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216 lines
5.8 KiB
C++
216 lines
5.8 KiB
C++
#include "actors.hpp"
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#include <OgreSceneNode.h>
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#include <OgreSceneManager.h>
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwrender/renderingmanager.hpp"
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#include "animation.hpp"
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#include "activatoranimation.hpp"
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#include "creatureanimation.hpp"
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#include "npcanimation.hpp"
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#include "renderconst.hpp"
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namespace MWRender
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{
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using namespace Ogre;
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Actors::~Actors()
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{
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PtrAnimationMap::iterator it = mAllActors.begin();
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for(;it != mAllActors.end();++it)
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{
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delete it->second;
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it->second = NULL;
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}
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}
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void Actors::setRootNode(Ogre::SceneNode* root)
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{ mRootNode = root; }
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void Actors::insertBegin(const MWWorld::Ptr &ptr)
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{
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Ogre::SceneNode* cellnode;
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CellSceneNodeMap::const_iterator celliter = mCellSceneNodes.find(ptr.getCell());
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if(celliter != mCellSceneNodes.end())
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cellnode = celliter->second;
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else
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{
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//Create the scenenode and put it in the map
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cellnode = mRootNode->createChildSceneNode();
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mCellSceneNodes[ptr.getCell()] = cellnode;
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}
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Ogre::SceneNode* insert = cellnode->createChildSceneNode();
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const float *f = ptr.getRefData().getPosition().pos;
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insert->setPosition(f[0], f[1], f[2]);
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insert->setScale(ptr.getCellRef().getScale(), ptr.getCellRef().getScale(), ptr.getCellRef().getScale());
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// Convert MW rotation to a quaternion:
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f = ptr.getCellRef().getPosition().rot;
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// For rendering purposes, actors should only rotate around the Z axis.
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// X rotation is used for camera rotation (for the player) and for
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// ranged magic / ranged weapon aiming.
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Ogre::Quaternion zr(Ogre::Radian(-f[2]), Ogre::Vector3::UNIT_Z);
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insert->setOrientation(zr);
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ptr.getRefData().setBaseNode(insert);
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}
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void Actors::insertNPC(const MWWorld::Ptr& ptr)
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{
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insertBegin(ptr);
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NpcAnimation* anim = new NpcAnimation(ptr, ptr.getRefData().getBaseNode(), RV_Actors);
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delete mAllActors[ptr];
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mAllActors[ptr] = anim;
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mRendering->addWaterRippleEmitter (ptr);
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}
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void Actors::insertCreature (const MWWorld::Ptr& ptr, const std::string &model, bool weaponsShields)
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{
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insertBegin(ptr);
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Animation* anim = NULL;
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if (weaponsShields)
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anim = new CreatureWeaponAnimation(ptr, model);
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else
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anim = new CreatureAnimation(ptr, model);
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delete mAllActors[ptr];
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mAllActors[ptr] = anim;
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mRendering->addWaterRippleEmitter (ptr);
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}
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void Actors::insertActivator (const MWWorld::Ptr& ptr, const std::string &model, bool addLight)
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{
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insertBegin(ptr);
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ActivatorAnimation* anim = new ActivatorAnimation(ptr, model);
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if(ptr.getTypeName() == typeid(ESM::Light).name())
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{
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if (addLight)
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anim->addLight(ptr.get<ESM::Light>()->mBase);
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else
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anim->removeParticles();
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}
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delete mAllActors[ptr];
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mAllActors[ptr] = anim;
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}
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bool Actors::deleteObject (const MWWorld::Ptr& ptr)
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{
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if (mAllActors.find(ptr) == mAllActors.end())
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return false;
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mRendering->removeWaterRippleEmitter (ptr);
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delete mAllActors[ptr];
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mAllActors.erase(ptr);
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if(Ogre::SceneNode *base=ptr.getRefData().getBaseNode())
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{
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Ogre::SceneNode *parent = base->getParentSceneNode();
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CellSceneNodeMap::const_iterator iter(mCellSceneNodes.begin());
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for(;iter != mCellSceneNodes.end();++iter)
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{
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if(iter->second == parent)
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{
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base->removeAndDestroyAllChildren();
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mRend.getScene()->destroySceneNode (base);
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ptr.getRefData().setBaseNode (0);
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return true;
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}
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}
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return false;
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}
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return true;
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}
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void Actors::removeCell(MWWorld::CellStore* store)
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{
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for(PtrAnimationMap::iterator iter = mAllActors.begin();iter != mAllActors.end();)
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{
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if(iter->first.getCell() == store)
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{
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mRendering->removeWaterRippleEmitter (iter->first);
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delete iter->second;
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mAllActors.erase(iter++);
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}
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else
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++iter;
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}
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CellSceneNodeMap::iterator celliter = mCellSceneNodes.find(store);
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if(celliter != mCellSceneNodes.end())
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{
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Ogre::SceneNode *base = celliter->second;
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base->removeAndDestroyAllChildren();
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mRend.getScene()->destroySceneNode(base);
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mCellSceneNodes.erase(celliter);
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}
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}
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void Actors::update (Ogre::Camera* camera)
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{
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for(PtrAnimationMap::iterator iter = mAllActors.begin();iter != mAllActors.end(); ++iter)
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{
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iter->second->preRender(camera);
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}
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}
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Animation* Actors::getAnimation(const MWWorld::Ptr &ptr)
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{
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PtrAnimationMap::const_iterator iter = mAllActors.find(ptr);
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if(iter != mAllActors.end())
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return iter->second;
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return NULL;
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}
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void Actors::updateObjectCell(const MWWorld::Ptr &old, const MWWorld::Ptr &cur)
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{
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Ogre::SceneNode *node;
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MWWorld::CellStore *newCell = cur.getCell();
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CellSceneNodeMap::const_iterator celliter = mCellSceneNodes.find(newCell);
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if(celliter != mCellSceneNodes.end())
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node = celliter->second;
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else
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{
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node = mRootNode->createChildSceneNode();
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mCellSceneNodes[newCell] = node;
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}
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node->addChild(cur.getRefData().getBaseNode());
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PtrAnimationMap::iterator iter = mAllActors.find(old);
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if(iter != mAllActors.end())
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{
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Animation *anim = iter->second;
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mAllActors.erase(iter);
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anim->updatePtr(cur);
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mAllActors[cur] = anim;
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}
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mRendering->updateWaterRippleEmitterPtr (old, cur);
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}
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void Actors::enableLights()
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{
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PtrAnimationMap::const_iterator it = mAllActors.begin();
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for(;it != mAllActors.end();++it)
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it->second->enableLights(true);
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}
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void Actors::disableLights()
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{
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PtrAnimationMap::const_iterator it = mAllActors.begin();
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for(;it != mAllActors.end();++it)
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it->second->enableLights(false);
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}
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}
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