mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-11 20:34:47 +00:00
1159 lines
31 KiB
C++
1159 lines
31 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 <vector>
|
|||
|
|
|||
|
#include "nel/3d/animation_time.h"
|
|||
|
#include "nel/3d/u_animation.h"
|
|||
|
#include "nel/3d/u_track.h"
|
|||
|
#include "nel/3d/u_bone.h"
|
|||
|
#include "nel/misc/command.h"
|
|||
|
|
|||
|
#include "game_share/draw_section.h"
|
|||
|
|
|||
|
#include "animated_scene_object.h"
|
|||
|
#include "user_entity.h"
|
|||
|
#include "view.h"
|
|||
|
#include "entities.h"
|
|||
|
|
|||
|
using namespace std;
|
|||
|
using namespace NLMISC;
|
|||
|
using namespace NL3D;
|
|||
|
using namespace NLNET;
|
|||
|
|
|||
|
// some extern of client
|
|||
|
extern CUserEntity *UserEntity;
|
|||
|
extern UScene *Scene;
|
|||
|
|
|||
|
|
|||
|
// map of anilated scene object
|
|||
|
TMapCAnimatedSceneObject AnimatedSceneObject;
|
|||
|
|
|||
|
|
|||
|
// Constructor for moving object, create entity (mesh, skeleton) and build animation on it
|
|||
|
CAnimatedSceneObject::CAnimatedSceneObject( const string& ObjectName, const string& ClusterIG, const string& MeshName, const string& SkeletonName, const list < string >& Animations, const CVector& Position, const CQuat& Rotation, float Distance )
|
|||
|
{
|
|||
|
_ObjectName = ObjectName;
|
|||
|
_ClusterIG = ClusterIG;
|
|||
|
_MeshName = MeshName;
|
|||
|
_SkeletonName = SkeletonName;
|
|||
|
|
|||
|
_Position = Position;
|
|||
|
_Rotation = Rotation;
|
|||
|
_Distance = Distance * Distance; //square distance for optimize distance calculation
|
|||
|
|
|||
|
// create play list manager and animation set
|
|||
|
_PlayListManager = Scene->createPlayListManager();
|
|||
|
_AnimationSet = Driver->createAnimationSet();
|
|||
|
|
|||
|
//fill animation set
|
|||
|
for( list< string >::const_iterator it = Animations.begin(); it != Animations.end(); ++it )
|
|||
|
{
|
|||
|
uint idAnim;
|
|||
|
try
|
|||
|
{
|
|||
|
idAnim = _AnimationSet->addAnimation( ( *it + string(".anim")).c_str(), (*it).c_str() );
|
|||
|
}
|
|||
|
catch(Exception &)
|
|||
|
{
|
|||
|
idAnim = UAnimationSet::NotFound;
|
|||
|
if( idAnim == UAnimationSet::NotFound)
|
|||
|
{
|
|||
|
nlwarning( "CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for object %s", (*it).c_str(), _ObjectName.c_str() );
|
|||
|
continue;
|
|||
|
}
|
|||
|
}
|
|||
|
_MapAnimation.insert( make_pair( *it, idAnim ) );
|
|||
|
}
|
|||
|
|
|||
|
// build animation set
|
|||
|
_AnimationSet->build();
|
|||
|
|
|||
|
// create playlist
|
|||
|
_PlayList = _PlayListManager->createPlayList( _AnimationSet );
|
|||
|
|
|||
|
_Status = SAnimationStatus();
|
|||
|
_Status.RandomAnim = 1;
|
|||
|
_Status.ApplyDisplacement = 0;
|
|||
|
|
|||
|
// load instance and bind to skeleton
|
|||
|
_Instance = Scene->createInstance( _MeshName );
|
|||
|
if( _Instance == NULL )
|
|||
|
{
|
|||
|
nlerror("CAnimatedSceneObject::CAnimatedSceneObject createInstance %s returned 0 -> no shape.", _MeshName.c_str() );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
_Transform = _Instance;
|
|||
|
}
|
|||
|
|
|||
|
// load skeleton, bind mesh and init position, rotation, cluster
|
|||
|
if(_SkeletonName != "" )
|
|||
|
{
|
|||
|
_Skeleton = Scene->createSkeleton(_SkeletonName);
|
|||
|
if( _Skeleton == NULL )
|
|||
|
{
|
|||
|
nlerror("CAnimatedSceneObject::CAnimatedSceneObject createSkeleton %s returned 0 -> no skeleton.", _SkeletonName.c_str() );
|
|||
|
}
|
|||
|
_Transform = _Skeleton;
|
|||
|
_Skeleton->bindSkin( _Instance );
|
|||
|
// Enable Shadow
|
|||
|
if(ClientCfg.Shadows)
|
|||
|
{
|
|||
|
_Skeleton->enableCastShadowMap(true);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// register skeleton in playlist
|
|||
|
_PlayList->registerTransform( _Transform );
|
|||
|
|
|||
|
// Initialise squeleton initial state
|
|||
|
if( _MapAnimation.begin() != _MapAnimation.end() )
|
|||
|
{
|
|||
|
_PlayList->setAnimation( 0, (*_MapAnimation.begin()).second );
|
|||
|
_PlayList->setTimeOrigin(0, 0 );
|
|||
|
_PlayList->setSpeedFactor( 0, 1 );
|
