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C++ ogre::Skeleton类代码示例

本文整理汇总了C++中ogre::Skeleton的典型用法代码示例。如果您正苦于以下问题:C++ Skeleton类的具体用法?C++ Skeleton怎么用?C++ Skeleton使用的例子?那么恭喜您, 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Skeleton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: GetBornNum

int MyLink::GetBornNum()
{
	Ogre::Skeleton *tmp = mEntity->getSkeleton();
	if(tmp)
	{
		return tmp->getNumBones();
	}
	return 0;
	
}
开发者ID:whztt07,项目名称:OgreRTC,代码行数:10,代码来源:MyLink.cpp

示例2: GetBone

Ogre::Bone* EC_Mesh::GetBone(const QString& boneName) const
{
    std::string boneNameStd = boneName.toStdString();
    if (!entity_)
        return 0;
    Ogre::Skeleton* skel = entity_->getSkeleton();
    if (skel && skel->hasBone(boneNameStd))
        return skel->getBone(boneNameStd);
    else
        return 0;
}
开发者ID:katik,项目名称:naali,代码行数:11,代码来源:EC_Mesh.cpp

示例3: _behaviorMove

void NPCCharacter::_behaviorMove(const Ogre::Vector3& target)
{
	//Check for duplicate move calls and update lua function call with that info
	//std::cout << target << std::endl;
	if(_destination.squaredDistance(target) >= 5)
	{
		updateDestination(target,false);
		_destination = target;
	}

	if(destinationReached())
	{
		_isBhvFinished = true;
	}
	else
	{
		_isBhvFinished = false;
	}
	

	//point the character in the direction it's traveling
	Ogre::Vector3 vel = getVelocity();
	float speed = vel.length();
	vel.y = 0;
	vel.normalise();
	if(speed > .2f)
	{
		Ogre::Vector3 src = _node->getOrientation() * Ogre::Vector3::NEGATIVE_UNIT_Z;
		src.y = 0;

		//moving sufficiently fast, change to moving animation and point character
		Utility::rotateToTarget(_node,vel,true);

		//change animation if needed.
		if(_animHandler.getSource() != nullptr)
		{
			Ogre::AnimationState* target = _animHandler.getTarget();
			//this relies on the properties of the '&&' construct used by C++(if the first is false,
			//then the if-statement is false. It DOESN'T check both fields.
			if((target == nullptr && _animHandler.getSource()->getAnimationName() != "Walk") || 
				(target != nullptr && target->getAnimationName() != "Walk"))
			{
				_animHandler.blend("Walk",AnimationBlender::BlendWhileAnimating,.2f,true);
			}
		}
	}
	//also have to reset the head, since I'm manually controlling it.
	Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton();
	Ogre::Bone* headBone = skel->getBone("Bip01_Head");
	//not sure how to do this.

}
开发者ID:Dar13,项目名称:WastelandArchive,代码行数:52,代码来源:npc_character.cpp

示例4: OnTimer

void CBlendingAnimationsView::OnTimer(UINT_PTR nIDEvent)
{
	CEngine *Engine = ((CBlendingAnimationsApp*)AfxGetApp())->m_Engine;			
	Ogre::Root *Root = Engine->GetRoot();
	Ogre::SceneNode *RobotNode = Root->getSceneManager("Walking")->getSceneNode("Robot");

	Ogre::Entity *RobotEntity = Root->getSceneManager("Walking")->getEntity("Robot");
	Ogre::Skeleton *Skeleton = RobotEntity->getSkeleton();

	if (m_WeightDlg->m_IsAverage)
	{
		Skeleton->setBlendMode(Ogre::SkeletonAnimationBlendMode::ANIMBLEND_AVERAGE);
	}
	else
	{
		Skeleton->setBlendMode(Ogre::SkeletonAnimationBlendMode::ANIMBLEND_CUMULATIVE);
	}

	double WalkWeight;
	double SlumpWeight;

	switch(nIDEvent)
	{
	case 1:
	
		WalkWeight = m_WeightDlg->m_WalkWeight.GetPos() / 10.0;
		SlumpWeight = m_WeightDlg->m_SlumpWeight.GetPos() / 10.0;

		m_WalkAnimation->setWeight(WalkWeight);
		m_SlumpAnimation->setWeight(SlumpWeight);
		
		m_WalkAnimation->addTime(0.01);
		m_SlumpAnimation->addTime(0.01);

		break;
	
	case 2:

		m_WalkAnimation->addTime(0.01);

	break;

	case 3:
		
		m_SlumpAnimation->addTime(0.01);

		break;
	}

	Root->renderOneFrame();
	CView::OnTimer(nIDEvent);
}
开发者ID:southerlies,项目名称:OGRE-3D-1.7-Application-Development-Cookbook-Code,代码行数:52,代码来源:BlendingAnimationsView.cpp

