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72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#ifndef OPENMW_MWRENDER_WEAPONANIMATION_H
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#define OPENMW_MWRENDER_WEAPONANIMATION_H
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#include <components/sceneutil/controller.hpp>
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#include "../mwworld/ptr.hpp"
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#include "animation.hpp"
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namespace MWRender
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{
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class RotateController;
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class WeaponAnimationTime : public SceneUtil::ControllerSource
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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 float getValue(osg::NodeVisitor* nv);
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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();
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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, float attackStrength);
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/// Add WeaponAnimation-related controllers to \a nodes and store the added controllers in \a map.
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void addControllers(const std::map<std::string, osg::ref_ptr<osg::MatrixTransform> >& nodes,
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std::multimap<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::NodeCallback> >& map, osg::Node* objectRoot);
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void deleteControllers();
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/// Configure controllers, should be called every animation frame.
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void configureControllers(float characterPitchRadians);
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protected:
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PartHolderPtr mAmmunition;
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osg::ref_ptr<RotateController> mSpineControllers[2];
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void setControllerRotate(const osg::Quat& rotate);
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void setControllerEnabled(bool enabled);
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virtual osg::Group* getArrowBone() = 0;
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virtual osg::Node* getWeaponNode() = 0;
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virtual Resource::ResourceSystem* getResourceSystem() = 0;
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virtual void showWeapon(bool show) = 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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};
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}
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#endif
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