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openmw/apps/openmw/mwrender/npcanimation.cpp

1307 lines
52 KiB
C++

#include "npcanimation.hpp"
#include <osg/Depth>
#include <osg/MatrixTransform>
#include <osg/UserDataContainer>
#include <osgUtil/CullVisitor>
#include <osgUtil/RenderBin>
#include <components/debug/debuglog.hpp>
#include <components/misc/rng.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/esm3/loadbody.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadrace.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/actorutil.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/sceneutil/keyframe.hpp>
#include <components/sceneutil/lightcommon.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/settings/values.hpp>
#include <components/vfs/manager.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/weapontype.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/world.hpp"
#include "postprocessor.hpp"
#include "renderbin.hpp"
#include "rotatecontroller.hpp"
#include "vismask.hpp"
namespace
{
std::string getVampireHead(const ESM::RefId& race, bool female, const VFS::Manager& vfs)
{
static std::map<std::pair<ESM::RefId, int>, const ESM::BodyPart*> sVampireMapping;
std::pair<ESM::RefId, int> thisCombination = std::make_pair(race, int(female));
if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
{
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
for (const ESM::BodyPart& bodypart : store.get<ESM::BodyPart>())
{
if (!bodypart.mData.mVampire)
continue;
if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
continue;
if (bodypart.mData.mPart != ESM::BodyPart::MP_Head)
continue;
if (female != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
continue;
if (!(bodypart.mRace == race))
continue;
sVampireMapping[thisCombination] = &bodypart;
}
}
sVampireMapping.emplace(thisCombination, nullptr);
const ESM::BodyPart* bodyPart = sVampireMapping[thisCombination];
if (!bodyPart)
return std::string();
return Misc::ResourceHelpers::correctMeshPath(bodyPart->mModel, &vfs);
}
}
namespace MWRender
{
class HeadAnimationTime : public SceneUtil::ControllerSource
{
private:
MWWorld::Ptr mReference;
float mTalkStart;
float mTalkStop;
float mBlinkStart;
float mBlinkStop;
float mBlinkTimer;
bool mEnabled;
float mValue;
private:
void resetBlinkTimer();
public:
HeadAnimationTime(const MWWorld::Ptr& reference);
void updatePtr(const MWWorld::Ptr& updated);
void update(float dt);
void setEnabled(bool enabled);
void setTalkStart(float value);
void setTalkStop(float value);
void setBlinkStart(float value);
void setBlinkStop(float value);
float getValue(osg::NodeVisitor* nv) override;
};
// --------------------------------------------------------------------------------------------------------------
HeadAnimationTime::HeadAnimationTime(const MWWorld::Ptr& reference)
: mReference(reference)
, mTalkStart(0)
, mTalkStop(0)
, mBlinkStart(0)
, mBlinkStop(0)
, mEnabled(true)
, mValue(0)
{
resetBlinkTimer();
}
void HeadAnimationTime::updatePtr(const MWWorld::Ptr& updated)
{
mReference = updated;
}
void HeadAnimationTime::setEnabled(bool enabled)
{
mEnabled = enabled;
}
void HeadAnimationTime::resetBlinkTimer()
{
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
mBlinkTimer = -(2.0f + Misc::Rng::rollDice(6, prng));
}
void HeadAnimationTime::update(float dt)
{
if (!mEnabled)
return;
if (!MWBase::Environment::get().getSoundManager()->sayActive(mReference))
{
mBlinkTimer += dt;
float duration = mBlinkStop - mBlinkStart;
if (mBlinkTimer >= 0 && mBlinkTimer <= duration)
{
mValue = mBlinkStart + mBlinkTimer;
}
else
mValue = mBlinkStop;
if (mBlinkTimer > duration)
resetBlinkTimer();
}
else
{
// FIXME: would be nice to hold on to the SoundPtr so we don't have to retrieve it every frame
mValue = mTalkStart
+ (mTalkStop - mTalkStart)
* std::min(1.f,
MWBase::Environment::get().getSoundManager()->getSaySoundLoudness(mReference)
* 2); // Rescale a bit (most voices are not very loud)
}
}
float HeadAnimationTime::getValue(osg::NodeVisitor*)
{
return mValue;
}
void HeadAnimationTime::setTalkStart(float value)
{
mTalkStart = value;
}
void HeadAnimationTime::setTalkStop(float value)
{
mTalkStop = value;
}
void HeadAnimationTime::setBlinkStart(float value)
{
mBlinkStart = value;
}
void HeadAnimationTime::setBlinkStop(float value)
{
mBlinkStop = value;
}
// ----------------------------------------------------
NpcAnimation::NpcType NpcAnimation::getNpcType() const
{
const MWWorld::Class& cls = mPtr.getClass();
// Dead vampires should typically stay vampires.
