mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 04:19:55 +00:00
666 lines
24 KiB
C++
666 lines
24 KiB
C++
#include "npcanimation.hpp"
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#include <OgreSceneManager.h>
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#include <OgreEntity.h>
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#include <OgreSubEntity.h>
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#include <components/esm_store/store.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "renderconst.hpp"
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using namespace Ogre;
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using namespace NifOgre;
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namespace MWRender{
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NpcAnimation::~NpcAnimation()
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{
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}
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, OEngine::Render::OgreRenderer& _rend, MWWorld::InventoryStore& _inv)
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: Animation(_rend), mStateID(-1), inv(_inv), timeToChange(0),
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robe(inv.end()), helmet(inv.end()), shirt(inv.end()),
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cuirass(inv.end()), greaves(inv.end()),
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leftpauldron(inv.end()), rightpauldron(inv.end()),
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boots(inv.end()),
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leftglove(inv.end()), rightglove(inv.end()), skirtiter(inv.end()),
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pants(inv.end()),
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lclavicle(0),
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rclavicle(0),
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rupperArm(0),
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lupperArm(0),
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rUpperLeg(0),
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lUpperLeg(0),
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lForearm(0),
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rForearm(0),
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lWrist(0),
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rWrist(0),
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rKnee(0),
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lKnee(0),
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neck(0),
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rAnkle(0),
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lAnkle(0),
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groin(0),
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lfoot(0),
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rfoot(0)
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{
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MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
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for (int init = 0; init < 27; init++)
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{
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partslots[init] = -1; //each slot is empty
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partpriorities[init] = 0;
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}
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const ESMS::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Race *race = store.races.find(ref->base->race);
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std::string hairID = ref->base->hair;
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std::string headID = ref->base->head;
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headModel = "meshes\\" + store.bodyParts.find(headID)->model;
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hairModel = "meshes\\" + store.bodyParts.find(hairID)->model;
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npcName = ref->base->name;
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isFemale = !!(ref->base->flags&ESM::NPC::Female);
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isBeast = !!(race->data.flags&ESM::Race::Beast);
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bodyRaceID = "b_n_"+race->name;
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std::transform(bodyRaceID.begin(), bodyRaceID.end(), bodyRaceID.begin(), ::tolower);
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/*std::cout << "Race: " << ref->base->race ;
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if(female)
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std::cout << " Sex: Female" << " Height: " << race->data.height.female << "\n";
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else
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std::cout << " Sex: Male" << " Height: " << race->data.height.male << "\n";
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*/
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insert = ptr.getRefData().getBaseNode();
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assert(insert);
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std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif");
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// FIXME: There can be more than one!
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NifOgre::MeshPairList meshes = NifOgre::NIFLoader::load(smodel);
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base = mRend.getScene()->createEntity(meshes[0].first->getName());
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base->setVisibilityFlags(RV_Actors);
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bool transparent = false;
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for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
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{
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Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
