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openmw/apps/openmw/mwrender/characterpreview.cpp

607 lines
25 KiB
C++

#include "characterpreview.hpp"
#include <cmath>
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/Fog>
#include <osg/LightModel>
#include <osg/LightSource>
#include <osg/Material>
#include <osg/PositionAttitudeTransform>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/ValueObject>
#include <osgUtil/IntersectionVisitor>
#include <osgUtil/LineSegmentIntersector>
#include <components/debug/debuglog.hpp>
#include <components/fallback/fallback.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/sceneutil/rtt.hpp>
#include <components/sceneutil/shadow.hpp>
#include <components/settings/settings.hpp>
#include <components/stereo/multiview.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "npcanimation.hpp"
#include "vismask.hpp"
namespace MWRender
{
class DrawOnceCallback : public SceneUtil::NodeCallback<DrawOnceCallback>
{
public:
DrawOnceCallback(osg::Node* subgraph)
: mRendered(false)
, mLastRenderedFrame(0)
, mSubgraph(subgraph)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (!mRendered)
{
mRendered = true;
mLastRenderedFrame = nv->getTraversalNumber();
osg::ref_ptr<osg::FrameStamp> previousFramestamp = const_cast<osg::FrameStamp*>(nv->getFrameStamp());
osg::FrameStamp* fs = new osg::FrameStamp(*previousFramestamp);
fs->setSimulationTime(0.0);
nv->setFrameStamp(fs);
// Update keyframe controllers in the scene graph first...
// RTTNode does not continue update traversal, so manually continue the update traversal since we need
// it.
mSubgraph->accept(*nv);
traverse(node, nv);
nv->setFrameStamp(previousFramestamp);
}
else
{
node->setNodeMask(0);
}
}
void redrawNextFrame() { mRendered = false; }
unsigned int getLastRenderedFrame() const { return mLastRenderedFrame; }
private:
bool mRendered;
unsigned int mLastRenderedFrame;
osg::ref_ptr<osg::Node> mSubgraph;
};
// Set up alpha blending mode to avoid issues caused by transparent objects writing onto the alpha value of the FBO
// This makes the RTT have premultiplied alpha, though, so the source blend factor must be GL_ONE when it's applied
class SetUpBlendVisitor : public osg::NodeVisitor
{
public:
SetUpBlendVisitor()
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
{
}
void apply(osg::Node& node) override
{
if (osg::ref_ptr<osg::StateSet> stateset = node.getStateSet())
{
osg::ref_ptr<osg::StateSet> newStateSet;
if (stateset->getAttribute(osg::StateAttribute::BLENDFUNC)
|| stateset->getBinNumber() == osg::StateSet::TRANSPARENT_BIN)
{
osg::BlendFunc* blendFunc
= static_cast<osg::BlendFunc*>(stateset->getAttribute(osg::StateAttribute::BLENDFUNC));
if (blendFunc)
{
newStateSet = new osg::StateSet(*stateset, osg::CopyOp::SHALLOW_COPY);
node.setStateSet(newStateSet);
osg::ref_ptr<osg::BlendFunc> newBlendFunc = new osg::BlendFunc(*blendFunc);
newStateSet->setAttribute(newBlendFunc, osg::StateAttribute::ON);
// I *think* (based on some by-hand maths) that the RGB and dest alpha factors are unchanged,
// and only dest determines source alpha factor This has the benefit of being idempotent if we
// assume nothing used glBlendFuncSeparate before we touched it
if (blendFunc->getDestination() == osg::BlendFunc::ONE_MINUS_SRC_ALPHA)
newBlendFunc->setSourceAlpha(osg::BlendFunc::ONE);
else if (blendFunc->getDestination() == osg::BlendFunc::ONE)
newBlendFunc->setSourceAlpha(osg::BlendFunc::ZERO);
// Other setups barely exist in the wild and aren't worth supporting as they're not equippable
// gear
else
Log(Debug::Info) << "Unable to adjust blend mode for character preview. Source factor 0x"
<< std::hex << blendFunc->getSource() << ", destination factor 0x"
<< blendFunc->getDestination() << std::dec;
}
}
if (stateset->getMode(GL_BLEND) & osg::StateAttribute::ON)
{
if (!newStateSet)
{
newStateSet = new osg::StateSet(*stateset, osg::CopyOp::SHALLOW_COPY);
node.setStateSet(newStateSet);
}
// Disable noBlendAlphaEnv
newStateSet->setTextureMode(7, GL_TEXTURE_2D, osg::StateAttribute::OFF);
newStateSet->setDefine("FORCE_OPAQUE", "0", osg::StateAttribute::ON);
