mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-28 11:50:53 +00:00
287 lines
8.1 KiB
C++
287 lines
8.1 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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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//
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// Includes
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//
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#include <nel/misc/types_nl.h>
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#include <list>
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#include <nel/misc/event_listener.h>
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#include <nel/misc/command.h>
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#include <nel/misc/log.h>
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#include <nel/misc/displayer.h>
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#include <nel/misc/aabbox.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_skeleton.h>
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#include <nel/3d/u_play_list.h>
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#include <nel/3d/u_animation_set.h>
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#include <nel/3d/u_animation.h>
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#include <nel/3d/u_play_list_manager.h>
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#include <nel/3d/u_play_list.h>
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#include <nel/3d/u_transform.h>
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#include <nel/3d/u_instance.h>
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#include <nel/3d/u_text_context.h>
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#include "animation.h"
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#include "entities.h"
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#include "snowballs_client.h"
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//
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// Namespaces
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//
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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namespace SBCLIENT {
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//
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// Constantes
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//
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// Amount of time for the transistion between 2 animations
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CAnimationTime TransitionTime = 0.25f;
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//
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// Variables
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//
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UAnimationSet *AnimationSet = NULL;
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UPlayListManager *PlayListManager = NULL;
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struct Anim
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{
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const char *Name;
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bool Loop;
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uint Id;
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UAnimation *Animation;
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};
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Anim AnimIdArray[][2] =
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{
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{ { "patterfeet.anim", false, 0, NULL }, { "", false, 0, NULL } },
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{ { "marche.anim", true, 0, NULL }, { "", false, 0, NULL } },
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{ { "idle.anim", true, 0, NULL }, { "", false, 0, NULL } },
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{ { "log_on.anim", false, 0, NULL }, { "", false, 0, NULL } },
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{ { "log_off.anim", false, 0, NULL }, { "", false, 0, NULL } },
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{ { "lancelaboule.anim", false, 0, NULL }, { "", false, 0, NULL } },
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{ { "prepaboule.anim", false, 0, NULL }, { "", false, 0, NULL } },
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{ { "prepaboulecycle.anim", true, 0, NULL }, { "", false, 0, NULL } },
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{ { "impact.anim", false, 0, NULL }, { "", false, 0, NULL } },
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};
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//
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// Functions
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//
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void computeAnimation (CEntity &entity, EAnim anim)
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{
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// Get the current time
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double currentTime = AnimationTime;
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// nlinfo ("%d playing animation", anim);
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// nlinfo ("%d playing animation %s ct%f st%f et%f", anim, AnimIdArray[anim][0].Name, currentTime, AnimIdArray[anim][0].Animation->getBeginTime (), AnimIdArray[anim][0].Animation->getEndTime ());
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// Find the new slot for the full animation (0 or 1)
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uint newSlot = entity.NextEmptySlot;
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uint oldSlot = 1 - entity.NextEmptySlot;
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entity.NextEmptySlot = 1 - entity.NextEmptySlot;
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UPlayList::TWrapMode wrapMode = AnimIdArray[anim][0].Loop ? UPlayList::Repeat : UPlayList::Clamp;
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entity.PlayList->setAnimation (newSlot, AnimIdArray[anim][0].Id);
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entity.PlayList->setTimeOrigin (newSlot, currentTime);
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entity.PlayList->setWeightSmoothness (newSlot, 1.0f);
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entity.PlayList->setWrapMode (newSlot, wrapMode);
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double OldStartTime, OldEndTime;
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double NewStartTime, NewEndTime;
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// Get the starting time of the old animation slot
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entity.PlayList->getStartWeight (oldSlot, OldStartTime);
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// Compute the time delta between start of the old animation and now
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double dt = currentTime - OldStartTime;
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// Compute the new transition value depending of the current time
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if (dt > TransitionTime)
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dt = TransitionTime;
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OldStartTime = currentTime - (TransitionTime - dt);
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OldEndTime = currentTime + dt;
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NewStartTime = currentTime;
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NewEndTime = currentTime + dt;
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// Set new weights on the old and the new animation slot
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entity.PlayList->setStartWeight (oldSlot, 1.0f, OldStartTime);
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entity.PlayList->setEndWeight (oldSlot, 0.0f, OldEndTime);
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entity.PlayList->setStartWeight (newSlot, 0.0f, NewStartTime);
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entity.PlayList->setEndWeight (newSlot, 1.0f, OldEndTime);
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// Keep in mind what is the last animation id we set
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entity.StartAnimationTime = (float)currentTime;
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}
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void playAnimation (CEntity &entity, EAnim anim, bool force)
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{
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nlassert (anim > -2 && anim < 20);
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// nlinfo ("playAnimation() %d", anim);
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// Get the current time
