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			844 lines
		
	
	
	
		
			33 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			844 lines
		
	
	
	
		
			33 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "npcanimation.hpp"
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| 
 | |
| #include <OgreSceneManager.h>
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| #include <OgreEntity.h>
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| #include <OgreParticleSystem.h>
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| #include <OgreSubEntity.h>
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| #include <OgreSkeleton.h>
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| #include <OgreSkeletonInstance.h>
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| #include <OgreSceneNode.h>
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| #include <OgreBone.h>
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| #include <OgreTechnique.h>
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| 
 | |
| #include <extern/shiny/Main/Factory.hpp>
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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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| 
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| #include "../mwmechanics/npcstats.hpp"
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| 
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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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| 
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| #include "renderconst.hpp"
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| #include "camera.hpp"
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| 
 | |
| namespace
 | |
| {
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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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| 
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|     std::pair<std::string, int> thisCombination = std::make_pair(race, int(female));
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| 
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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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| 
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|     assert(sVampireMapping[thisCombination]);
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|     return "meshes\\" + sVampireMapping[thisCombination]->mModel;
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| }
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| 
 | |
| }
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| 
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| 
 | |
| namespace MWRender
 | |
| {
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| 
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| float HeadAnimationTime::getValue() const
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| {
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|     // TODO use time from text keys (Talk Start/Stop, Blink Start/Stop)
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|     // TODO: Handle eye blinking
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|     if (MWBase::Environment::get().getSoundManager()->sayDone(mReference))
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|         return 0;
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|     else
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|         // TODO: Use the loudness of the currently playing sound
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|         return 1;
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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"));
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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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| }
 | |
| const NpcAnimation::PartBoneMap NpcAnimation::sPartList = createPartListMap();
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| 
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| NpcAnimation::~NpcAnimation()
 | |
| {
 | |
|     if (!mListenerDisabled)
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|         mPtr.getClass().getInventoryStore(mPtr).setListener(NULL, mPtr);
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| }
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| 
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| 
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| NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int visibilityFlags, bool disableListener, ViewMode viewMode)
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|   : Animation(ptr, node),
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|     mVisibilityFlags(visibilityFlags),
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|     mListenerDisabled(disableListener),
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|     mViewMode(viewMode),
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|     mShowWeapons(false),
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|     mShowCarriedLeft(true),
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|     mFirstPersonOffset(0.f, 0.f, 0.f),
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|     mAlpha(1.f),
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|     mNpcType(Type_Normal)
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| {
 | |
|     mNpc = mPtr.get<ESM::NPC>()->mBase;
 | |
| 
 | |
|     mHeadAnimationTime = Ogre::SharedPtr<HeadAnimationTime>(new HeadAnimationTime(mPtr));
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|     mWeaponAnimationTime = Ogre::SharedPtr<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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| 
 | |
|     if (!disableListener)
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|         mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
 | |
| 
 | |
|     updateNpcBase();
 | |
| }
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| 
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| void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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| {
 | |
|     assert(viewMode != VM_HeadOnly);
 | |
|     if(mViewMode == viewMode) 
 | |
|         return;
 | |
| 
 | |
|     mViewMode = viewMode;
 | |
|     rebuild();
 | |
| }
 | |
| 
 | |
| void NpcAnimation::rebuild()
 | |
| {
 | |
|     updateNpcBase();
 | |
| 
 | |
|     MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
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| }
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| 
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| void NpcAnimation::updateNpcBase()
 | |
| {
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|     clearAnimSources();
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| 
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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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| 
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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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|     }
 | |
|     else
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|     {
 | |
|         if (isVampire)
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|             mHeadModel = getVampireHead(mNpc->mRace, mNpc->mFlags & ESM::NPC::Female);
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|         else
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|             mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
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| 
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|         mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
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|     }
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| 
 | |
|     bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
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|     std::string smodel = (mViewMode != VM_FirstPerson) ?
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|                          (!isWerewolf ? !isBeast ? "meshes\\base_anim.nif"
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|                                                  : "meshes\\base_animkna.nif"
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|                                       : "meshes\\wolf\\skin.nif") :
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|                          (!isWerewolf ? !isBeast ? "meshes\\base_anim.1st.nif"
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|                                                  : "meshes\\base_animkna.1st.nif"
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|                                       : "meshes\\wolf\\skin.1st.nif");
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|     setObjectRoot(smodel, true);
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| 
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|     if(mViewMode != VM_FirstPerson)
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|     {
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|         addAnimSource(smodel);
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|         if(!isWerewolf)
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|         {
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|             if(Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
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|                 addAnimSource("meshes\\argonian_swimkna.nif");
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|             else if(!mNpc->isMale() && !isBeast)
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|                 addAnimSource("meshes\\base_anim_female.nif");
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|             if(mNpc->mModel.length() > 0)
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|                 addAnimSource("meshes\\"+mNpc->mModel);
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|         }
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|     }
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|     else
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|     {
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|         if(isWerewolf)
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|             addAnimSource(smodel);
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|         else
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|         {
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|             /* A bit counter-intuitive, but unlike third-person anims, it seems
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|              * beast races get both base_anim.1st.nif and base_animkna.1st.nif.
