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@ -32,73 +32,140 @@ namespace Resource
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{
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}
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void RetrieveAnimationsVisitor::apply(osg::Node& node)
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bool RetrieveAnimationsVisitor::belongsToLeftUpperExtremity(const std::string& name)
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{
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if (node.libraryName() == std::string_view("osgAnimation") && node.className() == std::string_view("Bone")
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&& Misc::StringUtils::lowerCase(node.getName()) == std::string_view("bip01"))
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{
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osg::ref_ptr<SceneUtil::OsgAnimationController> callback = new SceneUtil::OsgAnimationController();
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static const std::array boneNames = { "bip01_l_clavicle", "left_clavicle", "bip01_l_upperarm", "left_upper_arm",
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"bip01_l_forearm", "bip01_l_hand", "left_hand", "left_wrist", "shield_bone", "bip01_l_pinky1",
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"bip01_l_pinky2", "bip01_l_pinky3", "bip01_l_ring1", "bip01_l_ring2", "bip01_l_ring3", "bip01_l_middle1",
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"bip01_l_middle2", "bip01_l_middle3", "bip01_l_pointer1", "bip01_l_pointer2", "bip01_l_pointer3",
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"bip01_l_thumb1", "bip01_l_thumb2", "bip01_l_thumb3", "left_forearm" };
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if (std::find(boneNames.begin(), boneNames.end(), name) != boneNames.end())
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return true;
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return false;
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}
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bool RetrieveAnimationsVisitor::belongsToRightUpperExtremity(const std::string& name)
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{
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static const std::array boneNames = { "bip01_r_clavicle", "right_clavicle", "bip01_r_upperarm",
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"right_upper_arm", "bip01_r_forearm", "bip01_r_hand", "right_hand", "right_wrist", "bip01_r_thumb1",
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"bip01_r_thumb2", "bip01_r_thumb3", "weapon_bone", "bip01_r_pinky1", "bip01_r_pinky2", "bip01_r_pinky3",
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"bip01_r_ring1", "bip01_r_ring2", "bip01_r_ring3", "bip01_r_middle1", "bip01_r_middle2", "bip01_r_middle3",
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"bip01_r_pointer1", "bip01_r_pointer2", "bip01_r_pointer3", "right_forearm" };
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if (std::find(boneNames.begin(), boneNames.end(), name) != boneNames.end())
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return true;
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return false;
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}
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std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations;
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bool RetrieveAnimationsVisitor::belongsToTorso(const std::string& name)
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{
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static const std::array boneNames
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= { "bip01_spine1", "bip01_spine2", "bip01_neck", "bip01_head", "head", "neck", "chest", "groin" };
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if (std::find(boneNames.begin(), boneNames.end(), name) != boneNames.end())
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return true;
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return false;
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}
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void RetrieveAnimationsVisitor::addKeyframeController(const std::string& name, const osg::Node& node)
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{
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osg::ref_ptr<SceneUtil::OsgAnimationController> callback = new SceneUtil::OsgAnimationController();
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for (const auto& animation : mAnimationManager->getAnimationList())
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callback->setName(name);
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std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations;
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for (const auto& animation : mAnimationManager->getAnimationList())
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{
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if (animation)
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{
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if (animation)
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//"Default" is osg dae plugin's default naming scheme for unnamed animations
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if (animation->getName() == "Default")
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{
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if (animation->getName()
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== "Default") //"Default" is osg dae plugin's default naming scheme for unnamed animations
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{
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animation->setName(
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std::string("idle")); // animation naming scheme "idle: start" and "idle: stop" is the
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// default idle animation that OpenMW seems to want to play
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}
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animation->setName(std::string("idle"));
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}
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osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation;
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const std::string animationName = animation->getName();
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mergedAnimationTrack->setName(animationName);
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osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation;
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const std::string animationName = animation->getName();
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mergedAnimationTrack->setName(animationName);
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const osgAnimation::ChannelList& channels = animation->getChannels();
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for (const auto& channel : channels)
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const osgAnimation::ChannelList& channels = animation->getChannels();
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for (const auto& channel : channels)
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{
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if (name == "Bip01 R Clavicle")
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{
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if (!belongsToRightUpperExtremity(channel->getTargetName()))
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continue;
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}
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else if (name == "Bip01 L Clavicle")
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{
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mergedAnimationTrack->addChannel(channel.get()->clone()); // is ->clone needed?
