mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Merge pull request #2189 from Areloch/AnimationAssetImprovements
Bugfixes and improvements for the animation component and related assets
This commit is contained in:
commit
0cd9813b8c
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@ -92,8 +92,13 @@ ConsoleSetType(TypeShapeAnimationAssetPtr)
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//-----------------------------------------------------------------------------
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ShapeAnimationAsset::ShapeAnimationAsset()
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ShapeAnimationAsset::ShapeAnimationAsset() :
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mIsEmbedded(false), mIsCyclical(true), mIsBlend(false), mBlendFrame(0), mStartFrame(0), mEndFrame(-1), mPadRotation(true), mPadTransforms(false)
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{
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mFileName = StringTable->EmptyString();
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mAnimationName = StringTable->EmptyString();
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mBlendAnimAssetName = StringTable->EmptyString();
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}
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//-----------------------------------------------------------------------------
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@ -116,6 +121,14 @@ void ShapeAnimationAsset::initPersistFields()
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addField("animationFile", TypeFilename, Offset(mFileName, ShapeAnimationAsset), "Path to the file name containing the animation");
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addField("animationName", TypeString, Offset(mAnimationName, ShapeAnimationAsset), "Name of the animation");
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addField("isEmbedded", TypeBool, Offset(mIsEmbedded, ShapeAnimationAsset), "If true, this animation asset just referrs to an embedded animation of a regular shape mesh. If false, it is a self-contained animation file");
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addField("isCyclic", TypeBool, Offset(mIsCyclical, ShapeAnimationAsset), "Is this animation looping?");
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addField("isBlend", TypeBool, Offset(mIsBlend, ShapeAnimationAsset), "Is this animation blended with another?");
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addField("blendRefAnimation", TypeString, Offset(mBlendAnimAssetName, ShapeAnimationAsset), "AssetID of the animation to reference for our blending");
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addField("blendFrame", TypeS32, Offset(mBlendFrame, ShapeAnimationAsset), "Which frame of the reference animation do we use for our blending");
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addField("startFrame", TypeS32, Offset(mStartFrame, ShapeAnimationAsset), "What frame does this animation clip start on");
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addField("endFrame", TypeS32, Offset(mEndFrame, ShapeAnimationAsset), "What fram does this animation clip end on");
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addField("padRotation", TypeBool, Offset(mPadRotation, ShapeAnimationAsset), "Are the rotation values padded");
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@ -128,4 +141,35 @@ void ShapeAnimationAsset::copyTo(SimObject* object)
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{
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// Call to parent.
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Parent::copyTo(object);
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}
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void ShapeAnimationAsset::initializeAsset(void)
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{
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if (!mIsEmbedded)
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{
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//If we're not embedded, we need to load in our initial shape and do some prepwork
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char filenameBuf[1024];
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Con::expandScriptFilename(filenameBuf, sizeof(filenameBuf), mFileName);
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mSourceShape = ResourceManager::get().load(filenameBuf);
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if (!mSourceShape->addSequence("ambient", "", mAnimationName, mStartFrame, mEndFrame, mPadRotation, mPadTransforms))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to do initial setup of the animation clip named %s for asset %s", mAnimationName, getAssetName());
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return;
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}
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S32 sequenceId = mSourceShape->findSequence(mAnimationName);
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if(mIsCyclical)
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mSourceShape->sequences[sequenceId].flags |= TSShape::Cyclic;
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else
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mSourceShape->sequences[sequenceId].flags &= (~(TSShape::Cyclic));
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}
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}
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void ShapeAnimationAsset::onAssetRefresh(void)
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{
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}
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@ -37,6 +37,12 @@
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#ifndef _ASSET_FIELD_TYPES_H_
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#include "assets/assetFieldTypes.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShape.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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//-----------------------------------------------------------------------------
