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如何加载《天龙八部》Skeleton

说明:本文章纯属学习之用,如有商业之用,与本人无关。

网络游戏《天龙八部》采用的是Ogre3d作为其客户端渲染引擎,他们对之做了许多自定义的修改,在这里作为学习只用,特别说明一下其自定义的Skeleton的格式,以及如何加载的办法。

天龙八部加入了这样一个区段:
SKELETON_ANIMATION_TRACK_MULTI_KEYFRAME  0x4120 (16672)
在加入了这个区段的内容之后,其格式大概就是这样一个样子:
 enum SkeletonChunkID {
        SKELETON_HEADER            
= 0x1000,
            
// char* version           : Version number check
        SKELETON_BONE              = 0x2000,
        
// Repeating section defining each bone in the system. 
        
// Bones are assigned indexes automatically based on their order of declaration
        
// starting with 0.

            
// char* name                       : name of the bone
            
// unsigned short handle            : handle of the bone, should be contiguous & start at 0
            
// Vector3 position                 : position of this bone relative to parent 
            
// Quaternion orientation           : orientation of this bone relative to parent 
            
// Vector3 scale                    : scale of this bone relative to parent 

        SKELETON_BONE_PARENT       
= 0x3000,
        
// Record of the parent of a single bone, used to build the node tree
        
// Repeating section, listed in Bone Index order, one per Bone

            
// unsigned short handle             : child bone
            
// unsigned short parentHandle   : parent bone

        SKELETON_ANIMATION         
= 0x4000,
        
// A single animation for this skeleton

            
// char* name                       : Name of the animation
            
// float length                      : Length of the animation in seconds

            SKELETON_ANIMATION_TRACK 
= 0x4100,
            
// A single animation track (relates to a single bone)
            
// Repeating section (within SKELETON_ANIMATION)
                
                
// unsigned short boneIndex     : Index of bone to apply to

                SKELETON_ANIMATION_TRACK_KEYFRAME 
= 0x4110,
                
// A single keyframe within the track
                
// Repeating section

                    
// float time                    : The time position (seconds)
                    
// Quaternion rotate            : Rotation to apply at this keyframe
                    
// Vector3 translate            : Translation to apply at this keyframe
                    
// Vector3 scale                : Scale to apply at this keyframe

                SKELETON_ANIMATION_TRACK_MULTI_KEYFRAME 
= 0x4120,
                
// A multiple keyframe within the track
                
// Repeating section

                    
// float length                 : Length of the animation in seconds
                    
// float flags                  : Length of the animation in seconds
                        
// float time                   : The time position (seconds)
                        
// Quaternion rotate            : Rotation to apply at this keyframe
                        
// Vector3 translate            : Translation to apply at this keyframe
                
        SKELETON_ANIMATION_LINK         
= 0x5000
        
// Link to another skeleton, to re-use its animations

            
// char* skeletonName                    : name of skeleton to get animations from
            
// float scale                            : scale to apply to trans/scale keys

    };


然后我们打开OgreSkeletonSerializer.cpp找到SkeletonSerializer::readAnimationTrack的实现,然后替换为下面的代码:
void SkeletonSerializer::readAnimationTrack(DataStreamPtr& stream, Animation* anim, 
        Skeleton
* pSkel)
    {
        
// unsigned short boneIndex     : Index of bone to apply to
        unsigned short boneHandle;
        readShorts(stream, 
&boneHandle, 1);

        
// Find bone
        Bone *targetBone = pSkel->getBone(boneHandle);

        
// Create track
        NodeAnimationTrack* pTrack = anim->createNodeTrack(boneHandle, targetBone);

        
// Keep looking for nested keyframes
        if (!stream->eof())
        {
            unsigned 
short streamID = readChunk(stream);
            
while( (streamID == SKELETON_ANIMATION_TRACK_KEYFRAME || streamID == SKELETON_ANIMATION_TRACK_MULTI_KEYFRAME)
                
&& !stream->eof())
            {
                
if (streamID == SKELETON_ANIMATION_TRACK_MULTI_KEYFRAME)
                {
                    
// TLBB 新增了此部分
                    unsigned short len;
                    unsigned 
short flags;
                    readShorts(stream, 
&len, 1);
                    readShorts(stream, 
&flags, 1);

                    
int count = (mCurrentstreamLen - 4 - 4/ 4;
                    
if (len != count / 8)
                    {
                        len 
= len;
                    }
                    
float time;
                    
for (int i = 0; i < len; i += 1)
                    {
                        readFloats(stream, 
&time, 1);
                        TransformKeyFrame 
*kf = pTrack->createNodeKeyFrame(time);

                        Quaternion rot 
= Quaternion::IDENTITY;
                        
if (flags & 1)
                        {
                            readObject(stream, rot);
                        }
                        kf
->setRotation(rot);

                        Vector3 trans 
= Vector3::ZERO;
                        
if (flags & 2)
                        {
                            readObject(stream, trans);
                        }
                        kf
->setTranslate(trans);
                    }
                }
                
else
                {
                    readKeyFrame(stream, pTrack, pSkel);
                }

                
if (!stream->eof())
                {
                    
// Get next stream
                    streamID = readChunk(stream);
                }
            }
           
            
if (!stream->eof())
            {
                
// Backpedal back to start of this stream if we've found a non-keyframe
                stream->skip(-STREAM_OVERHEAD_SIZE);
            }
        }
    }
保存然后重新编译Ogre就OK了,理论上就是可以加载其骨骼动画了。
另外,其骨骼文件名,模型文件名都是用的中文,而VS2005对中文路径名的支持是有一个bug的,解决此问题参见下面这篇文章:
http://www.cppblog.com/tx7do/archive/2008/12/09/68897.html


posted on 2008-12-29 19:35 杨粼波 阅读(675) 评论(0)  编辑 收藏 引用


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