#ifndef _GAME_RENDER_ANIMATION_H #define _GAME_RENDER_ANIMATION_H #include #include #include #include "../mwworld/ptr.hpp" namespace MWMechanics { class CharacterController; } namespace MWRender { class Animation { protected: class AnimationValue : public Ogre::ControllerValue { private: Animation *mAnimation; public: AnimationValue(Animation *anim) : mAnimation(anim) { } virtual Ogre::Real getValue() const { return mAnimation->mCurrentTime; } virtual void setValue(Ogre::Real value) { mAnimation->mCurrentTime = value; } }; MWWorld::Ptr mPtr; MWMechanics::CharacterController *mController; Ogre::SceneNode *mInsert; Ogre::Entity *mSkelBase; std::vector mObjectLists; std::map mTextKeys; Ogre::Node *mAccumRoot; Ogre::Bone *mNonAccumRoot; Ogre::Vector3 mAccumulate; Ogre::Vector3 mLastPosition; Ogre::Animation *mCurrentAnim; std::vector > *mCurrentControllers; NifOgre::TextKeyMap *mCurrentKeys; NifOgre::TextKeyMap::const_iterator mStartKey; NifOgre::TextKeyMap::const_iterator mStopKey; NifOgre::TextKeyMap::const_iterator mNextKey; float mCurrentTime; bool mPlaying; bool mLooping; float mAnimVelocity; float mAnimSpeedMult; void calcAnimVelocity(); /* Updates a skeleton instance so that all bones matching the source skeleton (based on * bone names) are positioned identically. */ void updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel); /* Updates the position of the accum root node for the current time, and * returns the wanted movement vector from the previous update. */ Ogre::Vector3 updatePosition(); /* Resets the animation to the time of the specified start marker, without * moving anything, and set the end time to the specified stop marker. If * the marker is not found, it resets to the beginning or end respectively. */ void reset(const std::string &start, const std::string &stop=std::string()); bool handleEvent(float time, const std::string &evt); void addObjectList(Ogre::SceneNode *node, const std::string &model, bool baseonly); static void destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectList &objects); static void setRenderProperties(const NifOgre::ObjectList &objlist, Ogre::uint32 visflags, Ogre::uint8 solidqueue, Ogre::uint8 transqueue); public: Animation(const MWWorld::Ptr &ptr); virtual ~Animation(); void setController(MWMechanics::CharacterController *controller); void updatePtr(const MWWorld::Ptr &ptr); bool hasAnimation(const std::string &anim); // Specifies the axis' to accumulate on. Non-accumulated axis will just // move visually, but not affect the actual movement. Each x/y/z value // should be on the scale of 0 to 1. void setAccumulation(const Ogre::Vector3 &accum); void setSpeed(float speed); void setLooping(bool loop); void play(const std::string &groupname, const std::string &start, const std::string &stop, bool loop); virtual Ogre::Vector3 runAnimation(float timepassed); Ogre::Node *getNode(const std::string &name); }; } #endif