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class ShapeAnimationAsset : public AssetBase
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@ -46,6 +52,15 @@ class ShapeAnimationAsset : public AssetBase
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protected:
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StringTableEntry mFileName;
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bool mIsEmbedded;
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bool mIsCyclical;
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bool mIsBlend;
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StringTableEntry mBlendAnimAssetName;
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S32 mBlendFrame;
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//
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StringTableEntry mAnimationName;
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S32 mStartFrame;
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@ -53,6 +68,8 @@ protected:
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bool mPadRotation;
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bool mPadTransforms;
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Resource<TSShape> mSourceShape;
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public:
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ShapeAnimationAsset();
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virtual ~ShapeAnimationAsset();
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@ -65,18 +82,25 @@ public:
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DECLARE_CONOBJECT(ShapeAnimationAsset);
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protected:
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virtual void initializeAsset(void) {}
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virtual void onAssetRefresh(void) {}
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virtual void initializeAsset(void);
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virtual void onAssetRefresh(void);
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public:
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StringTableEntry getAnimationFilename() { return mFileName; }
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StringTableEntry getAnimationName() { return mAnimationName; }
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StringTableEntry getBlendAnimationName() { return mBlendAnimAssetName; }
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S32 getStartFrame() { return mStartFrame; }
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S32 getEndFrame() { return mEndFrame; }
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bool getPadRotation() { return mPadRotation; }
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bool getPadTransforms() { return mPadTransforms; }
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bool isEmbedded() { return mIsEmbedded; }
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bool isCyclic() { return mIsCyclical; }
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bool isBlend() { return mIsBlend; }
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S32 getBlendFrame() { return mBlendFrame; }
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};
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DefineConsoleType(TypeShapeAnimationAssetPtr, ShapeAnimationAsset)
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@ -182,17 +182,49 @@ bool ShapeAsset::loadShape()
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return false; //if it failed to load, bail out
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}
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bool hasBlends = false;
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//Now that we've successfully loaded our shape and have any materials and animations loaded
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//we need to set up the animations we're using on our shape
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for (U32 i = 0; i < mAnimationAssets.size(); i++)
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for (S32 i = mAnimationAssets.size()-1; i >= 0; --i)
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{
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String srcName;
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String srcName = mAnimationAssets[i]->getAnimationName();
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String srcPath(mAnimationAssets[i]->getAnimationFilename());
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SplitSequencePathAndName(srcPath, srcName);
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//SplitSequencePathAndName(srcPath, srcName);
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if (!mShape->addSequence(srcPath, srcName, mAnimationAssets[i]->getAnimationName(),
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if (!mShape->addSequence(srcPath, srcName, srcName,
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mAnimationAssets[i]->getStartFrame(), mAnimationAssets[i]->getEndFrame(), mAnimationAssets[i]->getPadRotation(), mAnimationAssets[i]->getPadTransforms()))
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return false;
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if (mAnimationAssets[i]->isBlend())
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hasBlends = true;
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}
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//if any of our animations are blends, set those up now
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if (hasBlends)
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{
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for (U32 i=0; i < mAnimationAssets.size(); ++i)
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{
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if (mAnimationAssets[i]->isBlend() && mAnimationAssets[i]->getBlendAnimationName() != StringTable->EmptyString())
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{
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//gotta do a bit of logic here.
