void InitAnimation(AnimA3DGeneral a3d)
        {
            if (a3d != this.a3d || forceAnimUpdate)
            {
                forceAnimUpdate = false;
                DeinitAnimation();
                // Init animation
                this.a3d     = a3d;
                currentFrame = 0;
                if (a3d != null)
                {
                    //animationSpeed = a3d.speed;
                    // Init channels & subobjects
                    subObjects     = new PhysicalObject[a3d.num_channels][];
                    channelObjects = new GameObject[a3d.num_channels];
                    if (a3d.num_morphData > 0)
                    {
                        fullMorphPOs = new Dictionary <ushort, PhysicalObject> [a3d.num_channels];
                    }
                    currentActivePO = new int[a3d.num_channels];
                    channelParents  = new bool[a3d.num_channels];
                    for (int i = 0; i < a3d.num_channels; i++)
                    {
                        short id = a3d.channels[a3d.start_channels + i].id;
                        channelObjects[i] = new GameObject("Channel " + id);
                        channelObjects[i].transform.SetParent(perso.gameObject.transform);
                        currentActivePO[i] = -1;
                        AddChannelID(id, i);
                        subObjects[i] = new PhysicalObject[a3d.num_NTTO];
                        AnimChannel   ch = a3d.channels[a3d.start_channels + i];
                        List <ushort> listOfNTTOforChannel = new List <ushort>();
                        for (int j = 0; j < a3d.num_onlyFrames; j++)
                        {
                            AnimOnlyFrame of = a3d.onlyFrames[a3d.start_onlyFrames + j];
                            //print(ch.numOfNTTO + " - " + of.numOfNTTO + " - " + a3d.numOfNTTO.Length);
                            AnimNumOfNTTO numOfNTTO = a3d.numOfNTTO[ch.numOfNTTO + of.numOfNTTO];
                            if (!listOfNTTOforChannel.Contains(numOfNTTO.numOfNTTO))
                            {
                                listOfNTTOforChannel.Add(numOfNTTO.numOfNTTO);
                            }
                        }
                        for (int k = 0; k < listOfNTTOforChannel.Count; k++)
                        {
                            int      j    = listOfNTTOforChannel[k] - a3d.start_NTTO;
                            AnimNTTO ntto = a3d.ntto[a3d.start_NTTO + j];
                            if (ntto.IsInvisibleNTTO)
                            {
                                subObjects[i][j] = new PhysicalObject();
                                subObjects[i][j].Gao.transform.parent = channelObjects[i].transform;
                                subObjects[i][j].Gao.name             = "[" + j + "] Invisible PO";
                                subObjects[i][j].Gao.SetActive(false);

                                /*GameObject boneVisualisation = new GameObject("Bone vis");
                                *  boneVisualisation.transform.SetParent(subObjects[i][j].Gao.transform);
                                *  MeshRenderer mr = boneVisualisation.AddComponent<MeshRenderer>();
                                *  MeshFilter mf = boneVisualisation.AddComponent<MeshFilter>();
                                *  Mesh mesh = Util.CreateBox(0.1f);
                                *  mf.mesh = mesh;
                                *  boneVisualisation.transform.localScale = Vector3.one / 4f;*/
                            }
                            else
                            {
                                if (perso.Perso3dData.ObjectList != null && perso.Perso3dData.ObjectList.Count > ntto.object_index)
                                {
                                    PhysicalObject o = perso.Perso3dData.ObjectList.entries[ntto.object_index].po;
                                    if (o != null)
                                    {
                                        //if (o.visualSetType == 1) print(name);
                                        PhysicalObject c = o.Clone();
                                        subObjects[i][j] = c;
                                        subObjects[i][j].Gao.transform.localScale =
                                            subObjects[i][j].scaleMultiplier.HasValue ? subObjects[i][j].scaleMultiplier.Value : Vector3.one;
                                        c.Gao.transform.parent = channelObjects[i].transform;
                                        c.Gao.name             = "[" + j + "] " + c.Gao.name;
                                        if (Controller.Settings.hasDeformations && c.Bones != null)
                                        {
                                            hasBones = true;
                                        }
                                        foreach (VisualSetLOD l in c.visualSet)
                                        {
                                            if (l.obj != null)
                                            {
                                                GameObject gao = l.obj.Gao; // TODO: Create gameobjects explicitly?
                                            }
                                        }

                                        c.Gao.SetActive(false);
                                    }
                                }
                            }
                        }
                    }

                    if (a3d.num_morphData > 0 && a3d.morphData != null && Controller.Settings.engineVersion < Settings.EngineVersion.R3)
                    {
                        morphDataArray = new AnimMorphData[a3d.num_channels, a3d.num_onlyFrames];
                        // Iterate over morph data to find the correct channel and keyframe
                        for (int i = 0; i < a3d.num_morphData; i++)
                        {
                            AnimMorphData m = a3d.morphData[a3d.start_morphData + i];
                            if (m != null)
                            {
                                /*print("F:" + a3d.num_onlyFrames + " - C:" + a3d.num_channels + " - CF" + (a3d.num_onlyFrames * a3d.num_channels) + " - " +
                                 *  m.channel + " - " + m.frame + " - " + m.morphProgress + " - " + m.objectIndexTo + " - " + m.byte5 + " - " + m.byte6 + " - " + m.byte7);*/
                                int channelIndex = this.GetChannelByID(m.channel)[0];
                                if (channelIndex < morphDataArray.GetLength(0) && m.frame < morphDataArray.GetLength(1))
                                {
                                    morphDataArray[channelIndex, m.frame] = m;
                                    if (m.morphProgress == 100 && perso.Perso3dData.ObjectList != null && perso.Perso3dData.ObjectList.Count > m.objectIndexTo)
                                    {
                                        if (fullMorphPOs[channelIndex] == null)
                                        {
                                            fullMorphPOs[channelIndex] = new Dictionary <ushort, PhysicalObject>();
                                        }
                                        if (!fullMorphPOs[channelIndex].ContainsKey(m.objectIndexTo))
                                        {
                                            PhysicalObject o = perso.Perso3dData.ObjectList.entries[m.objectIndexTo].po;
                                            if (o != null)
                                            {
                                                PhysicalObject c = o.Clone();
                                                c.Gao.transform.localScale = c.scaleMultiplier.HasValue ? c.scaleMultiplier.Value : Vector3.one;
                                                c.Gao.transform.parent     = channelObjects[channelIndex].transform;
                                                c.Gao.name = "[Morph] " + c.Gao.name;
                                                if (Controller.Settings.hasDeformations && c.Bones != null)
                                                {
                                                    hasBones = true;
                                                }
                                                foreach (VisualSetLOD l in c.visualSet)
                                                {
                                                    if (l.obj != null)
                                                    {
                                                        GameObject gao = l.obj.Gao; // TODO: Create gameobjects explicitly?
                                                    }
                                                }