if (mNpcType == Type_Vampire && cls.getNpcStats(mPtr).isDead() && !cls.getNpcStats(mPtr).isWerewolf())
return mNpcType;
return getNpcType(mPtr);
}
NpcAnimation::NpcType NpcAnimation::getNpcType(const MWWorld::Ptr& ptr)
{
const MWWorld::Class& cls = ptr.getClass();
NpcAnimation::NpcType curType = Type_Normal;
if (cls.getCreatureStats(ptr).getMagicEffects().getOrDefault(ESM::MagicEffect::Vampirism).getMagnitude() > 0)
curType = Type_Vampire;
if (cls.getNpcStats(ptr).isWerewolf())
curType = Type_Werewolf;
return curType;
}
static const inline NpcAnimation::PartBoneMap createPartListMap()
{
return { { ESM::PRT_Head, "Head" },
{ ESM::PRT_Hair, "Head" }, // note it uses "Head" as attach bone, but "Hair" as filter
{ ESM::PRT_Neck, "Neck" }, { ESM::PRT_Cuirass, "Chest" }, { ESM::PRT_Groin, "Groin" },
{ ESM::PRT_Skirt, "Groin" }, { ESM::PRT_RHand, "Right Hand" }, { ESM::PRT_LHand, "Left Hand" },
{ ESM::PRT_RWrist, "Right Wrist" }, { ESM::PRT_LWrist, "Left Wrist" }, { ESM::PRT_Shield, "Shield Bone" },
{ ESM::PRT_RForearm, "Right Forearm" }, { ESM::PRT_LForearm, "Left Forearm" },
{ ESM::PRT_RUpperarm, "Right Upper Arm" }, { ESM::PRT_LUpperarm, "Left Upper Arm" },
{ ESM::PRT_RFoot, "Right Foot" }, { ESM::PRT_LFoot, "Left Foot" }, { ESM::PRT_RAnkle, "Right Ankle" },
{ ESM::PRT_LAnkle, "Left Ankle" }, { ESM::PRT_RKnee, "Right Knee" }, { ESM::PRT_LKnee, "Left Knee" },
{ ESM::PRT_RLeg, "Right Upper Leg" }, { ESM::PRT_LLeg, "Left Upper Leg" },
{ ESM::PRT_RPauldron, "Right Clavicle" }, { ESM::PRT_LPauldron, "Left Clavicle" },
{ ESM::PRT_Weapon, "Weapon Bone" }, // Fallback. The real node name depends on the current weapon type.
{ ESM::PRT_Tail, "Tail" } };
}
const NpcAnimation::PartBoneMap NpcAnimation::sPartList = createPartListMap();
NpcAnimation::~NpcAnimation()
{
mAmmunition.reset();
}
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode,
Resource::ResourceSystem* resourceSystem, bool disableSounds, ViewMode viewMode, float firstPersonFieldOfView)
: ActorAnimation(ptr, std::move(parentNode), resourceSystem)
, mViewMode(viewMode)
, mShowWeapons(false)
, mShowCarriedLeft(true)
, mNpcType(getNpcType(ptr))
, mFirstPersonFieldOfView(firstPersonFieldOfView)
, mSoundsDisabled(disableSounds)
, mAccurateAiming(false)
, mAimingFactor(0.f)
{
mNpc = mPtr.get<ESM::NPC>()->mBase;
mHeadAnimationTime = std::make_shared<HeadAnimationTime>(mPtr);
mWeaponAnimationTime = std::make_shared<WeaponAnimationTime>(this);
for (size_t i = 0; i < ESM::PRT_Count; i++)
{
mPartslots[i] = -1; // each slot is empty
mPartPriorities[i] = 0;
}
std::fill(mSounds.begin(), mSounds.end(), nullptr);
updateNpcBase();
}
void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
{
assert(viewMode != VM_HeadOnly);
if (mViewMode == viewMode)
return;
// FIXME: sheathing state must be consistent if the third person skeleton doesn't have the necessary node, but
// third person skeleton is unavailable in first person view. This is a hack to avoid cosmetic issues.
bool viewChange = mViewMode == VM_FirstPerson || viewMode == VM_FirstPerson;
mViewMode = viewMode;
MWBase::Environment::get().getWorld()->scaleObject(
mPtr, mPtr.getCellRef().getScale(), true); // apply race height after view change
mAmmunition.reset();
rebuild();
setRenderBin();
if (viewChange && Settings::game().mShieldSheathing)
{
int weaptype = ESM::Weapon::None;
MWMechanics::getActiveWeapon(mPtr, &weaptype);
showCarriedLeft(updateCarriedLeftVisible(weaptype));
}
}
/// @brief A RenderBin callback to clear the depth buffer before rendering.
/// Switches depth attachments to a proxy renderbuffer, reattaches original depth then redraws first person root.
/// This gives a complete depth buffer which can be used for postprocessing, buffer resolves as if depth was never
/// cleared.
class DepthClearCallback : public osgUtil::RenderBin::DrawCallback
{
public:
DepthClearCallback(Resource::ResourceSystem* resourceSystem)
{
mPassNormals = resourceSystem->getSceneManager()->getSupportsNormalsRT();
mDepth = new SceneUtil::AutoDepth;
mDepth->setWriteMask(true);
mStateSet = new osg::StateSet;
mStateSet->setAttributeAndModes(new osg::ColorMask(false, false, false, false), osg::StateAttribute::ON);
mStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
}
void drawImplementation(
osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous) override
{
osg::State* state = renderInfo.getState();
PostProcessor* postProcessor = dynamic_cast<PostProcessor*>(renderInfo.getCurrentCamera()->getUserData());
state->applyAttribute(mDepth);
unsigned int frameId = state->getFrameStamp()->getFrameNumber() % 2;
if (postProcessor && postProcessor->getFbo(PostProcessor::FBO_FirstPerson, frameId))
{
postProcessor->getFbo(PostProcessor::FBO_FirstPerson, frameId)->apply(*state);
if (mPassNormals)
{
state->get<osg::GLExtensions>()->glColorMaski(1, true, true, true, true);
state->haveAppliedAttribute(osg::StateAttribute::COLORMASK);
}
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// color accumulation pass
bin->drawImplementation(renderInfo, previous);
auto primaryFBO = postProcessor->getPrimaryFbo(frameId);
if (postProcessor->getFbo(PostProcessor::FBO_OpaqueDepth, frameId))
postProcessor->getFbo(PostProcessor::FBO_OpaqueDepth, frameId)->apply(*state);
else
primaryFBO->apply(*state);
// depth accumulation pass
osg::ref_ptr<osg::StateSet> restore = bin->getStateSet();
bin->setStateSet(mStateSet);
bin->drawImplementation(renderInfo, previous);
bin->setStateSet(restore);
if (postProcessor->getFbo(PostProcessor::FBO_OpaqueDepth, frameId))
primaryFBO->apply(*state);
}
else
{
// fallback to standard depth clear when we are not rendering our main scene via an intermediate FBO
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
bin->drawImplementation(renderInfo, previous);
}
state->checkGLErrors("after DepthClearCallback::drawImplementation");
}
bool mPassNormals;
osg::ref_ptr<osg::Depth> mDepth;
osg::ref_ptr<osg::StateSet> mStateSet;
};
/// Overrides Field of View to given value for rendering the subgraph.
