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

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#include "creatureanimation.hpp"
#include <OgreEntity.h>
#include <OgreSceneManager.h>
#include <OgreSubEntity.h>
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#include "renderconst.hpp"
#include "../mwbase/world.hpp"
using namespace Ogre;
using namespace NifOgre;
namespace MWRender{
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CreatureAnimation::~CreatureAnimation()
{
}
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CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr, OEngine::Render::OgreRenderer& _rend): Animation(_rend)
{
mInsert = ptr.getRefData().getBaseNode();
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
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assert (ref->base != NULL);
if(!ref->base->model.empty())
{
const std::string &mesh = "meshes\\" + ref->base->model;
std::string meshNumbered = mesh + getUniqueID(mesh) + ">|";
NifOgre::NIFLoader::load(meshNumbered);
mBase = mRend.getScene()->createEntity(meshNumbered);
mBase->setVisibilityFlags(RV_Actors);
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bool transparent = false;
for (unsigned int i=0; i < mBase->getNumSubEntities(); ++i)
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{
Ogre::MaterialPtr mat = mBase->getSubEntity(i)->getMaterial();
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Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
mBase->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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std::string meshZero = mesh + "0000>|";
if((mTransformations = (NIFLoader::getSingletonPtr())->getAnim(meshZero)))
{
for(std::size_t init = 0; init < mTransformations->size(); init++)
{
mRindexI.push_back(0);
mTindexI.push_back(0);
}
mStopTime = mTransformations->begin()->getStopTime();
mStartTime = mTransformations->begin()->getStartTime();
mShapes = (NIFLoader::getSingletonPtr())->getShapes(meshZero);
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}
mTextmappings = NIFLoader::getSingletonPtr()->getTextIndices(meshZero);
mInsert->attachObject(mBase);
}
}
void CreatureAnimation::runAnimation(float timepassed)
{
mVecRotPos.clear();
if(mAnimate > 0)
{
//Add the amount of time passed to time
//Handle the animation transforms dependent on time
//Handle the shapes dependent on animation transforms
mTime += timepassed;
if(mTime >= mStopTime)
{
mAnimate--;
//std::cout << "Stopping the animation\n";
if(mAnimate == 0)
mTime = mStopTime;
else
mTime = mStartTime + (mTime - mStopTime);
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}
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handleAnimationTransforms();
handleShapes(mShapes, mBase, mBase->getSkeleton());
}
}
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}