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openmw-tes3mp/apps/openmw/mwrender/animation.cpp
Chris Robinson 2362e920f3 Use an unconnected object list for animation sources
We'll want the controllers, as the plan is to use their keyframe controllers
to animate the actual skeleton used for the meshes.
2013-04-07 12:41:27 -07:00

490 lines
15 KiB
C++

#include "animation.hpp"
#include <OgreSkeletonManager.h>
#include <OgreSkeletonInstance.h>
#include <OgreEntity.h>
#include <OgreBone.h>
#include <OgreSubMesh.h>
#include <OgreSceneManager.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/character.hpp"
namespace MWRender
{
void Animation::destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectList &objects)
{
for(size_t i = 0;i < objects.mParticles.size();i++)
sceneMgr->destroyParticleSystem(objects.mParticles[i]);
for(size_t i = 0;i < objects.mEntities.size();i++)
sceneMgr->destroyEntity(objects.mEntities[i]);
objects.mControllers.clear();
objects.mCameras.clear();
objects.mParticles.clear();
objects.mEntities.clear();
objects.mSkelBase = NULL;
}
Animation::Animation(const MWWorld::Ptr &ptr)
: mPtr(ptr)
, mController(NULL)
, mInsert(NULL)
, mAccumRoot(NULL)
, mNonAccumRoot(NULL)
, mAccumulate(Ogre::Vector3::ZERO)
, mLastPosition(0.0f)
, mCurrentKeys(NULL)
, mCurrentAnim(NULL)
, mCurrentTime(0.0f)
, mStopTime(0.0f)
, mPlaying(false)
, mLooping(false)
, mAnimVelocity(0.0f)
, mAnimSpeedMult(1.0f)
{
}
Animation::~Animation()
{
if(mInsert)
{
Ogre::SceneManager *sceneMgr = mInsert->getCreator();
destroyObjectList(sceneMgr, mObjectList);
for(size_t i = 0;i < mAnimationSources.size();i++)
destroyObjectList(sceneMgr, mAnimationSources[i]);
mAnimationSources.clear();
}
}
void Animation::setAnimationSources(const std::vector<std::string> &names)
{
if(!mObjectList.mSkelBase)
return;
Ogre::SceneManager *sceneMgr = mInsert->getCreator();
mCurrentAnim = NULL;
mCurrentKeys = NULL;
mAnimVelocity = 0.0f;
mAccumRoot = NULL;
mNonAccumRoot = NULL;
mTextKeys.clear();
for(size_t i = 0;i < mAnimationSources.size();i++)
destroyObjectList(sceneMgr, mAnimationSources[i]);
mAnimationSources.clear();
std::vector<std::string>::const_iterator nameiter;
for(nameiter = names.begin();nameiter != names.end();nameiter++)
{
mAnimationSources.push_back(NifOgre::Loader::createObjectBase(sceneMgr, *nameiter));
if(!mAnimationSources.back().mSkelBase)
{
std::cerr<< "Failed to get skeleton source "<<*nameiter <<std::endl;
destroyObjectList(sceneMgr, mAnimationSources.back());
mAnimationSources.pop_back();
continue;
}
Ogre::Entity *ent = mAnimationSources.back().mSkelBase;
Ogre::SkeletonPtr skel = Ogre::SkeletonManager::getSingleton().getByName(ent->getSkeleton()->getName());
Ogre::Skeleton::BoneIterator boneiter = skel->getBoneIterator();
while(boneiter.hasMoreElements())
{
Ogre::Bone *bone = boneiter.getNext();
Ogre::UserObjectBindings &bindings = bone->getUserObjectBindings();
const Ogre::Any &data = bindings.getUserAny(NifOgre::sTextKeyExtraDataID);
if(data.isEmpty() || !Ogre::any_cast<bool>(data))
continue;
if(!mNonAccumRoot)
{
mAccumRoot = mInsert;
mNonAccumRoot = mObjectList.mSkelBase->getSkeleton()->getBone(bone->getName());
}
for(int i = 0;i < skel->getNumAnimations();i++)
{
Ogre::Animation *anim = skel->getAnimation(i);
const Ogre::Any &groupdata = bindings.getUserAny(std::string(NifOgre::sTextKeyExtraDataID)+
"@"+anim->getName());
if(!groupdata.isEmpty())
mTextKeys[anim->getName()] = Ogre::any_cast<NifOgre::TextKeyMap>(groupdata);
}
break;
}
}
}
void Animation::createObjectList(Ogre::SceneNode *node, const std::string &model)
{
mInsert = node->createChildSceneNode();
assert(mInsert);
mObjectList = NifOgre::Loader::createObjects(mInsert, model);
if(mObjectList.mSkelBase)
{
Ogre::AnimationStateSet *aset = mObjectList.mSkelBase->getAllAnimationStates();
Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
while(asiter.hasMoreElements())
{
Ogre::AnimationState *state = asiter.getNext();
state->setEnabled(false);
state->setLoop(false);
}
// Set the bones as manually controlled since we're applying the
// transformations manually (needed if we want to apply an animation
// from one skeleton onto another).
