Changed methods slightly to ensure non-magic projectiles do not receive lights

pull/113/head
mrohrlach 8 years ago
parent 83945cf280
commit 49ce80346c

@ -138,7 +138,7 @@ namespace MWWorld
};
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, std::string texture)
void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool isMagic, std::string texture)
{
state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect);
@ -169,21 +169,25 @@ namespace MWWorld
mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode);
}
// Add projectile light
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
projectileLight->setDiffuse(osg::Vec4(0.95f, 0.71f, 0.25f, 1.0f));
projectileLight->setAmbient(osg::Vec4(0.32f, 0.08f, 0.01f, 1.0f));
projectileLight->setSpecular(osg::Vec4(0, 0, 0, 0));
projectileLight->setLinearAttenuation(0.5f / 15);
projectileLight->setPosition(osg::Vec4(pos, 1.0));
// Add projectile light source
SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
projectileLightSource->setRadius(66.f);
state.mNode->addChild(projectileLightSource);
projectileLightSource->setLight(projectileLight);
if (isMagic)
{
// Add magic bolt light
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
projectileLight->setDiffuse(osg::Vec4(0.95f, 0.71f, 0.25f, 1.0f));
projectileLight->setAmbient(osg::Vec4(0.32f, 0.08f, 0.01f, 1.0f));
projectileLight->setSpecular(osg::Vec4(0, 0, 0, 0));
projectileLight->setLinearAttenuation(0.5f / 15);
projectileLight->setPosition(osg::Vec4(pos, 1.0));
// Add magic bolt light source
SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
projectileLightSource->setRadius(66.f);
// Attach to scene node
state.mNode->addChild(projectileLightSource);
projectileLightSource->setLight(projectileLight);
}
SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
@ -248,7 +252,7 @@ namespace MWWorld
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
MWWorld::Ptr ptr = ref.getPtr();
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, texture);
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, texture);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
for (size_t it = 0; it != state.mSoundIds.size(); it++)
@ -272,7 +276,7 @@ namespace MWWorld
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
MWWorld::Ptr ptr = ref.getPtr();
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false);
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false);
mProjectiles.push_back(state);
}
@ -478,9 +482,9 @@ namespace MWWorld
bool ProjectileManager::readRecord(ESM::ESMReader &reader, uint32_t type)
{
if (type == ESM::REC_PROJ)
if (type == ESM::REC_PROJ)
{
ESM::ProjectileState esm;
ESM::ProjectileState esm;
esm.load(reader);
ProjectileState state;
@ -502,14 +506,14 @@ namespace MWWorld
return true;
}
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false);
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false);
mProjectiles.push_back(state);
return true;
}
else if (type == ESM::REC_MPRJ)
{
ESM::MagicBoltState esm;
ESM::MagicBoltState esm;
esm.load(reader);
MagicBoltState state;
@ -537,7 +541,7 @@ namespace MWWorld
return true;
}
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, texture);
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, texture);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

@ -122,7 +122,7 @@ namespace MWWorld
void moveProjectiles(float dt);
void moveMagicBolts(float dt);
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, std::string texture = "");
void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool isMagic, std::string texture = "");
void update (State& state, float duration);
void operator=(const ProjectileManager&);

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