示例5: ExampleAnimationSystem

AnimationSystem::AnimationSystem( Ogre::Entity* entity )
: ExampleAnimationSystem()
, m_animations( NULL )
{
	assert( entity );

	m_animations = entity->getAllAnimationStates();

	bool entityIsAnimated = ( entity->getAllAnimationStates() != NULL );
	assert( entityIsAnimated );

	Ogre::Skeleton* skeleton = entity->getSkeleton();
	skeleton->setBlendMode( Ogre::ANIMBLEND_CUMULATIVE );
}
开发者ID:gtino,项目名称:wyverns-assault,代码行数:14,代码来源:AnimationSystem.cpp

示例6: _actionIdle

//This is basically just a time-waster
void NPCCharacter::_actionIdle()
{
	//want the head to point straight ahead when it's idling
	Ogre::Bone* headBone;
	Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton();
	headBone = skel->getBone("Bip01_Head");
	if(headBone->isManuallyControlled())
	{
		//rotate it to be aligned with the body.

	}

	_isActFinished = true;
}
开发者ID:Dar13,项目名称:WastelandArchive,代码行数:15,代码来源:npc_character.cpp

示例7: skeleton__get_bone_matrices

//void _getBoneMatrices(Matrix4* pMatrices);
void skeleton__get_bone_matrices(SkeletonHandle handle, coiMatrix4* matrices[])
{
    Ogre::Skeleton* skeleton = static_cast<Ogre::Skeleton*>(handle);

    // Borrowed from OgreEntity.cpp
    unsigned short num = skeleton->getNumBones();
    Ogre::Matrix4* BoneMatrices = static_cast<Ogre::Matrix4*>(OGRE_MALLOC_SIMD(sizeof(Ogre::Matrix4) * num, Ogre::MEMCATEGORY_ANIMATION));
    skeleton->_getBoneMatrices(BoneMatrices);

    for (unsigned short current = 0; current != num; ++current)
    {
        Ogre::Matrix4 o_matrix = *BoneMatrices;
        ogre_matrix4_to_llcoi_matrix4(o_matrix, *matrices[current]);
    }
}
开发者ID:fire-archive,项目名称:llcoi,代码行数:16,代码来源:skeleton_bind.cpp

示例8: loadResource

void NIFSkeletonLoader::loadResource(Ogre::Resource *resource)
{
    Ogre::Skeleton *skel = dynamic_cast<Ogre::Skeleton*>(resource);
    OgreAssert(skel, "Attempting to load a skeleton into a non-skeleton resource!");

    Nif::NIFFile::ptr nif(Nif::NIFFile::create(skel->getName()));
    const Nif::Node *node = static_cast<const Nif::Node*>(nif->getRoot(0));

    try {
        buildBones(skel, node);
    }
    catch(std::exception &e) {
        std::cerr<< "Exception while loading "<<skel->getName() <<std::endl;
        std::cerr<< e.what() <<std::endl;
        return;
    }
}
开发者ID:Adrian-Revk,项目名称:openmw,代码行数:17,代码来源:skeleton.cpp

示例9: OgreContainer

//!
//! Create new scene.
//! \return True if the scene was successfully created, otherwise False.
//!
bool Model2SceneNode::createEntity(QString name, QString fileName)
{
    // destroy the entity through its scene manager
    Ogre::SceneManager *sceneManager = OgreManager::getSceneManager();
    // create a new OGRE entity for each vertex
    m_entity = sceneManager->createEntity(name.toStdString(), fileName.toStdString());
    if (m_entity) {
        // set cumulative blend mode instead of Ogre::ANIMBLEND_AVERAGE which is default
        if (m_entity->hasSkeleton()) {
            Ogre::Skeleton *skeleton = m_entity->getSkeleton();
            skeleton->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE);
        }
    }

    // create a container for the entity
    m_entityContainer = new OgreContainer(m_entity);
    m_entity->setUserAny(Ogre::Any(m_entityContainer));

	return true;
}
开发者ID:banduladh,项目名称:levelfour,代码行数:24,代码来源:Model2SceneNode.cpp

示例10: moveBone

void CAnimatedEntity::moveBone(const std::string &bone, float pitch) {
    Ogre::Bone * entityBone = _entity->getSkeleton()->getBone(bone);
    entityBone->reset();

