forked from teamnwah/openmw-tes3coop
CreatureAnimation compiles
This commit is contained in:
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27cfe8fb58
commit
9c4b2ea61a
6 changed files with 80 additions and 101 deletions
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@ -21,7 +21,8 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
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add_openmw_dir (mwrender
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actors objects renderingmanager animation sky npcanimation vismask
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# debugging camera creatureanimation activatoranimation
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creatureanimation
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# debugging camera activatoranimation
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# renderinginterface localmap occlusionquery water shadows
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# characterpreview globalmap ripplesimulation refraction
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# terrainstorage renderconst effectmanager weaponanimation
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@ -497,6 +497,7 @@ void OMW::Engine::go()
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{
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double dt = frameTimer.time_s();
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frameTimer.setStartTick();
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//dt = std::min(dt, 0.2f);
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// frameRenderingQueued(dt);
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MWBase::Environment::get().getWorld()->update(dt, false);
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@ -507,18 +508,6 @@ void OMW::Engine::go()
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mViewer.frame(/*simulationTime*/);
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}
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/*
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Ogre::Timer timer;
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while (!MWBase::Environment::get().getStateManager()->hasQuitRequest())
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{
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float dt = timer.getMilliseconds()/1000.f;
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dt = std::min(dt, 0.2f);
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timer.reset();
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Ogre::Root::getSingleton().renderOneFrame(dt);
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}
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*/
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// Save user settings
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settings.saveUser(settingspath);
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@ -1,11 +1,13 @@
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#include "creatureanimation.hpp"
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#include <OgreEntity.h>
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#include <OgreSkeletonInstance.h>
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#include <OgreBone.h>
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#include <components/esm/loadcrea.hpp>
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#include <osg/PositionAttitudeTransform>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/attach.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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@ -16,45 +18,46 @@ namespace MWRender
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{
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CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr, const std::string& model)
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: Animation(ptr, ptr.getRefData().getBaseNode())
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CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr,
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const std::string& model, Resource::ResourceSystem* resourceSystem)
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: Animation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
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//MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
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if(!model.empty())
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{
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setObjectRoot(model, false);
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setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
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setObjectRoot(model /* , baseonly = false */);
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//setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
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if((ref->mBase->mFlags&ESM::Creature::Bipedal))
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addAnimSource("meshes\\xbase_anim.nif");
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addAnimSource(model);
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//if((ref->mBase->mFlags&ESM::Creature::Bipedal))
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// addAnimSource("meshes\\xbase_anim.nif");
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//addAnimSource(model);
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}
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}
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CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model)
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: Animation(ptr, ptr.getRefData().getBaseNode())
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CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem)
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: Animation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), resourceSystem)
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, mShowWeapons(false)
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, mShowCarriedLeft(false)
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
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//MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
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if(!model.empty())
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{
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setObjectRoot(model, false);
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setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
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setObjectRoot(model /* , baseonly = false*/);
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//setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
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if((ref->mBase->mFlags&ESM::Creature::Bipedal))
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addAnimSource("meshes\\xbase_anim.nif");
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addAnimSource(model);
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//if((ref->mBase->mFlags&ESM::Creature::Bipedal))
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// addAnimSource("meshes\\xbase_anim.nif");
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//addAnimSource(model);
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mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
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updateParts();
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}
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mWeaponAnimationTime = Ogre::SharedPtr<WeaponAnimationTime>(new WeaponAnimationTime(this));
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//mWeaponAnimationTime = Ogre::SharedPtr<WeaponAnimationTime>(new WeaponAnimationTime(this));
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}
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void CreatureWeaponAnimation::showWeapons(bool showWeapon)
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@ -77,8 +80,8 @@ void CreatureWeaponAnimation::showCarriedLeft(bool show)
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void CreatureWeaponAnimation::updateParts()
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{
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mWeapon.setNull();
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mShield.setNull();
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mWeapon.reset();
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mShield.reset();
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if (mShowWeapons)
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updatePart(mWeapon, MWWorld::InventoryStore::Slot_CarriedRight);
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@ -86,9 +89,9 @@ void CreatureWeaponAnimation::updateParts()
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updatePart(mShield, MWWorld::InventoryStore::Slot_CarriedLeft);
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}
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void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
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void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot)
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{
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if (!mSkelBase)
