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openmw-tes3mp/apps/openmw/mwrender/npcanimation.hpp

189 lines
5.6 KiB
C++

#ifndef GAME_RENDER_NPCANIMATION_H
#define GAME_RENDER_NPCANIMATION_H
#include "animation.hpp"
#include "../mwworld/inventorystore.hpp"
#include "weaponanimation.hpp"
namespace ESM
{
struct NPC;
}
namespace MWRender
{
class HeadAnimationTime : public Ogre::ControllerValue<Ogre::Real>
{
private:
MWWorld::Ptr mReference;
float mTalkStart;
float mTalkStop;
float mBlinkStart;
float mBlinkStop;
float mBlinkTimer;
bool mEnabled;
float mValue;
private:
void resetBlinkTimer();
public:
HeadAnimationTime(MWWorld::Ptr reference);
void update(float dt);
void setEnabled(bool enabled);
void setTalkStart(float value);
void setTalkStop(float value);
void setBlinkStart(float value);
void setBlinkStop(float value);
virtual Ogre::Real getValue() const;
virtual void setValue(Ogre::Real value)
{ }
};
class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
{
public:
virtual void equipmentChanged();
virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound);
public:
typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
enum ViewMode {
VM_Normal,
VM_FirstPerson,
VM_HeadOnly
};
private:
static const PartBoneMap sPartList;
bool mListenerDisabled;
// Bounded Parts
NifOgre::ObjectScenePtr 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 mVisibilityFlags;
int mPartslots[ESM::PRT_Count]; //Each part slot is taken by clothing, armor, or is empty
int mPartPriorities[ESM::PRT_Count];
Ogre::Vector3 mFirstPersonOffset;
Ogre::SharedPtr<HeadAnimationTime> mHeadAnimationTime;
Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime;
float mAlpha;
bool mSoundsDisabled;
Ogre::Radian mHeadYaw;
Ogre::Radian mHeadPitch;
void updateNpcBase();
NifOgre::ObjectScenePtr insertBoundedPart(const std::string &model, int group, const std::string &bonename,
const std::string &bonefilter,
bool enchantedGlow, Ogre::Vector3* 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, Ogre::Vector3* glowColor=NULL);
void removePartGroup(int group);
void addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts,
bool enchantedGlow=false, Ogre::Vector3* glowColor=NULL);
void applyAlpha(float alpha, Ogre::Entity* ent, NifOgre::ObjectScenePtr scene);
public:
/**
* @param ptr
* @param node
* @param visibilityFlags
* @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, Ogre::SceneNode* node, int visibilityFlags, bool disableListener = false,
bool disableSounds = false, ViewMode viewMode=VM_Normal);
virtual ~NpcAnimation();
virtual void enableHeadAnimation(bool enable);
virtual void setWeaponGroup(const std::string& group) { mWeaponAnimationTime->setGroup(group); }
virtual Ogre::Vector3 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 setHeadPitch(Ogre::Radian pitch);
virtual void setHeadYaw(Ogre::Radian yaw);
virtual Ogre::Radian getHeadPitch() const;
virtual Ogre::Radian getHeadYaw() const;
virtual void showWeapons(bool showWeapon);
virtual void showCarriedLeft(bool show);
virtual void attachArrow();
virtual void releaseArrow();
// WeaponAnimation
virtual NifOgre::ObjectScenePtr getWeapon() { return mObjectParts[ESM::PRT_Weapon]; }
virtual void showWeapon(bool show) { showWeapons(show); }
virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot);
void setViewMode(ViewMode viewMode);
void updateParts();
/// \brief Applies a translation to the arms and hands.
/// This may be called multiple times before the animation
/// is updated to add additional offsets.
void addFirstPersonOffset(const Ogre::Vector3 &offset);
/// Rebuilds the NPC, updating their root model, animation sources, and equipment.
void rebuild();
/// Make the NPC only partially visible
virtual void setAlpha(float alpha);
virtual void setVampire(bool vampire);
/// Prepare this animation for being rendered with \a camera (rotates billboard nodes)
virtual void preRender (Ogre::Camera* camera);
};
}
#endif