    Ogre::Skeleton * skel = _entity->getSkeleton();

    //entityBone->setManuallyControlled(true);

    unsigned short boneHandle = entityBone->getHandle();
    Ogre::AnimationStateIterator animStateIt = _entity->getAllAnimationStates()->getAnimationStateIterator();

    while( animStateIt.hasMoreElements() )
    {
        Ogre::AnimationState *pAnimState = animStateIt.getNext();
        // ignore disabled animations
        skel->getAnimation(pAnimState->getAnimationName())->destroyNodeTrack(boneHandle);
    }

    entityBone->pitch(Ogre::Radian(pitch));
}
开发者ID:franaisa,项目名称:Gloom,代码行数:20,代码来源:AnimatedEntity.cpp

示例11: _actionLook

void NPCCharacter::_actionLook(const Ogre::Vector3& target)
{
	Ogre::Bone* headBone;
	std::string n = _node->getName();
	Ogre::Skeleton* skel = static_cast<Ogre::Entity*>(_movableObject)->getSkeleton();
	headBone = skel->getBone("Bip01_Head");

	headBone->setManuallyControlled(true);
	headBone->setInheritOrientation(true);
	int nAnim = skel->getNumAnimations();

	//have to do this to allow the head to turn properly.
	for(int i = 0; i < nAnim; ++i)
	{
		skel->getAnimation(i)->destroyNodeTrack(headBone->getHandle());
	}

	Ogre::Vector3 test = headBone->_getDerivedPosition() * CHARACTER_SCALE_FACTOR + _node->getPosition();
	Ogre::Vector3 dir = target - test;
	Ogre::Quaternion nodeRot,boneRot;
	Ogre::Euler boneEuler; boneEuler.setDirection(dir,true,false);
	/*boneRot = _node->convertLocalToWorldOrientation(_node->getOrientation()) * headBone->_getDerivedOrientation();
	Ogre::Vector3 boneTest = boneRot * Ogre::Vector3::UNIT_Z;*/
	//Ogre::Vector3 boneTest = headBone->getOrientation() * Ogre::Vector3::UNIT_Z;

	//turns the direction vector into a 2D normalized vector on the X/Z axis.
	dir.y = 0;
	dir.normalise();

	//All of this ray query stuff is to make sure that the AI can "see" the target before attempting to look at it.
	Ogre::SceneManager* scene = _node->getCreator();
	Ogre::Ray ray(headBone->_getDerivedPosition() * CHARACTER_SCALE_FACTOR + _node->getPosition(),dir);

	Ogre::RaySceneQuery* query = scene->createRayQuery(ray);
	query->setSortByDistance(true);
	query->setQueryMask(CHARACTER_MASK | SCENERY_MASK);

	Ogre::RaySceneQueryResult results = query->execute();

	bool withinView = false;
	if(results.size() == 0)
	{
		withinView = true;
	}
	else
	{
		if(results.begin()->movable->getParentNode()->getName() == getName())
		{
			if(results.size() == 1)
			{
				withinView = true;
			}
		}
		
		if(!withinView && results.size() > 1 && std::next(results.begin())->distance > test.distance(target))
		{
			withinView = true;
		}
	}

	scene->destroyQuery(query);

	if(withinView)
	{
		Ogre::Euler node;
		Ogre::Euler t = headOrientation.getRotationTo(dir);
		t.limitYaw(Ogre::Radian(3.0));
		t.limitPitch(Ogre::Radian(0.0));

		headOrientation = headOrientation + t;
		headOrientation.limitYaw(Ogre::Degree(100));
		headOrientation.limitPitch(Ogre::Degree(60));

		headBone->setOrientation(headOrientation);

		/*headBone->rotate(boneTest.getRotationTo(dir),Ogre::Node::TS_WORLD);

		Ogre::Quaternion boneRotation = _node->convertLocalToWorldOrientation(_node->getOrientation()) * headBone->_getDerivedOrientation() * (Ogre::Quaternion(Ogre::Degree(180),Ogre::Vector3::UNIT_Y));
		Ogre::Quaternion nodeRotation = _node->_getDerivedOrientation();
		Ogre::Quaternion diff = nodeRotation.Inverse() * boneRotation;*/
	}

	_isActFinished = true;
}
开发者ID:Dar13,项目名称:WastelandArchive,代码行数:84,代码来源:npc_character.cpp

示例12: skeleton_reset

//void reset(bool resetManualBones = false);
void skeleton_reset(SkeletonHandle handle, int reset_manual_bones)
{
    Ogre::Skeleton* skeleton = static_cast<Ogre::Skeleton*>(handle);
    skeleton->reset(reset_manual_bones);
}
开发者ID:fire-archive,项目名称:llcoi,代码行数:6,代码来源:skeleton_bind.cpp

