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