mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-18 05:11:42 +00:00
286 lines
8.4 KiB
C++
286 lines
8.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// 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/>.
|
|
|
|
//
|
|
// Includes
|
|
//
|
|
|
|
#include <nel/misc/types_nl.h>
|
|
|
|
#include <list>
|
|
|
|
#include <nel/misc/event_listener.h>
|
|
#include <nel/misc/command.h>
|
|
#include <nel/misc/log.h>
|
|
#include <nel/misc/displayer.h>
|
|
#include <nel/misc/aabbox.h>
|
|
|
|
#include <nel/3d/u_driver.h>
|
|
#include <nel/3d/u_scene.h>
|
|
#include <nel/3d/u_skeleton.h>
|
|
#include <nel/3d/u_play_list.h>
|
|
#include <nel/3d/u_animation_set.h>
|
|
#include <nel/3d/u_animation.h>
|
|
#include <nel/3d/u_play_list_manager.h>
|
|
#include <nel/3d/u_play_list.h>
|
|
#include <nel/3d/u_transform.h>
|
|
#include <nel/3d/u_instance.h>
|
|
#include <nel/3d/u_text_context.h>
|
|
|
|
#include "animation.h"
|
|
#include "entities.h"
|
|
#include "snowballs_client.h"
|
|
|
|
//
|
|
// Namespaces
|
|
//
|
|
|
|
using namespace std;
|
|
using namespace NLMISC;
|
|
using namespace NL3D;
|
|
|
|
namespace SBCLIENT {
|
|
|
|
//
|
|
// Constantes
|
|
//
|
|
|
|
// Amount of time for the transistion between 2 animations
|
|
CAnimationTime TransitionTime = 0.25f;
|
|
|
|
//
|
|
// Variables
|
|
//
|
|
|
|
UAnimationSet *AnimationSet = NULL;
|
|
UPlayListManager *PlayListManager = NULL;
|
|
|
|
struct Anim
|
|
{
|
|
const char *Name;
|
|
bool Loop;
|
|
uint Id;
|
|
UAnimation *Animation;
|
|
};
|
|
|
|
Anim AnimIdArray[][2] =
|
|
{
|
|
{ { "patterfeet.anim", false, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "marche.anim", true, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "idle.anim", true, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "log_on.anim", false, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "log_off.anim", false, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "lancelaboule.anim", false, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "prepaboule.anim", false, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "prepaboulecycle.anim", true, 0, NULL }, { "", false, 0, NULL } },
|
|
{ { "impact.anim", false, 0, NULL }, { "", false, 0, NULL } },
|
|
};
|
|
|
|
|
|
//
|
|
// Functions
|
|
//
|
|
|
|
void computeAnimation (CEntity &entity, EAnim anim)
|
|
{
|
|
// Get the current time
|
|
double currentTime = double (CTime::getLocalTime ())/1000.0f;
|
|
|
|
// nlinfo ("%d playing animation", anim);
|
|
// nlinfo ("%d playing animation %s ct%f st%f et%f", anim, AnimIdArray[anim][0].Name, currentTime, AnimIdArray[anim][0].Animation->getBeginTime (), AnimIdArray[anim][0].Animation->getEndTime ());
|
|
|
|
// Find the new slot for the full animation (0 or 1)
|
|
uint newSlot = entity.NextEmptySlot;
|
|
uint oldSlot = 1 - entity.NextEmptySlot;
|
|
entity.NextEmptySlot = 1 - entity.NextEmptySlot;
|
|
|
|
UPlayList::TWrapMode wrapMode = AnimIdArray[anim][0].Loop ? UPlayList::Repeat : UPlayList::Clamp;
|
|
|
|
entity.PlayList->setAnimation (newSlot, AnimIdArray[anim][0].Id);
|
|
entity.PlayList->setTimeOrigin (newSlot, currentTime);
|
|
entity.PlayList->setWeightSmoothness (newSlot, 1.0f);
|
|
entity.PlayList->setWrapMode (newSlot, wrapMode);
|
|
|
|
double OldStartTime, OldEndTime;
|
|
double NewStartTime, NewEndTime;
|
|
|
|
// Get the starting time of the old animation slot
|
|
entity.PlayList->getStartWeight (oldSlot, OldStartTime);
|
|
|
|
// Compute the time delta between start of the old animation and now
|
|
double dt = currentTime - OldStartTime;
|
|
|
|
// Compute the new transition value depending of the current time
|
|
|
|
if (dt > TransitionTime)
|
|
dt = TransitionTime;
|
|
|
|
OldStartTime = currentTime - (TransitionTime - dt);
|
|
OldEndTime = currentTime + dt;
|
|
|
|
NewStartTime = currentTime;
|
|
NewEndTime = currentTime + dt;
|
|
|
|
// Set new weights on the old and the new animation slot
|
|
|
|
entity.PlayList->setStartWeight (oldSlot, 1.0f, OldStartTime);
|
|
entity.PlayList->setEndWeight (oldSlot, 0.0f, OldEndTime);
|
|
|
|
entity.PlayList->setStartWeight (newSlot, 0.0f, NewStartTime);
|
|
entity.PlayList->setEndWeight (newSlot, 1.0f, OldEndTime);
|
|
|
|
// Keep in mind what is the last animation id we set
|
|
entity.StartAnimationTime = (float)currentTime;
|
|
}
|
|
|
|
|
|
