You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
468 lines
16 KiB
C++
468 lines
16 KiB
C++
#ifndef GAME_RENDER_ANIMATION_H
|
|
#define GAME_RENDER_ANIMATION_H
|
|
|
|
#include "../mwworld/ptr.hpp"
|
|
|
|
#include <components/sceneutil/controller.hpp>
|
|
|
|
namespace ESM
|
|
{
|
|
struct Light;
|
|
}
|
|
|
|
namespace Resource
|
|
{
|
|
class ResourceSystem;
|
|
}
|
|
|
|
namespace NifOsg
|
|
{
|
|
class KeyframeHolder;
|
|
class KeyframeController;
|
|
}
|
|
|
|
namespace SceneUtil
|
|
{
|
|
class LightSource;
|
|
class Skeleton;
|
|
}
|
|
|
|
namespace MWRender
|
|
{
|
|
|
|
class ResetAccumRootCallback;
|
|
class RotateController;
|
|
|
|
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<osg::Node> node);
|
|
|
|
~PartHolder();
|
|
|
|
/// Unreferences mNode *without* detaching it from the graph. Only use if you know what you are doing.
|
|
void unlink();
|
|
|
|
osg::ref_ptr<osg::Node> getNode()
|
|
{
|
|
return mNode;
|
|
}
|
|
|
|
private:
|
|
osg::ref_ptr<osg::Node> mNode;
|
|
|
|
void operator= (const PartHolder&);
|
|
PartHolder(const PartHolder&);
|
|
};
|
|
typedef boost::shared_ptr<PartHolder> PartHolderPtr;
|
|
|
|
class Animation
|
|
{
|
|
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<sNumBlendMasks; ++i)
|
|
mPriority[i] = priority;
|
|
}
|
|
|
|
bool operator == (const AnimPriority& other) const
|
|
{
|
|
for (unsigned int i=0; i<sNumBlendMasks; ++i)
|
|
if (other.mPriority[i] != mPriority[i])
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
int& operator[] (BoneGroup n)
|
|
{
|
|
return mPriority[n];
|
|
}
|
|
|
|
const int& operator[] (BoneGroup n) const
|
|
{
|
|
return mPriority[n];
|
|
}
|
|
|
|
bool contains(int priority) const
|
|
{
|
|
for (unsigned int i=0; i<sNumBlendMasks; ++i)
|
|
if (priority == mPriority[i])
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
int mPriority[sNumBlendMasks];
|
|
};
|
|
|
|
class TextKeyListener
|
|
{
|
|
public:
|
|
virtual void handleTextKey(const std::string &groupname, const std::multimap<float, std::string>::const_iterator &key,
|
|
const std::multimap<float, std::string>& map) = 0;
|
|
};
|
|
|
|
void setTextKeyListener(TextKeyListener* listener);
|
|
|
|
protected:
|
|
class AnimationTime : public SceneUtil::ControllerSource
|
|
{
|
|
private:
|
|
boost::shared_ptr<float> mTimePtr;
|
|
|
|
public:
|
|
|
|
void setTimePtr(boost::shared_ptr<float> time)
|
|
{ mTimePtr = time; }
|
|
boost::shared_ptr<float> 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 {
|
|
boost::shared_ptr<AnimSource> mSource;
|
|
float mStartTime;
|
|
float mLoopStartTime;
|
|
float mLoopStopTime;
|
|
float mStopTime;
|
|
|
|
typedef boost::shared_ptr<float> TimePtr;
|
|
TimePtr mTime;
|
|
float mSpeedMult;
|
|
|
|
bool mPlaying;
|
|
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), mLoopCount(0),
|
|
mPriority(0), mBlendMask(0), mAutoDisable(true)
|
|
{
|
|
}
|
|
~AnimState();
|
|
|
|
float getTime() const
|
|
{
|
|
return *mTime;
|
|
}
|
|
void setTime(float time)
|
|
{
|
|
*mTime = time;
|
|
}
|
|
};
|
|
typedef std::map<std::string,AnimState> AnimStateMap;
|
|
AnimStateMap mStates;
|
|
|
|
typedef std::vector<boost::shared_ptr<AnimSource> > AnimSourceList;
|
|
AnimSourceList mAnimSources;
|
|
|
|
osg::ref_ptr<osg::Group> mInsert;
|
|
|
|
osg::ref_ptr<osg::Group> mObjectRoot;
|
|
SceneUtil::Skeleton* mSkeleton;
|
|
|
|
// The node expected to accumulate movement during movement animations.
