1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-11-25 17:53:47 +00:00
Aquaria/BBGE/SkeletalSprite.cpp

2232 lines
49 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "SkeletalSprite.h"
#include "Core.h"
#include "Particles.h"
#include "MathFunctions.h"
#include "SimpleIStringStream.h"
#include "ReadXML.h"
#include "RenderBase.h"
#include "SplineGrid.h"
#include "RenderGrid.h"
#include <tinyxml2.h>
using namespace tinyxml2;
std::string SkeletalSprite::animationPath = "data/animations/";
std::string SkeletalSprite::skinPath = "skins/";
std::string SkeletalSprite::secondaryAnimationPath = "";
static std::map<std::string, XMLDocument*> skelCache;
static XMLDocument *_retrieveSkeletalXML(const std::string& name, bool keepEmpty)
{
std::map<std::string, XMLDocument*>::iterator it = skelCache.find(name);
if(it != skelCache.end())
return it->second;
XMLDocument *doc = readXML(name, NULL, keepEmpty);
if(doc)
skelCache[name] = doc;
return doc;
}
void SkeletalSprite::clearCache()
{
for(std::map<std::string, XMLDocument*>::iterator it = skelCache.begin(); it != skelCache.end(); ++it)
delete it->second;
skelCache.clear();
}
void SkeletalKeyframe::copyAllButTime(SkeletalKeyframe *copy)
{
if (!copy) return;
float t = this->t;
(*this) = (*copy);
this->t = t;
}
Bone::Bone() : CollideQuad()
{
addType(SCO_BONE);
fileRenderQuad = true;
skeleton = 0;
generateCollisionMask = true;
enableCollision = true;
animated = ANIM_ALL;
originalScale = Vector(1,1);
boneIdx = pidx = -1;
rbp = false;
segmentChain = 0;
collisionMaskRadius = 0;
minDist = maxDist = 128;
reverse = false;
selectable = true;
originalRenderPass = 0;
stripVert = false;
}
Bone::~Bone()
{
}
ParticleEffect *Bone::getEmitter(unsigned slot) const
{
return slot < emitters.size() ? emitters[slot] : NULL;
}
void Bone::destroy()
{
Quad::destroy();
for (size_t i = 0; i < segments.size(); i++)
{
segments[i]->setLife(1.0);
segments[i]->setDecayRate(10);
segments[i]->alpha = 0;
}
segments.clear();
}
bool Bone::canCollide() const
{
return this->enableCollision && this->alpha.x == 1 && this->renderQuad && (!this->collisionMask.empty() || this->collideRadius);
}
void Bone::addSegment(Bone *b)
{
segments.push_back(b);
b->segmentChain = 2;
skeleton->removeChild(b);
core->getTopStateData()->addRenderObject(b, skeleton->getTopLayer());
b->position = this->getWorldPosition();
}
void Bone::createStrip(bool vert, int num)
{
RenderGrid *grid = vert ? createGrid(2, num) : createGrid(num, 2);
stripVert = vert;
grid->gridType = GRID_STRIP;
changeStrip.resize(num);
}
Quad* Bone::addFrame(const std::string &gfx)
{
renderQuad = false;
Quad *q = new Quad();
q->setTexture(gfx);
q->renderBeforeParent = 1;
addChild(q, PM_POINTER);
return q;
}
void Bone::showFrame(int idx)
{
int c = 0;
for (Children::iterator i = children.begin(); i != children.end(); i++)
{
RenderObject *r = (*i);
if (idx == c)
{
if (r->alpha == 0)
{
r->alpha = 1;
// add option to turn on alpha fading
//r->alpha.interpolateTo(1, t);
}
else
{
r->alpha = 1;
}
}
else
{
if (r->alpha == 1)
{
r->alpha = 0;
//r->alpha.interpolateTo(0, t*2);
}
else
{
r->alpha = 0;
}
}
c++;
}
}
void Bone::setAnimated(int b)
{
animated = b;
}
void Bone::setSegmentProps(int minDist, int maxDist, bool reverse)
{
this->minDist = minDist;
this->maxDist = maxDist;
this->reverse = reverse;
}
void Bone::updateSegment(Bone *b, const Vector &diff)
{
float angle = -1;
if (diff.getSquaredLength2D() > sqr(maxDist))
{
Vector useDiff = diff;
useDiff.setLength2D(maxDist);
Vector reallyUseDiff = diff - useDiff;
b->position += reallyUseDiff;
MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
}
else if (diff.getSquaredLength2D() > sqr(minDist))
{
b->position += diff*0.05f;
MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
}
if (angle != -1)
{
if (b->rotation.z >= 270 && angle < 90)
{
b->rotation.stop();
b->rotation.z -= 360;
}
if (b->rotation.z <= 90 && angle > 270)
{
b->rotation.stop();
b->rotation.z += 360;
}
b->rotation.interpolateTo(Vector(0,0,angle),0.2f);
}
}
void Bone::updateSegments()
{
if (segmentChain>0 && !segments.empty())
{
if (!reverse)
{
for (size_t i = 0; i < segments.size(); i++)
{
Vector diff;
if (i == 0)
{
Vector world = getWorldCollidePosition(segmentOffset);
diff = world - segments[i]->getWorldPosition();
}
else
diff = segments[i-1]->getWorldPosition() - segments[i]->getWorldPosition();
updateSegment(segments[i], diff);
}
}
else
{
int top = segments.size()-1;
for (int i = top; i >= 0; i--)
{
Vector diff;
if (i == top)
{
Vector world = getWorldCollidePosition(segmentOffset);
diff = world - segments[i]->getWorldPosition();
}
else
diff = segments[i+1]->getWorldPosition() - segments[i]->getWorldPosition();
updateSegment(segments[i], diff);
}
}
}
}
void Bone::spawnParticlesFromCollisionMask(const char *p, unsigned intv, int layer, float rotz)
{
for (size_t j = 0; j < this->collisionMask.size(); j+=intv)
{
Vector pos = this->getWorldCollidePosition(this->collisionMask[j]);
core->createParticleEffect(p, pos, layer, rotz);
}
}
void Bone::renderCollision(const RenderState& rs) const
{
if (!collisionMask.empty())
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
core->setupRenderPositionAndScale();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1,1,0,0.5);
for (size_t i = 0; i < transformedCollisionMask.size(); i++)
{
Vector collide = this->transformedCollisionMask[i];
glTranslatef(collide.x, collide.y, 0);
RenderObject *parent = this->getTopParent();
if (parent)
drawCircle(collideRadius*parent->scale.x, 45);
glTranslatef(-collide.x, -collide.y, 0);
}
glDisable(GL_BLEND);
glPopMatrix();
glPopAttrib();
}
else
CollideQuad::renderCollision(rs);
}
Vector Bone::getCollisionMaskNormal(Vector pos, float dist) const
{
Vector sum;
for (size_t i = 0; i < this->transformedCollisionMask.size(); i++)
{
Vector diff = pos - transformedCollisionMask[i];
if (diff.isLength2DIn(dist))
sum += diff;
}
sum.normalize2D();
return sum;
}
bool BoneCommand::parse(Bone *b, SimpleIStringStream &is)
{
std::string type;
is >> type;
this->b = b;
if (type=="AC_PRT_LOAD")
{
command = AC_PRT_LOAD;
is >> slot >> file;
}
else if (type=="AC_SND_PLAY")
{
command = AC_SND_PLAY;
is >> file;
}
else if (type=="AC_FRM_SHOW")
{
command = AC_FRM_SHOW;
is >> slot;
}
else if (type=="AC_PRT_START")
{
command = AC_PRT_START;
is >> slot;
}
else if (type=="AC_PRT_STOP")
{
command = AC_PRT_STOP;
is >> slot;
}
else if (type=="AC_SEGS_START")
command = AC_SEGS_START;
else if (type=="AC_SEGS_STOP")
command = AC_SEGS_STOP;
else if (type == "AC_SET_PASS")
{
command = AC_SET_PASS;
is >> slot;
}
else if(type == "AC_RESET_PASS")
command = AC_RESET_PASS;
else // fail
{
std::ostringstream os;
os << "Failed to parse bone command string: invalid command: " << type;
errorLog(os.str());
}
return true;
}
void BoneCommand::run()
{
switch(command)
{
case AC_SND_PLAY:
{
core->sound->playSfx(file);
}
break;
case AC_FRM_SHOW:
{
b->showFrame(slot);
}
break;
case AC_PRT_LOAD:
{
ParticleEffect *e = b->getEmitter(slot);
if (e)
{
e->load(file);
}
}
break;
case AC_PRT_START:
{
ParticleEffect *e = b->getEmitter(slot);
if (e)
e->start();
}
break;
case AC_PRT_STOP:
{
ParticleEffect *e = b->getEmitter(slot);
if (e)
e->stop();
}
break;
case AC_SET_PASS:
b->setRenderPass(slot);
break;
case AC_RESET_PASS:
b->setRenderPass(b->originalRenderPass);
break;
case AC_SEGS_START:
case AC_SEGS_STOP:
break;
}
}
AnimationLayer::AnimationLayer()
{
lastNewKey = 0;
fallThru= 0;
timer = 0;
loop = 0;
enqueuedAnimationLoop = 0;
timeMultiplier = 1;
animationLength = 0;
currentAnimation = 0;
animating = false;
fallThruSpeed = 0;
s = 0;
}
void AnimationLayer::setTimeMultiplier(float t)
{
timeMultiplier = t;
}
void AnimationLayer::playCurrentAnimation(int loop)
{
playAnimation(currentAnimation, loop);
}
void AnimationLayer::animate(const std::string &a, int loop)
{
std::string animation = a;
stringToLower(animation);
bool played = false;
for (size_t i = 0; i < s->animations.size(); i++)
{
if (s->animations[i].name == animation)
{
playAnimation(i, loop);
played = true;
break;
}
}
if (!played)
{
std::ostringstream os;
os << "Could not find animation: " << animation;
debugLog(os.str());
}
}
void AnimationLayer::playAnimation(int idx, int loop)
{
if (!(&s->animLayers[0] == this))
{
fallThru = 1;
fallThruSpeed = 10;
}
timeMultiplier = 1;
currentAnimation = idx;
timer = 0;
animating = true;
this->loop = loop;
animationLength = getCurrentAnimation()->getAnimationLength();
}
void AnimationLayer::enqueueAnimation(const std::string& anim, int loop)
{
enqueuedAnimation = anim;
enqueuedAnimationLoop = loop;
stringToLower(enqueuedAnimation);
}
float AnimationLayer::transitionAnimate(std::string anim, float time, int loop)
{
stringToLower(anim);
float totalTime =0;
if(Animation *a = this->s->getAnimation(anim))
{
if (time <= 0) // no transition?
{
animate(anim, loop);
}
else
{
createTransitionAnimation(*a, time);
timeMultiplier = 1;
currentAnimation = -1;
this->loop = 0;
timer = 0;
animating = 1;
animationLength = getCurrentAnimation()->getAnimationLength();
enqueueAnimation(anim, loop);
}
if (loop > -1)
totalTime = a->getAnimationLength()*(loop+1) + time;
else
totalTime = a->getAnimationLength() + time;
}
return totalTime;
}
void AnimationLayer::setSkeletalSprite(SkeletalSprite *s)
{
this->s = s;
}
Animation* AnimationLayer::getCurrentAnimation()
{
if (currentAnimation == -1)
return &blendAnimation;
if (currentAnimation >= s->animations.size())
{
std::ostringstream os;
os << "skel: " << s->filenameLoaded << " currentAnimation: " << currentAnimation << " is out of range\n error in anim file?";
exit_error(os.str());
return 0;
}
return &s->animations[currentAnimation];
}
void AnimationLayer::createTransitionAnimation(Animation& to, float time)
{
blendAnimation.keyframes.clear();
SkeletalKeyframe k;
k.t = 0;
for (size_t i = 0; i < s->bones.size(); i++)
{
BoneKeyframe b;
b.idx = s->bones[i]->boneIdx;
b.x = s->bones[i]->position.x;
b.y = s->bones[i]->position.y;
b.rot = s->bones[i]->rotation.z;
b.sx = s->bones[i]->scale.x;
b.sy = s->bones[i]->scale.y;
k.keyframes.push_back(b);
}
blendAnimation.keyframes.push_back(k);
SkeletalKeyframe k2;
k2 = *to.getKeyframe(0);
k2.t = time;
blendAnimation.keyframes.push_back(k2);
blendAnimation.name = to.name;
}
void AnimationLayer::stopAnimation()
{
if(s->loaded && getCurrentAnimation()->resetPassOnEnd)
resetPass();
animating = false;
if (!enqueuedAnimation.empty())
{
animate(enqueuedAnimation, enqueuedAnimationLoop);
enqueuedAnimation = "";
enqueuedAnimationLoop = 0;
}
}
bool AnimationLayer::isAnimating()
{
return animating;
}
float AnimationLayer::getAnimationLength()
{
return animationLength;
}
Animation::Animation()
: resetPassOnEnd(false)
{
}
size_t Animation::getNumKeyframes()
{
return keyframes.size();
}
SkeletalKeyframe *Animation::getKeyframe(size_t key)
{
if (key >= keyframes.size()) return 0;
return &keyframes[key];
}
void Animation::reverse()
{
Keyframes copy = keyframes;
Keyframes copy2 = keyframes;
keyframes.clear();
int sz = copy.size()-1;
for (int i = sz; i >= 0; i--)
{
keyframes.push_back(copy[i]);
keyframes[keyframes.size()-1].t = copy2[sz-i].t;
}
reorderKeyframes();
}
float Animation::getAnimationLength()
{
return getLastKeyframe()->t;
}
SkeletalKeyframe *Animation::getLastKeyframe()
{
if (!keyframes.empty())