                                                c.Gao.SetActive(false);
                                                fullMorphPOs[channelIndex][m.objectIndexTo] = c;
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        morphDataArray = null;
                    }

                    // Keep lighting last so that it is applied to all new sub objects

                    /*if (!perso.IsAlways) {
                     *  Controller.SectorManager.ApplySectorLighting(sector, gameObject, LightInfo.ObjectLightedFlag.Perso);
                     * } else {
                     *  Controller.SectorManager.ApplySectorLighting(sector, gameObject, LightInfo.ObjectLightedFlag.None);
                     * }*/
                    // TODO: perso lighting
                }
                loaded = true;
            }
        }
Beispiel #2
0
    void InitAnimation(AnimA3DGeneral a3d)
    {
        if (a3d != this.a3d)
        {
            loaded = false;
            // Destroy currently loaded subobjects
            if (subObjects != null)
            {
                for (int i = 0; i < subObjects.Length; i++)
                {
                    if (subObjects[i] == null)
                    {
                        continue;
                    }
                    for (int j = 0; j < subObjects[i].Length; j++)
                    {
                        if (subObjects[i][j] != null)
                        {
                            subObjects[i][j].Destroy();
                        }
                    }
                }
                subObjects = null;
            }
            if (channelObjects != null)
            {
                for (int i = 0; i < channelObjects.Length; i++)
                {
                    if (channelObjects[i] != null)
                    {
                        Destroy(channelObjects[i]);
                    }
                }
                channelObjects = null;
            }
            channelIDDictionary.Clear();
            // Init animation
            this.a3d     = a3d;
            currentFrame = 0;
            if (a3d != null)
            {
                // Init channels & subobjects
                subObjects     = new PhysicalObject[a3d.num_channels][];
                channelObjects = new GameObject[a3d.num_channels];
                for (int i = 0; i < a3d.num_channels; i++)
                {
                    short id = a3d.channels[a3d.start_channels + i].id;
                    channelObjects[i] = new GameObject("Channel " + id);
                    channelObjects[i].transform.SetParent(perso.Gao.transform);
                    AddChannelID(id, i);
                    subObjects[i] = new PhysicalObject[a3d.num_NTTO];
                    AnimChannel   ch = a3d.channels[a3d.start_channels + i];
                    List <ushort> listOfNTTOforChannel = new List <ushort>();
                    for (int j = 0; j < a3d.num_onlyFrames; j++)
                    {
                        AnimOnlyFrame of        = a3d.onlyFrames[a3d.start_onlyFrames + j];
                        AnimNumOfNTTO numOfNTTO = a3d.numOfNTTO[ch.numOfNTTO + of.numOfNTTO];
                        if (!listOfNTTOforChannel.Contains(numOfNTTO.numOfNTTO))
                        {
                            listOfNTTOforChannel.Add(numOfNTTO.numOfNTTO);
                        }
                    }
                    for (int k = 0; k < listOfNTTOforChannel.Count; k++)
                    {
                        int      j    = listOfNTTOforChannel[k] - a3d.start_NTTO;
                        AnimNTTO ntto = a3d.ntto[a3d.start_NTTO + j];
                        if (ntto.IsInvisibleNTTO)
                        {
                            subObjects[i][j] = new PhysicalObject(null);
                            subObjects[i][j].Gao.transform.parent = channelObjects[i].transform;
                            subObjects[i][j].Gao.name             = "[" + j + "] Invisible PO";
                            subObjects[i][j].Gao.SetActive(false);

                            /*GameObject boneVisualisation = new GameObject("Bone vis");
                            *  boneVisualisation.transform.SetParent(subObjects[i][j].Gao.transform);
                            *  MeshRenderer mr = boneVisualisation.AddComponent<MeshRenderer>();
                            *  MeshFilter mf = boneVisualisation.AddComponent<MeshFilter>();
                            *  Mesh mesh = Util.CreateBox(0.1f);
                            *  mf.mesh = mesh;
                            *  boneVisualisation.transform.localScale = Vector3.one / 4f;*/
                        }
                        else
                        {
                            if (perso.physical_objects != null && perso.physical_objects.Length > ntto.object_index)
                            {
                                PhysicalObject o = perso.physical_objects[ntto.object_index];
                                if (o != null)
                                {
                                    PhysicalObject c = o.Clone();
                                    subObjects[i][j]       = c;
                                    c.Gao.transform.parent = channelObjects[i].transform;
                                    c.Gao.name             = "[" + j + "] " + c.Gao.name;
                                    c.Gao.SetActive(false);
                                }
                            }
                        }
                    }
                }
            }
            loaded = true;
        }
    }