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ogre-prototype/src/gamedata/CharacterAnimationModule.cpp

631 lines
19 KiB
C++

#include <iostream>
#include "Components.h"
#include "EventTriggerModule.h"
#include "CharacterModule.h"
#include "PhysicsModule.h"
#include "CharacterAnimationModule.h"
#include "EventModule.h"
#include "TerrainModule.h"
#include "WaterModule.h"
#include "world-build.h"
namespace ECS
{
CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
{
ecs.module<CharacterAnimationModule>();
ecs.component<AnimationControl>();
ecs.import <EventModule>();
ecs.import <TerrainModule>();
ecs.import <WaterModule>();
ecs.import <PhysicsModule>();
ecs.system<const CharacterBase, AnimationControl>("HandleAnimations")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, const CharacterBase &ch,
AnimationControl &anim) {
if (!anim.configured) {
int i, j;
e.set<EventData>({});
ch.mBodyEnt->getSkeleton()->setBlendMode(
Ogre::ANIMBLEND_CUMULATIVE);
Ogre::AnimationStateSet *animStateSet =
ch.mBodyEnt->getAllAnimationStates();
const Ogre::AnimationStateMap &animMap =
animStateSet->getAnimationStates();
anim.mAnimationSystem =
new AnimationSystem(false);
ch.mBodyEnt->getSkeleton()
->getBone("Root")
->removeAllChildren();
for (auto it = animMap.begin();
it != animMap.end(); it++) {
Animation *animation = new Animation(
ch.mBodyEnt->getSkeleton(),
it->second,
ch.mBodyEnt->getSkeleton()
->getAnimation(
it->first),
e);
#ifdef VDEBUG
std::cout
<< "animation: " << animNames[i]
<< std::endl;
#endif
animation->setLoop(true);
anim.mAnimationSystem->add_animation(
it->first, animation);
}
anim.mAnimationSystem
->builder()
/* clang-format off */
->output()
->state_machine(ANIM_FADE_SPEED, "main")
->state("locomotion")
->state_machine(ANIM_FADE_SPEED, "locomotion-state")
->state("idle")
->animation("idle")
->end()
->state("walking")
->animation("walking")
->end()
->state("running")
->animation("running")
->end()
->state("treading_water")
->animation("treading_water")
->end()
->state("swimming")
->animation("swimming")
->end()
->state("swimming-fast")
->speed(20.0f)
->animation("swimming")
->end()
->end()
->end()
->end()
->state("actuator")
->state_machine(ANIM_FADE_SPEED * 10.0f, "actuator-state")
->state("hanging-idle")
->animation("hanging-idle")
->end()
->state("swimming-hold-edge")
->animation("swimming-hold-edge")
->end()
->state("swimming-edge-climb")
->animation("swimming-edge-climb")
->trigger(e, "end_of_climb", 0.99f, "animation:swimming-edge-climb:end")
->end()
->state("hanging-climb")
->animation("hanging-climb")
->trigger(e, "end_of_climb2", 0.99f, "animation:hanging-climb:end")
->end()
->state("idle")
->animation("idle-act")
->end()
->state("pass-character")
->animation("pass-character")
->trigger(e, "pass-character", 0.99f, "animation:pass-character:end")
->end()
->state("character-talk")
->animation("character-talk")
->end()
->state("sitting")
->animation("sitting-chair")
->end()
->state("sitting-ground")
->animation("sitting-ground")
->end()
->transition_end("swimming-edge-climb", "idle")
->transition_end("hanging-climb", "idle")
->transition_end("pass-character", "idle")
->end()
->end()
->end();
/* clang-format on */
anim.mAnimationSystem
->get<AnimationNodeStateMachine>("main")
->setAnimation("locomotion", true);
anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"locomotion-state")
->setAnimation("idle", true);
anim.configured = true;
}
});
#if 0
ecs.system<CharacterBase>("RootMotionStart")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, CharacterBase &ch) {
ch.mBoneMotion = Ogre::Vector3::ZERO;
});
#endif
ecs.system<const EngineData, CharacterBase, AnimationControl>(
"HandleAnimations1")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, const EngineData &eng,
CharacterBase &ch, AnimationControl &anim) {
float delta = eng.delta;
// ch.mBoneMotion = Ogre::Vector3::ZERO;
if (!anim.mAnimationSystem)
return;
#if 0
ch.mBodyEnt->getSkeleton()->getBone("Root")->reset();
ch.mBodyEnt->getSkeleton()->getBone("Root")->setPosition(
Ogre::Vector3::ZERO);
#endif
bool result = anim.mAnimationSystem->addTime(delta);
Ogre::Vector3 rootMotion =
anim.mAnimationSystem->getRootMotionDelta();
ch.mBonePrevMotion = ch.mBoneMotion;
ch.mBoneMotion = rootMotion;
ch.mBodyEnt->_updateAnimation();
ch.mBodyEnt->getSkeleton()->getBone("Root")->setPosition(
Ogre::Vector3::ZERO);
#if 0
Ogre::Vector3 deltaMotion;
ch.mBodyEnt->_updateAnimation();
std::cout << "motion: " << ch.mBoneMotion << " "
<< rootMotion << " " << ch.mBonePrevMotion
<< std::endl;
rootMotion = ch.mBodyEnt->getSkeleton()
->getBone("Root")
->getPosition();
if (rootMotion.squaredLength() <
ch.mBoneMotion.squaredLength())
deltaMotion = rootMotion;
else
deltaMotion = rootMotion - ch.mBoneMotion;
ch.mBonePrevMotion = ch.mBoneMotion;
ch.mBoneMotion = deltaMotion;
#endif
// The value we get is interpolated value. When result is true it is new step
#if 0
Ogre::Vector3 offset = ch.mRootBone->getPosition();
ch.mBoneMotion = static_cast<RootMotionListener *>(
anim.mListener)
->getDeltaMotion();
ch.mRootBone->setPosition(Ogre::Vector3::ZERO);
Ogre::Vector3 d = offset - ch.mBonePrevMotion;
ch.mBonePrevMotion = offset;
std::cout << "length: " << d.length() << std::endl;
if (d.squaredLength() > 0.02f * 0.02f)
d = offset;
if (d.squaredLength() > 0.02f * 0.02f)
d = Ogre::Vector3::ZERO;
std::cout << "length2: " << d.length() << std::endl;
OgreAssert(d.length() < 0.5f, "bad offset");
ch.mBoneMotion = d;
#endif
#if 0
if (result) {
if (d.squaredLength() > 0.0f)
ch.mBoneMotion =
ch.mRootBone->getPosition() -
ch.mBoneMotion;
else
ch.mBoneMotion =
ch.mRootBone->getPosition();
} else {
ch.mBoneMotion = ch.mRootBone->getPosition() -
ch.mBoneMotion;
}
#endif
#undef VDEBUG
#ifdef VDEBUG
std::cout << "root motion: " << delta << ": "
<< ch.mBoneMotion << " - "
<< ch.mRootBone->getPosition()
<< " result: " << result << std::endl;
#endif
#undef VDEBUG
#if 0
// ch.mRootBone->setPosition(Ogre::Vector3::ZERO);
ch.mBonePrevMotion = offset;
#endif
});
ecs.system<const EngineData, CharacterBase, CharacterVelocity>(
"HandleRootMotionVelocity")
.kind(flecs::OnUpdate)
.with<TerrainReady>()
.with<WaterReady>()
.each([this](flecs::entity e, const EngineData &eng,
CharacterBase &ch, CharacterVelocity &v) {
if (eng.delta < 0.0000001f)
return;
if (!ch.mBodyNode)
return;
Ogre::Quaternion rot = ch.mBodyNode->getOrientation();
Ogre::Vector3 pos = ch.mBodyNode->getPosition();
Ogre::Vector3 boneMotion = ch.mBoneMotion;
v.velocity = Ogre::Vector3::ZERO;
float safeDelta =
Ogre::Math::Clamp(eng.delta, 0.001f, 0.99f);
#if 0
if (!e.has<CharacterInActuator>()) {
v.velocity = Ogre::Math::lerp(
