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openmw-tes3mp/apps/openmw/mwrender/npcanimation.cpp

493 lines
18 KiB
C++

#include "npcanimation.hpp"
#include <OgreSceneManager.h>
#include <OgreEntity.h>
#include <OgreParticleSystem.h>
#include <OgreSubEntity.h>
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "renderconst.hpp"
namespace MWRender
{
const NpcAnimation::PartInfo NpcAnimation::sPartList[NpcAnimation::sPartListSize] = {
{ ESM::PRT_Head, "Head" },
{ ESM::PRT_Hair, "Head" },
{ ESM::PRT_Neck, "Neck" },
{ ESM::PRT_Cuirass, "Chest" },
{ ESM::PRT_Groin, "Groin" },
{ ESM::PRT_Skirt, "Groin" },
{ ESM::PRT_RHand, "Right Hand" },
{ ESM::PRT_LHand, "Left Hand" },
{ ESM::PRT_RWrist, "Right Wrist" },
{ ESM::PRT_LWrist, "Left Wrist" },
{ ESM::PRT_Shield, "Shield Bone" },
{ ESM::PRT_RForearm, "Right Forearm" },
{ ESM::PRT_LForearm, "Left Forearm" },
{ ESM::PRT_RUpperarm, "Right Upper Arm" },
{ ESM::PRT_LUpperarm, "Left Upper Arm" },
{ ESM::PRT_RFoot, "Right Foot" },
{ ESM::PRT_LFoot, "Left Foot" },
{ ESM::PRT_RAnkle, "Right Ankle" },
{ ESM::PRT_LAnkle, "Left Ankle" },
{ ESM::PRT_RKnee, "Right Knee" },
{ ESM::PRT_LKnee, "Left Knee" },
{ ESM::PRT_RLeg, "Right Upper Leg" },
{ ESM::PRT_LLeg, "Left Upper Leg" },
{ ESM::PRT_RPauldron, "Right Clavicle" },
{ ESM::PRT_LPauldron, "Left Clavicle" },
{ ESM::PRT_Weapon, "Weapon Bone" },
{ ESM::PRT_Tail, "Tail" }
};
NpcAnimation::~NpcAnimation()
{
Ogre::SceneManager *sceneMgr = mInsert->getCreator();
for(size_t i = 0;i < sPartListSize;i++)
destroyObjectList(sceneMgr, mObjectParts[i]);
}
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, MWWorld::InventoryStore& inv, int visibilityFlags, ViewMode viewMode)
: Animation(ptr),
mStateID(-1),
mTimeToChange(0),
mVisibilityFlags(visibilityFlags),
mRobe(inv.end()),
mHelmet(inv.end()),
mShirt(inv.end()),
mCuirass(inv.end()),
mGreaves(inv.end()),
mPauldronL(inv.end()),
mPauldronR(inv.end()),
mBoots(inv.end()),
mPants(inv.end()),
mGloveL(inv.end()),
mGloveR(inv.end()),
mSkirtIter(inv.end()),
mWeapon(inv.end()),
mShield(inv.end()),
mViewMode(viewMode),
mShowWeapons(false)
{
mNpc = mPtr.get<ESM::NPC>()->mBase;
for(size_t i = 0;i < sPartListSize;i++)
{
mPartslots[i] = -1; //each slot is empty
mPartPriorities[i] = 0;
}
const MWWorld::ESMStore &store =
MWBase::Environment::get().getWorld()->getStore();
const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
mBodyPrefix = "b_n_" + mNpc->mRace;
Misc::StringUtils::toLower(mBodyPrefix);
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif");
addObjectList(node, smodel, true);
if(mBodyPrefix.find("argonian") != std::string::npos)
addObjectList(node, "meshes\\argonian_swimkna.nif", true);
else if(!mNpc->isMale() && !isBeast)
addObjectList(node, "meshes\\base_anim_female.nif", true);
if(mNpc->mModel.length() > 0)
addObjectList(node, "meshes\\"+mNpc->mModel, true);
if(mViewMode == VM_FirstPerson)
{
/* A bit counter-intuitive, but unlike third-person anims, it seems
* beast races get both base_anim.1st.nif and base_animkna.1st.nif.