return &keyframes[keyframes.size()-1];
return 0;
}
SkeletalKeyframe *Animation::getFirstKeyframe()
{
if (!keyframes.empty())
return &keyframes[0];
return 0;
}
void Animation::reorderKeyframes()
{
for (size_t i = 0; i < keyframes.size(); i++)
{
for (size_t j = 0; j < keyframes.size()-1; j++)
{
if (keyframes[j].t > keyframes[j+1].t)
{
SkeletalKeyframe temp = keyframes[j+1];
keyframes[j+1] = keyframes[j];
keyframes[j] = temp;
}
}
}
}
void Animation::cloneKey(size_t key, float toffset)
{
std::vector<SkeletalKeyframe> copy = this->keyframes;
keyframes.clear();
size_t i = 0;
for (i = 0; i <= key; i++)
keyframes.push_back(copy[i]);
for (i = key; i < copy.size(); i++)
keyframes.push_back(copy[i]);
keyframes[key+1].t += toffset;
}
void Animation::deleteKey(size_t key)
{
std::vector<SkeletalKeyframe> copy = this->keyframes;
keyframes.clear();
size_t i = 0;
for (i = 0; i < key; i++)
keyframes.push_back(copy[i]);
for (i = key+1; i < copy.size(); i++)
keyframes.push_back(copy[i]);
}
size_t Animation::getSkeletalKeyframeIndex(SkeletalKeyframe *skey)
{
for (size_t i = 0; i < keyframes.size(); i++)
{
if (&keyframes[i] == skey)
return i;
}
return -1;
}
BoneGridInterpolator * Animation::getBoneGridInterpolator(size_t boneIdx)
{
for(size_t i = 0; i < interpolators.size(); ++i)
{
BoneGridInterpolator& bgip = interpolators[i];
if(bgip.idx == boneIdx)
{
return &bgip;
}
}
return 0;
}
BoneKeyframe *SkeletalKeyframe::getBoneKeyframe(size_t idx)
{
for (size_t i = 0; i < keyframes.size(); i++)
{
if (keyframes[i].idx == idx)
{
return &keyframes[i];
}
}
return 0;
}
SkeletalKeyframe *Animation::getPrevKeyframe(float t)
{
size_t kf = -1;
for (size_t i = keyframes.size(); i-- > 0; )
{
if (t >= keyframes[i].t)
{
kf = i;
break;
}
}
if (kf == -1)
return 0;
if (kf >= keyframes.size())
kf = keyframes.size()-1;
return &keyframes[kf];
}
SkeletalKeyframe *Animation::getNextKeyframe(float t)
{
size_t kf = -1;
for (size_t i = 0; i < keyframes.size(); i++)
{
if (t <= keyframes[i].t)
{
kf = i;
break;
}
}
if (kf == -1)
return 0;
if (kf >= keyframes.size())
kf = keyframes.size()-1;
return &keyframes[kf];
}
SkeletalSprite::SkeletalSprite() : RenderObject()
{
frozen = false;
animKeyNotify = 0;
loaded = false;
animLayers.resize(10);
for (size_t i = 0; i < animLayers.size(); i++)
animLayers[i].setSkeletalSprite(this);
selectedBone = -1;
}
SkeletalSprite::~SkeletalSprite()
{
}
void SkeletalSprite::destroy()
{
bones.clear(); // they are added as children too, so the next call will do the actual deletion
RenderObject::destroy();
}
void SkeletalSprite::setAnimationKeyNotify(RenderObject *r)
{
animKeyNotify = r;
}
void SkeletalSprite::animate(const std::string &animation, int loop, int layer)
{
animLayers[layer].animate(animation, loop);
}
float SkeletalSprite::transitionAnimate(const std::string& anim, float time, int loop, int layer)
{
AnimationLayer *animLayer = getAnimationLayer(layer);
if (animLayer)
return animLayer->transitionAnimate(anim, time, loop);
std::ostringstream os;
os << "playing animation on invalid layer: " << layer;
errorLog(os.str());
return 0;
}
AnimationLayer* SkeletalSprite::getAnimationLayer(size_t l)
{
if (l < animLayers.size())
{
return &animLayers[l];
}
std::ostringstream os;
os << "couldn't get animLayer: " << l;
debugLog(os.str());
return 0;
}
bool SkeletalSprite::isLoaded()
{
return loaded;
}
void SkeletalSprite::onUpdate(float dt)
{
if (frozen) return;
RenderObject::onUpdate(dt);
size_t i = 0;
for (i = 0; i < bones.size(); i++)
{
Bone *b = bones[i];
if (b && !b->collisionMask.empty())
{
if (b->collisionMask.size() != b->transformedCollisionMask.size())
{
b->transformedCollisionMask.resize(b->collisionMask.size());
}
for (size_t i = 0; i < b->collisionMask.size(); i++)
{
b->transformedCollisionMask[i] = b->getWorldCollidePosition(b->collisionMask[i]);
}
}
}
for (i = 0; i < animLayers.size(); i++)
{
animLayers[i].update(dt);
}
}
void AnimationLayer::update(float dt)
{
timeMultiplier.update(dt);
if (animating)
{
timer += dt*timeMultiplier.x;
if (timer >= animationLength)
{
float leftover;
if (animationLength > 0)
leftover = fmodf(timer, animationLength);
else
leftover = 0;
timer = animationLength;
if (loop==-1 || loop > 0)
{
playAnimation(this->currentAnimation, loop);
if (loop > 0)
loop --;
timer = leftover;
}
else
{
stopAnimation();
}
}
updateBones();
}
else if (!animating)
{
if (fallThru > 0)
{
fallThru -= dt * fallThruSpeed;
if (fallThru < 0)
fallThru = 0;
updateBones();
}
}
}
bool SkeletalSprite::saveSkeletal(const std::string &fn)
{
std::string file, filename=fn;
stringToLower(filename);
if (!secondaryAnimationPath.empty())
{
createDir(secondaryAnimationPath);
file = secondaryAnimationPath + filename + ".xml";
}
else
{
file = animationPath + filename + ".xml";
}
size_t i = 0;
XMLDocument *xml = _retrieveSkeletalXML(file, true);
xml->Clear();
XMLElement *animationLayers = xml->NewElement("AnimationLayers");
for (i = 0; i < animLayers.size(); i++)
{
XMLElement *animationLayer = xml->NewElement("AnimationLayer");
if (animLayers[i].ignoreBones.size() > 0)
{
std::ostringstream os;
for (size_t j = 0; j < animLayers[i].ignoreBones.size(); j++)
{
os << animLayers[i].ignoreBones[j] << " ";
}
animationLayer->SetAttribute("ignore", os.str().c_str());
}
if (animLayers[i].includeBones.size() > 0)
{
std::ostringstream os;
for (size_t j = 0; j < animLayers[i].includeBones.size(); j++)
{
os << animLayers[i].includeBones[j] << " ";
}
animationLayer->SetAttribute("include", os.str().c_str());
}
if (!animLayers[i].name.empty())
{
animationLayer->SetAttribute("name", animLayers[i].name.c_str());
}
animationLayers->InsertEndChild(animationLayer);
