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1208 lines
43 KiB
C++
1208 lines
43 KiB
C++
#include "npcanimation.hpp"
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#include <osg/UserDataContainer>
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#include <osg/MatrixTransform>
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#include <osg/Depth>
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#include <osgUtil/RenderBin>
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#include <osgUtil/CullVisitor>
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#include <components/misc/rng.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/attach.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/sceneutil/skeleton.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/nifosg/nifloader.hpp> // TextKeyMapHolder
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "camera.hpp"
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#include "rotatecontroller.hpp"
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#include "renderbin.hpp"
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#include "vismask.hpp"
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namespace
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{
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std::string getVampireHead(const std::string& race, bool female)
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{
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static std::map <std::pair<std::string,int>, const ESM::BodyPart* > sVampireMapping;
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std::pair<std::string, int> thisCombination = std::make_pair(race, int(female));
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if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
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for(MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
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{
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const ESM::BodyPart& bodypart = *it;
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if (!bodypart.mData.mVampire)
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continue;
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if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
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continue;
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if (bodypart.mData.mPart != ESM::BodyPart::MP_Head)
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continue;
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if (female != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
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continue;
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if (!Misc::StringUtils::ciEqual(bodypart.mRace, race))
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continue;
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sVampireMapping[thisCombination] = &*it;
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}
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}
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if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
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sVampireMapping[thisCombination] = NULL;
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const ESM::BodyPart* bodyPart = sVampireMapping[thisCombination];
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if (!bodyPart)
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return std::string();
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return "meshes\\" + bodyPart->mModel;
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}
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}
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namespace MWRender
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{
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class HeadAnimationTime : public SceneUtil::ControllerSource
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{
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private:
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MWWorld::Ptr mReference;
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float mTalkStart;
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float mTalkStop;
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float mBlinkStart;
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float mBlinkStop;
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float mBlinkTimer;
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bool mEnabled;
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float mValue;
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private:
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void resetBlinkTimer();
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public:
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HeadAnimationTime(const MWWorld::Ptr& reference);
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void updatePtr(const MWWorld::Ptr& updated);
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void update(float dt);
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void setEnabled(bool enabled);
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void setTalkStart(float value);
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void setTalkStop(float value);
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void setBlinkStart(float value);
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void setBlinkStop(float value);
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virtual float getValue(osg::NodeVisitor* nv);
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};
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// --------------------------------------------------------------------------------
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/// Subclass RotateController to add a Z-offset for sneaking in first person mode.
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/// @note We use inheritance instead of adding another controller, so that we do not have to compute the worldOrient twice.
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/// @note Must be set on a MatrixTransform.
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class NeckController : public RotateController
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{
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public:
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NeckController(osg::Node* relativeTo)
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: RotateController(relativeTo)
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{
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}
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void setOffset(const osg::Vec3f& offset)
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{
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mOffset = offset;
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
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osg::Matrix matrix = transform->getMatrix();
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osg::Quat worldOrient = getWorldOrientation(node);
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osg::Quat orient = worldOrient * mRotate * worldOrient.inverse() * matrix.getRotate();
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matrix.setRotate(orient);
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matrix.setTrans(matrix.getTrans() + worldOrient.inverse() * mOffset);
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transform->setMatrix(matrix);
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traverse(node,nv);
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}
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private:
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osg::Vec3f mOffset;
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};
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// --------------------------------------------------------------------------------------------------------------
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HeadAnimationTime::HeadAnimationTime(const MWWorld::Ptr& reference)
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: mReference(reference), mTalkStart(0), mTalkStop(0), mBlinkStart(0), mBlinkStop(0), mEnabled(true), mValue(0)
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{
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resetBlinkTimer();
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}
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void HeadAnimationTime::updatePtr(const MWWorld::Ptr &updated)
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{
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mReference = updated;
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}
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void HeadAnimationTime::setEnabled(bool enabled)
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{
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mEnabled = enabled;
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}
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void HeadAnimationTime::resetBlinkTimer()
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{
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mBlinkTimer = -(2.0f + Misc::Rng::rollDice(6));
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}
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void HeadAnimationTime::update(float dt)
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{
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if (!mEnabled)
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return;
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if (MWBase::Environment::get().getSoundManager()->sayDone(mReference))
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{
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mBlinkTimer += dt;
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float duration = mBlinkStop - mBlinkStart;
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if (mBlinkTimer >= 0 && mBlinkTimer <= duration)
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{
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mValue = mBlinkStart + mBlinkTimer;
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}
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else