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Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
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while (techIt.hasMoreElements())
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{
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Ogre::Technique* tech = techIt.getNext();
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Ogre::Technique::PassIterator passIt = tech->getPassIterator();
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while (passIt.hasMoreElements())
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{
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Ogre::Pass* pass = passIt.getNext();
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if (pass->getDepthWriteEnabled() == false)
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transparent = true;
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}
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}
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}
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base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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base->setSkipAnimationStateUpdate(true); //Magical line of code, this makes the bones
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//stay in the same place when we skipanim, or open a gui window
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insert->attachObject(base);
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if(isFemale)
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insert->scale(race->data.height.female, race->data.height.female, race->data.height.female);
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else
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insert->scale(race->data.height.male, race->data.height.male, race->data.height.male);
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updateParts();
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}
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void NpcAnimation::updateParts()
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{
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bool apparelChanged = false;
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//inv.getSlot(MWWorld::InventoryStore::Slot_Robe);
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if(robe != inv.getSlot(MWWorld::InventoryStore::Slot_Robe))
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{
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// A robe was added or removed
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robe = inv.getSlot(MWWorld::InventoryStore::Slot_Robe);
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removePartGroup(MWWorld::InventoryStore::Slot_Robe);
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apparelChanged = true;
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}
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if(skirtiter != inv.getSlot(MWWorld::InventoryStore::Slot_Skirt))
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{
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skirtiter = inv.getSlot(MWWorld::InventoryStore::Slot_Skirt);
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removePartGroup(MWWorld::InventoryStore::Slot_Skirt);
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apparelChanged = true;
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}
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if(helmet != inv.getSlot(MWWorld::InventoryStore::Slot_Helmet))
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{
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helmet = inv.getSlot(MWWorld::InventoryStore::Slot_Helmet);
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removePartGroup(MWWorld::InventoryStore::Slot_Helmet);
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apparelChanged = true;
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}
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if(cuirass != inv.getSlot(MWWorld::InventoryStore::Slot_Cuirass))
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{
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cuirass = inv.getSlot(MWWorld::InventoryStore::Slot_Cuirass);
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removePartGroup(MWWorld::InventoryStore::Slot_Cuirass);
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apparelChanged = true;
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}
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if(greaves != inv.getSlot(MWWorld::InventoryStore::Slot_Greaves))
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{
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greaves = inv.getSlot(MWWorld::InventoryStore::Slot_Greaves);
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removePartGroup(MWWorld::InventoryStore::Slot_Greaves);
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apparelChanged = true;
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}
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if(leftpauldron != inv.getSlot(MWWorld::InventoryStore::Slot_LeftPauldron))
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{
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leftpauldron = inv.getSlot(MWWorld::InventoryStore::Slot_LeftPauldron);
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removePartGroup(MWWorld::InventoryStore::Slot_LeftPauldron);
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apparelChanged = true;
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}
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if(rightpauldron != inv.getSlot(MWWorld::InventoryStore::Slot_RightPauldron))
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{
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rightpauldron = inv.getSlot(MWWorld::InventoryStore::Slot_RightPauldron);
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removePartGroup(MWWorld::InventoryStore::Slot_RightPauldron);
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apparelChanged = true;
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}
