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

185 lines
5.9 KiB
C++

#ifndef GAME_RENDER_NPCANIMATION_H
#define GAME_RENDER_NPCANIMATION_H
#include "animation.hpp"
#include "../mwworld/inventorystore.hpp"
#include "actoranimation.hpp"
#include "weaponanimation.hpp"
#include <array>
namespace ESM
{
struct NPC;
struct BodyPart;
}
namespace MWSound
{
class Sound;
}
namespace MWRender
{
class NeckController;
class HeadAnimationTime;
class NpcAnimation :
public ActorAnimation
, public WeaponAnimation
, public MWWorld::InventoryStoreListener
{
public:
void equipmentChanged() override;
void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew) override;
public:
typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
enum ViewMode {
VM_Normal,
VM_FirstPerson,
VM_HeadOnly,
VM_VRNormal,
VM_VRFirstPerson,
};
protected:
static const PartBoneMap sPartList;
// Bounded Parts
PartHolderPtr mObjectParts[ESM::PRT_Count];
std::array<MWSound::Sound*, ESM::PRT_Count> mSounds;
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;
// Field of view to use when rendering first person meshes
float mFirstPersonFieldOfView;
std::shared_ptr<HeadAnimationTime> mHeadAnimationTime;
std::shared_ptr<WeaponAnimationTime> mWeaponAnimationTime;
bool mSoundsDisabled;
bool mAccurateAiming;
float mAimingFactor;
void updateNpcBase();
NpcType getNpcType() const;
PartHolderPtr insertBoundedPart(const std::string &model, const std::string &bonename,
const std::string &bonefilter, bool enchantedGlow, osg::Vec4f* glowColor=nullptr);
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=nullptr);
void removePartGroup(int group);
void addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts,
bool enchantedGlow=false, osg::Vec4f* glowColor=nullptr);
void setRenderBin();
osg::ref_ptr<NeckController> mFirstPersonNeckController;
static bool isFirstPersonPart(const ESM::BodyPart* bodypart);
static bool isFemalePart(const ESM::BodyPart* bodypart);
static NpcType getNpcType(const MWWorld::Ptr& ptr);
protected:
void addControllers() override;
bool isArrowAttached() const override;
std::string getShieldMesh(MWWorld::ConstPtr shield) const override;
public:
/**
* @param ptr
* @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,
bool disableSounds = false, ViewMode viewMode=VM_Normal, float firstPersonFieldOfView=55.f);
virtual ~NpcAnimation();
void enableHeadAnimation(bool enable) override;
/// 1: the first person meshes follow the camera's rotation completely
/// 0: the first person meshes follow the camera with a reduced factor, so you can look down at your own hands
void setAccurateAiming(bool enabled) override;
void setWeaponGroup(const std::string& group, bool relativeDuration) override;
osg::Vec3f runAnimation(float timepassed) override;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.
void setPitchFactor(float factor) override { mPitchFactor = factor; }
void showWeapons(bool showWeapon) override;
bool getCarriedLeftShown() const override { return mShowCarriedLeft; }
void showCarriedLeft(bool show) override;
void attachArrow() override;
void detachArrow() override;
void releaseArrow(float attackStrength) override;
osg::Group* getArrowBone() override;
osg::Node* getWeaponNode() override;
Resource::ResourceSystem* getResourceSystem() override;
// WeaponAnimation
void showWeapon(bool show) override { showWeapons(show); }
virtual void setViewMode(ViewMode viewMode);
virtual 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;
void setVampire(bool vampire) override;
/// Set a translation offset (in object root space) to apply to meshes when in first person mode.
void setFirstPersonOffset(const osg::Vec3f& offset);
void updatePtr(const MWWorld::Ptr& updated) override;
/// Get a list of body parts that may be used by an NPC of given race and gender.
/// @note This is a fixed size list, one list item for each ESM::PartReferenceType, may contain nullptr body parts.
static const std::vector<const ESM::BodyPart*>& getBodyParts(const std::string& raceId, bool female, bool firstperson, bool werewolf);
};
}
#endif