Crash fix for creatures with no skeleton base (Fixes #2419)

celladd
scrawl 10 years ago
parent 0ad514b29b
commit 191c0104f6

@ -1271,7 +1271,11 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
if (bonename.empty())
params.mObjects = NifOgre::Loader::createObjects(mInsert, model);
else
{
if (!mSkelBase)
return;
params.mObjects = NifOgre::Loader::createObjects(mSkelBase, bonename, "", mInsert, model);
}
setRenderProperties(params.mObjects, RV_Effects,
RQG_Main, RQG_Alpha, 0.f, false, NULL);

@ -88,6 +88,9 @@ void CreatureWeaponAnimation::updateParts()
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
if (!mSkelBase)
return;
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator it = inv.getSlot(slot);
@ -181,7 +184,9 @@ void CreatureWeaponAnimation::releaseArrow()
Ogre::Vector3 CreatureWeaponAnimation::runAnimation(float duration)
{
Ogre::Vector3 ret = Animation::runAnimation(duration);
pitchSkeleton(mPtr.getRefData().getPosition().rot[0], mSkelBase->getSkeleton());
if (mSkelBase)
pitchSkeleton(mPtr.getRefData().getPosition().rot[0], mSkelBase->getSkeleton());
if (!mWeapon.isNull())
{

@ -335,7 +335,10 @@ void NpcAnimation::updateNpcBase()
}
void NpcAnimation::updateParts()
{
{
if (!mSkelBase)
return;
mAlpha = 1.f;
const MWWorld::Class &cls = mPtr.getClass();
@ -621,30 +624,33 @@ NifOgre::ObjectScenePtr NpcAnimation::insertBoundedPart(const std::string &model
}
Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
{
{
Ogre::Vector3 ret = Animation::runAnimation(timepassed);
mHeadAnimationTime->update(timepassed);
Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
if(mViewMode == VM_FirstPerson)
if (mSkelBase)
{
float pitch = mPtr.getRefData().getPosition().rot[0];
Ogre::Node *node = baseinst->getBone("Bip01 Neck");
node->pitch(Ogre::Radian(-pitch), Ogre::Node::TS_WORLD);
Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
if(mViewMode == VM_FirstPerson)
{
float pitch = mPtr.getRefData().getPosition().rot[0];
Ogre::Node *node = baseinst->getBone("Bip01 Neck");
node->pitch(Ogre::Radian(-pitch), Ogre::Node::TS_WORLD);
// This has to be done before this function ends;
// updateSkeletonInstance, below, touches the hands.
node->translate(mFirstPersonOffset, Ogre::Node::TS_WORLD);
}
else
{
// In third person mode we may still need pitch for ranged weapon targeting
pitchSkeleton(mPtr.getRefData().getPosition().rot[0], baseinst);
// This has to be done before this function ends;
// updateSkeletonInstance, below, touches the hands.
node->translate(mFirstPersonOffset, Ogre::Node::TS_WORLD);
}
else
{
// In third person mode we may still need pitch for ranged weapon targeting
pitchSkeleton(mPtr.getRefData().getPosition().rot[0], baseinst);
Ogre::Node* node = baseinst->getBone("Bip01 Head");
if (node)
node->rotate(Ogre::Quaternion(mHeadYaw, Ogre::Vector3::UNIT_Z) * Ogre::Quaternion(mHeadPitch, Ogre::Vector3::UNIT_X), Ogre::Node::TS_WORLD);
Ogre::Node* node = baseinst->getBone("Bip01 Head");
if (node)
node->rotate(Ogre::Quaternion(mHeadYaw, Ogre::Vector3::UNIT_Z) * Ogre::Quaternion(mHeadPitch, Ogre::Vector3::UNIT_X), Ogre::Node::TS_WORLD);
}
}
mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame.
@ -659,7 +665,9 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
if (!isSkinned(mObjectParts[i]))
continue;
updateSkeletonInstance(baseinst, mObjectParts[i]->mSkelBase->getSkeleton());
if (mSkelBase)
updateSkeletonInstance(mSkelBase->getSkeleton(), mObjectParts[i]->mSkelBase->getSkeleton());
mObjectParts[i]->mSkelBase->getAllAnimationStates()->_notifyDirty();
}

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