|||
|
_PlayListManager->animate( 0 );
|
|||
|
}
|
|||
|
|
|||
|
_Transform->setClusterSystem( IGCity[_ClusterIG] );
|
|||
|
_Transform->setPos( _Position );
|
|||
|
_Transform->setRotQuat( _Rotation );
|
|||
|
|
|||
|
_IdAnimationPlayed = -1;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Constructor for moving object, it not create entity (mesh, skeleton) but build animation on pre-exist entity
|
|||
|
CAnimatedSceneObject::CAnimatedSceneObject( const CEntityId& Id, const list < std::string >& Animations )
|
|||
|
{
|
|||
|
_Id = Id;
|
|||
|
_ObjectName = "";
|
|||
|
_ClusterIG = "";
|
|||
|
_MeshName = "";
|
|||
|
_SkeletonName = "";
|
|||
|
_Distance = 0;
|
|||
|
|
|||
|
_Skeleton = NULL;
|
|||
|
_Instance = NULL;
|
|||
|
|
|||
|
CEntityCL *entity = getEntity(Id);
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
_Skeleton = *entity->skeleton();
|
|||
|
_Transform = _Skeleton;
|
|||
|
|
|||
|
_Position = _Skeleton->getPos();
|
|||
|
_Rotation = _Skeleton->getRotQuat();
|
|||
|
|
|||
|
// create play list manager and animation set
|
|||
|
_PlayListManager = Scene->createPlayListManager();
|
|||
|
_AnimationSet = Driver->createAnimationSet();
|
|||
|
|
|||
|
//fill animation set
|
|||
|
for( list< string >::const_iterator its = Animations.begin(); its != Animations.end(); ++its )
|
|||
|
{
|
|||
|
uint idAnim;
|
|||
|
try
|
|||
|
{
|
|||
|
idAnim = _AnimationSet->addAnimation( ( *its + string(".anim") ).c_str(), (*its).c_str() );
|
|||
|
}
|
|||
|
catch(Exception &)
|
|||
|
{
|
|||
|
idAnim = UAnimationSet::NotFound;
|
|||
|
if( idAnim == UAnimationSet::NotFound)
|
|||
|
{
|
|||
|
nlwarning( "CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for entity CEntityId(%u,%f)", (*its).c_str(), Id.Type, (double)(sint64)Id.Id );
|
|||
|
continue;
|
|||
|
}
|
|||
|
}
|
|||
|
_MapAnimation.insert( make_pair( *its, idAnim ) );
|
|||
|
}
|
|||
|
|
|||
|
// build animation set
|
|||
|
_AnimationSet->build();
|
|||
|
|
|||
|
// create playlist
|
|||
|
_PlayList = _PlayListManager->createPlayList( _AnimationSet );
|
|||
|
|
|||
|
_Status = SAnimationStatus();
|
|||
|
_Status.SequenceAnim = 1;
|
|||
|
_Status.ApplyDisplacement = 1;
|
|||
|
|
|||
|
// register skeleton in playlist
|
|||
|
_PlayList->registerTransform( *entity->skeleton() );
|
|||
|
|
|||
|
// Snap to ground(the snap check if it's a flyer).
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
_Position = entity->pos();
|
|||
|
|
|||
|
CMatrix current;
|
|||
|
current.identity ();
|
|||
|
current.setRot (_Rotation);
|
|||
|
|
|||
|
// Rotation 90<39>
|
|||
|
CMatrix rot90;
|
|||
|
rot90.identity ();
|
|||
|
rot90.rotateZ (-(float)Pi/2);
|
|||
|
current *= rot90;
|
|||
|
|
|||
|
_Transform->unfreezeHRC();
|
|||
|
|
|||
|
_Transform->setPos(_Position);
|
|||
|
_Transform->setRotQuat(current.getRot());
|
|||
|
|
|||
|
_Transform->freezeHRC();
|
|||
|
|
|||
|
_IdAnimationPlayed = -1;
|
|||
|
|
|||
|
if( _Id.Type == RYZOMID::npc )
|
|||
|
{
|
|||
|
sendEndSequenceMessage( _Id, 1 );
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
_PlayList = NULL;
|
|||
|
_AnimationSet = NULL;
|
|||
|
_PlayListManager = NULL;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Constructor for moving object, init by UTransform
|
|||
|
CAnimatedSceneObject::CAnimatedSceneObject( const CEntityId& Id, UTransform *Transform, const list < std::string >& Animations, bool displacement )
|
|||
|
{
|
|||
|
_Id = Id;
|
|||
|
_ObjectName = "";
|
|||
|
_ClusterIG = "";
|
|||
|
_MeshName = "";
|
|||
|
_SkeletonName = "";
|
|||
|
_Distance = 0;
|
|||
|
|
|||
|
_Transform = Transform;
|
|||
|
_Instance = NULL;
|
|||
|
_Skeleton = NULL;
|
|||
|
_PlayList = NULL;
|
|||
|
|
|||
|
_Position = _Transform->getPos();
|
|||
|
_Rotation = _Transform->getRotQuat();
|
|||
|
|
|||
|
// create play list manager and animation set
|
|||
|
_PlayListManager = Scene->createPlayListManager();
|
|||
|
_AnimationSet = Driver->createAnimationSet();
|
|||
|
|
|||
|
//fill animation set
|
|||
|
for( list< string >::const_iterator its = Animations.begin(); its != Animations.end(); ++its )