}
xml->InsertEndChild(animationLayers);
XMLElement *bones = xml->NewElement("Bones");
for (i = 0; i < this->bones.size(); i++)
{
const RenderGrid * const grid = this->bones[i]->getGrid();
XMLElement *bone = xml->NewElement("Bone");
bone->SetAttribute("idx", (unsigned int) this->bones[i]->boneIdx);
bone->SetAttribute("gfx", this->bones[i]->gfx.c_str());
bone->SetAttribute("pidx", this->bones[i]->pidx);
bone->SetAttribute("name", this->bones[i]->name.c_str());
bone->SetAttribute("fh", this->bones[i]->isfh());
bone->SetAttribute("fv", this->bones[i]->isfv());
bone->SetAttribute("gc", this->bones[i]->generateCollisionMask);
bone->SetAttribute("cr", this->bones[i]->collideRadius);
if(!this->bones[i]->enableCollision)
bone->SetAttribute("c", this->bones[i]->enableCollision);
if (!this->bones[i]->fileRenderQuad)
{
bone->SetAttribute("rq", this->bones[i]->fileRenderQuad);
}
if (!this->bones[i]->selectable)
{
bone->SetAttribute("sel", this->bones[i]->selectable);
}
if (this->bones[i]->rbp)
bone->SetAttribute("rbp", (int)this->bones[i]->rbp);
if (this->bones[i]->originalRenderPass)
bone->SetAttribute("pass", this->bones[i]->originalRenderPass);
if (this->bones[i]->offset.x)
bone->SetAttribute("offx", this->bones[i]->offset.x);
if (this->bones[i]->offset.y)
bone->SetAttribute("offy", this->bones[i]->offset.y);
if (!this->bones[i]->prt.empty())
bone->SetAttribute("prt", this->bones[i]->prt.c_str());
if(grid && grid->gridType != GRID_STRIP)
{
std::ostringstream os;
os << grid->width() << " " << grid->height();
bone->SetAttribute("grid", os.str().c_str());
}
else if (!this->bones[i]->changeStrip.empty())
{
std::ostringstream os;
os << this->bones[i]->stripVert << " " << this->bones[i]->changeStrip.size();
bone->SetAttribute("strip", os.str().c_str());
}
if (!this->bones[i]->internalOffset.isZero())
{
std::ostringstream os;
os << this->bones[i]->internalOffset.x << " " << this->bones[i]->internalOffset.y;
bone->SetAttribute("io", os.str().c_str());
}
if (this->bones[i]->isRepeatingTextureToFill())
{
bone->SetAttribute("rt", 1);
}
if (this->bones[i]->originalScale.x != 1 || this->bones[i]->originalScale.y != 1)
{
std::ostringstream os;
os << this->bones[i]->originalScale.x << " " << this->bones[i]->originalScale.y;
bone->SetAttribute("sz", os.str().c_str());
}
if(grid && grid->drawOrder != GRID_DRAW_DEFAULT)
{
bone->SetAttribute("gridDrawOrder", (int)grid->drawOrder);
}
for (Children::iterator j = this->bones[i]->children.begin(); j != this->bones[i]->children.end(); j++)
{
Bone *b = dynamic_cast<Bone*>(*j);
Quad *q = dynamic_cast<Quad*>(*j);
Particle *p = dynamic_cast<Particle*>(*j);
if (q && !b && !p)
{
XMLElement *frame = xml->NewElement("Frame");
frame->SetAttribute("gfx", q->texture->name.c_str());
if (q->getRenderPass() != 0)
{
frame->SetAttribute("pass", q->getRenderPass());
}
bone->InsertEndChild(frame);
}
}
bones->InsertEndChild(bone);
}
xml->InsertEndChild(bones);
XMLElement *animations = xml->NewElement("Animations");
for (i = 0; i < this->animations.size(); i++)
{
Animation *a = &this->animations[i];
XMLElement *animation = xml->NewElement("Animation");
animation->SetAttribute("name", a->name.c_str());
if(a->resetPassOnEnd)
animation->SetAttribute("resetPassOnEnd", a->resetPassOnEnd);
for (size_t j = 0; j < a->interpolators.size(); ++j)
{
const BoneGridInterpolator& bgip = a->interpolators[j];
XMLElement *interp = xml->NewElement("Interpolator");
Bone *bone = this->getBoneByIdx(bgip.idx);
assert(bone->gridType == Quad::GRID_INTERP);
if(bgip.storeBoneByIdx)
interp->SetAttribute("bone", (int)bone->boneIdx);
else
interp->SetAttribute("bone", bone->name.c_str());
{
std::ostringstream osty;
osty << "bspline"
<< " " <<bgip.bsp.ctrlX()
<< " " <<bgip.bsp.ctrlY()
<< " " <<bgip.bsp.degX()
<< " " <<bgip.bsp.degY();
interp->SetAttribute("type", osty.str().c_str());
}
{
std::ostringstream osd;
for (size_t k = 0; k < a->keyframes.size(); k++)
{
SkeletalKeyframe& sk = a->keyframes[k];
BoneKeyframe *bk = sk.getBoneKeyframe(bgip.idx);
assert(bk->controlpoints.size() == bgip.bsp.ctrlX() * bgip.bsp.ctrlY());
osd << bgip.bsp.ctrlX() << " " << bgip.bsp.ctrlY();
for(size_t p = 0; p < bk->controlpoints.size(); ++p)
osd << " " << bk->controlpoints[p].x << " " << bk->controlpoints[p].y;
osd << " ";
}
interp->SetAttribute("data", osd.str().c_str());
}
animation->InsertEndChild(interp);
}
for (size_t j = 0; j < a->keyframes.size(); j++)
{
XMLElement *key = xml->NewElement("Key");
if (!a->keyframes[j].sound.empty())
key->SetAttribute("sound", a->keyframes[j].sound.c_str());
if (!a->keyframes[j].cmd.empty())
{
key->SetAttribute("cmd", a->keyframes[j].cmd.c_str());
}
if (a->keyframes[j].lerpType != 0)
{
key->SetAttribute("lerp", a->keyframes[j].lerpType);
}
std::ostringstream os;
os << a->keyframes[j].t << " ";
std::ostringstream szos;
for (size_t k = 0; k < a->keyframes[j].keyframes.size(); k++)
{
BoneKeyframe *b = &a->keyframes[j].keyframes[k];
Bone *bone = this->getBoneByIdx(b->idx);
if(bone)
{
const RenderGrid * const bgrid = bone->getGrid();
os << b->idx << " " << b->x << " " << b->y << " " << b->rot << " ";
// don't want to store grid points if they can be regenerated automatically
size_t usedGridSize = (!bgrid || bgrid->gridType == GRID_INTERP) ? 0 : b->grid.size();
os << usedGridSize << " ";
if(usedGridSize)
for (size_t i = 0; i < usedGridSize; i++)
os << b->grid[i].x << " " << b->grid[i].y << " ";
if (b->doScale)
szos << b->idx << " " << b->sx << " " << b->sy << " ";
}
}
std::string szoss = szos.str();
if (!szoss.empty())
key->SetAttribute("sz", szoss.c_str());
key->SetAttribute("e", os.str().c_str());
