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https://gitlab.com/OpenMW/openmw.git
synced 2025-01-06 00:55:50 +00:00
Force collada animation layers, remove nif blend mask detection.
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parent
3f6b33820a
commit
ffc64205c5
@ -571,6 +571,7 @@ namespace MWRender
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const std::string& name = node->getName();
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for (size_t i = 1; i < sNumBlendMasks; i++)
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{
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Log(Debug::Warning) << "blendmaskname:" << name;
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if (name == sBlendMaskRoots[i])
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return i;
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}
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@ -583,6 +584,27 @@ namespace MWRender
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return 0;
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}
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size_t Animation::detectColladaBlendMask(const osg::Node* node, const std::string& blendmaskName) const
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{
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static const std::string_view sBlendMaskRoots[sNumBlendMasks] = {
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"", /* Lower body / character root */
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"Bip01 Spine1", /* Torso */
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"Bip01 L Clavicle", /* Left arm */
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"Bip01 R Clavicle", /* Right arm */
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};
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for (size_t i = 1; i < sNumBlendMasks; i++)
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{
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Log(Debug::Warning) << "blendmaskname:" << blendmaskName;
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if (blendmaskName == sBlendMaskRoots[i])
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return i;
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}
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assert(node->getNumParents() > 0);
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node = node->getParent(0);
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return 0;
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}
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const SceneUtil::TextKeyMap& Animation::AnimSource::getTextKeys() const
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{
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return mKeyframes->mTextKeys;
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@ -646,7 +668,8 @@ namespace MWRender
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osg::Node* node = found->second;
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size_t blendMask = detectBlendMask(node);
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size_t blendMask = detectColladaBlendMask(node, it->second->getName());
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Log(Debug::Warning) << "blendmask " << blendMask << " ctrl name: " << it->second->getName();
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// clone the controller, because each Animation needs its own ControllerSource
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osg::ref_ptr<SceneUtil::KeyframeController> cloned
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@ -293,6 +293,7 @@ namespace MWRender
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void resetActiveGroups();
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size_t detectBlendMask(const osg::Node* node) const;
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size_t detectColladaBlendMask(const osg::Node* node, const std::string& blendmaskName) const;
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/* Updates the position of the accum root node for the given time, and
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* returns the wanted movement vector from the previous time. */
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@ -31,74 +31,172 @@ namespace Resource
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, mVFS(vfs)
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{
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}
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bool RetrieveAnimationsVisitor::belongsToLeftUpperExtremity(const std::string& name)
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{
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static const std::string_view boneNames[25] = {
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"bip01_l_clavicle",
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"left_clavicle",
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"bip01_l_upperarm",
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"left_upper_arm",
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"bip01_l_forearm",
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"bip01_l_hand",
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"left_hand",
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"left_wrist",
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"shield_bone",
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"bip01_l_pinky1",
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"bip01_l_pinky2",
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"bip01_l_pinky3",
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"bip01_l_ring1",
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"bip01_l_ring2",
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"bip01_l_ring3",
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"bip01_l_middle1",
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"bip01_l_middle2",
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"bip01_l_middle3",
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"bip01_l_pointer1",
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"bip01_l_pointer2",
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"bip01_l_pointer3",
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"bip01_l_thumb1",
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"bip01_l_thumb2",
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"bip01_l_thumb3",
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"left_forearm"
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};
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for (size_t i = 0; i < 25; i++)
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{
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if (name == boneNames[i])
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return true;
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}
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return false;
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}
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bool RetrieveAnimationsVisitor::belongsToRightUpperExtremity(const std::string& name)
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{
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static const std::string_view boneNames[25] = {
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"bip01_r_clavicle",
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"right_clavicle",
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"bip01_r_upperarm",
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"right_upper_arm",
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"bip01_r_forearm",
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"bip01_r_hand",
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"right_hand",
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"right_wrist",
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"bip01_r_thumb1",
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"bip01_r_thumb2",
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"bip01_r_thumb3",
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"weapon_bone",
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"bip01_r_pinky1",
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"bip01_r_pinky2",
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"bip01_r_pinky3",
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"bip01_r_ring1",
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"bip01_r_ring2",
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"bip01_r_ring3",
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"bip01_r_middle1",
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"bip01_r_middle2",
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"bip01_r_middle3",
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"bip01_r_pointer1",
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"bip01_r_pointer2",
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"bip01_r_pointer3",
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"right_forearm"
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};
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for (size_t i = 0; i < 25; i++)
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{
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if (name == boneNames[i])
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return true;
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}
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return false;
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}
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void RetrieveAnimationsVisitor::addKeyframeController(const std::string& name, const osg::Node& node)
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{
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osg::ref_ptr<SceneUtil::OsgAnimationController> callback = new SceneUtil::OsgAnimationController();
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callback->setName(name);
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std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations;
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for (const auto& animation : mAnimationManager->getAnimationList())
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{
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if (animation)
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{
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if (animation->getName()
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== "Default") //"Default" is osg dae plugin's default naming scheme for unnamed animations
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{
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animation->setName(
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std::string("idle")); // animation naming scheme "idle: start" and "idle: stop" is the
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// default idle animation that OpenMW seems to want to play
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}
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osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation;
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const std::string animationName = animation->getName();
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mergedAnimationTrack->setName(animationName);
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const osgAnimation::ChannelList& channels = animation->getChannels();
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for (const auto& channel : channels)
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{
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if (name == "Bip01 R Clavicle")
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{
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if (!belongsToRightUpperExtremity(channel->getTargetName())) continue;
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}
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else if (name == "Bip01 L Clavicle")
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{
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if (!belongsToLeftUpperExtremity(channel->getTargetName())) continue;
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}
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else if (belongsToRightUpperExtremity(channel->getTargetName()) || belongsToLeftUpperExtremity(channel->getTargetName())) continue;
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mergedAnimationTrack->addChannel(channel.get()->clone()); // is ->clone needed?
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}
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callback->addMergedAnimationTrack(mergedAnimationTrack);
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float startTime = animation->getStartTime();
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float stopTime = startTime + animation->getDuration();
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SceneUtil::EmulatedAnimation emulatedAnimation;
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emulatedAnimation.mStartTime = startTime;
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emulatedAnimation.mStopTime = stopTime;
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emulatedAnimation.mName = animationName;
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emulatedAnimations.emplace_back(emulatedAnimation);
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}
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}
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// mTextKeys is a nif-thing, used by OpenMW's animation system
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// Format is likely "AnimationName: [Keyword_optional] [Start OR Stop]"
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// AnimationNames are keywords like idle2, idle3... AiPackages and various mechanics control which
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// animations are played Keywords can be stuff like Loop, Equip, Unequip, Block, InventoryHandtoHand,
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// InventoryWeaponOneHand, PickProbe, Slash, Thrust, Chop... even "Slash Small Follow" osgAnimation formats
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// should have a .txt file with the same name, each line holding a textkey and whitespace separated time
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// value e.g. idle: start 0.0333
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try
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{
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Files::IStreamPtr textKeysFile = mVFS->get(changeFileExtension(mNormalized, "txt"));
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std::string line;
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while (getline(*textKeysFile, line))
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{
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mTarget.mTextKeys.emplace(parseTimeSignature(line), parseTextKey(line));
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}
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}
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catch (std::exception&)
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{
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Log(Debug::Warning) << "No textkey file found for " << mNormalized;
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}
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callback->setEmulatedAnimations(emulatedAnimations);
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mTarget.mKeyframeControllers.emplace(name, callback);
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}
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void RetrieveAnimationsVisitor::apply(osg::Node& node)
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{
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if (node.libraryName() == std::string_view("osgAnimation") && node.className() == std::string_view("Bone")
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&& Misc::StringUtils::lowerCase(node.getName()) == std::string_view("bip01"))
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{
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osg::ref_ptr<SceneUtil::OsgAnimationController> callback = new SceneUtil::OsgAnimationController();
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std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations;
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for (const auto& animation : mAnimationManager->getAnimationList())
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{
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if (animation)
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{
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if (animation->getName()
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== "Default") //"Default" is osg dae plugin's default naming scheme for unnamed animations
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{
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animation->setName(
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std::string("idle")); // animation naming scheme "idle: start" and "idle: stop" is the
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// default idle animation that OpenMW seems to want to play
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}
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osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation;
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const std::string animationName = animation->getName();
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mergedAnimationTrack->setName(animationName);
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const osgAnimation::ChannelList& channels = animation->getChannels();
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for (const auto& channel : channels)
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{
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mergedAnimationTrack->addChannel(channel.get()->clone()); // is ->clone needed?
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}
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callback->addMergedAnimationTrack(mergedAnimationTrack);
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float startTime = animation->getStartTime();
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float stopTime = startTime + animation->getDuration();
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SceneUtil::EmulatedAnimation emulatedAnimation;
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emulatedAnimation.mStartTime = startTime;
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emulatedAnimation.mStopTime = stopTime;
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emulatedAnimation.mName = animationName;
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emulatedAnimations.emplace_back(emulatedAnimation);
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}
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}
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// mTextKeys is a nif-thing, used by OpenMW's animation system
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// Format is likely "AnimationName: [Keyword_optional] [Start OR Stop]"
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// AnimationNames are keywords like idle2, idle3... AiPackages and various mechanics control which
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// animations are played Keywords can be stuff like Loop, Equip, Unequip, Block, InventoryHandtoHand,
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// InventoryWeaponOneHand, PickProbe, Slash, Thrust, Chop... even "Slash Small Follow" osgAnimation formats
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// should have a .txt file with the same name, each line holding a textkey and whitespace separated time
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// value e.g. idle: start 0.0333
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try
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{
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Files::IStreamPtr textKeysFile = mVFS->get(changeFileExtension(mNormalized, "txt"));
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std::string line;
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while (getline(*textKeysFile, line))
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{
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mTarget.mTextKeys.emplace(parseTimeSignature(line), parseTextKey(line));
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}
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}
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catch (std::exception&)
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{
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Log(Debug::Warning) << "No textkey file found for " << mNormalized;
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}
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callback->setEmulatedAnimations(emulatedAnimations);
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mTarget.mKeyframeControllers.emplace(node.getName(), callback);
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addKeyframeController("bip01", node); /* Character root */
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//addKeyframeController("Bip01 Spine1", node); /* Torso */
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addKeyframeController("Bip01 L Clavicle", node); /* Left arm */
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addKeyframeController("Bip01 R Clavicle", node); /* Right arm */
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}
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traverse(node);
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@ -18,7 +18,11 @@ namespace Resource
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RetrieveAnimationsVisitor(SceneUtil::KeyframeHolder& target,
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osg::ref_ptr<osgAnimation::BasicAnimationManager> animationManager, const std::string& normalized,
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const VFS::Manager* vfs);
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bool belongsToLeftUpperExtremity(const std::string& name);
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bool belongsToRightUpperExtremity(const std::string& name);
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void addKeyframeController(const std::string& name, const osg::Node& node);
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virtual void apply(osg::Node& node) override;
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private:
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