/// Must be added as cull callback.
class OverrideFieldOfViewCallback : public osg::NodeCallback
{
public:
OverrideFieldOfViewCallback(float fov)
: mFov(fov)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
float fov, aspect, zNear, zFar;
if (cv->getProjectionMatrix()->getPerspective(fov, aspect, zNear, zFar) && std::abs(fov - mFov) > 0.001)
{
fov = mFov;
osg::ref_ptr<osg::RefMatrix> newProjectionMatrix = new osg::RefMatrix();
newProjectionMatrix->makePerspective(fov, aspect, zNear, zFar);
osg::ref_ptr<osg::RefMatrix> invertedOldMatrix = cv->getProjectionMatrix();
invertedOldMatrix = new osg::RefMatrix(osg::RefMatrix::inverse(*invertedOldMatrix));
osg::ref_ptr<osg::RefMatrix> viewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
viewMatrix->postMult(*newProjectionMatrix);
viewMatrix->postMult(*invertedOldMatrix);
cv->pushModelViewMatrix(viewMatrix, osg::Transform::ReferenceFrame::ABSOLUTE_RF);
traverse(node, nv);
cv->popModelViewMatrix();
}
else
traverse(node, nv);
}
private:
float mFov;
};
void NpcAnimation::setRenderBin()
{
if (mViewMode == VM_FirstPerson)
{
static bool prototypeAdded = false;
if (!prototypeAdded)
{
osg::ref_ptr<osgUtil::RenderBin> depthClearBin(new osgUtil::RenderBin);
depthClearBin->setDrawCallback(new DepthClearCallback(mResourceSystem));
osgUtil::RenderBin::addRenderBinPrototype("DepthClear", depthClearBin);
prototypeAdded = true;
}
mObjectRoot->getOrCreateStateSet()->setRenderBinDetails(
RenderBin_FirstPerson, "DepthClear", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
}
else if (osg::StateSet* stateset = mObjectRoot->getStateSet())
stateset->setRenderBinToInherit();
}
void NpcAnimation::rebuild()
{
mScabbard.reset();
mHolsteredShield.reset();
updateNpcBase();
MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
}
int NpcAnimation::getSlot(const osg::NodePath& path) const
{
for (int i = 0; i < ESM::PRT_Count; ++i)
{
const PartHolder* const part = mObjectParts[i].get();
if (part == nullptr)
continue;
if (std::find(path.begin(), path.end(), part->getNode().get()) != path.end())
{
return mPartslots[i];
}
}
return -1;
}
void NpcAnimation::updateNpcBase()
{
clearAnimSources();
for (size_t i = 0; i < ESM::PRT_Count; i++)
removeIndividualPart((ESM::PartReferenceType)i);
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
const ESM::Race* race = store.get<ESM::Race>().find(mNpc->mRace);
NpcType curType = getNpcType();
bool isWerewolf = (curType == Type_Werewolf);
bool isVampire = (curType == Type_Vampire);
bool isFemale = !mNpc->isMale();
mHeadModel.clear();
mHairModel.clear();
const ESM::RefId& headName = isWerewolf ? ESM::RefId::stringRefId("WerewolfHead") : mNpc->mHead;
const ESM::RefId& hairName = isWerewolf ? ESM::RefId::stringRefId("WerewolfHair") : mNpc->mHair;
if (!headName.empty())
{
const ESM::BodyPart* bp = store.get<ESM::BodyPart>().search(headName);
if (bp)
mHeadModel = Misc::ResourceHelpers::correctMeshPath(bp->mModel, mResourceSystem->getVFS());
else
Log(Debug::Warning) << "Warning: Failed to load body part '" << headName << "'";
}
if (!hairName.empty())
{
const ESM::BodyPart* bp = store.get<ESM::BodyPart>().search(hairName);
if (bp)
mHairModel = Misc::ResourceHelpers::correctMeshPath(bp->mModel, mResourceSystem->getVFS());
else
Log(Debug::Warning) << "Warning: Failed to load body part '" << hairName << "'";
}
const std::string vampireHead = getVampireHead(mNpc->mRace, isFemale, *mResourceSystem->getVFS());
if (!isWerewolf && isVampire && !vampireHead.empty())
mHeadModel = vampireHead;
bool is1stPerson = mViewMode == VM_FirstPerson;
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
std::string defaultSkeleton = SceneUtil::getActorSkeleton(is1stPerson, isFemale, isBeast, isWerewolf);
defaultSkeleton = Misc::ResourceHelpers::correctActorModelPath(defaultSkeleton, mResourceSystem->getVFS());
std::string smodel = defaultSkeleton;
if (!is1stPerson && !isWerewolf && !mNpc->mModel.empty())
smodel = Misc::ResourceHelpers::correctActorModelPath(
Misc::ResourceHelpers::correctMeshPath(mNpc->mModel, mResourceSystem->getVFS()),
mResourceSystem->getVFS());
setObjectRoot(smodel, true, true, false);
updateParts();
if (!is1stPerson)
{
const std::string& base = Settings::Manager::getString("xbaseanim", "Models");
if (smodel != base && !isWerewolf)
addAnimSource(base, smodel);
if (smodel != defaultSkeleton && base != defaultSkeleton)
addAnimSource(defaultSkeleton, smodel);
addAnimSource(smodel, smodel);
if (!isWerewolf && mNpc->mRace.contains("argonian"))
addAnimSource("meshes\\xargonian_swimkna.nif", smodel);
}
else
{
const std::string& base = Settings::Manager::getString("xbaseanim1st", "Models");
if (smodel != base && !isWerewolf)
