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

1547 lines
52 KiB
C++

#include "animation.hpp"
#include <OgreSkeletonManager.h>
#include <OgreSkeletonInstance.h>
#include <OgreEntity.h>
#include <OgreSubEntity.h>
#include <OgreParticleSystem.h>
#include <OgreBone.h>
#include <OgreSubMesh.h>
#include <OgreSceneManager.h>
#include <OgreControllerManager.h>
#include <OgreStaticGeometry.h>
#include <OgreSceneNode.h>
#include <OgreTechnique.h>
#include <components/esm/loadligh.hpp>
#include <components/esm/loadweap.hpp>
#include <components/esm/loadench.hpp>
#include <components/esm/loadstat.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <libs/openengine/ogre/lights.hpp>
#include <extern/shiny/Main/Factory.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/character.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/fallback.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "renderconst.hpp"
namespace MWRender
{
Ogre::Real Animation::AnimationTime::getValue() const
{
AnimStateMap::const_iterator iter = mAnimation->mStates.find(mAnimationName);
if(iter != mAnimation->mStates.end())
return iter->second.mTime;
return 0.0f;
}
void Animation::AnimationTime::setValue(Ogre::Real)
{
}
Ogre::Real Animation::EffectAnimationTime::getValue() const
{
return mTime;
}
void Animation::EffectAnimationTime::setValue(Ogre::Real)
{
}
Animation::Animation(const MWWorld::Ptr &ptr, Ogre::SceneNode *node)
: mPtr(ptr)
, mInsert(node)
, mSkelBase(NULL)
, mAccumRoot(NULL)
, mNonAccumRoot(NULL)
, mNonAccumCtrl(NULL)
, mAccumulate(0.0f)
, mNullAnimationTimePtr(OGRE_NEW NullAnimationTime)
, mGlowLight(NULL)
{
for(size_t i = 0;i < sNumGroups;i++)
mAnimationTimePtr[i].bind(OGRE_NEW AnimationTime(this));
}
Animation::~Animation()
{
setLightEffect(0);
mEffects.clear();
mAnimSources.clear();
}
std::string Animation::getObjectRootName() const
{
if (mSkelBase)
return mSkelBase->getMesh()->getName();
return std::string();
}
void Animation::setObjectRoot(const std::string &model, bool baseonly)
{
OgreAssert(mAnimSources.empty(), "Setting object root while animation sources are set!");
mSkelBase = NULL;
mObjectRoot.setNull();
if(model.empty())
return;
mObjectRoot = (!baseonly ? NifOgre::Loader::createObjects(mInsert, model) :
NifOgre::Loader::createObjectBase(mInsert, model));
if(mObjectRoot->mSkelBase)
{
mSkelBase = mObjectRoot->mSkelBase;
Ogre::AnimationStateSet *aset = mObjectRoot->mSkelBase->getAllAnimationStates();
Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
while(asiter.hasMoreElements())
{
Ogre::AnimationState *state = asiter.getNext();
state->setEnabled(false);
state->setLoop(false);
}
// Set the bones as manually controlled since we're applying the
// transformations manually
Ogre::SkeletonInstance *skelinst = mObjectRoot->mSkelBase->getSkeleton();
Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
while(boneiter.hasMoreElements())
boneiter.getNext()->setManuallyControlled(true);
// Reattach any objects that have been attached to this one
ObjectAttachMap::iterator iter = mAttachedObjects.begin();
while(iter != mAttachedObjects.end())
{
if(!skelinst->hasBone(iter->second))
mAttachedObjects.erase(iter++);
else
{
mSkelBase->attachObjectToBone(iter->second, iter->first);
++iter;
}
}
}
else
mAttachedObjects.clear();
}
struct AddGlow
{
Ogre::Vector3* mColor;
NifOgre::MaterialControllerManager* mMaterialControllerMgr;
AddGlow(Ogre::Vector3* col, NifOgre::MaterialControllerManager* materialControllerMgr)
: mColor(col)
, mMaterialControllerMgr(materialControllerMgr)
{}
void operator()(Ogre::Entity* entity) const
{
if (!entity->getNumSubEntities())
return;
Ogre::MaterialPtr writableMaterial = mMaterialControllerMgr->getWritableMaterial(entity);
sh::MaterialInstance* instance = sh::Factory::getInstance().getMaterialInstance(writableMaterial->getName());
instance->setProperty("env_map", sh::makeProperty(new sh::BooleanValue(true)));
instance->setProperty("env_map_color", sh::makeProperty(new sh::Vector3(mColor->x, mColor->y, mColor->z)));
// Workaround for crash in Ogre (https://bitbucket.org/sinbad/ogre/pull-request/447/fix-shadows-crash-for-textureunitstates/diff)
// Remove when the fix is merged
instance->getMaterial()->setShadowCasterMaterial("openmw_shadowcaster_noalpha");
}
};
class VisQueueSet
{
Ogre::uint32 mVisFlags;
Ogre::uint8 mSolidQueue, mTransQueue;
Ogre::Real mDist;
public:
VisQueueSet(Ogre::uint32 visflags, Ogre::uint8 solidqueue, Ogre::uint8 transqueue, Ogre::Real dist)
: mVisFlags(visflags), mSolidQueue(solidqueue), mTransQueue(transqueue), mDist(dist)
{ }
void operator()(Ogre::Entity *entity) const
{
if(mVisFlags != 0)
entity->setVisibilityFlags(mVisFlags);
entity->setRenderingDistance(mDist);
unsigned int numsubs = entity->getNumSubEntities();
for(unsigned int i = 0;i < numsubs;++i)
{
Ogre::SubEntity* subEnt = entity->getSubEntity(i);
sh::Factory::getInstance()._ensureMaterial(subEnt->getMaterial()->getName(), "Default");
subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? mTransQueue : mSolidQueue);
}
}
void operator()(Ogre::ParticleSystem *psys) const
{
if(mVisFlags != 0)
psys->setVisibilityFlags(mVisFlags);
psys->setRenderingDistance(mDist);
// TODO: Check particle material for actual transparency
psys->setRenderQueueGroup(mTransQueue);
}
};
