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@ -647,7 +647,8 @@ namespace MWRender
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{
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const ESM::Light* light = part.get<ESM::Light>()->mBase;
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addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1,
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Misc::ResourceHelpers::correctMeshPath(light->mModel), false, nullptr, true);
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VFS::Path::toNormalized(Misc::ResourceHelpers::correctMeshPath(light->mModel)), false, nullptr,
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true);
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if (mObjectParts[ESM::PRT_Shield])
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), SceneUtil::LightCommon(*light));
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}
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@ -667,7 +668,7 @@ namespace MWRender
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{
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if (const ESM::BodyPart* bodypart = parts[part])
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addOrReplaceIndividualPart(static_cast<ESM::PartReferenceType>(part), -1, 1,
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Misc::ResourceHelpers::correctMeshPath(bodypart->mModel));
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VFS::Path::toNormalized(Misc::ResourceHelpers::correctMeshPath(bodypart->mModel)));
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}
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}
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@ -675,10 +676,10 @@ namespace MWRender
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attachArrow();
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}
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PartHolderPtr NpcAnimation::insertBoundedPart(const std::string& model, std::string_view bonename,
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PartHolderPtr NpcAnimation::insertBoundedPart(VFS::Path::NormalizedView model, std::string_view bonename,
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std::string_view bonefilter, bool enchantedGlow, osg::Vec4f* glowColor, bool isLight)
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{
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osg::ref_ptr<osg::Node> attached = attach(VFS::Path::toNormalized(model), bonename, bonefilter, isLight);
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osg::ref_ptr<osg::Node> attached = attach(model, bonename, bonefilter, isLight);
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if (enchantedGlow)
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mGlowUpdater = SceneUtil::addEnchantedGlow(attached, mResourceSystem, *glowColor);
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@ -748,7 +749,7 @@ namespace MWRender
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}
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bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority,
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const std::string& mesh, bool enchantedGlow, osg::Vec4f* glowColor, bool isLight)
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VFS::Path::NormalizedView mesh, bool enchantedGlow, osg::Vec4f* glowColor, bool isLight)
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{
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if (priority <= mPartPriorities[type])
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return false;
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@ -897,7 +898,8 @@ namespace MWRender
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if (bodypart)
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addOrReplaceIndividualPart(static_cast<ESM::PartReferenceType>(part.mPart), group, priority,
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Misc::ResourceHelpers::correctMeshPath(bodypart->mModel), enchantedGlow, glowColor);
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VFS::Path::toNormalized(Misc::ResourceHelpers::correctMeshPath(bodypart->mModel)), enchantedGlow,
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glowColor);
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else
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reserveIndividualPart((ESM::PartReferenceType)part.mPart, group, priority);
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}
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@ -943,7 +945,7 @@ namespace MWRender
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if (weapon != inv.end())
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{
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osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
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std::string mesh = weapon->getClass().getCorrectedModel(*weapon);
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const VFS::Path::Normalized mesh = weapon->getClass().getCorrectedModel(*weapon);
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addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1, mesh,
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!weapon->getClass().getEnchantment(*weapon).empty(), &glowColor);
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@ -1003,7 +1005,7 @@ namespace MWRender
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if (show && iter != inv.end())
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{
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osg::Vec4f glowColor = iter->getClass().getEnchantmentColor(*iter);
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std::string mesh = iter->getClass().getCorrectedModel(*iter);
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VFS::Path::Normalized mesh = iter->getClass().getCorrectedModel(*iter);
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// For shields we must try to use the body part model
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if (iter->getType() == ESM::Armor::sRecordId)
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{
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