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openmw-tes3mp/apps/openmw/mwrender/npcanimation.hpp

195 lines
5.6 KiB
C++

#ifndef GAME_RENDER_NPCANIMATION_H
#define GAME_RENDER_NPCANIMATION_H
#include "animation.hpp"
#include "../mwworld/inventorystore.hpp"
#include "weaponanimation.hpp"
namespace ESM
{
struct NPC;
}
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);
};
class NeckController;
class RotateController;
class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
{
public:
virtual void equipmentChanged();
virtual void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound);
public:
typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
enum ViewMode {
VM_Normal,
VM_FirstPerson,
VM_HeadOnly
};
private:
static const PartBoneMap sPartList;
bool mListenerDisabled;
// Bounded Parts
PartHolderPtr mObjectParts[ESM::PRT_Count];
std::string mSoundIds[ESM::PRT_Count];
const ESM::NPC *mNpc;
std::string mHeadModel;
std::string mHairModel;
ViewMode mViewMode;
bool mShowWeapons;
bool mShowCarriedLeft;
enum NpcType
{
Type_Normal,
Type_Werewolf,
Type_Vampire
};
NpcType mNpcType;
int mPartslots[ESM::PRT_Count]; //Each part slot is taken by clothing, armor, or is empty
int mPartPriorities[ESM::PRT_Count];
osg::Vec3f mFirstPersonOffset;
boost::shared_ptr<HeadAnimationTime> mHeadAnimationTime;
boost::shared_ptr<WeaponAnimationTime> mWeaponAnimationTime;
float mAlpha;
bool mSoundsDisabled;
float mHeadYawRadians;
float mHeadPitchRadians;
void updateNpcBase();
PartHolderPtr insertBoundedPart(const std::string &model, const std::string &bonename,
const std::string &bonefilter, bool enchantedGlow, osg::Vec4f* glowColor=NULL);
void removeIndividualPart(ESM::PartReferenceType type);
void reserveIndividualPart(ESM::PartReferenceType type, int group, int priority);
bool addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority, const std::string &mesh,
bool enchantedGlow=false, osg::Vec4f* glowColor=NULL);
void removePartGroup(int group);
void addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts,
bool enchantedGlow=false, osg::Vec4f* glowColor=NULL);
osg::ref_ptr<NeckController> mFirstPersonNeckController;
osg::ref_ptr<RotateController> mHeadController;
protected:
virtual void addControllers();
public:
/**
* @param ptr
* @param node
* @param visibilityFlags
* @param disableListener Don't listen for equipment changes and magic effects. InventoryStore only supports
* one listener at a time, so you shouldn't do this if creating several NpcAnimations
* for the same Ptr, eg preview dolls for the player.
* Those need to be manually rendered anyway.
* @param disableSounds Same as \a disableListener but for playing items sounds
* @param viewMode
*/
NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
int visibilityFlags, bool disableListener = false,
bool disableSounds = false, ViewMode viewMode=VM_Normal);
virtual ~NpcAnimation();
virtual void enableHeadAnimation(bool enable);
virtual void setWeaponGroup(const std::string& group);
virtual osg::Vec3f runAnimation(float timepassed);
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.
virtual void setPitchFactor(float factor) { mPitchFactor = factor; }
virtual void setHeadPitch(float pitchRadians);
virtual void setHeadYaw(float yawRadians);
virtual float getHeadPitch() const;
virtual float getHeadYaw() const;
virtual void showWeapons(bool showWeapon);
virtual void showCarriedLeft(bool show);
virtual void attachArrow();
virtual void releaseArrow();
virtual osg::Group* getArrowBone();
virtual osg::Node* getWeaponNode();
virtual Resource::ResourceSystem* getResourceSystem();
// WeaponAnimation
virtual void showWeapon(bool show) { showWeapons(show); }
void setViewMode(ViewMode viewMode);
void updateParts();
/// Rebuilds the NPC, updating their root model, animation sources, and equipment.
void rebuild();
/// Get the inventory slot that the given node path leads into, or -1 if not found.
int getSlot(const osg::NodePath& path) const;
/// Make the NPC only partially visible
virtual void setAlpha(float alpha);
virtual void setVampire(bool vampire);
/// Set a translation offset (in object root space) to apply to meshes when in first person mode.
void setFirstPersonOffset(const osg::Vec3f& offset);
virtual void updatePtr(const MWWorld::Ptr& updated);
};
}
#endif