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if(!isBeast && boots != inv.getSlot(MWWorld::InventoryStore::Slot_Boots))
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{
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boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
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removePartGroup(MWWorld::InventoryStore::Slot_Boots);
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apparelChanged = true;
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}
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if(leftglove != inv.getSlot(MWWorld::InventoryStore::Slot_LeftGauntlet))
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{
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leftglove = inv.getSlot(MWWorld::InventoryStore::Slot_LeftGauntlet);
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removePartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet);
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apparelChanged = true;
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}
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if(rightglove != inv.getSlot(MWWorld::InventoryStore::Slot_RightGauntlet))
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{
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rightglove = inv.getSlot(MWWorld::InventoryStore::Slot_RightGauntlet);
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removePartGroup(MWWorld::InventoryStore::Slot_RightGauntlet);
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apparelChanged = true;
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}
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if(shirt != inv.getSlot(MWWorld::InventoryStore::Slot_Shirt))
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{
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shirt = inv.getSlot(MWWorld::InventoryStore::Slot_Shirt);
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removePartGroup(MWWorld::InventoryStore::Slot_Shirt);
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apparelChanged = true;
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}
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if(pants != inv.getSlot(MWWorld::InventoryStore::Slot_Pants))
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{
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pants = inv.getSlot(MWWorld::InventoryStore::Slot_Pants);
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removePartGroup(MWWorld::InventoryStore::Slot_Pants);
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apparelChanged = true;
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}
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if(apparelChanged)
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{
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if(robe != inv.end())
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{
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MWWorld::Ptr ptr = *robe;
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const ESM::Clothing *clothes = (ptr.get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Robe, 5, parts);
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reserveIndividualPart(ESM::PRT_Groin, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_Skirt, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_RLeg, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_LLeg, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_RUpperarm, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_LUpperarm, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_RKnee, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_LKnee, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_RForearm, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_LForearm, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_RPauldron, MWWorld::InventoryStore::Slot_Robe, 5);
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reserveIndividualPart(ESM::PRT_LPauldron, MWWorld::InventoryStore::Slot_Robe, 5);
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}
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if(skirtiter != inv.end())
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{
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MWWorld::Ptr ptr = *skirtiter;
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const ESM::Clothing *clothes = (ptr.get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Skirt, 4, parts);
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reserveIndividualPart(ESM::PRT_Groin, MWWorld::InventoryStore::Slot_Skirt, 4);
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reserveIndividualPart(ESM::PRT_RLeg, MWWorld::InventoryStore::Slot_Skirt, 4);
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reserveIndividualPart(ESM::PRT_LLeg, MWWorld::InventoryStore::Slot_Skirt, 4);
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}
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if(helmet != inv.end())
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{
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removeIndividualPart(ESM::PRT_Hair);
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const ESM::Armor *armor = (helmet->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Helmet, 3, parts);
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}
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if(cuirass != inv.end())
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{
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const ESM::Armor *armor = (cuirass->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Cuirass, 3, parts);
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}
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if(greaves != inv.end())
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{
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const ESM::Armor *armor = (greaves->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Greaves, 3, parts);
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}
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if(leftpauldron != inv.end())
