1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #include "OgreStableHeaders.h"
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26 | #include "OgreSkeleton.h"
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27 | #include "OgreBone.h"
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28 | #include "OgreAnimation.h"
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29 | #include "OgreAnimationState.h"
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30 | #include "OgreException.h"
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31 | #include "OgreLogManager.h"
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32 | #include "OgreSkeletonManager.h"
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33 | #include "OgreSkeletonSerializer.h"
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34 | #include "OgreStringConverter.h"
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35 | // Just for logging
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36 | #include "OgreAnimationTrack.h"
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37 | #include "OgreKeyFrame.h"
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38 |
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39 |
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40 | namespace Ogre {
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41 |
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42 | //---------------------------------------------------------------------
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43 | Skeleton::Skeleton()
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44 | : Resource(),
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45 | mBlendState(ANIMBLEND_AVERAGE),
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46 | mNextAutoHandle(0),
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47 | mManualBonesDirty(false)
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48 | {
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49 | }
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50 | //---------------------------------------------------------------------
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51 | Skeleton::Skeleton(ResourceManager* creator, const String& name, ResourceHandle handle,
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52 | const String& group, bool isManual, ManualResourceLoader* loader)
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53 | : Resource(creator, name, handle, group, isManual, loader),
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54 | mBlendState(ANIMBLEND_AVERAGE), mNextAutoHandle(0)
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55 | // set animation blending to weighted, not cumulative
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56 | {
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57 | if (createParamDictionary("Skeleton"))
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58 | {
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59 | // no custom params
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60 | }
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61 | }
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62 | //---------------------------------------------------------------------
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63 | Skeleton::~Skeleton()
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64 | {
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65 | // have to call this here reather than in Resource destructor
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66 | // since calling virtual methods in base destructors causes crash
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67 | unload();
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68 | }
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69 | //---------------------------------------------------------------------
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70 | void Skeleton::loadImpl(void)
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71 | {
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72 | SkeletonSerializer serializer;
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73 | StringUtil::StrStreamType msg;
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74 | msg << "Skeleton: Loading " << mName;
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75 | LogManager::getSingleton().logMessage(msg.str());
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76 |
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77 | DataStreamPtr stream =
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78 | ResourceGroupManager::getSingleton().openResource(
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79 | mName, mGroup, true, this);
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80 |
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81 | serializer.importSkeleton(stream, this);
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82 |
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83 | // Load any linked skeletons
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84 | LinkedSkeletonAnimSourceList::iterator i;
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85 | for (i = mLinkedSkeletonAnimSourceList.begin();
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86 | i != mLinkedSkeletonAnimSourceList.end(); ++i)
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87 | {
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88 | i->pSkeleton = SkeletonManager::getSingleton().load(
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89 | i->skeletonName, mGroup);
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90 | }
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91 |
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92 |
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93 | }
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94 | //---------------------------------------------------------------------
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95 | void Skeleton::unloadImpl(void)
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96 | {
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97 | // destroy bones
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98 | BoneList::iterator i;
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99 | for (i = mBoneList.begin(); i != mBoneList.end(); ++i)
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100 | {
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101 | delete *i;
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102 | }
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103 | mBoneList.clear();
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104 | mBoneListByName.clear();
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105 | mRootBones.clear();
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106 |
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107 |
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108 | // Destroy animations
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109 | AnimationList::iterator ai;
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110 | for (ai = mAnimationsList.begin(); ai != mAnimationsList.end(); ++ai)
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111 | {
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112 | delete ai->second;
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113 | }
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114 | mAnimationsList.clear();
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115 |
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116 | LinkedSkeletonAnimSourceList::iterator li;
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117 | for (li = mLinkedSkeletonAnimSourceList.begin();
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118 | li != mLinkedSkeletonAnimSourceList.end(); ++li)
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119 | {
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120 | li->pSkeleton.setNull();
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121 | }
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122 | }
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123 | //---------------------------------------------------------------------
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124 | Bone* Skeleton::createBone(void)
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125 | {
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126 | // use autohandle
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127 | return createBone(mNextAutoHandle++);
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128 | }
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129 | //---------------------------------------------------------------------
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130 | Bone* Skeleton::createBone(const String& name)
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131 | {
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132 | return createBone(name, mNextAutoHandle++);
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133 | }
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134 | //---------------------------------------------------------------------
