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C++ SkeletonPtr::createAnimation方法代码示例

本文整理汇总了C++中ogre::SkeletonPtr::createAnimation方法的典型用法代码示例。如果您正苦于以下问题:C++ SkeletonPtr::createAnimation方法的具体用法?C++ SkeletonPtr::createAnimation怎么用?C++ SkeletonPtr::createAnimation使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ogre::SkeletonPtr的用法示例。


在下文中一共展示了SkeletonPtr::createAnimation方法的5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: length

    //-------------------------------------------------------------------------
    void
    AFile::addTo( Ogre::SkeletonPtr skeleton, const String& name ) const
    {
        if( skeleton->hasAnimation( name) ) return;

        Ogre::Real length( ( m_frames.size() - 1 ) * FRAME_DURATION );
        Ogre::Animation *anim( skeleton->createAnimation(name, length ));
        uint16 track_handle( 0 );
        Ogre::Bone* bone( skeleton->getBone( "root" ) );
        Ogre::NodeAnimationTrack* track;
        track = anim->createNodeTrack( track_handle++, bone );
        Ogre::Real time;
        size_t index( 0 );
        for( FrameList::const_iterator frame( m_frames.begin())
            ;frame != m_frames.end(); ++frame )
        {
            time = (index++) * FRAME_DURATION;
            Ogre::TransformKeyFrame* key_frame( track->createNodeKeyFrame( time ) );
            key_frame->setTranslate( frame->root_translation );
            setFrameRotation( key_frame, frame->root_rotation );
        }
        for( uint32 i(0); i < m_bone_count; ++i )
        {
            if (i + 1 >= skeleton->getNumBones())
            {
                // TODO: Figure out why this happens/fix it
                LOG_ERROR("Bone " + std::to_string(i + 1) + "  is out of bounds " + std::to_string(skeleton->getNumBones()) + " for: " + name + " in: " + skeleton->getName());
            }
            else
            {
                bone = skeleton->getBone(i + 1);
                track = anim->createNodeTrack(track_handle++, bone);
                time = 0;
                for (FrameList::const_iterator frame(m_frames.begin())
                    ; frame != m_frames.end(); ++frame)
                {
                    const Ogre::Vector3& rot(frame->bone_rotations[i]);
                    Ogre::TransformKeyFrame* key_frame(track->createNodeKeyFrame(time));
                    setFrameRotation(key_frame, rot);
                    time += FRAME_DURATION;
                }
            }
        }
    }
开发者ID:adrielvel,项目名称:q-gears,代码行数:45,代码来源:QGearsAFile.cpp

示例2:

void CMonster3D::setupSkeleton(std::string skeletonFile)
{
   Ogre::SkeletonPtr pSkeletonBody = Ogre::SkeletonManager::getSingleton().getByName(m_meshName + ".skeleton");

   Ogre::Skeleton::BoneHandleMap boneHandleMap;
  
   Ogre::SkeletonPtr pNewSkeleton = Ogre::SkeletonManager::getSingleton().load(skeletonFile, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
   Ogre::Animation *pSrcAnimation = pNewSkeleton->getAnimation(0);
   std::string newAnimationName = pSrcAnimation->getName() + "::" + m_pMonsterNode->getName();
   Ogre::Animation *pNewAnimation = pNewSkeleton->createAnimation(newAnimationName, pSrcAnimation->getLength());
   Ogre::Animation *pCloneAnimation = pNewSkeleton->getAnimation(0)->clone(newAnimationName);
   *pNewAnimation = *pCloneAnimation;
   pNewSkeleton->removeAnimation(pSrcAnimation->getName());

   pNewSkeleton->_buildMapBoneByHandle(pNewSkeleton.getPointer(), boneHandleMap);
   pSkeletonBody->_mergeSkeletonAnimations(pNewSkeleton.getPointer(), boneHandleMap);
   Ogre::SkeletonManager::getSingleton().remove(skeletonFile);

   m_pBodyEntity->getSkeleton()->_refreshAnimationState(m_pBodyEntity->getAllAnimationStates());
}
开发者ID:hjqqq,项目名称:Forever,代码行数:20,代码来源:CMonster3D.cpp

示例3: doExportAnimations


//.........这里部分代码省略.........
        split.start = 1;
        split.end = numFrames;
        split.name = "Default";
        splitInfo.push_back(split);
    }