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{
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const ESM::Armor *armor = (leftpauldron->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_LeftPauldron, 3, parts);
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}
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if(rightpauldron != inv.end())
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{
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const ESM::Armor *armor = (rightpauldron->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_RightPauldron, 3, parts);
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}
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if(!isBeast && boots != inv.end())
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{
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if(boots->getTypeName() == typeid(ESM::Clothing).name())
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{
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const ESM::Clothing *clothes = (boots->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Boots, 2, parts);
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}
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else if(boots->getTypeName() == typeid(ESM::Armor).name())
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{
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const ESM::Armor *armor = (boots->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Boots, 3, parts);
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}
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}
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if(leftglove != inv.end())
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{
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if(leftglove->getTypeName() == typeid(ESM::Clothing).name())
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{
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const ESM::Clothing *clothes = (leftglove->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet, 2, parts);
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}
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else
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{
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const ESM::Armor *armor = (leftglove->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet, 3, parts);
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}
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}
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if(rightglove != inv.end())
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{
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if(rightglove->getTypeName() == typeid(ESM::Clothing).name())
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{
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const ESM::Clothing *clothes = (rightglove->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_RightGauntlet, 2, parts);
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}
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else
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{
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const ESM::Armor *armor = (rightglove->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_RightGauntlet, 3, parts);
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}
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}
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if(shirt != inv.end())
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{
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const ESM::Clothing *clothes = (shirt->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Shirt, 2, parts);
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}
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if(pants != inv.end())
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{
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const ESM::Clothing *clothes = (pants->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Pants, 2, parts);
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}
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}
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if(partpriorities[ESM::PRT_Head] < 1)
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addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, headModel);
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if(partpriorities[ESM::PRT_Hair] < 1 && partpriorities[ESM::PRT_Head] <= 1)
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addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, hairModel);
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static const struct {
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ESM::PartReferenceType type;
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const char name[2][12];
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} PartTypeList[] = {
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{ ESM::PRT_Neck, { "neck", "" } },
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{ ESM::PRT_Cuirass, { "chest", "" } },
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{ ESM::PRT_Groin, { "groin", "" } },
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{ ESM::PRT_RHand, { "hand", "hands" } },
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{ ESM::PRT_LHand, { "hand", "hands" } },
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{ ESM::PRT_RWrist, { "wrist", "" } },
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{ ESM::PRT_LWrist, { "wrist", "" } },
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{ ESM::PRT_RForearm, { "forearm", "" } },
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{ ESM::PRT_LForearm, { "forearm", "" } },
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{ ESM::PRT_RUpperarm, { "upper arm", "" } },
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{ ESM::PRT_LUpperarm, { "upper arm", "" } },
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{ ESM::PRT_RFoot, { "foot", "feet" } },
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{ ESM::PRT_LFoot, { "foot", "feet" } },