v.velocity,
rot * boneMotion / safeDelta, 0.99f);
} else {
// v.velocity = rot * boneMotion / safeDelta;
v.velocity = Ogre::Math::lerp(
v.velocity,
rot * boneMotion / safeDelta, 0.99f);
}
#endif
v.velocity = rot * boneMotion / safeDelta;
#if 0
if (!e.has<CharacterDisablePhysics>() &&
!e.has<CharacterInActuator>()) {
if (eng.startupDelay <= 0.0f)
v.velocity += v.gvelocity;
v.velocity.y = Ogre::Math::Clamp(v.velocity.y,
-10.5f, 10.0f);
}
#endif
// if (v.velocity.squaredLength() > 1.4f * 1.4f)
// v.velocity = v.velocity.normalisedCopy() * 1.4f;
// ch.mBoneMotion = Ogre::Vector3::ZERO;
// safety
// std::cout << "velocity: " << v.velocity << std::endl;
v.velocity.x =
Ogre::Math::Clamp(v.velocity.x, -16.0f, 16.0f);
v.velocity.z =
Ogre::Math::Clamp(v.velocity.z, -16.0f, 16.0f);
v.velocity.y =
Ogre::Math::Clamp(v.velocity.y, -10.5f, 10.0f);
#if 0
v.velocity.y = 0.0f;
#endif
});
#if 0
ecs.system<const EngineData, const AnimationControl,
const CharacterBase, CharacterVelocity>("HandleSwimming")
.kind(flecs::OnUpdate)
.with<TerrainReady>()
.with<WaterReady>()
.with<InWater>()
.with<CharacterBuoyancy>()
.without<CharacterDisablePhysics>()
.without<CharacterInActuator>()
.each([this](flecs::entity e, const EngineData &eng,
const AnimationControl &anim,
const CharacterBase &ch, CharacterVelocity &gr) {
if (anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"locomotion-state")
->getCurrentState() == "swimming") {
float h = Ogre::Math::Clamp(
0.0f - ch.mBodyNode->getPosition().y,
0.0f, 2000.0f);
if (h > 0.05 && h < 2.0f)
gr.gvelocity.y += 0.1f * (h + 1.0f) *
h * eng.delta;
}
});
#endif
ecs.system<const EngineData, CharacterBase, AnimationControl,
CharacterVelocity>("HandleRootMotion")
.kind(flecs::OnUpdate)
.each([this](flecs::entity e, const EngineData &eng,
CharacterBase &ch, AnimationControl &anim,
CharacterVelocity &v) {
if (!ch.mBodyNode)
return;
if (eng.delta < 0.0000001f)
return;
OgreAssert(eng.delta > 0.0f, "Zero delta");
int maxPen = 0;
Ogre::Vector3 colNormal;
bool is_on_floor = false;
bool penetration = false;
});
ecs.system<const Input, const CharacterBase, AnimationControl>(
"HandleNPCAnimations")
.kind(flecs::OnUpdate)
.with<Character>()
.without<Player>()
.each([](flecs::entity e, const Input &input,
const CharacterBase &ch, AnimationControl &anim) {
if (!anim.configured)
return;
if (!anim.mAnimationSystem)
return;
AnimationNodeStateMachine *state_machine =
anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"locomotion-state");
Ogre::String current_state =
state_machine->getCurrentState();
Ogre::String next_state = "idle";
if (current_state != "treading_water" &&
ch.is_submerged)
next_state = "treading_water";
if (current_state != "idle" && !ch.is_submerged)
next_state = "idle";
state_machine->setAnimation(next_state);
});
ecs.system<const CharacterBase, const CharacterInActuator,
AnimationControl>("HandlePlayerAnimationsActuator")
.kind(flecs::OnUpdate)
.with<Character>()
.each([](flecs::entity e, const CharacterBase &ch,
const CharacterInActuator &inact,
AnimationControl &anim) {
if (!anim.configured)
return;
AnimationNodeStateMachine *main_sm =
anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"main");
AnimationNodeStateMachine *actuator_sm =
anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"actuator-state");
