Example #1
0
        // Initialize this animation controller from given object builder.
        // Returns true on success.
        public static bool InitFromDefinition(this VRage.Game.Components.MyAnimationControllerComponent thisController,
                                              MyAnimationControllerDefinition animControllerDefinition)
        {
            bool result = true;

            thisController.Clear();

            thisController.SourceId = animControllerDefinition.Id;

            foreach (var objBuilderLayer in animControllerDefinition.Layers)
            {
                var layer = thisController.Controller.CreateLayer(objBuilderLayer.Name);
                if (layer == null)
                {
                    continue;
                }
                switch (objBuilderLayer.Mode)
                {
                case VRage.Game.ObjectBuilders.MyObjectBuilder_AnimationLayer.MyLayerMode.Add:
                    layer.Mode = VRage.Animations.MyAnimationStateMachine.MyBlendingMode.Add;
                    break;

                case VRage.Game.ObjectBuilders.MyObjectBuilder_AnimationLayer.MyLayerMode.Replace:
                    layer.Mode = VRage.Animations.MyAnimationStateMachine.MyBlendingMode.Replace;
                    break;

                default:
                    Debug.Fail("Unknown layer mode.");
                    layer.Mode = VRage.Animations.MyAnimationStateMachine.MyBlendingMode.Replace;
                    break;
                }
                if (objBuilderLayer.BoneMask != null)
                {
                    string[] boneMaskArray = objBuilderLayer.BoneMask.Split(m_boneListSeparators);
                    foreach (string s in boneMaskArray)
                    {
                        layer.BoneMaskStrIds.Add(MyStringId.GetOrCompute(s));
                    }
                }
                else
                {
                    layer.BoneMaskStrIds.Clear();
                }
                layer.BoneMask = null; // this will build itself in animation controller when we know all character bones
                MyAnimationVirtualNodes virtualNodes = new MyAnimationVirtualNodes();
                result = InitLayerNodes(layer, objBuilderLayer.StateMachine, animControllerDefinition, thisController.Controller, layer.Name + "/", virtualNodes) && result;
                layer.SetState(layer.Name + "/" + objBuilderLayer.InitialSMNode);
                layer.SortTransitions();
            }
            if (result)
            {
                thisController.MarkAsValid();
            }
            return(result);
        }
Example #2
0
       // --------------------------------------------------------------------------------------------

        /// <summary>
        /// Reload all mwm tracks while in-game. Mwms from cache are not used.
        /// </summary>
        public void ReloadMwmTracks()
        {
            foreach (var component in m_skinnedEntityComponents)
            {
                MyAnimationControllerDefinition animationControllerDefinition =
                    MyDefinitionManagerBase.Static.GetDefinition <MyAnimationControllerDefinition>(MyStringHash.GetOrCompute(component.SourceId.SubtypeName));
                if (animationControllerDefinition != null)
                {
                    component.Clear();
                    component.InitFromDefinition(animationControllerDefinition, forceReloadMwm: true); // reload from original def that was modified by postprocessor
                    if (component.ReloadBonesNeeded != null)
                    {
                        component.ReloadBonesNeeded();
                    }
                }
            }
        }
        private void ReceivedMessageHandler(MyExternalDebugStructures.CommonMsgHeader messageHeader, IntPtr messageData)
        {
            MyExternalDebugStructures.ACReloadInGameMsg msgReload;
            if (MyExternalDebugStructures.ReadMessageFromPtr(ref messageHeader, messageData, out msgReload))
            {
                try
                {
                    string acAddress = msgReload.ACAddress;
                    string acName    = msgReload.ACName;

                    MyObjectBuilder_Definitions allDefinitions; // = null;
                    // load animation controller definition from SBC file
                    if (MyObjectBuilderSerializer.DeserializeXML(acAddress, out allDefinitions) &&
                        allDefinitions.Definitions != null &&
                        allDefinitions.Definitions.Length > 0)
                    {
                        var          firstDef = allDefinitions.Definitions[0];
                        MyModContext context  = new MyModContext();
                        context.Init("AnimationControllerDefinition", Path.GetFileName(acAddress));
                        MyAnimationControllerDefinition animationControllerDefinition = new MyAnimationControllerDefinition();
                        animationControllerDefinition.Init(firstDef, context);