void playAnimation (CEntity &entity, EAnim anim, bool force)
|
|
{
|
|
nlassert (anim > -2 && anim < 20);
|
|
// nlinfo ("playAnimation() %d", anim);
|
|
|
|
// Get the current time
|
|
CAnimationTime currentTime = CAnimationTime(CTime::getLocalTime ())/1000.0f;
|
|
|
|
// Can't do animation without skeleton
|
|
if (entity.Skeleton.empty())
|
|
return;
|
|
|
|
// If the first time we play an animation, creates the animation class
|
|
if (entity.PlayList == NULL)
|
|
createAnimation (entity);
|
|
|
|
if (force || entity.AnimQueue.empty())
|
|
{
|
|
computeAnimation (entity, anim);
|
|
|
|
// clear the animation queue
|
|
//nlinfo ("clearing animation queue");
|
|
while (!entity.AnimQueue.empty())
|
|
entity.AnimQueue.pop ();
|
|
}
|
|
|
|
// nlinfo ("pushing animation %d", anim);
|
|
// nlinfo ("pushing animation %s", AnimIdArray[anim][0].Name);
|
|
entity.AnimQueue.push (anim);
|
|
}
|
|
|
|
void createAnimation (CEntity &entity)
|
|
{
|
|
nlassert (!entity.Instance.empty() && !entity.Skeleton.empty() && AnimationSet != NULL);
|
|
|
|
entity.PlayList = PlayListManager->createPlayList (AnimationSet);
|
|
entity.PlayList->registerTransform (entity.Instance);
|
|
entity.PlayList->registerTransform (entity.Skeleton);
|
|
}
|
|
|
|
void deleteAnimation (CEntity &entity)
|
|
{
|
|
if (entity.PlayList == NULL)
|
|
return;
|
|
|
|
PlayListManager->deletePlayList (entity.PlayList);
|
|
entity.PlayList= NULL;
|
|
}
|
|
|
|
|
|
void initAnimation()
|
|
{
|
|
AnimationSet = Driver->createAnimationSet ();
|
|
|
|
// Add all animations in the animation set
|
|
for (uint i = 0; i < sizeof (AnimIdArray) / sizeof (AnimIdArray[0]); i++)
|
|
{
|
|
if (AnimIdArray[i][0].Name[0] != '\0')
|
|
{
|
|
AnimIdArray[i][0].Id = AnimationSet->addAnimation (AnimIdArray[i][0].Name, AnimIdArray[i][0].Name);
|
|
AnimIdArray[i][0].Animation = AnimationSet->getAnimation (AnimIdArray[i][0].Id);
|
|
}
|
|
|
|
if (AnimIdArray[i][1].Name[0] != '\0')
|
|
{
|
|
AnimIdArray[i][1].Id = AnimationSet->addAnimation (AnimIdArray[i][1].Name, AnimIdArray[i][1].Name);
|
|
AnimIdArray[i][1].Animation = AnimationSet->getAnimation (AnimIdArray[i][1].Id);
|
|
}
|
|
}
|
|
AnimationSet->build ();
|
|
|
|
PlayListManager = Scene->createPlayListManager ();
|
|
}
|
|
|
|
void updateAnimation()
|
|
{
|
|
// Get the current time
|
|
CAnimationTime currentTime = CAnimationTime(CTime::getLocalTime ())/1000.0f;
|
|
|
|
for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
|
|
{
|
|
CEntity &entity = (*eit).second;
|
|
|
|
if (entity.AnimQueue.empty ())
|
|
{
|
|
// nlwarning ("empty queue update!!!");
|
|
continue;
|
|
}
|
|
|
|
EAnim currentAnim = entity.AnimQueue.front ();
|
|
if (!AnimIdArray[currentAnim][0].Loop && currentTime >= entity.StartAnimationTime + AnimIdArray[currentAnim][0].Animation->getEndTime () - TransitionTime/2)
|
|
{
|
|
// remove the current anim
|
|
entity.AnimQueue.pop ();
|
|
|
|
if (entity.AnimQueue.empty ())
|
|
{
|
|
// nlwarning ("empty queue!!!!!!");
|
|
continue;
|
|
}
|
|
|
|
EAnim newAnim = entity.AnimQueue.front ();
|
|
|
|
computeAnimation (entity, newAnim);
|
|
/*
|
|
nlinfo ("playing animation %s ct%f st%f et%f", AnimIdArray[newAnim][0].Name, currentTime, AnimIdArray[newAnim][0].Animation->getBeginTime (), AnimIdArray[newAnim][0].Animation->getEndTime ());
|
|
// setup the new anim
|
|
entity.PlayList->setAnimation (0, AnimIdArray[newAnim][0].Id);
|
|
entity.PlayList->setTimeOrigin (0, currentTime);
|
|
entity.PlayList->setStartWeight (0, 1.0f, currentTime);
|
|
entity.PlayList->setEndWeight (0, 1.0f, currentTime+TransitionTime);
|
|
entity.PlayList->setWeightSmoothness (0, 1.0f);
|
|
|
|
if (AnimIdArray[newAnim][0].Loop)
|
|
entity.PlayList->setWrapMode (0, UPlayList::Repeat);
|
|
else
|
|
entity.PlayList->setWrapMode (0, UPlayList::Clamp);
|
|
|
|
entity.StartAnimationTime = currentTime;
|
|
*/ }
|
|
}
|
|
|
|
// compute new animation position depending of the current time
|
|
PlayListManager->animate (double(CTime::getLocalTime ())/1000.0f);
|
|
}
|
|
|
|
void releaseAnimation()
|
|
{
|
|
Scene->deletePlayListManager (PlayListManager);
|
|
|
|
// The next line doesn t work (say that AnimationSet is not a valid AnimationSet Ptr) so we comment it.
|
|
// Scene->deleteAnimationSet (AnimationSet);
|
|
}
|
|
|
|
} /* namespace SBCLIENT */
|
|
|
|
/* end of file */
|