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135 | Bone* Skeleton::createBone(unsigned short handle)
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136 | {
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137 | if (handle >= OGRE_MAX_NUM_BONES)
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138 | {
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139 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Exceeded the maximum number of bones per skeleton.",
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140 | "Skeleton::createBone");
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141 | }
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142 | // Check handle not used
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143 | if (handle < mBoneList.size() && mBoneList[handle] != NULL)
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144 | {
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145 | OGRE_EXCEPT(
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146 | Exception::ERR_DUPLICATE_ITEM,
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147 | "A bone with the handle " + StringConverter::toString(handle) + " already exists",
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148 | "Skeleton::createBone" );
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149 | }
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150 | Bone* ret = new Bone(handle, this);
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151 | assert(mBoneListByName.find(ret->getName()) == mBoneListByName.end());
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152 | if (mBoneList.size() <= handle)
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153 | {
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154 | mBoneList.resize(handle+1);
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155 | }
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156 | mBoneList[handle] = ret;
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157 | mBoneListByName[ret->getName()] = ret;
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158 | return ret;
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159 |
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160 | }
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161 | //---------------------------------------------------------------------
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162 | Bone* Skeleton::createBone(const String& name, unsigned short handle)
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163 | {
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164 | if (handle >= OGRE_MAX_NUM_BONES)
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165 | {
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166 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Exceeded the maximum number of bones per skeleton.",
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167 | "Skeleton::createBone");
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168 | }
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169 | // Check handle not used
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170 | if (handle < mBoneList.size() && mBoneList[handle] != NULL)
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171 | {
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172 | OGRE_EXCEPT(
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173 | Exception::ERR_DUPLICATE_ITEM,
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174 | "A bone with the handle " + StringConverter::toString(handle) + " already exists",
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175 | "Skeleton::createBone" );
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176 | }
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177 | // Check name not used
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178 | if (mBoneListByName.find(name) != mBoneListByName.end())
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179 | {
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180 | OGRE_EXCEPT(
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181 | Exception::ERR_DUPLICATE_ITEM,
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182 | "A bone with the name " + name + " already exists",
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183 | "Skeleton::createBone" );
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184 | }
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185 | Bone* ret = new Bone(name, handle, this);
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186 | if (mBoneList.size() <= handle)
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187 | {
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188 | mBoneList.resize(handle+1);
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189 | }
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190 | mBoneList[handle] = ret;
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191 | mBoneListByName[name] = ret;
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192 | return ret;
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193 | }
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194 |
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195 |
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196 |
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197 | //---------------------------------------------------------------------
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198 | Bone* Skeleton::getRootBone(void) const
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199 | {
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200 | if (mRootBones.empty())
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201 | {
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202 | deriveRootBone();
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203 | }
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204 |
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205 | return mRootBones[0];
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206 | }
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207 | //---------------------------------------------------------------------
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208 | void Skeleton::setAnimationState(const AnimationStateSet& animSet)
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209 | {
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210 | /*
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211 | Algorithm:
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212 | 1. Reset all bone positions
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213 | 2. Iterate per AnimationState, if enabled get Animation and call Animation::apply
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214 | */
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215 |
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216 | // Reset bones
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217 | reset();
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218 |
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219 | // Per enabled animation state
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220 | ConstEnabledAnimationStateIterator stateIt =
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221 | animSet.getEnabledAnimationStateIterator();
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222 | while (stateIt.hasMoreElements())
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223 | {
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224 | const AnimationState* animState = stateIt.getNext();
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225 | const LinkedSkeletonAnimationSource* linked = 0;
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226 | Animation* anim = getAnimation(animState->getAnimationName(), &linked);
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227 | // tolerate state entries for animations we're not aware of
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228 | if (anim)
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229 | {
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230 | if (linked)
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231 | {
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232 | anim->apply(this, animState->getTimePosition(), animState->getWeight(),
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233 | mBlendState == ANIMBLEND_CUMULATIVE, linked->scale);
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234 | }
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235 | else
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236 | {
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237 | anim->apply(this, animState->getTimePosition(), animState->getWeight(),
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238 | mBlendState == ANIMBLEND_CUMULATIVE);
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239 | }
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240 | }
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241 | }
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242 |
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243 |
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244 | }
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245 | //---------------------------------------------------------------------