void Animation::setRenderProperties(NifOgre::ObjectScenePtr objlist, Ogre::uint32 visflags, Ogre::uint8 solidqueue, Ogre::uint8 transqueue, Ogre::Real dist, bool enchantedGlow, Ogre::Vector3* glowColor)
{
std::for_each(objlist->mEntities.begin(), objlist->mEntities.end(),
VisQueueSet(visflags, solidqueue, transqueue, dist));
std::for_each(objlist->mParticles.begin(), objlist->mParticles.end(),
VisQueueSet(visflags, solidqueue, transqueue, dist));
if (enchantedGlow)
std::for_each(objlist->mEntities.begin(), objlist->mEntities.end(),
AddGlow(glowColor, &objlist->mMaterialControllerMgr));
}
size_t Animation::detectAnimGroup(const Ogre::Node *node)
{
static const char sGroupRoots[sNumGroups][32] = {
"", /* Lower body / character root */
"Bip01 Spine1", /* Torso */
"Bip01 L Clavicle", /* Left arm */
"Bip01 R Clavicle", /* Right arm */
};
while(node)
{
const Ogre::String &name = node->getName();
for(size_t i = 1;i < sNumGroups;i++)
{
if(name == sGroupRoots[i])
return i;
}
node = node->getParent();
}
return 0;
}
void Animation::addAnimSource(const std::string &model)
{
OgreAssert(mInsert, "Object is missing a root!");
if(!mSkelBase)
return;
std::string kfname = model;
Misc::StringUtils::toLower(kfname);
if(kfname.size() > 4 && kfname.compare(kfname.size()-4, 4, ".nif") == 0)
kfname.replace(kfname.size()-4, 4, ".kf");
if(!Ogre::ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(kfname))
return;
std::vector<Ogre::Controller<Ogre::Real> > ctrls;
Ogre::SharedPtr<AnimSource> animsrc(OGRE_NEW AnimSource);
NifOgre::Loader::createKfControllers(mSkelBase, kfname, animsrc->mTextKeys, ctrls);
if(animsrc->mTextKeys.empty() || ctrls.empty())
return;
mAnimSources.push_back(animsrc);
std::vector<Ogre::Controller<Ogre::Real> > *grpctrls = animsrc->mControllers;
for(size_t i = 0;i < ctrls.size();i++)
{
NifOgre::NodeTargetValue<Ogre::Real> *dstval;
dstval = static_cast<NifOgre::NodeTargetValue<Ogre::Real>*>(ctrls[i].getDestination().getPointer());
size_t grp = detectAnimGroup(dstval->getNode());
if(!mAccumRoot && grp == 0)
{
mNonAccumRoot = dstval->getNode();
mAccumRoot = mNonAccumRoot->getParent();
if(!mAccumRoot)
{
std::cerr<< "Non-Accum root for "<<mPtr.getCellRef().getRefId()<<" is skeleton root??" <<std::endl;
mNonAccumRoot = NULL;
}
}
if (grp == 0 && (dstval->getNode()->getName() == "Bip01" || dstval->getNode()->getName() == "Root Bone"))
{
mNonAccumRoot = dstval->getNode();
mAccumRoot = mNonAccumRoot->getParent();
if(!mAccumRoot)
{
std::cerr<< "Non-Accum root for "<<mPtr.getCellRef().getRefId()<<" is skeleton root??" <<std::endl;
mNonAccumRoot = NULL;
}
}
ctrls[i].setSource(mAnimationTimePtr[grp]);
grpctrls[grp].push_back(ctrls[i]);
}
for (unsigned int i = 0; i < mObjectRoot->mControllers.size(); ++i)
{
if (mObjectRoot->mControllers[i].getSource().isNull())
mObjectRoot->mControllers[i].setSource(mAnimationTimePtr[0]);
}
}
void Animation::clearAnimSources()
{
mStates.clear();
for(size_t i = 0;i < sNumGroups;i++)
mAnimationTimePtr[i]->setAnimName(std::string());
mNonAccumCtrl = NULL;
mAccumRoot = NULL;
mNonAccumRoot = NULL;
mAnimSources.clear();
}
void Animation::addExtraLight(Ogre::SceneManager *sceneMgr, NifOgre::ObjectScenePtr objlist, const ESM::Light *light)
{
const MWWorld::Fallback *fallback = MWBase::Environment::get().getWorld()->getFallback();
const unsigned int clr = light->mData.mColor;
Ogre::ColourValue color(((clr >> 0) & 0xFF) / 255.0f,
((clr >> 8) & 0xFF) / 255.0f,
((clr >> 16) & 0xFF) / 255.0f);
const float radius = float(light->mData.mRadius);
if((light->mData.mFlags&ESM::Light::Negative))
color *= -1;
objlist->mLights.push_back(sceneMgr->createLight());
Ogre::Light *olight = objlist->mLights.back();
olight->setDiffuseColour(color);
Ogre::ControllerValueRealPtr src(Ogre::ControllerManager::getSingleton().getFrameTimeSource());
Ogre::ControllerValueRealPtr dest(OGRE_NEW OEngine::Render::LightValue(olight, color));
Ogre::ControllerFunctionRealPtr func(OGRE_NEW OEngine::Render::LightFunction(
(light->mData.mFlags&ESM::Light::Flicker) ? OEngine::Render::LT_Flicker :
(light->mData.mFlags&ESM::Light::FlickerSlow) ? OEngine::Render::LT_FlickerSlow :
(light->mData.mFlags&ESM::Light::Pulse) ? OEngine::Render::LT_Pulse :
(light->mData.mFlags&ESM::Light::PulseSlow) ? OEngine::Render::LT_PulseSlow :
OEngine::Render::LT_Normal
));
objlist->mControllers.push_back(Ogre::Controller<Ogre::Real>(src, dest, func));
bool interior = !(mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior());
static bool outQuadInLin = fallback->getFallbackBool("LightAttenuation_OutQuadInLin");
static bool useQuadratic = fallback->getFallbackBool("LightAttenuation_UseQuadratic");
static float quadraticValue = fallback->getFallbackFloat("LightAttenuation_QuadraticValue");
static float quadraticRadiusMult = fallback->getFallbackFloat("LightAttenuation_QuadraticRadiusMult");
static bool useLinear = fallback->getFallbackBool("LightAttenuation_UseLinear");
static float linearRadiusMult = fallback->getFallbackFloat("LightAttenuation_LinearRadiusMult");
static float linearValue = fallback->getFallbackFloat("LightAttenuation_LinearValue");
bool quadratic = useQuadratic && (!outQuadInLin || !interior);
// with the standard 1 / (c + d*l + d*d*q) equation the attenuation factor never becomes zero,
// so we ignore lights if their attenuation falls below this factor.