}
}
traverse(node);
}
};
class CharacterPreviewRTTNode : public SceneUtil::RTTNode
{
static constexpr float fovYDegrees = 12.3f;
static constexpr float znear = 4.0f;
static constexpr float zfar = 10000.f;
public:
CharacterPreviewRTTNode(uint32_t sizeX, uint32_t sizeY)
: RTTNode(sizeX, sizeY, Settings::Manager::getInt("antialiasing", "Video"), false, 0,
StereoAwareness::Unaware_MultiViewShaders)
, mAspectRatio(static_cast<float>(sizeX) / static_cast<float>(sizeY))
{
if (SceneUtil::AutoDepth::isReversed())
mPerspectiveMatrix = static_cast<osg::Matrixf>(
SceneUtil::getReversedZProjectionMatrixAsPerspective(fovYDegrees, mAspectRatio, znear, zfar));
else
mPerspectiveMatrix = osg::Matrixf::perspective(fovYDegrees, mAspectRatio, znear, zfar);
mGroup->getOrCreateStateSet()->addUniform(new osg::Uniform("projectionMatrix", mPerspectiveMatrix));
mViewMatrix = osg::Matrixf::identity();
setColorBufferInternalFormat(GL_RGBA);
setDepthBufferInternalFormat(GL_DEPTH24_STENCIL8);
}
void setDefaults(osg::Camera* camera) override
{
camera->setName("CharacterPreview");
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
camera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 0.f));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
camera->setProjectionMatrixAsPerspective(fovYDegrees, mAspectRatio, znear, zfar);
camera->setViewport(0, 0, width(), height());
camera->setRenderOrder(osg::Camera::PRE_RENDER);
camera->setCullMask(~(Mask_UpdateVisitor));
camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
SceneUtil::setCameraClearDepth(camera);
camera->setNodeMask(Mask_RenderToTexture);
camera->addChild(mGroup);
}
void apply(osg::Camera* camera) override
{
if (mCameraStateset)
camera->setStateSet(mCameraStateset);
camera->setViewMatrix(mViewMatrix);
if (shouldDoTextureArray())
Stereo::setMultiviewMatrices(mGroup->getOrCreateStateSet(), { mPerspectiveMatrix, mPerspectiveMatrix });
}
void addChild(osg::Node* node) { mGroup->addChild(node); }
void setCameraStateset(osg::StateSet* stateset) { mCameraStateset = stateset; }
void setViewMatrix(const osg::Matrixf& viewMatrix) { mViewMatrix = viewMatrix; }
osg::ref_ptr<osg::Group> mGroup = new osg::Group;
osg::Matrixf mPerspectiveMatrix;
osg::Matrixf mViewMatrix;
osg::ref_ptr<osg::StateSet> mCameraStateset;
float mAspectRatio;
};
CharacterPreview::CharacterPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem,
const MWWorld::Ptr& character, int sizeX, int sizeY, const osg::Vec3f& position, const osg::Vec3f& lookAt)
: mParent(parent)
, mResourceSystem(resourceSystem)
, mPosition(position)
, mLookAt(lookAt)
, mCharacter(character)
, mAnimation(nullptr)
, mSizeX(sizeX)
, mSizeY(sizeY)
{
mTextureStateSet = new osg::StateSet;
mTextureStateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::ONE, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
mRTTNode = new CharacterPreviewRTTNode(sizeX, sizeY);
mRTTNode->setNodeMask(Mask_RenderToTexture);
bool ffp = mResourceSystem->getSceneManager()->getLightingMethod() == SceneUtil::LightingMethod::FFP;
osg::ref_ptr<SceneUtil::LightManager> lightManager = new SceneUtil::LightManager(ffp);
lightManager->setStartLight(1);
osg::ref_ptr<osg::StateSet> stateset = lightManager->getOrCreateStateSet();
stateset->setDefine("FORCE_OPAQUE", "1", osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
osg::ref_ptr<osg::Material> defaultMat(new osg::Material);
defaultMat->setColorMode(osg::Material::OFF);
defaultMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1, 1, 1, 1));
defaultMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1, 1, 1, 1));
defaultMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
stateset->setAttribute(defaultMat);
SceneUtil::ShadowManager::disableShadowsForStateSet(stateset);
// assign large value to effectively turn off fog
// shaders don't respect glDisable(GL_FOG)
osg::ref_ptr<osg::Fog> fog(new osg::Fog);
fog->setStart(10000000);
fog->setEnd(10000000);
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
// TODO: Clean up this mess of loose uniforms that shaders depend on.