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246 | void Skeleton::setBindingPose(void)
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247 | {
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248 | // Update the derived transforms
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249 | _updateTransforms();
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250 |
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251 |
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252 | BoneList::iterator i;
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253 | for (i = mBoneList.begin(); i != mBoneList.end(); ++i)
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254 | {
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255 | (*i)->setBindingPose();
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256 | }
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257 | }
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258 | //---------------------------------------------------------------------
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259 | void Skeleton::reset(bool resetManualBones)
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260 | {
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261 | BoneList::iterator i;
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262 | for (i = mBoneList.begin(); i != mBoneList.end(); ++i)
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263 | {
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264 | if(!(*i)->isManuallyControlled() || resetManualBones)
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265 | (*i)->reset();
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266 | }
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267 | }
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268 | //---------------------------------------------------------------------
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269 | Animation* Skeleton::createAnimation(const String& name, Real length)
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270 | {
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271 | // Check name not used
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272 | if (mAnimationsList.find(name) != mAnimationsList.end())
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273 | {
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274 | OGRE_EXCEPT(
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275 | Exception::ERR_DUPLICATE_ITEM,
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276 | "An animation with the name " + name + " already exists",
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277 | "Skeleton::createAnimation");
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278 | }
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279 |
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280 | Animation* ret = new Animation(name, length);
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281 |
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282 | // Add to list
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283 | mAnimationsList[name] = ret;
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284 |
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285 | return ret;
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286 |
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287 | }
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288 | //---------------------------------------------------------------------
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289 | Animation* Skeleton::getAnimation(const String& name,
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290 | const LinkedSkeletonAnimationSource** linker) const
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291 | {
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292 | Animation* ret = _getAnimationImpl(name, linker);
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293 | if (!ret)
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294 | {
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295 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No animation entry found named " + name,
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296 | "Skeleton::getAnimation");
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297 | }
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298 |
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299 | return ret;
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300 | }
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301 | //---------------------------------------------------------------------
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302 | bool Skeleton::hasAnimation(const String& name)
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303 | {
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304 | return _getAnimationImpl(name) != 0;
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305 | }
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306 | //---------------------------------------------------------------------
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307 | Animation* Skeleton::_getAnimationImpl(const String& name,
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308 | const LinkedSkeletonAnimationSource** linker) const
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309 | {
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310 | Animation* ret = 0;
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311 | AnimationList::const_iterator i = mAnimationsList.find(name);
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312 |
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313 | if (i == mAnimationsList.end())
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314 | {
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315 | LinkedSkeletonAnimSourceList::const_iterator i;
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316 | for (i = mLinkedSkeletonAnimSourceList.begin();
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317 | i != mLinkedSkeletonAnimSourceList.end() && !ret; ++i)
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318 | {
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319 | if (!i->pSkeleton.isNull())
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320 | {
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321 | ret = i->pSkeleton->_getAnimationImpl(name);
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322 | if (ret && linker)
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323 | {
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324 | *linker = &(*i);
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325 | }
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326 |
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327 | }
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328 | }
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329 |
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330 | }
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331 | else
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332 | {
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333 | if (linker)
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334 | *linker = 0;
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335 | ret = i->second;
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336 | }
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337 |
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338 | return ret;
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339 |
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340 | }
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341 | //---------------------------------------------------------------------
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342 | void Skeleton::removeAnimation(const String& name)
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343 | {
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344 | AnimationList::iterator i = mAnimationsList.find(name);
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345 |
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346 | if (i == mAnimationsList.end())
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347 | {
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348 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "No animation entry found named " + name,
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349 | "Skeleton::getAnimation");
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350 | }
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351 |
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352 | delete i->second;
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353 |
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354 | mAnimationsList.erase(i);
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355 |
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356 | }
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357 | //-----------------------------------------------------------------------
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358 | void Skeleton::_initAnimationState(AnimationStateSet* animSet)
