONS OTHER --");
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// Stop to Log in the animation file.
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setDebugOutput("");
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// Whole load profile
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nlinfo ("%d seconds for EAM->load()", (uint32)(ryzomGetLocalTime ()-initStart)/1000);
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/* // Memory debug
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uint32 nTotalAnimSet = _AnimSet.size();
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TAnimSet::iterator it = _AnimSet.begin();
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uint32 nTotalAnimState = 0;
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uint32 nTotalAnim = 0;
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uint32 nTotalAnimFx = 0;
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bool bOnce = false;
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while (it != _AnimSet.end())
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{
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CAnimationSet &rAS = it->second;
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uint32 nAS = rAS.getNumAnimationState();
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nTotalAnimState += nAS;
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for (uint i = 0; i < nAS; ++i)
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{
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CAnimationState *pAnimState = rAS.getAnimationStateByIndex(i);
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uint32 nAnim = pAnimState->getNumAnimation();
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nTotalAnim += nAnim;
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for (uint j = 0; j < nAnim; ++j)
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{
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CAnimation *pAnim = pAnimState->getAnimationByIndex(j);
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nTotalAnimFx += pAnim->getFXSet().FX.size();
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if (!bOnce)
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{
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bOnce = true;
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nlinfo ("%d %d %d", sizeof(rAS), sizeof(*pAnimState), sizeof(*pAnim));
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}
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}
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}
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it++;
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}
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nlinfo ("%d %d %d", nTotalAnimSet, nTotalAnimState, nTotalAnim, nTotalAnimFx);
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*/
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}// load //
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//---------------------------------------------------
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// animate :
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// Animate all the playlists.
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// \param double time : play time.
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//---------------------------------------------------
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void CEntityAnimationManager::animate(double time)
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{
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H_AUTO_USE ( RZ_Client_Entity_Animation_Mngr )
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_PlayListManager->animate(time);
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}// animate //
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//---------------------------------------------------
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// Setup :
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// Setup all the playlists.
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// \param double time : play time.
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//---------------------------------------------------
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void CEntityAnimationManager::setup(double time)
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{
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H_AUTO_USE ( RZ_Client_Entity_Animation_Mngr )
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if (_PlayListManager) _PlayListManager->setup(time);
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}// setup //
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//---------------------------------------------------
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// mState :
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// Return a ref on a state of the moving automaton defined by its key.
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// \param string automatonName : the automaton's name.
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// \param TAnimStateKey key : the key of the state.
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// \return CMovingAutomatonState * : pointer .
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//---------------------------------------------------
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const CAutomatonStateSheet *CEntityAnimationManager::mState(const string &automaton, TAnimStateKey key)
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{
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// Search for the automaton
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std::map<std::string, CAutomatonSheet *>::iterator it = _AutomatonList->Automatons.find(automaton);
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if(it != _AutomatonList->Automatons.end())
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{
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// Get the state.
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const CAutomatonStateSheet *statePtr = ((*it).second)->state(key);
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if(statePtr == 0)
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{
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nlwarning("CEntityAnimationManager::mState: the state '%s' does not exist for the automaton '%s'", CAnimationState::getAnimationStateName(key).c_str(), automaton.c_str());
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return 0;
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}
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else
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return statePtr;
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}
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// Automaton not found
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else
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return 0;
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}// mState //
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//---------------------------------------------------
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// deletePlayList:
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// Delete a play list.
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// \param UPlayList * pl : pointer on the play list to delete.
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//---------------------------------------------------
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void CEntityAnimationManager::deletePlayList(NL3D::UPlayList * pl)
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{
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// Check if the playlist is not Null.
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if(pl)
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{
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_PlayListManager->deletePlayList(pl);
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pl = 0;
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}
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}// deletePlayList //
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/*
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//---------------------------------------------------
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// processLogic :
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//
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//---------------------------------------------------
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void CEntityAnimationManager::processLogic(const std::string &animListName, TAnimStateKey animationId, CAnimationTime startTimeOffset, CAnimationTime endTimeOffset, UTrack *&soundTrack, vector<CAnimationTime>& result)
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{
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result.clear();
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// Get the animation set according to the animation list name
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UAnimationSet *animSet = getAnimationSet(animListName);
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if(animSet)
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{
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// Get the animation Id.
