⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 ogremayaskeleton.cpp

📁 赫赫大名的 OGRE 游戏引擎
💻 CPP
📖 第 1 页 / 共 2 页
字号:
	//	--------------------------------------------------------------------------

	bool SkeletonGenerator::_querySkeleton() {

        cout << "\nSkeletonGenerator::_querySkeleton\n";
		
        jointList.clear();


	    MItDag    kDagIt(MItDag::kDepthFirst, MFn::kJoint);
	    MDagPath  kRootPath;

	    MStatus   kStatus;

        kDagIt.getPath(kRootPath);

		// check if valid path
		if(!kRootPath.isValid()) {
			cout << "\tcan not find parent joint\n"; 
            return false;
		}
        else {
            cout << "\tfound parent joint \""<<kRootPath.partialPathName().asChar()<<"\"\n"; 
        }

        /*
        // is this really necessary?
	    // check for skeleton root joint
	    {
		    MFnIkJoint    kJointFn( kRootPath.node() );

		    MObject kParentObj = kJointFn.parent(0);

		    // root joint can not have parent joint
            if(!kParentObj.hasFn( MFn::kJoint)) {
			    cout << "\tParent joint found: \"" << kJointFn.partialPathName().asChar() << "\"\n";
		    }
		    else {
                MFnDagNode kDagNodeFn(kParentObj);
			    cout << "\troot joint can not have joint as parent, PATH:\""<<kDagNodeFn.partialPathName().asChar()<<"\"\n";
			    return 0;
		    }
	    }
        */

	    //Setup skeleton
        cout << "\tsetup skeleton\n";
	    int uiNumJoints = 0;

	    for( ; !kDagIt.isDone(); kDagIt.next(), ++uiNumJoints ) {
		    MDagPath kDagPath;

		    kDagIt.getPath( kDagPath );
		    MFnIkJoint kJointFn( kDagPath.node() );

		    SkeletonJoint *pkJoint = new SkeletonJoint;

		    jointList.push_back( pkJoint );

            pkJoint->dagPath = kDagPath;
		    pkJoint->name    = kJointFn.partialPathName().asChar();
		    pkJoint->index   = uiNumJoints;		    

		    unsigned int uiNumParents = kJointFn.parentCount();

		    // can only have one parent
		    if( uiNumParents != 1 ) {
			    cout << "\t[ERROR] joint has " << uiNumParents << " parents (only 1 allowed)" << '\n';
			    return 0;
		    }

		    MObject kParentObj = kJointFn.parent(0);
			    
		    if(kParentObj.hasFn(MFn::kJoint)) {
			    MFnIkJoint kParentJointFn(kParentObj); 

			    pkJoint->parentName = kParentJointFn.partialPathName().asChar();
			    pkJoint->hasParent  = true;			    
		    }
		    else {
                // we've found root here -> mark
                root = pkJoint;

                pkJoint->parentName = "";
				pkJoint->hasParent  = false;                
		    }


		    //Get bindpose world matrix for joint

		    MPlug   kBindMatrixPlug = kJointFn.findPlug("bindPose");
		    MObject kBindMatrixObject;
	    
		    kStatus = kBindMatrixPlug.getValue(kBindMatrixObject);

		    if( kStatus != MStatus::kSuccess ) {
			    cout << "\t[ERROR] unable to get bind matrix plug object\n";
			    return 0;
		    } 

		    MFnMatrixData kMatrixDataFn( kBindMatrixObject );
		    
		    MMatrix kBindMatrix = kMatrixDataFn.matrix( &kStatus );

		    if( kStatus != MStatus::kSuccess ) {
			    cout << "\t[ERROR] unable to get bind matrix data from plug object\n";
			    return 0;
		    }

            pkJoint->worldMatrix    = kBindMatrix;
            pkJoint->invWorldMatrix = kBindMatrix.inverse();
	    }


        // if  numJoints == 0, we only have single root bone in skeleton
        if(!uiNumJoints) {
		    return true;            
        }        


	    //Calculate relative position and rotation data
        cout << "\tcalculate relative position and rotation data\n";
	    
		SkeletonJointList::iterator jointIt  = jointList.begin();
		SkeletonJointList::iterator jointEnd = jointList.end();
		  
        for(;jointIt!=jointEnd; ++jointIt) {

            SkeletonJoint* j = *jointIt;