*/
addObjectList(node, "meshes\\base_anim.1st.nif", true);
if(isBeast)
addObjectList(node, "meshes\\base_animkna.1st.nif", true);
if(!mNpc->isMale() && !isBeast)
addObjectList(node, "meshes\\base_anim_female.1st.nif", true);
}
forceUpdate();
}
void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
{
assert(viewMode != VM_HeadOnly);
mViewMode = viewMode;
Ogre::SceneNode *node = mInsert->getParentSceneNode();
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
clearExtraSources();
if(mBodyPrefix.find("argonian") != std::string::npos)
addObjectList(node, "meshes\\argonian_swimkna.nif", true);
else if(!mNpc->isMale() && !isBeast)
addObjectList(node, "meshes\\base_anim_female.nif", true);
if(mNpc->mModel.length() > 0)
addObjectList(node, "meshes\\"+mNpc->mModel, true);
if(mViewMode == VM_FirstPerson)
{
/* A bit counter-intuitive, but unlike third-person anims, it seems
* beast races get both base_anim.1st.nif and base_animkna.1st.nif.
*/
addObjectList(node, "meshes\\base_anim.1st.nif", true);
if(isBeast)
addObjectList(node, "meshes\\base_animkna.1st.nif", true);
if(!mNpc->isMale() && !isBeast)
addObjectList(node, "meshes\\base_anim_female.1st.nif", true);
}
MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
for(size_t i = 0;i < sPartListSize;i++)
removeIndividualPart(i);
forceUpdate();
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}
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void NpcAnimation::updateParts(bool forceupdate)
{
static const struct {
MWWorld::ContainerStoreIterator NpcAnimation::*mPart;
int mSlot;
int mBasePriority;
} slotlist[] = {
// FIXME: Priority is based on the number of reserved slots. There should be a better way.
{ &NpcAnimation::mRobe, MWWorld::InventoryStore::Slot_Robe, 12 },
{ &NpcAnimation::mSkirtIter, MWWorld::InventoryStore::Slot_Skirt, 3 },
{ &NpcAnimation::mHelmet, MWWorld::InventoryStore::Slot_Helmet, 0 },
{ &NpcAnimation::mCuirass, MWWorld::InventoryStore::Slot_Cuirass, 0 },
{ &NpcAnimation::mGreaves, MWWorld::InventoryStore::Slot_Greaves, 0 },
{ &NpcAnimation::mPauldronL, MWWorld::InventoryStore::Slot_LeftPauldron, 0 },
{ &NpcAnimation::mPauldronR, MWWorld::InventoryStore::Slot_RightPauldron, 0 },
{ &NpcAnimation::mBoots, MWWorld::InventoryStore::Slot_Boots, 0 },
{ &NpcAnimation::mGloveL, MWWorld::InventoryStore::Slot_LeftGauntlet, 0 },
{ &NpcAnimation::mGloveR, MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
{ &NpcAnimation::mShirt, MWWorld::InventoryStore::Slot_Shirt, 0 },
{ &NpcAnimation::mPants, MWWorld::InventoryStore::Slot_Pants, 0 },
{ &NpcAnimation::mShield, MWWorld::InventoryStore::Slot_CarriedLeft, 0 }
};
static const size_t slotlistsize = sizeof(slotlist)/sizeof(slotlist[0]);
MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
for(size_t i = 0;!forceupdate && i < slotlistsize;i++)
{
MWWorld::ContainerStoreIterator iter = inv.getSlot(slotlist[i].mSlot);
if(this->*slotlist[i].mPart != iter)
{
forceupdate = true;
break;
}
}
if(!forceupdate)
return;
/* FIXME: Remove this once we figure out how to show what in first-person */
if(mViewMode == VM_FirstPerson)
{
for(size_t i = 0;i < slotlistsize;i++)
this->*slotlist[i].mPart = inv.getSlot(slotlist[i].mSlot);
return;
}
for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
{
MWWorld::ContainerStoreIterator iter = inv.getSlot(slotlist[i].mSlot);
this->*slotlist[i].mPart = iter;
removePartGroup(slotlist[i].mSlot);
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if(this->*slotlist[i].mPart == inv.end())
continue;
if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Helmet)
removeIndividualPart(ESM::PRT_Hair);
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int prio = 1;
MWWorld::ContainerStoreIterator &store = this->*slotlist[i].mPart;
if(store->getTypeName() == typeid(ESM::Clothing).name())
{
prio = ((slotlist[i].mBasePriority+1)<<1) + 0;
const ESM::Clothing *clothes = store->get<ESM::Clothing>()->mBase;
addPartGroup(slotlist[i].mSlot, prio, clothes->mParts.mParts);
}
else if(store->getTypeName() == typeid(ESM::Armor).name())
{
prio = ((slotlist[i].mBasePriority+1)<<1) + 1;