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uint idAnim = animSet->getAnimationIdByName(animationId);
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if(idAnim != UAnimationSet::NotFound)
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{
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// Get the animation pointer and get the length.
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UAnimation *anim = animSet->getAnimation(idAnim);
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if(anim)
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{
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char *soundTrackName = "NoteTrack";
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soundTrack = anim->getTrackByName( soundTrackName );
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if( soundTrack != NULL )
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{
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UTrackKeyframer * soundTrackKF = dynamic_cast<UTrackKeyframer *>(soundTrack);
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if( soundTrackKF == NULL )
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{
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nlerror("The track %s is not a key framer track",soundTrackName);
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}
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soundTrackKF->getKeysInRange(startTimeOffset, endTimeOffset, result);
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}
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}
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}
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}
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}// processLogic //
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*/
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//---------------------------------------------------
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// getAnimationLength :
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// Return an animation length (in sec).
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// \param string animName : Animation Name.
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// \return double : the length of the animation.
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// \warning This method never return a value <= 0.0 and so will return 1.0 instead.
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// \warning This Method is slower than the one with the animation Id instead of the animation Name.
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//---------------------------------------------------
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double CEntityAnimationManager::getAnimationLength(const std::string &animName) const
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{
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double length = CAnimationMisc::getAnimationLength(_AnimationSet, animName);
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if(length <= 0.0)
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return 1.0;
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return length;
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}// getAnimationLength //
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//---------------------------------------------------
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// getAnimationLength :
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// Return an animation length (in sec).
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// \param idAnim : id of the animation.
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// \return double : the length of the animation.
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// \warning This method never return a value <= 0.0 and so will return 1.0 instead.
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// \warning This Method is slower than the one with the animation Id instead of the animation Name.
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//---------------------------------------------------
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double CEntityAnimationManager::getAnimationLength(uint idAnim) const
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{
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if (idAnim == NL3D::UAnimationSet::NotFound) return 0.f;
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double length = CAnimationMisc::getAnimationLength(_AnimationSet, idAnim);
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if(length <= 0.0)
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return 1.0;
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return length;
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}// getAnimationLength //
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//---------------------------------------------------
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// getAnimationAverageSpeed :
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// Get the average speed of an animation (in meters/sec).
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// \param string animName : Animation Name.
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// \return double : the average speed (in m/s).
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//---------------------------------------------------
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double CEntityAnimationManager::getAnimationAverageSpeed(const std::string &animName) const
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{
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return CAnimationMisc::getAnimationAverageSpeed(_AnimationSet, animName);
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}// getAnimationAverageSpeed //
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//---------------------------------------------------
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// getAnimationAverageSpeed :
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// Get the average speed of an animation (in meters/sec).
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// \param string animName : Animation Name.
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// \return double : the average speed (in m/s).
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//---------------------------------------------------
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double CEntityAnimationManager::getAnimationAverageSpeed(uint idAnim) const
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{
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return CAnimationMisc::getAnimationAverageSpeed(_AnimationSet, idAnim);
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}// getAnimationAverageSpeed //
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//---------------------------------------------------
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// getAnimSet :
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// Return a pointer on the set according to the set name.
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// \param animSet : name of the set.
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// \return CAnimationSet * : pointer of the right Set or 0.
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//---------------------------------------------------
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const CAnimationSet *CEntityAnimationManager::getAnimSet(const std::string &animSet) const
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{
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// Search the right animation set.
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TAnimSet::const_iterator itAnimSet = _AnimSet.find(animSet);
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if(itAnimSet == _AnimSet.end())
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// Set not found.
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return 0;
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// Return the pointer
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return &((*itAnimSet).second);
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}// getAnimSet //
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//---------------------------------------------------
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// createPlayList :
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// Create a playlist.