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|              */
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|             addAnimSource("meshes\\base_anim.1st.nif");
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|             if(isBeast)
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|                 addAnimSource("meshes\\base_animkna.1st.nif");
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|             if(!mNpc->isMale() && !isBeast)
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|                 addAnimSource("meshes\\base_anim_female.1st.nif");
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|         }
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|     }
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| 
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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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|     updateParts();
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| 
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|     mWeaponAnimationTime->updateStartTime();
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| }
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| 
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| void NpcAnimation::updateParts()
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| {    
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|     mAlpha = 1.f;
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|     const MWWorld::Class &cls = mPtr.getClass();
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|     MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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| 
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|     NpcType curType = Type_Normal;
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|     if (cls.getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).mMagnitude > 0)
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|         curType = Type_Vampire;
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|     if (cls.getNpcStats(mPtr).isWerewolf())
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|         curType = Type_Werewolf;
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| 
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|     if (curType != mNpcType)
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|     {
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|         mNpcType = curType;
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|         rebuild();
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|         return;
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|     }
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| 
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|     static const struct {
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|         int mSlot;
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|         int mBasePriority;
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|     } slotlist[] = {
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|         // FIXME: Priority is based on the number of reserved slots. There should be a better way.
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|         { MWWorld::InventoryStore::Slot_Robe,         12 },
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|         { MWWorld::InventoryStore::Slot_Skirt,         3 },
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|         { MWWorld::InventoryStore::Slot_Helmet,        0 },
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|         { MWWorld::InventoryStore::Slot_Cuirass,       0 },
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|         { MWWorld::InventoryStore::Slot_Greaves,       0 },
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|         { MWWorld::InventoryStore::Slot_LeftPauldron,  0 },
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|         { MWWorld::InventoryStore::Slot_RightPauldron, 0 },
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|         { MWWorld::InventoryStore::Slot_Boots,         0 },
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|         { MWWorld::InventoryStore::Slot_LeftGauntlet,  0 },
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|         { MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
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|         { MWWorld::InventoryStore::Slot_Shirt,         0 },
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|         { MWWorld::InventoryStore::Slot_Pants,         0 },
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|         { MWWorld::InventoryStore::Slot_CarriedLeft,   0 },
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|         { MWWorld::InventoryStore::Slot_CarriedRight,  0 }
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|     };
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|     static const size_t slotlistsize = sizeof(slotlist)/sizeof(slotlist[0]);
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| 
 | |
|     for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
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|     {
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|         MWWorld::ContainerStoreIterator store = inv.getSlot(slotlist[i].mSlot);
 | |
| 
 | |
|         removePartGroup(slotlist[i].mSlot);
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| 
 | |
|         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();
 | |
|         Ogre::Vector3 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,
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|                 ESM::PRT_RForearm, ESM::PRT_LForearm
 | |
|             };
 | |
