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

383 lines
13 KiB
C++

#include "actoranimation.hpp"
#include <utility>
#include <osg/Node>
#include <osg/Group>
#include <osg/Vec4f>
#include <components/esm/loadligh.hpp>
#include <components/esm/loadcell.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/attach.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/lightutil.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/misc/stringops.hpp>
#include <components/settings/settings.hpp>
#include <components/vfs/manager.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "vismask.hpp"
namespace MWRender
{
ActorAnimation::ActorAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem)
: Animation(ptr, parentNode, resourceSystem)
{
MWWorld::ContainerStore& store = mPtr.getClass().getContainerStore(mPtr);
for (MWWorld::ConstContainerStoreIterator iter = store.cbegin(MWWorld::ContainerStore::Type_Light);
iter != store.cend(); ++iter)
{
const ESM::Light* light = iter->get<ESM::Light>()->mBase;
if (!(light->mData.mFlags & ESM::Light::Carry))
{
addHiddenItemLight(*iter, light);
}
}
// Make sure we cleaned object from effects, just in cast if we re-use node
removeEffects();
}
ActorAnimation::~ActorAnimation()
{
for (ItemLightMap::iterator iter = mItemLights.begin(); iter != mItemLights.end(); ++iter)
{
mInsert->removeChild(iter->second);
}
mScabbard.reset();
}
PartHolderPtr ActorAnimation::attachMesh(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor)
{
osg::Group* parent = getBoneByName(bonename);
if (!parent)
return nullptr;
osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model, parent);
const NodeMap& nodeMap = getNodeMap();
NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(bonename));
if (found == nodeMap.end())
return PartHolderPtr();
if (enchantedGlow)
mGlowUpdater = SceneUtil::addEnchantedGlow(instance, mResourceSystem, *glowColor);
return PartHolderPtr(new PartHolder(instance));
}
osg::Group* ActorAnimation::getBoneByName(const std::string& boneName)
{
if (!mObjectRoot)
return nullptr;
SceneUtil::FindByNameVisitor findVisitor (boneName);
mObjectRoot->accept(findVisitor);
return findVisitor.mFoundNode;
}
std::string ActorAnimation::getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon)
{
std::string boneName;
if(weapon.isEmpty())
return boneName;
const std::string &type = weapon.getClass().getTypeName();
if(type == typeid(ESM::Weapon).name())
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon.get<ESM::Weapon>();
int weaponType = ref->mBase->mData.mType;
return MWMechanics::getWeaponType(weaponType)->mSheathingBone;
}
return boneName;
}
void ActorAnimation::resetControllers(osg::Node* node)
{
if (node == nullptr)
return;
std::shared_ptr<SceneUtil::ControllerSource> src;
src.reset(new NullAnimationTime);
SceneUtil::AssignControllerSourcesVisitor removeVisitor(src);
node->accept(removeVisitor);
}
void ActorAnimation::updateHolsteredWeapon(bool showHolsteredWeapons)
{
static const bool weaponSheathing = Settings::Manager::getBool("weapon sheathing", "Game");
if (!weaponSheathing)
return;
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
mScabbard.reset();
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
// Since throwing weapons stack themselves, do not show such weapon itself
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
showHolsteredWeapons = false;
std::string mesh = weapon->getClass().getModel(*weapon);
std::string scabbardName = mesh;
std::string boneName = getHolsteredWeaponBoneName(*weapon);
if (mesh.empty() || boneName.empty())
return;
// If the scabbard is not found, use a weapon mesh as fallback.
// Note: it is unclear how to handle time for controllers attached to bodyparts, so disable them for now.
// We use the similar approach for other bodyparts.
scabbardName = scabbardName.replace(scabbardName.size()-4, 4, "_sh.nif");
bool isEnchanted = !weapon->getClass().getEnchantment(*weapon).empty();
if(!mResourceSystem->getVFS()->exists(scabbardName))
{
if (showHolsteredWeapons)
{
osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
mScabbard = attachMesh(mesh, boneName, isEnchanted, &glowColor);
if (mScabbard)
resetControllers(mScabbard->getNode());
}
return;
}
mScabbard = attachMesh(scabbardName, boneName);
osg::Group* weaponNode = getBoneByName("Bip01 Weapon");
if (!weaponNode)
return;
// When we draw weapon, hide the Weapon node from sheath model.
// Otherwise add the enchanted glow to it.
if (!showHolsteredWeapons)
{
weaponNode->setNodeMask(0);
}
else
{
// If mesh author declared empty weapon node, use transformation from this node, but use the common weapon mesh.
