[3] | 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) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | You may use this sample code for anything you like, it is not covered by the |
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| 11 | LGPL like the rest of the engine. |
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| 12 | ----------------------------------------------------------------------------- |
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| 13 | */ |
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| 14 | /* |
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| 15 | ----------------------------------------------------------------------------- |
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| 16 | Filename: SkeletalAnimation.h |
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| 17 | Description: Specialisation of OGRE's framework application to show the |
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| 18 | skeletal animation feature, including spline animation. |
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| 19 | ----------------------------------------------------------------------------- |
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| 20 | */ |
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| 21 | |
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| 22 | |
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| 23 | #include "ExampleApplication.h" |
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| 24 | |
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| 25 | #define NUM_JAIQUAS 6 |
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| 26 | AnimationState* mAnimState[NUM_JAIQUAS]; |
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| 27 | Real mAnimationSpeed[NUM_JAIQUAS]; |
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| 28 | Vector3 mSneakStartOffset; |
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| 29 | Vector3 mSneakEndOffset; |
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| 30 | |
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| 31 | Quaternion mOrientations[NUM_JAIQUAS]; |
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| 32 | Vector3 mBasePositions[NUM_JAIQUAS]; |
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| 33 | SceneNode* mSceneNode[NUM_JAIQUAS]; |
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| 34 | Degree mAnimationRotation(-60); |
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| 35 | Real mAnimChop = 7.96666f; |
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| 36 | Real mAnimChopBlend = 0.3f; |
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| 37 | |
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| 38 | // Event handler to animate |
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| 39 | class SkeletalAnimationFrameListener : public ExampleFrameListener |
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| 40 | { |
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| 41 | protected: |
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| 42 | public: |
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| 43 | SkeletalAnimationFrameListener(RenderWindow* win, Camera* cam, const std::string &debugText) |
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| 44 | : ExampleFrameListener(win, cam) |
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| 45 | { |
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| 46 | mDebugText = debugText; |
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| 47 | } |
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| 48 | |
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| 49 | bool frameStarted(const FrameEvent& evt) |
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| 50 | { |
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| 51 | if( ExampleFrameListener::frameStarted(evt) == false ) |
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| 52 | return false; |
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| 53 | |
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| 54 | for (int i = 0; i < NUM_JAIQUAS; ++i) |
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| 55 | { |
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| 56 | Real inc = evt.timeSinceLastFrame * mAnimationSpeed[i]; |
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| 57 | if ((mAnimState[i]->getTimePosition() + inc) >= mAnimChop) |
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| 58 | { |
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| 59 | // Loop |
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| 60 | // Need to reposition the scene node origin since animation includes translation |
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| 61 | // Calculate as an offset to the end position, rotated by the |
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| 62 | // amount the animation turns the character |
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| 63 | Quaternion rot(mAnimationRotation, Vector3::UNIT_Y); |
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| 64 | Vector3 startoffset = mSceneNode[i]->getOrientation() * -mSneakStartOffset; |
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| 65 | Vector3 endoffset = mSneakEndOffset; |
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| 66 | Vector3 offset = rot * startoffset; |
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| 67 | Vector3 currEnd = mSceneNode[i]->getOrientation() * endoffset + mSceneNode[i]->getPosition(); |
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| 68 | mSceneNode[i]->setPosition(currEnd + offset); |
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| 69 | mSceneNode[i]->rotate(rot); |
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| 70 | |
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| 71 | mAnimState[i]->setTimePosition((mAnimState[i]->getTimePosition() + inc) - mAnimChop); |
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| 72 | } |
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| 73 | else |
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| 74 | { |
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| 75 | mAnimState[i]->addTime(inc); |
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| 76 | } |
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| 77 | } |
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| 78 | |
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| 79 | return true; |
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| 80 | } |
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| 81 | }; |
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| 82 | |
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| 83 | |
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| 84 | |
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| 85 | class SkeletalApplication : public ExampleApplication |
