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openmw/components/sceneutil/osgacontroller.cpp

196 lines
6.9 KiB
C++

#include <components/sceneutil/osgacontroller.hpp>
#include <osg/MatrixTransform>
#include <osg/Node>
#include <osg/NodeVisitor>
#include <osg/ref_ptr>
#include <osgAnimation/Animation>
#include <osgAnimation/Channel>
#include <osgAnimation/Sampler>
#include <osgAnimation/UpdateMatrixTransform>
#include <components/misc/strings/algorithm.hpp>
#include <components/misc/strings/lower.hpp>
#include <components/resource/animation.hpp>
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/keyframe.hpp>
namespace SceneUtil
{
LinkVisitor::LinkVisitor()
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
{
mAnimation = nullptr;
}
void LinkVisitor::link(osgAnimation::UpdateMatrixTransform* umt)
{
// If osgAnimation had underscores, we should update the umt name also
// otherwise the animation channel and updates wont be applied
umt->setName(Misc::StringUtils::underscoresToSpaces(umt->getName()));
const osgAnimation::ChannelList& channels = mAnimation->getChannels();
for (const auto& channel : channels)
{
const std::string& channelName = channel->getName();
const std::string& channelTargetName = channel->getTargetName();
if (channelTargetName != umt->getName())
continue;
// check if we can link a StackedTransformElement to the current Channel
for (const auto& stackedTransform : umt->getStackedTransforms())
{
osgAnimation::StackedTransformElement* element = stackedTransform.get();
if (element && !element->getName().empty() && channelName == element->getName())
{
osgAnimation::Target* target = element->getOrCreateTarget();
if (target)
{
channel->setTarget(target);
}
}
}
}
}
void LinkVisitor::setAnimation(Resource::Animation* animation)
{
mAnimation = animation;
}
void LinkVisitor::apply(osg::Node& node)
{
osg::Callback* cb = node.getUpdateCallback();
while (cb)
{
osgAnimation::UpdateMatrixTransform* umt = dynamic_cast<osgAnimation::UpdateMatrixTransform*>(cb);
if (umt)
if (Misc::StringUtils::lowerCase(node.getName()) != "bip01")
link(umt);
cb = cb->getNestedCallback();
}
if (node.getNumChildrenRequiringUpdateTraversal())
traverse(node);
}
OsgAnimationController::OsgAnimationController(const OsgAnimationController& copy, const osg::CopyOp& copyop)
: osg::Object(copy, copyop)
, SceneUtil::KeyframeController(copy)
, SceneUtil::NodeCallback<OsgAnimationController>(copy, copyop)
, mEmulatedAnimations(copy.mEmulatedAnimations)
{
mLinker = nullptr;
for (const auto& mergedAnimationTrack : copy.mMergedAnimationTracks)
{
Resource::Animation* copiedAnimationTrack
= static_cast<Resource::Animation*>(mergedAnimationTrack.get()->clone(copyop));
mMergedAnimationTracks.emplace_back(copiedAnimationTrack);
}
}
osg::Matrixf OsgAnimationController::getTransformForNode(float time, const std::string_view name) const
{
std::string animationName;
float newTime = time;
// Find the correct animation based on time
for (const EmulatedAnimation& emulatedAnimation : mEmulatedAnimations)
{
if (time >= emulatedAnimation.mStartTime && time <= emulatedAnimation.mStopTime)
{
newTime = time - emulatedAnimation.mStartTime;
animationName = emulatedAnimation.mName;
break;
}
}
// Find the bone's transform track in animation
for (const auto& mergedAnimationTrack : mMergedAnimationTracks)
{
if (mergedAnimationTrack->getName() != animationName)
continue;
const osgAnimation::ChannelList& channels = mergedAnimationTrack->getChannels();
for (const auto& channel : channels)
{
if (!Misc::StringUtils::ciEqual(name, channel->getTargetName()) || channel->getName() != "transform")
continue;
if (osgAnimation::MatrixLinearSampler* templateSampler
= dynamic_cast<osgAnimation::MatrixLinearSampler*>(channel->getSampler()))
{
osg::Matrixf matrix;
templateSampler->getValueAt(newTime, matrix);
return matrix;
}
}
}
return osg::Matrixf::identity();
}
osg::Vec3f OsgAnimationController::getTranslation(float time) const
{
return getTransformForNode(time, "bip01").getTrans();
}
void OsgAnimationController::update(float time, const std::string& animationName)
{
for (const auto& mergedAnimationTrack : mMergedAnimationTracks)
{
if (mergedAnimationTrack->getName() == animationName)
mergedAnimationTrack->update(time);
}
}
void OsgAnimationController::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (hasInput())
{
if (mNeedToLink)
{
for (const auto& mergedAnimationTrack : mMergedAnimationTracks)
{
if (!mLinker.valid())
mLinker = new LinkVisitor();
mLinker->setAnimation(mergedAnimationTrack);
node->accept(*mLinker);
}
mNeedToLink = false;
}
float time = getInputValue(nv);
for (const EmulatedAnimation& emulatedAnimation : mEmulatedAnimations)
{
if (time > emulatedAnimation.mStartTime && time < emulatedAnimation.mStopTime)
{
update(time - emulatedAnimation.mStartTime, emulatedAnimation.mName);
}
}
// Reset the transform of this node to whats in the animation
// we force this here because downstream some code relies on the bone having a non-modified transform
// as this is how the NIF controller behaves. RotationController is a good example of this.
// Without this here, it causes osgAnimation skeletons to spin wildly
static_cast<osg::MatrixTransform*>(node)->setMatrix(getTransformForNode(time, node->getName()));
}
traverse(node, nv);
}
void OsgAnimationController::setEmulatedAnimations(const std::vector<EmulatedAnimation>& emulatedAnimations)
{
mEmulatedAnimations = emulatedAnimations;
}
void OsgAnimationController::addMergedAnimationTrack(osg::ref_ptr<Resource::Animation> animationTrack)
{
mMergedAnimationTracks.emplace_back(animationTrack);
}
}