示例13: skeleton_remove_animation

//void removeAnimation(const String& name);
void skeleton_remove_animation(SkeletonHandle handle, const char* name)
{
    Ogre::Skeleton* skeleton = static_cast<Ogre::Skeleton*>(handle);
    skeleton->removeAnimation(Ogre::String(name));
}
开发者ID:fire-archive,项目名称:llcoi,代码行数:6,代码来源:skeleton_bind.cpp

示例14: while

//!
//! Clones an Ogre::MovableObject.
//!
//! Is needed because OGRE does not provide clone functions for cameras and
//! lights.
//!
//! \param movableObject The object to clone.
//! \param name The name to use for the object.
//! \param sceneManager The scene manager to use for creating the object.
//! \return The cloned object.
//!
Ogre::MovableObject * OgreTools::cloneMovableObject ( Ogre::MovableObject *movableObject, const QString &name, Ogre::SceneManager *sceneManager /* =  0 */ )
{
    // make sure the given object is valid
    if (!movableObject) {
        Log::error("The given movable object is invalid.", "OgreTools::cloneMovableObject");
        return 0;
    }

    // make sure a valid scene manager is available
    if (!sceneManager)
        sceneManager = movableObject->_getManager();
    if (!sceneManager) {
        Log::error("No valid scene manager available.", "OgreTools::cloneMovableObject");
        return 0;
    }

    Ogre::MovableObject *result = 0;
    Ogre::String typeName = movableObject->getMovableType();
    if (typeName == "Entity") {
        // clone entity
        Ogre::Entity *entity = dynamic_cast<Ogre::Entity *>(movableObject);
        //movableObjectCopy = entity->clone(name.toStdString());
        Ogre::Entity *entityCopy = sceneManager->createEntity(name.toStdString(), entity->getMesh()->getName());
        Ogre::AnimationStateSet *animationStateSet = entity->getAllAnimationStates();
        Ogre::AnimationStateSet *animationStateSetCopy  = entityCopy->getAllAnimationStates();
        // set the same blend mode on entity copy
        if (entity && entityCopy) {
            if (entity->hasSkeleton() && entityCopy->hasSkeleton()) {
                Ogre::Skeleton *skeleton = entity->getSkeleton();
                Ogre::Skeleton *skeletonCopy = entityCopy->getSkeleton();
                skeletonCopy->setBlendMode(skeleton->getBlendMode());
            }
        }
        // copy all animation states
        if (animationStateSet && animationStateSetCopy) {
            Ogre::AnimationStateIterator animationStateIter = animationStateSet->getAnimationStateIterator();
            Ogre::AnimationStateIterator animationStateCopyIter = animationStateSetCopy->getAnimationStateIterator();
            while (animationStateIter.hasMoreElements()) {
                if (!animationStateCopyIter.hasMoreElements())
                    break;
                Ogre::AnimationState *animationState = animationStateIter.getNext();
                Ogre::AnimationState *animationStateCopy = animationStateCopyIter.getNext();
                animationStateCopy->setLoop(animationState->getLoop());
                //bool enabled = animationState->getEnabled();
                //animationStateCopy->setEnabled(animationState->getEnabled());
                animationStateCopy->setEnabled(true);
                animationStateCopy->setTimePosition(animationState->getTimePosition());
            }
        }

        // create a new container for the cloned entity
        OgreContainer *entityCopyContainer = new OgreContainer(entityCopy);
        entityCopy->setUserAny(Ogre::Any(entityCopyContainer));
        if (!entity->getUserAny().isEmpty()) {
            OgreContainer *entityContainer = Ogre::any_cast<OgreContainer *>(entity->getUserAny());
			if (entityContainer) {
                QObject::connect(entityContainer, SIGNAL(animationStateUpdated(const QString &, double)), entityCopyContainer, SLOT(updateAnimationState(const QString &, double)));
				QObject::connect(entityContainer, SIGNAL(boneTransformUpdated(const QString &, double, double, double, double, double, double)), entityCopyContainer, SLOT(updateBoneTransform(const QString &, double, double, double, double, double, double)));
			}
        }
        result = dynamic_cast<Ogre::MovableObject *>(entityCopy);
    } else if (typeName == "Light") {
        // clone light
        Ogre::Light *light = dynamic_cast<Ogre::Light *>(movableObject);
        Ogre::Light *lightCopy = sceneManager->createLight(name.toStdString());
        lightCopy->setType(light->getType());
        lightCopy->setDiffuseColour(light->getDiffuseColour());
        lightCopy->setSpecularColour(light->getSpecularColour());
        lightCopy->setAttenuation(light->getAttenuationRange(), light->getAttenuationConstant(), light->getAttenuationLinear(), light->getAttenuationQuadric());
        lightCopy->setPosition(light->getPosition());
        lightCopy->setDirection(light->getDirection());
        if (lightCopy->getType() == Ogre::Light::LT_SPOTLIGHT)
            lightCopy->setSpotlightRange(light->getSpotlightInnerAngle(), light->getSpotlightOuterAngle(), light->getSpotlightFalloff());
        lightCopy->setPowerScale(light->getPowerScale());
        lightCopy->setCastShadows(light->getCastShadows());