    // Get animation length
    // Map frames -> seconds, this can be changed in speed of animation anyway



    int numBones = msModel_GetBoneCount(pModel);
    unsigned int frameTime;
    float realTime;

    std::vector<SplitAnimationStruct>::iterator animsIt;
    for (animsIt = splitInfo.begin(); animsIt != splitInfo.end(); ++animsIt)
    {
        SplitAnimationStruct& currSplit = *animsIt;

        // Create animation
        frameTime = currSplit.end - currSplit.start;
        realTime = frameTime / fps;
		Ogre::LogManager::getSingleton().stream()
			<< "Trying to create Animation object for animation "
			<<  currSplit.name << " For Frames " << currSplit.start << " to "
            << currSplit.end << " inclusive. ";

		Ogre::LogManager::getSingleton().stream()
			<< "Frame time = "
			<< frameTime << ", Seconds = " << realTime;

        Ogre::Animation *ogreanim =
            ogreskel->createAnimation(currSplit.name, realTime);
        logMgr.logMessage("Animation object created.");

        int i;
        // Create all the animation tracks
        for (i = 0; i < numBones; ++i)
        {

            msBone* bone = msModel_GetBoneAt(pModel, i);
            Ogre::Bone* ogrebone = ogreskel->getBone(bone->szName);

            // Create animation tracks
			msg = "Creating AnimationTrack for bone " + Ogre::StringConverter::toString(i);
            logMgr.logMessage(msg);

            Ogre::NodeAnimationTrack *ogretrack = ogreanim->createNodeTrack(i, ogrebone);
            logMgr.logMessage("Animation track created.");

            // OGRE uses keyframes which are both position and rotation
            // Milkshape separates them, but never seems to use the ability to
            // have a different # of pos & rot keys

            int numKeys = msBone_GetRotationKeyCount(bone);

            msg = "Number of keyframes: " + Ogre::StringConverter::toString(numKeys);
            logMgr.logMessage(msg);

            int currKeyIdx;
            msPositionKey* currPosKey;
            msRotationKey* currRotKey;
            for (currKeyIdx = 0; currKeyIdx < numKeys; ++currKeyIdx )
            {
                currPosKey = msBone_GetPositionKeyAt(bone, currKeyIdx);
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:67,代码来源:MilkshapePlugin.cpp

示例4: file

void
AnimationFile::GetData( std::vector< s16 >& skeleton_length, const Unit& unit, const int offset_to_animations, const int number_of_animation, const int start_animation, Ogre::SkeletonPtr skeleton)
{
    for (int i = 0; i < number_of_animation; ++i)
    {
        /*LOGGER->Log(LOGGER_INFO, "Animation Header %02x%02x %02x %02x %02x %02x %02x%02x %02x%02x %02x%02x %02x%02x%02x%02x",
                    GetU8(offset_to_animations + i * 0x10 + 0x00), GetU8(offset_to_animations + i * 0x10 + 0x01), GetU8(offset_to_animations + i * 0x10 + 0x02), GetU8(offset_to_animations + i * 0x10 + 0x03),
                    GetU8(offset_to_animations + i * 0x10 + 0x04), GetU8(offset_to_animations + i * 0x10 + 0x05), GetU8(offset_to_animations + i * 0x10 + 0x06), GetU8(offset_to_animations + i * 0x10 + 0x07),
                    GetU8(offset_to_animations + i * 0x10 + 0x08), GetU8(offset_to_animations + i * 0x10 + 0x09), GetU8(offset_to_animations + i * 0x10 + 0x0A), GetU8(offset_to_animations + i * 0x10 + 0x0B),
                    GetU8(offset_to_animations + i * 0x10 + 0x0C), GetU8(offset_to_animations + i * 0x10 + 0x0D), GetU8(offset_to_animations + i * 0x10 + 0x0E), GetU8(offset_to_animations + i * 0x10 + 0x0F));
        */
        AnimationHeader header;
        header.number_of_frames                  = GetU16LE(offset_to_animations + i * 0x10 + 0x00);
        header.number_of_bones                   = GetU8(offset_to_animations + i * 0x10 + 0x02);
        header.number_of_frames_translation      = GetU8(offset_to_animations + i * 0x10 + 0x03);
        header.number_of_static_translation      = GetU8(offset_to_animations + i * 0x10 + 0x04);
        header.number_of_frames_rotation         = GetU8(offset_to_animations + i * 0x10 + 0x05);
        header.offset_to_frames_translation_data = GetU16LE(offset_to_animations + i * 0x10 + 0x06);
        header.offset_to_static_translation_data = GetU16LE(offset_to_animations + i * 0x10 + 0x08);
        header.offset_to_frames_rotation_data    = GetU16LE(offset_to_animations + i * 0x10 + 0x0A);
        header.offset_to_animation_data          = GetU32LE(offset_to_animations + i * 0x10 + 0x0C) - 0x80000000;
        m_AnimationHeaders.push_back(header);
    }