|             size_t parts_size = sizeof(parts)/sizeof(parts[0]);
 | |
|             for(size_t p = 0;p < parts_size;++p)
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|                 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)
 | |
|             addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, mHeadModel);
 | |
|         if(mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[ESM::PRT_Head] <= 1)
 | |
|             addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, mHairModel);
 | |
|     }
 | |
|     if(mViewMode == VM_HeadOnly)
 | |
|         return;
 | |
| 
 | |
|     if(mPartPriorities[ESM::PRT_Shield] < 1)
 | |
|     {
 | |
|         MWWorld::ContainerStoreIterator store = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | |
|         MWWorld::Ptr 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(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], light);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     showWeapons(mShowWeapons);
 | |
|     showCarriedLeft(mShowCarriedLeft);
 | |
| 
 | |
|     // Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
 | |
|     static std::map< std::pair<std::string,int>,std::vector<const ESM::BodyPart*> > sRaceMapping;
 | |
| 
 | |
|     static const int Flag_Female      = 1<<0;
 | |
|     static const int Flag_FirstPerson = 1<<1;
 | |
| 
 | |
|     bool isWerewolf = (mNpcType == Type_Werewolf);
 | |
|     int flags = (isWerewolf ? -1 : 0);
 | |
|     if(!mNpc->isMale())
 | |
|         flags |= Flag_Female;
 | |
|     if(mViewMode == VM_FirstPerson)
 | |
|         flags |= Flag_FirstPerson;
 | |
| 
 | |
|     std::string race = (isWerewolf ? "werewolf" : Misc::StringUtils::lowerCase(mNpc->mRace));
 | |
|     std::pair<std::string, int> thisCombination = std::make_pair(race, flags);
 | |
|     if (sRaceMapping.find(thisCombination) == sRaceMapping.end())
 | |
|     {
 | |
|         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));
 | |
|         }
 | |
| 
 | |
|         std::vector<const ESM::BodyPart*> &parts = sRaceMapping[thisCombination];
 | |
|         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(isWerewolf)
 | |
|                 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, mNpc->mRace))
 | |
|                 continue;
 | |
| 
 | |
|             bool firstPerson = (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(firstPerson != (mViewMode == VM_FirstPerson))
 | |
|             {
 | |
|                 if(mViewMode == VM_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 (!mNpc->isMale() != (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;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     const std::vector<const ESM::BodyPart*> &parts = sRaceMapping[thisCombination];
 | |
|     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);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| void NpcAnimation::addFirstPersonOffset(const Ogre::Vector3 &offset)
 | |
| {
 | |
|     mFirstPersonOffset += offset;
 | |
| }
 | |
| 
 | |
| class SetObjectGroup {
 | |
|     int mGroup;
 | |
| 
 | |
| public:
 | |
|     SetObjectGroup(int group) : mGroup(group) { }
 | |
| 
 | |
|     void operator()(Ogre::MovableObject *obj) const
 | |
|     {
 | |
|         obj->getUserObjectBindings().setUserAny(Ogre::Any(mGroup));
 | |
|     }
 | |
| };
 | |
| 
 | |
| NifOgre::ObjectScenePtr NpcAnimation::insertBoundedPart(const std::string &model, int group, const std::string &bonename, bool enchantedGlow, Ogre::Vector3* glowColor)
 | |
| {
 | |
|     NifOgre::ObjectScenePtr objects = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, model);
 | |
|     setRenderProperties(objects, (mViewMode == VM_FirstPerson) ? RV_FirstPerson : mVisibilityFlags, RQG_Main, RQG_Alpha, 0,
 | |
|                         enchantedGlow, glowColor);
 | |
| 
 | |
|     std::for_each(objects->mEntities.begin(), objects->mEntities.end(), SetObjectGroup(group));
 | |
|     std::for_each(objects->mParticles.begin(), objects->mParticles.end(), SetObjectGroup(group));
 | |
| 
 | |
|     if(objects->mSkelBase)
 | |
|     {
 | |
|         Ogre::AnimationStateSet *aset = objects->mSkelBase->getAllAnimationStates();
 | |
|         Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
 | |
|         while(asiter.hasMoreElements())
 | |
|         {
 | |
|             Ogre::AnimationState *state = asiter.getNext();
 | |
|             state->setEnabled(false);
 | |
|             state->setLoop(false);
 | |
|         }
 | |
|         Ogre::SkeletonInstance *skelinst = objects->mSkelBase->getSkeleton();
 | |
|         Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
 | |
|         while(boneiter.hasMoreElements())
 | |
|             boneiter.getNext()->setManuallyControlled(true);
 | |
|     }
 | |
| 
 | |
|     return objects;
 | |
| }
 | |
| 
 | |
| Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
 | |
| {
 | |
|     Ogre::Vector3 ret = Animation::runAnimation(timepassed);
 | |
| 
 | |
|     Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
 | |
|     if(mViewMode == VM_FirstPerson)
 | |
|     {
 | |
|         float pitch = mPtr.getRefData().getPosition().rot[0];
 | |
|         Ogre::Node *node = baseinst->getBone("Bip01 Neck");
 | |
|         node->pitch(Ogre::Radian(-pitch), Ogre::Node::TS_WORLD);
 | |
| 
 | |
|         // This has to be done before this function ends;
 | |
|         // updateSkeletonInstance, below, touches the hands.
 | |
|         node->translate(mFirstPersonOffset, Ogre::Node::TS_WORLD);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // In third person mode we may still need pitch for ranged weapon targeting
 | |
|         pitchSkeleton(mPtr.getRefData().getPosition().rot[0], baseinst);
 | |
|     }
 | |
|     mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame.
