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489 lines
17 KiB
C++
489 lines
17 KiB
C++
#ifndef GAME_RENDER_ANIMATION_H
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#define GAME_RENDER_ANIMATION_H
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#include "../mwworld/ptr.hpp"
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#include <components/sceneutil/controller.hpp>
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namespace ESM
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{
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struct Light;
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struct MagicEffect;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace NifOsg
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{
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class KeyframeHolder;
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class KeyframeController;
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}
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namespace SceneUtil
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{
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class LightSource;
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class LightListCallback;
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class Skeleton;
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}
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namespace MWRender
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{
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class ResetAccumRootCallback;
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class RotateController;
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class GlowUpdater;
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class EffectAnimationTime : public SceneUtil::ControllerSource
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{
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private:
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float mTime;
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public:
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virtual float getValue(osg::NodeVisitor* nv);
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void addTime(float duration);
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void resetTime(float time);
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float getTime() const;
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EffectAnimationTime() : mTime(0) { }
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};
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/// @brief Detaches the node from its parent when the object goes out of scope.
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class PartHolder
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{
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public:
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PartHolder(osg::ref_ptr<osg::Node> node);
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~PartHolder();
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osg::ref_ptr<osg::Node> getNode()
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{
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return mNode;
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}
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private:
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osg::ref_ptr<osg::Node> mNode;
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void operator= (const PartHolder&);
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PartHolder(const PartHolder&);
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};
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typedef std::shared_ptr<PartHolder> PartHolderPtr;
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class Animation : public osg::Referenced
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{
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public:
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enum BoneGroup {
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BoneGroup_LowerBody = 0,
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BoneGroup_Torso,
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BoneGroup_LeftArm,
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BoneGroup_RightArm
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};
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enum BlendMask {
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BlendMask_LowerBody = 1<<0,
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BlendMask_Torso = 1<<1,
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BlendMask_LeftArm = 1<<2,
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BlendMask_RightArm = 1<<3,
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BlendMask_UpperBody = BlendMask_Torso | BlendMask_LeftArm | BlendMask_RightArm,
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BlendMask_All = BlendMask_LowerBody | BlendMask_UpperBody
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};
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/* This is the number of *discrete* blend masks. */
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static const size_t sNumBlendMasks = 4;
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/// Holds an animation priority value for each BoneGroup.
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struct AnimPriority
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{
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/// Convenience constructor, initialises all priorities to the same value.
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AnimPriority(int priority)
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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mPriority[i] = priority;
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}
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bool operator == (const AnimPriority& other) const
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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if (other.mPriority[i] != mPriority[i])
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return false;
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return true;
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}
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int& operator[] (BoneGroup n)
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{
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return mPriority[n];
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}
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const int& operator[] (BoneGroup n) const
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{
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return mPriority[n];
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}
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bool contains(int priority) const
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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if (priority == mPriority[i])
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return true;
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return false;
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}
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int mPriority[sNumBlendMasks];
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};
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class TextKeyListener
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{
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public:
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virtual void handleTextKey(const std::string &groupname, const std::multimap<float, std::string>::const_iterator &key,
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const std::multimap<float, std::string>& map) = 0;
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};
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void setTextKeyListener(TextKeyListener* listener);
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protected:
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class AnimationTime : public SceneUtil::ControllerSource
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{
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private:
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std::shared_ptr<float> mTimePtr;
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public:
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void setTimePtr(std::shared_ptr<float> time)
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{ mTimePtr = time; }
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std::shared_ptr<float> getTimePtr() const
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{ return mTimePtr; }