|
|||
|
{
|
|||
|
uint idAnim;
|
|||
|
try
|
|||
|
{
|
|||
|
idAnim = _AnimationSet->addAnimation( ( *its + string(".anim") ).c_str(), (*its).c_str() );
|
|||
|
}
|
|||
|
catch(Exception &)
|
|||
|
{
|
|||
|
idAnim = UAnimationSet::NotFound;
|
|||
|
if( idAnim == UAnimationSet::NotFound)
|
|||
|
{
|
|||
|
nlwarning( "CAnimatedSceneObject::CAnimatedSceneObject Animation %s not found for entity CEntityId(%u,%f)", (*its).c_str(), Id.Type, (double)(sint64)Id.Id );
|
|||
|
continue:
|
|||
|
}
|
|||
|
}
|
|||
|
_MapAnimation.insert( make_pair( *its, idAnim ) );
|
|||
|
}
|
|||
|
|
|||
|
_Status = SAnimationStatus();
|
|||
|
_Status.SequenceAnim = 1;
|
|||
|
_Status.ApplyDisplacement = displacement;
|
|||
|
|
|||
|
if( Animations.begin() != Animations.end() )
|
|||
|
{
|
|||
|
// build animation set
|
|||
|
_AnimationSet->build();
|
|||
|
|
|||
|
// create playlist
|
|||
|
_PlayList = _PlayListManager->createPlayList( _AnimationSet );
|
|||
|
|
|||
|
// register skeleton in playlist
|
|||
|
_PlayList->registerTransform( _Transform );
|
|||
|
|
|||
|
_IdAnimationPlayed = -1;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Reset intial pos and rot matrix
|
|||
|
void CAnimatedSceneObject::resetInitialPos( void )
|
|||
|
{
|
|||
|
_IdAnimationPlayed = -1;
|
|||
|
|
|||
|
// Current Matrix
|
|||
|
_Position = _Transform->getPos();
|
|||
|
_Rotation = _Transform->getRotQuat();
|
|||
|
|
|||
|
CEntityCL *entity = getEntity(_Id);
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
// Snap to ground(the snap check if it's a flyer).
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
_Position = entity->pos();
|
|||
|
}
|
|||
|
|
|||
|
CMatrix current;
|
|||
|
current.identity ();
|
|||
|
current.setRot (_Rotation);
|
|||
|
|
|||
|
// Rotation 90<39>
|
|||
|
CMatrix rot90;
|
|||
|
rot90.identity ();
|
|||
|
rot90.rotateZ (-(float)Pi/2);
|
|||
|
current *= rot90;
|
|||
|
|
|||
|
_Transform->unfreezeHRC();
|
|||
|
|
|||
|
_Transform->setPos(_Position);
|
|||
|
_Transform->setRotQuat(current.getRot());
|
|||
|
|
|||
|
_Transform->freezeHRC();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Destructor
|
|||
|
CAnimatedSceneObject::~CAnimatedSceneObject()
|
|||
|
{
|
|||
|
if( _Instance != NULL && _MeshName != "" )
|
|||
|
{
|
|||
|
Scene->deleteInstance( _Instance );
|
|||
|
}
|
|||
|
|
|||
|
if( _Skeleton != NULL && _SkeletonName != "" )
|
|||
|
{
|
|||
|
Scene->deleteSkeleton( _Skeleton );
|
|||
|
}
|
|||
|
|
|||
|
if( _PlayListManager != NULL )
|
|||
|
{
|
|||
|
if( _PlayList != NULL )
|
|||
|
{
|
|||
|
_PlayListManager->deletePlayList( _PlayList );
|
|||
|
}
|
|||
|
if( _AnimationSet != NULL )
|
|||
|
{
|
|||
|
Driver->deleteAnimationSet( _AnimationSet );
|
|||
|
}
|
|||
|
Scene->deletePlayListManager( _PlayListManager );
|
|||
|
}
|
|||
|
|
|||
|
_MapAnimation.clear();
|
|||
|
_SequenceAnimation.clear();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Start an animation, if object have more than one animation, it choose one randomly
|
|||
|
void CAnimatedSceneObject::StartRandomAnimation( double time, float speedFactor )
|
|||
|
{
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Transform->unfreezeHRC();
|
|||
|
}
|
|||
|
|
|||
|
uint numAnimation = _MapAnimation.size();
|
|||
|
numAnimation = ( rand() * numAnimation ) / RAND_MAX;
|
|||
|
map< string, uint >::iterator it = _MapAnimation.begin();
|
|||
|
for(uint i = 0; i < numAnimation; ++i ) ++it;
|
|||
|
numAnimation = (*it).second;
|
|||
|
|
|||
|
_PlayList->setAnimation( 0, numAnimation );
|
|||
|
_IdAnimationPlayed = numAnimation;
|
|||
|
_StartAnimationTime = time;
|
|||
|
_OldAnimationTime = _StartAnimationTime;
|
|||
|
_PlayList->setTimeOrigin(0, _StartAnimationTime );
|
|||
|
_PlayList->setSpeedFactor( 0, speedFactor );
|
|||
|
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Position = _Transform->getPos();
|
|||
|
_Rotation = _Transform->getRotQuat();
|
|||
|
|
|||
|
CEntityCL *entity = getEntity(_Id);
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
// Snap to ground(the snap check if it's a flyer).