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{ ESM::PRT_RAnkle, { "ankle", "" } },
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{ ESM::PRT_LAnkle, { "ankle", "" } },
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{ ESM::PRT_RKnee, { "knee", "" } },
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{ ESM::PRT_LKnee, { "knee", "" } },
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{ ESM::PRT_RLeg, { "upper leg", "" } },
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{ ESM::PRT_LLeg, { "upper leg", "" } },
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{ ESM::PRT_Tail, { "tail", "" } }
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};
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const ESMS::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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for(size_t i = 0;i < sizeof(PartTypeList)/sizeof(PartTypeList[0]);i++)
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{
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if(partpriorities[PartTypeList[i].type] < 1)
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{
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const ESM::BodyPart *part = NULL;
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bool tryfemale = isFemale;
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int ni = 0;
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do {
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part = store.bodyParts.search(bodyRaceID+(tryfemale?"_f_":"_m_")+PartTypeList[i].name[ni]);
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if(part) break;
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ni ^= 1;
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if(ni == 0)
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{
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if(!tryfemale)
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break;
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tryfemale = false;
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}
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} while(1);
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if(part)
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addOrReplaceIndividualPart(PartTypeList[i].type, -1,1, "meshes\\"+part->model);
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}
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}
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}
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Ogre::Entity* NpcAnimation::insertBoundedPart(const std::string &mesh, const std::string &bonename)
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{
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// FIXME: There can be more than one!
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NifOgre::MeshPairList meshes = NIFLoader::load(mesh);
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Ogre::Entity* part = mRend.getScene()->createEntity(meshes[0].first->getName());
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part->setVisibilityFlags(RV_Actors);
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base->attachObjectToBone(bonename, part);
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return part;
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}
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void NpcAnimation::runAnimation(float timepassed)
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{
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if(timeToChange > .2)
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{
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timeToChange = 0;
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updateParts();
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}
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timeToChange += timepassed;
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//1. Add the amount of time passed to time
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//2. Handle the animation transforms dependent on time
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//3. Handle the shapes dependent on animation transforms
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if(animate > 0)
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{
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time += timepassed;
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if(time > stopTime)
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{
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animate--;
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if(animate == 0)
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time = stopTime;
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else
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time = startTime + (time - stopTime);
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}
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handleAnimationTransforms();
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}
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}
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void NpcAnimation::removeIndividualPart(int type)
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{
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partpriorities[type] = 0;
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partslots[type] = -1;
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if(type == ESM::PRT_Head && head) //0
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{
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base->detachObjectFromBone(head);
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head = 0;
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}
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else if(type == ESM::PRT_Hair && hair) //1
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{
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base->detachObjectFromBone(hair);
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hair = 0;