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mValue = mBlinkStop;
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if (mBlinkTimer > duration)
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resetBlinkTimer();
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}
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else
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{
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// FIXME: would be nice to hold on to the SoundPtr so we don't have to retrieve it every frame
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mValue = mTalkStart +
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(mTalkStop - mTalkStart) *
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std::min(1.f, MWBase::Environment::get().getSoundManager()->getSaySoundLoudness(mReference)*2); // Rescale a bit (most voices are not very loud)
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}
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}
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float HeadAnimationTime::getValue(osg::NodeVisitor*)
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{
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return mValue;
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}
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void HeadAnimationTime::setTalkStart(float value)
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{
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mTalkStart = value;
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}
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void HeadAnimationTime::setTalkStop(float value)
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{
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mTalkStop = value;
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}
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void HeadAnimationTime::setBlinkStart(float value)
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{
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mBlinkStart = value;
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}
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void HeadAnimationTime::setBlinkStop(float value)
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{
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mBlinkStop = value;
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}
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// ----------------------------------------------------
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static NpcAnimation::PartBoneMap createPartListMap()
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{
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NpcAnimation::PartBoneMap result;
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result.insert(std::make_pair(ESM::PRT_Head, "Head"));
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result.insert(std::make_pair(ESM::PRT_Hair, "Head")); // note it uses "Head" as attach bone, but "Hair" as filter
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result.insert(std::make_pair(ESM::PRT_Neck, "Neck"));
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result.insert(std::make_pair(ESM::PRT_Cuirass, "Chest"));
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result.insert(std::make_pair(ESM::PRT_Groin, "Groin"));
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result.insert(std::make_pair(ESM::PRT_Skirt, "Groin"));
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result.insert(std::make_pair(ESM::PRT_RHand, "Right Hand"));
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result.insert(std::make_pair(ESM::PRT_LHand, "Left Hand"));
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result.insert(std::make_pair(ESM::PRT_RWrist, "Right Wrist"));
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result.insert(std::make_pair(ESM::PRT_LWrist, "Left Wrist"));
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result.insert(std::make_pair(ESM::PRT_Shield, "Shield Bone"));
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result.insert(std::make_pair(ESM::PRT_RForearm, "Right Forearm"));
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result.insert(std::make_pair(ESM::PRT_LForearm, "Left Forearm"));
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result.insert(std::make_pair(ESM::PRT_RUpperarm, "Right Upper Arm"));
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result.insert(std::make_pair(ESM::PRT_LUpperarm, "Left Upper Arm"));
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result.insert(std::make_pair(ESM::PRT_RFoot, "Right Foot"));
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result.insert(std::make_pair(ESM::PRT_LFoot, "Left Foot"));
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result.insert(std::make_pair(ESM::PRT_RAnkle, "Right Ankle"));
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result.insert(std::make_pair(ESM::PRT_LAnkle, "Left Ankle"));
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result.insert(std::make_pair(ESM::PRT_RKnee, "Right Knee"));
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result.insert(std::make_pair(ESM::PRT_LKnee, "Left Knee"));
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result.insert(std::make_pair(ESM::PRT_RLeg, "Right Upper Leg"));
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result.insert(std::make_pair(ESM::PRT_LLeg, "Left Upper Leg"));
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result.insert(std::make_pair(ESM::PRT_RPauldron, "Right Clavicle"));
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result.insert(std::make_pair(ESM::PRT_LPauldron, "Left Clavicle"));
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result.insert(std::make_pair(ESM::PRT_Weapon, "Weapon Bone"));
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result.insert(std::make_pair(ESM::PRT_Tail, "Tail"));
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return result;
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}
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const NpcAnimation::PartBoneMap NpcAnimation::sPartList = createPartListMap();
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NpcAnimation::~NpcAnimation()
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{
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mAmmunition.reset();
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}
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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bool disableSounds, ViewMode viewMode, float firstPersonFieldOfView)
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: ActorAnimation(ptr, parentNode, resourceSystem),
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mViewMode(viewMode),
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mShowWeapons(false),
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mShowCarriedLeft(true),
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mNpcType(Type_Normal),
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mFirstPersonFieldOfView(firstPersonFieldOfView),
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mSoundsDisabled(disableSounds),
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mAccurateAiming(false),
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mAimingFactor(0.f)
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{
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mNpc = mPtr.get<ESM::NPC>()->mBase;
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mHeadAnimationTime = std::shared_ptr<HeadAnimationTime>(new HeadAnimationTime(mPtr));
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mWeaponAnimationTime = std::shared_ptr<WeaponAnimationTime>(new WeaponAnimationTime(this));
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for(size_t i = 0;i < ESM::PRT_Count;i++)
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{
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mPartslots[i] = -1; //each slot is empty
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mPartPriorities[i] = 0;
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}
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updateNpcBase();
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}
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void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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{
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assert(viewMode != VM_HeadOnly);
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if(mViewMode == viewMode)
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return;
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mViewMode = viewMode;
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rebuild();
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setRenderBin();
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}
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/// @brief A RenderBin callback to clear the depth buffer before rendering.
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class DepthClearCallback : public osgUtil::RenderBin::DrawCallback
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{
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public:
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DepthClearCallback()
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{
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mDepth = new osg::Depth;
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mDepth->setWriteMask(true);
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}
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virtual void drawImplementation(osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous)
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{
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renderInfo.getState()->applyAttribute(mDepth);
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glClear(GL_DEPTH_BUFFER_BIT);
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bin->drawImplementation(renderInfo, previous);
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}
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osg::ref_ptr<osg::Depth> mDepth;
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};
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/// Overrides Field of View to given value for rendering the subgraph.
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/// Must be added as cull callback.