addAnimSource(base, smodel);
addAnimSource(smodel, smodel);
mObjectRoot->setNodeMask(Mask_FirstPerson);
mObjectRoot->addCullCallback(new OverrideFieldOfViewCallback(mFirstPersonFieldOfView));
}
mWeaponAnimationTime->updateStartTime();
}
std::string NpcAnimation::getSheathedShieldMesh(const MWWorld::ConstPtr& shield) const
{
std::string mesh = getShieldMesh(shield, !mNpc->isMale());
if (mesh.empty())
return std::string();
std::string holsteredName = mesh;
holsteredName = holsteredName.replace(holsteredName.size() - 4, 4, "_sh.nif");
if (mResourceSystem->getVFS()->exists(holsteredName))
{
osg::ref_ptr<osg::Node> shieldTemplate = mResourceSystem->getSceneManager()->getInstance(holsteredName);
SceneUtil::FindByNameVisitor findVisitor("Bip01 Sheath");
shieldTemplate->accept(findVisitor);
osg::ref_ptr<osg::Node> sheathNode = findVisitor.mFoundNode;
if (!sheathNode)
return std::string();
}
return mesh;
}
void NpcAnimation::updateParts()
{
if (!mObjectRoot.get())
return;
NpcType curType = getNpcType();
if (curType != mNpcType)
{
mNpcType = curType;
rebuild();
return;
}
static const struct
{
int mSlot;
int mBasePriority;
} slotlist[] = { // FIXME: Priority is based on the number of reserved slots. There should be a better way.
{ MWWorld::InventoryStore::Slot_Robe, 11 }, { MWWorld::InventoryStore::Slot_Skirt, 3 },
{ MWWorld::InventoryStore::Slot_Helmet, 0 }, { MWWorld::InventoryStore::Slot_Cuirass, 0 },
{ MWWorld::InventoryStore::Slot_Greaves, 0 }, { MWWorld::InventoryStore::Slot_LeftPauldron, 0 },
{ MWWorld::InventoryStore::Slot_RightPauldron, 0 }, { MWWorld::InventoryStore::Slot_Boots, 0 },
{ MWWorld::InventoryStore::Slot_LeftGauntlet, 0 }, { MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
{ MWWorld::InventoryStore::Slot_Shirt, 0 }, { MWWorld::InventoryStore::Slot_Pants, 0 },
{ MWWorld::InventoryStore::Slot_CarriedLeft, 0 }, { MWWorld::InventoryStore::Slot_CarriedRight, 0 }
};
static const size_t slotlistsize = sizeof(slotlist) / sizeof(slotlist[0]);
bool wasArrowAttached = isArrowAttached();
mAmmunition.reset();
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
for (size_t i = 0; i < slotlistsize && mViewMode != VM_HeadOnly; i++)
{
MWWorld::ConstContainerStoreIterator store = inv.getSlot(slotlist[i].mSlot);
removePartGroup(slotlist[i].mSlot);
if (store == inv.end())
continue;
if (slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Helmet)
removeIndividualPart(ESM::PRT_Hair);
int prio = 1;
bool enchantedGlow = !store->getClass().getEnchantment(*store).empty();
osg::Vec4f glowColor = store->getClass().getEnchantmentColor(*store);
if (store->getType() == ESM::Clothing::sRecordId)
{
prio = ((slotlist[i].mBasePriority + 1) << 1) + 0;
const ESM::Clothing* clothes = store->get<ESM::Clothing>()->mBase;
addPartGroup(slotlist[i].mSlot, prio, clothes->mParts.mParts, enchantedGlow, &glowColor);
}
else if (store->getType() == ESM::Armor::sRecordId)
{
prio = ((slotlist[i].mBasePriority + 1) << 1) + 1;
const ESM::Armor* armor = store->get<ESM::Armor>()->mBase;
addPartGroup(slotlist[i].mSlot, prio, armor->mParts.mParts, enchantedGlow, &glowColor);
}
if (slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Robe)
{
ESM::PartReferenceType parts[] = { ESM::PRT_Groin, ESM::PRT_Skirt, ESM::PRT_RLeg, ESM::PRT_LLeg,
ESM::PRT_RUpperarm, ESM::PRT_LUpperarm, ESM::PRT_RKnee, ESM::PRT_LKnee, ESM::PRT_RForearm,
ESM::PRT_LForearm, ESM::PRT_Cuirass };
size_t parts_size = sizeof(parts) / sizeof(parts[0]);
for (size_t p = 0; p < parts_size; ++p)
reserveIndividualPart(parts[p], slotlist[i].mSlot, prio);
}
else if (slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Skirt)
{
reserveIndividualPart(ESM::PRT_Groin, slotlist[i].mSlot, prio);
reserveIndividualPart(ESM::PRT_RLeg, slotlist[i].mSlot, prio);
reserveIndividualPart(ESM::PRT_LLeg, slotlist[i].mSlot, prio);
}
}
if (mViewMode != VM_FirstPerson)
{
if (mPartPriorities[ESM::PRT_Head] < 1 && !mHeadModel.empty())
addOrReplaceIndividualPart(ESM::PRT_Head, -1, 1, mHeadModel);
if (mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[ESM::PRT_Head] <= 1 && !mHairModel.empty())
addOrReplaceIndividualPart(ESM::PRT_Hair, -1, 1, mHairModel);
}
if (mViewMode == VM_HeadOnly)
return;
if (mPartPriorities[ESM::PRT_Shield] < 1)
{
MWWorld::ConstContainerStoreIterator store = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
MWWorld::ConstPtr part;
if (store != inv.end() && (part = *store).getType() == ESM::Light::sRecordId)
{
const ESM::Light* light = part.get<ESM::Light>()->mBase;
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1,
Misc::ResourceHelpers::correctMeshPath(light->mModel, vfs), false, nullptr, true);
if (mObjectParts[ESM::PRT_Shield])