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}
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else if(type == ESM::PRT_Neck && neck) //2
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{
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base->detachObjectFromBone(neck);
|
|
neck = 0;
|
|
}
|
|
else if(type == ESM::PRT_Groin && groin)//4
|
|
{
|
|
base->detachObjectFromBone(groin);
|
|
groin = 0;
|
|
}
|
|
else if(type == ESM::PRT_RWrist && rWrist)//8
|
|
{
|
|
base->detachObjectFromBone(rWrist);
|
|
rWrist = 0;
|
|
}
|
|
else if(type == ESM::PRT_LWrist && lWrist) //9
|
|
{
|
|
base->detachObjectFromBone(lWrist);
|
|
lWrist = 0;
|
|
}
|
|
else if(type == ESM::PRT_Shield) //10
|
|
{
|
|
}
|
|
else if(type == ESM::PRT_RForearm && rForearm) //11
|
|
{
|
|
base->detachObjectFromBone(rForearm);
|
|
rForearm = 0;
|
|
}
|
|
else if(type == ESM::PRT_LForearm && lForearm) //12
|
|
{
|
|
base->detachObjectFromBone(lForearm);
|
|
lForearm = 0;
|
|
}
|
|
else if(type == ESM::PRT_RUpperarm && rupperArm) //13
|
|
{
|
|
base->detachObjectFromBone(rupperArm);
|
|
rupperArm = 0;
|
|
}
|
|
else if(type == ESM::PRT_LUpperarm && lupperArm) //14
|
|
{
|
|
base->detachObjectFromBone(lupperArm);
|
|
lupperArm = 0;
|
|
}
|
|
else if(type == ESM::PRT_RFoot && rfoot) //15
|
|
{
|
|
base->detachObjectFromBone(rfoot);
|
|
rfoot = 0;
|
|
}
|
|
else if(type == ESM::PRT_LFoot && lfoot) //16
|
|
{
|
|
base->detachObjectFromBone(lfoot);
|
|
lfoot = 0;
|
|
}
|
|
else if(type == ESM::PRT_RAnkle && rAnkle) //17
|
|
{
|
|
base->detachObjectFromBone(rAnkle);
|
|
rAnkle = 0;
|
|
}
|
|
else if(type == ESM::PRT_LAnkle && lAnkle) //18
|
|
{
|
|
base->detachObjectFromBone(lAnkle);
|
|
lAnkle = 0;
|
|
}
|
|
else if(type == ESM::PRT_RKnee && rKnee) //19
|
|
{
|
|
base->detachObjectFromBone(rKnee);
|
|
rKnee = 0;
|
|
}
|
|
else if(type == ESM::PRT_LKnee && lKnee) //20
|
|
{
|
|
base->detachObjectFromBone(lKnee);
|
|
lKnee = 0;
|
|
}
|
|
else if(type == ESM::PRT_RLeg && rUpperLeg) //21
|
|
{
|
|
base->detachObjectFromBone(rUpperLeg);
|
|
rUpperLeg = 0;
|
|
}
|
|
else if(type == ESM::PRT_LLeg && lUpperLeg) //22
|
|
{
|
|
base->detachObjectFromBone(lUpperLeg);
|
|
lUpperLeg = 0;
|
|
}
|
|
else if(type == ESM::PRT_RPauldron && rclavicle) //23
|
|
{
|
|
base->detachObjectFromBone(rclavicle);
|
|
rclavicle = 0;
|
|
}
|
|
else if(type == ESM::PRT_LPauldron && lclavicle) //24
|
|
{
|
|
base->detachObjectFromBone(lclavicle);
|
|
lclavicle = 0;
|
|
}
|
|
else if(type == ESM::PRT_Weapon) //25
|
|
{
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::reserveIndividualPart(int type, int group, int priority)
|
|
{
|
|
if(priority > partpriorities[type])
|
|
{
|
|
removeIndividualPart(type);
|
|
partpriorities[type] = priority;
|
|
partslots[type] = group;
|
|
}
|
|
}
|
|
|
|
void NpcAnimation::removePartGroup(int group)
|
|
{
|
|
for(int i = 0; i < 27; i++)
|
|
{
|
|
if(partslots[i] == group)
|
|
removeIndividualPart(i);
|
|
}
|
|
}
|
|
|
|
bool NpcAnimation::addOrReplaceIndividualPart(int type, int group, int priority, const std::string &mesh)
|
|
{
|
|
if(priority <= partpriorities[type])
|
|
return false;
|
|
|
|
removeIndividualPart(type);
|
|
partslots[type] = group;
|
|
partpriorities[type] = priority;
|
|
switch(type)
|
|
{
|
|
case ESM::PRT_Head: //0
|
|
head = insertBoundedPart(mesh, "Head");
|
|
break;
|
|
case ESM::PRT_Hair: //1
|
|
hair = insertBoundedPart(mesh, "Head");
|
|
break;
|
|
case ESM::PRT_Neck: //2
|
|
neck = insertBoundedPart(mesh, "Neck");
|
|
break;
|
|
case ESM::PRT_Cuirass: //3
|
|
break;
|
|
case ESM::PRT_Groin: //4
|
|
groin = insertBoundedPart(mesh, "Groin");
|
|
break;
|
|
case ESM::PRT_Skirt: //5
|
|
break;
|
|
case ESM::PRT_RHand: //6
|
|
break;
|
|
case ESM::PRT_LHand: //7
|
|
break;
|
|
case ESM::PRT_RWrist: //8
|
|
rWrist = insertBoundedPart(mesh, "Right Wrist");
|
|
break;
|
|
case ESM::PRT_LWrist: //9
|
|
lWrist = insertBoundedPart(mesh, "Left Wrist");
|
|
break;
|
|
case ESM::PRT_Shield: //10
|
|
break;
|
|
case ESM::PRT_RForearm: //11
|
|
rForearm = insertBoundedPart(mesh, "Right Forearm");
|
|
break;
|
|
case ESM::PRT_LForearm: //12
|
|
lForearm = insertBoundedPart(mesh, "Left Forearm");
|
|
break;
|
|
case ESM::PRT_RUpperarm: //13
|
|
rupperArm = insertBoundedPart(mesh, "Right Upper Arm");
|
|
break;
|
|
case ESM::PRT_LUpperarm: //14
|
|
lupperArm = insertBoundedPart(mesh, "Left Upper Arm");
|
|
break;
|
|
case ESM::PRT_RFoot: //15
|
|
lupperArm = insertBoundedPart(mesh, "Right Foot");
|
|
break;
|
|
case ESM::PRT_LFoot: //16
|
|
lupperArm = insertBoundedPart(mesh, "Left Foot");
|
|
break;
|
|
case ESM::PRT_RAnkle: //17
|
|
rAnkle = insertBoundedPart(mesh, "Right Ankle");
|
|
break;
|
|
case ESM::PRT_LAnkle: //18
|
|
lAnkle = insertBoundedPart(mesh, "Left Ankle");
|
|
break;
|
|
case ESM::PRT_RKnee: //19
|
|
rKnee = insertBoundedPart(mesh, "Right Knee");
|
|
break;
|
|
case ESM::PRT_LKnee: //20
|
|
lKnee = insertBoundedPart(mesh, "Left Knee");
|
|
break;
|
|
case ESM::PRT_RLeg: //21
|
|
rUpperLeg = insertBoundedPart(mesh, "Right Upper Leg");
|
|
break;
|
|
case ESM::PRT_LLeg: //22
|
|
lUpperLeg = insertBoundedPart(mesh, "Left Upper Leg");
|
|
break;
|
|
case ESM::PRT_RPauldron: //23
|
|
rclavicle = insertBoundedPart(mesh , "Right Clavicle");
|
|
break;
|
|
case ESM::PRT_LPauldron: //24
|
|
lclavicle = insertBoundedPart(mesh, "Left Clavicle");
|
|
break;
|
|
case ESM::PRT_Weapon: //25
|
|
break;
|
|
case ESM::PRT_Tail: //26
|
|
break;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void NpcAnimation::addPartGroup(int group, int priority, std::vector<ESM::PartReference> &parts)
|
|
{
|
|
for(std::size_t i = 0; i < parts.size(); i++)
|
|
{
|
|
ESM::PartReference &part = parts[i];
|
|
|
|
const ESM::BodyPart *bodypart = 0;
|
|
if(isFemale)
|
|
bodypart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search(part.female);
|
|
if(!bodypart)
|
|
bodypart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search(part.male);
|
|
|
|
if(bodypart)
|
|
addOrReplaceIndividualPart(part.part, group,priority,"meshes\\" + bodypart->model);
|
|
else
|
|
reserveIndividualPart(part.part, group, priority);
|
|
}
|
|
}
|
|
|
|
}
|