mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-28 01:36:36 +00:00
754 lines
22 KiB
C++
754 lines
22 KiB
C++
// 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.
|
|
//setDebugOutput(getLogDirectory() + "animation.dbg");
|
|
setDebugOutput(""); // no log
|
|
|
|
// 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;
|
|
string sTmp = strlwr(pASLS->AnimSetList[i].Name);
|
|
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 //
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|