#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() { removeEntities(head); removeEntities(hair); removeEntities(neck); removeEntities(chest); removeEntities(groin); removeEntities(skirt); removeEntities(rHand); removeEntities(lHand); removeEntities(rWrist); removeEntities(lWrist); removeEntities(rForearm); removeEntities(lForearm); removeEntities(rupperArm); removeEntities(lupperArm); removeEntities(rfoot); removeEntities(lfoot); removeEntities(rAnkle); removeEntities(lAnkle); removeEntities(rKnee); removeEntities(lKnee); removeEntities(rUpperLeg); removeEntities(lUpperLeg); removeEntities(rclavicle); removeEntities(lclavicle); removeEntities(tail); } NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, OEngine::Render::OgreRenderer& _rend, MWWorld::InventoryStore& _inv) : Animation(_rend), mStateID(-1), mInv(_inv), timeToChange(0), robe(mInv.end()), helmet(mInv.end()), shirt(mInv.end()), cuirass(mInv.end()), greaves(mInv.end()), leftpauldron(mInv.end()), rightpauldron(mInv.end()), boots(mInv.end()), leftglove(mInv.end()), rightglove(mInv.end()), skirtiter(mInv.end()), pants(mInv.end()) { MWWorld::LiveCellRef *ref = ptr.get(); for (int init = 0; init < 27; init++) { mPartslots[init] = -1; //each slot is empty mPartPriorities[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_"+ref->base->race; 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"; */ mInsert = ptr.getRefData().getBaseNode(); assert(mInsert); std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif"); mEntityList = NifOgre::NIFLoader::createEntities(mInsert, smodel); for(size_t i = 0;i < mEntityList.mEntities.size();i++) { Ogre::Entity *base = mEntityList.mEntities[i]; base->setVisibilityFlags(RV_Actors); bool transparent = false; for(unsigned int j=0;j < base->getNumSubEntities();++j) { Ogre::MaterialPtr mat = base->getSubEntity(j)->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 } if(mEntityList.mSkelBase) { Ogre::AnimationStateSet *aset = mEntityList.mSkelBase->getAllAnimationStates(); Ogre::AnimationStateIterator as = aset->getAnimationStateIterator(); while(as.hasMoreElements()) { Ogre::AnimationState *state = as.getNext(); state->setEnabled(true); state->setLoop(false); } } if(isFemale) mInsert->scale(race->data.height.female, race->data.height.female, race->data.height.female); else mInsert->scale(race->data.height.male, race->data.height.male, race->data.height.male); updateParts(); } void NpcAnimation::updateParts() { bool apparelChanged = false; const struct { MWWorld::ContainerStoreIterator *iter; int slot; } slotlist[] = { { &robe, MWWorld::InventoryStore::Slot_Robe }, { &skirtiter, MWWorld::InventoryStore::Slot_Skirt }, { &helmet, MWWorld::InventoryStore::Slot_Helmet }, { &cuirass, MWWorld::InventoryStore::Slot_Cuirass }, { &greaves, MWWorld::InventoryStore::Slot_Greaves }, { &leftpauldron, MWWorld::InventoryStore::Slot_LeftPauldron }, { &rightpauldron, MWWorld::InventoryStore::Slot_RightPauldron }, { &boots, MWWorld::InventoryStore::Slot_Boots }, // !isBeast { &leftglove, MWWorld::InventoryStore::Slot_LeftGauntlet }, { &rightglove, MWWorld::InventoryStore::Slot_RightGauntlet }, { &shirt, MWWorld::InventoryStore::Slot_Shirt }, { &pants, MWWorld::InventoryStore::Slot_Pants }, }; for(size_t i = 0;i < sizeof(slotlist)/sizeof(slotlist[0]);i++) { if(slotlist[i].iter == &boots && isBeast) continue; MWWorld::ContainerStoreIterator iter = mInv.getSlot(slotlist[i].slot); if(*slotlist[i].iter != iter) { *slotlist[i].iter = iter; removePartGroup(slotlist[i].slot); apparelChanged = true; } } if(apparelChanged) { if(robe != mInv.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 != mInv.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 != mInv.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 != mInv.end()) { const ESM::Armor *armor = (cuirass->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Cuirass, 3, parts); } if(greaves != mInv.end()) { const ESM::Armor *armor = (greaves->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Greaves, 3, parts); } if(leftpauldron != mInv.end()) { const ESM::Armor *armor = (leftpauldron->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_LeftPauldron, 3, parts); } if(rightpauldron != mInv.end()) { const ESM::Armor *armor = (rightpauldron->get())->base; std::vector parts = armor->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_RightPauldron, 3, parts); } if(!isBeast && boots != mInv.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 != mInv.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 != mInv.