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class OverrideFieldOfViewCallback : public osg::NodeCallback
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{
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public:
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OverrideFieldOfViewCallback(float fov)
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: mFov(fov)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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float fov, aspect, zNear, zFar;
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if (cv->getProjectionMatrix()->getPerspective(fov, aspect, zNear, zFar))
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{
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fov = mFov;
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osg::RefMatrix* newProjectionMatrix = new osg::RefMatrix(*cv->getProjectionMatrix());
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newProjectionMatrix->makePerspective(fov, aspect, zNear, zFar);
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cv->pushProjectionMatrix(newProjectionMatrix);
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traverse(node, nv);
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cv->popProjectionMatrix();
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}
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else
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traverse(node, nv);
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}
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private:
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float mFov;
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};
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void NpcAnimation::setRenderBin()
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{
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if (mViewMode == VM_FirstPerson)
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{
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static bool prototypeAdded = false;
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if (!prototypeAdded)
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{
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osg::ref_ptr<osgUtil::RenderBin> depthClearBin (new osgUtil::RenderBin);
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depthClearBin->setDrawCallback(new DepthClearCallback);
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osgUtil::RenderBin::addRenderBinPrototype("DepthClear", depthClearBin);
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prototypeAdded = true;
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}
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osg::StateSet* stateset = mObjectRoot->getOrCreateStateSet();
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stateset->setRenderBinDetails(RenderBin_FirstPerson, "DepthClear", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
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}
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else
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Animation::setRenderBin();
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}
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void NpcAnimation::rebuild()
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{
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updateNpcBase();
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MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
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}
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int NpcAnimation::getSlot(const osg::NodePath &path) const
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{
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for (int i=0; i<ESM::PRT_Count; ++i)
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{
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PartHolderPtr part = mObjectParts[i];
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if (!part.get())
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continue;
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if (std::find(path.begin(), path.end(), part->getNode().get()) != path.end())
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{
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return mPartslots[i];
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}
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}
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return -1;
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}
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void NpcAnimation::updateNpcBase()
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{
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clearAnimSources();
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for(size_t i = 0;i < ESM::PRT_Count;i++)
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removeIndividualPart((ESM::PartReferenceType)i);
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
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bool isWerewolf = (mNpcType == Type_Werewolf);
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bool isVampire = (mNpcType == Type_Vampire);
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bool isFemale = !mNpc->isMale();
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if (isWerewolf)
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{
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mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHead")->mModel;
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mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHair")->mModel;
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}
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else
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{
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mHeadModel = "";
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const std::string& vampireHead = getVampireHead(mNpc->mRace, isFemale);
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if (isVampire && !vampireHead.empty())
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mHeadModel = vampireHead;
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else if (!mNpc->mHead.empty())
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{
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const ESM::BodyPart* bp = store.get<ESM::BodyPart>().search(mNpc->mHead);
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if (bp)
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mHeadModel = "meshes\\" + bp->mModel;
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else
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std::cerr << "Warning: Failed to load body part '" << mNpc->mHead << "'" << std::endl;
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}
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mHairModel = "";
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if (!mNpc->mHair.empty())
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{
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const ESM::BodyPart* bp = store.get<ESM::BodyPart>().search(mNpc->mHair);
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if (bp)
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mHairModel = "meshes\\" + bp->mModel;
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else
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std::cerr << "Warning: Failed to load body part '" << mNpc->mHair << "'" << std::endl;
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}
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}
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bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
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std::string smodel;
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if (mViewMode != VM_FirstPerson)
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{
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if (isWerewolf)
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smodel = "meshes\\wolf\\skin.nif";
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else if (isBeast)
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smodel = "meshes\\base_animkna.nif";
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else if (isFemale)
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smodel = "meshes\\base_anim_female.nif";
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else
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smodel = "meshes\\base_anim.nif";
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}
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else
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{
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if (isWerewolf)
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smodel = "meshes\\wolf\\skin.1st.nif";
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else if (isBeast)
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smodel = "meshes\\base_animkna.1st.nif";
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else if (isFemale)
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smodel = "meshes\\base_anim_female.1st.nif";
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else
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smodel = "meshes\\base_anim.1st.nif";
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}
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smodel = Misc::ResourceHelpers::correctActorModelPath(smodel, mResourceSystem->getVFS());
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setObjectRoot(smodel, true, true, false);
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if(mViewMode != VM_FirstPerson)
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{
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const std::string base = "meshes\\xbase_anim.nif";
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if (smodel != base)
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addAnimSource(base, smodel);
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addAnimSource(smodel, smodel);
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if(!isWerewolf)
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{
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if(mNpc->mModel.length() > 0)
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addAnimSource(Misc::ResourceHelpers::correctActorModelPath("meshes\\" + mNpc->mModel, mResourceSystem->getVFS()), smodel);
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if(Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
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addAnimSource("meshes\\xargonian_swimkna.nif", smodel);
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}
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}
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else
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{
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const std::string base = "meshes\\xbase_anim.1st.nif";
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if (smodel != base)
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addAnimSource(base, smodel);
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addAnimSource(smodel, smodel);
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|
|
|
mObjectRoot->setNodeMask(Mask_FirstPerson);
|
|
mObjectRoot->addCullCallback(new OverrideFieldOfViewCallback(mFirstPersonFieldOfView));
|
|
}
|
|
|
|
updateParts();
|
|
|
|
mWeaponAnimationTime->updateStartTime();
|
|
}
|
|
|
|
void NpcAnimation::updateParts()
|
|
{
|
|
if (!mObjectRoot.get())
|
|
return;
|
|
|
|
const MWWorld::Class &cls = mPtr.getClass();
|
|
|
|
NpcType curType = Type_Normal;
|
|
if (cls.getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0)
|
|
curType = Type_Vampire;
|
|
if (cls.getNpcStats(mPtr).isWerewolf())
|
|
curType = Type_Werewolf;
|
|
|
|
if (curType != mNpcType)
|
|
{
|
|
mNpcType = curType;
|
|
rebuild();
|
|
return;
|
|
}
|
|
|
|
static const struct {
|
|
int mSlot;
|
|
int mBasePriority;
|
|
} slotlist[] = {
|
|
// FIXME: Priority is based on the number of reserved slots. There should be a better way.
