#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), 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()), 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(); Ogre::Entity* blank = 0; std::vector* blankshape = 0; mZero = std::make_pair(blank, blankshape); mChest = std::make_pair(blank, blankshape); mTail = std::make_pair(blank, blankshape); mLFreeFoot = std::make_pair(blank, blankshape); mRFreeFoot = std::make_pair(blank, blankshape); mRhand = std::make_pair(blank, blankshape); mLhand = std::make_pair(blank, blankshape); mSkirt = std::make_pair(blank, blankshape); for (int init = 0; init < 27; init++) { mPartslots[init] = -1; //each slot is empty mPartPriorities[init] = 0; } //Part selection on last character of the file string // " Tri Chest // * Tri Tail // : Tri Left Foot // < Tri Right Foot // > Tri Left Hand // ? Tri Right Hand // | Normal //Mirroring Parts on second to last character //suffix == '*' // vector = Ogre::Vector3(-1,1,1); // suffix == '?' // vector = Ogre::Vector3(1,-1,1); // suffix == '<' // vector = Ogre::Vector3(1,1,-1); std::string hairID = ref->base->hair; std::string headID = ref->base->head; headModel = "meshes\\" + MWBase::Environment::get().getWorld()->getStore().bodyParts.find(headID)->model; hairModel = "meshes\\" + MWBase::Environment::get().getWorld()->getStore().bodyParts.find(hairID)->model; npcName = ref->base->name; //ESMStore::Races r = const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().races.find(ref->base->race); bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4); char secondtolast = bodyRaceID.at(bodyRaceID.length() - 2); isFemale = tolower(secondtolast) == 'f'; std::transform(bodyRaceID.begin(), bodyRaceID.end(), bodyRaceID.begin(), ::tolower); isBeast = bodyRaceID == "b_n_khajiit_m_" || bodyRaceID == "b_n_khajiit_f_" || bodyRaceID == "b_n_argonian_m_" || bodyRaceID == "b_n_argonian_f_"; /*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"; }*/ std::string smodel = "meshes\\base_anim.nif"; if(isBeast) smodel = "meshes\\base_animkna.nif"; mInsert = ptr.getRefData().getBaseNode(); assert(mInsert); NifOgre::NIFLoader::load(smodel); mBase = mRend.getScene()->createEntity(smodel); mBase->setVisibilityFlags(RV_Actors); bool transparent = false; for (unsigned int i=0; igetNumSubEntities(); ++i) { Ogre::MaterialPtr mat = mBase->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; } } } mBase->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main); mBase->setSkipAnimationStateUpdate(true); //Magical line of code, this makes the bones //stay in the same place when we skipanim, or open a gui window if((mTransformations = (NIFLoader::getSingletonPtr())->getAnim(smodel))) { for(unsigned int init = 0; init < mTransformations->size(); init++) { mRindexI.push_back(0); mTindexI.push_back(0); } mStopTime = mTransformations->begin()->getStopTime(); mStartTime = mTransformations->begin()->getStartTime(); } mTextmappings = NIFLoader::getSingletonPtr()->getTextIndices(smodel); mInsert->attachObject(mBase); 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; //mInv.getSlot(MWWorld::InventoryStore::Slot_Robe); if(robe != mInv.getSlot(MWWorld::InventoryStore::Slot_Robe)) { //A robe was added or removed removePartGroup(MWWorld::InventoryStore::Slot_Robe); robe = mInv.getSlot(MWWorld::InventoryStore::Slot_Robe); apparelChanged = true; } if(skirtiter != mInv.getSlot(MWWorld::InventoryStore::Slot_Skirt)) { //A robe was