 | |
| 
 | |
|     for(size_t i = 0;i < ESM::PRT_Count;i++)
 | |
|     {
 | |
|         if (mObjectParts[i].isNull())
 | |
|             continue;
 | |
|         std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(mObjectParts[i]->mControllers.begin());
 | |
|         for(;ctrl != mObjectParts[i]->mControllers.end();ctrl++)
 | |
|             ctrl->update();
 | |
| 
 | |
|         Ogre::Entity *ent = mObjectParts[i]->mSkelBase;
 | |
|         if(!ent) continue;
 | |
|         updateSkeletonInstance(baseinst, ent->getSkeleton());
 | |
|         ent->getAllAnimationStates()->_notifyDirty();
 | |
|     }
 | |
| 
 | |
|     return ret;
 | |
| }
 | |
| 
 | |
| void NpcAnimation::removeIndividualPart(ESM::PartReferenceType type)
 | |
| {
 | |
|     mPartPriorities[type] = 0;
 | |
|     mPartslots[type] = -1;
 | |
| 
 | |
|     mObjectParts[type].setNull();
 | |
| }
 | |
| 
 | |
| 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, Ogre::Vector3* glowColor)
 | |
| {
 | |
|     if(priority <= mPartPriorities[type])
 | |
|         return false;
 | |
| 
 | |
|     removeIndividualPart(type);
 | |
|     mPartslots[type] = group;
 | |
|     mPartPriorities[type] = priority;
 | |
| 
 | |
|     mObjectParts[type] = insertBoundedPart(mesh, group, sPartList.at(type), enchantedGlow, glowColor);
 | |
|     if(mObjectParts[type]->mSkelBase)
 | |
|     {
 | |
|         Ogre::SkeletonInstance *skel = mObjectParts[type]->mSkelBase->getSkeleton();
 | |
|         if(mObjectParts[type]->mSkelBase->isParentTagPoint())
 | |
|         {
 | |
|             Ogre::Node *root = mObjectParts[type]->mSkelBase->getParentNode();
 | |
|             if(skel->hasBone("BoneOffset"))
 | |
|             {
 | |
|                 Ogre::Bone *offset = skel->getBone("BoneOffset");
 | |
| 
 | |
|                 root->translate(offset->getPosition());
 | |
| 
 | |
|                 // It appears that the BoneOffset rotation is completely bogus, at least for light models.
 | |
|                 //root->rotate(offset->getOrientation());
 | |
|                 root->pitch(Ogre::Degree(-90.0f));
 | |
| 
 | |
|                 root->scale(offset->getScale());
 | |
|                 root->setInitialState();
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
 | |
|     }
 | |
| 
 | |
|     std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(mObjectParts[type]->mControllers.begin());
 | |
|     for(;ctrl != mObjectParts[type]->mControllers.end();ctrl++)
 | |
|     {
 | |
|         if(ctrl->getSource().isNull())
 | |
|         {
 | |
|             ctrl->setSource(mNullAnimationTimePtr);
 | |
| 
 | |
|             if (type == ESM::PRT_Head)
 | |
|                 ctrl->setSource(mHeadAnimationTime);
 | |
|             else if (type == ESM::PRT_Weapon)
 | |
|                 ctrl->setSource(mWeaponAnimationTime);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void NpcAnimation::addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts, bool enchantedGlow, Ogre::Vector3* 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;
 | |
|             }
 | |
|         }
 | |
|         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;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         if(bodypart)
 | |
|             addOrReplaceIndividualPart((ESM::PartReferenceType)part->mPart, group, priority, "meshes\\"+bodypart->mModel, enchantedGlow, glowColor);
 | |
|         else
 | |
|             reserveIndividualPart((ESM::PartReferenceType)part->mPart, group, priority);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void NpcAnimation::showWeapons(bool showWeapon)
 | |
| {
 | |
|     mShowWeapons = showWeapon;
 | |
|     if(showWeapon)
 | |
|     {
 | |
|         MWWorld::InventoryStore &inv = mPtr.getClass().getInventoryStore(mPtr);
 | |
|         MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
 | |
|         if(weapon != inv.end())
 | |
|         {
 | |
|             Ogre::Vector3 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::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
 | |
|                 if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
 | |
|                     attachArrow();
 | |
|                 else
 | |
|                     mAmmunition.setNull();
 | |
|             }
 | |
|             else
 | |
|                 mAmmunition.setNull();
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         removeIndividualPart(ESM::PRT_Weapon);
 | |
