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openmw-tes3mp/apps/openmw/mwrender/npcanimation.cpp
scrawl 29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
2017-03-04 21:48:31 +01:00

1150 lines
40 KiB
C++

#include "npcanimation.hpp"
#include <osg/UserDataContainer>
#include <osg/MatrixTransform>
#include <osg/Depth>
#include <osgUtil/RenderBin>
#include <osgUtil/CullVisitor>
#include <components/misc/rng.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/attach.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/sceneutil/skeleton.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/nifosg/nifloader.hpp> // TextKeyMapHolder
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "camera.hpp"
#include "rotatecontroller.hpp"
#include "renderbin.hpp"
#include "vismask.hpp"
namespace
{
std::string getVampireHead(const std::string& race, bool female)
{
static std::map <std::pair<std::string,int>, const ESM::BodyPart* > sVampireMapping;
std::pair<std::string, int> thisCombination = std::make_pair(race, int(female));
if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
{
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)
{
const ESM::BodyPart& bodypart = *it;
if (!bodypart.mData.mVampire)
continue;
if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
continue;
if (bodypart.mData.mPart != ESM::BodyPart::MP_Head)
continue;
if (female != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
continue;
if (!Misc::StringUtils::ciEqual(bodypart.mRace, race))
continue;
sVampireMapping[thisCombination] = &*it;
}
}
if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
sVampireMapping[thisCombination] = NULL;
const ESM::BodyPart* bodyPart = sVampireMapping[thisCombination];
if (!bodyPart)
return std::string();
return "meshes\\" + bodyPart->mModel;
}
}
namespace MWRender
{
class HeadAnimationTime : public SceneUtil::ControllerSource
{
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 updatePtr(const MWWorld::Ptr& updated);
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 float getValue(osg::NodeVisitor* nv);
};
// --------------------------------------------------------------------------------
/// Subclass RotateController to add a Z-offset for sneaking in first person mode.
/// @note We use inheritance instead of adding another controller, so that we do not have to compute the worldOrient twice.
/// @note Must be set on a MatrixTransform.
class NeckController : public RotateController
{
public:
NeckController(osg::Node* relativeTo)
: RotateController(relativeTo)
{
}
void setOffset(osg::Vec3f offset)
{
mOffset = offset;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
osg::Matrix matrix = transform->getMatrix();
osg::Quat worldOrient = getWorldOrientation(node);
osg::Quat orient = worldOrient * mRotate * worldOrient.inverse() * matrix.getRotate();
matrix.setRotate(orient);
matrix.setTrans(matrix.getTrans() + worldOrient.inverse() * mOffset);
transform->setMatrix(matrix);
traverse(node,nv);
}
private:
osg::Vec3f mOffset;
};
// --------------------------------------------------------------------------------------------------------------
HeadAnimationTime::HeadAnimationTime(MWWorld::Ptr reference)
: mReference(reference), mTalkStart(0), mTalkStop(0), mBlinkStart(0), mBlinkStop(0), mEnabled(true), mValue(0)
{
resetBlinkTimer();
}
void HeadAnimationTime::updatePtr(const MWWorld::Ptr &updated)
{
mReference = updated;
}
void HeadAnimationTime::setEnabled(bool enabled)
{
mEnabled = enabled;
}
void HeadAnimationTime::resetBlinkTimer()
{
mBlinkTimer = -(2.0f + Misc::Rng::rollDice(6));
}
void HeadAnimationTime::update(float dt)
{
if (!mEnabled)
return;
if (MWBase::Environment::get().getSoundManager()->sayDone(mReference))
{
mBlinkTimer += dt;
float duration = mBlinkStop - mBlinkStart;
if (mBlinkTimer >= 0 && mBlinkTimer <= duration)
{
mValue = mBlinkStart + mBlinkTimer;
}
else
mValue = mBlinkStop;
if (mBlinkTimer > duration)
resetBlinkTimer();
}
else
{
// FIXME: would be nice to hold on to the SoundPtr so we don't have to retrieve it every frame
mValue = mTalkStart +
