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			492 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			492 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "npcanimation.hpp"
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#include <OgreSceneManager.h>
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#include <OgreEntity.h>
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#include <OgreParticleSystem.h>
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#include <OgreSubEntity.h>
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "renderconst.hpp"
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namespace MWRender
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{
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const NpcAnimation::PartInfo NpcAnimation::sPartList[NpcAnimation::sPartListSize] = {
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    { ESM::PRT_Head, "Head" },
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    { ESM::PRT_Hair, "Head" },
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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_Skirt, "Groin" },
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    { ESM::PRT_RHand, "Right Hand" },
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    { ESM::PRT_LHand, "Left Hand" },
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    { ESM::PRT_RWrist, "Right Wrist" },
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    { ESM::PRT_LWrist, "Left Wrist" },
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    { ESM::PRT_Shield, "Shield Bone" },
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    { ESM::PRT_RForearm, "Right Forearm" },
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    { ESM::PRT_LForearm, "Left Forearm" },
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    { ESM::PRT_RUpperarm, "Right Upper Arm" },
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    { ESM::PRT_LUpperarm, "Left Upper Arm" },
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    { ESM::PRT_RFoot, "Right Foot" },
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    { ESM::PRT_LFoot, "Left Foot" },
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    { ESM::PRT_RAnkle, "Right Ankle" },
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    { ESM::PRT_LAnkle, "Left Ankle" },
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    { ESM::PRT_RKnee, "Right Knee" },
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    { ESM::PRT_LKnee, "Left Knee" },
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    { ESM::PRT_RLeg, "Right Upper Leg" },
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    { ESM::PRT_LLeg, "Left Upper Leg" },
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    { ESM::PRT_RPauldron, "Right Clavicle" },
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    { ESM::PRT_LPauldron, "Left Clavicle" },
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    { ESM::PRT_Weapon, "Weapon Bone" },
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    { ESM::PRT_Tail, "Tail" }
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};
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NpcAnimation::~NpcAnimation()
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{
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    Ogre::SceneManager *sceneMgr = mInsert->getCreator();
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    for(size_t i = 0;i < sPartListSize;i++)
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        destroyObjectList(sceneMgr, mObjectParts[i]);
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}
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, MWWorld::InventoryStore& inv, int visibilityFlags, ViewMode viewMode)
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  : Animation(ptr),
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    mStateID(-1),
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    mTimeToChange(0),
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    mVisibilityFlags(visibilityFlags),
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    mRobe(inv.end()),
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    mHelmet(inv.end()),
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    mShirt(inv.end()),
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    mCuirass(inv.end()),
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    mGreaves(inv.end()),
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    mPauldronL(inv.end()),
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    mPauldronR(inv.end()),
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    mBoots(inv.end()),
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    mPants(inv.end()),
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    mGloveL(inv.end()),
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    mGloveR(inv.end()),
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    mSkirtIter(inv.end()),
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    mWeapon(inv.end()),
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    mShield(inv.end()),
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    mViewMode(viewMode),
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    mShowWeapons(false)
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{
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    mNpc = mPtr.get<ESM::NPC>()->mBase;
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    for(size_t i = 0;i < sPartListSize;i++)
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    {
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        mPartslots[i] = -1;  //each slot is empty
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        mPartPriorities[i] = 0;
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    }
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    const MWWorld::ESMStore &store =
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        MWBase::Environment::get().getWorld()->getStore();
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    const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
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    mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
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    mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
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    mBodyPrefix = "b_n_" + mNpc->mRace;
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    Misc::StringUtils::toLower(mBodyPrefix);
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    bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
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    std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif");
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    setObjectRoot(node, smodel, true);
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    addAnimSource(smodel);
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    if(mBodyPrefix.find("argonian") != std::string::npos)
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        addAnimSource("meshes\\argonian_swimkna.nif");
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    else if(!mNpc->isMale() && !isBeast)
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        addAnimSource("meshes\\base_anim_female.nif");
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    if(mNpc->mModel.length() > 0)
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        addAnimSource("meshes\\"+mNpc->mModel);
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    if(mViewMode == VM_FirstPerson)
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    {
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        /* A bit counter-intuitive, but unlike third-person anims, it seems
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         * beast races get both base_anim.1st.nif and base_animkna.1st.nif.