        // create a new container for the cloned light
        OgreContainer *lightCopyContainer = new OgreContainer(lightCopy);
        lightCopy->setUserAny(Ogre::Any(lightCopyContainer));
        if (!light->getUserAny().isEmpty()) {
            OgreContainer *lightContainer = Ogre::any_cast<OgreContainer *>(light->getUserAny());
            if (lightContainer)
                QObject::connect(lightContainer, SIGNAL(sceneNodeUpdated()), lightCopyContainer, SLOT(updateLight()));
        }
        result = dynamic_cast<Ogre::MovableObject *>(lightCopy);
    } else if (typeName == "Camera") {
        // clone camera
        Ogre::Camera *camera = dynamic_cast<Ogre::Camera *>(movableObject);
        Ogre::Camera *cameraCopy = sceneManager->createCamera(name.toStdString());
//.........这里部分代码省略.........
开发者ID:banduladh,项目名称:levelfour,代码行数:101,代码来源:OgreTools.cpp

示例15: frameRenderingQueued

bool OgreSmartBody::frameRenderingQueued(const Ogre::FrameEvent& evt)
{
    if(mWindow->isClosed())
        return false;
 
    //Need to capture/update each device
    mKeyboard->capture();
    mMouse->capture();
 
    if(mKeyboard->isKeyDown(OIS::KC_ESCAPE))
        return false;

	// smartbody
	if (!m_pScene)
		return true;

	SmartBody::SBSimulationManager* sim = m_pScene->getSimulationManager();
	sim->setTime((Ogre::Root::getSingleton().getTimer()->getMilliseconds() / 1000.0f) - mStartTime);
	m_pScene->update();

	int numCharacters = m_pScene->getNumCharacters();
	if (numCharacters == 0)
		return true;

	const std::vector<std::string>& characterNames = m_pScene->getCharacterNames();

	for (size_t n = 0; n < characterNames.size(); n++)
	{
		SmartBody::SBCharacter* character = m_pScene->getCharacter(characterNames[n]);
		if (!this->getSceneManager()->hasEntity(characterNames[n]))
			continue;

		Ogre::Entity* entity = this->getSceneManager()->getEntity(characterNames[n]);
		Ogre::Skeleton* meshSkel = entity->getSkeleton();
		Ogre::Node* node = entity->getParentNode();

		SrVec pos = character->getPosition();
		SrQuat ori = character->getOrientation();
		//std::cout << ori.w << ori.x << " " << ori.y << " " << ori.z << std::endl;
		node->setPosition(pos.x, pos.y, pos.z);
		node->setOrientation(ori.w, ori.x, ori.y, ori.z);
	
		// Update joints
		SmartBody::SBSkeleton* sbSkel = character->getSkeleton();
			
		int numJoints = sbSkel->getNumJoints();
		for (int j = 0; j < numJoints; j++)
		{
			SmartBody::SBJoint* joint = sbSkel->getJoint(j);
	
			try
			{
				SrQuat orientation = joint->quat()->value();
	
				Ogre::Vector3 posDelta(joint->getPosition().x, joint->getPosition().y, joint->getPosition().z);
				Ogre::Quaternion quatDelta(orientation.w, orientation.x, orientation.y, orientation.z);
				Ogre::Bone* bone = meshSkel->getBone(joint->getName());
				if (!bone)
					continue;
				bone->setPosition(bone->getInitialPosition() + posDelta);
				bone->setOrientation(quatDelta);
			}
			catch (Ogre::ItemIdentityException& ex)
			{
				// Should not happen as we filtered using m_mValidBones
			}
		}
	}
	

 
    return true;
}
开发者ID:gsi-upm,项目名称:SmartSim,代码行数:73,代码来源:ogresmartbody.cpp


注:本文中的ogre::Skeleton类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。