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

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#include "animation.hpp"
#include <OgreSkeletonManager.h>
#include <OgreSkeletonInstance.h>
#include <OgreEntity.h>
#include <OgreBone.h>
#include <OgreSubMesh.h>
#include <OgreSceneManager.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace MWRender
{
Animation::Animation(const MWWorld::Ptr &ptr)
: mPtr(ptr)
, mInsert(NULL)
, mAccumRoot(NULL)
, mNonAccumRoot(NULL)
, mStartPosition(0.0f)
, mLastPosition(0.0f)
, mTime(0.0f)
, mSkipFrame(false)
{
}
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Animation::~Animation()
{
if(mInsert)
{
Ogre::SceneManager *sceneMgr = mInsert->getCreator();
for(size_t i = 0;i < mEntityList.mEntities.size();i++)
sceneMgr->destroyEntity(mEntityList.mEntities[i]);
}
mEntityList.mEntities.clear();
mEntityList.mSkelBase = NULL;
}
void Animation::createEntityList(Ogre::SceneNode *node, const std::string &model)
{
mInsert = node;
assert(mInsert);
mEntityList = NifOgre::Loader::createEntities(mInsert, model);
if(mEntityList.mSkelBase)
{
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Ogre::AnimationStateSet *aset = mEntityList.mSkelBase->getAllAnimationStates();
Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
while(asiter.hasMoreElements())
{
Ogre::AnimationState *state = asiter.getNext();
state->setEnabled(false);
state->setLoop(false);
}
Ogre::SkeletonInstance *skelinst = mEntityList.mSkelBase->getSkeleton();
// Would be nice if Ogre::SkeletonInstance allowed access to the 'master' Ogre::SkeletonPtr.
Ogre::SkeletonManager &skelMgr = Ogre::SkeletonManager::getSingleton();
Ogre::SkeletonPtr skel = skelMgr.getByName(skelinst->getName());
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Ogre::Skeleton::BoneIterator boneiter = skel->getBoneIterator();
while(boneiter.hasMoreElements())
{
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Ogre::Bone *bone = boneiter.peekNext();
const Ogre::Any &data = bone->getUserObjectBindings().getUserAny(NifOgre::sTextKeyExtraDataID);
if(!data.isEmpty())
{
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mTextKeys["all"] = Ogre::any_cast<NifOgre::TextKeyMap>(data);
mAccumRoot = skelinst->getRootBone();
mAccumRoot->setManuallyControlled(true);
mNonAccumRoot = skelinst->getBone(bone->getHandle());
mStartPosition = mNonAccumRoot->getPosition();
mLastPosition = mStartPosition;
break;
}
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boneiter.moveNext();
}
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if(boneiter.hasMoreElements())
{
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asiter = aset->getAnimationStateIterator();
while(asiter.hasMoreElements())
{
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Ogre::AnimationState *state = asiter.getNext();
Ogre::UserObjectBindings &bindings = boneiter.peekNext()->getUserObjectBindings();
const Ogre::Any &data = bindings.getUserAny(std::string(NifOgre::sTextKeyExtraDataID)+"@"+state->getAnimationName());
if(!data.isEmpty())
mTextKeys[state->getAnimationName()] = Ogre::any_cast<NifOgre::TextKeyMap>(data);
}
}
}
}
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void Animation::setController(MWMechanics::CharacterController *controller)
{
mController = controller;
}
void Animation::updatePosition(float time)
{
mCurGroup.mAnimState->setTimePosition(time);
if(mNonAccumRoot)
{
/* Update the animation and get the non-accumulation root's difference from the
* last update. */
mEntityList.mSkelBase->getSkeleton()->setAnimationState(*mCurGroup.mAnimState->getParent());
Ogre::Vector3 posdiff = mNonAccumRoot->getPosition() - mLastPosition;
/* Translate the accumulation root back to compensate for the move. */
mAccumRoot->translate(-posdiff);
mLastPosition += posdiff;
if(mPtr.isInCell())
{
/* Finally, move the object based on how much the non-accumulation root moved. */
Ogre::Vector3 newpos(mPtr.getRefData().getPosition().pos);
newpos += mInsert->getOrientation() * posdiff;
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(mPtr, newpos.x, newpos.y, newpos.z);
}
}
}