const float threshold = 0.03;
float quadraticAttenuation = 0;
float linearAttenuation = 0;
float activationRange = 0;
if (quadratic)
{
float r = radius * quadraticRadiusMult;
quadraticAttenuation = quadraticValue / std::pow(r, 2);
activationRange = std::sqrt(1.0f / (threshold * quadraticAttenuation));
}
if (useLinear)
{
float r = radius * linearRadiusMult;
linearAttenuation = linearValue / r;
activationRange = std::max(activationRange, 1.0f / (threshold * linearAttenuation));
}
olight->setAttenuation(activationRange, 0, linearAttenuation, quadraticAttenuation);
// If there's an AttachLight bone, attach the light to that, otherwise put it in the center,
if(objlist->mSkelBase && objlist->mSkelBase->getSkeleton()->hasBone("AttachLight"))
objlist->mSkelBase->attachObjectToBone("AttachLight", olight);
else
{
Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
for(size_t i = 0;i < objlist->mEntities.size();i++)
{
Ogre::Entity *ent = objlist->mEntities[i];
bounds.merge(ent->getBoundingBox());
}
Ogre::SceneNode *node = bounds.isFinite() ? mInsert->createChildSceneNode(bounds.getCenter())
: mInsert->createChildSceneNode();
node->attachObject(olight);
}
}
Ogre::Node* Animation::getNode(const std::string &name)
{
if(mSkelBase)
{
Ogre::SkeletonInstance *skel = mSkelBase->getSkeleton();
if(skel->hasBone(name))
return skel->getBone(name);
}
return NULL;
}
Ogre::Node* Animation::getNode(int handle)
{
if (mSkelBase)
{
Ogre::SkeletonInstance *skel = mSkelBase->getSkeleton();
return skel->getBone(handle);
}
return NULL;
}
NifOgre::TextKeyMap::const_iterator Animation::findGroupStart(const NifOgre::TextKeyMap &keys, const std::string &groupname)
{
NifOgre::TextKeyMap::const_iterator iter(keys.begin());
for(;iter != keys.end();++iter)
{
if(iter->second.compare(0, groupname.size(), groupname) == 0 &&
iter->second.compare(groupname.size(), 2, ": ") == 0)
break;
}
return iter;
}
bool Animation::hasAnimation(const std::string &anim)
{
AnimSourceList::const_iterator iter(mAnimSources.begin());
for(;iter != mAnimSources.end();++iter)
{
const NifOgre::TextKeyMap &keys = (*iter)->mTextKeys;
if(findGroupStart(keys, anim) != keys.end())
return true;
}
return false;
}
void Animation::setAccumulation(const Ogre::Vector3 &accum)
{
mAccumulate = accum;
}
void Animation::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
float Animation::calcAnimVelocity(const NifOgre::TextKeyMap &keys, NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl, const Ogre::Vector3 &accum, const std::string &groupname)
{
const std::string start = groupname+": start";
const std::string loopstart = groupname+": loop start";
const std::string loopstop = groupname+": loop stop";
const std::string stop = groupname+": stop";
float starttime = std::numeric_limits<float>::max();
float stoptime = 0.0f;
// Pick the last Loop Stop key and the last Loop Start key.
// This is required because of broken text keys in AshVampire.nif.
// It has *two* WalkForward: Loop Stop keys at different times, the first one is used for stopping playback
// but the animation velocity calculation uses the second one.
// As result the animation velocity calculation is not correct, and this incorrect velocity must be replicated,
// because otherwise the Creature's Speed (dagoth uthol) would not be sufficient to move fast enough.
NifOgre::TextKeyMap::const_reverse_iterator keyiter(keys.rbegin());
while(keyiter != keys.rend())
{
if(keyiter->second == start || keyiter->second == loopstart)
{
starttime = keyiter->first;
break;
}
++keyiter;
}
keyiter = keys.rbegin();
while(keyiter != keys.rend())
{
if (keyiter->second == stop)
stoptime = keyiter->first;
else if (keyiter->second == loopstop)
{
stoptime = keyiter->first;
break;
}
++keyiter;
}
if(stoptime > starttime)
{
Ogre::Vector3 startpos = nonaccumctrl->getTranslation(starttime) * accum;
Ogre::Vector3 endpos = nonaccumctrl->getTranslation(stoptime) * accum;
return startpos.distance(endpos) / (stoptime - starttime);
}
return 0.0f;
}
float Animation::getVelocity(const std::string &groupname) const
{
/* Look in reverse; last-inserted source has priority. */
AnimSourceList::const_reverse_iterator animsrc(mAnimSources.rbegin());
for(;animsrc != mAnimSources.rend();++animsrc)
{
const NifOgre::TextKeyMap &keys = (*animsrc)->mTextKeys;
if(findGroupStart(keys, groupname) != keys.end())
break;
}
if(animsrc == mAnimSources.rend())
return 0.0f;
float velocity = 0.0f;
const NifOgre::TextKeyMap &keys = (*animsrc)->mTextKeys;
const std::vector<Ogre::Controller<Ogre::Real> >&ctrls = (*animsrc)->mControllers[0];
for(size_t i = 0;i < ctrls.size();i++)
{
NifOgre::NodeTargetValue<Ogre::Real> *dstval;
dstval = static_cast<NifOgre::NodeTargetValue<Ogre::Real>*>(ctrls[i].getDestination().getPointer());
if(dstval->getNode() == mNonAccumRoot)
{
velocity = calcAnimVelocity(keys, dstval, mAccumulate, groupname);
break;
}
}
// If there's no velocity, keep looking
if(!(velocity > 1.0f))
{
AnimSourceList::const_reverse_iterator animiter = mAnimSources.rbegin();
while(*animiter != *animsrc)
++animiter;
while(!(velocity > 1.0f) && ++animiter != mAnimSources.rend())
{
const NifOgre::TextKeyMap &keys = (*animiter)->mTextKeys;
const std::vector<Ogre::Controller<Ogre::Real> >&ctrls = (*animiter)->mControllers[0];
for(size_t i = 0;i < ctrls.size();i++)
{
NifOgre::NodeTargetValue<Ogre::Real> *dstval;
dstval = static_cast<NifOgre::NodeTargetValue<Ogre::Real>*>(ctrls[i].getDestination().getPointer());
if(dstval->getNode() == mNonAccumRoot)
{
velocity = calcAnimVelocity(keys, dstval, mAccumulate, groupname);
break;
}
}
}
}
return velocity;
}
static void updateBoneTree(const Ogre::SkeletonInstance *skelsrc, Ogre::Bone *bone)
{
if(bone->getName() != " " // really should be != "", but see workaround in skeleton.cpp for empty node names
&& skelsrc->hasBone(bone->getName()))
{
Ogre::Bone *srcbone = skelsrc->getBone(bone->getName());
if(!srcbone->getParent() || !bone->getParent())
{
bone->setOrientation(srcbone->getOrientation());
bone->setPosition(srcbone->getPosition());
bone->setScale(srcbone->getScale());
}
else
{
bone->_setDerivedOrientation(srcbone->_getDerivedOrientation());
bone->_setDerivedPosition(srcbone->_getDerivedPosition());
bone->setScale(Ogre::Vector3::UNIT_SCALE);
