本文整理汇总了C++中NodeAnimationTrack类的典型用法代码示例。如果您正苦于以下问题:C++ NodeAnimationTrack类的具体用法?C++ NodeAnimationTrack怎么用?C++ NodeAnimationTrack使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了NodeAnimationTrack类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: optimiseNodeTracks
//-----------------------------------------------------------------------
void Animation::optimiseNodeTracks(bool discardIdentityTracks)
{
// Iterate over the node tracks and identify those with no useful keyframes
std::list<unsigned short> tracksToDestroy;
NodeTrackList::iterator i;
for (i = mNodeTrackList.begin(); i != mNodeTrackList.end(); ++i)
{
NodeAnimationTrack* track = i->second;
if (discardIdentityTracks && !track->hasNonZeroKeyFrames())
{
// mark the entire track for destruction
tracksToDestroy.push_back(i->first);
}
else
{
track->optimise();
}
}
// Now destroy the tracks we marked for death
for(std::list<unsigned short>::iterator h = tracksToDestroy.begin();
h != tracksToDestroy.end(); ++h)
{
destroyNodeTrack(*h);
}
}
示例2: createNodeTrack
//---------------------------------------------------------------------
NodeAnimationTrack* Animation::createNodeTrack(unsigned short handle, Node* node)
{
NodeAnimationTrack* ret = createNodeTrack(handle);
ret->setAssociatedNode(node);
return ret;
}
示例3: createNodeTrack
//---------------------------------------------------------------------
NodeAnimationTrack* Animation::createNodeTrack(Node* node)
{
NodeAnimationTrack* ret = createNodeTrack();
ret->setAssociatedNode(node);
return ret;
}
示例4: fprintf
//-----------------------------------------------------------------------------
NodeAnimationTrack *Animation::CreateNodeTrack(unsigned short handle, const std::string &name)
{
if(m_nodeTrackList.find(handle) != m_nodeTrackList.end()){
fprintf(stderr, "Animation::CreateNodeTrack : Node track with the specified hangle %d already exists\n",handle);
return NULL;
}
NodeAnimationTrack *ret = new NodeAnimationTrack(this, name);
m_nodeTrackList.insert(std::make_pair(handle, ret));
ret->CreateNodeKeyFrame(0);//д╛холМ╪с╣зр╩ж║
return ret;
}
示例5: _getCurrentSceneManager
void FvXMLAnimationModelSerializerImpl::ReadAnimation(
FvXMLSectionPtr spSection, Ogre::SceneNode* pkNode, FvAnimationModel* pkDest )
{
Ogre::SceneManager *pkSceneManager = Ogre::Root::getSingleton().
_getCurrentSceneManager();
FV_ASSERT(pkSceneManager);
FvString kAnimationName = spSection->ReadString("name");
bool bEnable = spSection->ReadBool("enable");
bool bLoop = spSection->ReadBool("loop");
FvString kIterpolationMode = spSection->ReadString("interpolationMode");
FvString kRotationIterpolationMode = spSection->ReadString("rotationInterpolationMode");
float fLength = spSection->ReadFloat("length");
if(!pkSceneManager->hasAnimation(pkNode->getName() + kAnimationName))
{
std::vector<FvXMLSectionPtr> kKeyFrames;
spSection->OpenSections("keyframe",kKeyFrames);
Animation *pkAnimation = pkSceneManager->createAnimation(pkNode->getName() + kAnimationName, fLength);
if(strcmp(kIterpolationMode.c_str(),"spline") == 0)
pkAnimation->setInterpolationMode(Animation::IM_SPLINE);
else
pkAnimation->setInterpolationMode(Animation::IM_LINEAR);
if(strcmp(kRotationIterpolationMode.c_str(),"spherical") == 0)
