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61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
#ifndef OPENMW_MWRENDER_WEAPONANIMATION_H
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#define OPENMW_MWRENDER_WEAPONANIMATION_H
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#include <OgreController.h>
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#include <components/nifogre/ogrenifloader.hpp>
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#include "../mwworld/ptr.hpp"
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namespace MWRender
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{
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class Animation;
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class WeaponAnimationTime : public Ogre::ControllerValue<Ogre::Real>
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{
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private:
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Animation* mAnimation;
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std::string mWeaponGroup;
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float mStartTime;
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public:
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WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0) {}
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void setGroup(const std::string& group);
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void updateStartTime();
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virtual Ogre::Real getValue() const;
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virtual void setValue(Ogre::Real value)
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{ }
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};
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/// Handles attach & release of projectiles for ranged weapons
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class WeaponAnimation
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{
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public:
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WeaponAnimation() : mPitchFactor(0) {}
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virtual ~WeaponAnimation() {}
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/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
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void attachArrow(MWWorld::Ptr actor);
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/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
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void releaseArrow(MWWorld::Ptr actor);
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protected:
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NifOgre::ObjectScenePtr mAmmunition;
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virtual NifOgre::ObjectScenePtr getWeapon() = 0;
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virtual void showWeapon(bool show) = 0;
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virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot) = 0;
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/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
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/// to indicate the facing orientation of the character, for ranged weapon aiming.
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float mPitchFactor;
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void pitchSkeleton(float xrot, Ogre::SkeletonInstance* skel);
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};
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}
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#endif
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