#include "npcanimation.hpp" #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "renderconst.hpp" using namespace Ogre; using namespace NifOgre; namespace MWRender{ NpcAnimation::~NpcAnimation() { } NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, OEngine::Render::OgreRenderer& _rend, MWWorld::InventoryStore& _inv) : Animation(_rend), mStateID(-1), inv(_inv), timeToChange(0), robe(inv.end()), helmet(inv.end()), shirt(inv.end()), cuirass(inv.end()), greaves(inv.end()), leftpauldron(inv.end()), rightpauldron(inv.end()), boots(inv.end()), leftglove(inv.end()), rightglove(inv.end()), skirtiter(inv.end()), pants(inv.end()), lclavicle(0), rclavicle(0), rupperArm(0), lupperArm(0), rUpperLeg(0), lUpperLeg(0), lForearm(0), rForearm(0), lWrist(0), rWrist(0), rKnee(0), lKnee(0), neck(0), rAnkle(0), lAnkle(0), groin(0), lfoot(0), rfoot(0) { MWWorld::LiveCellRef *ref = ptr.get(); for (int init = 0; init < 27; init++) { partslots[init] = -1; //each slot is empty partpriorities[init] = 0; } const ESMS::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Race *race = store.races.find(ref->base->race); std::string hairID = ref->base->hair; std::string headID = ref->base->head; headModel = "meshes\\" + store.bodyParts.find(headID)->model; hairModel = "meshes\\" + store.bodyParts.find(hairID)->model; npcName = ref->base->name; isFemale = !!(ref->base->flags&ESM::NPC::Female); isBeast = !!(race->data.flags&ESM::Race::Beast); bodyRaceID = "b_n_"+race->name; std::transform(bodyRaceID.begin(), bodyRaceID.end(), bodyRaceID.begin(), ::tolower); /*std::cout << "Race: " << ref->base->race ; if(female) std::cout << " Sex: Female" << " Height: " << race->data.height.female << "\n"; else std::cout << " Sex: Male" << " Height: " << race->data.height.male << "\n"; */ insert = ptr.getRefData().getBaseNode(); assert(insert); std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif"); NifOgre::NIFLoader::load(smodel); base = mRend.getScene()->createEntity(smodel); base->setVisibilityFlags(RV_Actors); bool transparent = false; for (unsigned int i=0; igetNumSubEntities(); ++i) { Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial(); Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator(); while (techIt.hasMoreElements()) { Ogre::Technique* tech = techIt.getNext(); Ogre::Technique::PassIterator passIt = tech->getPassIterator(); while (passIt.hasMoreElements()) { Ogre::Pass* pass = passIt.getNext(); if (pass->getDepthWriteEnabled() == false) transparent = true; } } } base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main); base->setSkipAnimationStateUpdate(true); //Magical line of code, this makes the bones //stay in the same place when we skipanim, or open a gui window insert->attachObject(base); if(isFemale) insert->scale(race->data.height.female, race->data.height.female, race->data.height.female); else insert->scale(race->data.height.male, race->data.height.male, race->data.height.male); updateParts(); } void NpcAnimation::updateParts() { bool apparelChanged = false; //inv.getSlot(MWWorld::InventoryStore::Slot_Robe); if(robe != inv.getSlot(MWWorld::InventoryStore::Slot_Robe)) { // A robe was added or removed robe = inv.getSlot(MWWorld::InventoryStore::Slot_Robe); removePartGroup(MWWorld::InventoryStore::Slot_Robe); apparelChanged = true; } if(skirtiter != inv.getSlot(MWWorld::InventoryStore::Slot_Skirt)) { skirtiter = inv.getSlot(MWWorld::InventoryStore::Slot_Skirt); removePartGroup(MWWorld::InventoryStore::Slot_Skirt); apparelChanged = true; } if(helmet != inv.getSlot(MWWorld::InventoryStore::Slot_Helmet)) { helmet = inv.getSlot(MWWorld::InventoryStore::Slot_Helmet); removePartGroup(MWWorld::InventoryStore::Slot_Helmet); apparelChanged = true; } if(cuirass != inv.getSlot(MWWorld::InventoryStore::Slot_Cuirass)) { cuirass = inv.getSlot(MWWorld::InventoryStore::Slot_Cuirass); removePartGroup(MWWorld::InventoryStore::Slot_Cuirass); apparelChanged = true; } if(greaves != inv.getSlot(MWWorld::InventoryStore::Slot_Greaves)) { greaves = inv.getSlot(MWWorld::InventoryStore::Slot_Greaves); removePartGroup(MWWorld::InventoryStore::Slot_Greaves); apparelChanged = true; } if(leftpauldron != inv.getSlot(MWWorld::InventoryStore::Slot_LeftPauldron)) { leftpauldron = inv.getSlot(MWWorld::InventoryStore::Slot_LeftPauldron); removePartGroup(MWWorld::InventoryStore::Slot_LeftPauldron); apparelChanged = true; } if(rightpauldron != inv.getSlot(MWWorld::InventoryStore::Slot_RightPauldron)) { rightpauldron = inv.getSlot(MWWorld::InventoryStore::Slot_RightPauldron); removePartGroup(MWWorld::InventoryStore::Slot_RightPauldron); apparelChanged = true; } if(!isBeast && boots != inv.getSlot(MWWorld::InventoryStore::Slot_Boots)) { boots = inv.getSlot(MWWorld::InventoryStore::Slot_Boots); removePartGroup(MWWorld::InventoryStore::Slot_Boots); apparelChanged = true; } if(leftglove != inv.getSlot(MWWorld::InventoryStore::Slot_LeftGauntlet)) { leftglove = inv.getSlot(MWWorld::InventoryStore::Slot_LeftGauntlet); removePartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet); apparelChanged = true; } if(rightglove != inv.getSlot(MWWorld::InventoryStore::Slot_RightGauntlet)) { rightglove = inv.getSlot(MWWorld::InventoryStore::Slot_RightGauntlet); removePartGroup(MWWorld::InventoryStore::Slot_RightGauntlet); apparelChanged = true; } if(shirt != inv.getSlot(MWWorld::InventoryStore::Slot_Shirt)) { shirt = inv.getSlot(MWWorld::InventoryStore::Slot_Shirt); removePartGroup(MWWorld::InventoryStore::Slot_Shirt); apparelChanged = true; } if(pants != inv.getSlot(MWWorld::InventoryStore::Slot_Pants)) { pants = inv.getSlot(MWWorld::InventoryStore::Slot_Pants); removePartGroup(MWWorld::InventoryStore::Slot_Pants); apparelChanged = true; } if(apparelChanged) { if(robe != inv.end()) { MWWorld::Ptr ptr = *robe; const ESM::Clothing *clothes = (ptr.get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Robe, 5, parts); reserveIndividualPart(ESM::PRT_Groin, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_Skirt, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_RLeg, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_LLeg, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_RUpperarm, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_LUpperarm, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_RKnee, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_LKnee, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_RForearm, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_LForearm, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_RPauldron, MWWorld::InventoryStore::Slot_Robe, 5); reserveIndividualPart(ESM::PRT_LPauldron, MWWorld::InventoryStore::Slot_Robe, 5); } if(skirtiter != inv.end()) { MWWorld::Ptr ptr = *skirtiter; const ESM::Clothing *clothes = (ptr.get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Skirt, 4, parts); reserveIndividualPart(ESM::PRT_Groin, MWWorld::InventoryStore::Slot_Skirt, 4); reserveIndividualPart(ESM::PRT_RLeg, MWWorld::InventoryStore::Slot_Skirt, 4); reserveIndividualPart(ESM::PRT_LLeg, MWWorld::InventoryStore::Slot_Skirt, 4); } if(helmet != inv.end()) { removeIndividualPart(ESM::PRT_Hair); const ESM::Armor *armor = (helmet->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Helmet, 3, parts); } if(cuirass != inv.end()) { const ESM::Armor *armor = (cuirass->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Cuirass, 3, parts); } if(greaves != inv.end()) { const ESM::Armor *armor = (greaves->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Greaves, 3, parts); } if(leftpauldron != inv.end()) { const ESM::Armor *armor = (leftpauldron->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_LeftPauldron, 3, parts); } if(rightpauldron != inv.end()) { const ESM::Armor *armor = (rightpauldron->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_RightPauldron, 3, parts); } if(!isBeast && boots != inv.end()) { if(boots->getTypeName() == typeid(ESM::Clothing).name()) { const ESM::Clothing *clothes = (boots->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Boots, 2, parts); } else if(boots->getTypeName() == typeid(ESM::Armor).name()) { const ESM::Armor *armor = (boots->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Boots, 3, parts); } } if(leftglove != inv.end()) { if(leftglove->getTypeName() == typeid(ESM::Clothing).name()) { const ESM::Clothing *clothes = (leftglove->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet, 2, parts); } else { const ESM::Armor *armor = (leftglove->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet, 3, parts); } } if(rightglove != inv.end()) { if(rightglove->getTypeName() == typeid(ESM::Clothing).name()) { const ESM::Clothing *clothes = (rightglove->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_RightGauntlet, 2, parts); } else { const ESM::Armor *armor = (rightglove->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_RightGauntlet, 3, parts); } } if(shirt != inv.end()) { const ESM::Clothing *clothes = (shirt->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Shirt, 2, parts); } if(pants != inv.end()) { const ESM::Clothing *clothes = (pants->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Pants, 2, parts); } } if(partpriorities[ESM::PRT_Head] < 1) addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, headModel); if(partpriorities[ESM::PRT_Hair] < 1 && partpriorities[ESM::PRT_Head] <= 1) addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, hairModel); static const struct { ESM::PartReferenceType type; const char name[2][12]; } PartTypeList[] = { { ESM::PRT_Neck, { "neck", "" } }, { ESM::PRT_Cuirass, { "chest", "" } }, { ESM::PRT_Groin, { "groin", "" } }, { ESM::PRT_RHand, { "hand", "hands" } }, { ESM::PRT_LHand, { "hand", "hands" } }, { ESM::PRT_RWrist, { "wrist", "" } }, { ESM::PRT_LWrist, { "wrist", "" } }, { ESM::PRT_RForearm, { "forearm", "" } }, { ESM::PRT_LForearm, { "forearm", "" } }, { ESM::PRT_RUpperarm, { "upper arm", "" } }, { ESM::PRT_LUpperarm, { "upper arm", "" } }, { ESM::PRT_RFoot, { "foot", "feet" } }, { ESM::PRT_LFoot, { "foot", "feet" } }, { ESM::PRT_RAnkle, { "ankle", "" } }, { ESM::PRT_LAnkle, { "ankle", "" } }, { ESM::PRT_RKnee, { "knee", "" } }, { ESM::PRT_LKnee, { "knee", "" } }, { ESM::PRT_RLeg, { "upper leg", "" } }, { ESM::PRT_LLeg, { "upper leg", "" } }, { ESM::PRT_Tail, { "tail", "" } } }; const ESMS::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); for(size_t i = 0;i < sizeof(PartTypeList)/sizeof(PartTypeList[0]);i++) { if(partpriorities[PartTypeList[i].type] < 1) { const ESM::BodyPart *part = NULL; bool tryfemale = isFemale; int ni = 0; do { part = store.bodyParts.search(bodyRaceID+(tryfemale?"_f_":"_m_")+PartTypeList[i].name[ni]); if(part) break; ni ^= 1; if(ni == 0) { if(!tryfemale) break; tryfemale = false; } } while(1); if(part) addOrReplaceIndividualPart(PartTypeList[i].type, -1,1, "meshes\\"+part->model); } } } Ogre::Entity* NpcAnimation::insertBoundedPart(const std::string &mesh, const std::string &bonename) { NIFLoader::load(mesh); Ogre::Entity* part = mRend.getScene()->createEntity(mesh); part->setVisibilityFlags(RV_Actors); base->attachObjectToBone(bonename, part); return part; } void NpcAnimation::runAnimation(float timepassed) { if(timeToChange > .2) { timeToChange = 0; updateParts(); } timeToChange += timepassed; //1. Add the amount of time passed to time //2. Handle the animation transforms dependent on time //3. Handle the shapes dependent on animation transforms if(animate > 0) { time += timepassed; if(time > stopTime) { animate--; if(animate == 0) time = stopTime; else time = startTime + (time - stopTime); } handleAnimationTransforms(); } } void NpcAnimation::removeIndividualPart(int type) { partpriorities[type] = 0; partslots[type] = -1; if(type == ESM::PRT_Head && head) //0 { base->detachObjectFromBone(head); head = 0; } else if(type == ESM::PRT_Hair && hair) //1 { base->detachObjectFromBone(hair); hair = 0; } else if(type == ESM::PRT_Neck && neck) //2 { base->detachObjectFromBone(neck); neck = 0; } else if(type == ESM::PRT_Groin && groin)//4 { base->detachObjectFromBone(groin); groin = 0; } else if(type == ESM::PRT_RWrist && rWrist)//8 { base->detachObjectFromBone(rWrist); rWrist = 0; } else if(type == ESM::PRT_LWrist && lWrist) //9 { base->detachObjectFromBone(lWrist); lWrist = 0; } else if(type == ESM::PRT_Shield) //10 { } else if(type == ESM::PRT_RForearm && rForearm) //11 { base->detachObjectFromBone(rForearm); rForearm = 0; } else if(type == ESM::PRT_LForearm && lForearm) //12 { base->detachObjectFromBone(lForearm); lForearm = 0; } else if(type == ESM::PRT_RUpperarm && rupperArm) //13 { base->detachObjectFromBone(rupperArm); rupperArm = 0; } else if(type == ESM::PRT_LUpperarm && lupperArm) //14 { base->detachObjectFromBone(lupperArm); lupperArm = 0; } else if(type == ESM::PRT_RFoot && rfoot) //15 { base->detachObjectFromBone(rfoot); rfoot = 0; } else if(type == ESM::PRT_LFoot && lfoot) //16 { base->detachObjectFromBone(lfoot); lfoot = 0; } else if(type == ESM::PRT_RAnkle && rAnkle) //17 { base->detachObjectFromBone(rAnkle); rAnkle = 0; } else if(type == ESM::PRT_LAnkle && lAnkle) //18 { base->detachObjectFromBone(lAnkle); lAnkle = 0; } else if(type == ESM::PRT_RKnee && rKnee) //19 { base->detachObjectFromBone(rKnee); rKnee = 0; } else if(type == ESM::PRT_LKnee && lKnee) //20 { base->detachObjectFromBone(lKnee); lKnee = 0; } else if(type == ESM::PRT_RLeg && rUpperLeg) //21 { base->detachObjectFromBone(rUpperLeg); rUpperLeg = 0; } else if(type == ESM::PRT_LLeg && lUpperLeg) //22 { base->detachObjectFromBone(lUpperLeg); lUpperLeg = 0; } else if(type == ESM::PRT_RPauldron && rclavicle) //23 { base->detachObjectFromBone(rclavicle); rclavicle = 0; } else if(type == ESM::PRT_LPauldron && lclavicle) //24 { base->detachObjectFromBone(lclavicle); lclavicle = 0; } else if(type == ESM::PRT_Weapon) //25 { } } void NpcAnimation::reserveIndividualPart(int type, int group, int priority) { if(priority > partpriorities[type]) { removeIndividualPart(type); partpriorities[type] = priority; partslots[type] = group; } } void NpcAnimation::removePartGroup(int group) { for(int i = 0; i < 27; i++) { if(partslots[i] == group) removeIndividualPart(i); } } bool NpcAnimation::addOrReplaceIndividualPart(int type, int group, int priority, const std::string &mesh) { if(priority <= partpriorities[type]) return false; removeIndividualPart(type); partslots[type] = group; partpriorities[type] = priority; switch(type) { case ESM::PRT_Head: //0 head = insertBoundedPart(mesh, "Head"); break; case ESM::PRT_Hair: //1 hair = insertBoundedPart(mesh, "Head"); break; case ESM::PRT_Neck: //2 neck = insertBoundedPart(mesh, "Neck"); break; case ESM::PRT_Cuirass: //3 break; case ESM::PRT_Groin: //4 groin = insertBoundedPart(mesh, "Groin"); break; case ESM::PRT_Skirt: //5 break; case ESM::PRT_RHand: //6 break; case ESM::PRT_LHand: //7 break; case ESM::PRT_RWrist: //8 rWrist = insertBoundedPart(mesh, "Right Wrist"); break; case ESM::PRT_LWrist: //9 lWrist = insertBoundedPart(mesh, "Left Wrist"); break; case ESM::PRT_Shield: //10 break; case ESM::PRT_RForearm: //11 rForearm = insertBoundedPart(mesh, "Right Forearm"); break; case ESM::PRT_LForearm: //12 lForearm = insertBoundedPart(mesh, "Left Forearm"); break; case ESM::PRT_RUpperarm: //13 rupperArm = insertBoundedPart(mesh, "Right Upper Arm"); break; case ESM::PRT_LUpperarm: //14 lupperArm = insertBoundedPart(mesh, "Left Upper Arm"); break; case ESM::PRT_RFoot: //15 lupperArm = insertBoundedPart(mesh, "Right Foot"); break; case ESM::PRT_LFoot: //16 lupperArm = insertBoundedPart(mesh, "Left Foot"); break; case ESM::PRT_RAnkle: //17 rAnkle = insertBoundedPart(mesh, "Right Ankle"); break; case ESM::PRT_LAnkle: //18 lAnkle = insertBoundedPart(mesh, "Left Ankle"); break; case ESM::PRT_RKnee: //19 rKnee = insertBoundedPart(mesh, "Right Knee"); break; case ESM::PRT_LKnee: //20 lKnee = insertBoundedPart(mesh, "Left Knee"); break; case ESM::PRT_RLeg: //21 rUpperLeg = insertBoundedPart(mesh, "Right Upper Leg"); break; case ESM::PRT_LLeg: //22 lUpperLeg = insertBoundedPart(mesh, "Left Upper Leg"); break; case ESM::PRT_RPauldron: //23 rclavicle = insertBoundedPart(mesh , "Right Clavicle"); break; case ESM::PRT_LPauldron: //24 lclavicle = insertBoundedPart(mesh, "Left Clavicle"); break; case ESM::PRT_Weapon: //25 break; case ESM::PRT_Tail: //26 break; } return true; } void NpcAnimation::addPartGroup(int group, int priority, std::vector &parts) { for(std::size_t i = 0; i < parts.size(); i++) { ESM::PartReference &part = parts[i]; const ESM::BodyPart *bodypart = 0; if(isFemale) bodypart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search(part.female); if(!bodypart) bodypart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search(part.male); if(bodypart) addOrReplaceIndividualPart(part.part, group,priority,"meshes\\" + bodypart->model); else reserveIndividualPart(part.part, group, priority); } } }