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virtual float getValue(osg::NodeVisitor* nv);
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};
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class NullAnimationTime : public SceneUtil::ControllerSource
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{
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public:
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virtual float getValue(osg::NodeVisitor *nv)
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{
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return 0.f;
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}
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};
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struct AnimSource;
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struct AnimState {
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std::shared_ptr<AnimSource> mSource;
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float mStartTime;
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float mLoopStartTime;
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float mLoopStopTime;
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float mStopTime;
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typedef std::shared_ptr<float> TimePtr;
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TimePtr mTime;
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float mSpeedMult;
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bool mPlaying;
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bool mLoopingEnabled;
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size_t mLoopCount;
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AnimPriority mPriority;
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int mBlendMask;
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bool mAutoDisable;
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AnimState() : mStartTime(0.0f), mLoopStartTime(0.0f), mLoopStopTime(0.0f), mStopTime(0.0f),
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mTime(new float), mSpeedMult(1.0f), mPlaying(false), mLoopingEnabled(true),
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mLoopCount(0), mPriority(0), mBlendMask(0), mAutoDisable(true)
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{
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}
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~AnimState();
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float getTime() const
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{
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return *mTime;
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}
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void setTime(float time)
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{
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*mTime = time;
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}
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bool shouldLoop() const
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{
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return getTime() >= mLoopStopTime && mLoopingEnabled && mLoopCount > 0;
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}
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};
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typedef std::map<std::string,AnimState> AnimStateMap;
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AnimStateMap mStates;
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typedef std::vector<std::shared_ptr<AnimSource> > AnimSourceList;
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AnimSourceList mAnimSources;
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osg::ref_ptr<osg::Group> mInsert;
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osg::ref_ptr<osg::Group> mObjectRoot;
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SceneUtil::Skeleton* mSkeleton;
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// The node expected to accumulate movement during movement animations.
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osg::ref_ptr<osg::Node> mAccumRoot;
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// The controller animating that node.
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osg::ref_ptr<NifOsg::KeyframeController> mAccumCtrl;
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// Used to reset the position of the accumulation root every frame - the movement should be applied to the physics system
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osg::ref_ptr<ResetAccumRootCallback> mResetAccumRootCallback;
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// Keep track of controllers that we added to our scene graph.
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// We may need to rebuild these controllers when the active animation groups / sources change.
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typedef std::multimap<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::NodeCallback> > ControllerMap;
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ControllerMap mActiveControllers;
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std::shared_ptr<AnimationTime> mAnimationTimePtr[sNumBlendMasks];
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// Stored in all lowercase for a case-insensitive lookup
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typedef std::map<std::string, osg::ref_ptr<osg::MatrixTransform> > NodeMap;
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mutable NodeMap mNodeMap;
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mutable bool mNodeMapCreated;
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MWWorld::Ptr mPtr;
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Resource::ResourceSystem* mResourceSystem;
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osg::Vec3f mAccumulate;
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struct EffectParams
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{
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std::string mModelName; // Just here so we don't add the same effect twice
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PartHolderPtr mObjects;
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std::shared_ptr<EffectAnimationTime> mAnimTime;
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float mMaxControllerLength;
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int mEffectId;
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bool mLoop;
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std::string mBoneName;
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};
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std::vector<EffectParams> mEffects;
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TextKeyListener* mTextKeyListener;
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osg::ref_ptr<RotateController> mHeadController;
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float mHeadYawRadians;
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float mHeadPitchRadians;
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osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
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osg::ref_ptr<GlowUpdater> mGlowUpdater;
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float mAlpha;
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mutable std::map<std::string, float> mAnimVelocities;
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osg::ref_ptr<SceneUtil::LightListCallback> mLightListCallback;
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const NodeMap& getNodeMap() const;
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/* Sets the appropriate animations on the bone groups based on priority.
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*/
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void resetActiveGroups();
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size_t detectBlendMask(const osg::Node* node) const;
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/* Updates the position of the accum root node for the given time, and
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* returns the wanted movement vector from the previous time. */
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void updatePosition(float oldtime, float newtime, osg::Vec3f& position);
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/* Resets the animation to the time of the specified start marker, without
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* moving anything, and set the end time to the specified stop marker. If
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* the marker is not found, or if the markers are the same, it returns
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* false.