added or removed removePartGroup(MWWorld::InventoryStore::Slot_Skirt); skirtiter = mInv.getSlot(MWWorld::InventoryStore::Slot_Skirt); apparelChanged = true; } if(helmet != mInv.getSlot(MWWorld::InventoryStore::Slot_Helmet)) { apparelChanged = true; helmet = mInv.getSlot(MWWorld::InventoryStore::Slot_Helmet); removePartGroup(MWWorld::InventoryStore::Slot_Helmet); } if(cuirass != mInv.getSlot(MWWorld::InventoryStore::Slot_Cuirass)) { cuirass = mInv.getSlot(MWWorld::InventoryStore::Slot_Cuirass); removePartGroup(MWWorld::InventoryStore::Slot_Cuirass); apparelChanged = true; } if(greaves != mInv.getSlot(MWWorld::InventoryStore::Slot_Greaves)) { greaves = mInv.getSlot(MWWorld::InventoryStore::Slot_Greaves); removePartGroup(MWWorld::InventoryStore::Slot_Greaves); apparelChanged = true; } if(leftpauldron != mInv.getSlot(MWWorld::InventoryStore::Slot_LeftPauldron)) { leftpauldron = mInv.getSlot(MWWorld::InventoryStore::Slot_LeftPauldron); removePartGroup(MWWorld::InventoryStore::Slot_LeftPauldron); apparelChanged = true; } if(rightpauldron != mInv.getSlot(MWWorld::InventoryStore::Slot_RightPauldron)) { rightpauldron = mInv.getSlot(MWWorld::InventoryStore::Slot_RightPauldron); removePartGroup(MWWorld::InventoryStore::Slot_RightPauldron); apparelChanged = true; } if(!isBeast && boots != mInv.getSlot(MWWorld::InventoryStore::Slot_Boots)) { boots = mInv.getSlot(MWWorld::InventoryStore::Slot_Boots); removePartGroup(MWWorld::InventoryStore::Slot_Boots); apparelChanged = true; } if(leftglove != mInv.getSlot(MWWorld::InventoryStore::Slot_LeftGauntlet)) { leftglove = mInv.getSlot(MWWorld::InventoryStore::Slot_LeftGauntlet); removePartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet); apparelChanged = true; } if(rightglove != mInv.getSlot(MWWorld::InventoryStore::Slot_RightGauntlet)) { rightglove = mInv.getSlot(MWWorld::InventoryStore::Slot_RightGauntlet); removePartGroup(MWWorld::InventoryStore::Slot_RightGauntlet); apparelChanged = true; } if(shirt != mInv.getSlot(MWWorld::InventoryStore::Slot_Shirt)) { shirt = mInv.getSlot(MWWorld::InventoryStore::Slot_Shirt); removePartGroup(MWWorld::InventoryStore::Slot_Shirt); apparelChanged = true; } if(pants != mInv.getSlot(MWWorld::InventoryStore::Slot_Pants)) { pants = mInv.getSlot(MWWorld::InventoryStore::Slot_Pants); removePartGroup(MWWorld::InventoryStore::Slot_Pants); 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); } if(mPartPriorities[ESM::PRT_Neck] < 1) { const ESM::BodyPart *neckPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "neck"); if(neckPart) addOrReplaceIndividualPart(ESM::PRT_Neck, -1,1,"meshes\\" + neckPart->model); } if(mPartPriorities[ESM::PRT_Cuirass] < 1) { const ESM::BodyPart *chestPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "chest"); if(chestPart) addOrReplaceIndividualPart(ESM::PRT_Cuirass, -1,1,"meshes\\" + chestPart->model); } if(mPartPriorities[ESM::PRT_Groin] < 1) { const ESM::BodyPart *groinPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "groin"); if(groinPart) addOrReplaceIndividualPart(ESM::PRT_Groin, -1,1,"meshes\\" + groinPart->model); } if(mPartPriorities[ESM::PRT_RHand] < 1) { const ESM::BodyPart *handPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "hand"); if(!handPart) handPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "hands"); if(handPart) addOrReplaceIndividualPart(ESM::PRT_RHand, -1,1,"meshes\\" + handPart->model); } if(mPartPriorities[ESM::PRT_LHand] < 