mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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208 lines
7.1 KiB
C++
208 lines
7.1 KiB
C++
#include "openxranimation.hpp"
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#include <osg/UserDataContainer>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Depth>
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#include <osg/Drawable>
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#include <osg/Object>
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#include <osgUtil/RenderBin>
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#include <osgUtil/CullVisitor>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/rng.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/actorutil.hpp>
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#include <components/sceneutil/attach.hpp>
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#include <components/sceneutil/clone.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/sceneutil/skeleton.hpp>
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#include <components/sceneutil/riggeometry.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/settings/settings.hpp>
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#include <components/nifosg/nifloader.hpp> // TextKeyMapHolder
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#include <components/vfs/manager.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/weapontype.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwrender/camera.hpp"
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#include "../mwrender/rotatecontroller.hpp"
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#include "../mwrender/renderbin.hpp"
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#include "../mwrender/vismask.hpp"
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namespace MWVR
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{
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/// Implements dummy control of the forearm, to control mesh/bone deformation of the hand.
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class ForearmController : public osg::NodeCallback
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{
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public:
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ForearmController(osg::Node* relativeTo, SceneUtil::PositionAttitudeTransform* tracker);
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void setEnabled(bool enabled);
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void operator()(osg::Node* node, osg::NodeVisitor* nv);
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private:
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bool mEnabled;
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osg::Quat mRotate;
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osg::Node* mRelativeTo;
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osg::Matrix mOffset;
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bool mOffsetInitialized;
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SceneUtil::PositionAttitudeTransform* mTracker;
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};
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ForearmController::ForearmController(osg::Node* relativeTo, SceneUtil::PositionAttitudeTransform* tracker)
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: mEnabled(true)
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, mRelativeTo(relativeTo)
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, mOffset(osg::Matrix::identity())
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, mOffsetInitialized(false)
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, mTracker(tracker)
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{
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}
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void ForearmController::setEnabled(bool enabled)
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{
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mEnabled = enabled;
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}
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void ForearmController::operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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if (!mEnabled)
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{
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traverse(node, nv);
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return;
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}
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osg::MatrixTransform* transform = static_cast<osg::MatrixTransform*>(node);
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if (!mOffsetInitialized)
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{
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// This is a bit of a hack.
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// Trackers track hands, not forearms.
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// But i have to transform the forearms to account for deformations,
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// so i subtract the hand transform from the final transform to center the hands.
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std::string handName = node->getName() == "Bip01 L Forearm" ? "Bip01 L Hand" : "Bip01 R Hand";
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SceneUtil::FindByNameVisitor findHandVisitor(handName);
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node->accept(findHandVisitor);
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mOffset = findHandVisitor.mFoundNode->asTransform()->asMatrixTransform()->getInverseMatrix();
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mOffsetInitialized = true;
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}
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// Get current world transform of limb
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osg::Matrix worldToLimb = osg::computeLocalToWorld(node->getParentalNodePaths()[0]);
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// Get current world of the reference node
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osg::Matrix worldReference = osg::computeLocalToWorld(mRelativeTo->getParentalNodePaths()[0]);
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// New transform is reference node + tracker.
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mTracker->computeLocalToWorldMatrix(worldReference, nullptr);
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// Get hand
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transform->setMatrix(mOffset * worldReference * osg::Matrix::inverse(worldToLimb) * transform->getMatrix());
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// TODO: Continued traversal is necessary to allow update of new hand poses such as gribbing a weapon.
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// But I want to disable idle animations.
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traverse(node, nv);
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}
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OpenXRAnimation::OpenXRAnimation(
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const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem,
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bool disableSounds, std::shared_ptr<OpenXRSession> xrSession)
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// Note that i let it construct as 3rd person and then later update it to VM_VRHeadless
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// when OpenMW sets the view mode of the camera object.
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: MWRender::NpcAnimation(ptr, parentNode, resourceSystem, disableSounds, VM_Normal, 55.f)
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, mSession(xrSession)
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{
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}
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void OpenXRAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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{
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if (viewMode != VM_VRHeadless)
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Log(Debug::Warning) << "View mode of OpenXRAnimation may only be VM_VRHeadless";
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NpcAnimation::setViewMode(VM_VRHeadless);
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return;
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}
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void OpenXRAnimation::updateParts()
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{
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NpcAnimation::updateParts();
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// Hide head and hair to avoid getting them in the player's face
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// TODO: Hair might be acceptable ?
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removeIndividualPart(ESM::PartReferenceType::PRT_Hair);
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removeIndividualPart(ESM::PartReferenceType::PRT_Head);
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removeIndividualPart(ESM::PartReferenceType::PRT_LForearm);
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removeIndividualPart(ESM::PartReferenceType::PRT_LUpperarm);
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removeIndividualPart(ESM::PartReferenceType::PRT_LWrist);
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removeIndividualPart(ESM::PartReferenceType::PRT_RForearm);
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removeIndividualPart(ESM::PartReferenceType::PRT_RUpperarm);
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removeIndividualPart(ESM::PartReferenceType::PRT_RWrist);
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}
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osg::Vec3f OpenXRAnimation::runAnimation(float timepassed)
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{
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return NpcAnimation::runAnimation(timepassed);
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}
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void OpenXRAnimation::addControllers()
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{
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NpcAnimation::addControllers();
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// TODO:
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// Those controllers should be made using the openxr session *here* rather than magicking up
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// a couple nodes by searching the scene graph.
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//mNodeMap, mActiveControllers, mObjectRoot.get()
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SceneUtil::FindByNameVisitor findXRVisitor("OpenXRRoot", osg::NodeVisitor::TRAVERSE_PARENTS);
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getObjectRoot()->accept(findXRVisitor);
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auto* xrRoot = findXRVisitor.mFoundNode;
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if (!xrRoot)
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{
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throw std::logic_error("Viewmode is VM_VRHeadless but OpenXRRoot does not exist");
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}
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for (int i = 0; i < 2; ++i)
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{
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mHandControllers[i] = nullptr;
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SceneUtil::FindByNameVisitor findTrackerVisitor(i == 0 ? "tracker l hand" : "tracker r hand");
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xrRoot->accept(findTrackerVisitor);
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if (!findTrackerVisitor.mFoundNode)
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continue;
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SceneUtil::PositionAttitudeTransform* tracker = dynamic_cast<SceneUtil::PositionAttitudeTransform*>(findTrackerVisitor.mFoundNode);
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std::map<std::string, osg::ref_ptr<osg::MatrixTransform> >::const_iterator found = mNodeMap.find(i == 0 ? "bip01 l forearm" : "bip01 r forearm");
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if (found != mNodeMap.end())
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{
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osg::Node* node = found->second;
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mForearmControllers[i] = new ForearmController(mObjectRoot, tracker);
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node->addUpdateCallback(mForearmControllers[i]);
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mActiveControllers.insert(std::make_pair(node, mForearmControllers[i]));
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}
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}
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}
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void OpenXRAnimation::enableHeadAnimation(bool)
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{
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NpcAnimation::enableHeadAnimation(false);
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}
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void OpenXRAnimation::setAccurateAiming(bool)
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{
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NpcAnimation::setAccurateAiming(false);
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}
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}
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