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
_Position = entity->pos();
|
|||
|
}
|
|||
|
|
|||
|
// Read start animation rotation and position
|
|||
|
_PreviousRotation = CQuat::Identity;
|
|||
|
_PreviousTranslation = CVector::Null;
|
|||
|
|
|||
|
// read an animation for init matrix
|
|||
|
UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousRotation );
|
|||
|
}
|
|||
|
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousTranslation );
|
|||
|
}
|
|||
|
|
|||
|
// Animation Matrix
|
|||
|
CMatrix animation;
|
|||
|
animation.identity();
|
|||
|
animation.setPos (_PreviousTranslation);
|
|||
|
animation.setRot (_PreviousRotation);
|
|||
|
|
|||
|
|
|||
|
// reset orientation of skeleton
|
|||
|
CMatrix current;
|
|||
|
current.identity();
|
|||
|
current.setRot( _Rotation );
|
|||
|
CVector I, J, K;
|
|||
|
I = current.getJ();
|
|||
|
I.z=0;
|
|||
|
I.normalize ();
|
|||
|
K.set (0,0,1);
|
|||
|
J=K^I;
|
|||
|
current.setRot (I, J, K);
|
|||
|
current.setPos (_Position);
|
|||
|
|
|||
|
_AnimTransformation = current;
|
|||
|
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
if(!entity->flyer())
|
|||
|
{
|
|||
|
_AnimTransformation.setPos( _AnimTransformation.getPos() - CVectorD( 0, 0, entity->pos().z ) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Start next animation
|
|||
|
void CAnimatedSceneObject::StartNextAnimation( double time, float speedFactor )
|
|||
|
{
|
|||
|
if( _SequenceAnimation.begin() != _SequenceAnimation.end() )
|
|||
|
{
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Transform->unfreezeHRC();
|
|||
|
}
|
|||
|
|
|||
|
string animName = *_SequenceAnimation.begin();
|
|||
|
_SequenceAnimation.pop_front();
|
|||
|
|
|||
|
map< string, uint >::iterator it = _MapAnimation.find( animName );
|
|||
|
if( it != _MapAnimation.end() )
|
|||
|
{
|
|||
|
uint idAnim = (*it).second;
|
|||
|
|
|||
|
_PlayList->setAnimation( 0, idAnim );
|
|||
|
_IdAnimationPlayed = idAnim;
|
|||
|
_StartAnimationTime = time;
|
|||
|
_OldAnimationTime = _StartAnimationTime;
|
|||
|
_PlayList->setTimeOrigin(0, _StartAnimationTime );
|
|||
|
_PlayList->setSpeedFactor( 0, speedFactor );
|
|||
|
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Position = _Transform->getPos();
|
|||
|
_Rotation = _Transform->getRotQuat();
|
|||
|
|
|||
|
CEntityCL *entity = getEntity(_Id);
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
// Snap to ground(the snap check if it's a flyer).
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
_Position = entity->pos();
|
|||
|
}
|
|||
|
|
|||
|
// Read start animation rotation and position
|
|||
|
_PreviousRotation = CQuat::Identity;
|
|||
|
_PreviousTranslation = CVector::Null;
|
|||
|
|
|||
|
// read an animation for init matrix
|
|||
|
UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousRotation );
|
|||
|
}
|
|||
|
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousTranslation );
|
|||
|
}
|
|||
|
|
|||
|
// Animation Matrix
|
|||
|
CMatrix animation;
|
|||
|
animation.identity();
|
|||
|
animation.setPos (_PreviousTranslation);
|
|||
|
animation.setRot (_PreviousRotation);
|
|||
|
|
|||
|
// reset orientation of skeleton
|
|||
|
CMatrix current;
|
|||
|
current.identity();
|
|||
|
current.setRot( _Rotation );
|
|||
|
CVector I, J, K;
|
|||
|
I = current.getJ();
|
|||
|
I.z=0;
|
|||
|
I.normalize ();
|
|||
|
K.set (0,0,1);
|
|||
|
J=K^I;
|
|||
|
current.setRot (I, J, K);
|
|||
|
current.setPos (_Position);
|
|||
|
|
|||
|
_AnimTransformation = current;
|
|||
|
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
if(!entity->flyer() )
|
|||
|
{
|
|||
|
_AnimTransformation.setPos( _AnimTransformation.getPos() - CVectorD( 0, 0, entity->pos().z ) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if( _SequenceAnimation.size() == 1 )
|
|||
|
{
|
|||
|
sendEndSequenceMessage( _Id, idSequence() );
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
//StartAnimation( string("FY_HOM_idlecycle") );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Start animation cooresponding to numAnim
|
|||
|
void CAnimatedSceneObject::StartAnimation( string& nameAnim, double time, float speedFactor )
|
|||
|
{
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Transform->unfreezeHRC();
|
|||
|
}
|
|||
|
|
|||
|
map< string, uint >::iterator it = _MapAnimation.find( nameAnim );
|
|||
|
if( it != _MapAnimation.end() )
|
|||
|
{
|
|||
|
uint numAnimation = (*it).second;
|
|||
|
|
|||
|
_PlayList->setAnimation( 0, numAnimation );
|
|||
|
_IdAnimationPlayed = numAnimation;
|
|||
|
_StartAnimationTime = time;
|
|||
|
_OldAnimationTime = _StartAnimationTime;
|
|||
|
_PlayList->setTimeOrigin(0, _StartAnimationTime );
|
|||
|
_PlayList->setSpeedFactor( 0, speedFactor );
|
|||
|
|
|||
|
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Position = _Transform->getPos();
|
|||
|
_Rotation = _Transform->getRotQuat();
|
|||
|
|
|||
|
CEntityCL *entity = getEntity(_Id);
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
// Snap to ground(the snap check if it's a flyer).