}
}
Ogre::Node::ChildNodeIterator boneiter = bone->getChildIterator();
while(boneiter.hasMoreElements())
updateBoneTree(skelsrc, static_cast<Ogre::Bone*>(boneiter.getNext()));
}
void Animation::updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel)
{
Ogre::Skeleton::BoneIterator boneiter = skel->getRootBoneIterator();
while(boneiter.hasMoreElements())
updateBoneTree(skelsrc, boneiter.getNext());
}
void Animation::updatePosition(float oldtime, float newtime, Ogre::Vector3 &position)
{
/* Get the non-accumulation root's difference from the last update, and move the position
* accordingly.
*/
Ogre::Vector3 off = mNonAccumCtrl->getTranslation(newtime)*mAccumulate;
position += off - mNonAccumCtrl->getTranslation(oldtime)*mAccumulate;
/* Translate the accumulation root back to compensate for the move. */
mAccumRoot->setPosition(-off);
}
bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback)
{
// Look for text keys in reverse. This normally wouldn't matter, but for some reason undeadwolf_2.nif has two
// separate walkforward keys, and the last one is supposed to be used.
NifOgre::TextKeyMap::const_reverse_iterator groupend(keys.rbegin());
for(;groupend != keys.rend();++groupend)
{
if(groupend->second.compare(0, groupname.size(), groupname) == 0 &&
groupend->second.compare(groupname.size(), 2, ": ") == 0)
break;
}
std::string starttag = groupname+": "+start;
NifOgre::TextKeyMap::const_reverse_iterator startkey(groupend);
while(startkey != keys.rend() && startkey->second != starttag)
++startkey;
if(startkey == keys.rend() && start == "loop start")
{
starttag = groupname+": start";
startkey = groupend;
while(startkey != keys.rend() && startkey->second != starttag)
++startkey;
}
if(startkey == keys.rend())
return false;
const std::string stoptag = groupname+": "+stop;
NifOgre::TextKeyMap::const_reverse_iterator stopkey(groupend);
while(stopkey != keys.rend()
// We have to ignore extra garbage at the end.
// The Scrib's idle3 animation has "Idle3: Stop." instead of "Idle3: Stop".
// Why, just why? :(
&& (stopkey->second.size() < stoptag.size() || stopkey->second.substr(0,stoptag.size()) != stoptag))
++stopkey;
if(stopkey == keys.rend())
return false;
if(startkey->first > stopkey->first)
return false;
state.mStartTime = startkey->first;
if (loopfallback)
{
state.mLoopStartTime = startkey->first;
state.mLoopStopTime = stopkey->first;
}
else
{
state.mLoopStartTime = startkey->first;
state.mLoopStopTime = std::numeric_limits<float>::max();
}
state.mStopTime = stopkey->first;
state.mTime = state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint);
// mLoopStartTime and mLoopStopTime normally get assigned when encountering these keys while playing the animation
// (see handleTextKey). But if startpoint is already past these keys, we need to assign them now.
if(state.mTime > state.mStartTime)
{
const std::string loopstarttag = groupname+": loop start";
const std::string loopstoptag = groupname+": loop stop";
NifOgre::TextKeyMap::const_reverse_iterator key(groupend);
for (; key != startkey && key != keys.rend(); ++key)
{
if (key->first > state.mTime)
continue;
if (key->second == loopstarttag)
state.mLoopStartTime = key->first;
else if (key->second == loopstoptag)
state.mLoopStopTime = key->first;
}
}
return true;
}
void split(const std::string &s, char delim, std::vector<std::string> &elems) {
std::stringstream ss(s);
std::string item;
while (std::getline(ss, item, delim)) {
elems.push_back(item);
}
}
void Animation::handleTextKey(AnimState &state, const std::string &groupname, const NifOgre::TextKeyMap::const_iterator &key,
const NifOgre::TextKeyMap& textkeys)
{
//float time = key->first;
const std::string &evt = key->second;
if(evt.compare(0, 7, "sound: ") == 0)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
return;
}
if(evt.compare(0, 10, "soundgen: ") == 0)
{
std::string soundgen = evt.substr(10);
// The event can optionally contain volume and pitch modifiers
float volume=1.f, pitch=1.f;
if (soundgen.find(" ") != std::string::npos)
{
std::vector<std::string> tokens;
split(soundgen, ' ', tokens);
soundgen = tokens[0];
if (tokens.size() >= 2)
volume = Ogre::StringConverter::parseReal(tokens[1]);
if (tokens.size() >= 3)
pitch = Ogre::StringConverter::parseReal(tokens[2]);
}
std::string sound = mPtr.getClass().getSoundIdFromSndGen(mPtr, soundgen);
if(!sound.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
MWBase::SoundManager::PlayType type = MWBase::SoundManager::Play_TypeSfx;
if(evt.compare(10, evt.size()-10, "left") == 0 || evt.compare(10, evt.size()-10, "right") == 0 || evt.compare(10, evt.size()-10, "land") == 0)
type = MWBase::SoundManager::Play_TypeFoot;
sndMgr->playSound3D(mPtr, sound, volume, pitch, type);
}
return;
}
if(evt.compare(0, groupname.size(), groupname) != 0 ||
evt.compare(groupname.size(), 2, ": ") != 0)
{
// Not ours, skip it
return;
}
size_t off = groupname.size()+2;
size_t len = evt.size() - off;
if(evt.compare(off, len, "loop start") == 0)
state.mLoopStartTime = key->first;
else if(evt.compare(off, len, "loop stop") == 0)
state.mLoopStopTime = key->first;
else if(evt.compare(off, len, "equip attach") == 0)
showWeapons(true);
else if(evt.compare(off, len, "unequip detach") == 0)
showWeapons(false);
else if(evt.compare(off, len, "chop hit") == 0)
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Chop);
else if(evt.compare(off, len, "slash hit") == 0)
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Slash);
else if(evt.compare(off, len, "thrust hit") == 0)
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Thrust);
else if(evt.compare(off, len, "hit") == 0)
{
if (groupname == "attack1")
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Chop);
else if (groupname == "attack2")
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Slash);
else if (groupname == "attack3")
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Thrust);
else
mPtr.getClass().hit(mPtr);
}
else if (!groupname.empty() && groupname.compare(0, groupname.size()-1, "attack") == 0
&& evt.compare(off, len, "start") == 0)
{
NifOgre::TextKeyMap::const_iterator hitKey = key;
// Not all animations have a hit key defined. If there is none, the hit happens with the start key.