pkAnimation->setRotationInterpolationMode(Animation::RIM_SPHERICAL);
else
pkAnimation->setRotationInterpolationMode(Animation::RIM_LINEAR);
NodeAnimationTrack *pkAnimationTrack = pkAnimation->createNodeTrack(
pkAnimation->getNumNodeTracks() + 1, pkNode);
for (size_t stKeyframeIndex = 0; stKeyframeIndex < kKeyFrames.size(); stKeyframeIndex++)
{
float fTime = kKeyFrames[stKeyframeIndex]->ReadFloat("time");
FvVector3 kPosition = kKeyFrames[stKeyframeIndex]->ReadVector3("translation");
FvVector3 kScale = kKeyFrames[stKeyframeIndex]->ReadVector3("scale");
FvQuaternion kQuaternion = kKeyFrames[stKeyframeIndex]->ReadQuaternion("rotation");
TransformKeyFrame *pkKeyFrame = pkAnimationTrack->createNodeKeyFrame(fTime);
pkKeyFrame->setTranslate(Vector3(kPosition.x,kPosition.y,kPosition.z));
pkKeyFrame->setRotation(Quaternion(kQuaternion.w,kQuaternion.x,kQuaternion.y,kQuaternion.z));
pkKeyFrame->setScale(Vector3(kScale.x,kScale.y,kScale.z));
}
AnimationState *pkAnimationState = pkSceneManager->createAnimationState(pkNode->getName() + kAnimationName);
pkAnimationState->setEnabled(bEnable);
pkAnimationState->setLoop(bLoop);
pkDest->m_kModelAnimations.insert(std::make_pair(kAnimationName,pkAnimationState));
}
}
示例6: _applyBaseKeyFrame
//-----------------------------------------------------------------------
void Animation::_applyBaseKeyFrame()
{
if (mUseBaseKeyFrame)
{
Animation* baseAnim = this;
if (mBaseKeyFrameAnimationName != StringUtil::BLANK && mContainer)
baseAnim = mContainer->getAnimation(mBaseKeyFrameAnimationName);
if (baseAnim)
{
for (NodeTrackList::iterator i = mNodeTrackList.begin(); i != mNodeTrackList.end(); ++i)
{
NodeAnimationTrack* track = i->second;
NodeAnimationTrack* baseTrack;
if (baseAnim == this)
baseTrack = track;
else
baseTrack = baseAnim->getNodeTrack(track->getHandle());
TransformKeyFrame kf(baseTrack, mBaseKeyFrameTime);
baseTrack->getInterpolatedKeyFrame(baseAnim->_getTimeIndex(mBaseKeyFrameTime), &kf);
track->_applyBaseKeyFrame(&kf);
}
for (VertexTrackList::iterator i = mVertexTrackList.begin(); i != mVertexTrackList.end(); ++i)
{
VertexAnimationTrack* track = i->second;
if (track->getAnimationType() == VAT_POSE)
{
VertexAnimationTrack* baseTrack;
if (baseAnim == this)
baseTrack = track;
else
baseTrack = baseAnim->getVertexTrack(track->getHandle());
VertexPoseKeyFrame kf(baseTrack, mBaseKeyFrameTime);
baseTrack->getInterpolatedKeyFrame(baseAnim->_getTimeIndex(mBaseKeyFrameTime), &kf);
track->_applyBaseKeyFrame(&kf);
}
}
}
// Re-base has been done, this is a one-way translation
mUseBaseKeyFrame = false;
}
}
示例7: while
void OgreSample19App::tweakSneakAnim()
{
SkeletonPtr skel = SkeletonManager::getSingleton().load("jaiqua.skeleton",ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Animation * anim = skel->getAnimation("Sneak");
Animation::NodeTrackIterator tracks = anim->getNodeTrackIterator();
while(tracks.hasMoreElements())
{
NodeAnimationTrack * track = tracks.getNext();
TransformKeyFrame oldKf(0,0);
track->getInterpolatedKeyFrame(ANIM_CHOP,&oldKf);
while (track->getKeyFrame(track->getNumKeyFrames()-1)->getTime() >= ANIM_CHOP - 0.3f)
{
track->removeKeyFrame(track->getNumKeyFrames()-1);
