diff --git a/CHANGELOG.md b/CHANGELOG.md index c016ca82f..9efdf0260 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -95,6 +95,7 @@ Bug #4574: Player turning animations are twitchy Bug #4575: Weird result of attack animation blending with movement animations Bug #4576: Reset of idle animations when attack can not be started + Feature #1645: Casting effects from objects Feature #2606: Editor: Implemented (optional) case sensitive global search Feature #3083: Play animation when NPC is casting spell via script Feature #3103: Provide option for disposition to get increased by successful trade diff --git a/apps/openmw/mwbase/world.hpp b/apps/openmw/mwbase/world.hpp index ee1227e0c..3c46298b0 100644 --- a/apps/openmw/mwbase/world.hpp +++ b/apps/openmw/mwbase/world.hpp @@ -536,7 +536,7 @@ namespace MWBase /// Spawn a blood effect for \a ptr at \a worldPosition virtual void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) = 0; - virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) = 0; + virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos, float scale = 1.f, bool isMagicVFX = true) = 0; virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id, diff --git a/apps/openmw/mwmechanics/spellcasting.cpp b/apps/openmw/mwmechanics/spellcasting.cpp index b337fa6b7..76140013d 100644 --- a/apps/openmw/mwmechanics/spellcasting.cpp +++ b/apps/openmw/mwmechanics/spellcasting.cpp @@ -24,6 +24,7 @@ #include "../mwworld/inventorystore.hpp" #include "../mwrender/animation.hpp" +#include "../mwrender/vismask.hpp" #include "npcstats.hpp" #include "actorutil.hpp" @@ -327,16 +328,19 @@ namespace MWMechanics } void CastSpell::launchMagicBolt () - { - osg::Vec3f fallbackDirection (0,1,0); + { + osg::Vec3f fallbackDirection(0, 1, 0); + osg::Vec3f offset(0, 0, 0); + if (!mTarget.isEmpty() && mTarget.getClass().isActor()) + offset.z() = MWBase::Environment::get().getWorld()->getHalfExtents(mTarget).z(); // Fall back to a "caster to target" direction if we have no other means of determining it // (e.g. when cast by a non-actor) if (!mTarget.isEmpty()) fallbackDirection = - osg::Vec3f(mTarget.getRefData().getPosition().asVec3())- - osg::Vec3f(mCaster.getRefData().getPosition().asVec3()); - + (mTarget.getRefData().getPosition().asVec3() + offset) - + (mCaster.getRefData().getPosition().asVec3()); + MWBase::Environment::get().getWorld()->launchMagicBolt(mId, mCaster, fallbackDirection); } @@ -999,11 +1003,13 @@ namespace MWMechanics return true; } - void CastSpell::playSpellCastingEffects(const std::string &spellid){ - + void CastSpell::playSpellCastingEffects(const std::string &spellid) + { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Spell *spell = store.get().find(spellid); + std::vector addedEffects; + for (std::vector::const_iterator iter = spell->mEffects.mList.begin(); iter != spell->mEffects.mList.end(); ++iter) { @@ -1012,18 +1018,56 @@ namespace MWMechanics MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster); - if (animation && mCaster.getClass().isActor()) // TODO: Non-actors should also create a spell cast vfx even if they are disabled (animation == NULL) + const ESM::Static* castStatic; + + if (!effect->mCasting.empty()) + castStatic = store.get().find (effect->mCasting); + else + castStatic = store.get().find ("VFX_DefaultCast"); + + // check if the effect was already added + if (std::find(addedEffects.begin(), addedEffects.end(), "meshes\\" + castStatic->mModel) != addedEffects.end()) + continue; + + std::string texture = effect->mParticle; + + float scale = 1.0f; + osg::Vec3f pos (mCaster.getRefData().getPosition().asVec3()); + + if (animation && mCaster.getClass().isNpc()) { - const ESM::Static* castStatic; + // For NPC we should take race height as scaling factor + const ESM::NPC *npc = mCaster.get()->mBase; + const MWWorld::ESMStore &esmStore = + MWBase::Environment::get().getWorld()->getStore(); - if (!effect->mCasting.empty()) - castStatic = store.get().find (effect->mCasting); - else - castStatic = store.get().find ("VFX_DefaultCast"); + const ESM::Race *race = + esmStore.get().find(npc->mRace); - std::string texture = effect->mParticle; + scale = npc->isMale() ? race->mData.mHeight.mMale : race->mData.mHeight.mFemale; + } + else + { + osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(mCaster); - animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", texture); + // TODO: take a size of particle or NPC with height and weight = 1.0 as scale = 1.0 + float scaleX = halfExtents.x() * 2 / 60.f; + float scaleY = halfExtents.y() * 2 / 60.f; + float scaleZ = halfExtents.z() * 2 / 120.f; + + scale = std::max({ scaleX, scaleY, scaleZ }); + } + + // If the caster has no animation, add the effect directly to the effectManager + if (animation) + { + animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", texture, scale); + } + else + { + // We should set scale for effect manager manually + float meshScale = !mCaster.getClass().isActor() ? mCaster.getCellRef().getScale() : 1.0f; + MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + castStatic->mModel, effect->mParticle, pos, scale * meshScale); } if (animation && !mCaster.getClass().isActor()) @@ -1033,6 +1077,8 @@ namespace MWMechanics "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; + addedEffects.push_back("meshes\\" + castStatic->mModel); + MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(!effect->mCastSound.empty()) sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f); diff --git a/apps/openmw/mwrender/animation.cpp b/apps/openmw/mwrender/animation.cpp index 8e1105b9f..4da3ec4a8 100644 --- a/apps/openmw/mwrender/animation.cpp +++ b/apps/openmw/mwrender/animation.cpp @@ -8,6 +8,7 @@ #include #include #include +#include #include #include @@ -204,6 +205,110 @@ namespace std::vector > mToRemove; }; + class RemoveFinishedCallbackVisitor : public RemoveVisitor + { + public: + RemoveFinishedCallbackVisitor() + : RemoveVisitor() + , mEffectId(-1) + { + } + + RemoveFinishedCallbackVisitor(int effectId) + : RemoveVisitor() + , mEffectId(effectId) + { + } + + virtual void apply(osg::Node &node) + { + traverse(node); + } + + virtual void apply(osg::Group &group) + { + traverse(group); + + osg::Callback* callback = group.getUpdateCallback(); + if (callback) + { + // We should remove empty transformation nodes and finished callbacks here + MWRender::UpdateVfxCallback* vfxCallback = dynamic_cast(callback); + bool finished = vfxCallback && vfxCallback->mFinished; + bool toRemove = vfxCallback && mEffectId >= 0 && vfxCallback->mParams.mEffectId == mEffectId; + if (finished || toRemove) + { + mToRemove.push_back(std::make_pair(group.asNode(), group.getParent(0))); + } + } + } + + virtual void apply(osg::MatrixTransform &node) + { + traverse(node); + } + + virtual void apply(osg::Geometry&) + { + } + + private: + int mEffectId; + }; + + class FindVfxCallbacksVisitor : public osg::NodeVisitor + { + public: + + std::vector mCallbacks; + + FindVfxCallbacksVisitor() + : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) + , mEffectId(-1) + { + } + + FindVfxCallbacksVisitor(int effectId) + : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) + , mEffectId(effectId) + { + } + + virtual void apply(osg::Node &node) + { + traverse(node); + } + + virtual void apply(osg::Group &group) + { + osg::Callback* callback = group.getUpdateCallback(); + if (callback) + { + MWRender::UpdateVfxCallback* vfxCallback = dynamic_cast(callback); + if (vfxCallback) + { + if (mEffectId < 0 || vfxCallback->mParams.mEffectId == mEffectId) + { + mCallbacks.push_back(vfxCallback); + } + } + } + traverse(group); + } + + virtual void apply(osg::MatrixTransform &node) + { + traverse(node); + } + + virtual void apply(osg::Geometry&) + { + } + + private: + int mEffectId; + }; + // Removes all drawables from a graph. class CleanObjectRootVisitor : public RemoveVisitor { @@ -287,7 +392,6 @@ namespace } } }; - } namespace MWRender @@ -432,6 +536,42 @@ namespace MWRender const std::multimap& getTextKeys() const; }; + void UpdateVfxCallback::operator()(osg::Node* node, osg::NodeVisitor* nv) + { + traverse(node, nv); + + if (mFinished) + return; + + double newTime = nv->getFrameStamp()->getSimulationTime(); + if (mStartingTime == 0) + { + mStartingTime = newTime; + return; + } + + double duration = newTime - mStartingTime; + mStartingTime = newTime; + + mParams.mAnimTime->addTime(duration); + if (mParams.mAnimTime->getTime() >= mParams.mMaxControllerLength) + { + if (mParams.mLoop) + { + // Start from the beginning again; carry over the remainder + // Not sure if this is actually needed, the controller function might already handle loops + float remainder = mParams.mAnimTime->getTime() - mParams.mMaxControllerLength; + mParams.mAnimTime->resetTime(remainder); + } + else + { + // Remove effect immediately + mParams.mObjects.reset(); + mFinished = true; + } + } + } + class ResetAccumRootCallback : public osg::NodeCallback { public: @@ -1436,15 +1576,22 @@ namespace MWRender useQuadratic, quadraticValue, quadraticRadiusMult, useLinear, linearRadiusMult, linearValue); } - void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, const std::string& texture) + void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, const std::string& texture, float scale) { if (!mObjectRoot.get()) return; // Early out if we already have this effect - for (std::vector::iterator it = mEffects.begin(); it != mEffects.end(); ++it) - if (it->mLoop && loop && it->mEffectId == effectId && it->mBoneName == bonename) + FindVfxCallbacksVisitor visitor(effectId); + mInsert->accept(visitor); + + for (std::vector::iterator it = visitor.mCallbacks.begin(); it != visitor.mCallbacks.end(); ++it) + { + UpdateVfxCallback* callback = *it; + + if (loop && !callback->mFinished && callback->mParams.mLoop && callback->mParams.mBoneName == bonename) return; + } EffectParams params; params.mModelName = model; @@ -1459,11 +1606,13 @@ namespace MWRender parentNode = found->second; } - osg::ref_ptr node = mResourceSystem->getSceneManager()->getInstance(model, parentNode); - node->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); + osg::ref_ptr trans = new osg::PositionAttitudeTransform; + trans->setScale(osg::Vec3f(scale, scale, scale)); + parentNode->addChild(trans); - params.mObjects = PartHolderPtr(new PartHolder(node)); + osg::ref_ptr node = mResourceSystem->getSceneManager()->getInstance(model, trans); + node->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); SceneUtil::FindMaxControllerLengthVisitor findMaxLengthVisitor; node->accept(findMaxLengthVisitor); @@ -1471,71 +1620,50 @@ namespace MWRender // FreezeOnCull doesn't work so well with effect particles, that tend to have moving emitters SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor; node->accept(disableFreezeOnCullVisitor); - - params.mMaxControllerLength = findMaxLengthVisitor.getMaxLength(); - node->setNodeMask(Mask_Effect); + params.mMaxControllerLength = findMaxLengthVisitor.getMaxLength(); params.mLoop = loop; params.mEffectId = effectId; params.mBoneName = bonename; - + params.mObjects = PartHolderPtr(new PartHolder(node)); params.mAnimTime = std::shared_ptr(new EffectAnimationTime); + trans->addUpdateCallback(new UpdateVfxCallback(params)); SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr(params.mAnimTime)); node->accept(assignVisitor); overrideFirstRootTexture(texture, mResourceSystem, node); - - // TODO: in vanilla morrowind the effect is scaled based on the host object's bounding box. - - mEffects.push_back(params); } void Animation::removeEffect(int effectId) { - for (std::vector::iterator it = mEffects.begin(); it != mEffects.end(); ++it) - { - if (it->mEffectId == effectId) - { - mEffects.erase(it); - return; - } - } + RemoveFinishedCallbackVisitor visitor(effectId); + mInsert->accept(visitor); + visitor.remove(); } void Animation::getLoopingEffects(std::vector &out) const { - for (std::vector::const_iterator it = mEffects.begin(); it != mEffects.end(); ++it) + FindVfxCallbacksVisitor visitor; + mInsert->accept(visitor); + + for (std::vector::iterator it = visitor.mCallbacks.begin(); it != visitor.mCallbacks.end(); ++it) { - if (it->mLoop) - out.push_back(it->mEffectId); + UpdateVfxCallback* callback = *it; + + if (callback->mParams.mLoop && !callback->mFinished) + out.push_back(callback->mParams.mEffectId); } } void Animation::updateEffects(float duration) { - for (std::vector::iterator it = mEffects.begin(); it != mEffects.end(); ) - { - it->mAnimTime->addTime(duration); - - if (it->mAnimTime->getTime() >= it->mMaxControllerLength) - { - if (it->mLoop) - { - // Start from the beginning again; carry over the remainder - // Not sure if