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185 lines
5.9 KiB
C++
185 lines
5.9 KiB
C++
#ifndef GAME_RENDER_NPCANIMATION_H
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#define GAME_RENDER_NPCANIMATION_H
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#include "animation.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "actoranimation.hpp"
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#include "weaponanimation.hpp"
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#include <array>
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namespace ESM
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{
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struct NPC;
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struct BodyPart;
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}
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namespace MWSound
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{
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class Sound;
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}
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namespace MWRender
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{
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class NeckController;
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class HeadAnimationTime;
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class NpcAnimation :
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public ActorAnimation
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, public WeaponAnimation
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, public MWWorld::InventoryStoreListener
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{
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public:
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void equipmentChanged() override;
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void permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew) override;
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public:
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typedef std::map<ESM::PartReferenceType,std::string> PartBoneMap;
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enum ViewMode {
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VM_Normal,
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VM_FirstPerson,
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VM_HeadOnly,
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VM_VRNormal,
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VM_VRFirstPerson,
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};
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protected:
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static const PartBoneMap sPartList;
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// Bounded Parts
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PartHolderPtr mObjectParts[ESM::PRT_Count];
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std::array<MWSound::Sound*, ESM::PRT_Count> mSounds;
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const ESM::NPC *mNpc;
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std::string mHeadModel;
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std::string mHairModel;
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ViewMode mViewMode;
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bool mShowWeapons;
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bool mShowCarriedLeft;
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enum NpcType
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{
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Type_Normal,
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Type_Werewolf,
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Type_Vampire
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};
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NpcType mNpcType;
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int mPartslots[ESM::PRT_Count]; //Each part slot is taken by clothing, armor, or is empty
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int mPartPriorities[ESM::PRT_Count];
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osg::Vec3f mFirstPersonOffset;
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// Field of view to use when rendering first person meshes
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float mFirstPersonFieldOfView;
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std::shared_ptr<HeadAnimationTime> mHeadAnimationTime;
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std::shared_ptr<WeaponAnimationTime> mWeaponAnimationTime;
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bool mSoundsDisabled;
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bool mAccurateAiming;
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float mAimingFactor;
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void updateNpcBase();
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NpcType getNpcType() const;
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PartHolderPtr insertBoundedPart(const std::string &model, const std::string &bonename,
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const std::string &bonefilter, bool enchantedGlow, osg::Vec4f* glowColor=nullptr);
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void removeIndividualPart(ESM::PartReferenceType type);
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void reserveIndividualPart(ESM::PartReferenceType type, int group, int priority);
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bool addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority, const std::string &mesh,
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bool enchantedGlow=false, osg::Vec4f* glowColor=nullptr);
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void removePartGroup(int group);
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void addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts,
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bool enchantedGlow=false, osg::Vec4f* glowColor=nullptr);
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void setRenderBin();
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osg::ref_ptr<NeckController> mFirstPersonNeckController;
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static bool isFirstPersonPart(const ESM::BodyPart* bodypart);
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static bool isFemalePart(const ESM::BodyPart* bodypart);
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static NpcType getNpcType(const MWWorld::Ptr& ptr);
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protected:
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void addControllers() override;
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bool isArrowAttached() const override;
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std::string getShieldMesh(MWWorld::ConstPtr shield) const override;
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public:
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/**
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* @param ptr
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* @param disableListener Don't listen for equipment changes and magic effects. InventoryStore only supports
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* one listener at a time, so you shouldn't do this if creating several NpcAnimations
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* for the same Ptr, eg preview dolls for the player.
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* Those need to be manually rendered anyway.
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* @param disableSounds Same as \a disableListener but for playing items sounds
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* @param viewMode
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*/
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NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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bool disableSounds = false, ViewMode viewMode=VM_Normal, float firstPersonFieldOfView=55.f);
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virtual ~NpcAnimation();
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void enableHeadAnimation(bool enable) override;
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/// 1: the first person meshes follow the camera's rotation completely
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/// 0: the first person meshes follow the camera with a reduced factor, so you can look down at your own hands
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void setAccurateAiming(bool enabled) override;
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void setWeaponGroup(const std::string& group, bool relativeDuration) override;
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osg::Vec3f runAnimation(float timepassed) override;
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/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
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/// to indicate the facing orientation of the character.
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void setPitchFactor(float factor) override { mPitchFactor = factor; }
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void showWeapons(bool showWeapon) override;
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bool getCarriedLeftShown() const override { return mShowCarriedLeft; }
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void showCarriedLeft(bool show) override;
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void attachArrow() override;
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void detachArrow() override;
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void releaseArrow(float attackStrength) override;
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osg::Group* getArrowBone() override;
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osg::Node* getWeaponNode() override;
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Resource::ResourceSystem* getResourceSystem() override;
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// WeaponAnimation
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void showWeapon(bool show) override { showWeapons(show); }
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virtual void setViewMode(ViewMode viewMode);
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virtual void updateParts();
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/// Rebuilds the NPC, updating their root model, animation sources, and equipment.
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void rebuild();
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/// Get the inventory slot that the given node path leads into, or -1 if not found.
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int getSlot(const osg::NodePath& path) const;
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void setVampire(bool vampire) override;
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/// Set a translation offset (in object root space) to apply to meshes when in first person mode.
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void setFirstPersonOffset(const osg::Vec3f& offset);
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void updatePtr(const MWWorld::Ptr& updated) override;
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/// Get a list of body parts that may be used by an NPC of given race and gender.
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/// @note This is a fixed size list, one list item for each ESM::PartReferenceType, may contain nullptr body parts.
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static const std::vector<const ESM::BodyPart*>& getBodyParts(const std::string& raceId, bool female, bool firstperson, bool werewolf);
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};
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}
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#endif
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