|
|
osg::ref_ptr<osg::Node> mAccumRoot;
|
|
|
|
// The controller animating that node.
|
|
osg::ref_ptr<NifOsg::KeyframeController> mAccumCtrl;
|
|
|
|
// Used to reset the position of the accumulation root every frame - the movement should be applied to the physics system
|
|
osg::ref_ptr<ResetAccumRootCallback> 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<osg::Node>, osg::ref_ptr<osg::NodeCallback> > ControllerMap;
|
|
ControllerMap mActiveControllers;
|
|
|
|
boost::shared_ptr<AnimationTime> mAnimationTimePtr[sNumBlendMasks];
|
|
|
|
// Stored in all lowercase for a case-insensitive lookup
|
|
typedef std::map<std::string, osg::ref_ptr<osg::MatrixTransform> > 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;
|
|
boost::shared_ptr<EffectAnimationTime> mAnimTime;
|
|
float mMaxControllerLength;
|
|
int mEffectId;
|
|
bool mLoop;
|
|
std::string mBoneName;
|
|
};
|
|
|
|
std::vector<EffectParams> mEffects;
|
|
|
|
TextKeyListener* mTextKeyListener;
|
|
|
|
osg::ref_ptr<RotateController> mHeadController;
|
|
float mHeadYawRadians;
|
|
float mHeadPitchRadians;
|
|
|
|
osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
|
|
|
|
float mAlpha;
|
|
|
|
const NodeMap& getNodeMap() const;
|
|
|
|
/* Sets the appropriate animations on the bone groups based on priority.
|
|
*/
|
|
void resetActiveGroups();
|
|
|
|
size_t detectBlendMask(osg::Node* node);
|
|
|
|
/* 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<float, std::string> &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<float, std::string>::const_iterator &key,
|
|
const std::multimap<float, std::string>& map);
|
|
|
|
/** Sets the root model of the object.
|
|
*
|
|
* Note that you must make sure all animation sources are cleared before reseting 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);
|
|
|
|
/** Adds the keyframe controllers in the specified model as a new animation source. Note that the .nif
|
|
* file extension will be replaced with .kf.
|
|
* @note Later added animation sources have the highest priority when it comes to finding a particular animation.
|
|
*/
|
|
void addAnimSource(const std::string &model);
|
|
|
|
/** Adds an additional light to the given node using the specified ESM record. */
|
|
void addExtraLight(osg::ref_ptr<osg::Group> 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(MWWorld::Ptr item);
|
|
|
|
void addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor);
|
|
|
|
/// 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<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem);
|
|
virtual ~Animation();
|
|
|
|
MWWorld::Ptr getPtr();
|
|
|
|
/// Set active flag on the object skeleton, if one exists.
|
|
/// @see SceneUtil::Skeleton::setActive
|
|
void setActive(bool 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 = "", std::string texture = "");
|
|
void removeEffect (int effectId);
|
|
void getLoopingEffects (std::vector<int>& out);
|
|
|
|
virtual void updatePtr(const MWWorld::Ptr &ptr);
|
|
|
|
bool hasAnimation(const std::string &anim);
|
|
|
|
// 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);
|
|
|
|
/** If the given animation group is currently playing, set its remaining loop count to '0'.
|
|
*/
|
|
void stopLooping(const std::string& groupName);
|
|
|
|
/** 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;
|
|
|
|
/** 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);
|
|
|
|
/// 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
|