animation->InsertEndChild(key);
}
animations->InsertEndChild(animation);
}
xml->InsertEndChild(animations);
return xml->SaveFile(file.c_str()) == XML_SUCCESS;
}
size_t SkeletalSprite::getBoneIdx(Bone *b)
{
for (size_t i = 0; i < bones.size(); i++)
{
if (bones[i] == b)
return i;
}
return -1;
}
void SkeletalSprite::toggleBone(size_t idx, int v)
{
if (idx < bones.size())
{
bones[idx]->alpha.x = v;
}
}
Bone *SkeletalSprite::getBoneByName(const std::string &name)
{
for (size_t i = 0; i < bones.size(); i++)
{
if (bones[i]->name == name)
return bones[i];
}
return 0;
}
Bone *SkeletalSprite::getBoneByIdx(size_t idx)
{
for (size_t i = 0; i < bones.size(); i++)
{
if (bones[i]->boneIdx == idx)
return bones[i];
}
return 0;
}
Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, bool rbp, std::string name, float cr, bool fh, bool fv)
{
Bone *b = new Bone;
b->boneIdx = idx;
b->setTexture(gfx);
b->skeleton = this;
b->gfx = gfx;
b->rbp = rbp;
b->renderBeforeParent = rbp;
b->pidx = pidx;
b->collideRadius = cr;
b->name = name;
if (fh)
b->flipHorizontal();
if (fv)
b->flipVertical();
bones.push_back(b);
return b;
}
void SkeletalSprite::firstAnimation()
{
stopAnimation();
animLayers[0].currentAnimation = 0;
}
bool SkeletalSprite::selectAnimation(const char* name)
{
for(size_t i = 0; i < animations.size(); ++i)
{
if(animations[i].name == name)
{
stopAnimation();
animLayers[0].currentAnimation = i;
return true;
}
}
return false;
}
void SkeletalSprite::lastAnimation()
{
stopAnimation();
animLayers[0].currentAnimation = animations.size()-1;
}
void SkeletalSprite::nextAnimation()
{
stopAnimation();
animLayers[0].currentAnimation++;
if (animLayers[0].currentAnimation >= animations.size())
animLayers[0].currentAnimation = 0;
}
void SkeletalSprite::prevAnimation()
{
stopAnimation();
animLayers[0].currentAnimation--;
if (animLayers[0].currentAnimation >= animations.size())
animLayers[0].currentAnimation = animations.size()-1;
}
void SkeletalSprite::deleteBones()
{
bones.clear();
for(Children::iterator it = children.begin(); it != children.end(); ++it)
{
(*it)->safeKill();
}
}
Animation *SkeletalSprite::getAnimation(const std::string& anim)
{
for (size_t i = 0; i < animations.size(); i++)
{
if (animations[i].name == anim)
return &animations[i];
}
return 0;
}
void SkeletalSprite::loadSkin(const std::string &fn)
{
std::string file;
if (!secondaryAnimationPath.empty())
{
file = secondaryAnimationPath + skinPath + fn + ".xml";
}
if (file.empty() || !exists(file, false))
{
file = animationPath + skinPath + fn + ".xml";
}
file = adjustFilenameCase(file);
if (!exists(file))
{
errorLog("Could not load skin[" + file + "] - File not found.");
return;
}
XMLDocument *d = _retrieveSkeletalXML(file, false);
if(!d)
{
errorLog("Could not load skin[" + file + "] - Malformed XML.");
return;
}
XMLElement *bonesXml = d->FirstChildElement("Bones");
if (bonesXml)
{
XMLElement *boneXml = bonesXml->FirstChildElement("Bone");
while (boneXml)
{
int idx = atoi(boneXml->Attribute("idx"));
Bone *b = getBoneByIdx(idx);
if (b)
{
if (boneXml->Attribute("rq"))
{
int rq = atoi(boneXml->Attribute("rq"));
b->renderQuad = !!rq;
}
std::string gfx;
if (boneXml->Attribute("gfx"))
{
gfx = boneXml->Attribute("gfx");
if (!gfx.empty())
{
b->gfx = gfx;
b->setTexture(b->gfx);
b->renderQuad = true;
}
}
if (gfx.empty())
{
b->renderQuad = false;
}
if (boneXml->Attribute("fh"))
{
int fh = atoi(boneXml->Attribute("fh"));
if (fh)
b->flipHorizontal();
}
if (boneXml->Attribute("fv"))
{
int fv = atoi(boneXml->Attribute("fv"));
if (fv)
b->flipVertical();
}
}
else
{
std::ostringstream os;
os << "SkinLoad: Could not find idx[" << idx << "]";
debugLog(os.str());
}
boneXml = boneXml->NextSiblingElement("Bone");
}
}
}
void SkeletalSprite::stopAnimation(int layer)
{
if(size_t(layer) < animLayers.size())
animLayers[layer].stopAnimation();
}
void SkeletalSprite::stopAllAnimations()
{
for (size_t i = 0; i < animLayers.size(); i++)
{
animLayers[i].stopAnimation();
}
}
void SkeletalSprite::playCurrentAnimation(int loop, int layer)
{
if(size_t(layer) < animLayers.size())
animLayers[layer].playCurrentAnimation(loop);
}
void SkeletalSprite::loadSkeletal(const std::string &fn)
{
filenameLoaded = "";
loaded = false;
stopAnimation();
animLayers.clear();
deleteBones();
filenameLoaded = fn;
stringToLower(filenameLoaded);
std::string file;
if (!secondaryAnimationPath.empty())
{
file = secondaryAnimationPath + filenameLoaded + ".xml";
}
if (file.empty() || !exists(file, false))
{
file = animationPath + filenameLoaded + ".xml";
}
if (!exists(file))
{
filenameLoaded = "";
errorLog("Could not load skeletal[" + file + "] - File not found.");
return;
}
file = adjustFilenameCase(file);
XMLDocument *xml = _retrieveSkeletalXML(file, false);
if(!xml)
{
filenameLoaded = "";
errorLog("Could not load skeletal[" + file + "] - Malformed XML.");
return;
}
loaded = true;
XMLElement *bones = xml->FirstChildElement("Bones");
if (bones)
{
if (bones->Attribute("scale"))
{
SimpleIStringStream is(bones->Attribute("scale"), SimpleIStringStream::REUSE);
is >> scale.x >> scale.y;
}
XMLElement *bone = bones->FirstChildElement("Bone");
while(bone)
{
int idx = atoi(bone->Attribute("idx"));
int pidx = -1, rbp=0, cr=0, fh=0, fv=0;
std::string name;
if (bone->Attribute("pidx"))
pidx = atoi(bone->Attribute("pidx"));
if (bone->Attribute("rbp"))
rbp = atoi(bone->Attribute("rbp"));
if (bone->Attribute("name"))
name = bone->Attribute("name");
if (bone->Attribute("cr"))
cr = atoi(bone->Attribute("cr"));
if (bone->Attribute("fh"))
fh = atoi(bone->Attribute("fh"));
if (bone->Attribute("fv"))
fv = atoi(bone->Attribute("fv"));
std::string gfx = bone->Attribute("gfx");
