2018-07-14 02:48:59 +00:00
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#include "actor.hpp"
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#include <osg/Group>
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#include <osg/Node>
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2018-08-21 19:41:05 +00:00
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#include <components/debug/debuglog.hpp>
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2018-07-14 02:48:59 +00:00
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#include <components/esm/mappings.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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2018-07-18 02:28:05 +00:00
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#include <components/sceneutil/actorutil.hpp>
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2018-07-14 02:48:59 +00:00
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#include <components/sceneutil/attach.hpp>
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#include <components/sceneutil/skeleton.hpp>
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#include "../../model/world/data.hpp"
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namespace CSVRender
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{
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2018-07-22 20:38:30 +00:00
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const std::string Actor::MeshPrefix = "meshes\\";
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2018-07-14 02:48:59 +00:00
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Actor::Actor(const std::string& id, int type, CSMWorld::Data& data)
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: mId(id)
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, mType(type)
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, mData(data)
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, mBaseNode(new osg::Group())
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, mSkeleton(nullptr)
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2018-07-14 02:48:59 +00:00
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{
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}
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osg::Group* Actor::getBaseNode()
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{
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return mBaseNode;
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}
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void Actor::update()
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{
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2018-07-22 20:38:30 +00:00
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try
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{
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mBaseNode->removeChildren(0, mBaseNode->getNumChildren());
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if (mType == CSMWorld::UniversalId::Type_Npc)
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updateNpc();
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else if (mType == CSMWorld::UniversalId::Type_Creature)
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updateCreature();
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}
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catch (std::exception& e)
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{
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2018-08-21 19:41:05 +00:00
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Log(Debug::Error) << "Exception in Actor::update(): " << e.what();
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2018-07-22 20:38:30 +00:00
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}
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}
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void Actor::updateCreature()
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{
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auto& referenceables = mData.getReferenceables();
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auto& creature = dynamic_cast<const CSMWorld::Record<ESM::Creature>& >(referenceables.getRecord(mId)).get();
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2018-07-28 17:23:43 +00:00
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// Load skeleton with meshes
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std::string skeletonModel = MeshPrefix + creature.mModel;
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skeletonModel = Misc::ResourceHelpers::correctActorModelPath(skeletonModel, mData.getResourceSystem()->getVFS());
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loadSkeleton(skeletonModel);
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SceneUtil::RemoveTriBipVisitor removeTriBipVisitor;
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mSkeleton->accept(removeTriBipVisitor);
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removeTriBipVisitor.remove();
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2018-07-28 17:23:43 +00:00
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// Attach weapons
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loadBodyParts(creature.mId);
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2018-07-22 20:38:30 +00:00
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// Post setup
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mSkeleton->markDirty();
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mSkeleton->setActive(SceneUtil::Skeleton::Active);
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}
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void Actor::updateNpc()
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{
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auto& races = mData.getRaces();
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auto& referenceables = mData.getReferenceables();
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2018-07-22 20:38:30 +00:00
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auto& npc = dynamic_cast<const CSMWorld::Record<ESM::NPC>& >(referenceables.getRecord(mId)).get();
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auto& race = dynamic_cast<const CSMWorld::Record<ESM::Race>& >(races.getRecord(npc.mRace)).get();
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bool is1stPerson = false;
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bool isFemale = !npc.isMale();
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bool isBeast = race.mData.mFlags & ESM::Race::Beast;
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bool isWerewolf = false;
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// Load skeleton
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std::string skeletonModel = SceneUtil::getActorSkeleton(is1stPerson, isFemale, isBeast, isWerewolf);
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skeletonModel = Misc::ResourceHelpers::correctActorModelPath(skeletonModel, mData.getResourceSystem()->getVFS());
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loadSkeleton(skeletonModel);
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// Get rid of the extra attachments
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SceneUtil::CleanObjectRootVisitor cleanVisitor;
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mSkeleton->accept(cleanVisitor);
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cleanVisitor.remove();
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2018-07-28 17:23:43 +00:00
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// Attach parts to skeleton
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loadBodyParts(npc.mId);
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2018-07-22 20:38:30 +00:00
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// Post setup
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mSkeleton->markDirty();
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mSkeleton->setActive(SceneUtil::Skeleton::Active);
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}
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void Actor::loadSkeleton(const std::string& model)
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{
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auto sceneMgr = mData.getResourceSystem()->getSceneManager();
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osg::ref_ptr<osg::Node> temp = sceneMgr->getInstance(model);
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mSkeleton = dynamic_cast<SceneUtil::Skeleton*>(temp.get());
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if (!mSkeleton)
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{
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mSkeleton = new SceneUtil::Skeleton();
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mSkeleton->addChild(temp);
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2018-07-14 02:48:59 +00:00
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}
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mBaseNode->addChild(mSkeleton);
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// Map bone names to bones
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mNodeMap.clear();
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SceneUtil::NodeMapVisitor nmVisitor(mNodeMap);
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mSkeleton->accept(nmVisitor);
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}
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void Actor::loadBodyParts(const std::string& actorId)
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{
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auto actorAdapter = mData.getActorAdapter();
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auto partMap = actorAdapter->getActorPartMap(actorId);
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if (partMap)
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{
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for (auto& pair : *partMap)
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attachBodyPart(pair.first, getBodyPartMesh(pair.second));
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}
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}
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void Actor::attachBodyPart(ESM::PartReferenceType type, const std::string& mesh)
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{
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auto sceneMgr = mData.getResourceSystem()->getSceneManager();
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// Attach to skeleton
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std::string boneName = ESM::getBoneName(type);
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auto node = mNodeMap.find(boneName);
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if (!mesh.empty() && node != mNodeMap.end())
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{
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auto instance = sceneMgr->getInstance(mesh);
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SceneUtil::attach(instance, mSkeleton, boneName, node->second);
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}
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2018-07-22 20:38:30 +00:00
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}
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std::string Actor::getBodyPartMesh(const std::string& bodyPartId)
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{
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const auto& bodyParts = mData.getBodyParts();
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int index = bodyParts.searchId(bodyPartId);
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if (index != -1 && !bodyParts.getRecord(index).isDeleted())
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return MeshPrefix + bodyParts.getRecord(index).get().mModel;
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else
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return "";
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2018-07-14 02:48:59 +00:00
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}
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}
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