public void GetAnimationState(Entity entity) { Entity = entity; State = Entity.GetAnimationState(StateName); State.Loop = Loop; State.Weight = 0; }
public BodyCollisionTree(Entity bodyEntity, IEnumerable<string> animationNames) { Parent = bodyEntity.ParentSceneNode; Root = new MirrorNode(Parent, bodyEntity.Skeleton.GetBoneIterator().First(x => x.Parent == null)); foreach (string name in animationNames.Where(x => bodyEntity.Skeleton.HasAnimation(x))) { Animations.Add(bodyEntity.Skeleton.GetAnimation(name)); AnimationStates.Add(bodyEntity.GetAnimationState(name)); } foreach (MirrorNode node in Root.GetEnumerable()) MirrorMapper.Add(node.Name, node); }
public Enemy(CharacterProfile profile, bool czyPojemnik, float zasiegWzr, float zasiegOgl) { Profile = profile.Clone(); _Orientation = Quaternion.IDENTITY; Entity = Engine.Singleton.SceneManager.CreateEntity(Profile.MeshName); Node = Engine.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode(); Node.AttachObject(Entity); Vector3 scaledSize = Entity.BoundingBox.HalfSize * Profile.BodyScaleFactor; ConvexCollision collision = new MogreNewt.CollisionPrimitives.ConvexHull(Engine.Singleton.NewtonWorld, Node, Quaternion.IDENTITY, 0.1f, Engine.Singleton.GetUniqueBodyId()); Vector3 inertia, offset; collision.CalculateInertialMatrix(out inertia, out offset); inertia *= Profile.BodyMass; Body = new Body(Engine.Singleton.NewtonWorld, collision, true); Body.AttachNode(Node); Body.SetMassMatrix(Profile.BodyMass, inertia); Body.AutoSleep = false; Body.Transformed += BodyTransformCallback; Body.ForceCallback += BodyForceCallback; Body.UserData = this; Body.MaterialGroupID = Engine.Singleton.MaterialManager.EnemyMaterialID; Joint upVector = new MogreNewt.BasicJoints.UpVector( Engine.Singleton.NewtonWorld, Body, Vector3.UNIT_Y); collision.Dispose(); isContainer = czyPojemnik; isSeen = false; isReachable = false; _ZasiegWzroku = zasiegWzr; _ZasiegOgolny = zasiegOgl; _Statistics = Profile.Statistics.statistics_Clone(); State = StateTypes.IDLE; //DROPPRIZE KUFAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA if (Profile.DropPrizeID == "") Profile.DropPrizeID = "pPusty"; DropPrize = PrizeManager.P[Profile.DropPrizeID].prize_Clone(); List<DescribedProfile> lista_tym = new List<DescribedProfile>(); List<DescribedProfile> lista_tym2 = new List<DescribedProfile>(DropPrize.ItemsList); if (DropPrize.ItemsList.Count > 2) { for (int i = 0; i < 2; i++) { int Los = Engine.Singleton.Random.Next(lista_tym2.Count); lista_tym.Add(lista_tym2[Los]); lista_tym2.RemoveAt(Los); DropPrize.ItemsList = new List<DescribedProfile>(lista_tym); } } else DropPrize.ItemsList = new List<DescribedProfile>(DropPrize.ItemsList); DropPrize.AmountGold = Engine.Singleton.Random.Next(DropPrize.AmountGold / 2, DropPrize.AmountGold + 1); DropExp = DropPrize.AmountExp; //PO DROPPRIZIE KUFAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA walkAnim = Entity.GetAnimationState("WALK"); idleAnim = Entity.GetAnimationState("IDLE"); attackAnim = Entity.GetAnimationState("ATTACK"); deadAnim = Entity.GetAnimationState("DEAD"); //Animation("IdleLegs").Enabled = true; //Animation("IdleLegs").Loop = true; FriendlyType = Profile.FriendlyType; ProfName = Profile.ProfileName; }