(mTalkStop - mTalkStart) *
std::min(1.f, MWBase::Environment::get().getSoundManager()->getSaySoundLoudness(mReference)*2); // Rescale a bit (most voices are not very loud)
}
}
float HeadAnimationTime::getValue(osg::NodeVisitor*)
{
return mValue;
}
void HeadAnimationTime::setTalkStart(float value)
{
mTalkStart = value;
}
void HeadAnimationTime::setTalkStop(float value)
{
mTalkStop = value;
}
void HeadAnimationTime::setBlinkStart(float value)
{
mBlinkStart = value;
}
void HeadAnimationTime::setBlinkStop(float value)
{
mBlinkStop = value;
}
// ----------------------------------------------------
static NpcAnimation::PartBoneMap createPartListMap()
{
NpcAnimation::PartBoneMap result;
result.insert(std::make_pair(ESM::PRT_Head, "Head"));
result.insert(std::make_pair(ESM::PRT_Hair, "Head")); // note it uses "Head" as attach bone, but "Hair" as filter
result.insert(std::make_pair(ESM::PRT_Neck, "Neck"));
result.insert(std::make_pair(ESM::PRT_Cuirass, "Chest"));
result.insert(std::make_pair(ESM::PRT_Groin, "Groin"));
result.insert(std::make_pair(ESM::PRT_Skirt, "Groin"));
result.insert(std::make_pair(ESM::PRT_RHand, "Right Hand"));
result.insert(std::make_pair(ESM::PRT_LHand, "Left Hand"));
result.insert(std::make_pair(ESM::PRT_RWrist, "Right Wrist"));
result.insert(std::make_pair(ESM::PRT_LWrist, "Left Wrist"));
result.insert(std::make_pair(ESM::PRT_Shield, "Shield Bone"));
result.insert(std::make_pair(ESM::PRT_RForearm, "Right Forearm"));
result.insert(std::make_pair(ESM::PRT_LForearm, "Left Forearm"));
result.insert(std::make_pair(ESM::PRT_RUpperarm, "Right Upper Arm"));
result.insert(std::make_pair(ESM::PRT_LUpperarm, "Left Upper Arm"));
result.insert(std::make_pair(ESM::PRT_RFoot, "Right Foot"));
result.insert(std::make_pair(ESM::PRT_LFoot, "Left Foot"));
result.insert(std::make_pair(ESM::PRT_RAnkle, "Right Ankle"));
result.insert(std::make_pair(ESM::PRT_LAnkle, "Left Ankle"));
result.insert(std::make_pair(ESM::PRT_RKnee, "Right Knee"));
result.insert(std::make_pair(ESM::PRT_LKnee, "Left Knee"));
result.insert(std::make_pair(ESM::PRT_RLeg, "Right Upper Leg"));
result.insert(std::make_pair(ESM::PRT_LLeg, "Left Upper Leg"));
result.insert(std::make_pair(ESM::PRT_RPauldron, "Right Clavicle"));
result.insert(std::make_pair(ESM::PRT_LPauldron, "Left Clavicle"));
result.insert(std::make_pair(ESM::PRT_Weapon, "Weapon Bone"));
result.insert(std::make_pair(ESM::PRT_Tail, "Tail"));
return result;
}
const NpcAnimation::PartBoneMap NpcAnimation::sPartList = createPartListMap();
NpcAnimation::~NpcAnimation()
{
mAmmunition.reset();
}
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
bool disableSounds, ViewMode viewMode, float firstPersonFieldOfView)
: ActorAnimation(ptr, parentNode, resourceSystem),
mViewMode(viewMode),
mShowWeapons(false),
mShowCarriedLeft(true),
mNpcType(Type_Normal),
mFirstPersonFieldOfView(firstPersonFieldOfView),
mSoundsDisabled(disableSounds),
mAccurateAiming(false),
mAimingFactor(0.f)
{
mNpc = mPtr.get<ESM::NPC>()->mBase;
mHeadAnimationTime = boost::shared_ptr<HeadAnimationTime>(new HeadAnimationTime(mPtr));
mWeaponAnimationTime = boost::shared_ptr<WeaponAnimationTime>(new WeaponAnimationTime(this));
for(size_t i = 0;i < ESM::PRT_Count;i++)
{
mPartslots[i] = -1; //each slot is empty
mPartPriorities[i] = 0;
}
updateNpcBase();
}
void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
{
assert(viewMode != VM_HeadOnly);
if(mViewMode == viewMode)
return;
mViewMode = viewMode;
rebuild();
setRenderBin();
}
/// @brief A RenderBin callback to clear the depth buffer before rendering.
class DepthClearCallback : public osgUtil::RenderBin::DrawCallback
{
public:
DepthClearCallback()
{
mDepth = new osg::Depth;
mDepth->setWriteMask(true);
}
virtual void drawImplementation(osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous)
{
renderInfo.getState()->applyAttribute(mDepth);
glClear(GL_DEPTH_BUFFER_BIT);
bin->drawImplementation(renderInfo, previous);
}
osg::ref_ptr<osg::Depth> mDepth;
};
/// Overrides Field of View to given value for rendering the subgraph.
/// Must be added as cull callback.