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         */
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        addAnimSource("meshes\\base_anim.1st.nif");
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        if(isBeast)
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            addAnimSource("meshes\\base_animkna.1st.nif");
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        if(!mNpc->isMale() && !isBeast)
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            addAnimSource("meshes\\base_anim_female.1st.nif");
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    }
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    forceUpdate();
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}
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void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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{
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    assert(viewMode != VM_HeadOnly);
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    mViewMode = viewMode;
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    const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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    const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
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    bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
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    std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif");
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    clearAnimSources();
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    addAnimSource(smodel);
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    if(mBodyPrefix.find("argonian") != std::string::npos)
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        addAnimSource("meshes\\argonian_swimkna.nif");
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    else if(!mNpc->isMale() && !isBeast)
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        addAnimSource("meshes\\base_anim_female.nif");
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    if(mNpc->mModel.length() > 0)
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        addAnimSource("meshes\\"+mNpc->mModel);
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    if(mViewMode == VM_FirstPerson)
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    {
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        /* A bit counter-intuitive, but unlike third-person anims, it seems
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         * beast races get both base_anim.1st.nif and base_animkna.1st.nif.
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         */
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        addAnimSource("meshes\\base_anim.1st.nif");
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        if(isBeast)
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            addAnimSource("meshes\\base_animkna.1st.nif");
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        if(!mNpc->isMale() && !isBeast)
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            addAnimSource("meshes\\base_anim_female.1st.nif");
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    }
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    MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
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    for(size_t i = 0;i < sPartListSize;i++)
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        removeIndividualPart(i);
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    forceUpdate();
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}
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void NpcAnimation::updateParts(bool forceupdate)
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{
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    static const struct {
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        MWWorld::ContainerStoreIterator NpcAnimation::*mPart;
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        int mSlot;
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        int mBasePriority;
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    } slotlist[] = {
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        // FIXME: Priority is based on the number of reserved slots. There should be a better way.
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        { &NpcAnimation::mRobe,      MWWorld::InventoryStore::Slot_Robe,         12 },
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        { &NpcAnimation::mSkirtIter, MWWorld::InventoryStore::Slot_Skirt,         3 },
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        { &NpcAnimation::mHelmet,    MWWorld::InventoryStore::Slot_Helmet,        0 },
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        { &NpcAnimation::mCuirass,   MWWorld::InventoryStore::Slot_Cuirass,       0 },
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        { &NpcAnimation::mGreaves,   MWWorld::InventoryStore::Slot_Greaves,       0 },
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        { &NpcAnimation::mPauldronL, MWWorld::InventoryStore::Slot_LeftPauldron,  0 },
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        { &NpcAnimation::mPauldronR, MWWorld::InventoryStore::Slot_RightPauldron, 0 },
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        { &NpcAnimation::mBoots,     MWWorld::InventoryStore::Slot_Boots,         0 },
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        { &NpcAnimation::mGloveL,    MWWorld::InventoryStore::Slot_LeftGauntlet,  0 },
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        { &NpcAnimation::mGloveR,    MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
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        { &NpcAnimation::mShirt,     MWWorld::InventoryStore::Slot_Shirt,         0 },
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        { &NpcAnimation::mPants,     MWWorld::InventoryStore::Slot_Pants,         0 },
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        { &NpcAnimation::mShield,    MWWorld::InventoryStore::Slot_CarriedLeft,   0 },
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        { &NpcAnimation::mWeapon,    MWWorld::InventoryStore::Slot_CarriedRight,  0 }
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    };
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    static const size_t slotlistsize = sizeof(slotlist)/sizeof(slotlist[0]);
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    MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
