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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "AnimatedModel.h"
- #include "Animation.h"
- #include "AnimationController.h"
- #include "AnimationState.h"
- #include "Context.h"
- #include "MemoryBuffer.h"
- #include "Profiler.h"
- #include "ResourceCache.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "VectorBuffer.h"
- #include "DebugNew.h"
- static String noBoneName;
- OBJECTTYPESTATIC(AnimationController);
- AnimationController::AnimationController(Context* context) :
- Component(context)
- {
- }
- AnimationController::~AnimationController()
- {
- }
- void AnimationController::RegisterObject(Context* context)
- {
- context->RegisterFactory<AnimationController>();
-
- ATTRIBUTE(AnimationController, VAR_BUFFER, "Animations", animations_, Vector<unsigned char>());
- }
- void AnimationController::OnSetAttribute(const AttributeInfo& attr, const Variant& value)
- {
- switch (attr.offset_)
- {
- case offsetof(AnimationController, animations_):
- {
- MemoryBuffer buf(value.GetBuffer());
- animations_.Resize(buf.ReadVLE());
- for (Vector<AnimationControl>::Iterator i = animations_.Begin(); i != animations_.End(); ++i)
- {
- i->hash_ = buf.ReadStringHash();
- i->speed_ = buf.ReadFloat();
- i->targetWeight_ = buf.ReadFloat();
- i->fadeTime_ = buf.ReadFloat();
- i->autoFadeTime_ = buf.ReadFloat();
- }
- }
- break;
-
- default:
- Serializable::OnSetAttribute(attr, value);
- break;
- }
- }
- Variant AnimationController::OnGetAttribute(const AttributeInfo& attr)
- {
- switch (attr.offset_)
- {
- case offsetof(AnimationController, animations_):
- {
- VectorBuffer buf;
- buf.WriteVLE(animations_.Size());
- for (Vector<AnimationControl>::ConstIterator i = animations_.Begin(); i != animations_.End(); ++i)
- {
- buf.WriteStringHash(i->hash_);
- buf.WriteFloat(i->speed_);
- buf.WriteFloat(i->targetWeight_);
- buf.WriteFloat(i->fadeTime_);
- buf.WriteFloat(i->autoFadeTime_);
- }
- return buf.GetBuffer();
- }
-
- default:
- return Serializable::OnGetAttribute(attr);
- }
- }
- void AnimationController::Update(float timeStep)
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- if (!model)
- return;
-
- PROFILE(UpdateAnimationController);
-
- // Loop through animations
- for (Vector<AnimationControl>::Iterator i = animations_.Begin(); i != animations_.End();)
- {
- bool remove = false;
- AnimationState* state = model->GetAnimationState(i->hash_);
- if (!state)
- remove = true;
- else
- {
- // Advance the animation
- if (i->speed_ != 0.0f)
- state->AddTime(i->speed_ * timeStep);
-
- float targetWeight = i->targetWeight_;
- float fadeTime = i->fadeTime_;
-
- // If non-looped animation at the end, activate autofade as applicable
- if ((!state->IsLooped()) && (state->GetTime() >= state->GetLength()) && (i->autoFadeTime_ > 0.0f))
- {
- targetWeight = 0.0f;
- fadeTime = i->autoFadeTime_;
- }
-
- // Process weight fade
- float currentWeight = state->GetWeight();
- if ((currentWeight != targetWeight) && (fadeTime > 0.0f))
- {
- float weightDelta = 1.0f / fadeTime * timeStep;
- if (currentWeight < targetWeight)
- currentWeight = Min(currentWeight + weightDelta, targetWeight);
- else if (currentWeight > targetWeight)
- currentWeight = Max(currentWeight - weightDelta, targetWeight);
- state->SetWeight(currentWeight);
- }
-
- // Remove if weight zero and target weight zero
- if ((state->GetWeight() == 0.0f) && ((targetWeight == 0.0f) || (fadeTime == 0.0f)))
- remove = true;
- }
-
- if (remove)
- {
- if (state)
- model->RemoveAnimationState(state);
- i = animations_.Erase(i);
- }
- else
- ++i;
- }
- }
- bool AnimationController::Play(const String& name, int layer, bool looped, float fadeInTime)
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- if (!model)
- return false;
-
- // Check if already exists
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
-
- if (!state)
- {
- Animation* newAnimation = GetSubsystem<ResourceCache>()->GetResource<Animation>(name);
- state = model->AddAnimationState(newAnimation);
- if (!state)
- return false;
- }
-
- if (index == M_MAX_UNSIGNED)
- {
- AnimationControl newControl;
- Animation* animation = state->GetAnimation();
- newControl.hash_ = animation->GetNameHash();
- animations_.Push(newControl);
- index = animations_.Size() - 1;
- }
-
- state->SetLayer(layer);
- state->SetLooped(looped);
-
- if (fadeInTime > 0.0f)
