#ifndef GAME_RENDER_NPCANIMATION_H #define GAME_RENDER_NPCANIMATION_H #include "animation.hpp" #include "../mwworld/inventorystore.hpp" #include "actoranimation.hpp" #include "weaponanimation.hpp" namespace ESM { struct NPC; struct BodyPart; } namespace MWRender { class NeckController; class HeadAnimationTime; class NpcAnimation : public ActorAnimation, public WeaponAnimation, public MWWorld::InventoryStoreListener { public: virtual void equipmentChanged(); virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew); public: typedef std::map PartBoneMap; enum ViewMode { VM_Normal, VM_FirstPerson, VM_HeadOnly }; private: static const PartBoneMap sPartList; // Bounded Parts PartHolderPtr mObjectParts[ESM::PRT_Count]; std::string mSoundIds[ESM::PRT_Count]; const ESM::NPC *mNpc; std::string mHeadModel; std::string mHairModel; ViewMode mViewMode; bool mShowWeapons; bool mShowCarriedLeft; enum NpcType { Type_Normal, Type_Werewolf, Type_Vampire }; NpcType mNpcType; int mPartslots[ESM::PRT_Count]; //Each part slot is taken by clothing, armor, or is empty int mPartPriorities[ESM::PRT_Count]; osg::Vec3f mFirstPersonOffset; // Field of view to use when rendering first person meshes float mFirstPersonFieldOfView; std::shared_ptr mHeadAnimationTime; std::shared_ptr mWeaponAnimationTime; bool mSoundsDisabled; bool mAccurateAiming; float mAimingFactor; void updateNpcBase(); PartHolderPtr insertBoundedPart(const std::string &model, const std::string &bonename, const std::string &bonefilter, bool enchantedGlow, osg::Vec4f* glowColor=NULL); void removeIndividualPart(ESM::PartReferenceType type); void reserveIndividualPart(ESM::PartReferenceType type, int group, int priority); bool addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority, const std::string &mesh, bool enchantedGlow=false, osg::Vec4f* glowColor=NULL); void removePartGroup(int group); void addPartGroup(int group, int priority, const std::vector &parts, bool enchantedGlow=false, osg::Vec4f* glowColor=NULL); virtual void setRenderBin(); osg::ref_ptr mFirstPersonNeckController; static bool isFirstPersonPart(const ESM::BodyPart* bodypart); static bool isFemalePart(const ESM::BodyPart* bodypart); protected: virtual void addControllers(); public: /** * @param ptr * @param disableListener Don't listen for equipment changes and magic effects. InventoryStore only supports * one listener at a time, so you shouldn't do this if creating several NpcAnimations * for the same Ptr, eg preview dolls for the player. * Those need to be manually rendered anyway. * @param disableSounds Same as \a disableListener but for playing items sounds * @param viewMode */ NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr parentNode, Resource::ResourceSystem* resourceSystem, bool disableSounds = false, ViewMode viewMode=VM_Normal, float firstPersonFieldOfView=55.f); virtual ~NpcAnimation(); virtual void enableHeadAnimation(bool enable); /// 1: the first person meshes follow the camera's rotation completely /// 0: the first person meshes follow the camera with a reduced factor, so you can look down at your own hands virtual void setAccurateAiming(bool enabled); virtual void setWeaponGroup(const std::string& group); virtual osg::Vec3f runAnimation(float timepassed); /// A relative factor (0-1) that decides if and how much the skeleton should be pitched /// to indicate the facing orientation of the character. virtual void setPitchFactor(float factor) { mPitchFactor = factor; } virtual void showWeapons(bool showWeapon); virtual void showCarriedLeft(bool show); virtual void attachArrow(); virtual void releaseArrow(float attackStrength); virtual osg::Group* getArrowBone(); virtual osg::Node* getWeaponNode(); virtual Resource::ResourceSystem* getResourceSystem(); // WeaponAnimation virtual void showWeapon(bool show) { showWeapons(show); } void setViewMode(ViewMode viewMode); void updateParts(); /// Rebuilds the NPC, updating their root model, animation sources, and equipment. void rebuild(); /// Get the inventory slot that the given node path leads into, or -1 if not found. int getSlot(const osg::NodePath& path) const; virtual void setVampire(bool vampire); /// Set a translation offset (in object root space) to apply to meshes when in first person mode. void setFirstPersonOffset(const osg::Vec3f& offset); virtual void updatePtr(const MWWorld::Ptr& updated); /// Get a list of body parts that may be used by an NPC of given race and gender. /// @note This is a fixed size list, one list item for each ESM::PartReferenceType, may contain NULL body parts. static const std::vector& getBodyParts(const std::string& raceId, bool female, bool firstperson, bool werewolf); }; } #endif