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    for(size_t i = 0;!forceupdate && i < slotlistsize;i++)
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    {
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        MWWorld::ContainerStoreIterator iter = inv.getSlot(slotlist[i].mSlot);
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        if(this->*slotlist[i].mPart != iter)
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        {
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            forceupdate = true;
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            break;
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        }
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    }
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    if(!forceupdate)
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        return;
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    /* FIXME: Remove this once we figure out how to show what in first-person */
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    if(mViewMode == VM_FirstPerson)
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    {
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        for(size_t i = 0;i < slotlistsize;i++)
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            this->*slotlist[i].mPart = inv.getSlot(slotlist[i].mSlot);
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        return;
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    }
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    for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
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    {
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        MWWorld::ContainerStoreIterator iter = inv.getSlot(slotlist[i].mSlot);
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        this->*slotlist[i].mPart = iter;
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        removePartGroup(slotlist[i].mSlot);
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        if(this->*slotlist[i].mPart == inv.end())
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            continue;
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        if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Helmet)
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            removeIndividualPart(ESM::PRT_Hair);
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        int prio = 1;
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        MWWorld::ContainerStoreIterator &store = this->*slotlist[i].mPart;
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        if(store->getTypeName() == typeid(ESM::Clothing).name())
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        {
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            prio = ((slotlist[i].mBasePriority+1)<<1) + 0;
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            const ESM::Clothing *clothes = store->get<ESM::Clothing>()->mBase;
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            addPartGroup(slotlist[i].mSlot, prio, clothes->mParts.mParts);
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        }
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        else if(store->getTypeName() == typeid(ESM::Armor).name())
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        {
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            prio = ((slotlist[i].mBasePriority+1)<<1) + 1;
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            const ESM::Armor *armor = store->get<ESM::Armor>()->mBase;
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            addPartGroup(slotlist[i].mSlot, prio, armor->mParts.mParts);
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        }
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        if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Robe)
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        {
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            ESM::PartReferenceType parts[] = {
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                ESM::PRT_Groin, ESM::PRT_Skirt, ESM::PRT_RLeg, ESM::PRT_LLeg,
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                ESM::PRT_RUpperarm, ESM::PRT_LUpperarm, ESM::PRT_RKnee, ESM::PRT_LKnee,
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                ESM::PRT_RForearm, ESM::PRT_LForearm, ESM::PRT_RPauldron, ESM::PRT_LPauldron
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            };
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            size_t parts_size = sizeof(parts)/sizeof(parts[0]);
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            for(size_t p = 0;p < parts_size;++p)
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                reserveIndividualPart(parts[p], slotlist[i].mSlot, prio);
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        }
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        else if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Skirt)
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        {
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            reserveIndividualPart(ESM::PRT_Groin, slotlist[i].mSlot, prio);
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            reserveIndividualPart(ESM::PRT_RLeg, slotlist[i].mSlot, prio);
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            reserveIndividualPart(ESM::PRT_LLeg, slotlist[i].mSlot, prio);
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        }
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    }
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    if(mViewMode != VM_FirstPerson)
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    {
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        if(mPartPriorities[ESM::PRT_Head] < 1)
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            addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, mHeadModel);
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        if(mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[ESM::PRT_Head] <= 1)
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            addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, mHairModel);
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    }
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    if(mViewMode == VM_HeadOnly)
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        return;
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    showWeapons(mShowWeapons);