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
_Position = entity->pos();
|
|||
|
}
|
|||
|
|
|||
|
// Read start animation rotation and position
|
|||
|
_PreviousRotation = CQuat::Identity;
|
|||
|
_PreviousTranslation = CVector::Null;
|
|||
|
|
|||
|
// read an animation for init matrix
|
|||
|
UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousRotation );
|
|||
|
}
|
|||
|
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousTranslation );
|
|||
|
}
|
|||
|
|
|||
|
// Animation Matrix
|
|||
|
CMatrix animation;
|
|||
|
animation.identity();
|
|||
|
animation.setPos (_PreviousTranslation);
|
|||
|
animation.setRot (_PreviousRotation);
|
|||
|
|
|||
|
// reset orientation of skeleton
|
|||
|
CMatrix current;
|
|||
|
current.identity();
|
|||
|
current.setRot( _Rotation );
|
|||
|
CVector I, J, K;
|
|||
|
I = current.getJ();
|
|||
|
I.z=0;
|
|||
|
I.normalize ();
|
|||
|
K.set (0,0,1);
|
|||
|
J=K^I;
|
|||
|
current.setRot (I, J, K);
|
|||
|
current.setPos (_Position);
|
|||
|
|
|||
|
_AnimTransformation = current;
|
|||
|
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
if( !entity->flyer() )
|
|||
|
{
|
|||
|
_AnimTransformation.setPos( _AnimTransformation.getPos() - CVectorD( 0, 0, entity->pos().z ) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// remove the initial animation offset
|
|||
|
void CAnimatedSceneObject::removeOffsetAnimation ()
|
|||
|
{
|
|||
|
// Read start animation rotation and position
|
|||
|
_PreviousRotation = CQuat::Identity;
|
|||
|
_PreviousTranslation = CVector::Null;
|
|||
|
|
|||
|
// read an animation for init matrix
|
|||
|
UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousRotation );
|
|||
|
}
|
|||
|
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( 0, _PreviousTranslation );
|
|||
|
}
|
|||
|
|
|||
|
// Remove first frame animation from transform
|
|||
|
CVector position = _Transform->getPos ();
|
|||
|
CQuat rotation = _Transform->getRotQuat ();
|
|||
|
|
|||
|
// Build current matrix
|
|||
|
CMatrix current;
|
|||
|
current.identity ();
|
|||
|
current.setPos (position);
|
|||
|
current.setRot (rotation);
|
|||
|
|
|||
|
// Build invert first frame matrix
|
|||
|
CMatrix firstFrame;
|
|||
|
firstFrame.identity ();
|
|||
|
firstFrame.setPos (_PreviousTranslation);
|
|||
|
firstFrame.setRot (_PreviousRotation);
|
|||
|
firstFrame.invert ();
|
|||
|
|
|||
|
// Remove the first frame animation
|
|||
|
current *= firstFrame;
|
|||
|
|
|||
|
// Rotation 90<39>
|
|||
|
CMatrix rot90;
|
|||
|
rot90.identity ();
|
|||
|
rot90.rotateZ (-(float)Pi/2);
|
|||
|
current *= rot90;
|
|||
|
|
|||
|
// Set transform
|
|||
|
_Transform->setPos (current.getPos());
|
|||
|
_Transform->setRotQuat (current.getRot());
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// update (add to end list) Animation sequence with sequence
|
|||
|
void CAnimatedSceneObject::updateAnimationSequence( const list< string >& sequence )
|
|||
|
{
|
|||
|
for( list< string >::const_iterator it = sequence.begin(); it != sequence.end(); ++it )
|
|||
|
{
|
|||
|
_SequenceAnimation.push_back( (*it) );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Process logic and displacement and setup visual animation
|
|||
|
void CAnimatedSceneObject::applyObjectAnimationTimeslice( double time )
|
|||
|
{
|
|||
|
_PlayListManager->animate( time );
|
|||
|
|
|||
|
// Apply displacement if mode set and displacement animation exist
|
|||
|
if( _Status.ApplyDisplacement == 1 )
|
|||
|
{
|
|||
|
CQuat rot = CQuat::Identity;
|
|||
|
CVector translation = CVector::Null;
|
|||
|
// Read position and rotation in appropriate UTrack
|
|||
|
UTrack* Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathRotQuat" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathRotQuat" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "rotquat" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( (float)(time - _StartAnimationTime) * _PlayList->getSpeedFactor( 0 ), rot );
|
|||
|
}
|
|||
|
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "PathPos" );
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "Bip01.PathPos" );