1) { const ESM::BodyPart *handPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "hand"); if(!handPart) handPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "hands"); if(handPart) addOrReplaceIndividualPart(ESM::PRT_LHand, -1,1,"meshes\\" + handPart->model); } if(mPartPriorities[ESM::PRT_RWrist] < 1) { const ESM::BodyPart *wristPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "wrist"); if(wristPart) addOrReplaceIndividualPart(ESM::PRT_RWrist, -1,1,"meshes\\" + wristPart->model); } if(mPartPriorities[ESM::PRT_LWrist] < 1) { const ESM::BodyPart *wristPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "wrist"); if(wristPart) addOrReplaceIndividualPart(ESM::PRT_LWrist, -1,1,"meshes\\" + wristPart->model); } if(mPartPriorities[ESM::PRT_RForearm] < 1) { const ESM::BodyPart *forearmPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "forearm"); if(bodyRaceID == "b_n_argonian_f_") forearmPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search ("b_n_argonian_m_forearm"); if(forearmPart) addOrReplaceIndividualPart(ESM::PRT_RForearm, -1,1,"meshes\\" + forearmPart->model); } if(mPartPriorities[ESM::PRT_LForearm] < 1) { const ESM::BodyPart *forearmPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "forearm"); if(bodyRaceID == "b_n_argonian_f_") forearmPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search ("b_n_argonian_m_forearm"); if(forearmPart) addOrReplaceIndividualPart(ESM::PRT_LForearm, -1,1,"meshes\\" + forearmPart->model); } if(mPartPriorities[ESM::PRT_RUpperarm] < 1) { const ESM::BodyPart *armPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "upper arm"); if(armPart) addOrReplaceIndividualPart(ESM::PRT_RUpperarm, -1,1,"meshes\\" + armPart->model); } if(mPartPriorities[ESM::PRT_LUpperarm] < 1) { const ESM::BodyPart *armPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "upper arm"); if(armPart) addOrReplaceIndividualPart(ESM::PRT_LUpperarm, -1,1,"meshes\\" + armPart->model); } if(mPartPriorities[ESM::PRT_RFoot] < 1) { const ESM::BodyPart *footPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "foot"); if(isBeast && !footPart) footPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "feet"); if(footPart) addOrReplaceIndividualPart(ESM::PRT_RFoot, -1,1,"meshes\\" + footPart->model); } if(mPartPriorities[ESM::PRT_LFoot] < 1) { const ESM::BodyPart *footPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "foot"); if(isBeast && !footPart) footPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "feet"); if(footPart) addOrReplaceIndividualPart(ESM::PRT_LFoot, -1,1,"meshes\\" + footPart->model); } if(mPartPriorities[ESM::PRT_RAnkle] < 1) { const ESM::BodyPart *anklePart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "ankle"); if(anklePart) addOrReplaceIndividualPart(ESM::PRT_RAnkle, -1,1,"meshes\\" + anklePart->model); } if(mPartPriorities[ESM::PRT_LAnkle] < 1) { const ESM::BodyPart *anklePart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "ankle"); if(anklePart) addOrReplaceIndividualPart(ESM::PRT_LAnkle, -1,1,"meshes\\" + anklePart->model); } if(mPartPriorities[ESM::PRT_RKnee] < 1) { const ESM::BodyPart *kneePart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "knee"); if(kneePart) addOrReplaceIndividualPart(ESM::PRT_RKnee, -1,1,"meshes\\" + kneePart->model); } if(mPartPriorities[ESM::PRT_LKnee] < 1) { const ESM::BodyPart *kneePart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "knee"); if(kneePart) addOrReplaceIndividualPart(ESM::PRT_LKnee, -1,1,"meshes\\" + kneePart->model); } if(mPartPriorities[ESM::PRT_RLeg] < 