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if (!mObjectRoot)
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return;
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MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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@ -96,7 +99,7 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
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if (it == inv.end())
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{
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scene.setNull();
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scene.reset();
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return;
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}
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MWWorld::Ptr item = *it;
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@ -107,13 +110,16 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
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else
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bonename = "Shield Bone";
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scene = NifOgre::Loader::createObjects(mSkelBase, bonename, bonename, mInsert, item.getClass().getModel(item));
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Ogre::Vector3 glowColor = getEnchantmentColor(item);
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osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->createInstance(item.getClass().getModel(item));
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SceneUtil::attach(node, mObjectRoot, bonename, bonename);
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setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
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!item.getClass().getEnchantment(item).empty(), &glowColor);
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scene.reset(new PartHolder(node));
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if (!item.getClass().getEnchantment(item).empty())
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addGlow(node, getEnchantmentColor(item));
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// Crossbows start out with a bolt attached
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// FIXME: code duplicated from NpcAnimation
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if (slot == MWWorld::InventoryStore::Slot_CarriedRight &&
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item.getTypeName() == typeid(ESM::Weapon).name() &&
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item.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
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@ -121,12 +127,14 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
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MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
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attachArrow();
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else
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mAmmunition.setNull();
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//else
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// mAmmunition.setNull();
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}
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else
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mAmmunition.setNull();
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//else
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//mAmmunition.setNull();
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// FIXME: code duplicated from NpcAnimation
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/*
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if(scene->mSkelBase)
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{
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Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
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@ -149,7 +157,9 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
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}
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updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
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}
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*/
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/*
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std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
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for(;ctrl != scene->mControllers.end();++ctrl)
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{
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@ -161,45 +171,39 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
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ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
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}
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}
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*/
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}
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/*
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void CreatureWeaponAnimation::configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot)
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{
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Ogre::Vector3 glowColor = getEnchantmentColor(ptr);
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//Ogre::Vector3 glowColor = getEnchantmentColor(ptr);
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setRenderProperties(object, RV_Actors, RQG_Main, RQG_Alpha, 0,
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!ptr.getClass().getEnchantment(ptr).empty(), &glowColor);
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//setRenderProperties(object, RV_Actors, RQG_Main, RQG_Alpha, 0,
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// !ptr.getClass().getEnchantment(ptr).empty(), &glowColor);
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}
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*/
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void CreatureWeaponAnimation::attachArrow()
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{
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WeaponAnimation::attachArrow(mPtr);
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//WeaponAnimation::attachArrow(mPtr);
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}
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void CreatureWeaponAnimation::releaseArrow()
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{
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WeaponAnimation::releaseArrow(mPtr);
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//WeaponAnimation::releaseArrow(mPtr);
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}
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Ogre::Vector3 CreatureWeaponAnimation::runAnimation(float duration)
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osg::Vec3f CreatureWeaponAnimation::runAnimation(float duration)
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{
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/*
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Ogre::Vector3 ret = Animation::runAnimation(duration);
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if (mSkelBase)
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pitchSkeleton(mPtr.getRefData().getPosition().rot[0], mSkelBase->getSkeleton());
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*/
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if (!mWeapon.isNull())
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{
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for (unsigned int i=0; i<mWeapon->mControllers.size(); ++i)
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mWeapon->mControllers[i].update();
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}
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if (!mShield.isNull())
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{
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for (unsigned int i=0; i<mShield->mControllers.size(); ++i)
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mShield->mControllers[i].update();
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}
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return ret;
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return osg::Vec3f();
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}
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}
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@ -15,17 +15,17 @@ namespace MWRender
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class CreatureAnimation : public Animation
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{
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public:
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CreatureAnimation(const MWWorld::Ptr& ptr, const std::string &model);
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CreatureAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
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virtual ~CreatureAnimation() {}
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};
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// For creatures with weapons and shields
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// Animation is already virtual anyway, so might as well make a separate class.