|
|||
|
}
|
|||
|
if( Track == NULL )
|
|||
|
{
|
|||
|
Track = _AnimationSet->getAnimation( _IdAnimationPlayed )->getTrackByName( "pathpos" );
|
|||
|
}
|
|||
|
if( Track != NULL )
|
|||
|
{
|
|||
|
Track->interpolate( (float)(time - _StartAnimationTime) * _PlayList->getSpeedFactor( 0 ), translation );
|
|||
|
}
|
|||
|
applyDeltaRotationAndPosition( rot, translation);
|
|||
|
}
|
|||
|
|
|||
|
processLogicTemp( (_OldAnimationTime - _StartAnimationTime) * _PlayList->getSpeedFactor( 0 ), (time - _StartAnimationTime) * _PlayList->getSpeedFactor( 0 ) );
|
|||
|
_OldAnimationTime = time;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// manage object animation
|
|||
|
// TODO: manage other type animation than trigger distance and sequence list
|
|||
|
void CAnimatedSceneObject::manageObjectAnimation( double Time, CVector userPos )
|
|||
|
{
|
|||
|
double overLoop = 0;
|
|||
|
|
|||
|
if( _IdAnimationPlayed != -1 )
|
|||
|
{
|
|||
|
if( Time > ( _StartAnimationTime + (double) _AnimationSet->getAnimation( _IdAnimationPlayed )->getEndTime() / _PlayList->getSpeedFactor( 0 ) ) )
|
|||
|
{
|
|||
|
overLoop = Time - _StartAnimationTime - (double) _AnimationSet->getAnimation( _IdAnimationPlayed )->getEndTime() / _PlayList->getSpeedFactor( 0 );
|
|||
|
/* nlinfo("overLoop %f Time %f Start %f getEndTime() %f speedFactor() %f",
|
|||
|
overLoop,
|
|||
|
Time,
|
|||
|
_StartAnimationTime,
|
|||
|
_AnimationSet->getAnimation( _IdAnimationPlayed )->getEndTime(),
|
|||
|
_PlayList->getSpeedFactor( 0 ));
|
|||
|
*/
|
|||
|
nlassert( overLoop >= 0 );
|
|||
|
|
|||
|
// play through logic and movement of end of last animation before animation change
|
|||
|
nlassert( Time-overLoop >= _StartAnimationTime );
|
|||
|
applyObjectAnimationTimeslice(Time-overLoop);
|
|||
|
nlassert( Time >= _StartAnimationTime );
|
|||
|
|
|||
|
if( _Status.LoopAnim )
|
|||
|
{
|
|||
|
if( _StartAnimationTime == 0 )
|
|||
|
{
|
|||
|
overLoop = 0;
|
|||
|
}
|
|||
|
_StartAnimationTime = Time - overLoop;
|
|||
|
|
|||
|
nlassert( Time >= _StartAnimationTime );
|
|||
|
|
|||
|
_PlayList->setTimeOrigin( 0, _StartAnimationTime );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
removeOffsetAnimation ();
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
_Transform->freezeHRC();
|
|||
|
}
|
|||
|
_IdAnimationPlayed = -1;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if( _IdAnimationPlayed == -1 )
|
|||
|
{
|
|||
|
if( _Status.CodeAnim != 1 )
|
|||
|
{
|
|||
|
if( ( _Distance == 0 ) || ( ( userPos - _Position ).sqrnorm() < _Distance ) )
|
|||
|
{
|
|||
|
if( _Status.RandomAnim == 1 )
|
|||
|
{
|
|||
|
StartRandomAnimation( Time - overLoop );
|
|||
|
}
|
|||
|
else if ( _Status.SequenceAnim == 1 )
|
|||
|
{
|
|||
|
StartNextAnimation( Time - overLoop );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
float angle = (float)((((uint32)Time * 1000)%(uint32)(1000*2*Pi))*0.001);
|
|||
|
CMatrix rot;
|
|||
|
rot.identity();
|
|||
|
rot.rotateZ(angle);
|
|||
|
/*
|
|||
|
CQuat rot = CQuat (CVector (0, 0, 1), angle) * _Transform->getRotQuat();
|
|||
|
rot.normalize();
|
|||
|
*/
|
|||
|
_Transform->setRotQuat( rot.getRot() );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if( _IdAnimationPlayed != -1 )
|
|||
|
{
|
|||
|
// play through anim visuals and logic and movement for the timeslice
|
|||
|
applyObjectAnimationTimeslice(Time);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Apply animation rotation and translation
|
|||
|
void CAnimatedSceneObject::applyDeltaRotationAndPosition( CQuat& rot, CVector& trans )
|
|||
|
{
|
|||
|
if( _Transform != NULL )
|
|||
|
{
|
|||
|
// Animation Matrix
|
|||
|
CMatrix animation;
|
|||
|
animation.identity();
|
|||
|
animation.setPos (trans);
|
|||
|
animation.setRot (rot);
|
|||
|
|
|||
|
// Compose matrix
|
|||
|
CMatrix composed;
|
|||
|
composed = _AnimTransformation * animation;
|
|||
|
|
|||
|
_Rotation = composed.getRot();
|
|||
|
_Position = composed.getPos();
|
|||
|
|
|||
|
CEntityCL *entity = getEntity(_Id);
|
|||
|
if(entity)
|
|||
|
{
|
|||
|
// \todo GUIGUI : TO CHECK
|
|||