Bone *newb = initBone(idx, gfx, pidx, rbp, name, cr, fh, fv);
if (bone->Attribute("offx"))
newb->offset.x = atoi(bone->Attribute("offx"));
if (bone->Attribute("offy"))
newb->offset.y = atoi(bone->Attribute("offy"));
if (bone->Attribute("prt"))
{
newb->prt = bone->Attribute("prt");
SimpleIStringStream is(newb->prt.c_str(), SimpleIStringStream::REUSE);
int slot;
std::string pfile;
while (is >> slot)
{
if(slot < 0)
{
errorLog("particle slot < 0");
break;
}
is >> pfile;
// add particle system + load
ParticleEffect *e = new ParticleEffect;
if(newb->emitters.size() <= (size_t)slot)
newb->emitters.resize(slot+4, NULL);
newb->emitters[slot] = e;
newb->addChild(e, PM_POINTER);
e->load(pfile);
}
}
XMLElement *fr=0;
fr = bone->FirstChildElement("Frame");
int frc=0;
while(fr)
{
Quad *q=0;
std::string gfx;
if (fr->Attribute("gfx"))
{
gfx = fr->Attribute("gfx");
q = newb->addFrame(gfx);
}
if (fr->Attribute("pass"))
{
if (q)
{
q->setRenderPass(atoi(fr->Attribute("pass")));
}
}
fr = fr->NextSiblingElement("Frame");
frc++;
}
if (frc)
{
newb->showFrame(0);
}
if (bone->Attribute("pass"))
{
int pass = atoi(bone->Attribute("pass"));
newb->originalRenderPass = pass;
newb->setRenderPass(pass);
}
if (bone->Attribute("gc"))
{
newb->generateCollisionMask = atoi(bone->Attribute("gc"));
}
if (bone->Attribute("c"))
{
newb->enableCollision = atoi(bone->Attribute("c"));
}
if (bone->Attribute("rq"))
{
newb->renderQuad = newb->fileRenderQuad = atoi(bone->Attribute("rq"));
}
if (bone->Attribute("io"))
{
SimpleIStringStream is(bone->Attribute("io"), SimpleIStringStream::REUSE);
is >> newb->internalOffset.x >> newb->internalOffset.y;
}
if (bone->Attribute("strip"))
{
SimpleIStringStream is(bone->Attribute("strip"), SimpleIStringStream::REUSE);
bool vert;
int num;
is >> vert >> num;
newb->createStrip(vert, num);
}
if (bone->Attribute("sz"))
{
float sx, sy;
SimpleIStringStream is(bone->Attribute("sz"), SimpleIStringStream::REUSE);
is >> sx >> sy;
newb->scale = newb->originalScale = Vector(sx,sy);
}
if (bone->Attribute("rt"))
{
newb->repeatTextureToFill(true);
}
if (bone->Attribute("blend"))
{
//if (bone->Attribute("blend")=="add")
newb->setBlendType(BLEND_ADD);
//this->setBlendType(BLEND_ADD); // FIXME: seems wrong to do this here -- fg
}
if (bone->Attribute("alpha"))
{
float a=1.0;
SimpleIStringStream is(bone->Attribute("alpha"), SimpleIStringStream::REUSE);
is >> a;
newb->alpha = a;
}
if (bone->Attribute("alphaMod"))
{
float a=1.0;
SimpleIStringStream is(bone->Attribute("alphaMod"), SimpleIStringStream::REUSE);
is >> a;
newb->alphaMod = a;
}
if (bone->Attribute("segs"))
{
int x, y;
float dgox, dgoy, dgmx, dgmy, dgtm;
bool dgo;
SimpleIStringStream is(bone->Attribute("segs"), SimpleIStringStream::REUSE);
is >> x >> y >> dgox >> dgoy >> dgmx >> dgmy >> dgtm >> dgo;
newb->setSegs(x, y, dgox, dgoy, dgmx, dgmy, dgtm, dgo);
}
if (bone->Attribute("color"))
{
SimpleIStringStream in(bone->Attribute("color"), SimpleIStringStream::REUSE);
in >> newb->color.x >> newb->color.y >> newb->color.z;
}
if (bone->Attribute("sel"))
{
newb->selectable = bone->BoolAttribute("sel");
}
if (bone->Attribute("grid"))
{
RenderGrid *grid = newb->getGrid();
if(!grid)
{
SimpleIStringStream is(bone->Attribute("grid"), SimpleIStringStream::REUSE);
int x, y;
is >> x >> y;
grid = newb->createGrid(x, y);
}
else
{
std::ostringstream os;
os << "Bone idx " << newb->idx << " already has a DrawGrid, ignoring \"grid\" attribute";
errorLog(os.str());
}
if(const char *gdo = bone->Attribute("gridDrawOrder"))
{
int ord = atoi(gdo);
grid->drawOrder = (GridDrawOrder)ord;
}
}
bone = bone->NextSiblingElement("Bone");
}
// attach bones
for (size_t i = 0; i < this->bones.size(); i++)
{
Bone *b = this->bones[i];
if (b->pidx != -1)
{
Bone *pb = getBoneByIdx(b->pidx);
if (!pb)
{
std::ostringstream os;
os << "Parent bone not found, index: " << b->pidx << " from bone idx: " << b->getIdx();
debugLog(os.str());
}
else if(b == pb) // self-loop would crash
{
std::ostringstream os;
os << "Bone index " << b->pidx << " has itself as parent, this is bad, ignoring";
errorLog(os.str());
}
else
{
pb->addChild(b, PM_POINTER);
}
}
else
addChild(b, PM_POINTER);
}
}
animLayers.clear();
XMLElement *animationLayers = xml->FirstChildElement("AnimationLayers");
if (animationLayers)
{
XMLElement *animationLayer = animationLayers->FirstChildElement("AnimationLayer");
while (animationLayer)
{
AnimationLayer newAnimationLayer;
if (animationLayer->Attribute("ignore"))
{
SimpleIStringStream is(animationLayer->Attribute("ignore"), SimpleIStringStream::REUSE);
int t;
while (is >> t)
{
newAnimationLayer.ignoreBones.push_back(t);
}
}
if (animationLayer->Attribute("include"))
{
SimpleIStringStream is(animationLayer->Attribute("include"), SimpleIStringStream::REUSE);
int t;
while (is >> t)
{
newAnimationLayer.includeBones.push_back(t);
}
}
if (animationLayer->Attribute("name"))
{
newAnimationLayer.name = animationLayer->Attribute("name");
}
newAnimationLayer.setSkeletalSprite(this);
animLayers.push_back(newAnimationLayer);
animationLayer = animationLayer->NextSiblingElement("AnimationLayer");
}
}
animations.clear();
XMLElement *animations = xml->FirstChildElement("Animations");
if (animations)
{
XMLElement *animation = animations->FirstChildElement("Animation");
while(animation)
{
Animation newAnimation;
newAnimation.name = animation->Attribute("name");
newAnimation.resetPassOnEnd = animation->BoolAttribute("resetPassOnEnd");
stringToLower(newAnimation.name);
XMLElement *key = animation->FirstChildElement("Key");
while (key)
{
SkeletalKeyframe newSkeletalKeyframe;
if (key->Attribute("e"))
{
float time;