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    const int Flag_Female = 0x01;
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    const int Flag_FirstPerson = 0x02;
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    int flags = 0;
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    if (!mNpc->isMale())
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        flags |= Flag_Female;
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    if (mViewMode == VM_FirstPerson)
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        flags |= Flag_FirstPerson;
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    // Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
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    static std::map< std::pair<std::string, int> , std::vector<const ESM::BodyPart*> > sRaceMapping;
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    std::string race = Misc::StringUtils::lowerCase(mNpc->mRace);
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    std::pair<std::string, int> thisCombination = std::make_pair(race, flags);
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    if (sRaceMapping.find(thisCombination) == sRaceMapping.end())
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    {
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        static std::map<int, int> bodypartMap;
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        if(bodypartMap.size() == 0)
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        {
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            bodypartMap[ESM::PRT_Neck] = ESM::BodyPart::MP_Neck;
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            bodypartMap[ESM::PRT_Cuirass] = ESM::BodyPart::MP_Chest;
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            bodypartMap[ESM::PRT_Groin] = ESM::BodyPart::MP_Groin;
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            bodypartMap[ESM::PRT_RHand] = ESM::BodyPart::MP_Hand;
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            bodypartMap[ESM::PRT_LHand] = ESM::BodyPart::MP_Hand;
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            bodypartMap[ESM::PRT_RWrist] = ESM::BodyPart::MP_Wrist;
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            bodypartMap[ESM::PRT_LWrist] = ESM::BodyPart::MP_Wrist;
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            bodypartMap[ESM::PRT_RForearm] = ESM::BodyPart::MP_Forearm;
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            bodypartMap[ESM::PRT_LForearm] = ESM::BodyPart::MP_Forearm;
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            bodypartMap[ESM::PRT_RUpperarm] = ESM::BodyPart::MP_Upperarm;
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            bodypartMap[ESM::PRT_LUpperarm] = ESM::BodyPart::MP_Upperarm;
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            bodypartMap[ESM::PRT_RFoot] = ESM::BodyPart::MP_Foot;
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            bodypartMap[ESM::PRT_LFoot] = ESM::BodyPart::MP_Foot;
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            bodypartMap[ESM::PRT_RAnkle] = ESM::BodyPart::MP_Ankle;
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            bodypartMap[ESM::PRT_LAnkle] = ESM::BodyPart::MP_Ankle;
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            bodypartMap[ESM::PRT_RKnee] = ESM::BodyPart::MP_Knee;
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            bodypartMap[ESM::PRT_LKnee] = ESM::BodyPart::MP_Knee;
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            bodypartMap[ESM::PRT_RLeg] = ESM::BodyPart::MP_Upperleg;
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            bodypartMap[ESM::PRT_LLeg] = ESM::BodyPart::MP_Upperleg;
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            bodypartMap[ESM::PRT_Tail] = ESM::BodyPart::MP_Tail;
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        }
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        sRaceMapping[thisCombination].resize(ESM::PRT_Count, NULL);
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        const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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        const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
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        for(MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
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        {
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            const ESM::BodyPart& bodypart = *it;
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            if (bodypart.mData.mFlags & ESM::BodyPart::BPF_NotPlayable)
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                continue;
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            if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
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                continue;
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            if (!mNpc->isMale() != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
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                continue;
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            if (!Misc::StringUtils::ciEqual(bodypart.mRace, mNpc->mRace))
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                continue;
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            bool firstPerson = (bodypart.mId.size() >= 3)
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                    && bodypart.mId[bodypart.mId.size()-3] == '1'
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                    && bodypart.mId[bodypart.mId.size()-2] == 's'
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                    && bodypart.mId[bodypart.mId.size()-1] == 't';
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            if (firstPerson != (mViewMode == VM_FirstPerson))
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                continue;
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            for (std::map<int, int>::iterator bIt = bodypartMap.begin(); bIt != bodypartMap.end(); ++bIt )
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                if (bIt->second == bodypart.mData.mPart)
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                    sRaceMapping[thisCombination][bIt->first] = &*it;
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        }
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    }