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| 86 | { |
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| 87 | public: |
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| 88 | SkeletalApplication() {} |
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| 89 | |
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| 90 | protected: |
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| 91 | std::string mDebugText; |
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| 92 | |
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| 93 | // Just override the mandatory create scene method |
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| 94 | void createScene(void) |
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| 95 | { |
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| 96 | mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE); |
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| 97 | mSceneMgr->setShadowTextureSize(512); |
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| 98 | mSceneMgr->setShadowColour(ColourValue(0.6, 0.6, 0.6)); |
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| 99 | |
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| 100 | // Setup animation default |
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| 101 | Animation::setDefaultInterpolationMode(Animation::IM_LINEAR); |
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| 102 | Animation::setDefaultRotationInterpolationMode(Animation::RIM_LINEAR); |
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| 103 | |
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| 104 | // Set ambient light |
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| 105 | mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); |
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| 106 | |
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| 107 | // The jaiqua sneak animation doesn't loop properly, so lets hack it so it does |
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| 108 | // We want to copy the initial keyframes of all bones, but alter the Spineroot |
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| 109 | // to give it an offset of where the animation ends |
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| 110 | SkeletonPtr skel = SkeletonManager::getSingleton().load("jaiqua.skeleton", |
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| 111 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
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| 112 | Animation* anim = skel->getAnimation("Sneak"); |
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| 113 | Animation::NodeTrackIterator trackIter = anim->getNodeTrackIterator(); |
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| 114 | while (trackIter.hasMoreElements()) |
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| 115 | { |
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| 116 | NodeAnimationTrack* track = trackIter.getNext(); |
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| 117 | |
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| 118 | TransformKeyFrame oldKf(0, 0); |
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| 119 | track->getInterpolatedKeyFrame(mAnimChop, &oldKf); |
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| 120 | |
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| 121 | // Drop all keyframes after the chop |
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| 122 | while (track->getKeyFrame(track->getNumKeyFrames()-1)->getTime() >= mAnimChop - mAnimChopBlend) |
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| 123 | track->removeKeyFrame(track->getNumKeyFrames()-1); |
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| 124 | |
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| 125 | TransformKeyFrame* newKf = track->createNodeKeyFrame(mAnimChop); |
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| 126 | TransformKeyFrame* startKf = track->getNodeKeyFrame(0); |
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| 127 | |
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| 128 | Bone* bone = skel->getBone(track->getHandle()); |
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| 129 | if (bone->getName() == "Spineroot") |
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| 130 | { |
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| 131 | mSneakStartOffset = startKf->getTranslate() + bone->getInitialPosition(); |
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| 132 | mSneakEndOffset = oldKf.getTranslate() + bone->getInitialPosition(); |
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| 133 | mSneakStartOffset.y = mSneakEndOffset.y; |
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| 134 | // Adjust spine root relative to new location |
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| 135 | newKf->setRotation(oldKf.getRotation()); |
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| 136 | newKf->setTranslate(oldKf.getTranslate()); |
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| 137 | newKf->setScale(oldKf.getScale()); |
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| 138 | |
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| 139 | |
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| 140 | } |
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| 141 | else |
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| 142 | { |
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| 143 | newKf->setRotation(startKf->getRotation()); |
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| 144 | newKf->setTranslate(startKf->getTranslate()); |
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| 145 | newKf->setScale(startKf->getScale()); |
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| 146 | } |
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| 147 | } |
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| 148 | |
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| 149 | |
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| 150 | |
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| 151 | |
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| 152 | Entity *ent; |
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| 153 | Real rotInc = Math::TWO_PI / (float)NUM_JAIQUAS; |
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| 154 | Real rot = 0.0f; |
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| 155 | for (int i = 0; i < NUM_JAIQUAS; ++i) |
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| 156 | { |
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| 157 | Quaternion q; |
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| 158 | q.FromAngleAxis(Radian(rot), Vector3::UNIT_Y); |
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| 159 | |