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), SceneUtil::LightCommon(*light));
}
}
showWeapons(mShowWeapons);
showCarriedLeft(mShowCarriedLeft);
bool isWerewolf = (getNpcType() == Type_Werewolf);
ESM::RefId race = (isWerewolf ? ESM::RefId::stringRefId("werewolf") : mNpc->mRace);
const std::vector<const ESM::BodyPart*>& parts
= getBodyParts(race, !mNpc->isMale(), mViewMode == VM_FirstPerson, isWerewolf);
for (int part = ESM::PRT_Neck; part < ESM::PRT_Count; ++part)
{
if (mPartPriorities[part] < 1)
{
const ESM::BodyPart* bodypart = parts[part];
if (bodypart)
{
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
addOrReplaceIndividualPart(static_cast<ESM::PartReferenceType>(part), -1, 1,
Misc::ResourceHelpers::correctMeshPath(bodypart->mModel, vfs));
}
}
}
if (wasArrowAttached)
attachArrow();
}
PartHolderPtr NpcAnimation::insertBoundedPart(const std::string& model, std::string_view bonename,
std::string_view bonefilter, bool enchantedGlow, osg::Vec4f* glowColor, bool isLight)
{
osg::ref_ptr<osg::Node> attached = attach(model, bonename, bonefilter, isLight);
if (enchantedGlow)
mGlowUpdater = SceneUtil::addEnchantedGlow(attached, mResourceSystem, *glowColor);
return std::make_unique<PartHolder>(attached);
}
osg::Vec3f NpcAnimation::runAnimation(float timepassed)
{
osg::Vec3f ret = Animation::runAnimation(timepassed);
mHeadAnimationTime->update(timepassed);
if (mFirstPersonNeckController)
{
if (mAccurateAiming)
mAimingFactor = 1.f;
else
mAimingFactor = std::max(0.f, mAimingFactor - timepassed * 0.5f);
float rotateFactor = 0.75f + 0.25f * mAimingFactor;
mFirstPersonNeckController->setRotate(
osg::Quat(mPtr.getRefData().getPosition().rot[0] * rotateFactor, osg::Vec3f(-1, 0, 0)));
mFirstPersonNeckController->setOffset(mFirstPersonOffset);
}
WeaponAnimation::configureControllers(mPtr.getRefData().getPosition().rot[0] + getBodyPitchRadians());
return ret;
}
void NpcAnimation::removeIndividualPart(ESM::PartReferenceType type)
{
mPartPriorities[type] = 0;
mPartslots[type] = -1;
mObjectParts[type].reset();
if (mSounds[type] != nullptr && !mSoundsDisabled)
{
MWBase::Environment::get().getSoundManager()->stopSound(mSounds[type]);
mSounds[type] = nullptr;
}
}
void NpcAnimation::reserveIndividualPart(ESM::PartReferenceType type, int group, int priority)
{
if (priority > mPartPriorities[type])
{
removeIndividualPart(type);
mPartPriorities[type] = priority;
mPartslots[type] = group;
}
}
void NpcAnimation::removePartGroup(int group)
{
for (int i = 0; i < ESM::PRT_Count; i++)
{
if (mPartslots[i] == group)
removeIndividualPart((ESM::PartReferenceType)i);
}
}
bool NpcAnimation::isFemalePart(const ESM::BodyPart* bodypart)
{
return bodypart->mData.mFlags & ESM::BodyPart::BPF_Female;
}
bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority,
const std::string& mesh, bool enchantedGlow, osg::Vec4f* glowColor, bool isLight)
{
if (priority <= mPartPriorities[type])
return false;
removeIndividualPart(type);
mPartslots[type] = group;
mPartPriorities[type] = priority;
try
{
std::string_view bonename = sPartList.at(type);
if (type == ESM::PRT_Weapon)
{
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon != inv.end() && weapon->getType() == ESM::Weapon::sRecordId)
{
int weaponType = weapon->get<ESM::Weapon>()->mBase->mData.mType;
const std::string& weaponBonename = MWMechanics::getWeaponType(weaponType)->mAttachBone;
if (weaponBonename != bonename)
{
const NodeMap& nodeMap = getNodeMap();
NodeMap::const_iterator found = nodeMap.find(weaponBonename);
if (found != nodeMap.end())
bonename = weaponBonename;
}
}
}
// PRT_Hair seems to be the only type that breaks consistency and uses a filter that's different from the
// attachment bone
const std::string_view bonefilter = (type == ESM::PRT_Hair) ? std::string_view{ "hair" } : bonename;
mObjectParts[type] = insertBoundedPart(mesh, bonename, bonefilter, enchantedGlow, glowColor, isLight);
}
catch (std::exception& e)
{
Log(Debug::Error) << "Error adding NPC part: " << e.what();
return false;
}
if (!mSoundsDisabled && group == MWWorld::InventoryStore::Slot_CarriedLeft)
{
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator csi = inv.getSlot(group);
if (csi != inv.end())
{
const auto soundId = csi->getClass().getSound(*csi);
if (!soundId.empty())
{
mSounds[type] = MWBase::Environment::get().getSoundManager()->playSound3D(
mPtr, soundId, 1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop);
}
}
}
osg::Node* node = mObjectParts[type]->getNode();
if (node->getNumChildrenRequiringUpdateTraversal() > 0)
{
std::shared_ptr<SceneUtil::ControllerSource> src;
if (type == ESM::PRT_Head)
{
src = mHeadAnimationTime;
if (node->getUserDataContainer())
