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#ifndef _GAME_RENDER_ANIMATION_H
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#define _GAME_RENDER_ANIMATION_H
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#include <OgreController.h>
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#include <OgreVector3.h>
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#include <components/nifogre/ogrenifloader.hpp>
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#include "../mwworld/ptr.hpp"
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namespace MWRender
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{
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class Animation
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{
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public:
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enum Group {
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Group_LowerBody = 1<<0,
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Group_UpperBody = 1<<1,
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Group_LeftArm = 1<<2,
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Group_All = Group_LowerBody | Group_UpperBody | Group_LeftArm
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};
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protected:
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static const size_t sNumGroups = 3;
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class AnimationValue : public Ogre::ControllerValue<Ogre::Real>
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{
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private:
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Animation *mAnimation;
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std::string mAnimationName;
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public:
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AnimationValue(Animation *anim)
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: mAnimation(anim)
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{ }
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void setAnimName(const std::string &name)
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{ mAnimationName = name; }
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const std::string &getAnimName() const
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{ return mAnimationName; }
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virtual Ogre::Real getValue() const;
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virtual void setValue(Ogre::Real value);
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};
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struct AnimSource {
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NifOgre::TextKeyMap mTextKeys;
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std::vector<Ogre::Controller<Ogre::Real> > mControllers[sNumGroups];
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};
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typedef std::vector< Ogre::SharedPtr<AnimSource> > AnimSourceList;
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struct AnimState {
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Ogre::SharedPtr<AnimSource> mSource;
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NifOgre::TextKeyMap::const_iterator mStartKey;
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NifOgre::TextKeyMap::const_iterator mLoopStartKey;
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NifOgre::TextKeyMap::const_iterator mStopKey;
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NifOgre::TextKeyMap::const_iterator mNextKey;
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float mTime;
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bool mPlaying;
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size_t mLoopCount;
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int mPriority;
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int mGroups;
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bool mAutoDisable;
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AnimState() : mTime(0.0f), mPlaying(false), mLoopCount(0),
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mPriority(0), mGroups(0), mAutoDisable(true)
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{ }
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};
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typedef std::map<std::string,AnimState> AnimStateMap;
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MWWorld::Ptr mPtr;
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Ogre::SceneNode *mInsert;
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Ogre::Entity *mSkelBase;
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NifOgre::ObjectList mObjectRoot;
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AnimSourceList mAnimSources;
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Ogre::Node *mAccumRoot;
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Ogre::Node *mNonAccumRoot;
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NifOgre::NodeTargetValue<Ogre::Real> *mNonAccumCtrl;
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Ogre::Vector3 mAccumulate;
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AnimStateMap mStates;
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Ogre::SharedPtr<AnimationValue> mAnimationValuePtr[sNumGroups];
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float mAnimVelocity;
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float mAnimSpeedMult;
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/* Sets the appropriate animations on the bone groups based on priority.
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*/
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void resetActiveGroups();
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static size_t detectAnimGroup(const Ogre::Node *node);
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static float calcAnimVelocity(const NifOgre::TextKeyMap &keys,
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NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl,
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const Ogre::Vector3 &accum,
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const std::string &groupname);
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/* Updates a skeleton instance so that all bones matching the source skeleton (based on
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* bone names) are positioned identically. */
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void updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel);
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/* Updates the position of the accum root node for the given time, and
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* returns the wanted movement vector from the previous time. */
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void updatePosition(float oldtime, float newtime, Ogre::Vector3 &position);
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static NifOgre::TextKeyMap::const_iterator findGroupStart(const NifOgre::TextKeyMap &keys, const std::string &groupname);
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/* Resets the animation to the time of the specified start marker, without
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* moving anything, and set the end time to the specified stop marker. If
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* the marker is not found, or if the markers are the same, it returns
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* false.
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*/
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bool reset(AnimState &state, const NifOgre::TextKeyMap &keys,
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const std::string &groupname, const std::string &start, const std::string &stop,
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float startpoint);
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bool doLoop(AnimState &state);
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bool handleTextKey(AnimState &state, const std::string &groupname, const NifOgre::TextKeyMap::const_iterator &key);
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void setObjectRoot(Ogre::SceneNode *node, const std::string &model, bool baseonly);
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void addAnimSource(const std::string &model);
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static void destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectList &objects);
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static void setRenderProperties(const NifOgre::ObjectList &objlist, Ogre::uint32 visflags, Ogre::uint8 solidqueue, Ogre::uint8 transqueue);
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void clearAnimSources();
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public:
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Animation(const MWWorld::Ptr &ptr);
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virtual ~Animation();
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void updatePtr(const MWWorld::Ptr &ptr);
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bool hasAnimation(const std::string &anim);
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// Specifies the axis' to accumulate on. Non-accumulated axis will just
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// move visually, but not affect the actual movement. Each x/y/z value
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// should be on the scale of 0 to 1.
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void setAccumulation(const Ogre::Vector3 &accum);
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void setSpeed(float speed);
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/** Plays an animation.
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* \param groupname Name of the animation group to play.
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* \param priority Priority of the animation. The animation will play on
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* bone groups that don't have another animation set of a
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* higher priority.
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* \param groups Bone groups to play the animation on.
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* \param autodisable Automatically disable the animation when it stops
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* playing.
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* \param start Key marker from which to start.
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* \param stop Key marker to stop at.
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* \param startpoint How far in between the two markers to start. 0 starts
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* at the start marker, 1 starts at the stop marker.
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* \param loops How many times to loop the animation. This will use the
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* "loop start" and "loop stop" markers if they exist,
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* otherwise it will use "start" and "stop".
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*/
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void play(const std::string &groupname, int priority, int groups, bool autodisable,
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const std::string &start, const std::string &stop,
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float startpoint, size_t loops);
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/** Returns true if the named animation group is playing. */
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bool isPlaying(const std::string &groupname) const;
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/** Gets info about the given animation group.
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* \param groupname Animation group to check.
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* \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc.
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* \param start Stores the start key
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* \param stop Stores the stop key
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* \return True if the animation is active, false otherwise.
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*/
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bool getInfo(const std::string &groupname, float *complete=NULL, std::string *start=NULL, std::string *stop=NULL) const;
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/** Disables the specified animation group;
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* \param groupname Animation group to disable.
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*/
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void disable(const std::string &groupname);
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virtual Ogre::Vector3 runAnimation(float duration);
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virtual void showWeapons(bool showWeapon);
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Ogre::Node *getNode(const std::string &name);
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};
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}
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#endif
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