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// Most creatures don't need weapons/shields, so this will save some memory.
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class CreatureWeaponAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
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class CreatureWeaponAnimation : public Animation/*, public WeaponAnimation*/, public MWWorld::InventoryStoreListener
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{
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public:
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CreatureWeaponAnimation(const MWWorld::Ptr& ptr, const std::string &model);
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CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
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virtual ~CreatureWeaponAnimation() {}
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virtual void equipmentChanged() { updateParts(); }
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@ -35,31 +35,31 @@ namespace MWRender
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void updateParts();
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void updatePart(NifOgre::ObjectScenePtr& scene, int slot);
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void updatePart(PartHolderPtr& scene, int slot);
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virtual void attachArrow();
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virtual void releaseArrow();
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virtual Ogre::Vector3 runAnimation(float duration);
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virtual osg::Vec3f runAnimation(float duration);
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/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
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/// to indicate the facing orientation of the character.
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virtual void setPitchFactor(float factor) { mPitchFactor = factor; }
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//virtual void setPitchFactor(float factor) { mPitchFactor = factor; }
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virtual void setWeaponGroup(const std::string& group) { mWeaponAnimationTime->setGroup(group); }
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//virtual void setWeaponGroup(const std::string& group) { mWeaponAnimationTime->setGroup(group); }
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// WeaponAnimation
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virtual NifOgre::ObjectScenePtr getWeapon() { return mWeapon; }
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virtual void showWeapon(bool show) { showWeapons(show); }
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virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot);
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//virtual NifOgre::ObjectScenePtr getWeapon() { return mWeapon; }
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//virtual void showWeapon(bool show) { showWeapons(show); }
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//virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot);
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private:
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NifOgre::ObjectScenePtr mWeapon;
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NifOgre::ObjectScenePtr mShield;
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PartHolderPtr mWeapon;
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PartHolderPtr mShield;
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bool mShowWeapons;
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bool mShowCarriedLeft;
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Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime;
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//Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime;
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};
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}
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@ -1,15 +1,5 @@
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#include "npcanimation.hpp"
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#include <OgreSceneManager.h>
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#include <OgreEntity.h>
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#include <OgreParticleSystem.h>
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#include <OgreSubEntity.h>
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#include <OgreSkeleton.h>
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#include <OgreSkeletonInstance.h>
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#include <OgreSceneNode.h>
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#include <OgreBone.h>
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#include <OgreTechnique.h>
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#include <openengine/misc/rng.hpp>
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#include <components/misc/resourcehelpers.hpp>
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@ -575,18 +565,6 @@ void NpcAnimation::addFirstPersonOffset(const Ogre::Vector3 &offset)
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mFirstPersonOffset += offset;
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}
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class SetObjectGroup {
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int mGroup;
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public:
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SetObjectGroup(int group) : mGroup(group) { }
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void operator()(Ogre::MovableObject *obj) const
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{
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obj->getUserObjectBindings().setUserAny(Ogre::Any(mGroup));
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}
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};
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Animation::PartHolderPtr NpcAnimation::insertBoundedPart(const std::string& model, int group, const std::string& bonename, const std::string& bonefilter, bool enchantedGlow, osg::Vec4f* glowColor)
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{
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osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->createInstance(model);
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@ -26,6 +26,7 @@
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#include "renderconst.hpp"
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#include "animation.hpp"
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#include "npcanimation.hpp"
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#include "creatureanimation.hpp"
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namespace
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{
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@ -194,7 +195,13 @@ void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, b
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insertBegin(ptr);
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// CreatureAnimation
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std::auto_ptr<ObjectAnimation> anim (new ObjectAnimation(ptr, mesh, mResourceSystem));
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std::auto_ptr<Animation> anim;
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if (weaponsShields)
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anim.reset(new CreatureWeaponAnimation(ptr, mesh, mResourceSystem));
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else
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anim.reset(new CreatureAnimation(ptr, mesh, mResourceSystem));
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mObjects.insert(std::make_pair(ptr, anim.release()));
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}
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