|
#if 1
|
|||
|
if( !entity->flyer() )
|
|||
|
_Position.z += entity->pos().z;
|
|||
|
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
|
|||
|
if( !entity->flyer() )
|
|||
|
_Position.z = entity->pos().z + composed.getPos().z;
|
|||
|
// Old version
|
|||
|
#else
|
|||
|
if( !entity->flyer() )
|
|||
|
{
|
|||
|
_Position.z += entity->pos().z;
|
|||
|
entity->pacsPos(_Position);
|
|||
|
entity->snapToGround();
|
|||
|
_Position.z = entity->pos().z + composed.getPos().z;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
entity->pos(_Position);
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
_Transform->setRotQuat(_Rotation);
|
|||
|
_Transform->setPos(_Position);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Instanciate an object and add it to map
|
|||
|
void addAnimatedSceneObject( const string& AnimatedSceneObjectName, const string& ClusterIG, const string& MeshName, const string& SkeletonName, const list <string>& Animations, const CVector& Position, const CQuat& Rotation, float Distance )
|
|||
|
{
|
|||
|
if( AnimatedSceneObject.find( AnimatedSceneObjectName ) == AnimatedSceneObject.end() )
|
|||
|
{
|
|||
|
CAnimatedSceneObject * o = new CAnimatedSceneObject( AnimatedSceneObjectName, ClusterIG, MeshName, SkeletonName, Animations, Position, Rotation, Distance );
|
|||
|
|
|||
|
if( o != NULL )
|
|||
|
{
|
|||
|
AnimatedSceneObject.insert( make_pair( AnimatedSceneObjectName, o) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void addEntityClAnimatedSceneObject( const CEntityId& Id, const list < string >& Animations)
|
|||
|
{
|
|||
|
string test = string( "CEntityId") + toString( Id.Type) + toString( Id.Id);
|
|||
|
if( AnimatedSceneObject.find( string( "CEntityId") + toString( Id.Type) + toString( Id.Id) ) == AnimatedSceneObject.end() )
|
|||
|
{
|
|||
|
CAnimatedSceneObject * o = new CAnimatedSceneObject( Id, Animations );
|
|||
|
|
|||
|
if( o != NULL )
|
|||
|
{
|
|||
|
AnimatedSceneObject.insert( make_pair( string( "CEntityId") + toString( Id.Type) + toString( Id.Id), o) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void addUknowTypeSceneObject( const CEntityId& Id, NL3D::UTransform *Transform, const std::list < std::string >& Animations, bool displacement )
|
|||
|
{
|
|||
|
if( AnimatedSceneObject.find( string( "CEntityId") + toString( Id.Type) + toString( Id.Id) ) == AnimatedSceneObject.end() )
|
|||
|
{
|
|||
|
CAnimatedSceneObject * o = new CAnimatedSceneObject( Id, Transform, Animations, displacement );
|
|||
|
|
|||
|
if( o != NULL )
|
|||
|
{
|
|||
|
AnimatedSceneObject.insert( make_pair( string( "CEntityId") + toString( Id.Type) + toString( Id.Id), o) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// manage animated object
|
|||
|
void manageAnimatedSceneObject( double Time )
|
|||
|
{
|
|||
|
for( TMapCAnimatedSceneObject::iterator it = AnimatedSceneObject.begin(); it != AnimatedSceneObject.end(); ++it )
|
|||
|
{
|
|||
|
(*it).second->manageObjectAnimation( Time, View.viewPos() );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// delete
|
|||
|
void deleteAnimatedSceneObject( const string& AnimatedSceneObjectName )
|
|||
|
{
|
|||
|
TMapCAnimatedSceneObject::iterator it = AnimatedSceneObject.find( AnimatedSceneObjectName );
|
|||
|
if( it != AnimatedSceneObject.end() )
|
|||
|
{
|
|||
|
delete (*it).second;
|
|||
|
AnimatedSceneObject.erase( it );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// update sequence animation
|
|||
|
void updateAnimationSequence( const CEntityId& id, const list< string >& sequence, uint32 idSequence )
|
|||
|
{
|
|||
|
TMapCAnimatedSceneObject::iterator it;
|
|||
|
|
|||
|
for( it = AnimatedSceneObject.begin(); it != AnimatedSceneObject.end(); ++it )
|
|||
|
{
|
|||
|
if( (*it).second->getId() == id )
|
|||
|
{
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if( it != AnimatedSceneObject.end() )
|
|||
|
{
|
|||
|
(*it).second->updateAnimationSequence( sequence );
|
|||
|
(*it).second->idSequence( idSequence );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Reset animation for the entity and break the current one.
