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# TranslationInstance.cpp

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    00001 //------------------------------------------------------------------------------
    00002 // Lamp : Open source game middleware
    00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
    00004 //
    00005 // This library is free software; you can redistribute it and/or
    00006 // modify it under the terms of the GNU Lesser General Public
    00007 // License as published by the Free Software Foundation; either
    00008 // version 2.1 of the License, or (at your option) any later version.
    00009 //
    00010 // This library is distributed in the hope that it will be useful,
    00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013 // Lesser General Public License for more details.
    00014 //
    00015 // You should have received a copy of the GNU Lesser General Public
    00016 // License along with this library; if not, write to the Free Software
    00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
    00018 //------------------------------------------------------------------------------
    00019
    00020 /** @file
    00021  * 変換インスタンス実装
    00022  * @author Junpee
    00023  */
    00024
    00025 #include "System/stdafx.h"
    00026 #include "Translator/Instance/TranslationInstance.h"
    00027 #include "Translator/Instance/TranslationInstanceManager.h"
    00028 #include "Graphics/SceneNode/SceneNodeManager.h"
    00029 #include "Animation/System/AnimationManager.h"
    00030 #include "Animation/System/AnimationSet.h"
    00031 #include "Animation/System/ObjectAnimation.h"
    00032
    00033 namespace LampForMaya{
    00034
    00035 //------------------------------------------------------------------------------
    00036 // コンストラクタ
    00037 TranslationInstance::TranslationInstance(
    00038     const MDagPath& initializePath, const String& initializeName) :
    00039     dagPath_(initializePath), name_(initializeName){
    00040     MStatus result;
    00041     // オブジェクトの取得
    00042     object_ = dagPath_.node(&result);
    00043     MayaStatusCheck(result);
    00044 }
    00045 //------------------------------------------------------------------------------
    00046 // デストラクタ
    00047 TranslationInstance::~TranslationInstance(){
    00048 }
    00049 //------------------------------------------------------------------------------
    00050 // インスタンスの分析
    00051 bool TranslationInstance::analyzeInstance(){
    00052     MStatus result;
    00053     MFnDagNode dagNode(dagPath_, &result);
    00054     MayaStatusCheck(result);
    00055     // 親の名前取得
    00056     u_int instanceNumber = dagPath_.instanceNumber(&result);
    00057     MayaStatusCheck(result);
    00058     MObject parent = dagNode.parent(instanceNumber, &result);
    00059     MayaStatusCheck(result);
    00060     parentSceneNodeName_ = MayaNodeUtility::getName(parent);
    00061     // 表示フラグ
    00062     visibility_ = MayaAttributeUtility::getBool(object_, "visibility");
    00063     return true;
    00064 }
    00065 //------------------------------------------------------------------------------
    00066 // シーンノードアニメーションの変換
    00067 bool TranslationInstance::convertSceneNodeAnimation(
    00068     AnimationManager* animationManager, AnimationSet* animationSet,
    00069     SceneNode* sourceSceneNode, SceneNode* destinationSceneNode){
    00070     Animation* source = animationManager->search(sourceSceneNode->getName());
    00071     if((source != NULL) && (source->isObjectAnimation())){
    00072         ObjectAnimation* destination = source->copy()->castObjectAnimation();
    00073         Assert(destination != NULL);
    00074         destination->setTargetName(destinationSceneNode->getName());
    00075         animationSet->addAnimation(destination);
    00076     }
    00077     // 子のシーンノードをたどる
    00078     int sceneNodeCount = sourceSceneNode->getSceneNodeCount();
    00079     for(int i = 0; i < sceneNodeCount; i++){
    00080         convertSceneNodeAnimation(animationManager, animationSet,
    00081             sourceSceneNode->getSceneNode(i),
    00082             destinationSceneNode->getSceneNode(i));
    00083     }
    00084     // 子のモデルをたどる
    00085     int sceneLeafCount = sourceSceneNode->getSceneLeafCount();
    00086     for(int i = 0; i < sceneLeafCount; i++){
    00087         convertSceneLeafAnimation(animationManager, animationSet,
    00088             sourceSceneNode->getSceneLeaf(i),
    00089             destinationSceneNode->getSceneLeaf(i));
    00090     }
    00091     return true;
    00092 }
    00093 //------------------------------------------------------------------------------
    00094 // シーンリーフアニメーションの変換
    00095 bool TranslationInstance::convertSceneLeafAnimation(
    00096     AnimationManager* animationManager, AnimationSet* animationSet,
    00097     SceneLeaf* sourceSceneLeaf, SceneLeaf* destinationSceneLeaf){
    00098     Animation* source = animationManager->search(sourceSceneLeaf->getName());
    00099     if(source == NULL){ return true; }
    00100     if(!source->isObjectAnimation()){ return true; }
    00101     ObjectAnimation* destination = source->copy()->castObjectAnimation();
    00102     Assert(destination != NULL);
    00103     destination->setTargetName(destinationSceneLeaf->getName());
    00104     animationSet->addAnimation(destination);
    00105     return true;
    00106 }
    00107 //------------------------------------------------------------------------------
    00108 } // End of namespace LampForMaya
    00109 //------------------------------------------------------------------------------