                        // swap animation controller for each entity
                        foreach (MyEntity entity in MyEntities.GetEntities())
                        {
                            MyCharacter character = entity as MyCharacter;
                            if (character != null && character.Definition.AnimationController == acName)
                            {
                                character.AnimationController.InitFromDefinition(animationControllerDefinition);
                                character.ObtainBones();
                            }
                        }

                        // update in def. manager
                        MyStringHash animSubtypeNameHash = MyStringHash.GetOrCompute(acName);
                        MyAnimationControllerDefinition animControllerDefInManager =
                            MyDefinitionManager.Static.GetDefinition <MyAnimationControllerDefinition>(animSubtypeNameHash);
                        animControllerDefInManager.Init(firstDef, context);
                    }
                }
                catch (Exception e)
                {
                    MyLog.Default.WriteLine(e);
                }
            }
        }
Example #4
0
        // receiving messages
        private void LiveDebugging_ReceivedMessageHandler(MyExternalDebugStructures.CommonMsgHeader messageHeader, IntPtr messageData)
        {
            MyExternalDebugStructures.ACReloadInGameMsg msgReload;
            if (MyExternalDebugStructures.ReadMessageFromPtr(ref messageHeader, messageData, out msgReload))
            {
                try
                {
                    string acContentPath = msgReload.ACContentAddress;
                    string acAddress     = msgReload.ACAddress;
                    string acName        = msgReload.ACName;

                    MyObjectBuilder_Definitions allDefinitions; // = null;
                    // load animation controller definition from SBC file
                    if (MyObjectBuilderSerializer.DeserializeXML(acAddress, out allDefinitions) &&
                        allDefinitions.Definitions != null &&
                        allDefinitions.Definitions.Length > 0)
                    {
                        var          firstDef = allDefinitions.Definitions[0];
                        MyModContext context  = new MyModContext();
                        context.Init("AnimationControllerDefinition", acAddress, acContentPath);
                        MyAnimationControllerDefinition animationControllerDefinition = new MyAnimationControllerDefinition();
                        animationControllerDefinition.Init(firstDef, context);
                        MyStringHash animSubtypeNameHash = MyStringHash.GetOrCompute(acName);

                        // post process and update in def. manager
                        MyAnimationControllerDefinition originalAnimationControllerDefinition =
                            MyDefinitionManagerBase.Static.GetDefinition <MyAnimationControllerDefinition>(
                                animSubtypeNameHash);

                        var postprocessor = MyDefinitionManagerBase.GetPostProcessor(typeof(MyObjectBuilder_AnimationControllerDefinition));
                        if (postprocessor != null)
                        {
                            MyDefinitionPostprocessor.Bundle originalBundle = new MyDefinitionPostprocessor.Bundle
                            {
                                Context     = MyModContext.BaseGame,
                                Definitions = new Dictionary <MyStringHash, MyDefinitionBase>
                                {
                                    { animSubtypeNameHash, originalAnimationControllerDefinition }
                                },
                                Set = new MyDefinitionSet()
                            };
                            originalBundle.Set.AddDefinition(originalAnimationControllerDefinition);

                            MyDefinitionPostprocessor.Bundle overridingBundle = new MyDefinitionPostprocessor.Bundle
                            {
                                Context     = context,
                                Definitions = new Dictionary <MyStringHash, MyDefinitionBase>
                                {
                                    { animSubtypeNameHash, animationControllerDefinition }
                                },
                                Set = new MyDefinitionSet()
                            };
                            overridingBundle.Set.AddDefinition(animationControllerDefinition);

                            // postprocess -> override existing definition in memory
                            postprocessor.AfterLoaded(ref overridingBundle);
                            postprocessor.OverrideBy(ref originalBundle, ref overridingBundle);
                        }