/// <summary> /// create a bunch of crap /// </summary> void CreateThings() { Light light = mogreImageSource.SceneManager.CreateLight("sun2"); light.Type = Light.LightTypes.LT_DIRECTIONAL; light.Direction = new Vector3(-0.1f, -1, 0.1f); light.Direction.Normalise(); light.DiffuseColour = new ColourValue(1f, 1f, 1f); light.SpecularColour = new ColourValue(1f, 1f, 1f); light.Position = new Vector3(0, 10, 0); light.CastShadows = true; ponyNode = sceneMgr.RootSceneNode.CreateChildSceneNode(); ponyEnt = sceneMgr.CreateEntity("BgPonyColtBody.mesh"); ponyNode.AttachObject(ponyEnt); ponyNode.Position = new Vector3(0, 0, 0); ponyEnt.SetMaterialName("BgPony"); wingsEnt = sceneMgr.CreateEntity("BgPonyColtWings.mesh"); wingsEnt.SetMaterialName("BgPonyWings"); hornEnt = sceneMgr.CreateEntity("BgPonyHorn.mesh"); hornEnt.SetMaterialName("BgPonyHorn"); eyesEnt = sceneMgr.CreateEntity("BgPonyColtEyes.mesh"); eyesEnt.SetMaterialName("BgPonyEyes"); foldedWingsEnt = sceneMgr.CreateEntity("BgPonyColtWingsFolded.mesh"); foldedWingsEnt.SetMaterialName("BgPonyWingsFolded"); hairEnts = new Entity[NUMBER_OF_HAIRSTYLES]; maneEnts = new Entity[NUMBER_OF_HAIRSTYLES]; tailEnts = new Entity[NUMBER_OF_HAIRSTYLES]; for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) { hairEnts[a] = sceneMgr.CreateEntity("BgPonyHair" + (a + 1) + ".mesh"); hairEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1)); maneEnts[a] = sceneMgr.CreateEntity("BgPonyMane" + (a + 1) + ".mesh"); maneEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1)); tailEnts[a] = sceneMgr.CreateEntity("BgPonyTail" + (a + 1) + ".mesh"); tailEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1)); } wingsEnt.Visible = false; foldedWingsEnt.Visible = false; hornEnt.Visible = false; for (int a = 1; a < NUMBER_OF_HAIRSTYLES; a++) { hairEnts[a].Visible = false; maneEnts[a].Visible = false; tailEnts[a].Visible = false; } AdjustBodyColour(bodyColour); AdjustBodyAOColour(bodyAOColour); AdjustHairColour1(hairColour1); AdjustHairColour2(hairColour2); AdjustHairAOColour1(hairAOColour1); AdjustHairAOColour2(hairAOColour2); // attach stuff ponyEnt.AttachObjectToBone("Eyes", eyesEnt); ponyEnt.AttachObjectToBone("Horn", hornEnt); ponyEnt.AttachObjectToBone("Wings", wingsEnt); ponyEnt.AttachObjectToBone("Wings", foldedWingsEnt); for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) { ponyEnt.AttachObjectToBone("Hair", hairEnts[a]); ponyEnt.AttachObjectToBone("Mane", maneEnts[a]); ponyEnt.AttachObjectToBone("Tail", tailEnts[a]); } // setup animations Skeleton skeleton = ponyEnt.Skeleton; skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE; // set up the blink animation state with some stuff blinkState = ponyEnt.GetAnimationState("Blink2"); blinkState.Enabled = true; blinkState.Loop = true; blinkState.Weight = 1; blinkState.CreateBlendMask(skeleton.NumBones, 0f); ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle; blinkState.SetBlendMaskEntry(handle, 1f); handle = skeleton.GetBone("EyeBrowBottom.R").Handle; blinkState.SetBlendMaskEntry(handle, 1f); handle = skeleton.GetBone("EyeBrowTop.L").Handle; blinkState.SetBlendMaskEntry(handle, 1f); handle = skeleton.GetBone("EyeBrowBottom.L").Handle; blinkState.SetBlendMaskEntry(handle, 1f); animState = ponyEnt.GetAnimationState("Stand1"); wingsState = wingsEnt.GetAnimationState("Flap1"); maneStates = new AnimationState[NUMBER_OF_HAIRSTYLES]; tailStates = new AnimationState[NUMBER_OF_HAIRSTYLES]; for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) { maneStates[a] = maneEnts[a].GetAnimationState("Stand1"); tailStates[a] = tailEnts[a].GetAnimationState("Stand1"); maneStates[a].Enabled = tailStates[a].Enabled = true; maneStates[a].Loop = tailStates[a].Loop = true; } currentAnimation = "Stand1"; animState.Enabled = wingsState.Enabled = true; animState.Loop = wingsState.Loop = true; }
public BackgroundPony(string bgPonyName, ThingBlock block, ThingDefinition def) : base(block, def) { AnimPose = Pose.Standing; if (bgPonyName == null) nameOfPonyCharacter = loader.GetRandomLine(); else nameOfPonyCharacter = bgPonyName; // get a line to parse string _line; if (!loader.BackgroundPonyDict.TryGetValue(nameOfPonyCharacter, out _line)) { // if the line doesn't exist, make a random one _line = loader.GetRandomLine(); Launch.Log("[WARNING] The specified background pony (" + nameOfPonyCharacter + ") does not exist, using random one instead..."); } // split up the data string[] _data = _line.Split(' '); // get our hairstyle ID number int hairstyleID = int.Parse(_data[1], culture); // set the pony type if (_data[2] == "pegasus") PonyType = Type.Pegasus; else if (_data[2] == "flyingpegasus") PonyType = Type.FlyingPegasus; else if (_data[2] == "earth") PonyType = Type.Earth; else if (_data[2] == "unicorn") PonyType = Type.Unicorn; // create nodes and stuff var sceneMgr = LKernel.Get<SceneManager>(); #region creation bodyEnt = sceneMgr.CreateEntity("BgPonyBody.mesh"); RootNode.AttachObject(bodyEnt); eyesEnt = sceneMgr.CreateEntity("BgPonyEyes.mesh"); if (PonyType == Type.Unicorn) hornEnt = sceneMgr.CreateEntity("BgPonyHorn.mesh"); else if (PonyType == Type.FlyingPegasus) wingsEnt = sceneMgr.CreateEntity("BgPonyWings.mesh"); else if (PonyType == Type.Pegasus) foldedWingsEnt = sceneMgr.CreateEntity("BgPonyWingsFolded.mesh"); // create hair hairEnt = sceneMgr.CreateEntity("BgPonyHair" + hairstyleID + ".mesh"); maneEnt = sceneMgr.CreateEntity("BgPonyMane" + hairstyleID + ".mesh"); tailEnt = sceneMgr.CreateEntity("BgPonyTail" + hairstyleID + ".mesh"); // attach stuff bodyEnt.AttachObjectToBone("Eyes", eyesEnt); bodyEnt.AttachObjectToBone("Hair", hairEnt); bodyEnt.AttachObjectToBone("Mane", maneEnt); bodyEnt.AttachObjectToBone("Tail", tailEnt); if (PonyType == Type.Unicorn) bodyEnt.AttachObjectToBone("Horn", hornEnt); else if (PonyType == Type.Pegasus) bodyEnt.AttachObjectToBone("Wings", foldedWingsEnt); else if (PonyType == Type.FlyingPegasus) bodyEnt.AttachObjectToBone("Wings", wingsEnt); #endregion #region setting up colors in materials // body colour { ColourValue bodyColour = new ColourValue(float.Parse(_data[3], culture), float.Parse(_data[4], culture), float.Parse(_data[5], culture)); ColourValue bodyAOColour = new ColourValue(float.Parse(_data[6], culture), float.Parse(_data[7], culture), float.Parse(_data[8], culture)); MaterialPtr bodyMat = SetBodyPartMaterialColours("BgPony", bodyColour, bodyAOColour); bodyMat.GetTechnique(0).GetPass(1).GetTextureUnitState(1).SetTextureName(_data[18].Substring(1, _data[18].Length - 2)); bodyEnt.SetMaterial(bodyMat); // extra body parts if (PonyType == Type.Unicorn) { bodyMat = SetBodyPartMaterialColours("BgPonyHorn", bodyColour, bodyAOColour); hornEnt.SetMaterial(bodyMat); } else if (PonyType == Type.Pegasus) { bodyMat = SetBodyPartMaterialColours("BgPonyWingsFolded", bodyColour, bodyAOColour); foldedWingsEnt.SetMaterial(bodyMat); } else if (PonyType == Type.FlyingPegasus) { bodyMat = SetBodyPartMaterialColours("BgPonyWings", bodyColour, bodyAOColour); wingsEnt.SetMaterial(bodyMat); } } // eye colours { ColourValue eyeColour1 = new ColourValue(float.Parse(_data[9], culture), float.Parse(_data[10], culture), float.Parse(_data[11], culture)); ColourValue eyeColour2 = new ColourValue(float.Parse(_data[12], culture), float.Parse(_data[13], culture), float.Parse(_data[14], culture)); ColourValue eyeHighlightColour = new ColourValue(float.Parse(_data[15], culture), float.Parse(_data[16], culture), float.Parse(_data[17], culture)); MaterialPtr originalMat = MaterialManager.Singleton.GetByName("BgPonyEyes"); MaterialPtr newMat = MaterialManager.Singleton.GetByName("BgPonyEyes" + nameOfPonyCharacter); if (newMat == null) { newMat = originalMat.Clone("BgPonyEyes" + nameOfPonyCharacter); var ps = newMat.GetTechnique(0).GetPass(0).GetFragmentProgramParameters(); ps.SetNamedConstant("TopIrisColour", eyeColour1); ps.SetNamedConstant("BottomIrisColour", eyeColour2); ps.SetNamedConstant("HighlightColour", eyeHighlightColour); newMat.GetTechnique(0).GetPass(0).SetFragmentProgramParameters(ps); } eyesEnt.SetMaterial(newMat); } // hair colours { ColourValue hairColour1 = new ColourValue(float.Parse(_data[20], culture), float.Parse(_data[21], culture), float.Parse(_data[22], culture)); ColourValue hairAOColour1 = new ColourValue(float.Parse(_data[23], culture), float.Parse(_data[24], culture), float.Parse(_data[25], culture)); // two hair colours if (bool.Parse(_data[19])) { ColourValue hairColour2 = new ColourValue(float.Parse(_data[26], culture), float.Parse(_data[27], culture), float.Parse(_data[28], culture)); ColourValue hairAOColour2 = new ColourValue(float.Parse(_data[29], culture), float.Parse(_data[30], culture), float.Parse(_data[31], culture)); MaterialPtr originalMat = MaterialManager.Singleton.GetByName("BgPonyHair_Double_" + hairstyleID); MaterialPtr newMat = MaterialManager.Singleton.GetByName("BgPonyHair_Double_" + hairstyleID + nameOfPonyCharacter); if (newMat == null) { newMat = originalMat.Clone("BgPonyHair_Double_" + hairstyleID + nameOfPonyCharacter); var ps = newMat.GetTechnique(0).GetPass(1).GetFragmentProgramParameters(); ps.SetNamedConstant("HairColour1", hairColour1); ps.SetNamedConstant("AOColour1", hairAOColour1); ps.SetNamedConstant("HairColour2", hairColour2); ps.SetNamedConstant("AOColour2", hairAOColour2); newMat.GetTechnique(0).GetPass(1).SetFragmentProgramParameters(ps); if (int.Parse(_data[32], culture) == 2) SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour2); else if (int.Parse(_data[32], culture) == 1) SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour1); } hairEnt.SetMaterial(newMat); maneEnt.SetMaterial(newMat); tailEnt.SetMaterial(newMat); } // one colour else { MaterialPtr originalMat = MaterialManager.Singleton.GetByName("BgPonyHair_Single_" + hairstyleID); MaterialPtr newMat = MaterialManager.Singleton.GetByName("BgPonyHair_Single_" + hairstyleID + nameOfPonyCharacter); if (newMat == null) { newMat = originalMat.Clone("BgPonyHair_Single_" + hairstyleID + nameOfPonyCharacter); var ps = newMat.GetTechnique(0).GetPass(1).GetFragmentProgramParameters(); ps.SetNamedConstant("HairColour", hairColour1); ps.SetNamedConstant("AOColour", hairAOColour1); newMat.GetTechnique(0).GetPass(1).SetFragmentProgramParameters(ps); SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour1); } hairEnt.SetMaterial(newMat); maneEnt.SetMaterial(newMat); tailEnt.SetMaterial(newMat); } } #endregion #region animation // make sure our animations add their weights and don't just average out. The AnimationBlender already handles averaging between two anims. Skeleton skeleton = bodyEnt.Skeleton; skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE; // set up the blink animation state with some stuff blinkState = bodyEnt.GetAnimationState("Blink2"); blinkState.Enabled = true; blinkState.Loop = true; blinkState.Weight = 1; blinkState.AddTime(ID); // set up all of the animation states to not use the neck bone neckbone = skeleton.GetBone("Neck"); neckbone.SetManuallyControlled(true); foreach (var state in bodyEnt.AllAnimationStates.GetAnimationStateIterator()) { // don't add a blend mask to the blink state because we'll make a different one for it if (state == blinkState) continue; state.CreateBlendMask(skeleton.NumBones); state.SetBlendMaskEntry(neckbone.Handle, 0f); } neckbone.InheritOrientation = false; neckFacing = new Euler(0, 0, 0); // set up a blend mask so only the eyebrow bones have any effect on the blink animation blinkState.CreateBlendMask(skeleton.NumBones, 0f); ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle; blinkState.SetBlendMaskEntry(handle, 1f); handle = skeleton.GetBone("EyeBrowBottom.R").Handle; blinkState.SetBlendMaskEntry(handle, 1f); handle = skeleton.GetBone("EyeBrowTop.L").Handle; blinkState.SetBlendMaskEntry(handle, 1f); handle = skeleton.GetBone("EyeBrowBottom.L").Handle; blinkState.SetBlendMaskEntry(handle, 1f); // add the blink state to the animation manager so it has time added to it AnimationManager animMgr = LKernel.GetG<AnimationManager>(); animMgr.Add(blinkState); // set up other animated things bodyBlender = new AnimationBlender(bodyEnt); bodyBlender.Init("Stand1", true); animMgr.Add(bodyBlender); maneBlender = new AnimationBlender(maneEnt); maneBlender.Init("Stand1", true); animMgr.Add(maneBlender); tailBlender = new AnimationBlender(tailEnt); tailBlender.Init("Stand1", true); animMgr.Add(tailBlender); if (PonyType == Type.FlyingPegasus) { wingsBlender = new AnimationBlender(wingsEnt); wingsBlender.Init("Flap1", true); animMgr.Add(wingsBlender); } // set up some timers to handle animation changing animTimer = new Timer(new TimerCallback(AnimTimerTick), null, random.Next(ANIMATION_TIMESPAN_MINIMUM, ANIMATION_TIMESPAN_MAXIMUM), Timeout.Infinite); // add a bit of time to things so the animations aren't all synced at the beginning AddTimeToBodyManeAndTail(); #endregion followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart; LKernel.GetG<Root>().FrameStarted += FrameStarted; }