bool hasHitKey = false;
while (hitKey != textkeys.end())
{
if (hitKey->second == groupname + ": hit")
{
hasHitKey = true;
break;
}
if (hitKey->second == groupname + ": stop")
break;
++hitKey;
}
if (!hasHitKey)
{
if (groupname == "attack1")
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Chop);
else if (groupname == "attack2")
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Slash);
else if (groupname == "attack3")
mPtr.getClass().hit(mPtr, ESM::Weapon::AT_Thrust);
}
}
else if (evt.compare(off, len, "shoot attach") == 0)
attachArrow();
else if (evt.compare(off, len, "shoot release") == 0)
releaseArrow();
else if (evt.compare(off, len, "shoot follow attach") == 0)
attachArrow();
else if (groupname == "spellcast" && evt.substr(evt.size()-7, 7) == "release")
{
// Make sure this key is actually for the RangeType we are casting. The flame atronach has
// the same animation for all range types, so there are 3 "release" keys on the same time, one for each range type.
// FIXME: This logic should really be in the CharacterController
const std::string& spellid = mPtr.getClass().getCreatureStats(mPtr).getSpells().getSelectedSpell();
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
int range = 0;
if (evt.compare(off, len, "self release") == 0)
range = 0;
else if (evt.compare(off, len, "touch release") == 0)
range = 1;
else if (evt.compare(off, len, "target release") == 0)
range = 2;
if (effectentry.mRange == range)
{
MWBase::Environment::get().getWorld()->castSpell(mPtr);
}
}
else if (groupname == "shield" && evt.compare(off, len, "block hit") == 0)
mPtr.getClass().block(mPtr);
}
void Animation::changeGroups(const std::string &groupname, int groups)
{
AnimStateMap::iterator stateiter = mStates.find(groupname);
if(stateiter != mStates.end())
{
if(stateiter->second.mGroups != groups)
{
stateiter->second.mGroups = groups;
resetActiveGroups();
}
return;
}
}
void Animation::stopLooping(const std::string& groupname)
{
AnimStateMap::iterator stateiter = mStates.find(groupname);
if(stateiter != mStates.end())
{
stateiter->second.mLoopCount = 0;
return;
}
}
void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback)
{
if(!mSkelBase || mAnimSources.empty())
return;
if(groupname.empty())
{
resetActiveGroups();
return;
}
priority = std::max(0, priority);
AnimStateMap::iterator stateiter = mStates.begin();
while(stateiter != mStates.end())
{
if(stateiter->second.mPriority == priority)
mStates.erase(stateiter++);
else
++stateiter;
}
stateiter = mStates.find(groupname);
if(stateiter != mStates.end())
{
stateiter->second.mPriority = priority;
resetActiveGroups();
return;
}
/* Look in reverse; last-inserted source has priority. */
AnimState state;
AnimSourceList::reverse_iterator iter(mAnimSources.rbegin());
for(;iter != mAnimSources.rend();++iter)
{
const NifOgre::TextKeyMap &textkeys = (*iter)->mTextKeys;
if(reset(state, textkeys, groupname, start, stop, startpoint, loopfallback))
{
state.mSource = *iter;
state.mSpeedMult = speedmult;
state.mLoopCount = loops;
state.mPlaying = (state.mTime < state.mStopTime);
state.mPriority = priority;
state.mGroups = groups;
state.mAutoDisable = autodisable;
mStates[groupname] = state;
NifOgre::TextKeyMap::const_iterator textkey(textkeys.lower_bound(state.mTime));
if (state.mPlaying)
{
while(textkey != textkeys.end() && textkey->first <= state.mTime)
{
handleTextKey(state, groupname, textkey, textkeys);
++textkey;
}
}
if(state.mTime >= state.mLoopStopTime && state.mLoopCount > 0)
{
state.mLoopCount--;
state.mTime = state.mLoopStartTime;
state.mPlaying = true;
if(state.mTime >= state.mLoopStopTime)
break;
NifOgre::TextKeyMap::const_iterator textkey(textkeys.lower_bound(state.mTime));
while(textkey != textkeys.end() && textkey->first <= state.mTime)
{
handleTextKey(state, groupname, textkey, textkeys);
++textkey;
}
}
break;
}
}
if(iter == mAnimSources.rend())
std::cerr<< "Failed to find animation "<<groupname<<" for "<<mPtr.getCellRef().getRefId() <<std::endl;
resetActiveGroups();
if (!state.mPlaying && mNonAccumCtrl)
{
// If the animation state is not playing, we need to manually apply the accumulation
// (see updatePosition, which would be called if the animation was playing)
mAccumRoot->setPosition(-mNonAccumCtrl->getTranslation(state.mTime)*mAccumulate);
}
}
void Animation::adjustSpeedMult(const std::string &groupname, float speedmult)
{
AnimStateMap::iterator state(mStates.find(groupname));
if(state != mStates.end())
state->second.mSpeedMult = speedmult;
}
bool Animation::isPlaying(const std::string &groupname) const
{
AnimStateMap::const_iterator state(mStates.find(groupname));
if(state != mStates.end())
return state->second.mPlaying;
return false;
}
void Animation::resetActiveGroups()
{
for(size_t grp = 0;grp < sNumGroups;grp++)
{
AnimStateMap::const_iterator active = mStates.end();
AnimStateMap::const_iterator state = mStates.begin();
for(;state != mStates.end();++state)
{
if(!(state->second.mGroups&(1<<grp)))
continue;
if(active == mStates.end() || active->second.mPriority < state->second.mPriority)
active = state;
}
mAnimationTimePtr[grp]->setAnimName((active == mStates.end()) ?