// turn off sky blending
stateset->addUniform(new osg::Uniform("far", 10000000.0f));
stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
stateset->addUniform(new osg::Uniform("sky", 0));
stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{ 1, 1 }));
stateset->addUniform(new osg::Uniform("emissiveMult", 1.f));
// Opaque stuff must have 1 as its fragment alpha as the FBO is translucent, so having blending off isn't enough
osg::ref_ptr<osg::TexEnvCombine> noBlendAlphaEnv = new osg::TexEnvCombine();
noBlendAlphaEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
noBlendAlphaEnv->setSource0_Alpha(osg::TexEnvCombine::CONSTANT);
noBlendAlphaEnv->setConstantColor(osg::Vec4(0.0, 0.0, 0.0, 1.0));
noBlendAlphaEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
noBlendAlphaEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
osg::ref_ptr<osg::Texture2D> dummyTexture = new osg::Texture2D();
dummyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
dummyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
dummyTexture->setInternalFormat(GL_DEPTH_COMPONENT);
dummyTexture->setTextureSize(1, 1);
// This might clash with a shadow map, so make sure it doesn't cast shadows
dummyTexture->setShadowComparison(true);
dummyTexture->setShadowCompareFunc(osg::Texture::ShadowCompareFunc::ALWAYS);
stateset->setTextureAttributeAndModes(7, dummyTexture, osg::StateAttribute::ON);
stateset->setTextureAttribute(7, noBlendAlphaEnv, osg::StateAttribute::ON);
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.0, 0.0, 0.0, 1.0));
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
osg::ref_ptr<osg::Light> light = new osg::Light;
float diffuseR = Fallback::Map::getFloat("Inventory_DirectionalDiffuseR");
float diffuseG = Fallback::Map::getFloat("Inventory_DirectionalDiffuseG");
float diffuseB = Fallback::Map::getFloat("Inventory_DirectionalDiffuseB");
float ambientR = Fallback::Map::getFloat("Inventory_DirectionalAmbientR");
float ambientG = Fallback::Map::getFloat("Inventory_DirectionalAmbientG");
float ambientB = Fallback::Map::getFloat("Inventory_DirectionalAmbientB");
float azimuth = osg::DegreesToRadians(Fallback::Map::getFloat("Inventory_DirectionalRotationX"));
float altitude = osg::DegreesToRadians(Fallback::Map::getFloat("Inventory_DirectionalRotationY"));
float positionX = -std::cos(azimuth) * std::sin(altitude);
float positionY = std::sin(azimuth) * std::sin(altitude);
float positionZ = std::cos(altitude);
light->setPosition(osg::Vec4(positionX, positionY, positionZ, 0.0));
light->setDiffuse(osg::Vec4(diffuseR, diffuseG, diffuseB, 1));
osg::Vec4 ambientRGBA = osg::Vec4(ambientR, ambientG, ambientB, 1);
if (mResourceSystem->getSceneManager()->getForceShaders())
{
// When using shaders, we now skip the ambient sun calculation as this is the only place it's used.
// Using the scene ambient will give identical results.