|     }
 | |
|     mAlpha = 1.f;
 | |
| }
 | |
| 
 | |
| void NpcAnimation::showCarriedLeft(bool show)
 | |
| {
 | |
|     mShowCarriedLeft = show;
 | |
|     MWWorld::InventoryStore &inv = mPtr.getClass().getInventoryStore(mPtr);
 | |
|     MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | |
| 
 | |
|     if(show && iter != inv.end())
 | |
|     {
 | |
|         Ogre::Vector3 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(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], iter->get<ESM::Light>()->mBase);
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|         removeIndividualPart(ESM::PRT_Shield);
 | |
| }
 | |
| 
 | |
| void NpcAnimation::configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot)
 | |
| {
 | |
|     Ogre::Vector3 glowColor = getEnchantmentColor(ptr);
 | |
|     setRenderProperties(object, (mViewMode == VM_FirstPerson) ? RV_FirstPerson : mVisibilityFlags, RQG_Main, RQG_Alpha, 0,
 | |
|                         !ptr.getClass().getEnchantment(ptr).empty(), &glowColor);
 | |
| 
 | |
|     std::for_each(object->mEntities.begin(), object->mEntities.end(), SetObjectGroup(slot));
 | |
|     std::for_each(object->mParticles.begin(), object->mParticles.end(), SetObjectGroup(slot));
 | |
| }
 | |
| 
 | |
| void NpcAnimation::attachArrow()
 | |
| {
 | |
|     WeaponAnimation::attachArrow(mPtr);
 | |
| }
 | |
| 
 | |
| void NpcAnimation::releaseArrow()
 | |
| {
 | |
|     WeaponAnimation::releaseArrow(mPtr);
 | |
| }
 | |
| 
 | |
| void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound)
 | |
| {
 | |
|     // 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 (playSound)
 | |
|     {
 | |
|         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;
 | |
|         // 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, "");
 | |
|     }
 | |
| }
 | |
| 
 | |
| void NpcAnimation::setAlpha(float alpha)
 | |
| {
 | |
|     if (alpha == mAlpha)
 | |
|         return;
 | |
|     mAlpha = alpha;
 | |
| 
 | |
|     for (int i=0; i<ESM::PRT_Count; ++i)
 | |
|     {
 | |
|         if (mObjectParts[i].isNull())
 | |
|             continue;
 | |
| 
 | |
|         for (unsigned int j=0; j<mObjectParts[i]->mEntities.size(); ++j)
 | |
|         {
 | |
|             Ogre::Entity* ent = mObjectParts[i]->mEntities[j];
 | |
|             if (ent != mObjectParts[i]->mSkelBase)
 | |
|                 applyAlpha(alpha, ent, mObjectParts[i]);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| void NpcAnimation::preRender(Ogre::Camera *camera)
 | |
| {
 | |
|     Animation::preRender(camera);
 | |
|     for (int i=0; i<ESM::PRT_Count; ++i)
 | |
|     {
 | |
|         if (mObjectParts[i].isNull())
 | |
|             continue;
 | |
|         mObjectParts[i]->rotateBillboardNodes(camera);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void NpcAnimation::applyAlpha(float alpha, Ogre::Entity *ent, NifOgre::ObjectScenePtr scene)
 | |
| {
 | |
|     sh::Factory::getInstance()._ensureMaterial(ent->getSubEntity(0)->getMaterial()->getName(), "Default");
 | |
|     ent->getSubEntity(0)->setRenderQueueGroup(alpha != 1.f || ent->getSubEntity(0)->getMaterial()->isTransparent()
 | |
|             ? RQG_Alpha : RQG_Main);
 | |
| 
 | |
| 
 | |
|     Ogre::MaterialPtr mat = scene->mMaterialControllerMgr.getWritableMaterial(ent);
 | |
|     if (mAlpha == 1.f)
 | |
|     {
 | |
|         // Don't bother remembering what the original values were. Just remove the techniques and let the factory restore them.
 | |
|         mat->removeAllTechniques();
 | |
|         sh::Factory::getInstance()._ensureMaterial(mat->getName(), "Default");
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     Ogre::Material::TechniqueIterator techs = mat->getTechniqueIterator();
 | |
|     while(techs.hasMoreElements())
 | |
|     {
 | |
|         Ogre::Technique *tech = techs.getNext();
 | |
|         Ogre::Technique::PassIterator passes = tech->getPassIterator();
 | |
|         while(passes.hasMoreElements())
 | |
|         {
 | |
|             Ogre::Pass *pass = passes.getNext();
 | |
|             pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
 | |
|             Ogre::ColourValue diffuse = pass->getDiffuse();
 | |
|             diffuse.a = alpha;
 | |
|             pass->setDiffuse(diffuse);
 | |
|             pass->setVertexColourTracking(pass->getVertexColourTracking() &~Ogre::TVC_DIFFUSE);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| }
 |