                        // swap animation controller for each entity
                        foreach (var component in m_skinnedEntityComponents)
                        {
                            if (component != null && component.SourceId.SubtypeName == acName)
                            {
                                component.Clear();
                                component.InitFromDefinition(originalAnimationControllerDefinition, forceReloadMwm: true); // reload from original def that was modified by postprocessor
                                if (component.ReloadBonesNeeded != null)
                                {
                                    component.ReloadBonesNeeded();
                                }
                            }
                        }
                    }
                }
                catch (Exception e)
                {
                    MyLog.Default.WriteLine(e);
                }
            }
        }
Example #5
0
        // Initialize state machine of one layer.
        private static bool InitLayerNodes(MyAnimationStateMachine layer, string stateMachineName, MyAnimationControllerDefinition animControllerDefinition,
                                           MyAnimationController animationController, string currentNodeNamePrefix, MyAnimationVirtualNodes virtualNodes)
        {
            var objBuilderStateMachine = animControllerDefinition.StateMachines.FirstOrDefault(x => x.Name == stateMachineName);

            if (objBuilderStateMachine == null)
            {
                Debug.Fail("Animation state machine " + stateMachineName + " was not found.");
                return(false);
            }

            bool result = true;

            // 1st step: generate nodes
            if (objBuilderStateMachine.Nodes != null)
            {
                foreach (var objBuilderNode in objBuilderStateMachine.Nodes)
                {
                    string absoluteNodeName = currentNodeNamePrefix + objBuilderNode.Name;
                    if (objBuilderNode.StateMachineName != null)
                    {
                        // embedded state machine, copy its nodes
                        if (!InitLayerNodes(layer, objBuilderNode.StateMachineName, animControllerDefinition, animationController, absoluteNodeName + "/", virtualNodes))
                        {
                            result = false;
                        }
                    }
                    else
                    {
                        var smNode = new VRage.Animations.MyAnimationStateMachineNode(absoluteNodeName);
                        if (objBuilderNode.Type == MyObjectBuilder_AnimationSMNode.MySMNodeType.PassThrough ||
                            objBuilderNode.Type == MyObjectBuilder_AnimationSMNode.MySMNodeType.Any ||
                            objBuilderNode.Type == MyObjectBuilder_AnimationSMNode.MySMNodeType.AnyExceptTarget)
                        {
                            smNode.PassThrough = true;
                        }
                        else
                        {
                            smNode.PassThrough = false;
                        }

                        if (objBuilderNode.Type == MyObjectBuilder_AnimationSMNode.MySMNodeType.Any ||
                            objBuilderNode.Type == MyObjectBuilder_AnimationSMNode.MySMNodeType.AnyExceptTarget)
                        {
                            virtualNodes.NodesAny.Add(absoluteNodeName, new MyAnimationVirtualNodeData()
                            {
                                AnyNodePrefix = currentNodeNamePrefix,
                                ExceptTarget  = (objBuilderNode.Type == MyObjectBuilder_AnimationSMNode.MySMNodeType.AnyExceptTarget)
                            });
                        }

                        layer.AddNode(smNode);

                        if (objBuilderNode.AnimationTree != null)
                        {
                            var smNodeAnimTree = InitNodeAnimationTree(objBuilderNode.AnimationTree.Child);
                            smNode.RootAnimationNode = smNodeAnimTree;
                        }
                        else
                        {
                            smNode.RootAnimationNode = new MyAnimationTreeNodeDummy();
                        }
                    }
                }
            }

            // 2nd step: generate transitions
            if (objBuilderStateMachine.Transitions != null)
            {
                foreach (var objBuilderTransition in objBuilderStateMachine.Transitions)
                {
                    string absoluteNameNodeFrom = currentNodeNamePrefix + objBuilderTransition.From;
                    string absoluteNameNodeTo   = currentNodeNamePrefix + objBuilderTransition.To;