SimpleIStringStream is(key->Attribute("e"), SimpleIStringStream::REUSE);
is >> time;
int idx, x, y, rot, strip;
newSkeletalKeyframe.t = time;
if (key->Attribute("sound"))
{
newSkeletalKeyframe.sound = key->Attribute("sound");
}
if (key->Attribute("lerp"))
{
newSkeletalKeyframe.lerpType = atoi(key->Attribute("lerp"));
}
while (is >> idx)
{
BoneKeyframe b;
is >> x >> y >> rot >> strip;
b.idx = idx;
b.x = x;
b.y = y;
b.rot = rot;
if (strip>0)
{
b.grid.resize(strip);
for (size_t i = 0; i < b.grid.size(); i++)
{
is >> b.grid[i].x >> b.grid[i].y;
}
}
if (key->Attribute("sz"))
{
SimpleIStringStream is2(key->Attribute("sz"), SimpleIStringStream::REUSE);
int midx;
float bsx, bsy;
while (is2 >> midx)
{
is2 >> bsx >> bsy;
if (midx == idx)
{
b.doScale = true;
b.sx = bsx;
b.sy = bsy;
break;
}
}
}
newSkeletalKeyframe.keyframes.push_back(b);
}
}
if (key->Attribute("d"))
{
float time;
SimpleIStringStream is(key->Attribute("d"), SimpleIStringStream::REUSE);
is >> time;
int idx, x, y, rot;
newSkeletalKeyframe.t = time;
if (key->Attribute("sound"))
{
newSkeletalKeyframe.sound = key->Attribute("sound");
}
while (is >> idx)
{
is >> x >> y >> rot;
BoneKeyframe b;
b.idx = idx;
b.x = x;
b.y = y;
b.rot = rot;
newSkeletalKeyframe.keyframes.push_back(b);
}
}
if (key->Attribute("cmd"))
{
newSkeletalKeyframe.cmd = key->Attribute("cmd");
SimpleIStringStream is(newSkeletalKeyframe.cmd.c_str(), SimpleIStringStream::REUSE);
int bidx;
while (is >> bidx)
{
Bone *b = this->getBoneByIdx(bidx);
if (b)
{
BoneCommand bcmd;
if(!bcmd.parse(b, is))
break;
newSkeletalKeyframe.commands.push_back(bcmd);
}
else
{
std::ostringstream os;
os << "SkeletalSprite::loadSkeletal: File " << fn << " anim " << newAnimation.name << " specifies non-existing bone idx " << bidx;
errorLog(os.str());
}
}
}
// generate empty bone keys
for (size_t i = 0; i < this->bones.size(); i++)
{
Bone *bone = this->bones[i];
BoneKeyframe *bk = newSkeletalKeyframe.getBoneKeyframe(bone->boneIdx);
if(!bk)
{
BoneKeyframe b;
b.idx = bone->boneIdx;
newSkeletalKeyframe.keyframes.push_back(b);
}
}
newAnimation.keyframes.push_back(newSkeletalKeyframe);
key = key->NextSiblingElement("Key");
}
// <Interpolator bone="name or idx" type="TYPE config and params" data="controlpoints; aded by editor" />
XMLElement *interp = animation->FirstChildElement("Interpolator");
for( ; interp; interp = interp->NextSiblingElement("Interpolator"))
{
Bone *bi = NULL;
const char *sbone = interp->Attribute("bone");
bool boneByIdx = false;
if(sbone)
{
bi = getBoneByName(sbone);
if(!bi)
{
bi = getBoneByIdx(atoi(sbone));
boneByIdx = true;
}
}
if(!bi)
{
std::ostringstream os;
os << "Interpolator specifies non-existing bone [" << (sbone ? sbone : "(null)") << "]";
debugLog(os.str());
continue;
}
RenderGrid *grid = bi->getGrid();
if(!grid)
{
std::ostringstream os;
os << "Interpolator specifies bone [" << bi->boneIdx << "] that has no grid";
debugLog(os.str());
continue;
}
SplineType spline = SPLINE_BSPLINE;
unsigned cx = 3, cy = 3, degx = 3, degy = 3;
if(const char *stype = interp->Attribute("type"))
{
SimpleIStringStream is(stype, SimpleIStringStream::REUSE);
std::string ty;
is >> ty;
BoneGridInterpolator bgip;
if(ty == "bspline")
{
spline = SPLINE_BSPLINE;
if(!(is >> cx >> cy >> degx >> degy))
{
if(!degx)
degx = 1;
if(!degy)
degy = 1;
}
if(cx < 2)
cx = 2;
if(cy < 2)
cy = 2;
}
else
{
errorLog("Unknown interpolator spline type [" + ty + "]");
continue;
}
}
grid->gridType = GRID_INTERP;
// bone grid should have been created via <Bone grid=... /> earlier
const char *idata = interp->Attribute("data");
newAnimation.interpolators.push_back(BoneGridInterpolator());
BoneGridInterpolator& bgip = newAnimation.interpolators.back();
//bgip.type = spline;
bgip.idx = bi->boneIdx;
bgip.storeBoneByIdx = boneByIdx;
// ---- bspline -----
bgip.bsp.resize(cx, cy, degx, degy);
const size_t numcp = size_t(cx) * size_t(cy);
const size_t numgridp = grid->linearsize();
// data format: "W H [x y x y ... (W*H times)] W H x y x y ..."
// ^- start of 1st keyframe ^- 2nd keyframe
SimpleIStringStream is(idata ? idata : "", SimpleIStringStream::REUSE);
// fixup keyframes and recalc spline points
for(size_t k = 0; k < newAnimation.keyframes.size(); ++k)
{
SkeletalKeyframe& kf = newAnimation.keyframes[k];
BoneKeyframe *bk = kf.getBoneKeyframe(bgip.idx);
bk->controlpoints.resize(numcp);
bgip.bsp.reset(&bk->controlpoints[0]);
unsigned w = 0, h = 0;
Vector cp;
cp.z = 1; // we want all grid points at full alpha
if((is >> w >> h))
for(unsigned y = 0; y < h; ++y)
for(unsigned x = 0; x < w; ++x)
if((is >> cp.x >> cp.y))
if(x < cx && y < cy)
bk->controlpoints[y*size_t(cx) + x] = cp;
bk->grid.resize(numgridp);
bgip.updateGridOnly(*bk, bi);
}
// ---- end bspline -----
}
animation = animation->NextSiblingElement("Animation");
this->animations.push_back(newAnimation);
}
}
}
Animation *SkeletalSprite::getCurrentAnimation(size_t layer)
{
return layer < animLayers.size() ? animLayers[layer].getCurrentAnimation() : NULL;
}
void SkeletalSprite::setTime(float time, size_t layer)
{
if(layer < animLayers.size())
animLayers[layer].timer = time;
}
void AnimationLayer::resetPass()
{
for (size_t i = 0; i < s->bones.size(); i++)
{
Bone *b = s->bones[i];
if (contains(b))
b->setRenderPass(b->originalRenderPass);
}
}
bool AnimationLayer::contains(const Bone *b) const
{
const int idx = b->boneIdx;
if (!ignoreBones.empty())
{
for (size_t j = 0; j < ignoreBones.size(); j++)
if (idx == ignoreBones[j])
return false;
}
else if (!includeBones.empty())
{
for (size_t j = 0; j < includeBones.size(); j++)
if (idx == includeBones[j])
return true;
return false;
}
return true;
}
void AnimationLayer::updateBones()