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// \return UPlayList * : a pointer on a play list or 0 if any pb.
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//---------------------------------------------------
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NL3D::UPlayList *CEntityAnimationManager::createPlayList() const
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{
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if (_PlayListManager == 0)
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return 0;
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return _PlayListManager->createPlayList(_AnimationSet);
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}// createPlayList //
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//-----------------------------------------------
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// serial :
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// Serialize a CEntityAnimationManager.
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//-----------------------------------------------
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void CEntityAnimationManager::serial(NLMISC::IStream &/* f */)
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{
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}// serial //
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// ***************************************************************************
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void CEntityAnimationManager::resetAllSoundAnimId()
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{
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TAnimSet::iterator it(_AnimSet.begin()), last(_AnimSet.end());
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for(;it!=last;it++)
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{
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CAnimationSet &animSet= it->second;
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uint numAnimState= animSet.getNumAnimationState();
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for(uint i=0;i<numAnimState;i++)
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{
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CAnimationState *state= animSet.getAnimationStateByIndex(i);
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if(state)
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{
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uint numAnim= state->getNumAnimation();
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for(uint j=0;j<numAnim;j++)
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{
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CAnimation *anim= state->getAnimationByIndex(j);
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if(anim)
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anim->resetSoundAnim();
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}
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}
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}
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}
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}
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// ***************************************************************************
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void CEntityAnimationManager::reloadAllSoundAnim()
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{
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TAnimSet::iterator it(_AnimSet.begin()), last(_AnimSet.end());
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for(;it!=last;it++)
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{
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CAnimationSet &animSet= it->second;
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uint numAnimState= animSet.getNumAnimationState();
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for(uint i=0;i<numAnimState;i++)
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{
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CAnimationState *state= animSet.getAnimationStateByIndex(i);
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if(state)
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{
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uint numAnim= state->getNumAnimation();
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for(uint j=0;j<numAnim;j++)
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{
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CAnimation *anim= state->getAnimationByIndex(j);
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if(anim)
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anim->reloadSoundAnim();
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}
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}
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}
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}
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}
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// \todo GUIGUI : A REFAIRE.
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/*
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//---------------------------------------------------
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// createFacePlayList :
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// Create an uninitialized playlist for the face animations.
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// \param type : type of the play list to create.
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// \return UPlayList * : a pointer on an initialized play list.
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//---------------------------------------------------
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UPlayList * CEntityAnimationManager::createFacePlayList(const CTypeEntity& type)
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{
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// get the animation set
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UAnimationSet *animationSet = getFaceAnimationSet(type);
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if(animationSet)
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return _PlayListManager->createPlayList(animationSet);
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else
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return 0;
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}// createFacePlayList //
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//---------------------------------------------------
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// createFaceAnimationSet :
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// Create an animation set for the Face.
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//---------------------------------------------------
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void CEntityAnimationManager::createFaceAnimationSet(const CTypeEntity& type)
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{
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UAnimationSet * faceAnimationSet = Driver->createAnimationSet();
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if(faceAnimationSet == 0)
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nlwarning("CEntityAnimationManager::createFaceAnimationSet : cannot create an animation set for the Face.");
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// Insert the new animation set in the map
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else
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_FaceAnimationSets.insert(make_pair(type, faceAnimationSet));
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}// createFaceAnimationSet //
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//---------------------------------------------------
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// getFaceAnimationSet :
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// Get an animation set for face.
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// \param type : type of the animation set you want.
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// \return UAnimationSet * : a pointer on the animation set or 0 if there is not animation set for this type.
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//---------------------------------------------------
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UAnimationSet * CEntityAnimationManager::getFaceAnimationSet(const CTypeEntity& type)
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{
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map<CTypeEntity, UAnimationSet *>::iterator itAnimSet = _FaceAnimationSets.find(type);
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if(itAnimSet == _FaceAnimationSets.end())
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return 0;
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else
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return (*itAnimSet).second;
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}// getFaceAnimationSet //
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//---------------------------------------------------
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// chooseFaceAnim :
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// Choose an animation for the face according to the type and the emotion.
