#include "animation.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include // KeyframeHolder #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority #include "vismask.hpp" #include "util.hpp" namespace { class GlowUpdater : public SceneUtil::StateSetUpdater { public: GlowUpdater(osg::Vec4f color, const std::vector >& textures) : mTexUnit(1) // FIXME: might not always be 1 , mColor(color) , mTextures(textures) { } virtual void setDefaults(osg::StateSet *stateset) { stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON); osg::TexGen* texGen = new osg::TexGen; texGen->setMode(osg::TexGen::SPHERE_MAP); stateset->setTextureAttributeAndModes(mTexUnit, texGen, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); osg::TexEnvCombine* texEnv = new osg::TexEnvCombine; texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT); texEnv->setConstantColor(mColor); texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE); texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR); stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON); } virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv) { float time = nv->getFrameStamp()->getSimulationTime(); int index = (int)(time*16) % mTextures.size(); stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } private: int mTexUnit; osg::Vec4f mColor; std::vector > mTextures; }; class NodeMapVisitor : public osg::NodeVisitor { public: NodeMapVisitor() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} void apply(osg::MatrixTransform& trans) { mMap[Misc::StringUtils::lowerCase(trans.getName())] = &trans; traverse(trans); } typedef std::map > NodeMap; const NodeMap& getNodeMap() const { return mMap; } private: NodeMap mMap; }; NifOsg::TextKeyMap::const_iterator findGroupStart(const NifOsg::TextKeyMap &keys, const std::string &groupname) { NifOsg::TextKeyMap::const_iterator iter(keys.begin()); for(;iter != keys.end();++iter) { if(iter->second.compare(0, groupname.size(), groupname) == 0 && iter->second.compare(groupname.size(), 2, ": ") == 0) break; } return iter; } float calcAnimVelocity(const std::multimap& keys, NifOsg::KeyframeController *nonaccumctrl, const osg::Vec3f& accum, const std::string &groupname) { const std::string start = groupname+": start"; const std::string loopstart = groupname+": loop start"; const std::string loopstop = groupname+": loop stop"; const std::string stop = groupname+": stop"; float starttime = std::numeric_limits::max(); float stoptime = 0.0f; // Pick the last Loop Stop key and the last Loop Start key. // This is required because of broken text keys in AshVampire.nif. // It has *two* WalkForward: Loop Stop keys at different times, the first one is used for stopping playback // but the animation velocity calculation uses the second one. // As result the animation velocity calculation is not correct, and this incorrect velocity must be replicated, // because otherwise the Creature's Speed (dagoth uthol) would not be sufficient to move fast enough. NifOsg::TextKeyMap::const_reverse_iterator keyiter(keys.rbegin()); while(keyiter != keys.rend()) { if(keyiter->second == start || keyiter->second == loopstart) { starttime = keyiter->first; break; } ++keyiter; } keyiter = keys.rbegin(); while(keyiter != keys.rend()) { if (keyiter->second == stop) stoptime = keyiter->first; else if (keyiter->second == loopstop) { stoptime = keyiter->first; break; } ++keyiter; } if(stoptime > starttime) { osg::Vec3f startpos = osg::componentMultiply(nonaccumctrl->getTranslation(starttime), accum); osg::Vec3f endpos = osg::componentMultiply(nonaccumctrl->getTranslation(stoptime), accum); return (startpos-endpos).length() / (stoptime - starttime); } return 0.0f; } // Removes all drawables from a graph. class RemoveDrawableVisitor : public osg::NodeVisitor { public: RemoveDrawableVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } virtual void apply(osg::Geode &node) { // Not safe to remove in apply(), since the visitor is still iterating the child list mToRemove.push_back(&node); traverse(node); } void remove() { for (std::vector::iterator it = mToRemove.begin(); it != mToRemove.end(); ++it) { osg::Node* node = *it; if (node->getNumParents()) node->getParent(0)->removeChild(node); } } private: std::vector mToRemove; }; } namespace MWRender { class ResetAccumRootCallback : public osg::NodeCallback { public: virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::MatrixTransform* transform = static_cast(node); osg::Matrix mat = transform->getMatrix(); osg::Vec3f position = mat.getTrans(); position = osg::componentMultiply(mResetAxes, position); mat.setTrans(position); transform->setMatrix(mat); traverse(node, nv); } void setAccumulate(const osg::Vec3f& accumulate) { // anything that accumulates (1.f) should be reset in the callback to (0.f) mResetAxes.x() = accumulate.x() != 0.f ? 0.f : 1.f; mResetAxes.y() = accumulate.y() != 0.f ? 0.f : 1.f; mResetAxes.z() = accumulate.z() != 0.f ? 0.f : 1.f; } private: osg::Vec3f mResetAxes; }; Animation::Animation(const MWWorld::Ptr &ptr, osg::ref_ptr parentNode, Resource::ResourceSystem* resourceSystem) : mPtr(ptr) , mInsert(parentNode) , mResourceSystem(resourceSystem) , mAccumulate(1.f, 1.f, 0.f) { for(size_t i = 0;i < sNumGroups;i++) mAnimationTimePtr[i].reset(new AnimationTime(this)); } Animation::~Animation() { if (mObjectRoot) mInsert->removeChild(mObjectRoot); } MWWorld::Ptr Animation::getPtr() { return mPtr; } void Animation::setActive(bool active) { if (SceneUtil::Skeleton* skel = dynamic_cast(mObjectRoot.get())) { skel->setActive(active); } } void Animation::updatePtr(const MWWorld::Ptr &ptr) { mPtr = ptr; } void Animation::setAccumulation(const osg::Vec3f& accum) { mAccumulate = accum; if (mResetAccumRootCallback) mResetAccumRootCallback->setAccumulate(mAccumulate); } size_t Animation::detectAnimGroup(osg::Node* node) { static const char sGroupRoots[sNumGroups][32] = { "", /* Lower body / character root */ "Bip01 Spine1", /* Torso */ "Bip01 L Clavicle", /* Left arm */ "Bip01 R Clavicle", /* Right arm */ }; while(node != mObjectRoot) { const std::string &name = node->getName(); for(size_t i = 1;i < sNumGroups;i++) { if(name == sGroupRoots[i]) return i; } assert(node->getNumParents() > 0); node = node->getParent(0); } return 0; } const std::multimap &Animation::AnimSource::getTextKeys() { return mKeyframes->mTextKeys; } void Animation::addAnimSource(const std::string &model) { std::string kfname = model; Misc::StringUtils::toLower(kfname); if(kfname.size() > 4 && kfname.compare(kfname.size()-4, 4, ".nif") == 0) kfname.replace(kfname.size()-4, 4, ".kf"); if(!mResourceSystem->getVFS()->exists(kfname)) return; boost::shared_ptr animsrc; animsrc.reset(new AnimSource); animsrc->mKeyframes = mResourceSystem->getSceneManager()->getKeyframes(kfname); if (animsrc->mKeyframes->mTextKeys.empty() || animsrc->mKeyframes->mKeyframeControllers.empty()) return; for (NifOsg::KeyframeHolder::KeyframeControllerMap::const_iterator it = animsrc->mKeyframes->mKeyframeControllers.begin(); it != animsrc->mKeyframes->mKeyframeControllers.end(); ++it) { std::string bonename = Misc::StringUtils::lowerCase(it->first); NodeMap::const_iterator found = mNodeMap.find(bonename); if (found == mNodeMap.end()) throw std::runtime_error("addAnimSource: can't find bone " + bonename); osg::Node* node = found->second; size_t group = detectAnimGroup(node); // clone the controller, because each Animation needs its own ControllerSource osg::ref_ptr cloned = osg::clone(it->second.get(), osg::CopyOp::DEEP_COPY_ALL); cloned->setSource(mAnimationTimePtr[group]); animsrc->mControllerMap[group].insert(std::make_pair(bonename, cloned)); } mAnimSources.push_back(animsrc); SceneUtil::AssignControllerSourcesVisitor assignVisitor(mAnimationTimePtr[0]); mObjectRoot->accept(assignVisitor); if (!mAccumRoot) { NodeMap::const_iterator found = mNodeMap.find("root bone"); if (found == mNodeMap.end()) found = mNodeMap.find("bip01"); if (found != mNodeMap.end()) mAccumRoot = found->second; } } void Animation::clearAnimSources() { mStates.clear(); for(size_t i = 0;i < sNumGroups;i++) mAnimationTimePtr[i]->setTimePtr(boost::shared_ptr()); mAccumCtrl = NULL; mAnimSources.clear(); } bool Animation::hasAnimation(const std::string &anim) { AnimSourceList::const_iterator iter(mAnimSources.begin()); for(;iter != mAnimSources.end();++iter) { const NifOsg::TextKeyMap &keys = (*iter)->getTextKeys(); if(findGroupStart(keys, anim) != keys.end()) return true; } return false; } float Animation::getStartTime(const std::string &groupname) const { for(AnimSourceList::const_iterator iter(mAnimSources.begin()); iter != mAnimSources.end(); ++iter) { const NifOsg::TextKeyMap &keys = (*iter)->getTextKeys(); NifOsg::TextKeyMap::const_iterator found = findGroupStart(keys, groupname); if(found != keys.end()) return found->first; } return -1.f; } float Animation::getTextKeyTime(const std::string &textKey) const { for(AnimSourceList::const_iterator iter(mAnimSources.begin()); iter != mAnimSources.end(); ++iter) { const NifOsg::TextKeyMap &keys = (*iter)->getTextKeys(); for(NifOsg::TextKeyMap::const_iterator iterKey(keys.begin()); iterKey != keys.end(); ++iterKey) { if(iterKey->second.compare(0, textKey.size(), textKey) == 0) return iterKey->first; } } return -1.f; } void Animation::handleTextKey(AnimState &state, const std::string &groupname, const std::multimap::const_iterator &key, const std::multimap& map) { const std::string &evt = key->second; size_t off = groupname.size()+2; size_t len = evt.size() - off; if(evt.compare(off, len, "loop start") == 0) state.mLoopStartTime = key->first; else if(evt.compare(off, len, "loop stop") == 0) state.mLoopStopTime = key->first; // TODO: forward to listener? } void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback) { if(!mObjectRoot || mAnimSources.empty()) return; if(groupname.empty()) { resetActiveGroups(); return; } priority = std::max(0, priority); AnimStateMap::iterator stateiter = mStates.begin(); while(stateiter != mStates.end()) { if(stateiter->second.mPriority == priority) mStates.erase(stateiter++); else ++stateiter; } stateiter = mStates.find(groupname); if(stateiter != mStates.end()) { stateiter->second.mPriority = priority; resetActiveGroups(); return; } /* Look in reverse; last-inserted source has priority. */ AnimState state; AnimSourceList::reverse_iterator iter(mAnimSources.rbegin()); for(;iter != mAnimSources.rend();++iter) { const NifOsg::TextKeyMap &textkeys = (*iter)->getTextKeys(); if(reset(state, textkeys, groupname, start, stop, startpoint, loopfallback)) { state.mSource = *iter; state.mSpeedMult = speedmult; state.mLoopCount = loops; state.mPlaying = (state.getTime() < state.mStopTime); state.mPriority = priority; state.mGroups = groups; state.mAutoDisable = autodisable; mStates[groupname] = state; NifOsg::TextKeyMap::const_iterator textkey(textkeys.lower_bound(state.getTime())); if (state.mPlaying) { while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, groupname, textkey, textkeys); ++textkey; } } if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0) { state.mLoopCount--; state.setTime(state.mLoopStartTime); state.mPlaying = true; if(state.getTime() >= state.mLoopStopTime) break; NifOsg::TextKeyMap::const_iterator textkey(textkeys.lower_bound(state.getTime())); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, groupname, textkey, textkeys); ++textkey; } } break; } } if(iter == mAnimSources.rend()) std::cerr<< "Failed to find animation "<second.compare(0, groupname.size(), groupname) == 0 && groupend->second.compare(groupname.size(), 2, ": ") == 0) break; } std::string starttag = groupname+": "+start; NifOsg::TextKeyMap::const_reverse_iterator startkey(groupend); while(startkey != keys.rend() && startkey->second != starttag) ++startkey; if(startkey == keys.rend() && start == "loop start") { starttag = groupname+": start"; startkey = groupend; while(startkey != keys.rend() && startkey->second != starttag) ++startkey; } if(startkey == keys.rend()) return false; const std::string stoptag = groupname+": "+stop; NifOsg::TextKeyMap::const_reverse_iterator stopkey(groupend); while(stopkey != keys.rend() // We have to ignore extra garbage at the end. // The Scrib's idle3 animation has "Idle3: Stop." instead of "Idle3: Stop". // Why, just why? :( && (stopkey->second.size() < stoptag.size() || stopkey->second.substr(0,stoptag.size()) != stoptag)) ++stopkey; if(stopkey == keys.rend()) return false; if(startkey->first > stopkey->first) return false; state.mStartTime = startkey->first; if (loopfallback) { state.mLoopStartTime = startkey->first; state.mLoopStopTime = stopkey->first; } else { state.mLoopStartTime = startkey->first; state.mLoopStopTime = std::numeric_limits::max(); } state.mStopTime = stopkey->first; state.setTime(state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint)); // mLoopStartTime and mLoopStopTime normally get assigned when encountering these keys while playing the animation // (see handleTextKey). But if startpoint is already past these keys, we need to assign them now. if(state.getTime() > state.mStartTime) { const std::string loopstarttag = groupname+": loop start"; const std::string loopstoptag = groupname+": loop stop"; NifOsg::TextKeyMap::const_reverse_iterator key(groupend); for (; key != startkey && key != keys.rend(); ++key) { if (key->first > state.getTime()) continue; if (key->second == loopstarttag) state.mLoopStartTime = key->first; else if (key->second == loopstoptag) state.mLoopStopTime = key->first; } } return true; } void Animation::resetActiveGroups() { // remove all previous external controllers from the scene graph for (AnimSourceControllerMap::iterator it = mAnimSourceControllers.begin(); it != mAnimSourceControllers.end(); ++it) { osg::Node* node = it->first; node->removeUpdateCallback(it->second); // Should be no longer needed with OSG 3.4 it->second->setNestedCallback(NULL); } if (mResetAccumRootCallback && mAccumRoot) { mAccumRoot->removeUpdateCallback(mResetAccumRootCallback); // Should be no longer needed with OSG 3.4 mResetAccumRootCallback->setNestedCallback(NULL); } mAnimSourceControllers.clear(); mAccumCtrl = NULL; for(size_t grp = 0;grp < sNumGroups;grp++) { AnimStateMap::const_iterator active = mStates.end(); AnimStateMap::const_iterator state = mStates.begin(); for(;state != mStates.end();++state) { if(!(state->second.mGroups&(1<second.mPriority < state->second.mPriority) active = state; } mAnimationTimePtr[grp]->setTimePtr(active == mStates.end() ? boost::shared_ptr() : active->second.mTime); // add external controllers for the AnimSource active in this group if (active != mStates.end()) { boost::shared_ptr animsrc = active->second.mSource; for (AnimSource::ControllerMap::iterator it = animsrc->mControllerMap[grp].begin(); it != animsrc->mControllerMap[grp].end(); ++it) { osg::ref_ptr node = mNodeMap.at(it->first); // this should not throw, we already checked for the node existing in addAnimSource node->addUpdateCallback(it->second); mAnimSourceControllers[node] = it->second; if (grp == 0 && node == mAccumRoot) { mAccumCtrl = it->second; // make sure reset is last in the chain of callbacks if (!mResetAccumRootCallback) { mResetAccumRootCallback = new ResetAccumRootCallback; mResetAccumRootCallback->setAccumulate(mAccumulate); } mAccumRoot->addUpdateCallback(mResetAccumRootCallback); } } } } } void Animation::changeGroups(const std::string &groupname, int groups) { AnimStateMap::iterator stateiter = mStates.find(groupname); if(stateiter != mStates.end()) { if(stateiter->second.mGroups != groups) { stateiter->second.mGroups = groups; resetActiveGroups(); } return; } } void Animation::stopLooping(const std::string& groupname) { AnimStateMap::iterator stateiter = mStates.find(groupname); if(stateiter != mStates.end()) { stateiter->second.mLoopCount = 0; return; } } void Animation::adjustSpeedMult(const std::string &groupname, float speedmult) { AnimStateMap::iterator state(mStates.find(groupname)); if(state != mStates.end()) state->second.mSpeedMult = speedmult; } bool Animation::isPlaying(const std::string &groupname) const { AnimStateMap::const_iterator state(mStates.find(groupname)); if(state != mStates.end()) return state->second.mPlaying; return false; } bool Animation::getInfo(const std::string &groupname, float *complete, float *speedmult) const { AnimStateMap::const_iterator iter = mStates.find(groupname); if(iter == mStates.end()) { if(complete) *complete = 0.0f; if(speedmult) *speedmult = 0.0f; return false; } if(complete) { if(iter->second.mStopTime > iter->second.mStartTime) *complete = (iter->second.getTime() - iter->second.mStartTime) / (iter->second.mStopTime - iter->second.mStartTime); else *complete = (iter->second.mPlaying ? 0.0f : 1.0f); } if(speedmult) *speedmult = iter->second.mSpeedMult; return true; } float Animation::getCurrentTime(const std::string &groupname) const { AnimStateMap::const_iterator iter = mStates.find(groupname); if(iter == mStates.end()) return -1.f; return iter->second.getTime(); } void Animation::disable(const std::string &groupname) { AnimStateMap::iterator iter = mStates.find(groupname); if(iter != mStates.end()) mStates.erase(iter); resetActiveGroups(); } float Animation::getVelocity(const std::string &groupname) const { if (!mAccumRoot) return 0.0f; // Look in reverse; last-inserted source has priority. AnimSourceList::const_reverse_iterator animsrc(mAnimSources.rbegin()); for(;animsrc != mAnimSources.rend();++animsrc) { const NifOsg::TextKeyMap &keys = (*animsrc)->getTextKeys(); if(findGroupStart(keys, groupname) != keys.end()) break; } if(animsrc == mAnimSources.rend()) return 0.0f; float velocity = 0.0f; const NifOsg::TextKeyMap &keys = (*animsrc)->getTextKeys(); const AnimSource::ControllerMap& ctrls = (*animsrc)->mControllerMap[0]; for (AnimSource::ControllerMap::const_iterator it = ctrls.begin(); it != ctrls.end(); ++it) { if (Misc::StringUtils::ciEqual(it->first, mAccumRoot->getName())) { velocity = calcAnimVelocity(keys, it->second, mAccumulate, groupname); break; } } // If there's no velocity, keep looking if(!(velocity > 1.0f)) { AnimSourceList::const_reverse_iterator animiter = mAnimSources.rbegin(); while(*animiter != *animsrc) ++animiter; while(!(velocity > 1.0f) && ++animiter != mAnimSources.rend()) { const NifOsg::TextKeyMap &keys = (*animiter)->getTextKeys(); const AnimSource::ControllerMap& ctrls = (*animiter)->mControllerMap[0]; for (AnimSource::ControllerMap::const_iterator it = ctrls.begin(); it != ctrls.end(); ++it) { if (Misc::StringUtils::ciEqual(it->first, mAccumRoot->getName())) { velocity = calcAnimVelocity(keys, it->second, mAccumulate, groupname); break; } } } } return velocity; } void Animation::updatePosition(float oldtime, float newtime, osg::Vec3f& position) { // Get the difference from the last update, and move the position osg::Vec3f off = osg::componentMultiply(mAccumCtrl->getTranslation(newtime), mAccumulate); position += off - osg::componentMultiply(mAccumCtrl->getTranslation(oldtime), mAccumulate); } osg::Vec3f Animation::runAnimation(float duration) { osg::Vec3f movement(0.f, 0.f, 0.f); AnimStateMap::iterator stateiter = mStates.begin(); while(stateiter != mStates.end()) { AnimState &state = stateiter->second; const NifOsg::TextKeyMap &textkeys = state.mSource->getTextKeys(); NifOsg::TextKeyMap::const_iterator textkey(textkeys.upper_bound(state.getTime())); float timepassed = duration * state.mSpeedMult; while(state.mPlaying) { float targetTime; if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0) goto handle_loop; targetTime = state.getTime() + timepassed; if(textkey == textkeys.end() || textkey->first > targetTime) { if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr()) updatePosition(state.getTime(), targetTime, movement); state.setTime(std::min(targetTime, state.mStopTime)); } else { if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr()) updatePosition(state.getTime(), textkey->first, movement); state.setTime(textkey->first); } state.mPlaying = (state.getTime() < state.mStopTime); timepassed = targetTime - state.getTime(); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, stateiter->first, textkey, textkeys); ++textkey; } if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0) { handle_loop: state.mLoopCount--; state.setTime(state.mLoopStartTime); state.mPlaying = true; textkey = textkeys.lower_bound(state.getTime()); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, stateiter->first, textkey, textkeys); ++textkey; } if(state.getTime() >= state.mLoopStopTime) break; } if(timepassed <= 0.0f) break; } if(!state.mPlaying && state.mAutoDisable) { mStates.erase(stateiter++); resetActiveGroups(); } else ++stateiter; } updateEffects(duration); return movement; } void Animation::setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly) { if (mObjectRoot) { mObjectRoot->getParent(0)->removeChild(mObjectRoot); } mObjectRoot = NULL; mNodeMap.clear(); mAnimSourceControllers.clear(); mAccumRoot = NULL; mAccumCtrl = NULL; if (!forceskeleton) mObjectRoot = mResourceSystem->getSceneManager()->createInstance(model, mInsert); else { osg::ref_ptr newObjectRoot = mResourceSystem->getSceneManager()->createInstance(model); if (!dynamic_cast(newObjectRoot.get())) { osg::ref_ptr skel = new SceneUtil::Skeleton; skel->addChild(newObjectRoot); newObjectRoot = skel; } mInsert->addChild(newObjectRoot); mObjectRoot = newObjectRoot; } if (baseonly) { RemoveDrawableVisitor removeDrawableVisitor; mObjectRoot->accept(removeDrawableVisitor); removeDrawableVisitor.remove(); } NodeMapVisitor visitor; mObjectRoot->accept(visitor); mNodeMap = visitor.getNodeMap(); mObjectRoot->addCullCallback(new SceneUtil::LightListCallback); } osg::Group* Animation::getObjectRoot() { return static_cast(mObjectRoot.get()); } osg::Group* Animation::getOrCreateObjectRoot() { if (mObjectRoot) return static_cast(mObjectRoot.get()); mObjectRoot = new osg::Group; mInsert->addChild(mObjectRoot); return static_cast(mObjectRoot.get()); } void Animation::addGlow(osg::ref_ptr node, osg::Vec4f glowColor) { std::vector > textures; for (int i=0; i<32; ++i) { std::stringstream stream; stream << "textures/magicitem/caust"; stream << std::setw(2); stream << std::setfill('0'); stream << i; stream << ".dds"; textures.push_back(mResourceSystem->getTextureManager()->getTexture2D(stream.str(), osg::Texture2D::REPEAT, osg::Texture2D::REPEAT)); } osg::ref_ptr glowupdater (new GlowUpdater(glowColor, textures)); node->addUpdateCallback(glowupdater); } // TODO: Should not be here osg::Vec4f Animation::getEnchantmentColor(MWWorld::Ptr item) { osg::Vec4f result(1,1,1,1); std::string enchantmentName = item.getClass().getEnchantment(item); if (enchantmentName.empty()) return result; const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get().find(enchantmentName); assert (enchantment->mEffects.mList.size()); const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find( enchantment->mEffects.mList.front().mEffectID); result.x() = magicEffect->mData.mRed / 255.f; result.y() = magicEffect->mData.mGreen / 255.f; result.z() = magicEffect->mData.mBlue / 255.f; return result; } void Animation::addExtraLight(osg::ref_ptr parent, const ESM::Light *esmLight) { SceneUtil::FindByNameVisitor visitor("AttachLight"); parent->accept(visitor); osg::Group* attachTo = NULL; if (visitor.mFoundNode) { attachTo = visitor.mFoundNode; } else { osg::ComputeBoundsVisitor computeBound; parent->accept(computeBound); // PositionAttitudeTransform seems to be slightly faster than MatrixTransform osg::ref_ptr trans(new osg::PositionAttitudeTransform); trans->setPosition(computeBound.getBoundingBox().center()); parent->addChild(trans); attachTo = trans; } osg::ref_ptr lightSource = new SceneUtil::LightSource; osg::Light* light = new osg::Light; lightSource->setLight(light); float realRadius = esmLight->mData.mRadius; lightSource->setRadius(realRadius); light->setLinearAttenuation(10.f/(esmLight->mData.mRadius*2.f)); //light->setLinearAttenuation(0.05); light->setConstantAttenuation(0.f); light->setDiffuse(SceneUtil::colourFromRGB(esmLight->mData.mColor)); light->setAmbient(osg::Vec4f(0,0,0,1)); light->setSpecular(osg::Vec4f(0,0,0,0)); osg::ref_ptr ctrl (new SceneUtil::LightController); ctrl->setDiffuse(light->getDiffuse()); if (esmLight->mData.mFlags & ESM::Light::Flicker) ctrl->setType(SceneUtil::LightController::LT_Flicker); if (esmLight->mData.mFlags & ESM::Light::FlickerSlow) ctrl->setType(SceneUtil::LightController::LT_FlickerSlow); if (esmLight->mData.mFlags & ESM::Light::Pulse) ctrl->setType(SceneUtil::LightController::LT_Pulse); if (esmLight->mData.mFlags & ESM::Light::PulseSlow) ctrl->setType(SceneUtil::LightController::LT_PulseSlow); lightSource->addUpdateCallback(ctrl); attachTo->addChild(lightSource); } void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, std::string texture) { // 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) return; EffectParams params; params.mModelName = model; osg::ref_ptr parentNode; if (bonename.empty()) parentNode = mObjectRoot->asGroup(); else { SceneUtil::FindByNameVisitor visitor(bonename); mObjectRoot->accept(visitor); if (!visitor.mFoundNode) throw std::runtime_error("Can't find bone " + bonename); parentNode = visitor.mFoundNode; } osg::ref_ptr node = mResourceSystem->getSceneManager()->createInstance(model, parentNode); params.mObjects = PartHolderPtr(new PartHolder(node)); SceneUtil::FindMaxControllerLengthVisitor findMaxLengthVisitor; node->accept(findMaxLengthVisitor); params.mMaxControllerLength = findMaxLengthVisitor.getMaxLength(); node->setNodeMask(Mask_Effect); params.mLoop = loop; params.mEffectId = effectId; params.mBoneName = bonename; params.mAnimTime = boost::shared_ptr(new EffectAnimationTime); SceneUtil::AssignControllerSourcesVisitor assignVisitor(boost::shared_ptr(params.mAnimTime)); node->accept(assignVisitor); overrideTexture(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; } } } void Animation::getLoopingEffects(std::vector &out) { for (std::vector::iterator it = mEffects.begin(); it != mEffects.end(); ++it) { if (it->mLoop) out.push_back(it->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; } } bool Animation::upperBodyReady() const { for (AnimStateMap::const_iterator stateiter = mStates.begin(); stateiter != mStates.end(); ++stateiter) { if((stateiter->second.mPriority > MWMechanics::Priority_Movement && stateiter->second.mPriority < MWMechanics::Priority_Torch) || stateiter->second.mPriority == MWMechanics::Priority_Death) return false; } return true; } bool Animation::hasNode(const std::string &name) const { std::string lowerName = Misc::StringUtils::lowerCase(name); return (mNodeMap.find(lowerName) != mNodeMap.end()); } const osg::Node* Animation::getNode(const std::string &name) const { std::string lowerName = Misc::StringUtils::lowerCase(name); NodeMap::const_iterator found = mNodeMap.find(lowerName); if (found == mNodeMap.end()) throw std::runtime_error("Can't find node " + name); return found->second; } float Animation::AnimationTime::getValue(osg::NodeVisitor*) { if (mTimePtr) return *mTimePtr; return 0.f; } float EffectAnimationTime::getValue(osg::NodeVisitor*) { return mTime; } void EffectAnimationTime::addTime(float duration) { mTime += duration; } void EffectAnimationTime::resetTime(float time) { mTime = time; } float EffectAnimationTime::getTime() const { return mTime; } // -------------------------------------------------------------------------------- ObjectAnimation::ObjectAnimation(const MWWorld::Ptr &ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool allowLight) : Animation(ptr, osg::ref_ptr(ptr.getRefData().getBaseNode()), resourceSystem) { if (!model.empty()) { setObjectRoot(model, false, false); if (!ptr.getClass().getEnchantment(ptr).empty()) addGlow(mObjectRoot, getEnchantmentColor(ptr)); if (ptr.getTypeName() == typeid(ESM::Light).name() && allowLight) addExtraLight(getOrCreateObjectRoot(), ptr.get()->mBase); } } }