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359 | {
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360 | animSet->removeAllAnimationStates();
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361 |
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362 | AnimationList::iterator i;
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363 | for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i)
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364 | {
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365 | Animation* anim = i->second;
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366 | // Create animation at time index 0, default params mean this has weight 1 and is disabled
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367 | String animName = anim->getName();
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368 | animSet->createAnimationState(animName, 0.0, anim->getLength());
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369 | }
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370 |
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371 | // Also iterate over linked animation
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372 | LinkedSkeletonAnimSourceList::iterator li;
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373 | for (li = mLinkedSkeletonAnimSourceList.begin();
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374 | li != mLinkedSkeletonAnimSourceList.end(); ++li)
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375 | {
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376 | if (!li->pSkeleton.isNull())
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377 | {
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378 | li->pSkeleton->_refreshAnimationState(animSet);
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379 | }
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380 | }
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381 |
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382 | }
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383 | //-----------------------------------------------------------------------
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384 | void Skeleton::_refreshAnimationState(AnimationStateSet* animSet)
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385 | {
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386 | // Merge in any new animations
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387 | AnimationList::iterator i;
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388 | for (i = mAnimationsList.begin(); i != mAnimationsList.end(); ++i)
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389 | {
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390 | Animation* anim = i->second;
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391 | // Create animation at time index 0, default params mean this has weight 1 and is disabled
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392 | String animName = anim->getName();
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393 | if (!animSet->hasAnimationState(animName))
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394 | {
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395 | animSet->createAnimationState(animName, 0.0, anim->getLength());
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396 | }
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397 | }
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398 | // Also iterate over linked animation
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399 | LinkedSkeletonAnimSourceList::iterator li;
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400 | for (li = mLinkedSkeletonAnimSourceList.begin();
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401 | li != mLinkedSkeletonAnimSourceList.end(); ++li)
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402 | {
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403 | if (!li->pSkeleton.isNull())
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404 | {
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405 | li->pSkeleton->_refreshAnimationState(animSet);
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406 | }
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407 | }
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408 | }
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409 | //-----------------------------------------------------------------------
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410 | void Skeleton::_notifyManualBonesDirty(void)
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411 | {
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412 | mManualBonesDirty = true;
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413 | }
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414 | //-----------------------------------------------------------------------
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415 | void Skeleton::_notifyManualBoneStateChange(Bone* bone)
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416 | {
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417 | if (bone->isManuallyControlled())
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418 | mManualBones.insert(bone);
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419 | else
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420 | mManualBones.erase(bone);
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421 | }
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422 | //-----------------------------------------------------------------------
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423 | unsigned short Skeleton::getNumBones(void) const
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424 | {
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425 | return (unsigned short)mBoneList.size();
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426 | }
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427 | //-----------------------------------------------------------------------
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428 | void Skeleton::_getBoneMatrices(Matrix4* pMatrices)
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429 | {
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430 | // Update derived transforms
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431 | _updateTransforms();
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432 |
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433 | /*
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434 | Calculating the bone matrices
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435 | -----------------------------
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436 | Now that we have the derived orientations & positions in the Bone nodes, we have
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437 | to compute the Matrix4 to apply to the vertices of a mesh.
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438 | Because any modification of a vertex has to be relative to the bone, we must first
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439 | reverse transform by the Bone's original derived position/orientation, then transform
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440 | by the new derived position / orientation.
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441 | */
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442 |
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443 | BoneList::iterator i, boneend;
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444 | boneend = mBoneList.end();
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445 |
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446 |
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447 | for(i = mBoneList.begin();i != boneend; ++i)
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448 | {
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449 | Bone* pBone = *i;
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450 | *pMatrices = pBone->_getFullTransform() * pBone->_getBindingPoseInverseTransform();
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451 | pMatrices++;
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452 | }
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453 |
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454 | }
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455 | //---------------------------------------------------------------------
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456 | unsigned short Skeleton::getNumAnimations(void) const
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457 | {
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458 | return (unsigned short)mAnimationsList.size();
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459 | }
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460 | //---------------------------------------------------------------------
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461 | Animation* Skeleton::getAnimation(unsigned short index) const
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462 | {
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463 | // If you hit this assert, then the index is out of bounds.