|
|||
|
void resetAnimatedSceneObject(const CEntityId& id)
|
|||
|
{
|
|||
|
for(TMapCAnimatedSceneObject::iterator it = AnimatedSceneObject.begin(); it != AnimatedSceneObject.end(); ++it )
|
|||
|
{
|
|||
|
if((*it).second->getId() == id)
|
|||
|
{
|
|||
|
(*it).second->breakCurrentAnimation();
|
|||
|
(*it).second->resetSequence();
|
|||
|
(*it).second->resetInitialPos();
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void sendEndSequenceMessage( const CEntityId& id, uint32 idSequence )
|
|||
|
{
|
|||
|
SEND_MSG_MACRO
|
|||
|
(
|
|||
|
"ANIME_BAR_MAN_END",
|
|||
|
SAnimeBarManEnd end;
|
|||
|
end.Id = id;
|
|||
|
end.SlotNumber = idSequence;
|
|||
|
msg.serial(end);,
|
|||
|
;,
|
|||
|
;
|
|||
|
)
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
//---------------------------------------------------
|
|||
|
// processLogic :
|
|||
|
//
|
|||
|
//---------------------------------------------------
|
|||
|
void CAnimatedSceneObject::processLogicTemp( double startOffset, double endOffset )
|
|||
|
{
|
|||
|
static uint32 previousSoundIndex = 0;
|
|||
|
|
|||
|
// get the logical animation data across the current anim segment
|
|||
|
UTrack * soundTrack = NULL;
|
|||
|
vector<CAnimationTime> result;
|
|||
|
|
|||
|
// EAM->processLogic( _AnimationsGlobalId[MOVING], startOffset, endOffset, soundTrack, result);
|
|||
|
|
|||
|
// get infos about the anim
|
|||
|
|
|||
|
char *soundTrackName = "NoteTrack";
|
|||
|
soundTrack = _AnimationSet->getAnimation( _IdAnimationPlayed )->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((float)startOffset, (float)endOffset, result);
|
|||
|
}
|
|||
|
|
|||
|
// process sounds
|
|||
|
if( SoundMngr )
|
|||
|
{
|
|||
|
if( soundTrack )
|
|||
|
{
|
|||
|
vector<CAnimationTime>::iterator itResult;
|
|||
|
for( itResult = result.begin(); itResult != result.end(); ++itResult )
|
|||
|
{
|
|||
|
string soundName;
|
|||
|
double keyTime = *itResult;
|
|||
|
nlinfo("keyTime = %f result size : %d",*itResult,result.size());
|
|||
|
|
|||
|
if( !soundTrack->interpolate( *itResult, soundName) )
|
|||
|
{
|
|||
|
nlwarning("The key at offset %f is not a string",*itResult);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
/* // if there are step sounds
|
|||
|
if( soundName == "step" )
|
|||
|
{
|
|||
|
// get the material
|
|||
|
UGlobalPosition globalPos;
|
|||
|
getPrimitive()->getGlobalPosition(globalPos, dynamicWI);
|
|||
|
uint32 material = GR->getMaterial( globalPos );
|
|||
|
|
|||
|
// choose the sound type soft/hard
|
|||
|
bool soft;
|
|||
|
if( Type.TypeInfo.Sex == CTypeEntity::male )
|
|||
|
soft = false;
|
|||
|
if( Type.TypeInfo.Sex == CTypeEntity::female )
|
|||
|
soft = true;
|
|||
|
|
|||
|
vector<string> sounds;
|
|||
|
uint32 soundSourceId;
|
|||
|
|
|||
|
// choose the sound for the move type
|
|||
|
if( _AnimationsStateKey[MOVING] == "walk" )
|
|||
|
{
|
|||
|
if( SoundMngr->getSounds( material, WALK, soft, sounds ) )
|
|||
|
{
|
|||
|
string name = chooseRandom(sounds,previousSoundIndex );
|
|||
|
SoundMngr->spawnSound( name , pos ());
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nlwarning("<CEntityCL::updatePos> : there is no walk step sound for the material %d",material);
|
|||
|
SoundMngr->spawnSource( "Fwrks_Clac_1", pos() );
|
|||
|
}
|
|||
|
}
|
|||
|
_SoundSourcesId.push_back( soundSourceId );
|
|||
|
}
|
|||
|
else*/ if (soundName.find ("snd_") != string::npos)
|
|||
|
{
|
|||
|
// need to spawn a sound linked to the anim
|
|||
|
SoundMngr->spawnSource( soundName, _Position );
|
|||
|
nlwarning ("launching sound for anim event from notetrack '%s'", soundName.c_str());
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
nlwarning ("unknown notetrack event: '%s'", soundName.c_str());
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
} // processAnimSounds //
|