{
for (unsigned int i = 0; i < node->getUserDataContainer()->getNumUserObjects(); ++i)
{
osg::Object* obj = node->getUserDataContainer()->getUserObject(i);
if (SceneUtil::TextKeyMapHolder* keys = dynamic_cast<SceneUtil::TextKeyMapHolder*>(obj))
{
for (const auto& key : keys->mTextKeys)
{
if (Misc::StringUtils::ciEqual(key.second, "talk: start"))
mHeadAnimationTime->setTalkStart(key.first);
if (Misc::StringUtils::ciEqual(key.second, "talk: stop"))
mHeadAnimationTime->setTalkStop(key.first);
if (Misc::StringUtils::ciEqual(key.second, "blink: start"))
mHeadAnimationTime->setBlinkStart(key.first);
if (Misc::StringUtils::ciEqual(key.second, "blink: stop"))
mHeadAnimationTime->setBlinkStop(key.first);
}
break;
}
}
}
SceneUtil::ForceControllerSourcesVisitor assignVisitor(src);
node->accept(assignVisitor);
}
else
{
if (type == ESM::PRT_Weapon)
src = mWeaponAnimationTime;
else
src = std::make_shared<NullAnimationTime>();
SceneUtil::AssignControllerSourcesVisitor assignVisitor(src);
node->accept(assignVisitor);
}
}
return true;
}
void NpcAnimation::addPartGroup(int group, int priority, const std::vector<ESM::PartReference>& parts,
bool enchantedGlow, osg::Vec4f* glowColor)
{
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
const MWWorld::Store<ESM::BodyPart>& partStore = store.get<ESM::BodyPart>();
const char* ext = (mViewMode == VM_FirstPerson) ? ".1st" : "";
for (const ESM::PartReference& part : parts)
{
const ESM::BodyPart* bodypart = nullptr;
if (!mNpc->isMale() && !part.mFemale.empty())
{
bodypart = partStore.search(ESM::RefId::stringRefId(part.mFemale.getRefIdString() + ext));
if (!bodypart && mViewMode == VM_FirstPerson)
{
bodypart = partStore.search(part.mFemale);
if (bodypart
&& !(bodypart->mData.mPart == ESM::BodyPart::MP_Hand
|| bodypart->mData.mPart == ESM::BodyPart::MP_Wrist
|| bodypart->mData.mPart == ESM::BodyPart::MP_Forearm
|| bodypart->mData.mPart == ESM::BodyPart::MP_Upperarm))
bodypart = nullptr;
}
else if (!bodypart)
Log(Debug::Warning) << "Warning: Failed to find body part '" << part.mFemale << "'";
}
if (!bodypart && !part.mMale.empty())
{
bodypart = partStore.search(ESM::RefId::stringRefId(part.mMale.getRefIdString() + ext));
if (!bodypart && mViewMode == VM_FirstPerson)
{
bodypart = partStore.search(part.mMale);
if (bodypart
&& !(bodypart->mData.mPart == ESM::BodyPart::MP_Hand
|| bodypart->mData.mPart == ESM::BodyPart::MP_Wrist
|| bodypart->mData.mPart == ESM::BodyPart::MP_Forearm
|| bodypart->mData.mPart == ESM::BodyPart::MP_Upperarm))
bodypart = nullptr;
}
else if (!bodypart)
Log(Debug::Warning) << "Warning: Failed to find body part '" << part.mMale << "'";
}
if (bodypart)
{
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
addOrReplaceIndividualPart(static_cast<ESM::PartReferenceType>(part.mPart), group, priority,
Misc::ResourceHelpers::correctMeshPath(bodypart->mModel, vfs), enchantedGlow, glowColor);
}
else
reserveIndividualPart((ESM::PartReferenceType)part.mPart, group, priority);
}
}
void NpcAnimation::addControllers()
{
Animation::addControllers();
mFirstPersonNeckController = nullptr;
WeaponAnimation::deleteControllers();
if (mViewMode == VM_FirstPerson)
{
NodeMap::iterator found = mNodeMap.find("bip01 neck");
if (found != mNodeMap.end())
{
osg::MatrixTransform* node = found->second.get();
mFirstPersonNeckController = new RotateController(mObjectRoot.get());
node->addUpdateCallback(mFirstPersonNeckController);
mActiveControllers.emplace_back(node, mFirstPersonNeckController);
}
}
else if (mViewMode == VM_Normal)
{
WeaponAnimation::addControllers(mNodeMap, mActiveControllers, mObjectRoot.get());
}
}
void NpcAnimation::showWeapons(bool showWeapon)
{
mShowWeapons = showWeapon;
mAmmunition.reset();
if (showWeapon)
{
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon != inv.end())
{
osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
std::string mesh = weapon->getClass().getModel(*weapon);
addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1, mesh,
!weapon->getClass().getEnchantment(*weapon).empty(), &glowColor);
// Crossbows start out with a bolt attached
if (weapon->getType() == ESM::Weapon::sRecordId
&& weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
{
int ammotype = MWMechanics::getWeaponType(ESM::Weapon::MarksmanCrossbow)->mAmmoType;
MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ammotype)
attachArrow();
}
}
}
else
{
removeIndividualPart(ESM::PRT_Weapon);
// If we remove/hide weapon from player, we should reset attack animation as well
if (mPtr == MWMechanics::getPlayer())
mPtr.getClass().getCreatureStats(mPtr).setAttackingOrSpell(false);
}
updateHolsteredWeapon(!mShowWeapons);
updateQuiver();
}