    for (size_t i = 0; (i < static_cast<size_t>(number_of_animation)) && (start_animation + i < unit.animations.size()); ++i)
    {
        if (unit.animations[start_animation + i] == "" || unit.animations[start_animation + i] == " ")
        {
            continue;
        }

        /*
        File file(mpBuffer, m_AnimationHeaders[i].offset_to_animation_data, 0x04 + m_AnimationHeaders[i].number_of_bones * 0x08 + m_AnimationHeaders[i].number_of_frames_translation * m_AnimationHeaders[i].number_of_frames * 0x02 + m_AnimationHeaders[i].number_of_static_translation * 0x02 + m_AnimationHeaders[i].number_of_frames_rotation * m_AnimationHeaders[i].number_of_frames);
        file.WriteFile(RString((Ogre::String("dump/") + Ogre::String("animation_") + Ogre::StringConverter::toString(i) + Ogre::String("_data")).c_str()));
        */

        Ogre::Animation* anim = skeleton->createAnimation(unit.animations[start_animation + i], (float)(m_AnimationHeaders[i].number_of_frames - 1) / 30.0f);

        for (u32 j = 0; j < m_AnimationHeaders[i].number_of_frames; ++j)
        {
            Frame frame;

            // root bone
            Ogre::Bone* root = skeleton->getBone(0);

            Ogre::NodeAnimationTrack* track;
            if (j == 0)
            {
                track = anim->createNodeTrack(0, root);
                track->removeAllKeyFrames();
            }
            else
            {
                track = anim->getNodeTrack(0);
            }

            Ogre::TransformKeyFrame* frame_root = track->createNodeKeyFrame((float)j / 30.0f);

            Ogre::Quaternion rot;
            Ogre::Matrix3 mat;
            mat.FromEulerAnglesZXY(Ogre::Radian(Ogre::Degree(180)), Ogre::Radian(Ogre::Degree(0)), Ogre::Radian(Ogre::Degree(0)));
            rot.FromRotationMatrix(mat);
            frame_root->setRotation(rot);

            for (u32 k = 0; k < m_AnimationHeaders[i].number_of_bones; ++k)
            {
                BonePosition position;

                u8 flag = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x00);

                u8 rx = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x01);
                u8 ry = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x02);
                u8 rz = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x03);
                u8 tx = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x04);
                u8 ty = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x05);
                u8 tz = GetU8(m_AnimationHeaders[i].offset_to_animation_data + 0x04 + k * 0x08 + 0x06);

                // rotation
                if (flag & 0x01)
                {
                    position.rotation_x = 360.0f * GetU8(m_AnimationHeaders[i].offset_to_animation_data + m_AnimationHeaders[i].offset_to_frames_rotation_data + rx * m_AnimationHeaders[i].number_of_frames + j) / 255.0f;
                }
                else
                {
                    position.rotation_x = 360.0f * rx / 255.0f;
                }

                if (flag & 0x02)
                {
                    position.rotation_y = 360.0f * GetU8(m_AnimationHeaders[i].offset_to_animation_data + m_AnimationHeaders[i].offset_to_frames_rotation_data + ry * m_AnimationHeaders[i].number_of_frames + j) / 255.0f;
                }
                else
                {
                    position.rotation_y = 360.0f * ry / 255.0f;
                }

                if (flag & 0x04)
                {
                    position.rotation_z = 360.0f * GetU8(m_AnimationHeaders[i].offset_to_animation_data + m_AnimationHeaders[i].offset_to_frames_rotation_data + rz * m_AnimationHeaders[i].number_of_frames + j) / 255.0f;
                }
//.........这里部分代码省略.........
开发者ID:adrielvel,项目名称:q-gears,代码行数:101,代码来源:AnimationFile.cpp

示例5: aabb

Ogre::Entity*
StageFile::GetModel( const StageInfo& info )
{
    //DumpSettings("exported/" + info.data.name + ".lua");