const ESM::Armor *armor = store->get<ESM::Armor>()->mBase;
addPartGroup(slotlist[i].mSlot, prio, armor->mParts.mParts);
}
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if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Robe)
{
ESM::PartReferenceType parts[] = {
ESM::PRT_Groin, ESM::PRT_Skirt, ESM::PRT_RLeg, ESM::PRT_LLeg,
ESM::PRT_RUpperarm, ESM::PRT_LUpperarm, ESM::PRT_RKnee, ESM::PRT_LKnee,
ESM::PRT_RForearm, ESM::PRT_LForearm, ESM::PRT_RPauldron, ESM::PRT_LPauldron
};
size_t parts_size = sizeof(parts)/sizeof(parts[0]);
for(int p = 0;p < static_cast<int> (parts_size);++p)
reserveIndividualPart(parts[p], slotlist[i].mSlot, prio);
}
else if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Skirt)
{
reserveIndividualPart(ESM::PRT_Groin, slotlist[i].mSlot, prio);
reserveIndividualPart(ESM::PRT_RLeg, slotlist[i].mSlot, prio);
reserveIndividualPart(ESM::PRT_LLeg, slotlist[i].mSlot, prio);
}
}
if(mViewMode != VM_FirstPerson)
{
if(mPartPriorities[ESM::PRT_Head] < 1)
addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, mHeadModel);
if(mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[ESM::PRT_Head] <= 1)
addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, mHairModel);
}
if(mViewMode == VM_HeadOnly)
return;
std::map<int, int> bodypartMap;
bodypartMap[ESM::PRT_Neck] = ESM::BodyPart::MP_Neck;
bodypartMap[ESM::PRT_Cuirass] = ESM::BodyPart::MP_Chest;
bodypartMap[ESM::PRT_Groin] = ESM::BodyPart::MP_Groin;
bodypartMap[ESM::PRT_RHand] = ESM::BodyPart::MP_Hand;
bodypartMap[ESM::PRT_LHand] = ESM::BodyPart::MP_Hand;
bodypartMap[ESM::PRT_RWrist] = ESM::BodyPart::MP_Wrist;
bodypartMap[ESM::PRT_LWrist] = ESM::BodyPart::MP_Wrist;
bodypartMap[ESM::PRT_RForearm] = ESM::BodyPart::MP_Forearm;
bodypartMap[ESM::PRT_LForearm] = ESM::BodyPart::MP_Forearm;
bodypartMap[ESM::PRT_RUpperarm] = ESM::BodyPart::MP_Upperarm;
bodypartMap[ESM::PRT_LUpperarm] = ESM::BodyPart::MP_Upperarm;
bodypartMap[ESM::PRT_RFoot] = ESM::BodyPart::MP_Foot;
bodypartMap[ESM::PRT_LFoot] = ESM::BodyPart::MP_Foot;
bodypartMap[ESM::PRT_RAnkle] = ESM::BodyPart::MP_Ankle;
bodypartMap[ESM::PRT_LAnkle] = ESM::BodyPart::MP_Ankle;
bodypartMap[ESM::PRT_RKnee] = ESM::BodyPart::MP_Knee;
bodypartMap[ESM::PRT_LKnee] = ESM::BodyPart::MP_Knee;
bodypartMap[ESM::PRT_RLeg] = ESM::BodyPart::MP_Upperleg;
bodypartMap[ESM::PRT_LLeg] = ESM::BodyPart::MP_Upperleg;
bodypartMap[ESM::PRT_Tail] = ESM::BodyPart::MP_Tail;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const int Flag_Female = 0x01;
const int Flag_FirstPerson = 0x02;
int flags = 0;
if (!mNpc->isMale())
flags |= Flag_Female;
if (mViewMode == VM_FirstPerson)
flags |= Flag_FirstPerson;
// Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
static std::map< std::pair<std::string, int> , std::vector<const ESM::BodyPart*> > sRaceMapping;
std::string race = Misc::StringUtils::lowerCase(mNpc->mRace);
std::pair<std::string, int> thisCombination = std::make_pair(race, flags);
if (sRaceMapping.find(thisCombination) == sRaceMapping.end())
{
sRaceMapping[thisCombination].resize(ESM::PRT_Count);
for (int i=0; i<ESM::PRT_Count; ++i)
sRaceMapping[thisCombination][i] = NULL;
const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
for (MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
{
const ESM::BodyPart& bodypart = *it;
if (bodypart.mData.mFlags & ESM::BodyPart::BPF_NotPlayable)
continue;
if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
{
continue;
}
if (!mNpc->isMale() != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
continue;
if (!Misc::StringUtils::ciEqual(bodypart.mRace, mNpc->mRace))
continue;
bool firstPerson = (bodypart.mId.size() >= 3)
&& bodypart.mId[bodypart.mId.size()-3] == '1'
&& bodypart.mId[bodypart.mId.size()-2] == 's'
&& bodypart.mId[bodypart.mId.size()-1] == 't';
if (firstPerson != (mViewMode == VM_FirstPerson))
continue;
for (std::map<int, int>::iterator bIt = bodypartMap.begin(); bIt != bodypartMap.end(); ++bIt )
if (bIt->second == bodypart.mData.mPart)
sRaceMapping[thisCombination][bIt->first] = &*it;
}
}
for (int part = ESM::PRT_Neck; part < ESM::PRT_Count; ++part)
