#ifndef _GAME_RENDER_ANIMATION_H #define _GAME_RENDER_ANIMATION_H #include #include "../mwworld/ptr.hpp" namespace MWMechanics { class CharacterController; } namespace MWRender { class Animation { protected: MWWorld::Ptr mPtr; MWMechanics::CharacterController *mController; Ogre::SceneNode* mInsert; NifOgre::EntityList mEntityList; std::map mTextKeys; Ogre::Node *mAccumRoot; Ogre::Bone *mNonAccumRoot; Ogre::Vector3 mAccumulate; Ogre::Vector3 mLastPosition; std::vector mSkeletonSources; NifOgre::TextKeyMap *mCurrentKeys; NifOgre::TextKeyMap::const_iterator mNextKey; Ogre::Animation *mCurrentAnim; float mCurrentTime; float mStopTime; bool mPlaying; bool mLooping; float mAnimVelocity; float mAnimSpeedMult; void calcAnimVelocity(); /* Applies the given animation to the given skeleton instance, using the specified time. */ void applyAnimation(const Ogre::Animation *anim, float time, Ogre::SkeletonInstance *skel); /* 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 animation to the specified time, and returns the movement * vector since the last update or reset. */ Ogre::Vector3 updatePosition(float time); /* 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); bool handleEvent(float time, const std::string &evt); /* Specifies a list of skeleton names to use as animation sources. */ void setAnimationSources(const std::vector &names); /* Specifies a single skeleton name to use as an animation source. */ void setAnimationSource(const std::string &name) { std::vector names(1, name); setAnimationSources(names); } void createEntityList(Ogre::SceneNode *node, const std::string &model); 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); }; } #endif