Ogre::String current_state = main_sm->getCurrentState();
if (current_state != "actuator")
main_sm->setAnimation("actuator", true);
actuator_sm->setAnimation(inact.animationState, true);
});
ecs.system<const CharacterBase, AnimationControl>(
"HandlePlayerAnimationsNoActuator")
.kind(flecs::OnUpdate)
.with<Character>()
.without<CharacterInActuator>()
.each([](flecs::entity e, const CharacterBase &ch,
AnimationControl &anim) {
if (!anim.configured)
return;
if (!anim.mAnimationSystem)
return;
AnimationNodeStateMachine *main_sm =
anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"main");
Ogre::String current_state = main_sm->getCurrentState();
if (current_state != "locomotion")
main_sm->setAnimation("locomotion", true);
});
ecs.system<const Input, const CharacterBase, AnimationControl>(
"HandlePlayerAnimations")
.kind(flecs::OnUpdate)
.with<Character>()
.with<Player>()
.without<CharacterInActuator>()
.each([](flecs::entity e, const Input &input,
const CharacterBase &ch, AnimationControl &anim) {
if (!anim.configured)
return;
AnimationNodeStateMachine *state_machine =
anim.mAnimationSystem
->get<AnimationNodeStateMachine>(
"locomotion-state");
Ogre::String current_state =
state_machine->getCurrentState();
bool controls_idle = input.motion.zeroLength();
bool anim_is_idle = current_state == "idle" ||
current_state == "treading_water";
bool anim_is_walking = current_state == "walking";
bool anim_is_running = current_state == "running";
bool anim_is_swimming_slow = current_state ==
"swimming";
bool anim_is_swimming_fast = current_state ==
"swimming-fast";
bool anim_is_swimming = anim_is_swimming_slow ||
anim_is_swimming_fast;
bool anim_is_motion = anim_is_walking ||
anim_is_running ||
anim_is_swimming;
bool start_motion = !controls_idle && anim_is_idle;
bool end_motion = controls_idle && !anim_is_idle;
Ogre::String next_state = current_state;
if (controls_idle && anim_is_idle) {
if (current_state != "treading_water" &&
ch.is_submerged)
next_state = "treading_water";
else if (current_state != "idle" &&
!ch.is_submerged)
next_state = "idle";
state_machine->setAnimation(next_state);
} else if (start_motion) {
if (ch.is_submerged) {
if (input.fast)
next_state = "swimming-fast";
else
next_state = "swimming";
} else {
if (input.fast)
next_state = "running";
else
next_state = "walking";
}
state_machine->setAnimation(next_state, true);
} else if (end_motion) {
if (ch.is_submerged)
state_machine->setAnimation(
"treading_water");
else
state_machine->setAnimation("idle");
} else {
if (ch.is_submerged) {
if (input.fast &&
!anim_is_swimming_fast) {
next_state = "swimming-fast";
} else if (!input.fast &&
!anim_is_swimming_slow) {
next_state = "swimming";
}
} else {
if (input.fast && !anim_is_running)
next_state = "running";
else if (!input.fast &&
!anim_is_walking)
next_state = "walking";
}
if (current_state != next_state)
state_machine->setAnimation(next_state);
}
});
ecs.system<const Input, const CharacterBase, AnimationControl,
CharacterInActuator>("HandlePlayerAnimations2")
.kind(flecs::OnUpdate)
.with<Character>()
.with<Player>()
.each([](flecs::entity e, const Input &input,
const CharacterBase &ch, AnimationControl &anim,
CharacterInActuator &act) {
bool controls_idle = input.motion.zeroLength();
if (!controls_idle) {
std::cout << "motion.z: "
<< Ogre::Math::Abs(input.motion.z -
act.prevMotion.z)