std::string() : active->first);
}
mNonAccumCtrl = NULL;
if(!mNonAccumRoot || mAccumulate == Ogre::Vector3(0.0f))
return;
AnimStateMap::const_iterator state = mStates.find(mAnimationTimePtr[0]->getAnimName());
if(state == mStates.end())
{
if (mAccumRoot && mNonAccumRoot)
mAccumRoot->setPosition(-mNonAccumRoot->getPosition()*mAccumulate);
return;
}
const Ogre::SharedPtr<AnimSource> &animsrc = state->second.mSource;
const std::vector<Ogre::Controller<Ogre::Real> >&ctrls = animsrc->mControllers[0];
for(size_t i = 0;i < ctrls.size();i++)
{
NifOgre::NodeTargetValue<Ogre::Real> *dstval;
dstval = static_cast<NifOgre::NodeTargetValue<Ogre::Real>*>(ctrls[i].getDestination().getPointer());
if(dstval->getNode() == mNonAccumRoot)
{
mNonAccumCtrl = dstval;
break;
}
}
if (mAccumRoot && mNonAccumCtrl)
mAccumRoot->setPosition(-mNonAccumCtrl->getTranslation(state->second.mTime)*mAccumulate);
}
bool Animation::getInfo(const std::string &groupname, float *complete, float *speedmult) const
{
AnimStateMap::const_iterator iter = mStates.find(groupname);
if(iter == mStates.end())
{
if(complete) *complete = 0.0f;
if(speedmult) *speedmult = 0.0f;
return false;
}
if(complete)
{
if(iter->second.mStopTime > iter->second.mStartTime)
*complete = (iter->second.mTime - iter->second.mStartTime) /
(iter->second.mStopTime - iter->second.mStartTime);
else
*complete = (iter->second.mPlaying ? 0.0f : 1.0f);
}
if(speedmult) *speedmult = iter->second.mSpeedMult;
return true;
}
float Animation::getStartTime(const std::string &groupname) const
{
for(AnimSourceList::const_iterator iter(mAnimSources.begin()); iter != mAnimSources.end(); ++iter)
{
const NifOgre::TextKeyMap &keys = (*iter)->mTextKeys;
NifOgre::TextKeyMap::const_iterator found = findGroupStart(keys, groupname);
if(found != keys.end())
return found->first;
}
return -1.f;
}
float Animation::getTextKeyTime(const std::string &textKey) const
{
for(AnimSourceList::const_iterator iter(mAnimSources.begin()); iter != mAnimSources.end(); ++iter)
{
const NifOgre::TextKeyMap &keys = (*iter)->mTextKeys;
for(NifOgre::TextKeyMap::const_iterator iterKey(keys.begin()); iterKey != keys.end(); ++iterKey)
{
if(iterKey->second.compare(0, textKey.size(), textKey) == 0)
return iterKey->first;
}
}
return -1.f;
}
float Animation::getCurrentTime(const std::string &groupname) const
{
AnimStateMap::const_iterator iter = mStates.find(groupname);
if(iter == mStates.end())
return -1.f;
return iter->second.mTime;
}
void Animation::disable(const std::string &groupname)
{
AnimStateMap::iterator iter = mStates.find(groupname);
if(iter != mStates.end())
mStates.erase(iter);
resetActiveGroups();
}
Ogre::Vector3 Animation::runAnimation(float duration)
{
Ogre::Vector3 movement(0.0f);
AnimStateMap::iterator stateiter = mStates.begin();
while(stateiter != mStates.end())
{
AnimState &state = stateiter->second;
const NifOgre::TextKeyMap &textkeys = state.mSource->mTextKeys;
NifOgre::TextKeyMap::const_iterator textkey(textkeys.upper_bound(state.mTime));
float timepassed = duration * state.mSpeedMult;
while(state.mPlaying)
{
float targetTime;
if(state.mTime >= state.mLoopStopTime && state.mLoopCount > 0)
goto handle_loop;
targetTime = state.mTime + timepassed;
if(textkey == textkeys.end() || textkey->first > targetTime)
{
if(mNonAccumCtrl && stateiter->first == mAnimationTimePtr[0]->getAnimName())
updatePosition(state.mTime, targetTime, movement);
state.mTime = std::min(targetTime, state.mStopTime);
}
else
{
if(mNonAccumCtrl && stateiter->first == mAnimationTimePtr[0]->getAnimName())
updatePosition(state.mTime, textkey->first, movement);
state.mTime = textkey->first;
}
state.mPlaying = (state.mTime < state.mStopTime);
timepassed = targetTime - state.mTime;
while(textkey != textkeys.end() && textkey->first <= state.mTime)
{
handleTextKey(state, stateiter->first, textkey, textkeys);
++textkey;
}
if(state.mTime >= state.mLoopStopTime && state.mLoopCount > 0)
{
handle_loop:
state.mLoopCount--;
state.mTime = state.mLoopStartTime;
state.mPlaying = true;
textkey = textkeys.lower_bound(state.mTime);
while(textkey != textkeys.end() && textkey->first <= state.mTime)
{
handleTextKey(state, stateiter->first, textkey, textkeys);
++textkey;
}
if(state.mTime >= state.mLoopStopTime)
break;
}
if(timepassed <= 0.0f)
break;
}
if(!state.mPlaying && state.mAutoDisable)
{
mStates.erase(stateiter++);
resetActiveGroups();
}
else
++stateiter;
}
for(size_t i = 0;i < mObjectRoot->mControllers.size();i++)
{
if(!mObjectRoot->mControllers[i].getSource().isNull())
mObjectRoot->mControllers[i].update();
}
// Apply group controllers
for(size_t grp = 0;grp < sNumGroups;grp++)
{
const std::string &name = mAnimationTimePtr[grp]->getAnimName();
if(!name.empty() && (stateiter=mStates.find(name)) != mStates.end())
{
const Ogre::SharedPtr<AnimSource> &src = stateiter->second.mSource;
for(size_t i = 0;i < src->mControllers[grp].size();i++)
src->mControllers[grp][i].update();
}
}
if(mSkelBase)
{
// HACK: Dirty the animation state set so that Ogre will apply the
// transformations to entities this skeleton instance is shared with.