{
const ESM::BodyPart* bodypart = sRaceMapping[thisCombination][part];
if (mPartPriorities[part] < 1 && bodypart)
addOrReplaceIndividualPart(part, -1,1, "meshes\\"+bodypart->mModel);
}
showWeapons(mShowWeapons);
}
NifOgre::ObjectList NpcAnimation::insertBoundedPart(const std::string &model, int group, const std::string &bonename)
{
NifOgre::ObjectList objects = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, model);
setRenderProperties(objects, mVisibilityFlags, RQG_Main, RQG_Alpha);
for(size_t i = 0;i < objects.mEntities.size();i++)
objects.mEntities[i]->getUserObjectBindings().setUserAny(Ogre::Any(group));
for(size_t i = 0;i < objects.mParticles.size();i++)
objects.mParticles[i]->getUserObjectBindings().setUserAny(Ogre::Any(group));
if(objects.mSkelBase)
{
Ogre::AnimationStateSet *aset = objects.mSkelBase->getAllAnimationStates();
Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
while(asiter.hasMoreElements())
{
Ogre::AnimationState *state = asiter.getNext();
state->setEnabled(false);
state->setLoop(false);
}
Ogre::SkeletonInstance *skelinst = objects.mSkelBase->getSkeleton();
Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
while(boneiter.hasMoreElements())
boneiter.getNext()->setManuallyControlled(true);
}
return objects;
}
Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
{
if(mTimeToChange <= 0.0f)
{
mTimeToChange = 0.2f;
updateParts();
}
mTimeToChange -= timepassed;
Ogre::Vector3 ret = Animation::runAnimation(timepassed);
Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
for(size_t i = 0;i < sPartListSize;i++)
{
Ogre::Entity *ent = mObjectParts[i].mSkelBase;
if(!ent) continue;
updateSkeletonInstance(baseinst, ent->getSkeleton());
ent->getAllAnimationStates()->_notifyDirty();
}
return ret;
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}
void NpcAnimation::removeIndividualPart(int type)
{
mPartPriorities[type] = 0;
mPartslots[type] = -1;
for(size_t i = 0;i < sPartListSize;i++)
{
if(type == sPartList[i].type)
{
destroyObjectList(mInsert->getCreator(), mObjectParts[i]);
break;
}
}
}
void NpcAnimation::reserveIndividualPart(int type, int group, int priority)
{
if(priority > mPartPriorities[type])
{
removeIndividualPart(type);
mPartPriorities[type] = priority;
mPartslots[type] = group;
}
}
void NpcAnimation::removePartGroup(int group)
{
for(int i = 0; i < 27; i++)
{
if(mPartslots[i] == group)
removeIndividualPart(i);
}
}
bool NpcAnimation::addOrReplaceIndividualPart(int type, int group, int priority, const std::string &mesh)
{
if(priority <= mPartPriorities[type])
return false;
removeIndividualPart(type);
mPartslots[type] = group;
mPartPriorities[type] = priority;
for(size_t i = 0;i < sPartListSize;i++)
{
if(type == sPartList[i].type)
{
mObjectParts[i] = insertBoundedPart(mesh, group, sPartList[i].name);
break;
}
}
return true;
}
void NpcAnimation::addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts)
{
const char *ext = (mViewMode == VM_FirstPerson) ? ".1st" : "";
for(std::size_t i = 0; i < parts.size(); i++)
{
const ESM::PartReference &part = parts[i];
const MWWorld::Store<ESM::BodyPart> &partStore =
MWBase::Environment::get().getWorld()->getStore().get<ESM::BodyPart>();
const ESM::BodyPart *bodypart = 0;
if(!mNpc->isMale())
bodypart = partStore.search(part.mFemale+ext);
if(!bodypart)
bodypart = partStore.search(part.mMale+ext);
if(bodypart)
addOrReplaceIndividualPart(part.mPart, group, priority, "meshes\\"+bodypart->mModel);
else
reserveIndividualPart(part.mPart, group, priority);
}
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}
void NpcAnimation::showWeapons(bool showWeapon)
{
mShowWeapons = showWeapon;
if(showWeapon)
{
MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
mWeapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(mWeapon != inv.end()) // special case for weapons
{
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std::string mesh = MWWorld::Class::get(*mWeapon).getModel(*mWeapon);
addOrReplaceIndividualPart(ESM::PRT_Weapon,-1,1,mesh);
}
}
else
{
removeIndividualPart(ESM::PRT_Weapon);
}
}
}