<< std::endl;
bool trigger_event = false;
e.each<InTrigger>([&](flecs::entity trig) {
if (Ogre::Math::Abs(input.motion.z -
act.prevMotion.z) >
0.001f) {
if (input.motion.z < 0) {
trig.get_mut<EventData>()
.add(e,
"actuator_forward",
trig, e);
trig.modified<
EventData>();
}
if (input.motion.z > 0) {
trig.get_mut<EventData>()
.add(e,
"actuator_backward",
trig, e);
trig.modified<
EventData>();
}
}
if (input.act_pressed) {
trig.get_mut<EventData>().add(
e, "actuator_action",
trig, e);
trig.modified<EventData>();
}
// ECS::get_mut<LuaData>().call_handler(
// "actuator_update", trig, e);
trigger_event = true;
});
if (!trigger_event) {
if (Ogre::Math::Abs(input.motion.z -
act.prevMotion.z) >
0.001f) {
if (input.motion.z < 0) {
e.get_mut<EventData>().add(
e,
"_in_actuator_forward",
e, e);
}
if (input.motion.z > 0) {
e.get_mut<EventData>().add(
e,
"_in_actuator_backward",
e, e);
}
}
if (input.act_pressed) {
e.get_mut<EventData>().add(
e,
"_in_actuator_action",
e, e);
}
}
act.prevMotion.x = input.motion.x;
act.prevMotion.y = input.motion.y;
act.prevMotion.z = input.motion.z;
}
act.prevMotion = input.motion;
});
ecs.system<EventData>("UpdateEvents")
.kind(flecs::OnUpdate)
.with<Character>()
.each([](flecs::entity e, EventData &evt) {
for (auto ev : evt.events) {
std::cout << "character event: " << ev.event
<< std::endl;
/* parse character events */
e.each<InTrigger>([&](flecs::entity trig) {
/* if triggered, dispatch events to trigger */
trig.get_mut<EventData>().add(
ev.sender, ev.event,
trig, // it is easier this way to identify trigger entity
ev.e2);
});
}
evt.events.clear();
});
#ifdef VDEBUG
ecs.system<const CharacterBase>("CharacterGravityStatus")
.kind(flecs::OnUpdate)
.with<Character>()
.with<Player>()
.each([](flecs::entity e, const CharacterBase &ch) {
if (e.has<CharacterGravity>())
std::cout << "gravity\n";
else
std::cout << "no gravity\n";
if (e.has<InWater>())
std::cout << "in water\n";
else
std::cout << "out of water\n";
std::cout
<< "h=" << ch.mBodyNode->_getDerivedPosition().y
<< std::endl;
});
#endif
struct AnimationSetCommand : public GameWorld::Command {
int operator()(const std::vector<GameWorld::Parameter *> &args)
override
{
GameWorld::ValueParameter<flecs::entity> *param_e =
static_cast<GameWorld::ValueParameter<
flecs::entity> *>(args[0]);
OgreAssert(param_e->get().is_valid(), "bad entity");
GameWorld::ValueParameter<std::string> *param_node =
static_cast<GameWorld::ValueParameter<
std::string> *>(args[1]);
GameWorld::ValueParameter<std::string> *param_state =
static_cast<GameWorld::ValueParameter<
std::string> *>(args[2]);
if (param_e->get().has<AnimationControl>() &&
param_e->get().get<AnimationControl>().configured ==
true) {
const AnimationControl &control =
param_e->get().get<AnimationControl>();
AnimationNodeStateMachine *sm =
control.mAnimationSystem
->get<AnimationNodeStateMachine>(
param_node->get());
bool reset = false;
if (args.size() == 4) {
GameWorld::ValueParameter<bool>
*param_reset = static_cast<
GameWorld::ValueParameter<
bool> *>(
args[3]);
reset = param_reset->get();
}
sm->setAnimation(param_state->get(), reset);
std::cout << "animation switch: "
<< param_node->get() << " "
<< param_state->get() << std::endl;
}
return 0;
}
};
ECS::get_mut<GameWorld>().add_command<AnimationSetCommand>(
"set_animation_state");
}
}