bool NpcAnimation::updateCarriedLeftVisible(const int weaptype) const
{
if (Settings::game().mShieldSheathing)
{
const MWWorld::Class& cls = mPtr.getClass();
MWMechanics::CreatureStats& stats = cls.getCreatureStats(mPtr);
if (stats.getDrawState() == MWMechanics::DrawState::Nothing)
{
SceneUtil::FindByNameVisitor findVisitor("Bip01 AttachShield");
mObjectRoot->accept(findVisitor);
if (findVisitor.mFoundNode || mViewMode == VM_FirstPerson)
{
const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
const MWWorld::ConstContainerStoreIterator shield
= inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield != inv.end() && shield->getType() == ESM::Armor::sRecordId
&& !getSheathedShieldMesh(*shield).empty())
return false;
}
}
}
return !(MWMechanics::getWeaponType(weaptype)->mFlags & ESM::WeaponType::TwoHanded);
}
void NpcAnimation::showCarriedLeft(bool show)
{
mShowCarriedLeft = show;
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (show && iter != inv.end())
{
osg::Vec4f glowColor = iter->getClass().getEnchantmentColor(*iter);
std::string mesh = iter->getClass().getModel(*iter);
// For shields we must try to use the body part model
if (iter->getType() == ESM::Armor::sRecordId)
{
mesh = getShieldMesh(*iter, !mNpc->isMale());
}
if (mesh.empty()
|| addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1, mesh,
!iter->getClass().getEnchantment(*iter).empty(), &glowColor,
iter->getType() == ESM::Light::sRecordId))
{
if (mesh.empty())
reserveIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1);
if (iter->getType() == ESM::Light::sRecordId && mObjectParts[ESM::PRT_Shield])
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(),
SceneUtil::LightCommon(*iter->get<ESM::Light>()->mBase));
}
}
else
removeIndividualPart(ESM::PRT_Shield);
updateHolsteredShield(mShowCarriedLeft);
}
void NpcAnimation::attachArrow()
{
WeaponAnimation::attachArrow(mPtr);
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo != inv.end() && !ammo->getClass().getEnchantment(*ammo).empty())
{
osg::Group* bone = getArrowBone();
if (bone != nullptr && bone->getNumChildren())
SceneUtil::addEnchantedGlow(
bone->getChild(0), mResourceSystem, ammo->getClass().getEnchantmentColor(*ammo));
}
updateQuiver();
}
void NpcAnimation::detachArrow()
{
WeaponAnimation::detachArrow(mPtr);
updateQuiver();
}
void NpcAnimation::releaseArrow(float attackStrength)
{
WeaponAnimation::releaseArrow(mPtr, attackStrength);
updateQuiver();
}
osg::Group* NpcAnimation::getArrowBone()
{
const PartHolder* const part = mObjectParts[ESM::PRT_Weapon].get();
if (part == nullptr)
return nullptr;
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end() || weapon->getType() != ESM::Weapon::sRecordId)
return nullptr;
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
int ammoType = MWMechanics::getWeaponType(type)->mAmmoType;
if (ammoType == ESM::Weapon::None)
return nullptr;
// Try to find and attachment bone in actor's skeleton, otherwise fall back to the ArrowBone in weapon's mesh
osg::Group* bone = getBoneByName(MWMechanics::getWeaponType(ammoType)->mAttachBone);
if (bone == nullptr)
{
SceneUtil::FindByNameVisitor findVisitor("ArrowBone");
part->getNode()->accept(findVisitor);
bone = findVisitor.mFoundNode;
}
return bone;
}
osg::Node* NpcAnimation::getWeaponNode()
{
const PartHolder* const part = mObjectParts[ESM::PRT_Weapon].get();
if (part == nullptr)
return nullptr;
return part->getNode();
}
Resource::ResourceSystem* NpcAnimation::getResourceSystem()
{
return mResourceSystem;
}
void NpcAnimation::enableHeadAnimation(bool enable)
{
mHeadAnimationTime->setEnabled(enable);
}
void NpcAnimation::setWeaponGroup(const std::string& group, bool relativeDuration)
{
mWeaponAnimationTime->setGroup(group, relativeDuration);
}
void NpcAnimation::equipmentChanged()
{
if (Settings::game().mShieldSheathing)
{
int weaptype = ESM::Weapon::None;
MWMechanics::getActiveWeapon(mPtr, &weaptype);
showCarriedLeft(updateCarriedLeftVisible(weaptype));
}
updateParts();
}
void NpcAnimation::setVampire(bool vampire)
{
if (mNpcType == Type_Werewolf) // we can't have werewolf vampires, can we
return;
if ((mNpcType == Type_Vampire) != vampire)
{
if (mPtr == MWMechanics::getPlayer())
MWBase::Environment::get().getWorld()->reattachPlayerCamera();
else
rebuild();
}
}
void NpcAnimation::setFirstPersonOffset(const osg::Vec3f& offset)
{
mFirstPersonOffset = offset;
}
void NpcAnimation::updatePtr(const MWWorld::Ptr& updated)
{
Animation::updatePtr(updated);
mHeadAnimationTime->updatePtr(updated);
}
// Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
typedef std::map<std::pair<ESM::RefId, int>, std::vector<const ESM::BodyPart*>> RaceMapping;
static RaceMapping sRaceMapping;
const std::vector<const ESM::BodyPart*>& NpcAnimation::getBodyParts(
const ESM::RefId& race, bool female, bool firstPerson, bool werewolf)
{
static const int Flag_FirstPerson = 1 << 1;
static const int Flag_Female = 1 << 0;
int flags = (werewolf ? -1 : 0);
if (female)
flags |= Flag_Female;
if (firstPerson)
flags |= Flag_FirstPerson;
RaceMapping::iterator found = sRaceMapping.find(std::make_pair(race, flags));
if (found != sRaceMapping.end())
return found->second;
else
{
std::vector<const ESM::BodyPart*>& parts = sRaceMapping[std::make_pair(race, flags)];
typedef std::multimap<ESM::BodyPart::MeshPart, ESM::PartReferenceType> BodyPartMapType;
static const BodyPartMapType sBodyPartMap = { { ESM::BodyPart::MP_Neck, ESM::PRT_Neck },
{ ESM::BodyPart::MP_Chest, ESM::PRT_Cuirass }, { ESM::BodyPart::MP_Groin, ESM::PRT_Groin },
{ ESM::BodyPart::MP_Hand, ESM::PRT_RHand }, { ESM::BodyPart::MP_Hand, ESM::PRT_LHand },
{ ESM::BodyPart::MP_Wrist, ESM::PRT_RWrist }, { ESM::BodyPart::MP_Wrist, ESM::PRT_LWrist },
{ ESM::BodyPart::MP_Forearm, ESM::PRT_RForearm }, { ESM::BodyPart::MP_Forearm, ESM::PRT_LForearm },
{ ESM::BodyPart::MP_Upperarm, ESM::PRT_RUpperarm }, { ESM::BodyPart::MP_Upperarm, ESM::PRT_LUpperarm },
{ ESM::BodyPart::MP_Foot, ESM::PRT_RFoot }, { ESM::BodyPart::MP_Foot, ESM::PRT_LFoot },
{ ESM::BodyPart::MP_Ankle, ESM::PRT_RAnkle }, { ESM::BodyPart::MP_Ankle, ESM::PRT_LAnkle },
{ ESM::BodyPart::MP_Knee, ESM::PRT_RKnee }, { ESM::BodyPart::MP_Knee, ESM::PRT_LKnee },
{ ESM::BodyPart::MP_Upperleg, ESM::PRT_RLeg }, { ESM::BodyPart::MP_Upperleg, ESM::PRT_LLeg },
{ ESM::BodyPart::MP_Tail, ESM::PRT_Tail } };
parts.resize(ESM::PRT_Count, nullptr);
if (werewolf)
return parts;
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
for (const ESM::BodyPart& bodypart : store.get<ESM::BodyPart>())
{
if (bodypart.mData.mFlags & ESM::BodyPart::BPF_NotPlayable)
continue;
if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
continue;
if (!(bodypart.mRace == race))
continue;
const bool partFirstPerson = ESM::isFirstPersonBodyPart(bodypart);
bool isHand = bodypart.mData.mPart == ESM::BodyPart::MP_Hand
|| bodypart.mData.mPart == ESM::BodyPart::MP_Wrist
|| bodypart.mData.mPart == ESM::BodyPart::MP_Forearm
|| bodypart.mData.mPart == ESM::BodyPart::MP_Upperarm;
bool isSameGender = isFemalePart(&bodypart) == female;
/* A fallback for the arms if 1st person is missing:
1. Try to use 3d person skin for same gender
2. Try to use 1st person skin for male, if female == true
3. Try to use 3d person skin for male, if female == true
A fallback in another cases: allow to use male bodyparts, if female == true
*/
if (firstPerson && isHand && !partFirstPerson)
{
// Allow 3rd person skins as a fallback for the arms if 1st person is missing
BodyPartMapType::const_iterator bIt
= sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
while (bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
{
// If we have no fallback bodypart now and bodypart is for same gender (1)
if (!parts[bIt->second] && isSameGender)
parts[bIt->second] = &bodypart;
// If we have fallback bodypart for other gender and found fallback for current gender (1)
else if (isSameGender && isFemalePart(parts[bIt->second]) != female)
parts[bIt->second] = &bodypart;
// If we have no fallback bodypart and searching for female bodyparts (3)
else if (!parts[bIt->second] && female)
parts[bIt->second] = &bodypart;
++bIt;
}
continue;
}
// Don't allow to use podyparts for a different view
if (partFirstPerson != firstPerson)
continue;
if (female && !isFemalePart(&bodypart))
{
// Allow male parts as fallback for females if female parts are missing
BodyPartMapType::const_iterator bIt
= sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
while (bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
{
// If we have no fallback bodypart now
if (!parts[bIt->second])
parts[bIt->second] = &bodypart;
// If we have 3d person fallback bodypart for hand and 1st person fallback found (2)
else if (isHand && !ESM::isFirstPersonBodyPart(*parts[bIt->second]) && partFirstPerson)
parts[bIt->second] = &bodypart;
++bIt;
}
continue;
}
// Don't allow to use podyparts for another gender
if (female != isFemalePart(&bodypart))
continue;
// Use properly found bodypart, replacing fallbacks
BodyPartMapType::const_iterator bIt
= sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
while (bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
{
parts[bIt->second] = &bodypart;
++bIt;
}
}
return parts;
}
}
void NpcAnimation::setAccurateAiming(bool enabled)
{
mAccurateAiming = enabled;
}
bool NpcAnimation::isArrowAttached() const
{
return mAmmunition != nullptr;
}
}