{
if (!animating && !(&s->animLayers[0] == this) && fallThru == 0) return;
SkeletalKeyframe *key1 = getCurrentAnimation()->getPrevKeyframe(timer);
SkeletalKeyframe *key2 = getCurrentAnimation()->getNextKeyframe(timer);
if (!key1 || !key2) return;
float t1 = key1->t;
float t2 = key2->t;
float diff = t2-t1;
float dt;
if (diff != 0)
dt = (timer - t1)/(t2-t1);
else
dt = 0;
if (lastNewKey != key2)
{
if (!key2->sound.empty())
{
core->sound->playSfx(key2->sound);
}
if (!key2->commands.empty())
{
for (size_t i = 0; i < key2->commands.size(); i++)
{
key2->commands[i].run();
}
}
if (s->animKeyNotify)
{
s->animKeyNotify->onAnimationKeyPassed(getCurrentAnimation()->getSkeletalKeyframeIndex(lastNewKey));
}
}
lastNewKey = key2;
for (size_t i = 0; i < s->bones.size(); i++)
{
Bone *b = s->bones[i];
if (b->segmentChain == 1)
{
b->updateSegments();
}
if (b->segmentChain < 2)
{
if (b->animated != Bone::ANIM_NONE && contains(b))
{
int idx = b->boneIdx;
BoneKeyframe *bkey1 = key1->getBoneKeyframe(idx);
BoneKeyframe *bkey2 = key2->getBoneKeyframe(idx);
if (bkey1 && bkey2)
{
if (!animating && fallThru > 0)
{
//HACK: TODO: fix this up nice like below
Vector p = Vector((bkey2->x-bkey1->x)*dt+bkey1->x, (bkey2->y-bkey1->y)*dt+bkey1->y);
float rot = (bkey2->rot - bkey1->rot)*dt + bkey1->rot;
p = Vector((p.x-b->position.x)*fallThru+b->position.x, (p.y-b->position.y)*fallThru+b->position.y);
rot = (rot-b->rotation.z)*fallThru + b->rotation.z;
if (b->animated & Bone::ANIM_POS)
b->position = p;
if (b->animated & Bone::ANIM_ROT)
b->rotation.z = rot;
}
else
{
int lerpType = key2->lerpType;
//k(0)×(2u3-3u2+1) + k(1)×(3u2-2u3)
if (b->animated & Bone::ANIM_POS)
{
b->position = Vector(lerp(bkey1->x, bkey2->x, dt, lerpType), lerp(bkey1->y, bkey2->y, dt, lerpType));
}
if (b->animated & Bone::ANIM_ROT)
{
b->rotation.z = lerp(bkey1->rot, bkey2->rot, dt, lerpType);
}
if (b->animated==Bone::ANIM_ALL && (bkey1->doScale || bkey2->doScale))
{
b->scale.x = lerp(bkey1->sx, bkey2->sx, dt, lerpType);
b->scale.y = lerp(bkey1->sy, bkey2->sy, dt, lerpType);
}
RenderGrid *grid = b->getGrid();
if (grid && b->animated==Bone::ANIM_ALL && !b->changeStrip.empty() && grid->gridType == GRID_STRIP)
{
if (bkey2->grid.size() < b->changeStrip.size())
bkey2->grid.resize(b->changeStrip.size());
if (bkey1->grid.size() < b->changeStrip.size())
bkey1->grid.resize(b->changeStrip.size());
for (size_t i = 0; i < b->changeStrip.size(); i++)
{
b->changeStrip[i] = Vector(lerp(bkey1->grid[i].x, bkey2->grid[i].x, dt, lerpType), lerp(bkey1->grid[i].y, bkey2->grid[i].y, dt, lerpType));
}
b->setStripPoints(b->stripVert, &b->changeStrip[0], b->changeStrip.size());
}
if (grid && b->animated==Bone::ANIM_ALL && grid->gridType == GRID_INTERP)
{
const size_t N = grid->linearsize();
if(bkey1->grid.size() < N)
{
bkey1->grid.resize(N);
RenderGrid::ResetWithAlpha(&bkey1->grid[0], grid->width(), grid->height(), 1.0f);
}
if(bkey2->grid.size() < N)
{
bkey2->grid.resize(N);
RenderGrid::ResetWithAlpha(&bkey2->grid[0], grid->width(), grid->height(), 1.0f);
}
Vector *dst = grid->data();
for(size_t i = 0; i < N; ++i)
{
dst[i].x = lerp(bkey1->grid[i].x, bkey2->grid[i].x, dt, lerpType);
dst[i].y = lerp(bkey1->grid[i].y, bkey2->grid[i].y, dt, lerpType);
}
}
}
}
}
}
}
}
void SkeletalSprite::setFreeze(bool f)
{
frozen = f;
}
void SkeletalSprite::updateBones()
{
if (!frozen)
{
for (size_t i = 0; i < animLayers.size(); i++)
{
animLayers[i].updateBones();
}
}
}
bool SkeletalSprite::isAnimating(int layer)
{
return animLayers[layer].animating;
}
void SkeletalSprite::setTimeMultiplier(float t, int layer)
{
animLayers[layer].timeMultiplier = t;
}
Bone* SkeletalSprite::getSelectedBone(bool mouseBased)
{
if (!loaded) return 0;
if (mouseBased)
{
float closestDist = HUGE_VALF;
Bone *b = 0;
Vector p = core->mouse.position;
for (size_t i = 0; i < bones.size(); i++)
{
if (bones[i]->renderQuad || core->getShiftState())
{
bones[i]->color = Vector(1,1,1);
if (bones[i]->selectable && bones[i]->renderQuad && bones[i]->isCoordinateInsideWorld(p))
{
float dist = (bones[i]->getWorldPosition() - p).getSquaredLength2D();
if (dist <= closestDist)
{
closestDist = dist;
b = bones[i];
selectedBone = i;
}
}
}
}
if (b)
{
b->color = Vector(1,0,0);
}
return b;
}
// else
if (!bones.empty() && selectedBone < bones.size())
return bones[selectedBone];
return 0;
}
void SkeletalSprite::updateSelectedBoneColor()
{
for (size_t i = 0; i < bones.size(); i++)
{
bones[i]->color = Vector(1,1,1);
}
Bone *b = bones[selectedBone];
if (b)
b->color = Vector(0.5,0.5,1);
}
void SkeletalSprite::setSelectedBone(int b)
{
selectedBone = b;
updateSelectedBoneColor();
}
void SkeletalSprite::selectPrevBone()
{
const size_t oldsel = selectedBone;
do
{
selectedBone++;
if(selectedBone == oldsel)
break;
if (selectedBone >= bones.size())
selectedBone = 0;
}
while (!bones[selectedBone]->selectable);
updateSelectedBoneColor();
}
void SkeletalSprite::selectNextBone()
{
const size_t oldsel = selectedBone;
do
{
selectedBone--;
if(selectedBone == oldsel)
break;
if (selectedBone >= bones.size())
selectedBone = bones.size()-1;
}
while (!bones[selectedBone]->selectable);
updateSelectedBoneColor();
}
void BoneGridInterpolator::updateGridOnly(BoneKeyframe& bk, const Bone *bone)
{
const RenderGrid *grid = bone->getGrid();
assert(bone->boneIdx == bk.idx);
assert(bk.grid.size() == grid->linearsize());
bsp.recalc(&bk.grid[0], grid->width(), grid->height(), &bk.controlpoints[0]);
}
void BoneGridInterpolator::updateGridAndBone(BoneKeyframe& bk, Bone *bone)
{
updateGridOnly(bk, bone);
Vector *dst = bone->getGrid()->data();
std::copy(bk.grid.begin(), bk.grid.end(), dst);
}