}
TransformKeyFrame * newKf = track->createNodeKeyFrame(ANIM_CHOP);
TransformKeyFrame * startKf = track->getNodeKeyFrame(0);
Bone * bone = skel->getBone(track->getHandle());
if (bone->getName() == "Spineroot")
{
mSneakStartPos = startKf->getTranslate() + bone->getInitialPosition();
mSneakEndPos = oldKf.getTranslate() + bone->getInitialPosition();
mSneakStartPos.y = mSneakEndPos.y;
newKf->setTranslate(oldKf.getTranslate());
newKf->setRotation(oldKf.getRotation());
newKf->setScale(oldKf.getScale());
}
else
{
newKf->setTranslate(startKf->getTranslate());
newKf->setRotation(startKf->getRotation());
newKf->setScale(startKf->getScale());
}
}
}
示例8: CValueArray
//-----------------------------------------------------------------------------
void XsiSkeletonExporter::sampleAllBones(DeformerMap& deformers,
std::vector<NodeAnimationTrack*> deformerTracks, double frame,
Real time, float fps, AxisAlignedBox& AABBPadding)
{
CValueArray args;
CValue dummy;
args.Resize(2);
// set the playcontrol
args[0] = L"PlayControl.Key";
args[1] = frame;
mXsiApp.ExecuteCommand(L"SetValue", args, dummy);
args[0] = L"PlayControl.Current";
mXsiApp.ExecuteCommand(L"SetValue", args, dummy);
// Refresh
mXsiApp.ExecuteCommand(L"Refresh", CValueArray(), dummy);
// Sample all bones
for (DeformerMap::iterator di = deformers.begin(); di != deformers.end(); ++di)
{
DeformerEntry* deformer = di->second;
NodeAnimationTrack* track = deformerTracks[deformer->boneID];
double initposx, initposy, initposz;
deformer->initialXform.GetTranslationValues(initposx, initposy, initposz);
double initrotx, initroty, initrotz;
deformer->initialXform.GetRotation().GetXYZAngles(initrotx, initroty, initrotz);
double initsclx, initscly, initsclz;
deformer->initialXform.GetScalingValues(initsclx, initscly, initsclz);
XSI::MATH::CMatrix4 invTrans = deformer->initialXform.GetMatrix4();
invTrans.InvertInPlace();
XSI::MATH::CTransformation transformation;
if (deformer->pBone->getParent() == 0)
{
// Based on global
transformation =
deformer->obj.GetKinematics().GetGlobal().GetTransform();
}
else
{
// Based on local
transformation =
deformer->obj.GetKinematics().GetLocal().GetTransform();
}
double posx, posy, posz;
transformation.GetTranslationValues(posx, posy, posz);
double sclx, scly, sclz;
transformation.GetScalingValues(sclx, scly, sclz);
// Make relative to initial
XSI::MATH::CMatrix4 transformationMatrix = transformation.GetMatrix4();
transformationMatrix.MulInPlace(invTrans);
transformation.SetMatrix4(transformationMatrix);
// create keyframe
TransformKeyFrame* kf = track->createNodeKeyFrame(time);
// not sure why inverted transform doesn't work for position, but it doesn't
// I thought XSI used same transform order as OGRE
kf->setTranslate(Vector3(posx - initposx, posy - initposy, posz - initposz));
kf->setRotation(XSItoOgre(transformation.GetRotationQuaternion()));
kf->setScale(Vector3(sclx / initsclx, scly / initscly, sclz / initsclz));
// Derive AABB of bone positions, for padding animated mesh AABB
XSI::MATH::CVector3 bonePos =
deformer->obj.GetKinematics().GetGlobal().GetTransform().GetTranslation();
AABBPadding.merge(XSItoOgre(bonePos));
}
}
示例9: OGRE_EXCEPT
//.........这里部分代码省略.........
