From ed0c31b4854cc19d474402127d434ea379c374c1 Mon Sep 17 00:00:00 2001 From: "Alex \"rainChu\" Haddad" Date: Wed, 2 Oct 2013 05:16:52 -0400 Subject: [PATCH] Refactored, moved logic out of NpcAnimation The logic is now handled by RenderingManager, and Camera sets its animation's first person offset height. Due to how NpcAnimation seems to be updated, it has to be the one to actually set its own nodes, in the case of the hands. Otherwise, the hands would not move without a messier hack. --- apps/openmw/mwrender/camera.cpp | 6 ++++++ apps/openmw/mwrender/camera.hpp | 6 ++++++ apps/openmw/mwrender/npcanimation.cpp | 13 ++++++++++++- apps/openmw/mwrender/npcanimation.hpp | 7 +++++++ apps/openmw/mwrender/renderingmanager.cpp | 9 +++++++++ 5 files changed, 40 insertions(+), 1 deletion(-) diff --git a/apps/openmw/mwrender/camera.cpp b/apps/openmw/mwrender/camera.cpp index 36f53c0fea..232b95c699 100644 --- a/apps/openmw/mwrender/camera.cpp +++ b/apps/openmw/mwrender/camera.cpp @@ -187,6 +187,12 @@ namespace MWRender rotateCamera(Ogre::Vector3(getPitch(), 0.f, getYaw()), false); } + void Camera::setSneakOffset() + { + if(mAnimation) + mAnimation->addFirstPersonOffset(Ogre::Vector3(-9.8f, 0.f, 0.f)); + } + float Camera::getYaw() { if(mVanity.enabled || mPreviewMode) diff --git a/apps/openmw/mwrender/camera.hpp b/apps/openmw/mwrender/camera.hpp index dc552371e6..baf2f3685a 100644 --- a/apps/openmw/mwrender/camera.hpp +++ b/apps/openmw/mwrender/camera.hpp @@ -79,6 +79,12 @@ namespace MWRender void togglePreviewMode(bool enable); + /// \brief Lowers the camera for sneak. + /// As animation is tied to the camera, this needs + /// to be set each frame after the animation is + /// applied. + void setSneakOffset(); + bool isFirstPerson() const { return !(mVanity.enabled || mPreviewMode || !mFirstPersonView); } diff --git a/apps/openmw/mwrender/npcanimation.cpp b/apps/openmw/mwrender/npcanimation.cpp index 13b5971e2a..84e89773c2 100644 --- a/apps/openmw/mwrender/npcanimation.cpp +++ b/apps/openmw/mwrender/npcanimation.cpp @@ -84,7 +84,8 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, MWWor mWeapon(inv.end()), mShield(inv.end()), mViewMode(viewMode), - mShowWeapons(false) + mShowWeapons(false), + mFirstPersonOffset(0.f, 0.f, 0.f) { mNpc = mPtr.get()->mBase; @@ -392,6 +393,11 @@ void NpcAnimation::updateParts(bool forceupdate) } } +void NpcAnimation::addFirstPersonOffset(const Ogre::Vector3 &offset) +{ + mFirstPersonOffset += offset; +} + class SetObjectGroup { int mGroup; @@ -448,7 +454,12 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed) float pitch = mCamera->getPitch(); Ogre::Node *node = baseinst->getBone("Bip01 Neck"); node->pitch(Ogre::Radian(pitch*0.75f), Ogre::Node::TS_WORLD); + + // This has to be done before this function ends; + // updateSkeletonInstance, below, touches the hands. + node->translate(mFirstPersonOffset); } + mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame. for(size_t i = 0;i < ESM::PRT_Count;i++) { diff --git a/apps/openmw/mwrender/npcanimation.hpp b/apps/openmw/mwrender/npcanimation.hpp index 24205acafd..b1abf97af0 100644 --- a/apps/openmw/mwrender/npcanimation.hpp +++ b/apps/openmw/mwrender/npcanimation.hpp @@ -64,6 +64,8 @@ private: int mPartslots[ESM::PRT_Count]; //Each part slot is taken by clothing, armor, or is empty int mPartPriorities[ESM::PRT_Count]; + Ogre::Vector3 mFirstPersonOffset; + void updateNpcBase(); NifOgre::ObjectList insertBoundedPart(const std::string &model, int group, const std::string &bonename); @@ -89,6 +91,11 @@ public: void updateParts(bool forceupdate = false); + /// \brief Applies a translation to the arms and hands. + /// This may be called multiple times before the animation + /// is updated to add additional offsets. + void addFirstPersonOffset(const Ogre::Vector3 &offset); + /// Rebuilds the NPC, updating their root model, animation sources, and equipment. void rebuild(); }; diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index e03b2ccfcf..261fd45c88 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -354,6 +354,15 @@ void RenderingManager::update (float duration, bool paused) mCamera->setCameraDistance(test.second * orig.distance(dest), false, false); } + // Sink the camera while sneaking + bool isSneaking = MWWorld::Class::get(player).getStance(player, MWWorld::Class::Sneak); + bool isInAir = !world->isOnGround(player); + bool isSwimming = world->isSwimming(player); + + if(isSneaking && !(isSwimming || isInAir)) + mCamera->setSneakOffset(); + + mOcclusionQuery->update(duration); mVideoPlayer->update ();