|
|
{ MWWorld::InventoryStore::Slot_Robe, 12 },
|
|
{ MWWorld::InventoryStore::Slot_Skirt, 3 },
|
|
{ MWWorld::InventoryStore::Slot_Helmet, 0 },
|
|
{ MWWorld::InventoryStore::Slot_Cuirass, 0 },
|
|
{ MWWorld::InventoryStore::Slot_Greaves, 0 },
|
|
{ MWWorld::InventoryStore::Slot_LeftPauldron, 0 },
|
|
{ MWWorld::InventoryStore::Slot_RightPauldron, 0 },
|
|
{ MWWorld::InventoryStore::Slot_Boots, 0 },
|
|
{ MWWorld::InventoryStore::Slot_LeftGauntlet, 0 },
|
|
{ MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
|
|
{ MWWorld::InventoryStore::Slot_Shirt, 0 },
|
|
{ MWWorld::InventoryStore::Slot_Pants, 0 },
|
|
{ MWWorld::InventoryStore::Slot_CarriedLeft, 0 },
|
|
{ MWWorld::InventoryStore::Slot_CarriedRight, 0 }
|
|
};
|
|
static const size_t slotlistsize = sizeof(slotlist)/sizeof(slotlist[0]);
|
|
|
|
bool wasArrowAttached = (mAmmunition.get() != NULL);
|
|
mAmmunition.reset();
|
|
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
|
|
{
|
|
MWWorld::ConstContainerStoreIterator store = inv.getSlot(slotlist[i].mSlot);
|
|
|
|
removePartGroup(slotlist[i].mSlot);
|
|
|
|
if(store == inv.end())
|
|
continue;
|
|
|
|
if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Helmet)
|
|
removeIndividualPart(ESM::PRT_Hair);
|
|
|
|
int prio = 1;
|
|
bool enchantedGlow = !store->getClass().getEnchantment(*store).empty();
|
|
osg::Vec4f glowColor = getEnchantmentColor(*store);
|
|
if(store->getTypeName() == typeid(ESM::Clothing).name())
|
|
{
|
|
prio = ((slotlist[i].mBasePriority+1)<<1) + 0;
|
|
const ESM::Clothing *clothes = store->get<ESM::Clothing>()->mBase;
|
|
addPartGroup(slotlist[i].mSlot, prio, clothes->mParts.mParts, enchantedGlow, &glowColor);
|
|
}
|
|
else if(store->getTypeName() == typeid(ESM::Armor).name())
|
|
{
|
|
prio = ((slotlist[i].mBasePriority+1)<<1) + 1;
|
|
const ESM::Armor *armor = store->get<ESM::Armor>()->mBase;
|
|
addPartGroup(slotlist[i].mSlot, prio, armor->mParts.mParts, enchantedGlow, &glowColor);
|
|
}
|
|
|
|
if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Robe)
|
|
{
|
|
ESM::PartReferenceType parts[] = {
|
|
ESM::PRT_Groin, ESM::PRT_Skirt, ESM::PRT_RLeg, ESM::PRT_LLeg,
|
|
ESM::PRT_RUpperarm, ESM::PRT_LUpperarm, ESM::PRT_RKnee, ESM::PRT_LKnee,
|
|
ESM::PRT_RForearm, ESM::PRT_LForearm
|
|
};
|
|
size_t parts_size = sizeof(parts)/sizeof(parts[0]);
|
|
for(size_t p = 0;p < parts_size;++p)
|
|
reserveIndividualPart(parts[p], slotlist[i].mSlot, prio);
|
|
}
|
|
else if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Skirt)
|
|
{
|
|
reserveIndividualPart(ESM::PRT_Groin, slotlist[i].mSlot, prio);
|
|
reserveIndividualPart(ESM::PRT_RLeg, slotlist[i].mSlot, prio);
|
|
reserveIndividualPart(ESM::PRT_LLeg, slotlist[i].mSlot, prio);
|
|
}
|
|
}
|
|
|
|
if(mViewMode != VM_FirstPerson)
|
|
{
|
|
if(mPartPriorities[ESM::PRT_Head] < 1 && !mHeadModel.empty())
|
|
addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, mHeadModel);
|
|
if(mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[ESM::PRT_Head] <= 1 && !mHairModel.empty())
|
|
addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, mHairModel);
|
|
}
|
|
if(mViewMode == VM_HeadOnly)
|
|
return;
|
|
|
|
if(mPartPriorities[ESM::PRT_Shield] < 1)
|
|
{
|
|
MWWorld::ConstContainerStoreIterator store = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
MWWorld::ConstPtr part;
|
|
if(store != inv.end() && (part=*store).getTypeName() == typeid(ESM::Light).name())
|
|
{
|
|
const ESM::Light *light = part.get<ESM::Light>()->mBase;
|
|
addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft,
|
|
1, "meshes\\"+light->mModel);
|
|
if (mObjectParts[ESM::PRT_Shield])
|
|
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), light);
|
|
}
|
|
}
|
|
|
|
showWeapons(mShowWeapons);
|
|
showCarriedLeft(mShowCarriedLeft);
|
|
|
|
bool isWerewolf = (mNpcType == Type_Werewolf);
|
|
std::string race = (isWerewolf ? "werewolf" : Misc::StringUtils::lowerCase(mNpc->mRace));
|
|
|
|
const std::vector<const ESM::BodyPart*> &parts = getBodyParts(race, !mNpc->isMale(), mViewMode == VM_FirstPerson, isWerewolf);
|
|
for(int part = ESM::PRT_Neck; part < ESM::PRT_Count; ++part)
|
|
{
|
|
if(mPartPriorities[part] < 1)
|
|
{
|
|
const ESM::BodyPart* bodypart = parts[part];
|
|
if(bodypart)
|
|
addOrReplaceIndividualPart((ESM::PartReferenceType)part, -1, 1,
|
|
"meshes\\"+bodypart->mModel);
|
|
}
|
|
}
|
|
|
|
if (wasArrowAttached)
|
|
attachArrow();
|
|
|
|
if (mAlpha != 1.f)
|
|
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
|
|
}
|
|
|
|
|
|
|
|
PartHolderPtr NpcAnimation::insertBoundedPart(const std::string& model, const std::string& bonename, const std::string& bonefilter, bool enchantedGlow, osg::Vec4f* glowColor)
