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@ -136,7 +136,8 @@ namespace MWWorld
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};
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void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, std::string texture)
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void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient,
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bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture)
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{
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state.mNode = new osg::PositionAttitudeTransform;
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state.mNode->setNodeMask(MWRender::Mask_Effect);
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@ -169,34 +170,6 @@ namespace MWWorld
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if (createLight)
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{
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// Case: magical effects (combine colors of individual effects)
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osg::Vec4 lightDiffuseColor;
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if (state.mIdMagic.size() > 0)
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{
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float lightDiffuseRed = 0.0f;
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float lightDiffuseGreen = 0.0f;
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float lightDiffuseBlue = 0.0f;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = ((MagicBoltState&)state).mEffects.mList.begin(); it != ((MagicBoltState&)state).mEffects.mList.end(); ++it)
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{
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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lightDiffuseRed += ((float) magicEffect->mData.mRed / 255.f);
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lightDiffuseGreen += ((float) magicEffect->mData.mGreen / 255.f);
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lightDiffuseBlue += ((float) magicEffect->mData.mBlue / 255.f);
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}
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int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
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lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
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, lightDiffuseGreen / numberOfEffects
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, lightDiffuseBlue / numberOfEffects
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, 1.0f);
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}
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else
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{
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// Case: no magical effects, but still creating light
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lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
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}
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// Add light
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osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
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projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
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projectileLight->setDiffuse(lightDiffuseColor);
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@ -206,12 +179,10 @@ namespace MWWorld
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projectileLight->setQuadraticAttenuation(0.f);
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projectileLight->setPosition(osg::Vec4(pos, 1.0));
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// Add light source
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SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
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projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
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projectileLightSource->setRadius(66.f);
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// Attach to scene node
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state.mNode->addChild(projectileLightSource);
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projectileLightSource->setLight(projectileLight);
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}
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@ -278,7 +249,26 @@ namespace MWWorld
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
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MWWorld::Ptr ptr = ref.getPtr();
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createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, texture);
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// Calculate combined light color from magical effects
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osg::Vec4 lightDiffuseColor;
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float lightDiffuseRed = 0.0f;
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float lightDiffuseGreen = 0.0f;
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float lightDiffuseBlue = 0.0f;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = state.mEffects.mList.begin(); it != state.mEffects.mList.end(); ++it)
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{
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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lightDiffuseRed += (static_cast<float>(magicEffect->mData.mRed) / 255.f);
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lightDiffuseGreen += (static_cast<float>(magicEffect->mData.mGreen) / 255.f);
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lightDiffuseBlue += (static_cast<float>(magicEffect->mData.mBlue) / 255.f);
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}
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int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
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lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
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, lightDiffuseGreen / numberOfEffects
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, lightDiffuseBlue / numberOfEffects
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, 1.0f);
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createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, lightDiffuseColor, texture);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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for (size_t it = 0; it != state.mSoundIds.size(); it++)
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@ -302,7 +292,8 @@ namespace MWWorld
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
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MWWorld::Ptr ptr = ref.getPtr();
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createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false);
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osg::Vec4 lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
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createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false, lightDiffuseColor);
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mProjectiles.push_back(state);
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}
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@ -532,7 +523,8 @@ namespace MWWorld
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return true;
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}
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createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false);
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osg::Vec4 lightDiffuseColor = osg::Vec4(0.814f, 0.682f, 0.652f, 1.0f);
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createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false, lightDiffuseColor);
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mProjectiles.push_back(state);
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return true;
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@ -567,7 +559,26 @@ namespace MWWorld
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return true;
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}
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createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, texture);
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// Calculate combined light color from magical effects
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osg::Vec4 lightDiffuseColor;
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float lightDiffuseRed = 0.0f;
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float lightDiffuseGreen = 0.0f;
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float lightDiffuseBlue = 0.0f;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = state.mEffects.mList.begin(); it != state.mEffects.mList.end(); ++it)
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{
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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lightDiffuseRed += (static_cast<float>(magicEffect->mData.mRed) / 255.f);
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lightDiffuseGreen += (static_cast<float>(magicEffect->mData.mGreen) / 255.f);
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lightDiffuseBlue += (static_cast<float>(magicEffect->mData.mBlue) / 255.f);
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}
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int numberOfEffects = ((MagicBoltState&)state).mEffects.mList.size();
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lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
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, lightDiffuseGreen / numberOfEffects
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, lightDiffuseBlue / numberOfEffects
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, 1.0f);
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createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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