mSkelBase->getAllAnimationStates()->_notifyDirty();
}
updateEffects(duration);
return movement;
}
void Animation::showWeapons(bool showWeapon)
{
}
class ToggleLight {
bool mEnable;
public:
ToggleLight(bool enable) : mEnable(enable) { }
void operator()(Ogre::Light *light) const
{ light->setVisible(mEnable); }
};
void Animation::enableLights(bool enable)
{
std::for_each(mObjectRoot->mLights.begin(), mObjectRoot->mLights.end(), ToggleLight(enable));
}
class MergeBounds {
Ogre::AxisAlignedBox *mBounds;
public:
MergeBounds(Ogre::AxisAlignedBox *bounds) : mBounds(bounds) { }
void operator()(Ogre::MovableObject *obj)
{
mBounds->merge(obj->getWorldBoundingBox(true));
}
};
Ogre::AxisAlignedBox Animation::getWorldBounds()
{
Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
std::for_each(mObjectRoot->mEntities.begin(), mObjectRoot->mEntities.end(), MergeBounds(&bounds));
return bounds;
}
Ogre::TagPoint *Animation::attachObjectToBone(const Ogre::String &bonename, Ogre::MovableObject *obj)
{
Ogre::TagPoint *tag = NULL;
Ogre::SkeletonInstance *skel = (mSkelBase ? mSkelBase->getSkeleton() : NULL);
if(skel && skel->hasBone(bonename))
{
tag = mSkelBase->attachObjectToBone(bonename, obj);
mAttachedObjects[obj] = bonename;
}
return tag;
}
void Animation::detachObjectFromBone(Ogre::MovableObject *obj)
{
ObjectAttachMap::iterator iter = mAttachedObjects.find(obj);
if(iter != mAttachedObjects.end())
mAttachedObjects.erase(iter);
mSkelBase->detachObjectFromBone(obj);
}
bool Animation::upperBodyReady() const
{
for (AnimStateMap::const_iterator stateiter = mStates.begin(); stateiter != mStates.end(); ++stateiter)
{
if((stateiter->second.mPriority > MWMechanics::Priority_Movement
&& stateiter->second.mPriority < MWMechanics::Priority_Torch)
|| stateiter->second.mPriority == MWMechanics::Priority_Death)
return false;
}
return true;
}
void Animation::addEffect(const std::string &model, int effectId, bool loop, const std::string &bonename, std::string texture)
{
// Early out if we already have this effect
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
if (it->mLoop && loop && it->mEffectId == effectId && it->mBoneName == bonename)
return;
std::string correctedTexture = Misc::ResourceHelpers::correctTexturePath(texture);
EffectParams params;
params.mModelName = model;
if (bonename.empty())
params.mObjects = NifOgre::Loader::createObjects(mInsert, model);
else
params.mObjects = NifOgre::Loader::createObjects(mSkelBase, bonename, "", mInsert, model);
setRenderProperties(params.mObjects, RV_Effects,
RQG_Main, RQG_Alpha, 0.f, false, NULL);
params.mLoop = loop;
params.mEffectId = effectId;
params.mBoneName = bonename;
for(size_t i = 0;i < params.mObjects->mControllers.size();i++)
{
if(params.mObjects->mControllers[i].getSource().isNull())
params.mObjects->mControllers[i].setSource(Ogre::SharedPtr<EffectAnimationTime> (new EffectAnimationTime()));
}
// Do some manual adjustments on the created entities/particle systems
// It looks like vanilla MW totally ignores lighting settings for effects attached to characters.
// If we don't do this, some effects will look way too dark depending on the environment
// (e.g. magic_cast_dst.nif). They were clearly meant to use emissive lighting.
// We used to have this hack in the NIF material loader, but for effects not attached to characters
// (e.g. ash storms) the lighting settings do seem to be in use. Is there maybe a flag we have missed?
