Issue #777: Add CreatureAnimation variant for creatures with weapons/shields

actorid
scrawl 11 years ago
parent 589fbbd871
commit 198bb0de60

@ -148,8 +148,10 @@ namespace MWClass
void Creature::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
{
MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();
MWRender::Actors& actors = renderingInterface.getActors();
actors.insertCreature(ptr);
actors.insertCreature(ptr, ref->mBase->mFlags & ESM::Creature::Weapon);
}
void Creature::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const

@ -76,10 +76,14 @@ void Actors::insertNPC(const MWWorld::Ptr& ptr)
mAllActors[ptr] = anim;
mRendering->addWaterRippleEmitter (ptr);
}
void Actors::insertCreature (const MWWorld::Ptr& ptr)
void Actors::insertCreature (const MWWorld::Ptr& ptr, bool weaponsShields)
{
insertBegin(ptr);
CreatureAnimation* anim = new CreatureAnimation(ptr);
Animation* anim = NULL;
if (weaponsShields)
anim = new CreatureWeaponAnimation(ptr);
else
anim = new CreatureAnimation(ptr);
delete mAllActors[ptr];
mAllActors[ptr] = anim;
mRendering->addWaterRippleEmitter (ptr);

@ -40,7 +40,7 @@ namespace MWRender
void setRootNode(Ogre::SceneNode* root);
void insertNPC(const MWWorld::Ptr& ptr);
void insertCreature (const MWWorld::Ptr& ptr);
void insertCreature (const MWWorld::Ptr& ptr, bool weaponsShields);
void insertActivator (const MWWorld::Ptr& ptr);
bool deleteObject (const MWWorld::Ptr& ptr);
///< \return found?

@ -1,32 +1,144 @@
#include "creatureanimation.hpp"
#include <OgreEntity.h>
#include <OgreSkeletonInstance.h>
#include <OgreBone.h>
#include "renderconst.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
namespace MWRender
{
CreatureAnimation::~CreatureAnimation()
{
}
CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
: Animation(ptr, ptr.getRefData().getBaseNode())
{
MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
assert (ref->mBase != NULL);
if(!ref->mBase->mModel.empty())
std::string model = ptr.getClass().getModel(ptr);
if(!model.empty())
{
std::string model = "meshes\\"+ref->mBase->mModel;
setObjectRoot(model, false);
setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
addAnimSource("meshes\\base_anim.nif");
addAnimSource(model);
}
}
CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr)
: Animation(ptr, ptr.getRefData().getBaseNode())
, mShowWeapons(true) // TODO: change to false, once charactercontroller handles creature weapons
, mShowCarriedLeft(true) // TODO: change to false, once charactercontroller handles creature weapons
{
MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();
std::string model = ptr.getClass().getModel(ptr);
if(!model.empty())
{
setObjectRoot(model, false);
setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
addAnimSource("meshes\\base_anim.nif");
addAnimSource(model);
mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
updateParts();
}
}
void CreatureWeaponAnimation::showWeapons(bool showWeapon)
{
if (showWeapon != mShowWeapons)
{
mShowWeapons = showWeapon;
updateParts();
}
}
void CreatureWeaponAnimation::showCarriedLeft(bool show)
{
if (show != mShowCarriedLeft)
{
mShowCarriedLeft = show;
updateParts();
}
}
void CreatureWeaponAnimation::updateParts()
{
mWeapon.setNull();
mShield.setNull();
if (mShowWeapons)
updatePart(mWeapon, MWWorld::InventoryStore::Slot_CarriedRight);
if (mShowCarriedLeft)
updatePart(mShield, MWWorld::InventoryStore::Slot_CarriedLeft);
}
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator it = inv.getSlot(slot);
if (it == inv.end())
{
scene.setNull();
return;
}
MWWorld::Ptr item = *it;
std::string bonename;
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
bonename = "Weapon Bone";
else
bonename = "Shield Bone";
scene = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, item.getClass().getModel(item));
Ogre::Vector3 glowColor = getEnchantmentColor(item);
setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
!item.getClass().getEnchantment(item).empty(), &glowColor);
if(scene->mSkelBase)
{
Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
if(scene->mSkelBase->isParentTagPoint())
{
Ogre::Node *root = scene->mSkelBase->getParentNode();
if(skel->hasBone("BoneOffset"))
{
Ogre::Bone *offset = skel->getBone("BoneOffset");
root->translate(offset->getPosition());
// It appears that the BoneOffset rotation is completely bogus, at least for light models.
//root->rotate(offset->getOrientation());
root->pitch(Ogre::Degree(-90.0f));
root->scale(offset->getScale());
root->setInitialState();
}
}
updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
}
// TODO:
// type == ESM::PRT_Weapon should get an animation source based on the current offset
// of the weapon attack animation (from its beginning, or start marker?)
std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
for(;ctrl != scene->mControllers.end();ctrl++)
{
if(ctrl->getSource().isNull())
ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
}
}

@ -2,6 +2,7 @@
#define GAME_RENDER_CREATUREANIMATION_H
#include "animation.hpp"
#include "../mwworld/inventorystore.hpp"
namespace MWWorld
{
@ -14,7 +15,32 @@ namespace MWRender
{
public:
CreatureAnimation(const MWWorld::Ptr& ptr);
virtual ~CreatureAnimation();
virtual ~CreatureAnimation() {}
};
// For creatures with weapons and shields
// Animation is already virtual anyway, so might as well make a separate class.
// Most creatures don't need weapons/shields, so this will save some memory.
class CreatureWeaponAnimation : public Animation, public MWWorld::InventoryStoreListener
{
public:
CreatureWeaponAnimation(const MWWorld::Ptr& ptr);
virtual ~CreatureWeaponAnimation() {}
virtual void equipmentChanged() { updateParts(); }
virtual void showWeapons(bool showWeapon);
virtual void showCarriedLeft(bool show);
void updateParts();
void updatePart(NifOgre::ObjectScenePtr& scene, int slot);
private:
NifOgre::ObjectScenePtr mWeapon;
NifOgre::ObjectScenePtr mShield;
bool mShowWeapons;
bool mShowCarriedLeft;
};
}

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