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https://github.com/OpenMW/openmw.git
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Merge pull request #854 from kcat/master
Play NPC voices from the head position
This commit is contained in:
commit
ed27f0da25
5 changed files with 33 additions and 29 deletions
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@ -14,6 +14,7 @@
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namespace osg
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{
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class Vec3f;
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class Matrixf;
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class Quat;
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class Image;
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}
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@ -373,6 +374,8 @@ namespace MWBase
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virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const = 0;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
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virtual osg::Matrixf getActorHeadTransform(const MWWorld::Ptr& actor) const = 0;
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virtual void togglePOV() = 0;
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virtual bool isFirstPerson() const = 0;
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virtual void togglePreviewMode(bool enable) = 0;
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@ -4,6 +4,8 @@
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#include <algorithm>
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#include <map>
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#include <osg/Matrixf>
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#include <components/misc/rng.hpp>
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#include <components/vfs/manager.hpp>
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@ -221,7 +223,7 @@ namespace MWSound
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{
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DecoderPtr decoder = getDecoder();
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// Workaround: Bethesda at some point converted some of the files to mp3, but the references were kept as .wav.
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if(decoder->mResourceMgr->exists(voicefile))
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if(mVFS->exists(voicefile))
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decoder->open(voicefile);
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else
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{
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@ -397,8 +399,6 @@ namespace MWSound
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try
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{
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std::string voicefile = "Sound/"+filename;
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const ESM::Position &pos = ptr.getRefData().getPosition();
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const osg::Vec3f objpos(pos.asVec3());
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Sound_Loudness *loudness;
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mVFS->normalizeFilename(voicefile);
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@ -408,7 +408,9 @@ namespace MWSound
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mPendingSaySounds[ptr] = std::make_pair(decoder, loudness);
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else
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{
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MWBase::SoundStreamPtr sound = playVoice(decoder, objpos, (ptr == MWMechanics::getPlayer()));
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const osg::Vec3f pos = world->getActorHeadTransform(ptr).getTrans();
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MWBase::SoundStreamPtr sound = playVoice(decoder, pos, (ptr == MWMechanics::getPlayer()));
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mActiveSaySounds[ptr] = std::make_pair(sound, loudness);
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}
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}
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@ -906,10 +908,10 @@ namespace MWSound
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sound = playVoice(decoder, osg::Vec3f(), true);
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else
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{
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const ESM::Position &pos = ptr.getRefData().getPosition();
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const osg::Vec3f objpos(pos.asVec3());
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const osg::Vec3f pos = world->getActorHeadTransform(ptr).getTrans();
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sound = playVoice(decoder, objpos, (ptr == MWMechanics::getPlayer()));
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sound = playVoice(decoder, pos, (ptr == MWMechanics::getPlayer()));
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}
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mActiveSaySounds[ptr] = std::make_pair(sound, loudness);
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}
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@ -930,13 +932,13 @@ namespace MWSound
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MWBase::SoundStreamPtr sound = sayiter->second.first;
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if(!ptr.isEmpty() && sound->getIs3D())
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{
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const ESM::Position &pos = ptr.getRefData().getPosition();
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const osg::Vec3f objpos(pos.asVec3());
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sound->setPosition(objpos);
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const osg::Vec3f pos = world->getActorHeadTransform(ptr).getTrans();
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sound->setPosition(pos);
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if(sound->getDistanceCull())
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{
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if((mListenerPos - objpos).length2() > 2000*2000)
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if((mListenerPos - pos).length2() > 2000*2000)
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mOutput->stopStream(sound);
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}
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}
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@ -35,6 +35,7 @@
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#include "../mwmechanics/pathgrid.hpp" // TODO: maybe belongs in mwworld
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#include "timestamp.hpp"
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#include "ptr.hpp"
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namespace ESM
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{
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@ -45,10 +46,8 @@ namespace ESM
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namespace MWWorld
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{
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class Ptr;
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class ESMStore;
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/// \brief Mutable state of a cell
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class CellStore
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{
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@ -1038,32 +1038,30 @@ namespace MWWorld
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return facedObject;
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}
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osg::Vec3f getActorHeadPosition(const MWWorld::Ptr& actor, MWRender::RenderingManager* rendering)
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osg::Matrixf World::getActorHeadTransform(const MWWorld::Ptr& actor) const
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{
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osg::Vec3f origin(actor.getRefData().getPosition().asVec3());
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MWRender::Animation* anim = rendering->getAnimation(actor);
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if (anim != NULL)
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MWRender::Animation *anim = mRendering->getAnimation(actor);
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if(anim)
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{
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const osg::Node* node = anim->getNode("Head");
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if (node == NULL)
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node = anim->getNode("Bip01 Head");
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if (node != NULL)
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const osg::Node *node = anim->getNode("Head");
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if(!node) node = anim->getNode("Bip01 Head");
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if(node)
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{
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osg::MatrixList mats = node->getWorldMatrices();
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if (mats.size())
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origin = mats[0].getTrans();
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if(!mats.empty())
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return mats[0];
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}
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}
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return origin;
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return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3());
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}
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std::pair<MWWorld::Ptr,osg::Vec3f> World::getHitContact(const MWWorld::Ptr &ptr, float distance)
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{
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const ESM::Position &posdata = ptr.getRefData().getPosition();
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osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1));
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osg::Vec3f pos = getActorHeadPosition(ptr, mRendering);
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osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
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std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance);
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if(result.first.isEmpty())
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@ -2659,7 +2657,7 @@ namespace MWWorld
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MWWorld::Ptr target;
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float distance = 192.f; // ??
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osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
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osg::Vec3f origin = getActorHeadPosition(actor, mRendering);
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osg::Vec3f origin = getActorHeadTransform(actor).getTrans();
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osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
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* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
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@ -3297,14 +3295,14 @@ namespace MWWorld
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osg::Vec3f World::aimToTarget(const Ptr &actor, const MWWorld::Ptr& target)
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{
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osg::Vec3f weaponPos = getActorHeadPosition(actor, mRendering);
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osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans();
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osg::Vec3f targetPos = mPhysics->getPosition(target);
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return (targetPos - weaponPos);
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}
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float World::getHitDistance(const Ptr &actor, const Ptr &target)
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{
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osg::Vec3f weaponPos = getActorHeadPosition(actor, mRendering);
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osg::Vec3f weaponPos = getActorHeadTransform(actor).getTrans();
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return mPhysics->getHitDistance(weaponPos, target);
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}
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@ -469,6 +469,8 @@ namespace MWWorld
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virtual bool isWading(const MWWorld::Ptr &object) const;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
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virtual osg::Matrixf getActorHeadTransform(const MWWorld::Ptr& actor) const;
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virtual void togglePOV();
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virtual bool isFirstPerson() const;
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