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if (!belongsToLeftUpperExtremity(channel->getTargetName()))
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continue;
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}
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else if (name == "Bip01 Spine1")
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{
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if (!belongsToTorso(channel->getTargetName()))
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continue;
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}
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else if (belongsToRightUpperExtremity(channel->getTargetName())
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|| belongsToLeftUpperExtremity(channel->getTargetName())
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|| belongsToTorso(channel->getTargetName()))
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continue;
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callback->addMergedAnimationTrack(mergedAnimationTrack);
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mergedAnimationTrack->addChannel(channel.get()->clone());
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}
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float startTime = animation->getStartTime();
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float stopTime = startTime + animation->getDuration();
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callback->addMergedAnimationTrack(mergedAnimationTrack);
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SceneUtil::EmulatedAnimation emulatedAnimation;
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emulatedAnimation.mStartTime = startTime;
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emulatedAnimation.mStopTime = stopTime;
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emulatedAnimation.mName = animationName;
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emulatedAnimations.emplace_back(emulatedAnimation);
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}
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}
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float startTime = animation->getStartTime();
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float stopTime = startTime + animation->getDuration();
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// mTextKeys is a nif-thing, used by OpenMW's animation system
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// Format is likely "AnimationName: [Keyword_optional] [Start OR Stop]"
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// AnimationNames are keywords like idle2, idle3... AiPackages and various mechanics control which
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// animations are played Keywords can be stuff like Loop, Equip, Unequip, Block, InventoryHandtoHand,
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// InventoryWeaponOneHand, PickProbe, Slash, Thrust, Chop... even "Slash Small Follow" osgAnimation formats
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// should have a .txt file with the same name, each line holding a textkey and whitespace separated time
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// value e.g. idle: start 0.0333
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try
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{
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Files::IStreamPtr textKeysFile = mVFS->get(changeFileExtension(mNormalized, "txt"));
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std::string line;
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while (getline(*textKeysFile, line))
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{
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mTarget.mTextKeys.emplace(parseTimeSignature(line), parseTextKey(line));
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}
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SceneUtil::EmulatedAnimation emulatedAnimation;
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emulatedAnimation.mStartTime = startTime;
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emulatedAnimation.mStopTime = stopTime;
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emulatedAnimation.mName = animationName;
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emulatedAnimations.emplace_back(emulatedAnimation);
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}
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catch (std::exception&)
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}
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// mTextKeys is a nif-thing, used by OpenMW's animation system
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// Format is likely "AnimationName: [Keyword_optional] [Start OR Stop]"
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// AnimationNames are keywords like idle2, idle3... AiPackages and various mechanics control which
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// animations are played Keywords can be stuff like Loop, Equip, Unequip, Block, InventoryHandtoHand,
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// InventoryWeaponOneHand, PickProbe, Slash, Thrust, Chop... even "Slash Small Follow" osgAnimation formats
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// should have a .txt file with the same name, each line holding a textkey and whitespace separated time
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// value e.g. idle: start 0.0333
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try
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{
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Files::IStreamPtr textKeysFile = mVFS->get(changeFileExtension(mNormalized, "txt"));
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std::string line;
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while (getline(*textKeysFile, line))
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{
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Log(Debug::Warning) << "No textkey file found for " << mNormalized;
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mTarget.mTextKeys.emplace(parseTimeSignature(line), parseTextKey(line));
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}
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}
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catch (std::exception&)
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{
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Log(Debug::Warning) << "No textkey file found for " << mNormalized;
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}
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callback->setEmulatedAnimations(emulatedAnimations);
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mTarget.mKeyframeControllers.emplace(name, callback);
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}
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callback->setEmulatedAnimations(emulatedAnimations);
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mTarget.mKeyframeControllers.emplace(node.getName(), callback);
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void RetrieveAnimationsVisitor::apply(osg::Node& node)
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{
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if (node.libraryName() == std::string_view("osgAnimation") && node.className() == std::string_view("Bone")
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&& Misc::StringUtils::lowerCase(node.getName()) == std::string_view("bip01"))
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{
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addKeyframeController("bip01", node); /* Character root */
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addKeyframeController("Bip01 Spine1", node); /* Torso */
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addKeyframeController("Bip01 L Clavicle", node); /* Left arm */
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addKeyframeController("Bip01 R Clavicle", node); /* Right arm */
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}
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traverse(node);
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