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Load the animation tracks into Ogre
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@ -180,6 +180,15 @@ void buildBones(Ogre::Skeleton *skel, const Nif::Node *node, std::vector<Nif::Ni
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}
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/* Comparitor to help sort Key<> vectors */
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template<class T>
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struct KeyTimeSort
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{
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bool operator()(const Nif::KeyT<T> &lhs, const Nif::KeyT<T> &rhs) const
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{ return lhs.mTime < rhs.mTime; }
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};
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typedef std::map<std::string,NIFSkeletonLoader,ciLessBoost> LoaderMap;
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static LoaderMap sLoaders;
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@ -216,6 +225,94 @@ void loadResource(Ogre::Resource *resource)
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Ogre::StringConverter::toString(ctrls.size())+" controllers)");
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return;
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}
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Ogre::Animation *anim = skel->createAnimation("default", maxtime);
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/* HACK: Pre-create the node tracks by matching the track IDs with the
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* bone IDs. Otherwise, Ogre animates the wrong bones. */
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size_t bonecount = skel->getNumBones();
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for(size_t i = 0;i < bonecount;i++)
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anim->createNodeTrack(i, skel->getBone(i));
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for(size_t i = 0;i < ctrls.size();i++)
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{
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Nif::NiKeyframeController *kfc = ctrls[i];
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Nif::NiKeyframeData *kf = kfc->data.getPtr();
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/* Get the keyframes and make sure they're sorted first to last */
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QuaternionKeyList quatkeys = kf->mRotations;
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Vector3KeyList trankeys = kf->mTranslations;
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FloatKeyList scalekeys = kf->mScales;
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std::sort(quatkeys.mKeys.begin(), quatkeys.mKeys.end(), KeyTimeSort<Ogre::Quaternion>());
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std::sort(trankeys.mKeys.begin(), trankeys.mKeys.end(), KeyTimeSort<Ogre::Vector3>());
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std::sort(scalekeys.mKeys.begin(), scalekeys.mKeys.end(), KeyTimeSort<float>());
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QuaternionKeyList::VecType::const_iterator quatiter = quatkeys.mKeys.begin();
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Vector3KeyList::VecType::const_iterator traniter = trankeys.mKeys.begin();
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FloatKeyList::VecType::const_iterator scaleiter = scalekeys.mKeys.begin();
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Ogre::Bone *bone = skel->getBone(targets[i]);
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const Ogre::Quaternion startquat = bone->getInitialOrientation();
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const Ogre::Vector3 starttrans = bone->getInitialPosition();
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const Ogre::Vector3 startscale = bone->getInitialScale();
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Ogre::NodeAnimationTrack *nodetrack = anim->getNodeTrack(bone->getHandle());
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Ogre::Quaternion lastquat, curquat;
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Ogre::Vector3 lasttrans(0.0f), curtrans(0.0f);
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Ogre::Vector3 lastscale(1.0f), curscale(1.0f);
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if(quatiter != quatkeys.mKeys.end())
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lastquat = curquat = startquat.Inverse() * quatiter->mValue;
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if(traniter != trankeys.mKeys.end())
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lasttrans = curtrans = traniter->mValue - starttrans;
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if(scaleiter != scalekeys.mKeys.end())
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lastscale = curscale = Ogre::Vector3(scaleiter->mValue) / startscale;
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bool didlast = false;
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while(!didlast)
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{
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float curtime = kfc->timeStop;
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if(quatiter != quatkeys.mKeys.end())
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curtime = std::min(curtime, quatiter->mTime);
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if(traniter != trankeys.mKeys.end())
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curtime = std::min(curtime, traniter->mTime);
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if(scaleiter != scalekeys.mKeys.end())
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curtime = std::min(curtime, scaleiter->mTime);
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curtime = std::max(curtime, kfc->timeStart);
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if(curtime >= kfc->timeStop)
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{
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didlast = true;
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curtime = kfc->timeStop;
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}
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// Get the latest quaternion, translation, and scale for the
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// current time
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while(quatiter != quatkeys.mKeys.end() && curtime >= quatiter->mTime)
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{
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lastquat = curquat;
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curquat = startquat.Inverse() * quatiter->mValue;
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quatiter++;
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}
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while(traniter != trankeys.mKeys.end() && curtime >= traniter->mTime)
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{
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lasttrans = curtrans;
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curtrans = traniter->mValue - starttrans;
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traniter++;
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}
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while(scaleiter != scalekeys.mKeys.end() && curtime >= scaleiter->mTime)
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{
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lastscale = curscale;
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curscale = Ogre::Vector3(scaleiter->mValue) / startscale;
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scaleiter++;
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}
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Ogre::TransformKeyFrame *kframe;
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kframe = nodetrack->createNodeKeyFrame(curtime);
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// FIXME: These should be interpolated since they don't all fall on the same time
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kframe->setRotation(curquat);
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kframe->setTranslate(curtrans);
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kframe->setScale(curscale);
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}
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}
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anim->optimise();
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}
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bool createSkeleton(const std::string &name, const std::string &group, Nif::Node *node)
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