1) { const ESM::BodyPart *legPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "upper leg"); if(legPart) addOrReplaceIndividualPart(ESM::PRT_RLeg, -1,1,"meshes\\" + legPart->model); } if(mPartPriorities[ESM::PRT_LLeg] < 1) { const ESM::BodyPart *legPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "upper leg"); if(legPart) addOrReplaceIndividualPart(ESM::PRT_LLeg, -1,1,"meshes\\" + legPart->model); } if(mPartPriorities[ESM::PRT_Tail] < 1) { const ESM::BodyPart *tailPart = MWBase::Environment::get().getWorld()->getStore().bodyParts.search (bodyRaceID + "tail"); if(tailPart) addOrReplaceIndividualPart(ESM::PRT_Tail, -1,1,"meshes\\" + tailPart->model); } } Ogre::Entity* NpcAnimation::insertBoundedPart(const std::string &mesh, std::string bonename) { NIFLoader::load(mesh); Ogre::Entity* part = mRend.getScene()->createEntity(mesh); part->setVisibilityFlags(RV_Actors); mBase->attachObjectToBone(bonename, part); return part; } void NpcAnimation::insertFootPart(int type, const std::string &mesh) { std::string meshAndSuffix = mesh; if(type == ESM::PRT_LFoot) meshAndSuffix += "*|"; NIFLoader::load(meshAndSuffix); Ogre::Entity* part = mRend.getScene()->createEntity(meshAndSuffix); std::vector* shape = ((NIFLoader::getSingletonPtr())->getShapes(meshAndSuffix)); if(shape == 0) { if(type == ESM::PRT_LFoot) { mBase->attachObjectToBone("Left Foot", part); lfoot = part; } else if (type == ESM::PRT_RFoot) { mBase->attachObjectToBone("Right Foot", part); rfoot = part; } } else { if(type == ESM::PRT_LFoot) mLFreeFoot = insertFreePart(mesh, "::"); else if (type == ESM::PRT_RFoot) mRFreeFoot = insertFreePart(mesh, ":<"); } } std::pair*> NpcAnimation::insertFreePart(const std::string &mesh, const std::string& suffix) { std::string meshNumbered = mesh + getUniqueID(mesh + suffix) + suffix; NIFLoader::load(meshNumbered); Ogre::Entity* part = mRend.getScene()->createEntity(meshNumbered); part->setVisibilityFlags(RV_Actors); mInsert->attachObject(part); std::vector* shape = ((NIFLoader::getSingletonPtr())->getShapes(mesh + "0000" + suffix)); if(shape) handleShapes(shape, part, mBase->getSkeleton()); std::pair*> pair = std::make_pair(part, shape); return pair; } 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(mAnimate > 0) { mTime += timepassed; if(mTime > mStopTime) { mAnimate--; if(mAnimate == 0) mTime = mStopTime; else mTime = mStartTime + (mTime - mStopTime); } handleAnimationTransforms(); mVecRotPos.clear(); if(mLFreeFoot.first) handleShapes(mLFreeFoot.second, mLFreeFoot.first, mBase->getSkeleton()); if(mRFreeFoot.first) handleShapes(mRFreeFoot.second, mRFreeFoot.first, mBase->getSkeleton()); if(mChest.first) handleShapes(mChest.second, mChest.first, mBase->getSkeleton()); if(mTail.first) handleShapes(mTail.second, mTail.first, mBase->getSkeleton()); if(mSkirt.first) handleShapes(mSkirt.second, mSkirt.first, mBase->getSkeleton()); if(mLhand.first) handleShapes(mLhand.second, mLhand.first, mBase->getSkeleton()); if(mRhand.first) handleShapes(mRhand.second, mRhand.first, mBase->getSkeleton()); } } void NpcAnimation::removeIndividualPart(int type){ mPartPriorities[type] = 0; mPartslots[type] = -1; if(type == ESM::PRT_Head && head) //0 { mBase->detachObjectFromBone(head); head = 0; } else if(type == ESM::PRT_Hair && hair) //1 { mBase->detachObjectFromBone(hair); hair = 0; } else if(type == ESM::PRT_Neck && neck) //2 { mBase->detachObjectFromBone(neck); neck = 0; } else if(type == ESM::PRT_Cuirass && mChest.first) //3 { mInsert->detachObject(mChest.first); mChest = mZero; } else if(type == ESM::PRT_Groin && groin) //4 { mBase->detachObjectFromBone(groin); groin = 0; } else if(type == ESM::PRT_Skirt && mSkirt.first) //5 { mInsert->detachObject(mSkirt.first); mSkirt = mZero; } else if(type == ESM::PRT_RHand && mRhand.first) //6 { mInsert->detachObject(mRhand.first); mRhand = mZero; } else if(type == ESM::PRT_LHand && mLhand.first) //7 { mInsert->detachObject(mLhand.first); mLhand = mZero; } else if(type == ESM::PRT_RWrist && rWrist) //8 { mBase->detachObjectFromBone(rWrist); rWrist = 0; } else if(type == ESM::PRT_LWrist && lWrist) //9 { mBase->detachObjectFromBone(lWrist); lWrist = 0; } else if(type == ESM::PRT_Shield) //10 { } else if(type == ESM::PRT_RForearm && rForearm) //11 { mBase->detachObjectFromBone(rForearm); rForearm = 0; } else if(type == ESM::PRT_LForearm && lForearm) //12 { mBase->detachObjectFromBone(lForearm); lForearm = 0; } else if(type == ESM::PRT_RUpperarm && rupperArm) //13 { mBase->detachObjectFromBone(rupperArm); rupperArm = 0; } else if(type == ESM::PRT_LUpperarm && lupperArm) //14 { mBase->detachObjectFromBone(lupperArm); lupperArm = 0; } else if(type == ESM::PRT_RFoot) //15 { if(rfoot) { mBase->detachObjectFromBone(rfoot); rfoot = 0; } else if(mRFreeFoot.first) { mInsert->detachObject(mRFreeFoot.first); mRFreeFoot = mZero; } } else if(type == ESM::PRT_LFoot) //16 { if(lfoot) { mBase->detachObjectFromBone(lfoot); lfoot = 0; } else if(mLFreeFoot.first) { mInsert->detachObject(mLFreeFoot.first); mLFreeFoot = mZero; } } else if(type == ESM::PRT_RAnkle && rAnkle) //17 { mBase->detachObjectFromBone(rAnkle); rAnkle = 0; } else if(type == ESM::PRT_LAnkle && lAnkle) //18 { mBase->detachObjectFromBone(lAnkle); lAnkle = 0; } else if(type == ESM::PRT_RKnee && rKnee) //19 { mBase->detachObjectFromBone(rKnee); rKnee = 0; } else if(type == ESM::PRT_LKnee && lKnee) //20 { mBase->detachObjectFromBone(lKnee); lKnee = 0; } else if(type == ESM::PRT_RLeg && rUpperLeg) //21 { mBase->detachObjectFromBone(rUpperLeg); rUpperLeg = 0; } else if(type == ESM::PRT_LLeg && lUpperLeg) //22 { mBase->detachObjectFromBone(lUpperLeg); lUpperLeg = 0; } else if(type == ESM::PRT_RPauldron && rclavicle) //23 { mBase->detachObjectFromBone(rclavicle); rclavicle = 0; } else if(type == ESM::PRT_LPauldron && lclavicle) //24 { mBase->detachObjectFromBone(lclavicle); lclavicle = 0; } else if(type == ESM::PRT_Weapon) //25 { } else if(type == ESM::PRT_Tail && mTail.first) //26 { mInsert->detachObject(mTail.first); mTail = mZero; } } 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]) { 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 mChest = insertFreePart(mesh, ":\""); break; case ESM::PRT_Groin: //4 groin = insertBoundedPart(mesh, "Groin"); break; case ESM::PRT_Skirt: //5 mSkirt = insertFreePart(mesh, ":|"); break; case ESM::PRT_RHand: //6 mRhand = insertFreePart(mesh, ":?"); break; case ESM::PRT_LHand: //7 mLhand = insertFreePart(mesh, ":>"); 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 insertFootPart(type, mesh); break; case ESM::PRT_LFoot: //16 insertFootPart(type, mesh); 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 mTail = insertFreePart(mesh, ":*"); break; } return true; } return false; } 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); } } }