{
// New bone, the delta-transform is identity
deltaTransform.translate = Vector3::ZERO;
deltaTransform.rotate = Quaternion::IDENTITY;
deltaTransform.scale = Vector3::UNIT_SCALE;
deltaTransform.isIdentity = true;
}
}
// Now copy animations
ushort numAnimations;
if (animations.empty())
numAnimations = src->getNumAnimations();
else
numAnimations = static_cast<ushort>(animations.size());
for (ushort i = 0; i < numAnimations; ++i)
{
const Animation* srcAnimation;
if (animations.empty())
{
// Get animation of source skeleton by the given index
srcAnimation = src->getAnimation(i);
}
else
{
// Get animation of source skeleton by the given name
const LinkedSkeletonAnimationSource* linker;
srcAnimation = src->_getAnimationImpl(animations[i], &linker);
if (!srcAnimation || linker)
{
OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
"No animation entry found named " + animations[i],
"Skeleton::_mergeSkeletonAnimations");
}
}
// Create target animation
Animation* dstAnimation = this->createAnimation(srcAnimation->getName(), srcAnimation->getLength());
// Copy interpolation modes
dstAnimation->setInterpolationMode(srcAnimation->getInterpolationMode());
dstAnimation->setRotationInterpolationMode(srcAnimation->getRotationInterpolationMode());
// Copy track for each bone
for (handle = 0; handle < numSrcBones; ++handle)
{
const DeltaTransform& deltaTransform = deltaTransforms[handle];
ushort dstHandle = boneHandleMap[handle];
if (srcAnimation->hasNodeTrack(handle))
{
// Clone track from source animation
const NodeAnimationTrack* srcTrack = srcAnimation->getNodeTrack(handle);
NodeAnimationTrack* dstTrack = dstAnimation->createNodeTrack(dstHandle, this->getBone(dstHandle));
dstTrack->setUseShortestRotationPath(srcTrack->getUseShortestRotationPath());
ushort numKeyFrames = srcTrack->getNumKeyFrames();
for (ushort k = 0; k < numKeyFrames; ++k)
{
const TransformKeyFrame* srcKeyFrame = srcTrack->getNodeKeyFrame(k);
TransformKeyFrame* dstKeyFrame = dstTrack->createNodeKeyFrame(srcKeyFrame->getTime());
// Adjust keyframes to match target binding pose
if (deltaTransform.isIdentity)
{
dstKeyFrame->setTranslate(srcKeyFrame->getTranslate());
dstKeyFrame->setRotation(srcKeyFrame->getRotation());
dstKeyFrame->setScale(srcKeyFrame->getScale());
}
else
{
dstKeyFrame->setTranslate(deltaTransform.translate + srcKeyFrame->getTranslate());
dstKeyFrame->setRotation(deltaTransform.rotate * srcKeyFrame->getRotation());
dstKeyFrame->setScale(deltaTransform.scale * srcKeyFrame->getScale());
}
}
}
else if (!deltaTransform.isIdentity)
{
// Create 'static' track for this bone
NodeAnimationTrack* dstTrack = dstAnimation->createNodeTrack(dstHandle, this->getBone(dstHandle));
TransformKeyFrame* dstKeyFrame;
dstKeyFrame = dstTrack->createNodeKeyFrame(0);
dstKeyFrame->setTranslate(deltaTransform.translate);
dstKeyFrame->setRotation(deltaTransform.rotate);
dstKeyFrame->setScale(deltaTransform.scale);
dstKeyFrame = dstTrack->createNodeKeyFrame(dstAnimation->getLength());
dstKeyFrame->setTranslate(deltaTransform.translate);
dstKeyFrame->setRotation(deltaTransform.rotate);
dstKeyFrame->setScale(deltaTransform.scale);
}
}
}
}
示例10: _dumpContents
//---------------------------------------------------------------------
void Skeleton::_dumpContents(const String& filename)
{
std::ofstream of;
Quaternion q;
Radian angle;
Vector3 axis;
of.open(filename.c_str());
of << "-= Debug output of skeleton " << mName << " =-" << std::endl << std::endl;
of << "== Bones ==" << std::endl;
of << "Number of bones: " << (unsigned int)mBoneList.size() << std::endl;