this is actually needed, the controller function might already handle loops - float remainder = it->mAnimTime->getTime() - it->mMaxControllerLength; - it->mAnimTime->resetTime(remainder); - } - else - { - it = mEffects.erase(it); - continue; - } - } - ++it; - } + // TODO: objects without animation still will have + // transformation nodes with finished callbacks + RemoveFinishedCallbackVisitor visitor; + mInsert->accept(visitor); + visitor.remove(); } bool Animation::upperBodyReady() const @@ -1778,5 +1906,4 @@ namespace MWRender mNode->getParent(0)->removeChild(mNode); } } - } diff --git a/apps/openmw/mwrender/animation.hpp b/apps/openmw/mwrender/animation.hpp index 43a626899..1da1fe4ef 100644 --- a/apps/openmw/mwrender/animation.hpp +++ b/apps/openmw/mwrender/animation.hpp @@ -71,6 +71,17 @@ private: }; typedef std::shared_ptr PartHolderPtr; +struct EffectParams +{ + std::string mModelName; // Just here so we don't add the same effect twice + PartHolderPtr mObjects; + std::shared_ptr mAnimTime; + float mMaxControllerLength; + int mEffectId; + bool mLoop; + std::string mBoneName; +}; + class Animation : public osg::Referenced { public: @@ -247,19 +258,6 @@ protected: osg::Vec3f mAccumulate; - struct EffectParams - { - std::string mModelName; // Just here so we don't add the same effect twice - PartHolderPtr mObjects; - std::shared_ptr mAnimTime; - float mMaxControllerLength; - int mEffectId; - bool mLoop; - std::string mBoneName; - }; - - std::vector mEffects; - TextKeyListener* mTextKeyListener; osg::ref_ptr mHeadController; @@ -369,7 +367,7 @@ public: * @param texture override the texture specified in the model's materials - if empty, do not override * @note Will not add an effect twice. */ - void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "", const std::string& texture = ""); + void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "", const std::string& texture = "", float scale = 1.0f); void removeEffect (int effectId); void getLoopingEffects (std::vector& out) const; @@ -489,5 +487,24 @@ public: ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool animated, bool allowLight); }; +class UpdateVfxCallback : public osg::NodeCallback +{ +public: + UpdateVfxCallback(EffectParams& params) + : mFinished(false) + , mParams(params) + , mStartingTime(0) + { + } + + bool mFinished; + EffectParams mParams; + + virtual void operator()(osg::Node* node, osg::NodeVisitor* nv); + +private: + double mStartingTime; +}; + } #endif diff --git a/apps/openmw/mwscript/miscextensions.cpp b/apps/openmw/mwscript/miscextensions.cpp index 7da1a4833..3d1978d62 100644 --- a/apps/openmw/mwscript/miscextensions.cpp +++ b/apps/openmw/mwscript/miscextensions.cpp @@ -1082,6 +1082,7 @@ namespace MWScript MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr (targetId, false); MWMechanics::CastSpell cast(ptr, target, false, true); + cast.playSpellCastingEffects(spell->mId); cast.mHitPosition = target.getRefData().getPosition().asVec3(); cast.mAlwaysSucceed = true; cast.cast(spell); diff --git a/apps/openmw/mwworld/worldimp.cpp b/apps/openmw/mwworld/worldimp.cpp index f9237761d..c2ebac8fc 100644 --- a/apps/openmw/mwworld/worldimp.cpp +++ b/apps/openmw/mwworld/worldimp.cpp @@ -3407,9 +3407,9 @@ namespace MWWorld mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false); } - void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos) + void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos, float scale, bool isMagicVFX) { - mRendering->spawnEffect(model, textureOverride, worldPos); + mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX); } void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType, diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index 2352fd31c..432991059 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -646,7 +646,7 @@ namespace MWWorld /// Spawn a blood effect for \a ptr at \a worldPosition void spawnBloodEffect (const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) override; - void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) override; + void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos, float scale = 1.f, bool isMagicVFX = true) override; void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,