// This approach allows to tweak weapon position without need to store the whole weapon mesh in the _sh file.
if (!weaponNode->getNumChildren())
{
osg::ref_ptr<osg::Node> fallbackNode = mResourceSystem->getSceneManager()->getInstance(mesh, weaponNode);
resetControllers(fallbackNode);
}
if (isEnchanted)
{
osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
mGlowUpdater = SceneUtil::addEnchantedGlow(weaponNode, mResourceSystem, glowColor);
}
}
}
void ActorAnimation::updateQuiver()
{
static const bool weaponSheathing = Settings::Manager::getBool("weapon sheathing", "Game");
if (!weaponSheathing)
return;
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
std::string mesh = weapon->getClass().getModel(*weapon);
std::string boneName = getHolsteredWeaponBoneName(*weapon);
if (mesh.empty() || boneName.empty())
return;
osg::Group* ammoNode = getBoneByName("Bip01 Ammo");
if (!ammoNode)
return;
// Special case for throwing weapons - they do not use ammo, but they stack themselves
bool suitableAmmo = false;
MWWorld::ConstContainerStoreIterator ammo = weapon;
unsigned int ammoCount = 0;
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
const auto& weaponType = MWMechanics::getWeaponType(type);
if (weaponType->mWeaponClass == ESM::WeaponType::Thrown)
{
ammoCount = ammo->getRefData().getCount();
osg::Group* throwingWeaponNode = getBoneByName(weaponType->mAttachBone);
if (throwingWeaponNode && throwingWeaponNode->getNumChildren())
ammoCount--;
suitableAmmo = true;
}
else
{
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
ammoCount = ammo->getRefData().getCount();
bool arrowAttached = isArrowAttached();
if (arrowAttached)
ammoCount--;
suitableAmmo = ammo->get<ESM::Weapon>()->mBase->mData.mType == weaponType->mAmmoType;
}
if (!suitableAmmo)
return;
// We should not show more ammo than equipped and more than quiver mesh has
ammoCount = std::min(ammoCount, ammoNode->getNumChildren());
// Remove existing ammo nodes
for (unsigned int i=0; i<ammoNode->getNumChildren(); ++i)
{
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
if (!arrowNode->getNumChildren())
continue;
osg::ref_ptr<osg::Node> arrowChildNode = arrowNode->getChild(0);
arrowNode->removeChild(arrowChildNode);
}
// Add new ones
osg::Vec4f glowColor = ammo->getClass().getEnchantmentColor(*ammo);
std::string model = ammo->getClass().getModel(*ammo);
for (unsigned int i=0; i<ammoCount; ++i)
{
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
if (!ammo->getClass().getEnchantment(*ammo).empty())
mGlowUpdater = SceneUtil::addEnchantedGlow(arrow, mResourceSystem, glowColor);
}
}
void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
{
if (item.getTypeName() == typeid(ESM::Light).name())
{
const ESM::Light* light = item.get<ESM::Light>()->mBase;
if (!(light->mData.mFlags & ESM::Light::Carry))
{
addHiddenItemLight(item, light);
}
}
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
// If the count of equipped ammo or throwing weapon was changed, we should update quiver
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
MWWorld::ConstContainerStoreIterator ammo = inv.end();
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
ammo = weapon;
else
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if(ammo != inv.end() && item.getCellRef().getRefId() == ammo->getCellRef().getRefId())
updateQuiver();
}
void ActorAnimation::itemRemoved(const MWWorld::ConstPtr& item, int /*count*/)
{
if (item.getTypeName() == typeid(ESM::Light).name())
{
ItemLightMap::iterator iter = mItemLights.find(item);
if (iter != mItemLights.end())
{
if (!item.getRefData().getCount())
{
removeHiddenItemLight(item);
}
}
}
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
// If the count of equipped ammo or throwing weapon was changed, we should update quiver
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
MWWorld::ConstContainerStoreIterator ammo = inv.end();
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
ammo = weapon;
else
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if(ammo != inv.end() && item.getCellRef().getRefId() == ammo->getCellRef().getRefId())
updateQuiver();
}
void ActorAnimation::addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight)
{
if (mItemLights.find(item) != mItemLights.end())
return;
bool exterior = mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior();
osg::Vec4f ambient(1,1,1,1);
osg::ref_ptr<SceneUtil::LightSource> lightSource = SceneUtil::createLightSource(esmLight, Mask_Lighting, exterior, ambient);
mInsert->addChild(lightSource);
if (mLightListCallback && mPtr == MWMechanics::getPlayer())
mLightListCallback->getIgnoredLightSources().insert(lightSource.get());
mItemLights.insert(std::make_pair(item, lightSource));
}
void ActorAnimation::removeHiddenItemLight(const MWWorld::ConstPtr& item)
{
ItemLightMap::iterator iter = mItemLights.find(item);
if (iter == mItemLights.end())
return;
if (mLightListCallback && mPtr == MWMechanics::getPlayer())
{
std::set<SceneUtil::LightSource*>::iterator ignoredIter = mLightListCallback->getIgnoredLightSources().find(iter->second.get());
if (ignoredIter != mLightListCallback->getIgnoredLightSources().end())
mLightListCallback->getIgnoredLightSources().erase(ignoredIter);
}
mInsert->removeChild(iter->second);
mItemLights.erase(iter);
}
}