2011-11-24 06:48:54 +00:00
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#ifndef _GAME_RENDER_NPCANIMATION_H
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#define _GAME_RENDER_NPCANIMATION_H
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2012-07-17 07:27:12 +00:00
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2011-11-24 06:48:54 +00:00
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#include "animation.hpp"
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2011-12-12 03:40:00 +00:00
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2013-11-15 01:08:36 +00:00
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#include "../mwworld/inventorystore.hpp"
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2011-12-12 03:40:00 +00:00
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2012-11-08 09:46:24 +00:00
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namespace ESM
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{
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struct NPC;
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}
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2013-01-06 05:12:08 +00:00
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namespace MWRender
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{
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2011-11-24 06:48:54 +00:00
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2013-11-15 01:08:36 +00:00
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class NpcAnimation : public Animation, public MWWorld::InventoryStoreListener
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2013-01-06 13:39:39 +00:00
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{
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2013-11-15 01:08:36 +00:00
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public:
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virtual void equipmentChanged() { updateParts(); }
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virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound);
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2013-01-06 13:39:39 +00:00
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public:
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2013-08-06 01:59:55 +00:00
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typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
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2013-01-06 09:59:18 +00:00
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2013-08-06 01:59:55 +00:00
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enum ViewMode {
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VM_Normal,
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VM_FirstPerson,
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VM_HeadOnly
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};
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2013-04-09 16:07:05 +00:00
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2012-04-05 03:23:24 +00:00
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private:
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2013-08-06 01:59:55 +00:00
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static const PartBoneMap sPartList;
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2013-01-06 13:39:39 +00:00
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2013-11-15 01:08:36 +00:00
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bool mListenerDisabled;
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2012-04-12 00:16:22 +00:00
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2013-02-02 10:53:22 +00:00
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// Bounded Parts
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2013-08-06 01:59:55 +00:00
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NifOgre::ObjectList mObjectParts[ESM::PRT_Count];
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2012-11-08 09:46:24 +00:00
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2013-08-07 23:45:29 +00:00
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const ESM::NPC *mNpc;
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std::string mHeadModel;
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std::string mHairModel;
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ViewMode mViewMode;
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2013-04-28 10:41:01 +00:00
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bool mShowWeapons;
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2013-11-23 19:24:52 +00:00
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bool mShowShield;
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2012-11-08 09:46:24 +00:00
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2012-09-13 17:03:31 +00:00
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int mVisibilityFlags;
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2013-08-06 01:59:55 +00:00
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int mPartslots[ESM::PRT_Count]; //Each part slot is taken by clothing, armor, or is empty
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int mPartPriorities[ESM::PRT_Count];
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2013-01-06 09:59:18 +00:00
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2013-10-02 09:16:52 +00:00
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Ogre::Vector3 mFirstPersonOffset;
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2013-08-07 23:21:57 +00:00
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void updateNpcBase();
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2013-11-19 23:07:26 +00:00
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NifOgre::ObjectList insertBoundedPart(const std::string &model, int group, const std::string &bonename,
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bool enchantedGlow, Ogre::Vector3* glowColor=NULL);
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2013-02-21 19:56:34 +00:00
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2013-08-06 01:59:55 +00:00
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void removeIndividualPart(ESM::PartReferenceType type);
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void reserveIndividualPart(ESM::PartReferenceType type, int group, int priority);
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2012-04-23 13:27:03 +00:00
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2013-11-19 23:07:26 +00:00
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bool addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority, const std::string &mesh,
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bool enchantedGlow=false, Ogre::Vector3* glowColor=NULL);
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2012-07-13 03:12:18 +00:00
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void removePartGroup(int group);
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2013-11-19 23:07:26 +00:00
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void addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts,
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bool enchantedGlow=false, Ogre::Vector3* glowColor=NULL);
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2012-09-13 17:03:31 +00:00
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2013-01-09 15:55:55 +00:00
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public:
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2013-11-15 01:08:36 +00:00
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/**
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* @param ptr
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* @param node
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* @param visibilityFlags
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* @param disableListener Don't listen for equipment changes and magic effects. InventoryStore only supports
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* one listener at a time, so you shouldn't do this if creating several NpcAnimations
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* for the same Ptr, eg preview dolls for the player.
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* Those need to be manually rendered anyway.
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* @param viewMode
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*/
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NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int visibilityFlags, bool disableListener = false,
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2013-04-09 16:07:05 +00:00
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ViewMode viewMode=VM_Normal);
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2013-01-09 15:55:55 +00:00
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virtual ~NpcAnimation();
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2013-01-19 00:21:29 +00:00
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virtual Ogre::Vector3 runAnimation(float timepassed);
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2013-01-09 15:55:55 +00:00
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2013-04-28 10:41:01 +00:00
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virtual void showWeapons(bool showWeapon);
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2013-11-23 19:24:52 +00:00
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virtual void showShield(bool showShield);
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2013-04-28 10:41:01 +00:00
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2013-04-09 22:10:14 +00:00
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void setViewMode(ViewMode viewMode);
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2013-11-14 13:41:10 +00:00
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void updateParts();
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2013-08-09 00:16:24 +00:00
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2013-10-02 09:16:52 +00:00
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/// \brief Applies a translation to the arms and hands.
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/// This may be called multiple times before the animation
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/// is updated to add additional offsets.
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void addFirstPersonOffset(const Ogre::Vector3 &offset);
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2013-08-09 00:16:24 +00:00
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/// Rebuilds the NPC, updating their root model, animation sources, and equipment.
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void rebuild();
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2011-11-24 06:48:54 +00:00
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};
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2012-07-13 03:12:18 +00:00
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2011-11-24 06:48:54 +00:00
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}
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2013-01-06 05:12:08 +00:00
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2012-04-23 13:27:03 +00:00
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#endif
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