BoneList::iterator bi;
for (bi = mBoneList.begin(); bi != mBoneList.end(); ++bi)
{
Bone* bone = *bi;
of << "-- Bone " << bone->getHandle() << " --" << std::endl;
of << "Position: " << bone->getPosition();
q = bone->getOrientation();
of << "Rotation: " << q;
q.ToAngleAxis(angle, axis);
of << " = " << angle.valueRadians() << " radians around axis " << axis << std::endl << std::endl;
}
of << "== Animations ==" << std::endl;
of << "Number of animations: " << (unsigned int)mAnimationsList.size() << std::endl;
AnimationList::iterator ai;
for (ai = mAnimationsList.begin(); ai != mAnimationsList.end(); ++ai)
{
Animation* anim = ai->second;
of << "-- Animation '" << anim->getName() << "' (length " << anim->getLength() << ") --" << std::endl;
of << "Number of tracks: " << anim->getNumNodeTracks() << std::endl;
for (unsigned short ti = 0; ti < anim->getNumNodeTracks(); ++ti)
{
NodeAnimationTrack* track = anim->getNodeTrack(ti);
of << " -- AnimationTrack " << ti << " --" << std::endl;
of << " Affects bone: " << ((Bone*)track->getAssociatedNode())->getHandle() << std::endl;
of << " Number of keyframes: " << track->getNumKeyFrames() << std::endl;
for (unsigned short ki = 0; ki < track->getNumKeyFrames(); ++ki)
{
TransformKeyFrame* key = track->getNodeKeyFrame(ki);
of << " -- KeyFrame " << ki << " --" << std::endl;
of << " Time index: " << key->getTime();
of << " Translation: " << key->getTranslate() << std::endl;
q = key->getRotation();
of << " Rotation: " << q;
q.ToAngleAxis(angle, axis);
of << " = " << angle.valueRadians() << " radians around axis " << axis << std::endl;
}
}
}
}
示例11: createSampleLights
//.........这里部分代码省略.........
MLight *d = mSystem->createMLight();
SceneNode *dn = parentNode->createChildSceneNode();
dn->attachObject(d);
d->setAttenuation(1.0f, 0.002f, 0.002f);
dn->setPosition(-25,0,0);
d->setDiffuseColour(1,0,1);
d->setSpecularColour(0.0,0,0.0);
lights.push_back(d);
nodes.push_back(dn);
MLight *e = mSystem->createMLight();
SceneNode *en = parentNode->createChildSceneNode();
en->attachObject(e);
e->setAttenuation(1.0f, 0.002f, 0.0025f);
en->setPosition(25,0,25);
e->setDiffuseColour(0,0,1);
e->setSpecularColour(0,0,0);
lights.push_back(e);
nodes.push_back(en);
MLight *f = mSystem->createMLight();
SceneNode *fn = parentNode->createChildSceneNode();
fn->attachObject(f);
f->setAttenuation(1.0f, 0.0015f, 0.0021f);
fn->setPosition(-25,0,-25);
f->setDiffuseColour(0,1,0);
f->setSpecularColour(0,0.0,0.0);
lights.push_back(f);
nodes.push_back(fn);
// Create marker meshes to show user where the lights are
Entity *ent;
GeomUtils::createSphere("PointLightMesh", 1.0f, 5, 5, true, true);
for(std::vector<MLight*>::iterator i=lights.begin(); i!=lights.end(); ++i)
{
MLight* light = *i;
ent = mSceneMgr->createEntity(light->getName()+"v", "PointLightMesh");
String matname = light->getName()+"m";
// Create coloured material
MaterialPtr mat = MaterialManager::getSingleton().create(matname,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Pass* pass = mat->getTechnique(0)->getPass(0);
pass->setDiffuse(0.0f,0.0f,0.0f,1.0f);
pass->setAmbient(0.0f,0.0f,0.0f);
pass->setSelfIllumination(light->getDiffuseColour());
ent->setMaterialName(matname);
ent->setRenderQueueGroup(light->getRenderQueueGroup());
static_cast<SceneNode*>(light->getParentNode())->attachObject(ent);
}
// Store nodes for hiding/showing
SharedData::getSingleton().mLightNodes = nodes;
// Do some animation for node a-f
// Generate helix structure
float seconds_per_station = 1.0f;
float r=35;
//Vector3 base(0,-30,0);
Vector3 base(-100, -30, 85);