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*/
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bool reset(AnimState &state, const std::multimap<float, std::string> &keys,
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const std::string &groupname, const std::string &start, const std::string &stop,
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float startpoint, bool loopfallback);
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void handleTextKey(AnimState &state, const std::string &groupname, const std::multimap<float, std::string>::const_iterator &key,
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const std::multimap<float, std::string>& map);
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/** Sets the root model of the object.
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*
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* Note that you must make sure all animation sources are cleared before resetting the object
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* root. All nodes previously retrieved with getNode will also become invalidated.
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* @param forceskeleton Wrap the object root in a Skeleton, even if it contains no skinned parts. Use this if you intend to add skinned parts manually.
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* @param baseonly If true, then any meshes or particle systems in the model are ignored
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* (useful for NPCs, where only the skeleton is needed for the root, and the actual NPC parts are then assembled from separate files).
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*/
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void setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature);
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/** Adds the keyframe controllers in the specified model as a new animation source.
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* @note Later added animation sources have the highest priority when it comes to finding a particular animation.
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* @param model The file to add the keyframes for. Note that the .nif file extension will be replaced with .kf.
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* @param baseModel The filename of the mObjectRoot, only used for error messages.
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*/
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void addAnimSource(const std::string &model, const std::string& baseModel);
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/** Adds an additional light to the given node using the specified ESM record. */
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void addExtraLight(osg::ref_ptr<osg::Group> parent, const ESM::Light *light);
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void clearAnimSources();
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/**
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* Provided to allow derived classes adding their own controllers. Note, the controllers must be added to mActiveControllers
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* so they get cleaned up properly on the next controller rebuild. A controller rebuild may be necessary to ensure correct ordering.
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*/
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virtual void addControllers();
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osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const;
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void addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, float glowDuration = -1);
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/// Set the render bin for this animation's object root. May be customized by subclasses.
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virtual void setRenderBin();
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public:
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Animation(const MWWorld::Ptr &ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem);
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/// Must be thread safe
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virtual ~Animation();
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MWWorld::ConstPtr getPtr() const;
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MWWorld::Ptr getPtr();
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/// Set active flag on the object skeleton, if one exists.
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/// @see SceneUtil::Skeleton::setActive
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/// 0 = Inactive, 1 = Active in place, 2 = Active
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void setActive(int active);
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osg::Group* getOrCreateObjectRoot();
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osg::Group* getObjectRoot();
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/**
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* @brief Add an effect mesh attached to a bone or the insert scene node
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* @param model
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* @param effectId An ID for this effect by which you can identify it later. If this is not wanted, set to -1.
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* @param loop Loop the effect. If false, it is removed automatically after it finishes playing. If true,
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* you need to remove it manually using removeEffect when the effect should end.
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* @param bonename Bone to attach to, or empty string to use the scene node instead
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* @param texture override the texture specified in the model's materials - if empty, do not override
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* @note Will not add an effect twice.
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*/
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void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "", const std::string& texture = "");
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void removeEffect (int effectId);
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void getLoopingEffects (std::vector<int>& out) const;
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// Add a spell casting glow to an object. From measuring video taken from the original engine,
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// the glow seems to be about 1.5 seconds except for telekinesis, which is 1 second.
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void addSpellCastGlow(const ESM::MagicEffect *effect, float glowDuration = 1.5);
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virtual void updatePtr(const MWWorld::Ptr &ptr);
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bool hasAnimation(const std::string &anim) const;
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// Specifies the axis' to accumulate on. Non-accumulated axis will just
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// move visually, but not affect the actual movement. Each x/y/z value
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// should be on the scale of 0 to 1.
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void setAccumulation(const osg::Vec3f& accum);
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/** Plays an animation.
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* \param groupname Name of the animation group to play.
