370 lines
11 KiB
C++
370 lines
11 KiB
C++
#include <iostream>
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#include <Ogre.h>
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#include <OgreBullet.h>
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "LinearMath/btTransform.h"
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#include "character.h"
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#define RUN_SPEED 17 // character running speed in units per second
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#define TURN_SPEED 500.0f // character turning in degrees per second
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#define ANIM_FADE_SPEED \
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7.5f // animation crossfade speed in % of full weight per second
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Character::Character(Ogre::SceneManager *scnMgr, const Ogre::String &model,
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Ogre::Bullet::DynamicsWorld *world)
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: mModelName(model)
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, mScnMgr(scnMgr)
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, mPivotPitch(0)
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, mVerticalVelocity(0)
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, mAnimID(ANIM_NONE)
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, mRunning(false)
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, mCollisionShape(nullptr)
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, mGhostObject(nullptr)
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, mWorld(world)
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, mGoalDirection(0, 0, 0)
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, mUpdate(false)
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{
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setupBody();
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setupAnimations();
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}
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Character::~Character()
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{
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}
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bool Character::frameStarted(const Ogre::FrameEvent &evt)
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{
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return true;
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}
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bool Character::frameRenderingQueued(const Ogre::FrameEvent &evt)
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{
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if (mUpdate) {
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updateBody(evt.timeSinceLastFrame);
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updateAnimations(evt.timeSinceLastFrame);
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if (evt.timeSinceLastFrame > 0)
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updateRootMotion(evt.timeSinceLastFrame);
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}
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return true;
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}
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bool Character::frameEnded(const Ogre::FrameEvent &evt)
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{
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return true;
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}
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void Character::setupBody()
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{
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mBodyEnt = mScnMgr->createEntity(mModelName);
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mBodyNode = mScnMgr->getRootSceneNode()->createChildSceneNode();
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mBodyNode->attachObject(mBodyEnt);
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mSkeleton = mBodyEnt->getSkeleton();
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// mRigidBody = world->addCharacter(mBodyEnt, 0);
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// mCollisionShape = static_cast<btCompoundShape *>(mRigidBody->getCollisionShape());
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mGhostObject = new btPairCachingGhostObject();
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mCollisionShape = new btCompoundShape;
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mGhostObject->setCollisionShape(mCollisionShape);
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{
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btVector3 inertia(0, 0, 0);
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// mCollisionShape = new btCompoundShape();
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btScalar height = 1.0f;
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btScalar radius = 0.3f;
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btCapsuleShape *shape =
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new btCapsuleShape(radius, 2 * height - 2 * radius);
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btTransform transform;
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transform.setIdentity();
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transform.setOrigin(btVector3(0, 1, 0));
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static_cast<btCompoundShape *>(mCollisionShape)
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->addChildShape(transform, shape);
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btScalar masses[1] = { 0 };
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btTransform principal;
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static_cast<btCompoundShape *>(mCollisionShape)
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->calculatePrincipalAxisTransform(masses, principal,
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inertia);
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}
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mGhostObject->setCollisionFlags(
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btCollisionObject::CF_KINEMATIC_OBJECT /* |
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btCollisionObject::CF_NO_CONTACT_RESPONSE */);
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mGhostObject->setActivationState(DISABLE_DEACTIVATION);
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Ogre::Bullet::KinematicMotionSimple *controller =
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new Ogre::Bullet::KinematicMotionSimple(mGhostObject,
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mBodyNode);
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mWorld->attachCollisionObject(mGhostObject, mBodyEnt,
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btBroadphaseProxy::AllFilter,
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btBroadphaseProxy::AllFilter);
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mWorld->getBtWorld()->addAction(controller);
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assert(mCollisionShape);
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#if 0
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if (mRigidBody->getMass() == 0) {
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#if 0
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mRigidBody->setCollisionFlags(mRigidBody->getCollisionFlags()
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| btCollisionObject::CF_KINEMATIC_OBJECT
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| btCollisionObject::CF_NO_CONTACT_RESPONSE
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);
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#endif
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#if 0
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mGhostObject->setWorldTransform(mRigidBody->getWorldTransform());
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WorldData::get_singleton()->getBtWorld()
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->getBroadphase()->getOverlappingPairCache()
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->setInternalGhostPairCallback(new btGhostPairCallback());
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#endif
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}
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#endif
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#if 0
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mRigidBody->setActivationState(DISABLE_DEACTIVATION);
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#endif
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#if 0
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{
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Ogre::Entity *e2 = mScnMgr->createEntity("normal-male.glb");
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Ogre::SceneNode *e2node = mScnMgr->getRootSceneNode()->createChildSceneNode();
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e2node->attachObject(e2);
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mGhostObject = WorldData::get_singleton()->addGhostObject(e2, mCollisionShape);
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mController = new btKinematicCharacterController(mGhostObject, mCollisionShape, 0.5f);
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WorldData::get_singleton()->getBtWorld()->addAction(mController);
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}
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#endif
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assert(mSkeleton->hasBone("Root"));