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//First, we need to make sure the anim asset we depend on for our blend is loaded
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AssetPtr<ShapeAnimationAsset> blendAnimAsset = mAnimationAssets[i]->getBlendAnimationName();
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if (blendAnimAsset.isNull())
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{
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Con::errorf("ShapeAsset::initializeAsset - Unable to acquire reference animation asset %s for asset %s to blend!", mAnimationAssets[i]->getBlendAnimationName(), mAnimationAssets[i]->getAssetName());
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return false;
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}
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String refAnimName = blendAnimAsset->getAnimationName();
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if (!mShape->setSequenceBlend(mAnimationAssets[i]->getAnimationName(), true, blendAnimAsset->getAnimationName(), mAnimationAssets[i]->getBlendFrame()))
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{
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Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to set animation clip %s for asset %s to blend!", mAnimationAssets[i]->getAnimationName(), mAnimationAssets[i]->getAssetName());
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return false;
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}
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}
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}
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}
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return true;
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@ -222,7 +222,7 @@ U32 AnimationComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stre
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{
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U32 retMask = Parent::packUpdate(con, mask, stream);
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/*for (int i = 0; i < MaxScriptThreads; i++)
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for (int i = 0; i < MaxScriptThreads; i++)
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{
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Thread& st = mAnimationThreads[i];
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if (stream->writeFlag((st.sequence != -1 || st.state == Thread::Destroy) && (mask & (ThreadMaskN << i))))
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@ -234,7 +234,7 @@ U32 AnimationComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stre
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stream->writeFlag(st.atEnd);
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stream->writeFlag(st.transition);
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}
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}*/
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}
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return retMask;
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}
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@ -243,7 +243,7 @@ void AnimationComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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/*for (S32 i = 0; i < MaxScriptThreads; i++)
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for (S32 i = 0; i < MaxScriptThreads; i++)
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{
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if (stream->readFlag())
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{
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@ -260,7 +260,7 @@ void AnimationComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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else
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updateThread(st);
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}
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}*/
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}
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}
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void AnimationComponent::processTick()
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@ -198,7 +198,7 @@ DefineConsoleFunction( enumColladaForImport, bool, (const char * shapePath, cons
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for (S32 j = 0; j < libraryMats->getMaterial_array().getCount(); j++)
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{
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domMaterial* mat = libraryMats->getMaterial_array()[j];
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tree->insertItem(matsID, _GetNameOrId(mat), _GetNameOrId(mat), "", 0, 0);
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tree->insertItem(matsID, _GetNameOrId(mat), "", "", 0, 0);
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}
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}
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@ -256,5 +256,16 @@ DefineConsoleFunction( enumColladaForImport, bool, (const char * shapePath, cons
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else
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tree->setDataField(StringTable->insert("_upAxis"), 0, "Z_AXIS");
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char shapesStr[16];
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dSprintf(shapesStr, 16, "%i", stats.numMeshes);
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char materialsStr[16];
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dSprintf(materialsStr, 16, "%i", stats.numMaterials);
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char animationsStr[16];
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dSprintf(animationsStr, 16, "%i", stats.numClips);
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tree->setItemValue(nodesID, StringTable->insert(shapesStr));
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tree->setItemValue(matsID, StringTable->insert(materialsStr));
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tree->setItemValue(animsID, StringTable->insert(animationsStr));
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return true;
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}
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@ -346,10 +346,11 @@ function ActionAddSequence::doit( %this )
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%assetDef = AssetDatabase.acquireAsset(%this.seqName);
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%moduleName = getWord(getToken(%this.seqName, ":", 0),0);
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%idx = ShapeEdSequenceList.rowCount();
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//TODO, properly ignore <rootpose> and ambient entries for our idx values, but only if they're there!
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%idx = ShapeEdSequenceList.rowCount() - 2;
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%matSet = "ShapeEditorPlugin.selectedAssetDef.animationSequence"@%idx@"=\"@Asset="@%moduleName@":"@%this.seqName.assetName@"\";";
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eval(%matSet);
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%animSet = "ShapeEditorPlugin.selectedAssetDef.animationSequence"@%idx@"=\"@Asset="@%moduleName@":"@%assetDef.assetName@"\";";
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eval(%animSet);
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%assetPath = AssetDatabase.getAssetFilePath(ShapeEditorPlugin.selectedAssetId);
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@ -357,6 +358,9 @@ function ActionAddSequence::doit( %this )
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AssetDatabase.refreshAsset(ShapeEditorPlugin.selectedAssetId);
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//force a refresh
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ShapeEdPropWindow.update_onShapeSelectionChanged();
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return true;
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}
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return false;
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