lightmodel->setAmbientIntensity(ambientRGBA);
light->setAmbient(osg::Vec4(0, 0, 0, 1));
}
else
light->setAmbient(ambientRGBA);
light->setSpecular(osg::Vec4(0, 0, 0, 0));
light->setLightNum(0);
light->setConstantAttenuation(1.f);
light->setLinearAttenuation(0.f);
light->setQuadraticAttenuation(0.f);
lightManager->setSunlight(light);
osg::ref_ptr<osg::LightSource> lightSource = new osg::LightSource;
lightSource->setLight(light);
lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON);
lightManager->addChild(lightSource);
mRTTNode->addChild(lightManager);
mNode = new osg::PositionAttitudeTransform;
lightManager->addChild(mNode);
mDrawOnceCallback = new DrawOnceCallback(mRTTNode->mGroup);
mRTTNode->addUpdateCallback(mDrawOnceCallback);
mParent->addChild(mRTTNode);
mCharacter.mCell = nullptr;
}
CharacterPreview::~CharacterPreview()
{
mParent->removeChild(mRTTNode);
}
int CharacterPreview::getTextureWidth() const
{
return mSizeX;
}
int CharacterPreview::getTextureHeight() const
{
return mSizeY;
}
void CharacterPreview::setBlendMode()
{
SetUpBlendVisitor visitor;
mNode->accept(visitor);
}
void CharacterPreview::onSetup()
{
setBlendMode();
}
osg::ref_ptr<osg::Texture2D> CharacterPreview::getTexture()
{
return static_cast<osg::Texture2D*>(mRTTNode->getColorTexture(nullptr));
}
void CharacterPreview::rebuild()
{
mAnimation = nullptr;
mAnimation = new NpcAnimation(mCharacter, mNode, mResourceSystem, true,
(renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal));
onSetup();
redraw();
}
void CharacterPreview::redraw()
{
mRTTNode->setNodeMask(Mask_RenderToTexture);
mDrawOnceCallback->redrawNextFrame();
}
// --------------------------------------------------------------------------------------------------
InventoryPreview::InventoryPreview(
osg::Group* parent, Resource::ResourceSystem* resourceSystem, const MWWorld::Ptr& character)
: CharacterPreview(parent, resourceSystem, character, 512, 1024, osg::Vec3f(0, 700, 71), osg::Vec3f(0, 0, 71))
{
}
void InventoryPreview::setViewport(int sizeX, int sizeY)
{
sizeX = std::max(sizeX, 0);
sizeY = std::max(sizeY, 0);
// NB Camera::setViewport has threading issues
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
mViewport = new osg::Viewport(0, mSizeY - sizeY, std::min(mSizeX, sizeX), std::min(mSizeY, sizeY));
stateset->setAttributeAndModes(mViewport);
mRTTNode->setCameraStateset(stateset);
redraw();
}
void InventoryPreview::update()
{
if (!mAnimation.get())
return;
mAnimation->showWeapons(true);
mAnimation->updateParts();
MWWorld::InventoryStore& inv = mCharacter.getClass().getInventoryStore(mCharacter);
MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
std::string groupname = "inventoryhandtohand";
bool showCarriedLeft = true;
if (iter != inv.end())
{
groupname = "inventoryweapononehand";
if (iter->getType() == ESM::Weapon::sRecordId)
{
MWWorld::LiveCellRef<ESM::Weapon>* ref = iter->get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
const ESM::WeaponType* weaponInfo = MWMechanics::getWeaponType(type);
showCarriedLeft = !(weaponInfo->mFlags & ESM::WeaponType::TwoHanded);
std::string inventoryGroup = weaponInfo->mLongGroup;
inventoryGroup = "inventory" + inventoryGroup;
// We still should use one-handed animation as fallback
if (mAnimation->hasAnimation(inventoryGroup))
groupname = inventoryGroup;
else
{
static const std::string oneHandFallback
= "inventory" + MWMechanics::getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup;
static const std::string twoHandFallback
= "inventory" + MWMechanics::getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup;
// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
if (weaponInfo->mFlags & ESM::WeaponType::TwoHanded
&& weaponInfo->mWeaponClass == ESM::WeaponType::Melee)
groupname = twoHandFallback;
else
groupname = oneHandFallback;
}
}
}
mAnimation->showCarriedLeft(showCarriedLeft);
mCurrentAnimGroup = groupname;
mAnimation->play(mCurrentAnimGroup, 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (torch != inv.end() && torch->getType() == ESM::Light::sRecordId && showCarriedLeft)
{
if (!mAnimation->getInfo("torch"))
mAnimation->play(
"torch", 2, Animation::BlendMask_LeftArm, false, 1.0f, "start", "stop", 0.0f, ~0ul, true);
}
else if (mAnimation->getInfo("torch"))
mAnimation->disable("torch");
mAnimation->runAnimation(0.0f);
setBlendMode();
redraw();
}
int InventoryPreview::getSlotSelected(int posX, int posY)
{
if (!mViewport)
return -1;
float projX = (posX / mViewport->width()) * 2 - 1.f;
float projY = (posY / mViewport->height()) * 2 - 1.f;
// With Intersector::WINDOW, the intersection ratios are slightly inaccurate. Seems to be a
// precision issue - compiling with OSG_USE_FLOAT_MATRIX=0, Intersector::WINDOW works ok.
// Using Intersector::PROJECTION results in better precision because the start/end points and the model matrices
// don't go through as many transformations.
