From a8938589f6520cc5d62f587878f3316524db38bd Mon Sep 17 00:00:00 2001 From: scrawl Date: Sat, 5 Dec 2015 00:03:25 +0100 Subject: [PATCH] Magic projectiles rotate during flight --- apps/openmw/mwworld/projectilemanager.cpp | 53 ++++++++++++++++++++--- apps/openmw/mwworld/projectilemanager.hpp | 2 +- 2 files changed, 47 insertions(+), 8 deletions(-) diff --git a/apps/openmw/mwworld/projectilemanager.cpp b/apps/openmw/mwworld/projectilemanager.cpp index e188afc5d5..80eab27cd9 100644 --- a/apps/openmw/mwworld/projectilemanager.cpp +++ b/apps/openmw/mwworld/projectilemanager.cpp @@ -45,15 +45,54 @@ namespace MWWorld } - void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient) + /// Rotates an osg::PositionAttitudeTransform over time. + class RotateCallback : public osg::NodeCallback + { + public: + RotateCallback(const osg::Vec3f& axis = osg::Vec3f(0,-1,0), float rotateSpeed = osg::PI*2) + : mAxis(axis) + , mRotateSpeed(rotateSpeed) + { + } + + virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) + { + osg::PositionAttitudeTransform* transform = static_cast(node); + + double time = nv->getFrameStamp()->getSimulationTime(); + + osg::Quat orient = osg::Quat(time * mRotateSpeed, mAxis); + transform->setAttitude(orient); + + traverse(node, nv); + } + + private: + osg::Vec3f mAxis; + float mRotateSpeed; + }; + + + void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate) { state.mNode = new osg::PositionAttitudeTransform; state.mNode->setNodeMask(MWRender::Mask_Effect); state.mNode->setPosition(pos); state.mNode->setAttitude(orient); - mParent->addChild(state.mNode); - mResourceSystem->getSceneManager()->createInstance(model, state.mNode); + osg::Group* attachTo = state.mNode; + + if (rotate) + { + osg::ref_ptr rotateNode (new osg::PositionAttitudeTransform); + rotateNode->addUpdateCallback(new RotateCallback()); + state.mNode->addChild(rotateNode); + attachTo = rotateNode; + } + + mResourceSystem->getSceneManager()->createInstance(model, attachTo); + + mParent->addChild(state.mNode); state.mEffectAnimationTime.reset(new MWRender::EffectAnimationTime); @@ -107,7 +146,7 @@ namespace MWWorld MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), model); MWWorld::Ptr ptr = ref.getPtr(); - createModel(state, ptr.getClass().getModel(ptr), pos, orient); + createModel(state, ptr.getClass().getModel(ptr), pos, orient, true); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); state.mSound = sndMgr->playSound3D(pos, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop); @@ -128,7 +167,7 @@ namespace MWWorld MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId()); MWWorld::Ptr ptr = ref.getPtr(); - createModel(state, ptr.getClass().getModel(ptr), pos, orient); + createModel(state, ptr.getClass().getModel(ptr), pos, orient, false); mProjectiles.push_back(state); } @@ -348,7 +387,7 @@ namespace MWWorld return true; } - createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation)); + createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false); mProjectiles.push_back(state); return true; @@ -379,7 +418,7 @@ namespace MWWorld return true; } - createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation)); + createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); state.mSound = sndMgr->playSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f, diff --git a/apps/openmw/mwworld/projectilemanager.hpp b/apps/openmw/mwworld/projectilemanager.hpp index 87878ef2af..f58e266b38 100644 --- a/apps/openmw/mwworld/projectilemanager.hpp +++ b/apps/openmw/mwworld/projectilemanager.hpp @@ -120,7 +120,7 @@ namespace MWWorld void moveProjectiles(float dt); void moveMagicBolts(float dt); - void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient); + void createModel (State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate); void update (State& state, float duration); void operator=(const ProjectileManager&);