float h=120;
const size_t s_to_top = 16;
const size_t stations = s_to_top*2-1;
float ascend = h/((float)s_to_top);
float stations_per_revolution = 3.5f;
size_t skip = 2; // stations between lights
Vector3 station_pos[stations];
for(int x=0; x<s_to_top; ++x)
{
float theta = ((float)x/stations_per_revolution)*2.0f*Math::PI;
station_pos[x] = base+Vector3(Math::Sin(theta)*r, ascend*x, Math::Cos(theta)*r);
}
for(int x=s_to_top; x<stations; ++x)
{
float theta = ((float)x/stations_per_revolution)*2.0f*Math::PI;
station_pos[x] = base+Vector3(Math::Sin(theta)*r, h-ascend*(x-s_to_top), Math::Cos(theta)*r);
}
// Create a track for the light swarm
Animation* anim = mSceneMgr->createAnimation("LightSwarmTrack", stations*seconds_per_station);
// Spline it for nice curves
anim->setInterpolationMode(Animation::IM_SPLINE);
for(unsigned int x=0; x<nodes.size(); ++x)
{
// Create a track to animate the camera's node
NodeAnimationTrack* track = anim->createNodeTrack(x, nodes[x]);
for(int y=0; y<=stations; ++y)
{
// Setup keyframes
TransformKeyFrame* key = track->createNodeKeyFrame(y*seconds_per_station); // A start position
key->setTranslate(station_pos[(x*skip+y)%stations]);
// Make sure size of light doesn't change
key->setScale(nodes[x]->getScale());
}
}
// Create a new animation state to track this
SharedData::getSingleton().mMLAnimState = mSceneMgr->createAnimationState("LightSwarmTrack");
SharedData::getSingleton().mMLAnimState->setEnabled(true);
}
示例12: createScene
//.........这里部分代码省略.........
2000, 2000, -1000,
20, 20,
true, 1, 10, 10, Vector3::UNIT_Z);
mPlaneEnt = mSceneMgr->createEntity( "Plane", "ReflectionPlane" );
mPlaneNode = rootNode->createChildSceneNode();
mPlaneNode->attachObject(mPlaneEnt);
mPlaneNode->translate(-5, -30, 0);
//mPlaneNode->roll(Degree(5));
mPlaneEnt->setMaterialName("DeferredDemo/Ground");
// Create an entity from a model (will be loaded automatically)
Entity* knotEnt = mSceneMgr->createEntity("Knot", "knot.mesh");
knotEnt->setMaterialName("DeferredDemo/RockWall");
knotEnt->setMeshLodBias(0.25f);
// Create an entity from a model (will be loaded automatically)
Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
ogreHead->getSubEntity(0)->setMaterialName("DeferredDemo/Ogre/Eyes");// eyes
ogreHead->getSubEntity(1)->setMaterialName("DeferredDemo/Ogre/Skin");
ogreHead->getSubEntity(2)->setMaterialName("DeferredDemo/Ogre/EarRing"); // earrings
ogreHead->getSubEntity(3)->setMaterialName("DeferredDemo/Ogre/Tusks"); // tusks
rootNode->createChildSceneNode( "Head" )->attachObject( ogreHead );
// Add a whole bunch of extra entities to fill the scene a bit
Entity *cloneEnt;
int N=4;
for (int n = 0; n < N; ++n)
{
float theta = 2.0f*Math::PI*(float)n/(float)N;
// Create a new node under the root
SceneNode* node = mSceneMgr->createSceneNode();
// Random translate
Vector3 nodePos;
nodePos.x = Math::SymmetricRandom() * 40.0 + Math::Sin(theta) * 500.0;
nodePos.y = Math::SymmetricRandom() * 20.0 - 40.0;
nodePos.z = Math::SymmetricRandom() * 40.0 + Math::Cos(theta) * 500.0;
node->setPosition(nodePos);
Quaternion orientation(Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom());
orientation.normalise();
node->setOrientation(orientation);
rootNode->addChild(node);
// Clone knot
char cloneName[12];
sprintf(cloneName, "Knot%d", n);
cloneEnt = knotEnt->clone(cloneName);
// Attach to new node
node->attachObject(cloneEnt);
}
mCamera->setPosition(-50, 100, 500);
mCamera->lookAt(0,0,0);
// show overlay
Overlay* overlay = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");
overlay->show();