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mRootBone = mSkeleton->getBone("Root");
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assert(mRootBone);
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}
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void Character::setupAnimations()
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{
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int i, j;
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mSkeleton->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE);
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Ogre::String animNames[NUM_ANIMS] = { "idle", "walking", "running" };
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for (i = 0; i < NUM_ANIMS; i++) {
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mAnims[i] = mBodyEnt->getAnimationState(animNames[i]);
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mAnims[i]->setLoop(true);
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mAnims[i]->setEnabled(true);
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mAnims[i]->setWeight(0);
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mFadingIn[i] = false;
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mFadingOut[i] = false;
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mSkelAnimations[i] = mSkeleton->getAnimation(animNames[i]);
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for (const auto &it : mSkelAnimations[i]->_getNodeTrackList()) {
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Ogre::NodeAnimationTrack *track = it.second;
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Ogre::String trackName =
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track->getAssociatedNode()->getName();
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if (trackName == "mixamorig:Hips") {
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mHipsTracks[i] = track;
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} else if (trackName == "Root") {
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mRootTracks[i] = track;
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// mRootTracks[i]->removeAllKeyFrames();
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}
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}
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Ogre::Vector3 delta = Ogre::Vector3::ZERO;
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Ogre::Vector3 motion = Ogre::Vector3::ZERO;
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for (j = 0; j < mRootTracks[i]->getNumKeyFrames(); j++) {
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Ogre::Vector3 trans = mRootTracks[i]
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->getNodeKeyFrame(j)
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->getTranslate();
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if (j == 0)
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delta = trans;
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else
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delta = trans - motion;
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mRootTracks[i]->getNodeKeyFrame(j)->setTranslate(delta);
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motion = trans;
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}
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}
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#if 0
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for(i = 0; i < NUM_ANIMS - 1; i++) {
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// need to cache
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int j;
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Ogre::String animName = mAnims[i]->getAnimationName();
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Ogre::Animation *anim = mSkeleton->getAnimation(animName);
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Ogre::NodeAnimationTrack *hips_track = nullptr, *root_track = nullptr;
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Ogre::Node *root_node = nullptr;
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for (const auto& it : anim->_getNodeTrackList()) {
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Ogre::NodeAnimationTrack* track = it.second;
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Ogre::String trackName = track->getAssociatedNode()->getName();
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std::cout << animName << " track: " << trackName << "\n";
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if (trackName == "mixamorig:Hips")
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hips_track = track;
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else if (trackName == "Root") {
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root_track = track;
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root_node = track->getAssociatedNode();
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}
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}
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assert(false);
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root_track->removeAllKeyFrames();
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std::cout << hips_track << " " << root_track << "\n";
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std::cout << hips_track->getNumKeyFrames() << " " << root_track->getNumKeyFrames() << "\n";
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assert(hips_track && root_track);
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Ogre::Vector3 delta = Ogre::Vector3::ZERO;
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for(j = 0; j < hips_track->getNumKeyFrames(); j++) {
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float timePos = hips_track->getNodeKeyFrame(j)->getTime();
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Ogre::Vector3 trans = hips_track->getNodeKeyFrame(j)->getTranslate();
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Ogre::Vector3 hips_trans(0, 0, 0);
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Ogre::Vector3 root_trans(0, 0, 0);
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hips_track->getNodeKeyFrame(j)->setTranslate(hips_trans);
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Ogre::TransformKeyFrame *nk = root_track->createNodeKeyFrame(timePos);
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nk->setTranslate(root_trans - delta);
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nk->setScale(Ogre::Vector3(1, 1, 1));
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nk->setRotation(Ogre::Quaternion());
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std::cout << animName << " delta: " << j << " " << timePos << " " << root_trans - delta << "\n";
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delta = root_trans;
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}
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for(j = 0; j < root_track->getNumKeyFrames(); j++) {
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float timePos = hips_track->getNodeKeyFrame(j)->getTime();
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Ogre::Vector3 root_trans = hips_track->getNodeKeyFrame(j)->getTranslate();
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std::cout << animName << " delta: root: " << j << " " << timePos << " " << root_trans << "\n";
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}
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}
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// assert(false);
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#endif
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setAnimation(ANIM_IDLE);
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}
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void Character::updateBody(Ogre::Real delta)
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{
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Ogre::Quaternion toGoal =
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mBodyNode->getOrientation().zAxis().getRotationTo(
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mGoalDirection);
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// calculate how much the character has to turn to face goal direction
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Ogre::Real yawToGoal = toGoal.getYaw().valueDegrees();
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// this is how much the character CAN turn this frame
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Ogre::Real yawAtSpeed =
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yawToGoal / Ogre::Math::Abs(yawToGoal) * delta * TURN_SPEED;
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// reduce "turnability" if we're in midair
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// if (mBaseAnimID == ANIM_JUMP_LOOP) yawAtSpeed *= 0.2f;
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if (yawToGoal < 0)
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yawToGoal = std::min<Ogre::Real>(
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0,
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std::max<Ogre::Real>(
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yawToGoal,
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yawAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, yawAtSpeed, 0);
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else if (yawToGoal > 0)
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yawToGoal = std::max<Ogre::Real>(
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0,
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std::min<Ogre::Real>(
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yawToGoal,