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| 160 | mOrientations[i] = q; |
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| 161 | mBasePositions[i] = q * Vector3(0,0,-20); |
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| 162 | |
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| 163 | ent = mSceneMgr->createEntity("jaiqua" + StringConverter::toString(i), "jaiqua.mesh"); |
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| 164 | // Add entity to the scene node |
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| 165 | mSceneNode[i] = mSceneMgr->getRootSceneNode()->createChildSceneNode(); |
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| 166 | mSceneNode[i]->attachObject(ent); |
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| 167 | mSceneNode[i]->rotate(q); |
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| 168 | mSceneNode[i]->translate(mBasePositions[i]); |
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| 169 | |
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| 170 | mAnimState[i] = ent->getAnimationState("Sneak"); |
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| 171 | mAnimState[i]->setEnabled(true); |
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| 172 | mAnimState[i]->setLoop(false); // manual loop since translation involved |
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| 173 | mAnimationSpeed[i] = Math::RangeRandom(0.5, 1.5); |
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| 174 | |
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| 175 | rot += rotInc; |
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| 176 | } |
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| 177 | |
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| 178 | |
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| 179 | |
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| 180 | // Give it a little ambience with lights |
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| 181 | Light* l; |
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| 182 | l = mSceneMgr->createLight("BlueLight"); |
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| 183 | l->setType(Light::LT_SPOTLIGHT); |
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| 184 | l->setPosition(-200,150,-100); |
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| 185 | Vector3 dir(-l->getPosition()); |
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| 186 | dir.normalise(); |
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| 187 | l->setDirection(dir); |
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| 188 | l->setDiffuseColour(0.5, 0.5, 1.0); |
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| 189 | |
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| 190 | l = mSceneMgr->createLight("GreenLight"); |
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| 191 | l->setType(Light::LT_SPOTLIGHT); |
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| 192 | l->setPosition(0,150,-100); |
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| 193 | dir = -l->getPosition(); |
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| 194 | dir.normalise(); |
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| 195 | l->setDirection(dir); |
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| 196 | l->setDiffuseColour(0.5, 1.0, 0.5); |
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| 197 | |
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| 198 | // Position the camera |
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| 199 | mCamera->setPosition(100,20,0); |
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| 200 | mCamera->lookAt(0,10,0); |
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| 201 | |
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| 202 | // Report whether hardware skinning is enabled or not |
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| 203 | Technique* t = ent->getSubEntity(0)->getMaterial()->getBestTechnique(); |
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| 204 | Pass* p = t->getPass(0); |
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| 205 | if (p->hasVertexProgram() && p->getVertexProgram()->isSkeletalAnimationIncluded()) |
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| 206 | mDebugText = "Hardware skinning is enabled"; |
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| 207 | else |
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| 208 | mDebugText = "Software skinning is enabled"; |
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| 209 | |
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| 210 | Plane plane; |
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| 211 | plane.normal = Vector3::UNIT_Y; |
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| 212 | plane.d = 100; |
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| 213 | MeshManager::getSingleton().createPlane("Myplane", |
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| 214 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane, |
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| 215 | 1500,1500,20,20,true,1,60,60,Vector3::UNIT_Z); |
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| 216 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" ); |
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| 217 | pPlaneEnt->setMaterialName("Examples/Rockwall"); |
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| 218 | pPlaneEnt->setCastShadows(false); |
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| 219 | mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,99,0))->attachObject(pPlaneEnt); |
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| 220 | |
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| 221 | |
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| 222 | |
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| 223 | |
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| 224 | } |
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| 225 | |
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| 226 | // Create new frame listener |
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| 227 | void createFrameListener(void) |
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| 228 | { |
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| 229 | mFrameListener= new SkeletalAnimationFrameListener(mWindow, mCamera, mDebugText); |
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| 230 | mRoot->addFrameListener(mFrameListener); |
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| 231 | } |
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| 232 | |
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| 233 | |
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| 234 | }; |
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| 235 | |
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