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actoranimation.cpp faster getbonebyname (#3099)

This commit is contained in:
Bo Svensson 2021-09-09 21:04:38 +00:00 committed by GitHub
parent afba1884ab
commit c284d0cf5c
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@ -67,17 +67,14 @@ ActorAnimation::~ActorAnimation()
PartHolderPtr ActorAnimation::attachMesh(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor)
{
osg::Group* parent = getBoneByName(bonename);
if (!parent)
return nullptr;
osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model, parent);
const NodeMap& nodeMap = getNodeMap();
NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(bonename));
if (found == nodeMap.end())
return PartHolderPtr();
osg::Group* parent = found->second;
osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model, parent);
if (enchantedGlow)
mGlowUpdater = SceneUtil::addEnchantedGlow(instance, mResourceSystem, *glowColor);
@ -136,9 +133,9 @@ bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const
MWMechanics::CreatureStats &stats = cls.getCreatureStats(mPtr);
if (cls.hasInventoryStore(mPtr) && weaptype != ESM::Weapon::Spell)
{
SceneUtil::FindByNameVisitor findVisitor ("Bip01 AttachShield");
mObjectRoot->accept(findVisitor);
if (findVisitor.mFoundNode || (mPtr == MWMechanics::getPlayer() && mPtr.isInCell() && MWBase::Environment::get().getWorld()->isFirstPerson()))
osg::Group* foundNode = getBoneByName ("Bip01 AttachShield");
if (foundNode || (mPtr == MWMechanics::getPlayer() && mPtr.isInCell() && MWBase::Environment::get().getWorld()->isFirstPerson()))
{
const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
const MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
@ -276,10 +273,11 @@ osg::Group* ActorAnimation::getBoneByName(const std::string& boneName)
if (!mObjectRoot)
return nullptr;
SceneUtil::FindByNameVisitor findVisitor (boneName);
mObjectRoot->accept(findVisitor);
return findVisitor.mFoundNode;
const NodeMap& nodeMap = getNodeMap();
NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(boneName));
if (found == nodeMap.end())
return nullptr;
return found->second;
}
std::string ActorAnimation::getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon)