#ifndef GAME_RENDER_ANIMATION_H #define GAME_RENDER_ANIMATION_H #include "../mwworld/ptr.hpp" #include namespace ESM { struct Light; struct MagicEffect; } namespace Resource { class ResourceSystem; } namespace NifOsg { class KeyframeHolder; class KeyframeController; } namespace SceneUtil { class LightSource; class LightListCallback; class Skeleton; } namespace MWRender { class ResetAccumRootCallback; class RotateController; class GlowUpdater; class EffectAnimationTime : public SceneUtil::ControllerSource { private: float mTime; public: virtual float getValue(osg::NodeVisitor* nv); void addTime(float duration); void resetTime(float time); float getTime() const; EffectAnimationTime() : mTime(0) { } }; /// @brief Detaches the node from its parent when the object goes out of scope. class PartHolder { public: PartHolder(osg::ref_ptr node); ~PartHolder(); osg::ref_ptr getNode() { return mNode; } private: osg::ref_ptr mNode; void operator= (const PartHolder&); PartHolder(const PartHolder&); }; typedef std::shared_ptr PartHolderPtr; class Animation : public osg::Referenced { public: enum BoneGroup { BoneGroup_LowerBody = 0, BoneGroup_Torso, BoneGroup_LeftArm, BoneGroup_RightArm }; enum BlendMask { BlendMask_LowerBody = 1<<0, BlendMask_Torso = 1<<1, BlendMask_LeftArm = 1<<2, BlendMask_RightArm = 1<<3, BlendMask_UpperBody = BlendMask_Torso | BlendMask_LeftArm | BlendMask_RightArm, BlendMask_All = BlendMask_LowerBody | BlendMask_UpperBody }; /* This is the number of *discrete* blend masks. */ static const size_t sNumBlendMasks = 4; /// Holds an animation priority value for each BoneGroup. struct AnimPriority { /// Convenience constructor, initialises all priorities to the same value. AnimPriority(int priority) { for (unsigned int i=0; i::const_iterator &key, const std::multimap& map) = 0; }; void setTextKeyListener(TextKeyListener* listener); protected: class AnimationTime : public SceneUtil::ControllerSource { private: std::shared_ptr mTimePtr; public: void setTimePtr(std::shared_ptr time) { mTimePtr = time; } std::shared_ptr getTimePtr() const { return mTimePtr; } virtual float getValue(osg::NodeVisitor* nv); }; class NullAnimationTime : public SceneUtil::ControllerSource { public: virtual float getValue(osg::NodeVisitor *nv) { return 0.f; } }; struct AnimSource; struct AnimState { std::shared_ptr mSource; float mStartTime; float mLoopStartTime; float mLoopStopTime; float mStopTime; typedef std::shared_ptr TimePtr; TimePtr mTime; float mSpeedMult; bool mPlaying; bool mLoopingEnabled; size_t mLoopCount; AnimPriority mPriority; int mBlendMask; bool mAutoDisable; AnimState() : mStartTime(0.0f), mLoopStartTime(0.0f), mLoopStopTime(0.0f), mStopTime(0.0f), mTime(new float), mSpeedMult(1.0f), mPlaying(false), mLoopingEnabled(true), mLoopCount(0), mPriority(0), mBlendMask(0), mAutoDisable(true) { } ~AnimState(); float getTime() const { return *mTime; } void setTime(float time) { *mTime = time; } bool shouldLoop() const { return getTime() >= mLoopStopTime && mLoopingEnabled && mLoopCount > 0; } }; typedef std::map AnimStateMap; AnimStateMap mStates; typedef std::vector > AnimSourceList; AnimSourceList mAnimSources; osg::ref_ptr mInsert; osg::ref_ptr mObjectRoot; SceneUtil::Skeleton* mSkeleton; // The node expected to accumulate movement during movement animations. osg::ref_ptr mAccumRoot; // The controller animating that node. osg::ref_ptr mAccumCtrl; // Used to reset the position of the accumulation root every frame - the movement should be applied to the physics system osg::ref_ptr mResetAccumRootCallback; // Keep track of controllers that we added to our scene graph. // We may need to rebuild these controllers when the active animation groups / sources change. typedef std::multimap, osg::ref_ptr > ControllerMap; ControllerMap mActiveControllers; std::shared_ptr mAnimationTimePtr[sNumBlendMasks]; // Stored in all lowercase for a case-insensitive lookup typedef std::map > NodeMap; mutable NodeMap mNodeMap; mutable bool mNodeMapCreated; MWWorld::Ptr mPtr; Resource::ResourceSystem* mResourceSystem; 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; float mHeadYawRadians; float mHeadPitchRadians; osg::ref_ptr mGlowLight; osg::ref_ptr mGlowUpdater; float mAlpha; mutable std::map mAnimVelocities; osg::ref_ptr mLightListCallback; bool mUseAdditionalSources; const NodeMap& getNodeMap() const; /* Sets the appropriate animations on the bone groups based on priority. */ void resetActiveGroups(); size_t detectBlendMask(const osg::Node* node) const; /* Updates the position of the accum root node for the given time, and * returns the wanted movement vector from the previous time. */ void updatePosition(float oldtime, float newtime, osg::Vec3f& position); /* Resets the animation to the time of the specified start marker, without * moving anything, and set the end time to the specified stop marker. If * the marker is not found, or if the markers are the same, it returns * false. */ bool reset(AnimState &state, const std::multimap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback); void handleTextKey(AnimState &state, const std::string &groupname, const std::multimap::const_iterator &key, const std::multimap& map); /** Sets the root model of the object. * * Note that you must make sure all animation sources are cleared before resetting the object * root. All nodes previously retrieved with getNode will also become invalidated. * @param forceskeleton Wrap the object root in a Skeleton, even if it contains no skinned parts. Use this if you intend to add skinned parts manually. * @param baseonly If true, then any meshes or particle systems in the model are ignored * (useful for NPCs, where only the skeleton is needed for the root, and the actual NPC parts are then assembled from separate files). */ void setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature); void loadAllAnimationsInFolder(const std::string &model, const std::string &baseModel); /** Adds the keyframe controllers in the specified model as a new animation source. * @note Later added animation sources have the highest priority when it comes to finding a particular animation. * @param model The file to add the keyframes for. Note that the .nif file extension will be replaced with .kf. * @param baseModel The filename of the mObjectRoot, only used for error messages. */ void addAnimSource(const std::string &model, const std::string& baseModel); void addSingleAnimSource(const std::string &model, const std::string& baseModel); /** Adds an additional light to the given node using the specified ESM record. */ void addExtraLight(osg::ref_ptr parent, const ESM::Light *light); void clearAnimSources(); /** * Provided to allow derived classes adding their own controllers. Note, the controllers must be added to mActiveControllers * so they get cleaned up properly on the next controller rebuild. A controller rebuild may be necessary to ensure correct ordering. */ virtual void addControllers(); osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const; void addGlow(osg::ref_ptr node, osg::Vec4f glowColor, float glowDuration = -1); /// Set the render bin for this animation's object root. May be customized by subclasses. virtual void setRenderBin(); public: Animation(const MWWorld::Ptr &ptr, osg::ref_ptr parentNode, Resource::ResourceSystem* resourceSystem); /// Must be thread safe virtual ~Animation(); MWWorld::ConstPtr getPtr() const; MWWorld::Ptr getPtr(); /// Set active flag on the object skeleton, if one exists. /// @see SceneUtil::Skeleton::setActive /// 0 = Inactive, 1 = Active in place, 2 = Active void setActive(int active); osg::Group* getOrCreateObjectRoot(); osg::Group* getObjectRoot(); /** * @brief Add an effect mesh attached to a bone or the insert scene node * @param model * @param effectId An ID for this effect by which you can identify it later. If this is not wanted, set to -1. * @param loop Loop the effect. If false, it is removed automatically after it finishes playing. If true, * you need to remove it manually using removeEffect when the effect should end. * @param bonename Bone to attach to, or empty string to use the scene node instead * @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 removeEffect (int effectId); void getLoopingEffects (std::vector& out) const; // Add a spell casting glow to an object. From measuring video taken from the original engine, // the glow seems to be about 1.5 seconds except for telekinesis, which is 1 second. void addSpellCastGlow(const ESM::MagicEffect *effect, float glowDuration = 1.5); virtual void updatePtr(const MWWorld::Ptr &ptr); bool hasAnimation(const std::string &anim) const; // Specifies the axis' to accumulate on. Non-accumulated axis will just // move visually, but not affect the actual movement. Each x/y/z value // should be on the scale of 0 to 1. void setAccumulation(const osg::Vec3f& accum); /** Plays an animation. * \param groupname Name of the animation group to play. * \param priority Priority of the animation. The animation will play on * bone groups that don't have another animation set of a * higher priority. * \param blendMask Bone groups to play the animation on. * \param autodisable Automatically disable the animation when it stops * playing. * \param speedmult Speed multiplier for the animation. * \param start Key marker from which to start. * \param stop Key marker to stop at. * \param startpoint How far in between the two markers to start. 0 starts * at the start marker, 1 starts at the stop marker. * \param loops How many times to loop the animation. This will use the * "loop start" and "loop stop" markers if they exist, * otherwise it may fall back to "start" and "stop", but only if * the \a loopFallback parameter is true. * \param loopFallback Allow looping an animation that has no loop keys, i.e. fall back to use * the "start" and "stop" keys for looping? */ void play(const std::string &groupname, const AnimPriority& priority, int blendMask, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback=false); /** Adjust the speed multiplier of an already playing animation. */ void adjustSpeedMult (const std::string& groupname, float speedmult); /** Returns true if the named animation group is playing. */ bool isPlaying(const std::string &groupname) const; /// Returns true if no important animations are currently playing on the upper body. bool upperBodyReady() const; /** Gets info about the given animation group. * \param groupname Animation group to check. * \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc. * \param speedmult Stores the animation speed multiplier * \return True if the animation is active, false otherwise. */ bool getInfo(const std::string &groupname, float *complete=NULL, float *speedmult=NULL) const; /// Get the absolute position in the animation track of the first text key with the given group. float getStartTime(const std::string &groupname) const; /// Get the absolute position in the animation track of the text key float getTextKeyTime(const std::string &textKey) const; /// Get the current absolute position in the animation track for the animation that is currently playing from the given group. float getCurrentTime(const std::string& groupname) const; size_t getCurrentLoopCount(const std::string& groupname) const; /** Disables the specified animation group; * \param groupname Animation group to disable. */ void disable(const std::string &groupname); /** Retrieves the velocity (in units per second) that the animation will move. */ float getVelocity(const std::string &groupname) const; virtual osg::Vec3f runAnimation(float duration); void setLoopingEnabled(const std::string &groupname, bool enabled); /// This is typically called as part of runAnimation, but may be called manually if needed. void updateEffects(float duration); /// Return a node with the specified name, or NULL if not existing. /// @note The matching is case-insensitive. const osg::Node* getNode(const std::string& name) const; virtual void showWeapons(bool showWeapon) {} virtual void showCarriedLeft(bool show) {} virtual void setWeaponGroup(const std::string& group) {} virtual void setVampire(bool vampire) {} /// A value < 1 makes the animation translucent, 1.f = fully opaque void setAlpha(float alpha); virtual void setPitchFactor(float factor) {} virtual void attachArrow() {} virtual void releaseArrow(float attackStrength) {} virtual void enableHeadAnimation(bool enable) {} // TODO: move outside of this class /// Makes this object glow, by placing a Light in its center. /// @param effect Controls the radius and intensity of the light. virtual void setLightEffect(float effect); virtual void setHeadPitch(float pitchRadians); virtual void setHeadYaw(float yawRadians); virtual float getHeadPitch() const; virtual float getHeadYaw() const; virtual void setAccurateAiming(bool enabled) {} private: Animation(const Animation&); void operator=(Animation&); }; class ObjectAnimation : public Animation { public: ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool animated, bool allowLight); }; } #endif