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464 | assert( index < mAnimationsList.size() );
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465 |
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466 | AnimationList::const_iterator i = mAnimationsList.begin();
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467 |
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468 | std::advance(i, index);
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469 |
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470 | return i->second;
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471 | }
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472 | //---------------------------------------------------------------------
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473 | Bone* Skeleton::getBone(unsigned short handle) const
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474 | {
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475 | assert(handle < mBoneList.size() && "Index out of bounds");
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476 | return mBoneList[handle];
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477 | }
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478 | //---------------------------------------------------------------------
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479 | Bone* Skeleton::getBone(const String& name) const
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480 | {
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481 | BoneListByName::const_iterator i = mBoneListByName.find(name);
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482 |
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483 | if (i == mBoneListByName.end())
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484 | {
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485 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Bone named '" + name + "' not found.",
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486 | "Skeleton::getBone");
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487 | }
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488 |
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489 | return i->second;
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490 |
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491 | }
|
---|
492 | //---------------------------------------------------------------------
|
---|
493 | void Skeleton::deriveRootBone(void) const
|
---|
494 | {
|
---|
495 | // Start at the first bone and work up
|
---|
496 | if (mBoneList.empty())
|
---|
497 | {
|
---|
498 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Cannot derive root bone as this "
|
---|
499 | "skeleton has no bones!", "Skeleton::deriveRootBone");
|
---|
500 | }
|
---|
501 |
|
---|
502 | mRootBones.clear();
|
---|
503 |
|
---|
504 | Bone* currentBone;
|
---|
505 | BoneList::const_iterator i;
|
---|
506 | BoneList::const_iterator iend = mBoneList.end();
|
---|
507 | for (i = mBoneList.begin(); i != iend; ++i)
|
---|
508 | {
|
---|
509 | currentBone = *i;
|
---|
510 | if (currentBone->getParent() == 0)
|
---|
511 | {
|
---|
512 | // This is a root
|
---|
513 | mRootBones.push_back(currentBone);
|
---|
514 | }
|
---|
515 | }
|
---|
516 | }
|
---|
517 | //---------------------------------------------------------------------
|
---|
518 | void Skeleton::_dumpContents(const String& filename)
|
---|
519 | {
|
---|
520 | std::ofstream of;
|
---|
521 |
|
---|
522 | Quaternion q;
|
---|
523 | Radian angle;
|
---|
524 | Vector3 axis;
|
---|
525 | of.open(filename.c_str());
|
---|
526 |
|
---|
527 | of << "-= Debug output of skeleton " << mName << " =-" << std::endl << std::endl;
|
---|
528 | of << "== Bones ==" << std::endl;
|
---|
529 | of << "Number of bones: " << (unsigned int)mBoneList.size() << std::endl;
|
---|
530 |
|
---|
531 | BoneList::iterator bi;
|
---|
532 | for (bi = mBoneList.begin(); bi != mBoneList.end(); ++bi)
|
---|
533 | {
|
---|
534 | Bone* bone = *bi;
|
---|
535 |
|
---|
536 | of << "-- Bone " << bone->getHandle() << " --" << std::endl;
|
---|
537 | of << "Position: " << bone->getPosition();
|
---|
538 | q = bone->getOrientation();
|
---|
539 | of << "Rotation: " << q;
|
---|
540 | q.ToAngleAxis(angle, axis);
|
---|
541 | of << " = " << angle.valueRadians() << " radians around axis " << axis << std::endl << std::endl;
|
---|
542 | }
|
---|
543 |
|
---|
544 | of << "== Animations ==" << std::endl;
|
---|
545 | of << "Number of animations: " << (unsigned int)mAnimationsList.size() << std::endl;
|
---|
546 |
|
---|
547 | AnimationList::iterator ai;
|
---|
548 | for (ai = mAnimationsList.begin(); ai != mAnimationsList.end(); ++ai)
|
---|
549 | {
|
---|
550 | Animation* anim = ai->second;
|
---|
551 |
|
---|
552 | of << "-- Animation '" << anim->getName() << "' (length " << anim->getLength() << ") --" << std::endl;
|
---|