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// \param type : type of the face.
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// \param emotion : emotion to play.
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// \return uint : the index of the animation.
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// \todo GUIGUI : make a real choice according to the percentage.
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//---------------------------------------------------
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uint CEntityAnimationManager::chooseFaceAnim(const CTypeEntity& type, const string &emotion)
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{
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std::map<CTypeEntity, TFaceEmotions>::iterator itFEPT = _FaceEmotionsPerType.find(type);
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if(itFEPT == _FaceEmotionsPerType.end())
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{
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nlwarning("CEntityAnimationManager::chooseFaceAnim : Nothing associated to the type.");
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return UAnimationSet::NotFound;
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}
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TFaceEmotions &faceEmotions = (*itFEPT).second;
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TFaceEmotions::iterator itFE = faceEmotions.find(emotion);
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if(itFE == faceEmotions.end())
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{
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nlwarning("CEntityAnimationManager::chooseFaceAnim : Face Emotion '%s' does not exist for this type.", emotion.c_str());
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return UAnimationSet::NotFound;
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}
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CFaceEmotion &faceEmotion = (*itFE).second;
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if(faceEmotion._Anims.empty())
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{
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nlwarning("No animation in the Emotion '%s'.", emotion.c_str());
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return UAnimationSet::NotFound;
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}
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string anim = (*faceEmotion._Anims.begin()).first;
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UAnimationSet *animSet = getFaceAnimationSet(type);
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if(animSet)
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return animSet->getAnimationIdByName(anim);
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else
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return UAnimationSet::NotFound;
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}// chooseFaceAnim //
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//-----------------------------------------------
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// loadFaceAnimations :
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// Load table containing infos about face animations.
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// \param type : table is different according to the type.
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// \param fileName : the name of the file containing the animation infos.
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// \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.
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//-----------------------------------------------
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void CEntityAnimationManager::loadFaceAnimations(const CTypeEntity& type, const char * fileName)
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{
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// Get the animation set.
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UAnimationSet * animationSet = getFaceAnimationSet(type);
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if(!animationSet)
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{
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nlwarning("CEntityAnimationManager::loadFaceAnimations : animationSet is Null for the type -> Face Animations not loaded.");
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return;
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}
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// Create Face Emotions struct.
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TFaceEmotions faceEmotions;
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// CST loader
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CSTLoader cstl;
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// Build file format
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map<string, CSTLoader::TDataType> fileFormat;
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fileFormat.insert(make_pair(string("name"), CSTLoader::STRING));
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fileFormat.insert(make_pair(string("filename"), CSTLoader::STRING));
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fileFormat.insert(make_pair(string("percentage"), CSTLoader::FLOAT));
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// Init loader
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cstl.init(fileName, fileFormat);
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// Read the file line per line.
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while(cstl.readLine())
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{
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// Get the name of the emotion.
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string emotionName;
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string animFilename;
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float percentage;
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cstl.getStringValue ("name", emotionName);
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cstl.getStringValue ("filename", animFilename);
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cstl.getValue ("percentage", percentage);
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// Try to add the anim in the animation set.
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|
if(animationSet->addAnimation((animFilename + ".anim").c_str(), animFilename.c_str()) == UAnimationSet::NotFound)
|
|
nlwarning("CEntityAnimationManager::loadFaceAnimations : anim '%s' is not found.", (animFilename + ".anim").c_str());
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|
// The animation is right added in the set -> add anim in the right face emotion.
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|
else
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{
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|
// 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);
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|
}
|
|
else
|
|
{
|
|
CFaceEmotion faceEmotion;
|
|
faceEmotion.addAnim(animFilename, percentage);
|
|
faceEmotions.insert(make_pair(emotionName, faceEmotion));
|
|
}
|
|
}
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}
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// Close file
|
|
cstl.close();
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|
// Add Emotions for the type.
|
|
_FaceEmotionsPerType.insert(make_pair(type, faceEmotions));
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|
}// loadFaceAnimations //
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*/
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