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CAnimationTime currentTime = AnimationTime;
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// Can't do animation without skeleton
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if (entity.Skeleton.empty())
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return;
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// If the first time we play an animation, creates the animation class
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if (entity.PlayList == NULL)
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createAnimation (entity);
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if (force || entity.AnimQueue.empty())
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{
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computeAnimation (entity, anim);
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// clear the animation queue
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//nlinfo ("clearing animation queue");
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while (!entity.AnimQueue.empty())
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entity.AnimQueue.pop ();
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}
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// nlinfo ("pushing animation %d", anim);
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// nlinfo ("pushing animation %s", AnimIdArray[anim][0].Name);
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entity.AnimQueue.push (anim);
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}
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void createAnimation (CEntity &entity)
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{
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nlassert (!entity.Instance.empty() && !entity.Skeleton.empty() && AnimationSet != NULL);
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entity.PlayList = PlayListManager->createPlayList (AnimationSet);
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entity.PlayList->registerTransform (entity.Instance);
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entity.PlayList->registerTransform (entity.Skeleton);
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}
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void deleteAnimation (CEntity &entity)
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{
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if (entity.PlayList == NULL)
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return;
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PlayListManager->deletePlayList (entity.PlayList);
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entity.PlayList= NULL;
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}
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void initAnimation()
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{
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AnimationSet = Driver->createAnimationSet ();
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// Add all animations in the animation set
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for (uint i = 0; i < sizeof (AnimIdArray) / sizeof (AnimIdArray[0]); i++)
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{
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if (AnimIdArray[i][0].Name[0] != '\0')
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{
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AnimIdArray[i][0].Id = AnimationSet->addAnimation (AnimIdArray[i][0].Name, AnimIdArray[i][0].Name);
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AnimIdArray[i][0].Animation = AnimationSet->getAnimation (AnimIdArray[i][0].Id);
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}
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if (AnimIdArray[i][1].Name[0] != '\0')
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{
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AnimIdArray[i][1].Id = AnimationSet->addAnimation (AnimIdArray[i][1].Name, AnimIdArray[i][1].Name);
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AnimIdArray[i][1].Animation = AnimationSet->getAnimation (AnimIdArray[i][1].Id);
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}
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}
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AnimationSet->build ();
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PlayListManager = Scene->createPlayListManager ();
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}
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void updateAnimation()
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{
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// Get the current time
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CAnimationTime currentTime = AnimationTime;
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for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
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{
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CEntity &entity = (*eit).second;
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if (entity.AnimQueue.empty ())
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{
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// nlwarning ("empty queue update!!!");
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continue;
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}
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EAnim currentAnim = entity.AnimQueue.front ();
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if (!AnimIdArray[currentAnim][0].Loop && currentTime >= entity.StartAnimationTime + AnimIdArray[currentAnim][0].Animation->getEndTime () - TransitionTime/2)
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{
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// remove the current anim
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entity.AnimQueue.pop ();
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if (entity.AnimQueue.empty ())
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{
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// nlwarning ("empty queue!!!!!!");
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continue;
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}
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EAnim newAnim = entity.AnimQueue.front ();
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computeAnimation (entity, newAnim);
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/*
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nlinfo ("playing animation %s ct%f st%f et%f", AnimIdArray[newAnim][0].Name, currentTime, AnimIdArray[newAnim][0].Animation->getBeginTime (), AnimIdArray[newAnim][0].Animation->getEndTime ());
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// setup the new anim
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entity.PlayList->setAnimation (0, AnimIdArray[newAnim][0].Id);
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entity.PlayList->setTimeOrigin (0, currentTime);
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entity.PlayList->setStartWeight (0, 1.0f, currentTime);
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entity.PlayList->setEndWeight (0, 1.0f, currentTime+TransitionTime);
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entity.PlayList->setWeightSmoothness (0, 1.0f);
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if (AnimIdArray[newAnim][0].Loop)
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entity.PlayList->setWrapMode (0, UPlayList::Repeat);
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else
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entity.PlayList->setWrapMode (0, UPlayList::Clamp);
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entity.StartAnimationTime = currentTime;
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*/ }
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}
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// compute new animation position depending of the current time
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PlayListManager->animate (AnimationTime);
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}
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void releaseAnimation()
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{
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Scene->deletePlayListManager (PlayListManager);
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// The next line doesn t work (say that AnimationSet is not a valid AnimationSet Ptr) so we comment it.
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// Scene->deleteAnimationSet (AnimationSet);
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}
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} /* namespace SBCLIENT */
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/* end of file */
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