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    for (int part = ESM::PRT_Neck; part < ESM::PRT_Count; ++part)
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    {
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        const ESM::BodyPart* bodypart = sRaceMapping[thisCombination][part];
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        if (mPartPriorities[part] < 1 && bodypart)
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            addOrReplaceIndividualPart(part, -1,1, "meshes\\"+bodypart->mModel);
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    }
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}
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NifOgre::ObjectList NpcAnimation::insertBoundedPart(const std::string &model, int group, const std::string &bonename)
 | 
						|
{
 | 
						|
    NifOgre::ObjectList objects = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, model);
 | 
						|
    setRenderProperties(objects, mVisibilityFlags, RQG_Main, RQG_Alpha);
 | 
						|
 | 
						|
    for(size_t i = 0;i < objects.mEntities.size();i++)
 | 
						|
        objects.mEntities[i]->getUserObjectBindings().setUserAny(Ogre::Any(group));
 | 
						|
    for(size_t i = 0;i < objects.mParticles.size();i++)
 | 
						|
        objects.mParticles[i]->getUserObjectBindings().setUserAny(Ogre::Any(group));
 | 
						|
 | 
						|
    if(objects.mSkelBase)
 | 
						|
    {
 | 
						|
        Ogre::AnimationStateSet *aset = objects.mSkelBase->getAllAnimationStates();
 | 
						|
        Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
 | 
						|
        while(asiter.hasMoreElements())
 | 
						|
        {
 | 
						|
            Ogre::AnimationState *state = asiter.getNext();
 | 
						|
            state->setEnabled(false);
 | 
						|
            state->setLoop(false);
 | 
						|
        }
 | 
						|
        Ogre::SkeletonInstance *skelinst = objects.mSkelBase->getSkeleton();
 | 
						|
        Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
 | 
						|
        while(boneiter.hasMoreElements())
 | 
						|
            boneiter.getNext()->setManuallyControlled(true);
 | 
						|
    }
 | 
						|
 | 
						|
    return objects;
 | 
						|
}
 | 
						|
 | 
						|
Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
 | 
						|
{
 | 
						|
    if(mTimeToChange <= 0.0f)
 | 
						|
    {
 | 
						|
        mTimeToChange = 0.2f;
 | 
						|
        updateParts();
 | 
						|
    }
 | 
						|
    mTimeToChange -= timepassed;
 | 
						|
 | 
						|
    Ogre::Vector3 ret = Animation::runAnimation(timepassed);
 | 
						|
 | 
						|
    Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
 | 
						|
    for(size_t i = 0;i < sPartListSize;i++)
 | 
						|
    {
 | 
						|
        Ogre::Entity *ent = mObjectParts[i].mSkelBase;
 | 
						|
        if(!ent) continue;
 | 
						|
        updateSkeletonInstance(baseinst, ent->getSkeleton());
 | 
						|
        ent->getAllAnimationStates()->_notifyDirty();
 | 
						|
    }
 | 
						|
 | 
						|
    return ret;
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::removeIndividualPart(int type)
 | 
						|
{
 | 
						|
    mPartPriorities[type] = 0;
 | 
						|
    mPartslots[type] = -1;
 | 
						|
 | 
						|
    for(size_t i = 0;i < sPartListSize;i++)
 | 
						|
    {
 | 
						|
        if(type == sPartList[i].type)
 | 
						|
        {
 | 
						|
            destroyObjectList(mInsert->getCreator(), mObjectParts[i]);
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::reserveIndividualPart(int type, int group, int priority)
 | 
						|
{
 | 
						|
    if(priority > mPartPriorities[type])
 | 
						|
    {
 | 
						|
        removeIndividualPart(type);
 | 
						|
        mPartPriorities[type] = priority;
 | 
						|
        mPartslots[type] = group;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::removePartGroup(int group)
 | 
						|
{
 | 
						|
    for(int i = 0; i < 27; i++)
 | 
						|
    {
 | 
						|
        if(mPartslots[i] == group)
 | 
						|
            removeIndividualPart(i);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
bool NpcAnimation::addOrReplaceIndividualPart(int type, int group, int priority, const std::string &mesh)
 | 
						|
{
 | 
						|
    if(priority <= mPartPriorities[type])
 | 
						|
        return false;
 | 
						|
 | 
						|
    removeIndividualPart(type);
 | 
						|
    mPartslots[type] = group;
 | 
						|
    mPartPriorities[type] = priority;
 | 
						|
 | 
						|
    for(size_t i = 0;i < sPartListSize;i++)
 | 
						|
    {
 | 
						|
        if(type == sPartList[i].type)
 | 
						|
        {
 | 
						|
            mObjectParts[i] = insertBoundedPart(mesh, group, sPartList[i].name);
 | 
						|
            break;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts)
 | 
						|
{
 | 
						|
    const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
 | 
						|
    const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
 | 
						|
 | 
						|
    const char *ext = (mViewMode == VM_FirstPerson) ? ".1st" : "";
 | 
						|
    std::vector<ESM::PartReference>::const_iterator part(parts.begin());
 | 
						|
    for(;part != parts.end();part++)
 | 
						|
    {
 | 
						|
        const ESM::BodyPart *bodypart = 0;
 | 
						|
        if(!mNpc->isMale() && !part->mFemale.empty())
 | 
						|
            bodypart = partStore.search(part->mFemale+ext);
 | 
						|
        if(!bodypart && !part->mMale.empty())
 | 
						|
            bodypart = partStore.search(part->mMale+ext);
 | 
						|
 | 
						|
        if(bodypart)
 | 
						|
            addOrReplaceIndividualPart(part->mPart, group, priority, "meshes\\"+bodypart->mModel);
 | 
						|
        else
 | 
						|
            reserveIndividualPart(part->mPart, group, priority);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::showWeapons(bool showWeapon)
 | 
						|
{
 | 
						|
    mShowWeapons = showWeapon;
 | 
						|
    if(showWeapon &&
 | 
						|
       mViewMode != VM_FirstPerson/* FIXME: Remove this once first-person bodies work */)
 | 
						|
    {
 | 
						|
        MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
 | 
						|
        mWeapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
 | 
						|
        if(mWeapon != inv.end()) // special case for weapons
 | 
						|
        {
 | 
						|
            std::string mesh = MWWorld::Class::get(*mWeapon).getModel(*mWeapon);
 | 
						|
            addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1, mesh);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        removeIndividualPart(ESM::PRT_Weapon);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
}
 |