- {
- animations_[index].targetWeight_ = 1.0f;
- animations_[index].fadeTime_ = fadeInTime;
- }
- else
- state->SetWeight(1.0f);
-
- return true;
- }
- bool AnimationController::PlayExclusive(const String& name, int layer, bool looped, float fadeTime)
- {
- FadeOthers(name, 0.0f, fadeTime);
- return Play(name, layer, looped, fadeTime);
- }
- bool AnimationController::Stop(const String& name, float fadeOutTime)
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- if (!model)
- return false;
-
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (fadeOutTime <= 0.0f)
- {
- if (index != M_MAX_UNSIGNED)
- animations_.Erase(animations_.Begin() + index);
- if (state)
- model->RemoveAnimationState(state);
- }
- else
- {
- if (index != M_MAX_UNSIGNED)
- {
- animations_[index].targetWeight_ = 0.0f;
- animations_[index].fadeTime_ = fadeOutTime;
- }
- }
-
- return (index != M_MAX_UNSIGNED) || (state != 0);
- }
- void AnimationController::StopLayer(int layer, float fadeOutTime)
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- if (!model)
- return;
-
- for (Vector<AnimationControl>::Iterator i = animations_.Begin(); i != animations_.End();)
- {
- AnimationState* state = model->GetAnimationState(i->hash_);
- bool remove = false;
-
- if ((state) && (state->GetLayer() == layer))
- {
- if (fadeOutTime <= 0.0f)
- {
- remove = true;
-
- if (state)
- model->RemoveAnimationState(state);
- }
- else
- {
- i->targetWeight_ = 0.0f;
- i->fadeTime_ = fadeOutTime;
- }
- }
-
- if (remove)
- i = animations_.Erase(i);
- else
- ++i;
- }
- }
- void AnimationController::StopAll(float fadeOutTime)
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- if (!model)
- return;
-
- for (Vector<AnimationControl>::Iterator i = animations_.Begin(); i != animations_.End();)
- {
- bool remove = false;
-
- if (fadeOutTime <= 0.0f)
- {
- remove = true;
- AnimationState* state = model->GetAnimationState(i->hash_);
- if (state)
- model->RemoveAnimationState(state);
- }
- else
- {
- i->targetWeight_ = 0.0f;
- i->fadeTime_ = fadeOutTime;
- }
-
- if (remove)
- i = animations_.Erase(i);
- else
- ++i;
- }
- }
- bool AnimationController::Fade(const String& name, float targetWeight, float fadeTime)
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return false;
-
- animations_[index].targetWeight_ = Clamp(targetWeight, 0.0f, 1.0f);
- animations_[index].fadeTime_ = Max(fadeTime, M_EPSILON);
- return true;
- }
- bool AnimationController::FadeOthers(const String& name, float targetWeight, float fadeTime)
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if ((index == M_MAX_UNSIGNED) || (!state))
- return false;
-
- AnimatedModel* model = GetComponent<AnimatedModel>();
- int layer = state->GetLayer();
-
- for (unsigned i = 0; i < animations_.Size(); ++i)
- {
- if (i != index)
- {
- AnimationControl& control = animations_[i];
- AnimationState* otherState = model->GetAnimationState(control.hash_);
- if ((otherState) && (otherState->GetLayer() == layer))
- {
- control.targetWeight_ = Clamp(targetWeight, 0.0f, 1.0f);
- control.fadeTime_ = Max(fadeTime, M_EPSILON);
- }
- }
- }
- return true;
- }
- bool AnimationController::SetLayer(const String& name, int layer)
- {
- AnimationState* state = FindAnimationState(name);
- if (!state)
- return false;
-
- state->SetLayer(layer);
- return true;
- }
- bool AnimationController::SetStartBone(const String& name, const String& startBoneName)
- {
- AnimationState* state = FindAnimationState(name);
- if (!state)
- return false;
-
- AnimatedModel* model = GetComponent<AnimatedModel>();
- Bone* bone = model->GetSkeleton().GetBone(startBoneName);
- state->SetStartBone(bone);
- return true;
- }
- bool AnimationController::SetTime(const String& name, float time)
- {
- AnimationState* state = FindAnimationState(name);
- if (!state)
- return false;
-
- state->SetTime(time);
- return true;
- }
- bool AnimationController::SetSpeed(const String& name, float speed)
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return false;
-
- animations_[index].speed_ = speed;
- return true;
- }
- bool AnimationController::SetWeight(const String& name, float weight)
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if ((index == M_MAX_UNSIGNED) || (!state))
- return false;
-
- state->SetWeight(weight);
- // Stop any ongoing fade
- animations_[index].fadeTime_ = 0.0f;
- return true;
- }