class OverrideFieldOfViewCallback : public osg::NodeCallback
{
public:
OverrideFieldOfViewCallback(float fov)
: mFov(fov)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
float fov, aspect, zNear, zFar;
if (cv->getProjectionMatrix()->getPerspective(fov, aspect, zNear, zFar))
{
fov = mFov;
osg::RefMatrix* newProjectionMatrix = new osg::RefMatrix(*cv->getProjectionMatrix());
newProjectionMatrix->makePerspective(fov, aspect, zNear, zFar);
cv->pushProjectionMatrix(newProjectionMatrix);
traverse(node, nv);
cv->popProjectionMatrix();
}
else
traverse(node, nv);
}
private:
float mFov;
};
void NpcAnimation::setRenderBin()
{
if (mViewMode == VM_FirstPerson)
{
static bool prototypeAdded = false;
if (!prototypeAdded)
{
osg::ref_ptr<osgUtil::RenderBin> depthClearBin (new osgUtil::RenderBin);
depthClearBin->setDrawCallback(new DepthClearCallback);
osgUtil::RenderBin::addRenderBinPrototype("DepthClear", depthClearBin);
prototypeAdded = true;
}
osg::StateSet* stateset = mObjectRoot->getOrCreateStateSet();
stateset->setRenderBinDetails(RenderBin_FirstPerson, "DepthClear", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
}
else
Animation::setRenderBin();
}
void NpcAnimation::rebuild()
{
updateNpcBase();
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
}
int NpcAnimation::getSlot(const osg::NodePath &path) const
{
for (int i=0; i<ESM::PRT_Count; ++i)
{
PartHolderPtr part = mObjectParts[i];
if (!part.get())
continue;
if (std::find(path.begin(), path.end(), part->getNode().get()) != path.end())
{
return mPartslots[i];
}
}
return -1;
}
void NpcAnimation::updateNpcBase()
{
clearAnimSources();
for(size_t i = 0;i < ESM::PRT_Count;i++)
removeIndividualPart((ESM::PartReferenceType)i);
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
bool isWerewolf = (mNpcType == Type_Werewolf);
bool isVampire = (mNpcType == Type_Vampire);
if (isWerewolf)
{
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHead")->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHair")->mModel;
}
else
{
mHeadModel = "";
if (isVampire) // FIXME: fall back to regular head when getVampireHead fails?
mHeadModel = getVampireHead(mNpc->mRace, mNpc->mFlags & ESM::NPC::Female);
else if (!mNpc->mHead.empty())
{
const ESM::BodyPart* bp = store.get<ESM::BodyPart>().search(mNpc->mHead);
if (bp)
mHeadModel = "meshes\\" + bp->mModel;
else
std::cerr << "Warning: Failed to load body part '" << mNpc->mHead << "'" << std::endl;
}
mHairModel = "";
if (!mNpc->mHair.empty())
{
const ESM::BodyPart* bp = store.get<ESM::BodyPart>().search(mNpc->mHair);
if (bp)
mHairModel = "meshes\\" + bp->mModel;
else
std::cerr << "Warning: Failed to load body part '" << mNpc->mHair << "'" << std::endl;
}
}
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
bool isFemale = !mNpc->isMale();
std::string smodel;
if (mViewMode != VM_FirstPerson)
{
if (isWerewolf)
smodel = "meshes\\wolf\\skin.nif";
else if (isBeast)
smodel = "meshes\\base_animkna.nif";
else if (isFemale)
smodel = "meshes\\base_anim_female.nif";
else
smodel = "meshes\\base_anim.nif";
}
else
{
if (isWerewolf)
smodel = "meshes\\wolf\\skin.1st.nif";
else if (isBeast)
smodel = "meshes\\base_animkna.1st.nif";
else if (isFemale)
smodel = "meshes\\base_anim_female.1st.nif";
else
smodel = "meshes\\base_anim.1st.nif";
}
smodel = Misc::ResourceHelpers::correctActorModelPath(smodel, mResourceSystem->getVFS());
setObjectRoot(smodel, true, true, false);
if(mViewMode != VM_FirstPerson)
{
const std::string base = "meshes\\xbase_anim.nif";
if (smodel != base)
addAnimSource(base);
addAnimSource(smodel);
if(!isWerewolf)
{
if(mNpc->mModel.length() > 0)
addAnimSource(Misc::ResourceHelpers::correctActorModelPath("meshes\\" + mNpc->mModel, mResourceSystem->getVFS()));
if(Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
addAnimSource("meshes\\xargonian_swimkna.nif");
}
}
else
{
const std::string base = "meshes\\xbase_anim.1st.nif";
if (smodel != base)
addAnimSource(base);
addAnimSource(smodel);
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);
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();
}
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::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, MWBase::SoundManager::Play_TypeSfx,
MWBase::SoundManager::Play_Loop);
}
}
}
osg::Node* node = mObjectParts[type]->getNode();
if (node->getNumChildrenRequiringUpdateTraversal() > 0)
{
boost::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();
}
}
}
else
{
removeIndividualPart(ESM::PRT_Weapon);
}
}
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())
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
}
}
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 = (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';
if(partFirstPerson != (firstPerson))
{
if(firstPerson && (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))
{
/* 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(!parts[bIt->second])
parts[bIt->second] = &*it;
++bIt;
}
}
continue;
}
if ((female) != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
{
// Allow opposite gender's parts as fallback if parts for our gender 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(!parts[bIt->second])
parts[bIt->second] = &*it;
++bIt;
}
continue;
}
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] = &*it;
++bIt;
}
}
return parts;
}
}
void NpcAnimation::setAccurateAiming(bool enabled)
{
mAccurateAiming = enabled;
}
}