                    MyAnimationVirtualNodeData virtualNodeData;
                    if (virtualNodes.NodesAny.TryGetValue(absoluteNameNodeFrom, out virtualNodeData))
                    {
                        // nodes of type "any":
                        // "any" node is source: we create transitions directly from all nodes
                        // "any" node is target: we will use "any" node as pass through
                        foreach (var nodeFromCandidate in layer.AllNodes)
                        {
                            if (nodeFromCandidate.Key.StartsWith(virtualNodeData.AnyNodePrefix) && // select nodes in the same SM
                                nodeFromCandidate.Key != absoluteNameNodeFrom)   // disallow from "any" to the same "any"
                            {
                                // create transition if target is different from source or when we don't care about it
                                if (!virtualNodeData.ExceptTarget || absoluteNameNodeTo != nodeFromCandidate.Key)
                                {
                                    CreateTransition(layer, animationController, nodeFromCandidate.Key, absoluteNameNodeTo, objBuilderTransition);
                                }
                            }
                        }
                    }

                    CreateTransition(layer, animationController, absoluteNameNodeFrom, absoluteNameNodeTo, objBuilderTransition);
                }
            }

            return(result);
        }
Example #6
0
        // Initialize state machine of one layer.
        private static bool InitLayerNodes(VRage.Animations.MyAnimationStateMachine layer, string stateMachineName, MyAnimationControllerDefinition animControllerDefinition,
                                           VRage.Animations.MyAnimationController animationController, string currentNodeNamePrefix = "")
        {
            var objBuilderStateMachine = animControllerDefinition.StateMachines.FirstOrDefault(x => x.Name == stateMachineName);

            if (objBuilderStateMachine == null)
            {
                Debug.Fail("Animation state machine " + stateMachineName + " was not found.");
                return(false);
            }

            bool result = true;

            // 1st step: generate nodes
            if (objBuilderStateMachine.Nodes != null)
            {
                foreach (var objBuilderNode in objBuilderStateMachine.Nodes)
                {
                    string absoluteNodeName = currentNodeNamePrefix + objBuilderNode.Name;
                    if (objBuilderNode.StateMachineName != null)
                    {
                        // embedded state machine, copy its nodes
                        if (!InitLayerNodes(layer, objBuilderNode.StateMachineName, animControllerDefinition, animationController, absoluteNodeName + "/"))
                        {
                            result = false;
                        }
                    }
                    else
                    {
                        if (objBuilderNode.AnimationTree == null)
                        {
                            // no animation tree, just skip
                            continue;
                        }

                        var smNode = new VRage.Animations.MyAnimationStateMachineNode(absoluteNodeName);
                        layer.AddNode(smNode);

                        var smNodeAnimTree = InitNodeAnimationTree(objBuilderNode.AnimationTree.Child);
                        smNode.RootAnimationNode = smNodeAnimTree;
                    }
                }
            }

            // 2nd step: generate transitions
            if (objBuilderStateMachine.Transitions != null)
            {
                foreach (var objBuilderTransition in objBuilderStateMachine.Transitions)
                {
                    int conditionConjunctionIndex = 0;
                    do
                    {
                        // generate transition for each condition conjunction
                        var transition = layer.AddTransition(objBuilderTransition.From, objBuilderTransition.To,
                                                             new VRage.Animations.MyAnimationStateMachineTransition()) as
                                         VRage.Animations.MyAnimationStateMachineTransition;
                        // if ok, fill in conditions
                        if (transition != null)
                        {
                            transition.Name = MyStringId.GetOrCompute(objBuilderTransition.Name);
                            transition.TransitionTimeInSec = objBuilderTransition.TimeInSec;
                            transition.Sync = objBuilderTransition.Sync;
                            if (objBuilderTransition.Conditions != null &&
                                objBuilderTransition.Conditions[conditionConjunctionIndex] != null)
                            {
                                var conjunctionOfConditions =
                                    objBuilderTransition.Conditions[conditionConjunctionIndex].Conditions;
                                foreach (var objBuilderCondition in conjunctionOfConditions)
                                {
                                    var condition = ParseOneCondition(animationController, objBuilderCondition);
                                    if (condition != null)
                                    {
                                        transition.Conditions.Add(condition);
                                    }
                                }
                            }
                        }
                        conditionConjunctionIndex++;
                    } while (objBuilderTransition.Conditions != null &&
                             conditionConjunctionIndex < objBuilderTransition.Conditions.Length);
                }
            }

            return(result);
        }