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openmw-tes3mp/apps/openmw/mwrender/animation.hpp

199 lines
6.8 KiB
C++

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