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

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2.6 KiB
C++

#ifndef _GAME_RENDER_ANIMATION_H
#define _GAME_RENDER_ANIMATION_H
#include <components/nifogre/ogre_nif_loader.hpp>
#include "../mwworld/ptr.hpp"
namespace MWMechanics
{
class CharacterController;
}
namespace MWRender
{
class Animation
{
protected:
MWWorld::Ptr mPtr;
MWMechanics::CharacterController *mController;
Ogre::SceneNode* mInsert;
NifOgre::EntityList mEntityList;
std::map<std::string,NifOgre::TextKeyMap> mTextKeys;
Ogre::Node *mAccumRoot;
Ogre::Bone *mNonAccumRoot;
Ogre::Vector3 mAccumulate;
Ogre::Vector3 mLastPosition;
std::vector<Ogre::SkeletonPtr> mSkeletonSources;
NifOgre::TextKeyMap *mCurrentKeys;
NifOgre::TextKeyMap::const_iterator mNextKey;
Ogre::Animation *mCurrentAnim;
float mCurrentTime;
bool mPlaying;
bool mLooping;
float mAnimVelocity;
float mAnimSpeedMult;
void calcAnimVelocity();
/* Applies the given animation to the given skeleton instance, using the specified time. */
void applyAnimation(const Ogre::Animation *anim, float time, Ogre::SkeletonInstance *skel);
/* Updates a skeleton instance so that all bones matching the source skeleton (based on
* bone names) are positioned identically. */
void updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel);
/* Updates the animation to the specified time, and returns the movement
* vector since the last update or reset. */
Ogre::Vector3 updatePosition(float time);
/* Resets the animation to the time of the specified marker, without moving
* anything. If the marker is not found, it resets to the beginning. */
void reset(const std::string &marker);
/* Inserts an additional skeleton into the animation source chain. Returns
* the bone representing the non-accum root from the base skeleton. */
Ogre::Bone *insertSkeletonSource(const std::string &name);
void createEntityList(Ogre::SceneNode *node, const std::string &model);
public:
Animation(const MWWorld::Ptr &ptr);
virtual ~Animation();
void setController(MWMechanics::CharacterController *controller);
bool hasAnimation(const std::string &anim);
// Specifies the axis' to accumulate on. Non-accumulated axis will just
// move visually, but not affect the actual movement. Each x/y/z value
// should be on the scale of 0 to 1.
void setAccumulation(const Ogre::Vector3 &accum);
void setSpeed(float speed);
void setLooping(bool loop);
void play(const std::string &groupname, const std::string &start, bool loop);
virtual Ogre::Vector3 runAnimation(float timepassed);
};
}
#endif