Ogre::SkeletonInstance *skelinst = mObjectList.mSkelBase->getSkeleton();
Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
while(boneiter.hasMoreElements())
boneiter.getNext()->setManuallyControlled(true);
}
Ogre::SharedPtr<Ogre::ControllerValue<Ogre::Real> > ctrlval(OGRE_NEW AnimationValue(this));
for(size_t i = 0;i < mObjectList.mControllers.size();i++)
{
if(mObjectList.mControllers[i].getSource().isNull())
mObjectList.mControllers[i].setSource(ctrlval);
}
}
bool Animation::hasAnimation(const std::string &anim)
{
for(std::vector<NifOgre::ObjectList>::const_iterator iter(mAnimationSources.begin());iter != mAnimationSources.end();iter++)
{
if(iter->mSkelBase->hasAnimationState(anim))
return true;
}
return false;
}
void Animation::setController(MWMechanics::CharacterController *controller)
{
mController = controller;
}
void Animation::setAccumulation(const Ogre::Vector3 &accum)
{
mAccumulate = accum;
}
void Animation::setSpeed(float speed)
{
mAnimSpeedMult = 1.0f;
if(mAnimVelocity > 1.0f && speed > 0.0f)
mAnimSpeedMult = speed / mAnimVelocity;
}
void Animation::setLooping(bool loop)
{
mLooping = loop;
}
void Animation::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
void Animation::calcAnimVelocity()
{
const Ogre::NodeAnimationTrack *track = 0;
Ogre::Animation::NodeTrackIterator trackiter = mCurrentAnim->getNodeTrackIterator();
while(!track && trackiter.hasMoreElements())
{
const Ogre::NodeAnimationTrack *cur = trackiter.getNext();
if(cur->getAssociatedNode()->getName() == mNonAccumRoot->getName())
track = cur;
}
if(track && track->getNumKeyFrames() > 1)
{
float loopstarttime = 0.0f;
float loopstoptime = mCurrentAnim->getLength();
NifOgre::TextKeyMap::const_iterator keyiter = mCurrentKeys->begin();
while(keyiter != mCurrentKeys->end())
{
if(keyiter->second == "loop start")
loopstarttime = keyiter->first;
else if(keyiter->second == "loop stop")
{
loopstoptime = keyiter->first;
break;
}
keyiter++;
}
if(loopstoptime > loopstarttime)
{
Ogre::TransformKeyFrame startkf(0, loopstarttime);
Ogre::TransformKeyFrame endkf(0, loopstoptime);
track->getInterpolatedKeyFrame(mCurrentAnim->_getTimeIndex(loopstarttime), &startkf);
track->getInterpolatedKeyFrame(mCurrentAnim->_getTimeIndex(loopstoptime), &endkf);
mAnimVelocity = startkf.getTranslate().distance(endkf.getTranslate()) /
(loopstoptime-loopstarttime);
}
}
}
void Animation::applyAnimation(const Ogre::Animation *anim, float time, Ogre::SkeletonInstance *skel)
{
Ogre::TimeIndex timeindex = anim->_getTimeIndex(time);
Ogre::Animation::NodeTrackIterator tracks = anim->getNodeTrackIterator();
while(tracks.hasMoreElements())
{
Ogre::NodeAnimationTrack *track = tracks.getNext();
const Ogre::String &targetname = track->getAssociatedNode()->getName();
if(!skel->hasBone(targetname))
continue;
Ogre::Bone *bone = skel->getBone(targetname);
bone->setOrientation(Ogre::Quaternion::IDENTITY);
bone->setPosition(Ogre::Vector3::ZERO);
bone->setScale(Ogre::Vector3::UNIT_SCALE);
track->applyToNode(bone, timeindex);
}
// HACK: Dirty the animation state set so that Ogre will apply the
// transformations to entities this skeleton instance is shared with.
mObjectList.mSkelBase->getAllAnimationStates()->_notifyDirty();
}
static void updateBoneTree(const Ogre::SkeletonInstance *skelsrc, Ogre::Bone *bone)
{
if(skelsrc->hasBone(bone->getName()))
{
Ogre::Bone *srcbone = skelsrc->getBone(bone->getName());
if(!srcbone->getParent() || !bone->getParent())
{
bone->setOrientation(srcbone->getOrientation());
bone->setPosition(srcbone->getPosition());
bone->setScale(srcbone->getScale());
}
else
{
bone->_setDerivedOrientation(srcbone->_getDerivedOrientation());
bone->_setDerivedPosition(srcbone->_getDerivedPosition());
bone->setScale(Ogre::Vector3::UNIT_SCALE);
}
}
else
{
// No matching bone in the source. Make sure it stays properly offset
// from its parent.