mSystem = new DeferredShadingSystem(mWindow->getViewport(0), mSceneMgr, mCamera);
// Create main, moving light
MLight* l1 = mSystem->createMLight();//"MainLight");
l1->setDiffuseColour(0.75f, 0.7f, 0.8f);
l1->setSpecularColour(0.85f, 0.9f, 1.0f);
SceneNode *lightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
lightNode->attachObject(l1);
// Create a track for the light
Animation* anim = mSceneMgr->createAnimation("LightTrack", 16);
// Spline it for nice curves
anim->setInterpolationMode(Animation::IM_SPLINE);
// Create a track to animate the camera's node
NodeAnimationTrack* track = anim->createNodeTrack(0, lightNode);
// Setup keyframes
TransformKeyFrame* key = track->createNodeKeyFrame(0); // A start position
key->setTranslate(Vector3(300,300,-300));
key = track->createNodeKeyFrame(4);//B
key->setTranslate(Vector3(300,300,300));
key = track->createNodeKeyFrame(8);//C
key->setTranslate(Vector3(-300,300,300));
key = track->createNodeKeyFrame(12);//D
key->setTranslate(Vector3(-300,300,-300));
key = track->createNodeKeyFrame(16);//D
key->setTranslate(Vector3(300,300,-300));
// Create a new animation state to track this
SharedData::getSingleton().mAnimState = mSceneMgr->createAnimationState("LightTrack");
SharedData::getSingleton().mAnimState->setEnabled(true);
// Create some happy little lights
createSampleLights();
// safely setup application's (not postfilter!) shared data
SharedData::getSingleton().iCamera = mCamera;
SharedData::getSingleton().iRoot = mRoot;
SharedData::getSingleton().iWindow = mWindow;
SharedData::getSingleton().iActivate = true;
SharedData::getSingleton().iGlobalActivate = true;
SharedData::getSingleton().iSystem = mSystem;
SharedData::getSingleton().iMainLight = l1;
}
示例13: WriteSkeleton
void ModelConverter::ExportSkeleton( const Ogre::Skeleton* pSkeleton, const Ogre::String& filename )
{
LogManager::getSingleton().logMessage("Populating DOM...");
// Write main skeleton data
LogManager::getSingleton().logMessage("Exporting bones..");
DiMotionPtr mt = Demi::DiAssetManager::GetInstancePtr(
)->CreateOrReplaceAsset<DiMotion>(pSkeleton->getName().c_str());
DiSkeleton* skeleton = mt->CreateSkeleton();
// save bones
WriteSkeleton(pSkeleton,skeleton);
LogManager::getSingleton().logMessage("Bones exported.");
unsigned short numAnims = pSkeleton->getNumAnimations();
String msg = "Exporting animations, count=" + StringConverter::toString(numAnims);
LogManager::getSingleton().logMessage(msg);
// save animations
for (unsigned short i = 0; i < numAnims; ++i)
{
Animation* pAnim = pSkeleton->getAnimation(i);
msg = "Exporting animation: " + pAnim->getName();
LogManager::getSingleton().logMessage(msg);
Demi::DiAnimation* anim = mt->CreateAnimation(
pAnim->getName().c_str(), pAnim->getLength());
// save tracks
Animation::NodeTrackIterator trackIt = pAnim->getNodeTrackIterator();
size_t count = 0;
while (trackIt.hasMoreElements())
{
NodeAnimationTrack* track = trackIt.getNext();
Bone* bone = (Bone*)track->getAssociatedNode();
Demi::DiNodeClip* clip = anim->CreateNodeClip(count++,skeleton->GetBone(bone->getHandle()));
// save key frames
for (unsigned short i = 0; i < track->getNumKeyFrames(); ++i)
{
TransformKeyFrame* kf = track->getNodeKeyFrame(i);
Demi::DiTransformKeyFrame* pKeyframe = clip->CreateNodeKeyFrame(kf->getTime());
pKeyframe->SetTranslate(Demi::DiVec3(kf->getTranslate().x,
kf->getTranslate().y,kf->getTranslate().z));
pKeyframe->SetRotation(Demi::DiQuat(kf->getRotation().w,
kf->getRotation().x,kf->getRotation().y,kf->getRotation().z));
pKeyframe->SetScale(Demi::DiVec3(kf->getScale().x,