553 | of << "Number of tracks: " << anim->getNumNodeTracks() << std::endl;
|
---|
554 |
|
---|
555 | int ti;
|
---|
556 | for (ti = 0; ti < anim->getNumNodeTracks(); ++ti)
|
---|
557 | {
|
---|
558 | NodeAnimationTrack* track = anim->getNodeTrack(ti);
|
---|
559 | of << " -- AnimationTrack " << ti << " --" << std::endl;
|
---|
560 | of << " Affects bone: " << ((Bone*)track->getAssociatedNode())->getHandle() << std::endl;
|
---|
561 | of << " Number of keyframes: " << track->getNumKeyFrames() << std::endl;
|
---|
562 |
|
---|
563 | int ki;
|
---|
564 |
|
---|
565 | for (ki = 0; ki < track->getNumKeyFrames(); ++ki)
|
---|
566 | {
|
---|
567 | TransformKeyFrame* key = track->getNodeKeyFrame(ki);
|
---|
568 | of << " -- KeyFrame " << ki << " --" << std::endl;
|
---|
569 | of << " Time index: " << key->getTime();
|
---|
570 | of << " Translation: " << key->getTranslate() << std::endl;
|
---|
571 | q = key->getRotation();
|
---|
572 | of << " Rotation: " << q;
|
---|
573 | q.ToAngleAxis(angle, axis);
|
---|
574 | of << " = " << angle.valueRadians() << " radians around axis " << axis << std::endl;
|
---|
575 | }
|
---|
576 |
|
---|
577 | }
|
---|
578 |
|
---|
579 |
|
---|
580 |
|
---|
581 | }
|
---|
582 |
|
---|
583 | }
|
---|
584 | //---------------------------------------------------------------------
|
---|
585 | SkeletonAnimationBlendMode Skeleton::getBlendMode() const
|
---|
586 | {
|
---|
587 | return mBlendState;
|
---|
588 | }
|
---|
589 | //---------------------------------------------------------------------
|
---|
590 | void Skeleton::setBlendMode(SkeletonAnimationBlendMode state)
|
---|
591 | {
|
---|
592 | mBlendState = state;
|
---|
593 | }
|
---|
594 | //---------------------------------------------------------------------
|
---|
595 | Skeleton::BoneIterator Skeleton::getRootBoneIterator(void)
|
---|
596 | {
|
---|
597 | if (mRootBones.empty())
|
---|
598 | {
|
---|
599 | deriveRootBone();
|
---|
600 | }
|
---|
601 | return BoneIterator(mRootBones.begin(), mRootBones.end());
|
---|
602 | }
|
---|
603 | //---------------------------------------------------------------------
|
---|
604 | Skeleton::BoneIterator Skeleton::getBoneIterator(void)
|
---|
605 | {
|
---|
606 | return BoneIterator(mBoneList.begin(), mBoneList.end());
|
---|
607 | }
|
---|
608 | //---------------------------------------------------------------------
|
---|
609 | void Skeleton::_updateTransforms(void)
|
---|
610 | {
|
---|
611 | BoneList::iterator i, iend;
|
---|
612 | iend = mRootBones.end();
|
---|
613 | for (i = mRootBones.begin(); i != iend; ++i)
|
---|
614 | {
|
---|
615 | (*i)->_update(true, false);
|
---|
616 | }
|
---|
617 | mManualBonesDirty = false;
|
---|
618 | }
|
---|
619 | //---------------------------------------------------------------------
|
---|
620 | void Skeleton::optimiseAllAnimations(void)
|
---|
621 | {
|
---|
622 | AnimationList::iterator ai;
|
---|
623 | for (ai = mAnimationsList.begin(); ai != mAnimationsList.end(); ++ai)
|
---|
624 | {
|
---|
625 | ai->second->optimise();
|
---|
626 | }
|
---|
627 | }
|
---|
628 | //---------------------------------------------------------------------
|
---|
629 | void Skeleton::addLinkedSkeletonAnimationSource(const String& skelName,
|
---|
630 | Real scale)
|
---|
631 | {
|
---|
632 | // Check not already linked
|
---|
633 | LinkedSkeletonAnimSourceList::iterator i;
|
---|
634 | for (i = mLinkedSkeletonAnimSourceList.begin();
|
---|
635 | i != mLinkedSkeletonAnimSourceList.end(); ++i)
|
---|
636 | {
|
---|
637 | if (skelName == i->skeletonName)
|
---|
638 | return; // don't bother
|
---|
639 | }
|
---|
640 |
|
---|
641 | if (mIsLoaded)
|
---|
642 | {
|
---|
643 | // Load immediately
|
---|
644 | SkeletonPtr skelPtr =
|
---|
645 | SkeletonManager::getSingleton().load(skelName, mGroup);
|
---|
646 | mLinkedSkeletonAnimSourceList.push_back(
|
---|
647 | LinkedSkeletonAnimationSource(skelName, scale, skelPtr));
|
---|
648 |
|
---|
649 | }
|
---|
650 | else
|
---|
651 | {
|
---|
652 | // Load later
|
---|
653 | mLinkedSkeletonAnimSourceList.push_back(
|
---|
654 | LinkedSkeletonAnimationSource(skelName, scale));
|
---|
655 | }
|
---|
656 |
|
---|
657 | }
|
---|
658 | //---------------------------------------------------------------------
|
---|
659 | void Skeleton::removeAllLinkedSkeletonAnimationSources(void)
|
---|
660 | {
|
---|
661 | mLinkedSkeletonAnimSourceList.clear();
|
---|
662 | }
|
---|
663 | //---------------------------------------------------------------------
|
---|
664 | Skeleton::LinkedSkeletonAnimSourceIterator
|
---|
665 | Skeleton::getLinkedSkeletonAnimationSourceIterator(void) const
|
---|
666 | {
|
---|
667 | return LinkedSkeletonAnimSourceIterator(
|
---|
668 | mLinkedSkeletonAnimSourceList.begin(),
|
---|
669 | mLinkedSkeletonAnimSourceList.end());
|
---|
670 | }
|
---|
671 | //---------------------------------------------------------------------
|
---|
672 |
|
---|
673 | }
|
---|
674 |
|
---|