ad5cd7b16a
match the genesis editor version 1.3.1.921.
195 lines
5.2 KiB
C++
195 lines
5.2 KiB
C++
/****************************************************************************
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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/locatercomponent.h"
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#include "graphicfeature/components/animationcomponent.h"
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namespace App
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{
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__ImplementClass(LocaterComponent, 'LCTC', App::Component);
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LocaterComponent::LocaterComponent(void)
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: firstLoaded(false),
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isAnimPlay(false),
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isLastFramePlay(false),
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m_bAttedToAttachedList(false),
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mAttachedSkelIndex(-1)
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{
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mDefaultPos = Math::vector::nullvec();
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mLastAnimTrans = Math::matrix44::identity();
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mRelativeTrans = Math::matrix44::identity();
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}
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LocaterComponent::~LocaterComponent(void)
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{
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}
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void LocaterComponent::OnActivate()
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{
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Super::OnActivate();
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}
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void LocaterComponent::OnDeactivate()
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{
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Super::OnDeactivate();
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}
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void LocaterComponent::SetupAcceptedMessages()
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{
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Super::SetupAcceptedMessages();
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}
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void LocaterComponent::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 LocaterComponent::SetupCallbacks()
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{
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mActor->RegisterComponentCallback(this, EndFrame);
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mActor->RegisterComponentCallback(this, BeginFrame);
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mActor->RegisterComponentCallback(this, OnFrame);
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}
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void LocaterComponent::_OnBeginFrame()
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{
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Super::_OnBeginFrame();
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}
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void LocaterComponent::_OnFrame()
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{
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Super::_OnFrame();
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}
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void LocaterComponent::_OnEndFrame()
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{
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Super::_OnEndFrame();
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GPtr<App::Actor> parentActor = mActor->GetParent();
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if(!parentActor.isvalid())
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{
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return;
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}
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GPtr<Component> com;
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com = parentActor->FindComponent( AnimationComponent::RTTI );
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if(com.isvalid())
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{
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GPtr<AnimationComponent> animationComponent = com.downcast<AnimationComponent>();
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if(!m_bAttedToAttachedList)
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{
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animationComponent->AddToAttachedActorList(mActor, mAttachedSkelName);
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m_bAttedToAttachedList = true;
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}
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//when animation is playing, the locater maybe updated before skinnedMesh
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//so the animation data must be updated, if not, just return
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if(animationComponent->IsAnyAnimationPlaying() && animationComponent->IsToParentXEmpty())
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return;
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if(mAttachedSkelIndex == InvalidIndex)
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{
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mAttachedSkelIndex = animationComponent->GetNodeIndex(mAttachedSkelName);
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}
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//If both name and index cannot find, just return
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if( mAttachedSkelIndex == InvalidIndex)
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{
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Math::matrix44 tempNodeTrans = Math::matrix44::identity();
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bool ret = animationComponent->GetNodeTransform(mAttachedSkelName, tempNodeTrans);
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if(!ret)
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return;
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}
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if(m_bNeedSetup)
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{
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mLastAnimTrans = Math::matrix44::identity();
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if(mActor)
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{
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mActor->SetPosition(Math::vector(0.0f,0.0f,0.0f));
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mActor->SetRotation(Math::quaternion(0.0f,0.0f,0.0f,1.0f));
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}
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m_bNeedSetup = false;
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}
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Math::matrix44 NodeTrans = Math::matrix44::identity();
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bool ret = animationComponent->GetNodeTransform(mAttachedSkelIndex, NodeTrans);
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if(!ret)
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ret = animationComponent->GetNodeTransform(mAttachedSkelName, NodeTrans);
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Math::matrix44 finalTrans;
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Math::matrix44 actorTrans = mActor->GetTransform();
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if(!firstLoaded && !animationComponent->IsAnyAnimationPlaying())
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{
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Math::matrix44 NodeTransInv = Math::matrix44::inverse(mLastAnimTrans);
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mRelativeTrans = Math::matrix44::multiply(NodeTransInv,actorTrans);
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}
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firstLoaded = false;
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finalTrans = Math::matrix44::multiply(NodeTrans,mRelativeTrans);
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finalTrans.setrow3( Math::float4(0.0f,0.0f,0.0f,1.0f));
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mActor->SetTransform(finalTrans);
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mLastAnimTrans = NodeTrans;
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}
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}
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void LocaterComponent::SetupLocater()
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{
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m_bNeedSetup = true;
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}
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void LocaterComponent::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<LocaterComponent> pSource = pComponent.downcast<LocaterComponent>();
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n_assert(pSource.isvalid());
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const Util::String attachedSkelName = pSource->GetAttachedSkelName();
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this->SetAttachedSkelName(attachedSkelName);
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const Math::matrix44 relativeTrans = pSource->GetRelativeTrans();
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this->SetRelativeTrans(relativeTrans);
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}
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}
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