kf->getScale().y,kf->getScale().z));
}
}
LogManager::getSingleton().logMessage("Animation exported.");
}
if (mt)
{
// save to file
DiMotionSerializer ms;
ms.ExportMotion(mt,filename);
}
}
示例14: while
SkeletonPtr MergeSkeleton::bake()
{
MeshCombiner::getSingleton().log(
"Baking: New Skeleton started" );
SkeletonPtr sp = SkeletonManager::getSingleton().create( "mergeSkeleton",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true );
for( std::vector< Ogre::SkeletonPtr >::iterator it = m_Skeletons.begin();
it != m_Skeletons.end(); ++it )
{
if( it == m_Skeletons.begin() )
{
MeshCombiner::getSingleton().log(
"Baking: using " + (*it)->getName() + " as the base skeleton" );
MeshCombiner::getSingleton().log(
"Baking: adding bones" );
Skeleton::BoneIterator bit = (*it)->getBoneIterator();
while( bit.hasMoreElements() )
{
Bone* bone = bit.getNext();
Bone* newbone = sp->createBone( bone->getName(), bone->getHandle() );
newbone->setScale( bone->getScale() );
newbone->setOrientation( bone->getOrientation() );
newbone->setPosition( bone->getPosition() );
}
MeshCombiner::getSingleton().log(
"Baking: building bone hierarchy" );
// bone hierarchy
bit = (*it)->getBoneIterator();
while( bit.hasMoreElements() )
{
Bone* bone = bit.getNext();
Node* pnode = bone->getParent();
if( pnode != NULL )
{
Bone* pbone = static_cast<Bone*>( pnode );
sp->getBone( pbone->getHandle() )->addChild( sp->getBone( bone->getHandle() ) );
}
}
}
MeshCombiner::getSingleton().log(
"Baking: adding animations for " + (*it)->getName() );
// insert all animations
for (unsigned short a=0; a < (*it)->getNumAnimations(); ++a )
{
Animation* anim = (*it)->getAnimation( a );
Animation* newanim = sp->createAnimation( anim->getName(), anim->getLength() );
if( anim->getNumNodeTracks() > 0 )
MeshCombiner::getSingleton().log(
"Baking: adding node tracks" );
for( unsigned short na=0; na < anim->getNumNodeTracks(); ++na )
{
if( anim->hasNodeTrack( na ) )
{
NodeAnimationTrack* nat = anim->getNodeTrack( na );
NodeAnimationTrack* newnat = newanim->createNodeTrack( na );
// all key frames
for( unsigned short nf=0; nf < nat->getNumKeyFrames(); ++nf )
{
TransformKeyFrame* tkf = nat->getNodeKeyFrame( nf );
TransformKeyFrame* newtkf = newnat->createNodeKeyFrame( tkf->getTime() );
newtkf->setRotation( tkf->getRotation() );
newtkf->setTranslate( tkf->getTranslate() );
newtkf->setScale( tkf->getScale() );
}
newnat->setAssociatedNode( sp->getBone( nat->getHandle() ) );
}
}
if( anim->getNumNumericTracks() > 0 )
MeshCombiner::getSingleton().log(
"Baking: adding numeric tracks" );
for( unsigned short na=0; na < anim->getNumNumericTracks(); ++na )
{
if( anim->hasNumericTrack( na ) )
{
NumericAnimationTrack* nat = anim->getNumericTrack( na );
NumericAnimationTrack* newnat = newanim->createNumericTrack( na );
// all key frames
for( unsigned short nf=0; nf < nat->getNumKeyFrames(); ++nf )
{
NumericKeyFrame* nkf = nat->getNumericKeyFrame( nf );
NumericKeyFrame* newnkf = newnat->createNumericKeyFrame( nkf->getTime() );
newnkf->setValue( nkf->getValue() );
}
}
}
if( anim->getNumVertexTracks() > 0 )
MeshCombiner::getSingleton().log(
"Baking: adding vertex tracks" );
for( unsigned short va=0; va < anim->getNumVertexTracks(); ++va )
{
//.........这里部分代码省略.........
示例15: CreateNodeTrack
//-----------------------------------------------------------------------------
NodeAnimationTrack *Animation::CreateNodeTrack(unsigned short handle, Node *node)
{
NodeAnimationTrack *ret = CreateNodeTrack(handle, node->GetName());
ret->SetAssociatedNode(node);
return ret;
}