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yawAtSpeed)); //yawToGoal = Math::Clamp<Real>(yawToGoal, 0, yawAtSpeed);
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mBodyNode->yaw(Ogre::Degree(yawToGoal));
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}
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void Character::updateAnimations(Ogre::Real delta)
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{
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int i, j, k;
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Ogre::Real animSpeed = 1;
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mTimer += delta;
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{
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Ogre::Quaternion rot = mBodyNode->getOrientation();
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OgreAssert(!Ogre::Math::isNaN(rot.x), "NaN");
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OgreAssert(!Ogre::Math::isNaN(rot.y), "NaN");
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OgreAssert(!Ogre::Math::isNaN(rot.z), "NaN");
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}
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if (mAnimID != ANIM_NONE) {
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if (mAnimID == ANIM_WALK)
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mAnims[mAnimID]->addTime(delta * 1.0f);
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else
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mAnims[mAnimID]->addTime(delta * animSpeed);
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}
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fadeAnimations(delta);
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}
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void Character::updateRootMotion(Ogre::Real delta)
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{
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Ogre::Vector3 boneMotion = mRootBone->getPosition();
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OgreAssert(delta > 0.0f, "Zero delta");
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Ogre::Vector3 motion = boneMotion - rootMotion;
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if (motion.squaredLength() > 0.1f * 0.1f)
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motion = Ogre::Vector3();
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rootMotion = boneMotion;
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#if 0
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float mass = mRigidBody->getMass();
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std::cout << "Root bone position: " << boneMotion << "\n";
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std::cout << "body mass: " << mass << "\n";
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#endif
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/* Kinematic motion */
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Ogre::Quaternion rot = mBodyNode->getOrientation();
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// Ogre::Vector3 gravity(0, -9.8, 0);
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Ogre::Vector3 gravity(0, 0, 0);
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Ogre::Vector3 velocity = rot * boneMotion / delta;
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velocity += gravity * delta;
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Ogre::Vector3 rotMotion = velocity * delta;
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btTransform from(convert(mBodyNode->getOrientation()),
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convert(mBodyNode->getPosition()));
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mBodyNode->setPosition(mBodyNode->getPosition() + rotMotion);
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// WorldData::get_singleton()->getWorld()->testBodyMotion(mRigidBody, from, Ogre::Bullet::convert(rotMotion), true,
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// nullptr, false, std::set<btCollisionObject *>());
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}
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void Character::fadeAnimations(Ogre::Real delta)
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{
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int i;
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for (i = 0; i < NUM_ANIMS; i++) {
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if (mFadingIn[i]) {
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// slowly fade this animation in until it has full weight
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Ogre::Real newWeight = mAnims[i]->getWeight() +
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delta * ANIM_FADE_SPEED;
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mAnims[i]->setWeight(
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Ogre::Math::Clamp<Ogre::Real>(newWeight, 0, 1));
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if (newWeight >= 1)
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mFadingIn[i] = false;
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} else if (mFadingOut[i]) {
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// slowly fade this animation out until it has no weight, and then disable it
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Ogre::Real newWeight = mAnims[i]->getWeight() -
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delta * ANIM_FADE_SPEED;
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mAnims[i]->setWeight(
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Ogre::Math::Clamp<Ogre::Real>(newWeight, 0, 1));
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if (newWeight <= 0) {
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mAnims[i]->setEnabled(false);
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mFadingOut[i] = false;
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}
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}
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}
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}
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void Character::setAnimation(AnimID id, bool reset)
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{
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assert(id >= 0 && id < NUM_ANIMS);
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if (mAnimID != ANIM_NONE) {
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mFadingIn[mAnimID] = false;
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mFadingOut[mAnimID] = true;
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}
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mAnimID = id;
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if (id != ANIM_NONE) {
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mAnims[id]->setEnabled(true);
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mAnims[id]->setWeight(0);
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mFadingOut[id] = false;
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mFadingIn[id] = true;
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if (reset)
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mAnims[id]->setTimePosition(0);
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}
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}
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bool Character::act_run()
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{
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if (mAnimID == ANIM_IDLE)
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setAnimation(ANIM_RUN, true);
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else if (mAnimID == ANIM_WALK)
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setAnimation(ANIM_RUN);
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return true;
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}
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bool Character::act_walk()
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{
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if (mAnimID == ANIM_IDLE)
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setAnimation(ANIM_WALK, true);
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else if (mAnimID == ANIM_RUN)
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setAnimation(ANIM_WALK);
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return true;
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}
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bool Character::act_idle()
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{
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setAnimation(ANIM_IDLE);
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return true;
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}
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bool Character::isRunning()
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{
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return mAnimID == ANIM_RUN;
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}
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bool Character::isWalking()
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{
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return mAnimID == ANIM_WALK;
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}
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Ogre::Vector3 Character::getPosition()
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{
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return mBodyNode->_getDerivedPosition();
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}
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