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector(
new osgUtil::LineSegmentIntersector(osgUtil::Intersector::PROJECTION, projX, projY));
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
osgUtil::IntersectionVisitor visitor(intersector);
visitor.setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
// Set the traversal number from the last draw, so that the frame switch used for RigGeometry double buffering
// works correctly
visitor.setTraversalNumber(mDrawOnceCallback->getLastRenderedFrame());
auto* camera = mRTTNode->getCamera(nullptr);
osg::Node::NodeMask nodeMask = camera->getNodeMask();
camera->setNodeMask(~0u);
camera->accept(visitor);
camera->setNodeMask(nodeMask);
if (intersector->containsIntersections())
{
osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection();
return mAnimation->getSlot(intersection.nodePath);
}
return -1;
}
void InventoryPreview::updatePtr(const MWWorld::Ptr& ptr)
{
mCharacter = MWWorld::Ptr(ptr.getBase(), nullptr);
}
void InventoryPreview::onSetup()
{
CharacterPreview::onSetup();
osg::Vec3f scale(1.f, 1.f, 1.f);
mCharacter.getClass().adjustScale(mCharacter, scale, true);
mNode->setScale(scale);
auto viewMatrix = osg::Matrixf::lookAt(mPosition * scale.z(), mLookAt * scale.z(), osg::Vec3f(0, 0, 1));
mRTTNode->setViewMatrix(viewMatrix);
}
// --------------------------------------------------------------------------------------------------
RaceSelectionPreview::RaceSelectionPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem)
: CharacterPreview(
parent, resourceSystem, MWMechanics::getPlayer(), 512, 512, osg::Vec3f(0, 125, 8), osg::Vec3f(0, 0, 8))
, mBase(*mCharacter.get<ESM::NPC>()->mBase)
, mRef(&mBase)
, mPitchRadians(osg::DegreesToRadians(6.f))
{
mCharacter = MWWorld::Ptr(&mRef, nullptr);
}
RaceSelectionPreview::~RaceSelectionPreview() {}
void RaceSelectionPreview::setAngle(float angleRadians)
{
mNode->setAttitude(osg::Quat(mPitchRadians, osg::Vec3(1, 0, 0)) * osg::Quat(angleRadians, osg::Vec3(0, 0, 1)));
redraw();
}
void RaceSelectionPreview::setPrototype(const ESM::NPC& proto)
{
mBase = proto;
mBase.mId = ESM::RefId::stringRefId("Player");
rebuild();
}
class UpdateCameraCallback : public SceneUtil::NodeCallback<UpdateCameraCallback, CharacterPreviewRTTNode*>
{
public:
UpdateCameraCallback(
osg::ref_ptr<const osg::Node> nodeToFollow, const osg::Vec3& posOffset, const osg::Vec3& lookAtOffset)
: mNodeToFollow(std::move(nodeToFollow))
, mPosOffset(posOffset)
, mLookAtOffset(lookAtOffset)
{
}
void operator()(CharacterPreviewRTTNode* node, osg::NodeVisitor* nv)
{
// Update keyframe controllers in the scene graph first...
traverse(node, nv);
// Now update camera utilizing the updated head position
osg::NodePathList nodepaths = mNodeToFollow->getParentalNodePaths();
if (nodepaths.empty())
return;
osg::Matrix worldMat = osg::computeLocalToWorld(nodepaths[0]);
osg::Vec3 headOffset = worldMat.getTrans();
auto viewMatrix
= osg::Matrixf::lookAt(headOffset + mPosOffset, headOffset + mLookAtOffset, osg::Vec3(0, 0, 1));
node->setViewMatrix(viewMatrix);
}
private:
osg::ref_ptr<const osg::Node> mNodeToFollow;
osg::Vec3 mPosOffset;
osg::Vec3 mLookAtOffset;
};
void RaceSelectionPreview::onSetup()
{
CharacterPreview::onSetup();
mAnimation->play("idle", 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
mAnimation->runAnimation(0.f);
// attach camera to follow the head node
if (mUpdateCameraCallback)
mRTTNode->removeUpdateCallback(mUpdateCameraCallback);
const osg::Node* head = mAnimation->getNode("Bip01 Head");
if (head)
{
mUpdateCameraCallback = new UpdateCameraCallback(head, mPosition, mLookAt);
mRTTNode->addUpdateCallback(mUpdateCameraCallback);
}
else
Log(Debug::Error) << "Error: Bip01 Head node not found";
}
}