|
|
{
|
|
osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model);
|
|
|
|
const NodeMap& nodeMap = getNodeMap();
|
|
NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(bonename));
|
|
if (found == nodeMap.end())
|
|
throw std::runtime_error("Can't find attachment node " + bonename);
|
|
|
|
osg::ref_ptr<osg::Node> attached = SceneUtil::attach(instance, mObjectRoot, bonefilter, found->second);
|
|
if (enchantedGlow)
|
|
addGlow(attached, *glowColor);
|
|
|
|
return PartHolderPtr(new PartHolder(attached));
|
|
}
|
|
|
|
osg::Vec3f NpcAnimation::runAnimation(float timepassed)
|
|
{
|
|
osg::Vec3f ret = Animation::runAnimation(timepassed);
|
|
|
|
mHeadAnimationTime->update(timepassed);
|
|
|
|
if (mFirstPersonNeckController)
|
|
{
|
|
if (mAccurateAiming)
|
|
mAimingFactor = 1.f;
|
|
else
|
|
mAimingFactor = std::max(0.f, mAimingFactor - timepassed * 0.5f);
|
|
|
|
float rotateFactor = 0.75f + 0.25f * mAimingFactor;
|
|
|
|
mFirstPersonNeckController->setRotate(osg::Quat(mPtr.getRefData().getPosition().rot[0] * rotateFactor, osg::Vec3f(-1,0,0)));
|
|
mFirstPersonNeckController->setOffset(mFirstPersonOffset);
|
|
}
|
|
|
|
WeaponAnimation::configureControllers(mPtr.getRefData().getPosition().rot[0]);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void NpcAnimation::removeIndividualPart(ESM::PartReferenceType type)
|
|
{
|
|
mPartPriorities[type] = 0;
|
|
mPartslots[type] = -1;
|
|
|
|
mObjectParts[type].reset();
|
|
if (!mSoundIds[type].empty() && !mSoundsDisabled)
|
|
{
|
|
MWBase::Environment::get().getSoundManager()->stopSound3D(mPtr, mSoundIds[type]);
|
|
mSoundIds[type].clear();
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::reserveIndividualPart(ESM::PartReferenceType type, int group, int priority)
|
|
{
|
|
if(priority > mPartPriorities[type])
|
|
{
|
|
removeIndividualPart(type);
|
|
mPartPriorities[type] = priority;
|
|
mPartslots[type] = group;
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::removePartGroup(int group)
|
|
{
|
|
for(int i = 0; i < ESM::PRT_Count; i++)
|
|
{
|
|
if(mPartslots[i] == group)
|
|
removeIndividualPart((ESM::PartReferenceType)i);
|
|
}
|
|
}
|
|
|
|
bool NpcAnimation::isFirstPersonPart(const ESM::BodyPart* bodypart)
|
|
{
|
|
return (bodypart->mId.size() >= 3)
|
|
&& bodypart->mId[bodypart->mId.size()-3] == '1'
|
|
&& bodypart->mId[bodypart->mId.size()-2] == 's'
|
|
&& bodypart->mId[bodypart->mId.size()-1] == 't';
|
|
}
|
|
|
|
bool NpcAnimation::isFemalePart(const ESM::BodyPart* bodypart)
|
|
{
|
|
return bodypart->mData.mFlags & ESM::BodyPart::BPF_Female;
|
|
}
|
|
|
|
bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority, const std::string &mesh, bool enchantedGlow, osg::Vec4f* glowColor)
|
|
{
|
|
if(priority <= mPartPriorities[type])
|
|
return false;
|
|
|
|
removeIndividualPart(type);
|
|
mPartslots[type] = group;
|
|
mPartPriorities[type] = priority;
|
|
try
|
|
{
|
|
const std::string& bonename = sPartList.at(type);
|
|
// PRT_Hair seems to be the only type that breaks consistency and uses a filter that's different from the attachment bone
|
|
const std::string bonefilter = (type == ESM::PRT_Hair) ? "hair" : bonename;
|
|
mObjectParts[type] = insertBoundedPart(mesh, bonename, bonefilter, enchantedGlow, glowColor);
|
|
}
|
|
catch (std::exception& e)
|
|
{
|
|
std::cerr << "Error adding NPC part: " << e.what() << std::endl;
|
|
return false;
|
|
}
|
|
|
|
if (!mSoundsDisabled)
|
|
{
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator csi = inv.getSlot(group < 0 ? MWWorld::InventoryStore::Slot_Helmet : group);
|
|
if (csi != inv.end())
|
|
{
|
|
mSoundIds[type] = csi->getClass().getSound(*csi);
|
|
if (!mSoundIds[type].empty())
|
|
{
|
|
MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, mSoundIds[type],
|
|
1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
osg::Node* node = mObjectParts[type]->getNode();
|
|
if (node->getNumChildrenRequiringUpdateTraversal() > 0)
|
|
{
|
|
std::shared_ptr<SceneUtil::ControllerSource> src;
|
|
if (type == ESM::PRT_Head)
|
|
{
|
|
src = mHeadAnimationTime;
|
|
|
|
if (node->getUserDataContainer())
|
|
{
|
|
for (unsigned int i=0; i<node->getUserDataContainer()->getNumUserObjects(); ++i)
|
|
{
|
|
osg::Object* obj = node->getUserDataContainer()->getUserObject(i);
|
|
if (NifOsg::TextKeyMapHolder* keys = dynamic_cast<NifOsg::TextKeyMapHolder*>(obj))
|
|
{
|
|
for (NifOsg::TextKeyMap::const_iterator it = keys->mTextKeys.begin(); it != keys->mTextKeys.end(); ++it)
|
|
{
|
|
if (Misc::StringUtils::ciEqual(it->second, "talk: start"))
|
|
mHeadAnimationTime->setTalkStart(it->first);