- bool AnimationController::SetLooped(const String& name, bool enable)
- {
- AnimationState* state = FindAnimationState(name);
- if (!state)
- return false;
-
- state->SetLooped(enable);
- return true;
- }
- bool AnimationController::SetAutoFade(const String& name, float fadeOutTime)
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return false;
-
- animations_[index].autoFadeTime_ = Max(fadeOutTime, 0.0f);
- return true;
- }
- bool AnimationController::IsPlaying(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- return index != M_MAX_UNSIGNED;
- }
- bool AnimationController::IsFadingIn(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if ((index == M_MAX_UNSIGNED) || (!state))
- return false;
-
- return (animations_[index].fadeTime_) && (animations_[index].targetWeight_ > state->GetWeight());
- }
- bool AnimationController::IsFadingOut(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if ((index == M_MAX_UNSIGNED) || (!state))
- return false;
-
- return ((animations_[index].fadeTime_) && (animations_[index].targetWeight_ < state->GetWeight()))
- || ((!state->IsLooped()) && (state->GetTime() >= state->GetLength()) && (animations_[index].autoFadeTime_));
- }
- int AnimationController::GetLayer(const String& name) const
- {
- AnimationState* state = FindAnimationState(name);
- if (!state)
- return 0;
- return state->GetLayer();
- }
- Bone* AnimationController::GetStartBone(const String& name) const
- {
- AnimationState* state = FindAnimationState(name);
- if (!state)
- return 0;
- return state->GetStartBone();
- }
- const String& AnimationController::GetStartBoneName(const String& name) const
- {
- Bone* bone = GetStartBone(name);
- return bone ? bone->name_ : noBoneName;
- }
- float AnimationController::GetTime(const String& name) const
- {
- AnimationState* state = FindAnimationState(name);
- return state ? state->GetTime() : 0.0f;
- }
- float AnimationController::GetWeight(const String& name) const
- {
- AnimationState* state = FindAnimationState(name);
- return state ? state->GetWeight() : 0.0f;
- }
- bool AnimationController::IsLooped(const String& name) const
- {
- AnimationState* state = FindAnimationState(name);
- return state ? state->IsLooped() : false;
- }
- float AnimationController::GetLength(const String& name) const
- {
- AnimationState* state = FindAnimationState(name);
- return state ? state->GetLength() : 0.0f;
- }
- float AnimationController::GetSpeed(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return 0.0f;
- return animations_[index].speed_;
- }
- float AnimationController::GetFadeTarget(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return 0.0f;
- return animations_[index].targetWeight_;
- }
- float AnimationController::GetFadeTime(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return 0.0f;
- return animations_[index].targetWeight_;
- }
- float AnimationController::GetAutoFade(const String& name) const
- {
- unsigned index;
- AnimationState* state;
- FindAnimation(name, index, state);
- if (index == M_MAX_UNSIGNED)
- return 0.0f;
- return animations_[index].autoFadeTime_;
- }
- void AnimationController::OnNodeSet(Node* node)
- {
- if (node)
- {
- Scene* scene = node->GetScene();
- if (scene)
- SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(AnimationController, HandleScenePostUpdate));
- }
- }
- void AnimationController::FindAnimation(const String& name, unsigned& index, AnimationState*& state) const
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- StringHash nameHash(name);
-
- // Find the AnimationState
- state = model ? model->GetAnimationState(nameHash) : 0;
- if (state)
- {
- // Either a resource name or animation name may be specified. We store resource names, so correct the hash if necessary
- nameHash = state->GetAnimation()->GetNameHash();
- }
-
- // Find the internal control structure
- index = M_MAX_UNSIGNED;
- for (unsigned i = 0; i < animations_.Size(); ++i)
- {
- if (animations_[i].hash_ == nameHash)
- {
- index = i;
- break;
- }
- }
- }
- AnimationState* AnimationController::FindAnimationState(const String& name) const
- {
- AnimatedModel* model = GetComponent<AnimatedModel>();
- return model ? model->GetAnimationState(name) : 0;
- }
- void AnimationController::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace ScenePostUpdate;
-
- Update(eventData[P_TIMESTEP].GetFloat());
- }
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