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* \param priority Priority of the animation. The animation will play on
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* bone groups that don't have another animation set of a
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* higher priority.
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* \param blendMask Bone groups to play the animation on.
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* \param autodisable Automatically disable the animation when it stops
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* playing.
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* \param speedmult Speed multiplier for the animation.
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* \param start Key marker from which to start.
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* \param stop Key marker to stop at.
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* \param startpoint How far in between the two markers to start. 0 starts
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* at the start marker, 1 starts at the stop marker.
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* \param loops How many times to loop the animation. This will use the
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* "loop start" and "loop stop" markers if they exist,
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* otherwise it may fall back to "start" and "stop", but only if
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* the \a loopFallback parameter is true.
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* \param loopFallback Allow looping an animation that has no loop keys, i.e. fall back to use
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* the "start" and "stop" keys for looping?
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*/
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void play(const std::string &groupname, const AnimPriority& priority, int blendMask, bool autodisable,
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float speedmult, const std::string &start, const std::string &stop,
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float startpoint, size_t loops, bool loopfallback=false);
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/** Adjust the speed multiplier of an already playing animation.
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*/
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void adjustSpeedMult (const std::string& groupname, float speedmult);
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/** Returns true if the named animation group is playing. */
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bool isPlaying(const std::string &groupname) const;
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/// Returns true if no important animations are currently playing on the upper body.
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bool upperBodyReady() const;
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/** Gets info about the given animation group.
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* \param groupname Animation group to check.
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* \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc.
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* \param speedmult Stores the animation speed multiplier
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* \return True if the animation is active, false otherwise.
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*/
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bool getInfo(const std::string &groupname, float *complete=NULL, float *speedmult=NULL) const;
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/// Get the absolute position in the animation track of the first text key with the given group.
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float getStartTime(const std::string &groupname) const;
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/// Get the absolute position in the animation track of the text key
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float getTextKeyTime(const std::string &textKey) const;
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/// Get the current absolute position in the animation track for the animation that is currently playing from the given group.
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float getCurrentTime(const std::string& groupname) const;
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size_t getCurrentLoopCount(const std::string& groupname) const;
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/** Disables the specified animation group;
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* \param groupname Animation group to disable.
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*/
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void disable(const std::string &groupname);
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/** Retrieves the velocity (in units per second) that the animation will move. */
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float getVelocity(const std::string &groupname) const;
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virtual osg::Vec3f runAnimation(float duration);
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void setLoopingEnabled(const std::string &groupname, bool enabled);
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/// This is typically called as part of runAnimation, but may be called manually if needed.
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void updateEffects(float duration);
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/// Return a node with the specified name, or NULL if not existing.
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/// @note The matching is case-insensitive.
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const osg::Node* getNode(const std::string& name) const;
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virtual void showWeapons(bool showWeapon) {}
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virtual void showCarriedLeft(bool show) {}
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virtual void setWeaponGroup(const std::string& group) {}
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virtual void setVampire(bool vampire) {}
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/// A value < 1 makes the animation translucent, 1.f = fully opaque
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void setAlpha(float alpha);
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virtual void setPitchFactor(float factor) {}
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virtual void attachArrow() {}
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virtual void releaseArrow(float attackStrength) {}
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virtual void enableHeadAnimation(bool enable) {}
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// TODO: move outside of this class
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/// Makes this object glow, by placing a Light in its center.
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/// @param effect Controls the radius and intensity of the light.
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virtual void setLightEffect(float effect);
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virtual void setHeadPitch(float pitchRadians);
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virtual void setHeadYaw(float yawRadians);
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virtual float getHeadPitch() const;
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virtual float getHeadYaw() const;
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virtual void setAccurateAiming(bool enabled) {}
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private:
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Animation(const Animation&);
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void operator=(Animation&);
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};
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class ObjectAnimation : public Animation {
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public:
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ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool animated, bool allowLight);
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};
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}
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#endif
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