|
|
if (Misc::StringUtils::ciEqual(it->second, "talk: stop"))
|
|
mHeadAnimationTime->setTalkStop(it->first);
|
|
if (Misc::StringUtils::ciEqual(it->second, "blink: start"))
|
|
mHeadAnimationTime->setBlinkStart(it->first);
|
|
if (Misc::StringUtils::ciEqual(it->second, "blink: stop"))
|
|
mHeadAnimationTime->setBlinkStop(it->first);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (type == ESM::PRT_Weapon)
|
|
src = mWeaponAnimationTime;
|
|
else
|
|
src.reset(new NullAnimationTime);
|
|
|
|
SceneUtil::AssignControllerSourcesVisitor assignVisitor(src);
|
|
node->accept(assignVisitor);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void NpcAnimation::addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts, bool enchantedGlow, osg::Vec4f* glowColor)
|
|
{
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
|
|
|
|
const char *ext = (mViewMode == VM_FirstPerson) ? ".1st" : "";
|
|
std::vector<ESM::PartReference>::const_iterator part(parts.begin());
|
|
for(;part != parts.end();++part)
|
|
{
|
|
const ESM::BodyPart *bodypart = 0;
|
|
if(!mNpc->isMale() && !part->mFemale.empty())
|
|
{
|
|
bodypart = partStore.search(part->mFemale+ext);
|
|
if(!bodypart && mViewMode == VM_FirstPerson)
|
|
{
|
|
bodypart = partStore.search(part->mFemale);
|
|
if(bodypart && !(bodypart->mData.mPart == ESM::BodyPart::MP_Hand ||
|
|
bodypart->mData.mPart == ESM::BodyPart::MP_Wrist ||
|
|
bodypart->mData.mPart == ESM::BodyPart::MP_Forearm ||
|
|
bodypart->mData.mPart == ESM::BodyPart::MP_Upperarm))
|
|
bodypart = NULL;
|
|
}
|
|
else if (!bodypart)
|
|
std::cerr << "Warning: Failed to find body part '" << part->mFemale << "'" << std::endl;
|
|
}
|
|
if(!bodypart && !part->mMale.empty())
|
|
{
|
|
bodypart = partStore.search(part->mMale+ext);
|
|
if(!bodypart && mViewMode == VM_FirstPerson)
|
|
{
|
|
bodypart = partStore.search(part->mMale);
|
|
if(bodypart && !(bodypart->mData.mPart == ESM::BodyPart::MP_Hand ||
|
|
bodypart->mData.mPart == ESM::BodyPart::MP_Wrist ||
|
|
bodypart->mData.mPart == ESM::BodyPart::MP_Forearm ||
|
|
bodypart->mData.mPart == ESM::BodyPart::MP_Upperarm))
|
|
bodypart = NULL;
|
|
}
|
|
else if (!bodypart)
|
|
std::cerr << "Warning: Failed to find body part '" << part->mMale << "'" << std::endl;
|
|
}
|
|
|
|
if(bodypart)
|
|
addOrReplaceIndividualPart((ESM::PartReferenceType)part->mPart, group, priority, "meshes\\"+bodypart->mModel, enchantedGlow, glowColor);
|
|
else
|
|
reserveIndividualPart((ESM::PartReferenceType)part->mPart, group, priority);
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::addControllers()
|
|
{
|
|
Animation::addControllers();
|
|
|
|
mFirstPersonNeckController = NULL;
|
|
WeaponAnimation::deleteControllers();
|
|
|
|
if (mViewMode == VM_FirstPerson)
|
|
{
|
|
NodeMap::iterator found = mNodeMap.find("bip01 neck");
|
|
if (found != mNodeMap.end())
|
|
{
|
|
osg::MatrixTransform* node = found->second.get();
|
|
mFirstPersonNeckController = new NeckController(mObjectRoot.get());
|
|
node->addUpdateCallback(mFirstPersonNeckController);
|
|
mActiveControllers.insert(std::make_pair(node, mFirstPersonNeckController));
|
|
}
|
|
}
|
|
else if (mViewMode == VM_Normal)
|
|
{
|
|
WeaponAnimation::addControllers(mNodeMap, mActiveControllers, mObjectRoot.get());
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::showWeapons(bool showWeapon)
|
|
{
|
|
mShowWeapons = showWeapon;
|
|
mAmmunition.reset();
|
|
if(showWeapon)
|
|
{
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
if(weapon != inv.end())
|
|
{
|
|
osg::Vec4f glowColor = getEnchantmentColor(*weapon);
|
|
std::string mesh = weapon->getClass().getModel(*weapon);
|
|
addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1,
|
|
mesh, !weapon->getClass().getEnchantment(*weapon).empty(), &glowColor);
|
|
|
|
// Crossbows start out with a bolt attached
|
|
if (weapon->getTypeName() == typeid(ESM::Weapon).name() &&
|
|
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
|
|
{
|
|
MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
|
|
if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
|
|
attachArrow();
|
|
}
|
|
}
|
|
if (mAlpha != 1.f)
|
|
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
|
|
}
|
|
else
|
|
{
|
|
removeIndividualPart(ESM::PRT_Weapon);
|
|
// If we remove/hide weapon from player, we should reset attack animation as well
|
|
if (mPtr == MWMechanics::getPlayer())
|
|
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::showCarriedLeft(bool show)
|
|
{
|
|
mShowCarriedLeft = show;
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
if(show && iter != inv.end())
|
|
{
|
|
osg::Vec4f glowColor = getEnchantmentColor(*iter);