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 != mInv.end()) { const ESM::Clothing *clothes = (shirt->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Shirt, 2, parts); } if(pants != mInv.end()) { const ESM::Clothing *clothes = (pants->get())->base; std::vector parts = clothes->parts.parts; addPartGroup(MWWorld::InventoryStore::Slot_Pants, 2, parts); } } if(mPartPriorities[ESM::PRT_Head] < 1) addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, headModel); if(mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[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(mPartPriorities[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); } } } NifOgre::EntityList NpcAnimation::insertBoundedPart(const std::string &mesh, const std::string &bonename) { NifOgre::EntityList entities = NIFLoader::createEntities(mEntityList.mSkelBase, bonename, mInsert, mesh); std::vector &parts = entities.mEntities; for(size_t i = 0;i < parts.size();i++) parts[i]->setVisibilityFlags(RV_Actors); return entities; } void NpcAnimation::runAnimation(float timepassed) { if(timeToChange > .2) { timeToChange = 0; updateParts(); } timeToChange += timepassed; if(mAnimate > 0) { mTime += timepassed; if(mEntityList.mSkelBase) { Ogre::AnimationStateSet *aset = mEntityList.mSkelBase->getAllAnimationStates(); Ogre::AnimationStateIterator as = aset->getAnimationStateIterator(); while(as.hasMoreElements()) { Ogre::AnimationState *state = as.getNext(); state->setTimePosition(mTime); if(state->getTimePosition() >= state->getLength()) { mAnimate--; //std::cout << "Stopping the animation\n"; if(mAnimate == 0) mTime = state->getLength(); else mTime = mTime - state->getLength(); } } } handleAnimationTransforms(); } } void NpcAnimation::removeEntities(NifOgre::EntityList &entities) { assert(&entities != &mEntityList); Ogre::SceneManager *sceneMgr = mInsert->getCreator(); for(size_t i = 0;i < entities.mEntities.size();i++) { entities.mEntities[i]->detachFromParent(); sceneMgr->destroyEntity(entities.mEntities[i]); } entities.mEntities.clear(); entities.mSkelBase = NULL; entities.mRootNode = NULL; } void NpcAnimation::removeIndividualPart(int type) { mPartPriorities[type] = 0; mPartslots[type] = -1; if(type == ESM::PRT_Head) //0 removeEntities(head); else if(type == ESM::PRT_Hair) //1 removeEntities(hair); else if(type == ESM::PRT_Neck) //2 removeEntities(neck); else if(type == ESM::PRT_Cuirass)//3 removeEntities(chest); else if(type == ESM::PRT_Groin)//4 removeEntities(groin); else if(type == ESM::PRT_Skirt)//5 removeEntities(skirt); else if(type == ESM::PRT_RHand)//6 removeEntities(rHand); else if(type == ESM::PRT_LHand)//7 removeEntities(lHand); else if(type == ESM::PRT_RWrist)//8 removeEntities(rWrist); else if(type == ESM::PRT_LWrist) //9 removeEntities(lWrist); else if(type == ESM::PRT_Shield) //10 { } else if(type == ESM::PRT_RForearm) //11 removeEntities(rForearm); else if(type == ESM::PRT_LForearm) //12 removeEntities(lForearm); else if(type == ESM::PRT_RUpperarm) //13 removeEntities(rupperArm); else if(type == ESM::PRT_LUpperarm) //14 removeEntities(lupperArm); else if(type == ESM::PRT_RFoot) //15 removeEntities(rfoot); else if(type == ESM::PRT_LFoot) //16 removeEntities(lfoot); else if(type == ESM::PRT_RAnkle) //17 removeEntities(rAnkle); else if(type == ESM::PRT_LAnkle) //18 removeEntities(lAnkle); else if(type == ESM::PRT_RKnee) //19 removeEntities(rKnee); else if(type == ESM::PRT_LKnee) //20 removeEntities(lKnee); else if(type == ESM::PRT_RLeg) //21 removeEntities(rUpperLeg); else if(type == ESM::PRT_LLeg) //22 removeEntities(lUpperLeg); else if(type == ESM::PRT_RPauldron) //23 removeEntities(rclavicle); else if(type == ESM::PRT_LPauldron) //24 removeEntities(lclavicle); else if(type == ESM::PRT_Weapon) //25 { } else if(type == ESM::PRT_Tail) //26 removeEntities(tail); } void NpcAnimation::reserveIndividualPart(int 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 < 27; i++) { if(mPartslots[i] == group) removeIndividualPart(i); } } bool NpcAnimation::addOrReplaceIndividualPart(int type, int group, int priority, const std::string &mesh) { if(priority <= mPartPriorities[type]) return false; removeIndividualPart(type); mPartslots[type] = group; mPartPriorities[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 chest = insertBoundedPart(mesh, "Chest"); break; case ESM::PRT_Groin: //4 groin = insertBoundedPart(mesh, "Groin"); break; case ESM::PRT_Skirt: //5 skirt = insertBoundedPart(mesh, "Groin"); break; case ESM::PRT_RHand: //6 rHand = insertBoundedPart(mesh, "Right Hand"); break; case ESM::PRT_LHand: //7 lHand = insertBoundedPart(mesh, "Left Hand"); 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 rfoot = insertBoundedPart(mesh, "Right Foot"); break; case ESM::PRT_LFoot: //16 lfoot = 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 tail = insertBoundedPart(mesh, "Tail"); 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); } } }