#include "creatureanimation.hpp" #include #include #include #include #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "renderconst.hpp" namespace MWRender { CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr) : Animation(ptr, ptr.getRefData().getBaseNode()) { MWWorld::LiveCellRef *ref = mPtr.get(); 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); } } CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr) : Animation(ptr, ptr.getRefData().getBaseNode()) , mShowWeapons(false) , mShowCarriedLeft(false) { MWWorld::LiveCellRef *ref = mPtr.get(); 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 >::iterator ctrl(scene->mControllers.begin()); for(;ctrl != scene->mControllers.end();ctrl++) { if(ctrl->getSource().isNull()) ctrl->setSource(Ogre::SharedPtr(new NullAnimationTime())); } } }