void Animation::resetPosition(float time)
{
mCurGroup.mAnimState->setTimePosition(time);
if(mNonAccumRoot)
{
mEntityList.mSkelBase->getSkeleton()->setAnimationState(*mCurGroup.mAnimState->getParent());
mLastPosition = mNonAccumRoot->getPosition();
mAccumRoot->setPosition(mStartPosition - mLastPosition);
}
}
bool Animation::findGroupTimes(const std::string &groupname, Animation::GroupTimes *times)
{
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const NifOgre::TextKeyMap &textkeys = mTextKeys[groupname];
if(textkeys.size() == 0)
return false;
if(groupname == "all")
{
times->mStart = times->mLoopStart = textkeys.begin();
times->mLoopStop = times->mStop = textkeys.end();
times->mLoopStop--; times->mStop--;
return true;
}
const std::string start = groupname+": start";
const std::string startloop = groupname+": loop start";
const std::string stop = groupname+": stop";
const std::string stoploop = groupname+": loop stop";
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times->mStart = times->mLoopStart =
times->mStop = times->mLoopStop = textkeys.end();
NifOgre::TextKeyMap::const_iterator iter;
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for(iter = textkeys.begin();iter != textkeys.end();iter++)
{
if(start == iter->second)
{
times->mStart = iter;
times->mLoopStart = iter;
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}
else if(startloop == iter->second)
times->mLoopStart = iter;
else if(stoploop == iter->second)
times->mLoopStop = iter;
else if(stop == iter->second)
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{
times->mStop = iter;
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if(times->mLoopStop == textkeys.end())
times->mLoopStop = iter;
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return (times->mStart != textkeys.end());
}
}
return false;
}
void Animation::playGroup(std::string groupname, int mode, int loops)
{
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GroupTimes times;
try {
std::transform(groupname.begin(), groupname.end(), groupname.begin(), ::tolower);
times.mAnimState = mEntityList.mSkelBase->getAnimationState(groupname);
times.mLoops = loops;
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if(!findGroupTimes(groupname, &times))
throw std::runtime_error("Failed to find animation group "+groupname);
}
catch(std::exception &e) {
std::cerr<< e.what() <<std::endl;
return;
}
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if(mode == 0 && mCurGroup.mLoops > 0)
mNextGroup = times;
else
{
if(mCurGroup.mAnimState)
mCurGroup.mAnimState->setEnabled(false);
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mCurGroup = times;
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mNextGroup = GroupTimes();
mTime = ((mode==2) ? mCurGroup.mLoopStart : mCurGroup.mStart)->first;
mCurGroup.mAnimState->setEnabled(true);
resetPosition(mTime);
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}
}
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void Animation::skipAnim()
{
mSkipFrame = true;
}
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void Animation::runAnimation(float timepassed)
{
if(mCurGroup.mAnimState && !mSkipFrame)
{
mTime += timepassed;
recheck:
if(mTime >= mCurGroup.mLoopStop->first)
{
if(mCurGroup.mLoops > 1)
{
mCurGroup.mLoops--;
updatePosition(mCurGroup.mLoopStop->first);
mTime = mTime - mCurGroup.mLoopStop->first + mCurGroup.mLoopStart->first;
resetPosition(mCurGroup.mLoopStart->first);
goto recheck;
}
else if(mTime >= mCurGroup.mStop->first)
{
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if(mNextGroup.mLoops > 0)
{
updatePosition(mCurGroup.mStop->first);
mTime = mTime - mCurGroup.mStop->first + mNextGroup.mStart->first;
mCurGroup.mAnimState->setEnabled(false);
mCurGroup = mNextGroup;
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mNextGroup = GroupTimes();
mCurGroup.mAnimState->setEnabled(true);
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resetPosition(mCurGroup.mStart->first);
goto recheck;
}
mTime = mCurGroup.mStop->first;
}
}
updatePosition(mTime);
}
mSkipFrame = false;
}
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}