|
|
std::string mesh = iter->getClass().getModel(*iter);
|
|
if (addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1,
|
|
mesh, !iter->getClass().getEnchantment(*iter).empty(), &glowColor))
|
|
{
|
|
if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
|
|
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
|
|
}
|
|
if (mAlpha != 1.f)
|
|
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
|
|
}
|
|
else
|
|
removeIndividualPart(ESM::PRT_Shield);
|
|
}
|
|
|
|
void NpcAnimation::attachArrow()
|
|
{
|
|
WeaponAnimation::attachArrow(mPtr);
|
|
}
|
|
|
|
void NpcAnimation::releaseArrow(float attackStrength)
|
|
{
|
|
WeaponAnimation::releaseArrow(mPtr, attackStrength);
|
|
}
|
|
|
|
osg::Group* NpcAnimation::getArrowBone()
|
|
{
|
|
PartHolderPtr part = mObjectParts[ESM::PRT_Weapon];
|
|
if (!part)
|
|
return NULL;
|
|
|
|
SceneUtil::FindByNameVisitor findVisitor ("ArrowBone");
|
|
part->getNode()->accept(findVisitor);
|
|
|
|
return findVisitor.mFoundNode;
|
|
}
|
|
|
|
osg::Node* NpcAnimation::getWeaponNode()
|
|
{
|
|
PartHolderPtr part = mObjectParts[ESM::PRT_Weapon];
|
|
if (!part)
|
|
return NULL;
|
|
return part->getNode();
|
|
}
|
|
|
|
Resource::ResourceSystem* NpcAnimation::getResourceSystem()
|
|
{
|
|
return mResourceSystem;
|
|
}
|
|
|
|
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew)
|
|
{
|
|
// During first auto equip, we don't play any sounds.
|
|
// Basically we don't want sounds when the actor is first loaded,
|
|
// the items should appear as if they'd always been equipped.
|
|
if (isNew)
|
|
{
|
|
static const std::string schools[] = {
|
|
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
|
|
};
|
|
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
if(!magicEffect->mHitSound.empty())
|
|
sndMgr->playSound3D(mPtr, magicEffect->mHitSound, 1.0f, 1.0f);
|
|
else
|
|
sndMgr->playSound3D(mPtr, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
|
|
}
|
|
|
|
if (!magicEffect->mHit.empty())
|
|
{
|
|
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
|
|
bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
|
|
// Don't play particle VFX unless the effect is new or it should be looping.
|
|
if (isNew || loop)
|
|
addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", magicEffect->mParticle);
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::enableHeadAnimation(bool enable)
|
|
{
|
|
mHeadAnimationTime->setEnabled(enable);
|
|
}
|
|
|
|
void NpcAnimation::setWeaponGroup(const std::string &group)
|
|
{
|
|
mWeaponAnimationTime->setGroup(group);
|
|
}
|
|
|
|
void NpcAnimation::equipmentChanged()
|
|
{
|
|
updateParts();
|
|
}
|
|
|
|
void NpcAnimation::setVampire(bool vampire)
|
|
{
|
|
if (mNpcType == Type_Werewolf) // we can't have werewolf vampires, can we
|
|
return;
|
|
if ((mNpcType == Type_Vampire) != vampire)
|
|
{
|
|
if (mPtr == MWMechanics::getPlayer())
|
|
MWBase::Environment::get().getWorld()->reattachPlayerCamera();
|
|
else
|
|
rebuild();
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::setFirstPersonOffset(const osg::Vec3f &offset)
|
|
{
|
|
mFirstPersonOffset = offset;
|
|
}
|
|
|
|
void NpcAnimation::updatePtr(const MWWorld::Ptr &updated)
|
|
{
|
|
Animation::updatePtr(updated);
|
|
mHeadAnimationTime->updatePtr(updated);
|
|
}
|
|
|
|
// Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
|
|
typedef std::map< std::pair<std::string,int>,std::vector<const ESM::BodyPart*> > RaceMapping;
|
|
static RaceMapping sRaceMapping;
|
|
|
|
const std::vector<const ESM::BodyPart *>& NpcAnimation::getBodyParts(const std::string &race, bool female, bool firstPerson, bool werewolf)
|
|
{
|
|
static const int Flag_FirstPerson = 1<<1;
|
|
static const int Flag_Female = 1<<0;
|
|
|
|
int flags = (werewolf ? -1 : 0);
|
|
if(female)
|
|
flags |= Flag_Female;
|
|
if(firstPerson)
|
|
flags |= Flag_FirstPerson;
|
|
|
|
RaceMapping::iterator found = sRaceMapping.find(std::make_pair(race, flags));
|
|
if (found != sRaceMapping.end())
|
|
return found->second;
|
|
else
|
|
{
|
|
std::vector<const ESM::BodyPart*>& parts = sRaceMapping[std::make_pair(race, flags)];
|
|
|
|
typedef std::multimap<ESM::BodyPart::MeshPart,ESM::PartReferenceType> BodyPartMapType;
|
|
static BodyPartMapType sBodyPartMap;
|
|
if(sBodyPartMap.empty())
|
|
{
