AnimationBlender - Ogre實現不同動畫之間的混合

英文原文: http://test.ogitor.org/tiki/AnimationBlender

動畫混合 -- 實現兩個動畫的切換, 一個動畫逐漸消逝, 另一個動畫逐漸顯示來實現. 主要通過動畫狀態的權重來實現
通過三種方式來實現兩個動畫的混合:
    - BlendSwitch - 直接切換至目標動畫
    - BlendWhileAnimating - 混合的過程中目標動畫也更新幀, 實現動畫
    - BlendThenAnimate - 用源動畫的當前幀混合目標動畫的第一個幀

源碼理解, 主要代碼位於下面兩個函數
AnimationBlender::blend函數 根據傳入的參數設置新轉換的源動畫和目標動畫
AnimationBlender::add函數則更新源動畫和目標動畫(如存在)的狀態和權重

AnimationBlender::blend函數
1. 如果動畫轉換類型爲 AnimationBlender::BlendSwitch
    直接將源動畫轉換成目標動畫
2. 如果不是這個轉換類型 AnimationBlender::BlendSwitch
    如果上次的動畫轉換還未完成
        如果新的目標動畫等於上次轉換的源動畫
            則反向轉換
        如果新的目標動畫不等於上次轉換的源動畫和目標動畫
            根據上次轉換的剩餘時間設置是顯示上次轉換的源動畫還是目標動畫, 並將其設置爲新轉換的源動畫
            顯示新轉換的目標動畫, 並設置其權重
    假設上次的動畫轉換已經完成了轉換
        設置轉換時間, 轉換類型, 目標動畫和其權重

AnimationBlender::addTime 函數
1. 如有動畫在運行
    如果存在轉換
        更新剩餘時間
            如剩餘時間小於0
                禁止源動畫
                將目標動畫設置爲源動畫, 繼續運行
            如剩餘時間不小於0
                更新源動畫和目標動畫的權重
                如轉換類型爲AnimationBlender::BlendWhileAnimating
                    更新目標動畫
    判斷動畫是否完成
        更新源動畫

完整代碼和Demo代碼

AnimationBlender.h

01 #ifndef __ANIMATION_BLENDER_H__
02 #define __ANIMATION_BLENDER_H__
03 #include <Ogre.h>
04 using namespace Ogre;
05 class AnimationBlender
06 {
07 public:
08     enum BlendingTransition
09     {
10         BlendSwitch,         // stop source and start dest
11         BlendWhileAnimating,   // cross fade, blend source animation out while blending destination animation in
12         BlendThenAnimate      // blend source to first frame of dest, when done, start dest anim
13     };
14 private:
15     Entity *mEntity;
16     AnimationState *mSource;
17     AnimationState *mTarget;
18     BlendingTransition mTransition;
19     bool loop;
20     ~AnimationBlender() {}
21 public
22     Real mTimeleft, mDuration;
23     bool complete;
24     void blend( const String &animation, BlendingTransition transition, Real duration, bool l=true );
25     void addTime( Real );
26     Real getProgress() { return mTimeleft/ mDuration; }
27     AnimationState *getSource() { return mSource; }
28     AnimationState *getTarget() { return mTarget; }
29     AnimationBlender( Entity *);
30     void init( const String &animation, bool l=true );
31 };
32 #endif

AnimationBlender.cpp

001 #include "AnimationBlender.h"
002 void AnimationBlender::init(const String &animation, bool l)
003 {
004     // 初始化, 將所有的動畫禁止, 只允許參數中的動畫運行.
005     AnimationStateSet *set = mEntity->getAllAnimationStates();
006     AnimationStateIterator it = set->getAnimationStateIterator();
007     while(it.hasMoreElements())
008     {
009         AnimationState *anim = it.getNext();
010         anim->setEnabled(false);
011         anim->setWeight(0);
012         anim->setTimePosition(0);
013     }
014     mSource = mEntity->getAnimationState( animation );
015     mSource->setEnabled(true);
016     mSource->setWeight(1);
017     mTimeleft = 0;
018     mDuration = 1;
019     mTarget = 0;
020     complete = false;
021     loop = l;
022
023 void AnimationBlender::blend( const String &animation, BlendingTransition transition, Real duration, bool l )
024 {
025     loop = l;
026     if( transition == AnimationBlender::BlendSwitch )
027     {
028         if( mSource != 0 )
029             mSource->setEnabled(false);
030         mSource = mEntity->getAnimationState( animation );
031         mSource->setEnabled(true);
032         mSource->setWeight(1);
033         mSource->setTimePosition(0);
034         mTimeleft = 0;
035     
036     else 
037     
038         AnimationState *newTarget = mEntity->getAnimationState( animation );
039         if( mTimeleft > 0 )
040         {
041             // oops, weren't finished yet
042             if( newTarget == mTarget )
043             {
044                 // nothing to do! (ignoring duration here)
045             }
046             else if( newTarget == mSource )
047             {
048                 // going back to the source state, so let's switch
049                 mSource = mTarget;
050                 mTarget = newTarget;
051                 mTimeleft = mDuration - mTimeleft; // i'm ignoring the new duration here
052             }
053             else
054             {
055                 // ok, newTarget is really new, so either we simply replace the target with this one, or
056                 // we make the target the new source
057                 if( mTimeleft < mDuration * 0.5 )
058                 {
059                     // simply replace the target with this one
060                     mTarget->setEnabled(false);
061                     mTarget->setWeight(0);
062                 }
063                 else
064                 {
065                     // old target becomes new source
066                     mSource->setEnabled(false);
067                     mSource->setWeight(0);
068                     mSource = mTarget;
069                 
070                 mTarget = newTarget;
071                 mTarget->setEnabled(true);
072                 mTarget->setWeight( 1.0 - mTimeleft / mDuration );
073                 mTarget->setTimePosition(0);
074             }
075         }
076         else
077         {
078             // assert( target == 0, "target should be 0 when not blending" )
079             // mSource->setEnabled(true);
080             // mSource->setWeight(1);
081             mTransition = transition;
082             mTimeleft = mDuration = duration;
083             mTarget = newTarget;
084             mTarget->setEnabled(true);
085             mTarget->setWeight(0);
086             mTarget->setTimePosition(0);
087         }
088     }
089 }
090 void AnimationBlender::addTime( Real time )
091 {
092     if( mSource != 0 )
093     {
094         if( mTimeleft > 0 )
095         {
096             mTimeleft -= time;
097             if( mTimeleft < 0 )
098             {
099                 // finish blending
100                 mSource->setEnabled(false);
101                 mSource->setWeight(0);
102                 mSource = mTarget;
103                 mSource->setEnabled(true);
104                 mSource->setWeight(1);
105                 mTarget = 0;
106             }
107             else
108             {
109                 // still blending, advance weights
110                 mSource->setWeight(mTimeleft / mDuration);
111                 mTarget->setWeight(1.0 - mTimeleft / mDuration);
112                 if(mTransition == AnimationBlender::BlendWhileAnimating)
113                     mTarget->addTime(time);
114             }
115         }
116         if (mSource->getTimePosition() >= mSource->getLength())
117         {
118             complete = true;
119         }
120         else
121         {
122             complete = false;
123         }
124         mSource->addTime(time);
125         mSource->setLoop(loop);
126     }
127 }
128 AnimationBlender::AnimationBlender( Entity *entity ) : mEntity(entity) 
129 {
130 }