    VectorTexForGen textures;
    Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().create(info.data.name + "export", "General");
    Ogre::SkeletonPtr skeleton = Ogre::SkeletonManager::getSingleton().create(info.data.name + "export", "General");

    u32 number_of_files = GetU32LE(0);
    LOGGER->Log("Number of file " + IntToString(number_of_files) + "\n");



    Ogre::Bone* root1 = skeleton->createBone( "0", 0 );
    Ogre::Bone* root2 = skeleton->createBone( "1", 1 );
    root1->addChild( root2 );

    Ogre::Animation* anim = skeleton->createAnimation( "Idle", 1 );
    Ogre::NodeAnimationTrack* track1 = anim->createNodeTrack( 0, root1 );
    track1->removeAllKeyFrames();
    Ogre::TransformKeyFrame* frame1 = track1->createNodeKeyFrame( 0 );
    Ogre::Matrix3 matrix;
    matrix.FromEulerAnglesYXZ( Ogre::Radian( Ogre::Degree( 0 ) ), Ogre::Radian( Ogre::Degree( -90 ) ), Ogre::Radian( Ogre::Degree( 0 ) ) );
    Ogre::Quaternion rot;
    rot.FromRotationMatrix( matrix );
    frame1->setRotation( rot );



    for (u32 i = 1; i < number_of_files - 1; ++i)
    {
        int offset_to_vertex = GetU32LE(0x04 + i * 0x04);
        MeshExtractor(info.data, "ffvii/battle_stage/" + info.data.name, this, offset_to_vertex, textures, mesh, Ogre::StringConverter::toString(i), 1);
    }



    // <OGRE> ///////////////////////////////
    skeleton->optimiseAllAnimations();
    Ogre::SkeletonSerializer skeleton_serializer;
    skeleton_serializer.exportSkeleton(skeleton.getPointer(), "exported/models/ffvii/battle/stages/" + info.data.name + ".skeleton");

    // Update bounds
    Ogre::AxisAlignedBox aabb(-999, -999, -999, 999, 999, 999);
    mesh->_setBounds(aabb, false);
    mesh->_setBoundingSphereRadius(999);

    mesh->setSkeletonName( "models/ffvii/battle/stages/" + info.data.name + ".skeleton" );

    Ogre::MeshSerializer ser;
    ser.exportMesh(mesh.getPointer(), "exported/models/ffvii/battle/stages/" + info.data.name + ".mesh");



    // create and export textures for model
    if( textures.size() > 0 )
    {
        int number_of_files = GetU32LE( 0x00 );
        int offset_to_texture = GetU32LE( number_of_files * 0x04 );
        Vram* vram = Vram::MakeInstance().release();

        LoadTimFileToVram( this, offset_to_texture, vram );
        //vram->Save( "qqq" );
        CreateTexture( vram, info.data, "exported/models/ffvii/battle/stages/" + info.data.name + ".png", textures );
        delete vram;
    }



    CreateMaterial("ffvii/battle_stage/" + info.data.name, "exported/models/ffvii/battle/stages/" + info.data.name + ".material", "models/ffvii/battle/stages/" + info.data.name + ".png", "", "");



    Ogre::SceneManager* scene_manager = Ogre::Root::getSingleton().getSceneManager( "Scene" );
    Ogre::Entity* thisEntity = scene_manager->createEntity( info.data.name, "models/ffvii/battle/stages/" + info.data.name + ".mesh" );
    //thisEntity->setDisplaySkeleton(true);
    //thisEntity->setDebugDisplayEnabled(true);
    thisEntity->setVisible(false);
    thisEntity->getAnimationState( "Idle" )->setEnabled( true );
    thisEntity->getAnimationState( "Idle" )->setLoop( true );
    Ogre::SceneNode* thisSceneNode = scene_manager->getRootSceneNode()->createChildSceneNode();
    thisSceneNode->setPosition( 0, 0, 0 );
    thisSceneNode->roll( Ogre::Radian( Ogre::Degree( 180.0f ) ) );
    thisSceneNode->yaw( Ogre::Radian( Ogre::Degree( 120.0f ) ) );
    thisSceneNode->pitch( Ogre::Radian( Ogre::Degree( 90.0f ) ) );
    thisSceneNode->attachObject( thisEntity );

    return thisEntity;
}
开发者ID:adrielvel,项目名称:q-gears,代码行数:90,代码来源:StageFile.cpp


注:本文中的ogre::SkeletonPtr::createAnimation方法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。