            // search for parent node
            if(j->hasParent) {
                SkeletonJointList::iterator parentJointIt  = jointList.begin();
			    SkeletonJointList::iterator parentJointEnd = jointList.end();
			    for( ; parentJointIt != parentJointEnd; ++parentJointIt )
                    if( (*parentJointIt)->name == (*jointIt)->parentName ) {
                        (*jointIt)->parent = *parentJointIt;
				        break;
                    }
            }

            if(j->hasParent)
                j->localMatrix = j->worldMatrix * j->parent->invWorldMatrix;
            else
                j->localMatrix = j->worldMatrix;

            j->invLocalMatrix = j->localMatrix.inverse();

            j->relPos.x = j->localMatrix(3,0);
            j->relPos.y = j->localMatrix(3,1);
            j->relPos.z = j->localMatrix(3,2);
            
            j->relRot = j->localMatrix;        
        }

		
		// ===== Done
		return true;
	}


    bool SkeletonGenerator::_querySkeletonAnim() {

        cout << "\nSkeletonGenerator::_querySkeletonAnim\n";

        animations.clear();

	    MTime kTimeMin   = MAnimControl::minTime();
	    MTime kTimeMax   = MAnimControl::maxTime();
	    MTime kTimeTotal = kTimeMax - kTimeMin;
	    float fLength    = (float)kTimeTotal.as(MTime::kSeconds);
	    int iTimeMin     = (int)kTimeMin.value();
	    int iTimeMax     = (int)kTimeMax.value();
	    int iFrames      = (iTimeMax-iTimeMin)+1;
        float secondsPerFrame = fLength / (float)iFrames;
	    
	    MAnimControl kAnimControl;

	    cout << "\tanimation start: " << iTimeMin << " end: " << iTimeMax << '\n';

	    if( iFrames <= 1 )
		    return false;
	    

        Options::KeyframeRangeMap& m = OPTIONS.animations;
        Options::KeyframeRangeMap::iterator it  = m.begin();
        Options::KeyframeRangeMap::iterator end = m.end();

        for(;it!=end; ++it) {
            string animationName = (*it).first;
            int from    = (*it).second.from;
            int to      = (*it).second.to;
            int step    = (*it).second.step;
            int frameCount = to - from + 1;
            
            if(from < iTimeMin || to > iTimeMax || !(frameCount>0)) {
                cout << "\t[ERROR] Illegal Animation Range\n";
                continue;
            }

            Animation& anim = animations[animationName];

            anim.time = (float)(frameCount)*secondsPerFrame;            

            SkeletonJointList::iterator ppkJoint = jointList.begin();
            SkeletonJointList::iterator ppkJointEnd = jointList.end();		    
                
			for( ; ppkJoint != ppkJointEnd; ++ppkJoint ) {				
                MTime kFrame = kTimeMin + (from - 1);

	            for(int iFrame=0; iFrame<frameCount; iFrame+=step, kFrame+=step) {
		            kAnimControl.setCurrentTime( kFrame );

                    MVector kTranslation;
			        MQuaternion kRotation;
					
					MMatrix kIncMat    = (*ppkJoint)->dagPath.inclusiveMatrix();
					MMatrix kExcMat    = (*ppkJoint)->dagPath.exclusiveMatrix();
					MMatrix kExcInvMat = (*ppkJoint)->dagPath.exclusiveMatrixInverse();                    			                            										
					
					if((*ppkJoint)->hasParent) {
						MMatrix kLocalMat = kIncMat * kExcInvMat * (*ppkJoint)->invLocalMatrix;

						kRotation = kLocalMat;

						kTranslation.x = (float)kLocalMat(3, 0);
						kTranslation.y = (float)kLocalMat(3, 1);
						kTranslation.z = (float)kLocalMat(3, 2);
					}
					else {
						// root has to be handled differently
						// cause when exporting root bone to ogre
						// we remove all maya parents
						kRotation = kIncMat * (*ppkJoint)->invLocalMatrix;

						kTranslation.x = (float)(kIncMat(3, 0) - kExcMat(3, 0));
						kTranslation.y = (float)(kIncMat(3, 1) - kExcMat(3, 1));
						kTranslation.z = (float)(kIncMat(3, 2) - kExcMat(3, 2));
					}

                    float timePos = 
                        (float)iFrame * secondsPerFrame;
                
                    anim.keyframes[(*ppkJoint)->name].push_back(
                        Keyframe(timePos, kTranslation, kRotation)
                    );
		        }   
            }
        }

	    return true;
    }

} // namespace OgreMaya

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -