186 lines
4.7 KiB
C++
186 lines
4.7 KiB
C++
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "graphicfeature/components/skeletoncomponent.h"
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#include "graphicfeature/components/animationcomponent.h"
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#include "graphicfeature/graphicsfeature.h"
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#include "graphicfeature/graphicsfeatureprotocol.h"
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#include "resource/resourceserver.h"
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namespace App
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{
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using namespace Graphic;
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using namespace Resources;
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__ImplementClass(SkeletonComponent, 'SKCM', App::Component);
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SkeletonComponent::SkeletonComponent()
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: m_pSkelResInfo(NULL),
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m_pEmptyRes(NULL),
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m_bSkeletonDirty(false),
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m_bHasSkeletonUpdateToSkin(false),
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m_nPriority(Resources::ResourcePriority::SkeletonDefault)
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{
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}
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SkeletonComponent::~SkeletonComponent()
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{
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if (m_pSkelResInfo.isvalid())
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{
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m_pSkelResInfo = NULL;
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}
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}
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void SkeletonComponent::OnActivate()
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{
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Actor::Check_Skeleton(this);
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Super::OnActivate();
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}
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void SkeletonComponent::OnDeactivate()
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{
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Super::OnDeactivate();
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}
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void SkeletonComponent::SetupCallbacks()
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{
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mActor->RegisterComponentCallback(this, BeginFrame);
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}
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void SkeletonComponent::SetupAcceptedMessages()
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{
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Super::SetupAcceptedMessages();
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}
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void SkeletonComponent::HandleMessage(const GPtr<Messaging::Message>& msg)
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{
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Super::HandleMessage(msg);
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}
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void SkeletonComponent::SetSkeletonID(const Resources::ResourceId &skeletonID, IndexT priority)
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{
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if (m_SkelID != skeletonID)
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{
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m_SkelID = skeletonID;
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if (m_pSkelResInfo.isvalid())
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{
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m_pSkelResInfo = NULL;
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}
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if (mActor && mActor->PriorityDefinition())
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{
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priority = mActor->GetPriority();
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}
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m_nPriority = priority;
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}
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m_bSkeletonDirty = true;
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m_bHasSkeletonUpdateToSkin = false;
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}
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void SkeletonComponent::_OnBeginFrame()
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{
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if (m_bSkeletonDirty)
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{
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if ( m_pSkelResInfo.isvalid() )
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{
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if (m_pSkelResInfo->GetRes().isvalid())
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{
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SetAnimSkelTree();
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}
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}
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else
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{
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m_pSkelResInfo = Resources::ResourceManager::Instance()->CreateSkeletonResInfo(m_SkelID, m_nPriority);
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}
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}
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}
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void SkeletonComponent::SetAnimSkelTree()
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{
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//Find animation data
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Actor* actorParent = mActor->GetParent();
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if (!actorParent)
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{
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return;
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}
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GPtr<Component> animation = actorParent->FindComponent(AnimationComponent::RTTI);
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if(animation.isvalid())
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{
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GPtr<AnimationComponent> pAnimationCom = animation.downcast<AnimationComponent>();
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const GPtr<SkeletonRes>& skeletonRes = GetSkeleton();
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if (skeletonRes.isvalid() && !skeletonRes->IsSkelTreeEmpty())
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{
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pAnimationCom->SetSkelTree(skeletonRes->GetSkelTree());
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pAnimationCom->SetSkelTree(skeletonRes->GetSkelTreeArray());
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pAnimationCom->SetGetSkelTree(true);
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m_bSkeletonDirty = false;
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}
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}
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}
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//------------------------------------------------------------------------
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void SkeletonComponent::CopyFrom( const GPtr<Component>& pComponent )
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{
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if( !pComponent.isvalid() )
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return;
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if( !pComponent->GetRtti()->IsDerivedFrom( *(this->GetRtti()) ) )
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return;
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// TODO:
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GPtr<SkeletonComponent> pSource = pComponent.downcast<SkeletonComponent>();
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n_assert(pSource.isvalid());
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SetSkeletonID(pSource->GetSkeletonID());
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}
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void SkeletonComponent::SetupAllResource()
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{
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if (mActor->PriorityUndefinition())
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return;
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SetSkeletonID(m_SkelID,mActor->GetPriority());
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}
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bool SkeletonComponent::IsAllResourceLoaded()
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{
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return IsAllLoaded();
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}
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void SkeletonComponent::GetReferenceResourceId(Util::Array<Resources::ReferenceResource>& list) const
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{
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list.Append(Resources::ReferenceResource(m_SkelID, Resources::RR_Unknown));
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Super::GetReferenceResourceId(list);
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}
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}
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