AnimationBlenderDemo.h

01 <P>#ifndef __ANIMATIONBLENDER_DEMO_H__
02 #define __ANIMATIONBLENDER_DEMO_H__
03 #include "ExampleApplication.h"
04 #include "AnimationBlender.h"
05 class AnimationBlenderDemoFrameListener : public ExampleFrameListener
06 {
07 protected:
08     Entity* mNinjaEnt;
09     AnimationBlender* mAnimationBlender;
10     bool walking, jumping;
11 public:
12     AnimationBlenderDemoFrameListener(RenderWindow* mWin, Camera* mCam, Entity* ent)
13         : ExampleFrameListener(mWin, mCam, false, false), mNinjaEnt(ent)
14     {
15         mAnimationBlender = new AnimationBlender(mNinjaEnt);
16         mAnimationBlender->init("Walk", true);
17         walking = false;
18         jumping = false;
19     }
20     virtual ~AnimationBlenderDemoFrameListener()
21     {
22         if(mAnimationBlender)
23         {
24 //          delete mAnimationBlender;
25         }
26     }
27     bool frameRenderingQueued(const FrameEvent& evt)
28     {
29         if (!ExampleFrameListener::frameRenderingQueued(evt))
30         {
31             return false;
32         }
33         if (!walking)
34         {
35             mAnimationBlender->blend( "Walk",AnimationBlender::BlendWhileAnimating, 0.2, true );
36             walking=true;
37         }
38         if (mKeyboard->isKeyDown( OIS::KC_SPACE ) && !jumping)
39         {
40             jumping=true;
41             mAnimationBlender->blend("Jump",AnimationBlender::BlendWhileAnimating, 0.2, false );
42         }
43         if (jumping)
44         {
45             if (mAnimationBlender->complete)
46             {
47                 mAnimationBlender->blend( "Idle1",AnimationBlender::BlendWhileAnimating, 0.02, true );
48                 jumping=false;
49             }
50         }
51         mAnimationBlender->addTime(evt.timeSinceLastFrame);
52         return true;
53     }
54 };
55 class AnimationBlenderDemoApp : public ExampleApplication
56 {
57 public:
58     AnimationBlenderDemoApp() {}
59 protected:
60     Entity* mNinjaEnt;
61     void createScene();
62     void createFrameListener()
63     {
64         mFrameListener = new AnimationBlenderDemoFrameListener(mWindow, mCamera, mNinjaEnt);
65         mRoot->addFrameListener(mFrameListener);
66     }
67 };
68 #endif</P>

AnimationBlenderDemo.cpp

01 <P>#include "AnimationBlenderDemo.h"
02 #include <OgreStringConverter.h>
03 void AnimationBlenderDemoApp::createScene()
04 {
05 mSceneMgr->setAmbientLight(ColourValue(1.0, 1.0, 1.0));
06 mNinjaEnt = mSceneMgr->createEntity("Ninja", "ninja.mesh");
07 SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
08 node->attachObject(mNinjaEnt);
09 }
10 #ifdef __cplusplus
11 extern "C" {
12 #endif
13 #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
14 #define WIN32_LEAN_AND_MEAN
15 #include "windows.h"
16 INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
17 #else
18 int main(int argc, char **argv)
19 #endif
20 {
21 AnimationBlenderDemoApp app;
22 try {
23     app.go();
24 } catch( Ogre::Exception& e ) {
25 #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
26     MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL );
27 #else
28     std::cerr << "An exception has occured: " << e.getFullDescription();
29 #endif
30 }
31 return 0;
32 }
33 #ifdef __cplusplus
34 }
35 #endif</P>

不過由於Ninja.mesh的動畫時間太小, 很難看出混合效果,  以上代碼適合Ogre1.6.5

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