Ogre::ColourValue ambient = Ogre::ColourValue(0.f, 0.f, 0.f);
Ogre::ColourValue diffuse = Ogre::ColourValue(0.f, 0.f, 0.f);
Ogre::ColourValue specular = Ogre::ColourValue(0.f, 0.f, 0.f);
Ogre::ColourValue emissive = Ogre::ColourValue(1.f, 1.f, 1.f);
for(size_t i = 0;i < params.mObjects->mParticles.size(); ++i)
{
Ogre::ParticleSystem* partSys = params.mObjects->mParticles[i];
Ogre::MaterialPtr mat = params.mObjects->mMaterialControllerMgr.getWritableMaterial(partSys);
for (int t=0; t<mat->getNumTechniques(); ++t)
{
Ogre::Technique* tech = mat->getTechnique(t);
for (int p=0; p<tech->getNumPasses(); ++p)
{
Ogre::Pass* pass = tech->getPass(p);
pass->setAmbient(ambient);
pass->setDiffuse(diffuse);
pass->setSpecular(specular);
pass->setEmissive(emissive);
if (!texture.empty())
{
for (int tex=0; tex<pass->getNumTextureUnitStates(); ++tex)
{
Ogre::TextureUnitState* tus = pass->getTextureUnitState(tex);
tus->setTextureName(correctedTexture);
}
}
}
}
}
for(size_t i = 0;i < params.mObjects->mEntities.size(); ++i)
{
Ogre::Entity* ent = params.mObjects->mEntities[i];
if (ent == params.mObjects->mSkelBase)
continue;
Ogre::MaterialPtr mat = params.mObjects->mMaterialControllerMgr.getWritableMaterial(ent);
for (int t=0; t<mat->getNumTechniques(); ++t)
{
Ogre::Technique* tech = mat->getTechnique(t);
for (int p=0; p<tech->getNumPasses(); ++p)
{
Ogre::Pass* pass = tech->getPass(p);
pass->setAmbient(ambient);
pass->setDiffuse(diffuse);
pass->setSpecular(specular);
pass->setEmissive(emissive);
if (!texture.empty())
{
for (int tex=0; tex<pass->getNumTextureUnitStates(); ++tex)
{
Ogre::TextureUnitState* tus = pass->getTextureUnitState(tex);
tus->setTextureName(correctedTexture);
}
}
}
}
}
mEffects.push_back(params);
}
void Animation::removeEffect(int effectId)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
if (it->mEffectId == effectId)
{
mEffects.erase(it);
return;
}
}
}
void Animation::getLoopingEffects(std::vector<int> &out)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
if (it->mLoop)
out.push_back(it->mEffectId);
}
}
void Animation::updateEffects(float duration)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); )
{
NifOgre::ObjectScenePtr objects = it->mObjects;
for(size_t i = 0; i < objects->mControllers.size() ;i++)
{
EffectAnimationTime* value = dynamic_cast<EffectAnimationTime*>(objects->mControllers[i].getSource().get());
if (value)
value->addTime(duration);
objects->mControllers[i].update();
}
if (objects->mControllers[0].getSource()->getValue() >= objects->mMaxControllerLength)
{
if (it->mLoop)
{
// Start from the beginning again; carry over the remainder
float remainder = objects->mControllers[0].getSource()->getValue() - objects->mMaxControllerLength;
for(size_t i = 0; i < objects->mControllers.size() ;i++)
{
EffectAnimationTime* value = dynamic_cast<EffectAnimationTime*>(objects->mControllers[i].getSource().get());
if (value)
value->resetTime(remainder);
}
}
else
{
it = mEffects.erase(it);
continue;
}
}
++it;
}
}
void Animation::preRender(Ogre::Camera *camera)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
NifOgre::ObjectScenePtr objects = it->mObjects;
objects->rotateBillboardNodes(camera);
}
mObjectRoot->rotateBillboardNodes(camera);
}
// TODO: Should not be here
Ogre::Vector3 Animation::getEnchantmentColor(MWWorld::Ptr item)
{
Ogre::Vector3 result(1,1,1);
std::string enchantmentName = item.getClass().getEnchantment(item);
if (enchantmentName.empty())
return result;
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantmentName);
assert (enchantment->mEffects.mList.size());
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
enchantment->mEffects.mList.front().mEffectID);
result.x = magicEffect->mData.mRed / 255.f;
result.y = magicEffect->mData.mGreen / 255.f;
result.z = magicEffect->mData.mBlue / 255.f;
return result;
}
void Animation::setLightEffect(float effect)
{
if (effect == 0)
{
if (mGlowLight)
{
mInsert->getCreator()->destroySceneNode(mGlowLight->getParentSceneNode());
mInsert->getCreator()->destroyLight(mGlowLight);
mGlowLight = NULL;
}
}
else
{
if (!mGlowLight)
{
mGlowLight = mInsert->getCreator()->createLight();
Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
for(size_t i = 0;i < mObjectRoot->mEntities.size();i++)
{
Ogre::Entity *ent = mObjectRoot->mEntities[i];
bounds.merge(ent->getBoundingBox());
}
mInsert->createChildSceneNode(bounds.getCenter())->attachObject(mGlowLight);
}
mGlowLight->setType(Ogre::Light::LT_POINT);
effect += 3;
mGlowLight->setAttenuation(1.0f / (0.03 * (0.5/effect)), 0, 0.5/effect, 0);
}
}
ObjectAnimation::ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model)
: Animation(ptr, ptr.getRefData().getBaseNode())
{
if (!model.empty())
{
setObjectRoot(model, false);
Ogre::Vector3 extents = getWorldBounds().getSize();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) &&
Settings::Manager::getBool("limit small object distance", "Viewing distance");
// do not fade out doors. that will cause holes and look stupid
if(ptr.getTypeName().find("Door") != std::string::npos)
small = false;
float dist = small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0.0f;
Ogre::Vector3 col = getEnchantmentColor(ptr);
setRenderProperties(mObjectRoot, (mPtr.getTypeName() == typeid(ESM::Static).name()) ?
(small ? RV_StaticsSmall : RV_Statics) : RV_Misc,
RQG_Main, RQG_Alpha, dist, !ptr.getClass().getEnchantment(ptr).empty(), &col);
}
else
{
// No model given. Create an object root anyway, so that lights can be added to it if needed.
mObjectRoot = NifOgre::ObjectScenePtr (new NifOgre::ObjectScene(mInsert->getCreator()));
}
}
class FindEntityTransparency {
public:
bool operator()(Ogre::Entity *ent) const
{
unsigned int numsubs = ent->getNumSubEntities();
for(unsigned int i = 0;i < numsubs;++i)
{
sh::Factory::getInstance()._ensureMaterial(ent->getSubEntity(i)->getMaterial()->getName(), "Default");
if(ent->getSubEntity(i)->getMaterial()->isTransparent())
return true;
}
return false;
}
};
bool ObjectAnimation::canBatch() const
{
if(!mObjectRoot->mParticles.empty() || !mObjectRoot->mLights.empty() || !mObjectRoot->mControllers.empty())
return false;
if (!mObjectRoot->mBillboardNodes.empty())
return false;
return std::find_if(mObjectRoot->mEntities.begin(), mObjectRoot->mEntities.end(),
FindEntityTransparency()) == mObjectRoot->mEntities.end();
}
void ObjectAnimation::fillBatch(Ogre::StaticGeometry *sg)
{
std::vector<Ogre::Entity*>::reverse_iterator iter = mObjectRoot->mEntities.rbegin();
for(;iter != mObjectRoot->mEntities.rend();++iter)
{
Ogre::Node *node = (*iter)->getParentNode();
if ((*iter)->isVisible())
sg->addEntity(*iter, node->_getDerivedPosition(), node->_getDerivedOrientation(), node->_getDerivedScale());
}
}
}