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OpenMW/apps/openmw/mwrender/actoranimation.hpp
2021-11-02 18:01:22 +01:00

74 lines
2.4 KiB
C++

#ifndef GAME_RENDER_ACTORANIMATION_H
#define GAME_RENDER_ACTORANIMATION_H
#include <map>
#include <osg/ref_ptr>
#include "../mwworld/containerstore.hpp"
#include "animation.hpp"
namespace osg
{
class Node;
}
namespace MWWorld
{
class ConstPtr;
}
namespace SceneUtil
{
class LightSource;
class LightListCallback;
}
namespace MWRender
{
class ActorAnimation : public Animation, public MWWorld::ContainerStoreListener
{
public:
ActorAnimation(const MWWorld::Ptr &ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem);
virtual ~ActorAnimation();
void itemAdded(const MWWorld::ConstPtr& item, int count) override;
void itemRemoved(const MWWorld::ConstPtr& item, int count) override;
virtual bool isArrowAttached() const { return false; }
bool useShieldAnimations() const override;
bool updateCarriedLeftVisible(const int weaptype) const override;
protected:
osg::Group* getBoneByName(const std::string& boneName) const;
virtual void updateHolsteredWeapon(bool showHolsteredWeapons);
virtual void updateHolsteredShield(bool showCarriedLeft);
virtual void updateQuiver();
std::string getShieldMesh(const MWWorld::ConstPtr& shield, bool female) const;
virtual std::string getSheathedShieldMesh(const MWWorld::ConstPtr& shield) const;
virtual std::string getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon);
virtual PartHolderPtr attachMesh(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor);
virtual PartHolderPtr attachMesh(const std::string& model, const std::string& bonename)
{
osg::Vec4f stubColor = osg::Vec4f(0,0,0,0);
return attachMesh(model, bonename, false, &stubColor);
};
osg::ref_ptr<osg::Node> attach(const std::string& model, const std::string& bonename, const std::string& bonefilter, bool isLight);
PartHolderPtr mScabbard;
PartHolderPtr mHolsteredShield;
private:
void addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight);
void removeHiddenItemLight(const MWWorld::ConstPtr& item);
void resetControllers(osg::Node* node);
typedef std::map<MWWorld::ConstPtr, osg::ref_ptr<SceneUtil::LightSource> > ItemLightMap;
ItemLightMap mItemLights;
};
}
#endif