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Neck, ESM::PRT_Neck));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Chest, ESM::PRT_Cuirass));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Groin, ESM::PRT_Groin));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Hand, ESM::PRT_RHand));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Hand, ESM::PRT_LHand));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Wrist, ESM::PRT_RWrist));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Wrist, ESM::PRT_LWrist));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Forearm, ESM::PRT_RForearm));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Forearm, ESM::PRT_LForearm));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperarm, ESM::PRT_RUpperarm));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperarm, ESM::PRT_LUpperarm));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Foot, ESM::PRT_RFoot));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Foot, ESM::PRT_LFoot));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Ankle, ESM::PRT_RAnkle));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Ankle, ESM::PRT_LAnkle));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Knee, ESM::PRT_RKnee));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Knee, ESM::PRT_LKnee));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperleg, ESM::PRT_RLeg));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperleg, ESM::PRT_LLeg));
|
|
sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Tail, ESM::PRT_Tail));
|
|
}
|
|
|
|
parts.resize(ESM::PRT_Count, NULL);
|
|
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
|
|
for(MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
|
|
{
|
|
if(werewolf)
|
|
break;
|
|
const ESM::BodyPart& bodypart = *it;
|
|
if (bodypart.mData.mFlags & ESM::BodyPart::BPF_NotPlayable)
|
|
continue;
|
|
if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
|
|
continue;
|
|
|
|
if (!Misc::StringUtils::ciEqual(bodypart.mRace, race))
|
|
continue;
|
|
|
|
bool partFirstPerson = isFirstPersonPart(&bodypart);
|
|
|
|
bool isHand = bodypart.mData.mPart == ESM::BodyPart::MP_Hand ||
|
|
bodypart.mData.mPart == ESM::BodyPart::MP_Wrist ||
|
|
bodypart.mData.mPart == ESM::BodyPart::MP_Forearm ||
|
|
bodypart.mData.mPart == ESM::BodyPart::MP_Upperarm;
|
|
|
|
bool isSameGender = isFemalePart(&bodypart) == female;
|
|
|
|
/* A fallback for the arms if 1st person is missing:
|
|
1. Try to use 3d person skin for same gender
|
|
2. Try to use 1st person skin for male, if female == true
|
|
3. Try to use 3d person skin for male, if female == true
|
|
|
|
A fallback in another cases: allow to use male bodyparts, if female == true
|
|
*/
|
|
if (firstPerson && isHand && !partFirstPerson)
|
|
{
|
|
// Allow 3rd person skins as a fallback for the arms if 1st person is missing
|
|
BodyPartMapType::const_iterator bIt = sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
|
|
while(bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
|
|
{
|
|
// If we have no fallback bodypart now and bodypart is for same gender (1)
|
|
if(!parts[bIt->second] && isSameGender)
|
|
parts[bIt->second] = &bodypart;
|
|
|
|
// If we have fallback bodypart for other gender and found fallback for current gender (1)
|
|
else if(isSameGender && isFemalePart(parts[bIt->second]) != female)
|
|
parts[bIt->second] = &bodypart;
|
|
|
|
// If we have no fallback bodypart and searching for female bodyparts (3)
|
|
else if(!parts[bIt->second] && female)
|
|
parts[bIt->second] = &bodypart;
|
|
|
|
++bIt;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// Don't allow to use podyparts for a different view
|
|
if (partFirstPerson != firstPerson)
|
|
continue;
|
|
|
|
if (female && !isFemalePart(&bodypart))
|
|
{
|
|
// Allow male parts as fallback for females if female parts are missing
|
|
BodyPartMapType::const_iterator bIt = sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
|
|
while(bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
|
|
{
|
|
// If we have no fallback bodypart now
|
|
if(!parts[bIt->second])
|
|
parts[bIt->second] = &bodypart;
|
|
|
|
// If we have 3d person fallback bodypart for hand and 1st person fallback found (2)
|
|
else if(isHand && !isFirstPersonPart(parts[bIt->second]) && partFirstPerson)
|
|
parts[bIt->second] = &bodypart;
|
|
|
|
++bIt;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// Don't allow to use podyparts for another gender
|
|
if (female != isFemalePart(&bodypart))
|
|
continue;
|
|
|
|
// Use properly found bodypart, replacing fallbacks
|
|
BodyPartMapType::const_iterator bIt = sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
|
|
while(bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
|
|
{
|
|
parts[bIt->second] = &bodypart;
|
|
++bIt;
|
|
}
|
|
}
|
|
return parts;
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::setAccurateAiming(bool enabled)
|
|
{
|
|
mAccurateAiming = enabled;
|
|
}
|
|
|
|
}
|