bone->resetToInitialState();
}
Ogre::Node::ChildNodeIterator boneiter = bone->getChildIterator();
while(boneiter.hasMoreElements())
updateBoneTree(skelsrc, static_cast<Ogre::Bone*>(boneiter.getNext()));
}
void Animation::updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel)
{
Ogre::Skeleton::BoneIterator boneiter = skel->getRootBoneIterator();
while(boneiter.hasMoreElements())
updateBoneTree(skelsrc, boneiter.getNext());
}
Ogre::Vector3 Animation::updatePosition(float time)
{
if(mLooping)
mCurrentTime = std::fmod(std::max(time, 0.0f), mCurrentAnim->getLength());
else
mCurrentTime = std::min(mCurrentAnim->getLength(), std::max(time, 0.0f));
applyAnimation(mCurrentAnim, mCurrentTime, mObjectList.mSkelBase->getSkeleton());
Ogre::Vector3 posdiff = Ogre::Vector3::ZERO;
if(mNonAccumRoot)
{
/* Get the non-accumulation root's difference from the last update. */
posdiff = (mNonAccumRoot->getPosition() - mLastPosition) * mAccumulate;
/* Translate the accumulation root back to compensate for the move. */
mLastPosition += posdiff;
mAccumRoot->setPosition(-mLastPosition);
}
return posdiff;
}
void Animation::reset(const std::string &start, const std::string &stop)
{
mNextKey = mCurrentKeys->begin();
while(mNextKey != mCurrentKeys->end() && mNextKey->second != start)
mNextKey++;
if(mNextKey != mCurrentKeys->end())
mCurrentTime = mNextKey->first;
else
{
mNextKey = mCurrentKeys->begin();
while(mNextKey != mCurrentKeys->end() && mNextKey->second != "start")
mNextKey++;
if(mNextKey != mCurrentKeys->end())
mCurrentTime = mNextKey->first;
else
{
mNextKey = mCurrentKeys->begin();
mCurrentTime = 0.0f;
}
}
if(stop.length() > 0)
{
NifOgre::TextKeyMap::const_iterator stopKey = mNextKey;
while(stopKey != mCurrentKeys->end() && stopKey->second != stop)
stopKey++;
if(stopKey != mCurrentKeys->end())
mStopTime = stopKey->first;
else
mStopTime = mCurrentAnim->getLength();
}
if(mNonAccumRoot)
{
const Ogre::NodeAnimationTrack *track = 0;
Ogre::Animation::NodeTrackIterator trackiter = mCurrentAnim->getNodeTrackIterator();
while(!track && trackiter.hasMoreElements())
{
const Ogre::NodeAnimationTrack *cur = trackiter.getNext();
if(cur->getAssociatedNode()->getName() == mNonAccumRoot->getName())
track = cur;
}
if(track)
{
Ogre::TransformKeyFrame kf(0, mCurrentTime);
track->getInterpolatedKeyFrame(mCurrentAnim->_getTimeIndex(mCurrentTime), &kf);
mLastPosition = kf.getTranslate() * mAccumulate;
}
}
}
bool Animation::handleEvent(float time, const std::string &evt)
{
if(evt == "start" || evt == "loop start")
{
/* Do nothing */
return true;
}
if(evt.compare(0, 7, "sound: ") == 0)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
return true;
}
if(evt.compare(0, 10, "soundgen: ") == 0)
{
// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
// to this actor type
return true;
}
if(evt == "loop stop")
{
if(mLooping)
{
reset("loop start", "");
if(mCurrentTime >= time)
return false;
}
return true;
}
if(evt == "stop")
{
if(mLooping)
{
reset("loop start", "");
if(mCurrentTime >= time)
return false;
return true;
}
// fall-through
}
if(mController)
mController->markerEvent(time, evt);
return true;
}
void Animation::play(const std::string &groupname, const std::string &start, const std::string &stop, bool loop)
{
try {
bool found = false;
/* Look in reverse; last-inserted source has priority. */
for(std::vector<NifOgre::ObjectList>::const_reverse_iterator iter(mAnimationSources.rbegin());iter != mAnimationSources.rend();iter++)
{
if(iter->mSkelBase->hasAnimationState(groupname))
{
mCurrentAnim = iter->mSkelBase->getSkeleton()->getAnimation(groupname);
mCurrentKeys = &mTextKeys[groupname];
mAnimVelocity = 0.0f;
if(mNonAccumRoot)
calcAnimVelocity();
found = true;
break;
}
}
if(!found)
throw std::runtime_error("Failed to find animation "+groupname);
reset(start, stop);
setLooping(loop);
mPlaying = true;
}
catch(std::exception &e) {
std::cerr<< e.what() <<std::endl;
}
}
Ogre::Vector3 Animation::runAnimation(float timepassed)
{
Ogre::Vector3 movement = Ogre::Vector3::ZERO;
timepassed *= mAnimSpeedMult;
while(mCurrentAnim && mPlaying)
{
float targetTime = std::min(mStopTime, mCurrentTime+timepassed);
if(mNextKey == mCurrentKeys->end() || mNextKey->first > targetTime)
{
movement += updatePosition(targetTime);
mPlaying = (mLooping || mStopTime > targetTime);
break;
}
float time = mNextKey->first;
const std::string &evt = mNextKey->second;
mNextKey++;
movement += updatePosition(time);
mPlaying = (mLooping || mStopTime > time);
timepassed = targetTime - time;
if(!handleEvent(time, evt))
break;
}
for(size_t i = 0;i < mObjectList.mControllers.size();i++)
mObjectList.mControllers[i].update();
return movement;
}
}