1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-17 01:10:10 +00:00
OpenMW/apps/openmw/mwrender/animation.hpp
elsid 5532bc61c1
Support additional animation sources not only for 2 letter extensions
If extension is not 2 letters length (e.g. not .kf), replacing last 3 last
charaters leads to weird results like:
"meshes/basicplayer.dae" -> "animations/basicplayer./"

According to the doc this should be "animations/basicplayer/".
2024-10-06 16:33:59 +02:00

520 lines
20 KiB
C++

#ifndef GAME_RENDER_ANIMATION_H
#define GAME_RENDER_ANIMATION_H
#include "animationpriority.hpp"
#include "animblendcontroller.hpp"
#include "blendmask.hpp"
#include "bonegroup.hpp"
#include "../mwworld/movementdirection.hpp"
#include "../mwworld/ptr.hpp"
#include <components/misc/strings/algorithm.hpp>
#include <components/sceneutil/animblendrules.hpp>
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/sceneutil/textkeymap.hpp>
#include <components/sceneutil/util.hpp>
#include <components/vfs/pathutil.hpp>
#include <map>
#include <span>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
namespace ESM
{
struct Light;
struct MagicEffect;
}
namespace Resource
{
class ResourceSystem;
}
namespace SceneUtil
{
class KeyframeHolder;
class KeyframeController;
class LightSource;
class LightListCallback;
class Skeleton;
struct LightCommon;
}
namespace MWRender
{
class ResetAccumRootCallback;
class RotateController;
class TransparencyUpdater;
using ActiveControllersVector = std::vector<std::pair<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::Callback>>>;
class EffectAnimationTime : public SceneUtil::ControllerSource
{
private:
float mTime;
public:
float getValue(osg::NodeVisitor* nv) override;
void addTime(float duration);
void resetTime(float time);
float getTime() const;
EffectAnimationTime()
: mTime(0)
{
}
};
/// @brief Detaches the node from its parent when the object goes out of scope.
class PartHolder
{
public:
PartHolder(osg::ref_ptr<osg::Node> node);
~PartHolder();
const osg::ref_ptr<osg::Node>& getNode() const { return mNode; }
private:
osg::ref_ptr<osg::Node> mNode;
void operator=(const PartHolder&);
PartHolder(const PartHolder&);
};
using PartHolderPtr = std::unique_ptr<PartHolder>;
struct EffectParams
{
std::string mModelName; // Just here so we don't add the same effect twice
std::shared_ptr<EffectAnimationTime> mAnimTime;
float mMaxControllerLength;
std::string mEffectId;
bool mLoop;
std::string mBoneName;
};
class Animation : public osg::Referenced
{
public:
using BlendMask = MWRender::BlendMask;
using BoneGroup = MWRender::BoneGroup;
using AnimPriority = MWRender::AnimPriority;
class TextKeyListener
{
public:
virtual void handleTextKey(
std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map)
= 0;
virtual ~TextKeyListener() = default;
};
void setTextKeyListener(TextKeyListener* listener);
virtual bool updateCarriedLeftVisible(const int weaptype) const { return false; }
typedef std::unordered_map<std::string, osg::ref_ptr<osg::MatrixTransform>, Misc::StringUtils::CiHash,
Misc::StringUtils::CiEqual>
NodeMap;
protected:
class AnimationTime : public SceneUtil::ControllerSource
{
private:
std::shared_ptr<float> mTimePtr;
public:
void setTimePtr(std::shared_ptr<float> time) { mTimePtr = std::move(time); }
std::shared_ptr<float> getTimePtr() const { return mTimePtr; }
float getValue(osg::NodeVisitor* nv) override;
};
class NullAnimationTime : public SceneUtil::ControllerSource
{
public:
float getValue(osg::NodeVisitor* nv) override { return 0.f; }
};
struct AnimSource;
struct AnimState
{
std::shared_ptr<AnimSource> mSource;
float mStartTime = 0;
float mLoopStartTime = 0;
float mLoopStopTime = 0;
float mStopTime = 0;
std::shared_ptr<float> mTime = std::make_shared<float>(0);
float mSpeedMult = 1;
bool mPlaying = false;
bool mLoopingEnabled = true;
uint32_t mLoopCount = 0;
AnimPriority mPriority{ 0 };
int mBlendMask = 0;
bool mAutoDisable = true;
std::string mGroupname;
std::string mStartKey;
float getTime() const { return *mTime; }
void setTime(float time) { *mTime = time; }
bool blendMaskContains(size_t blendMask) const { return (mBlendMask & (1 << blendMask)); }
bool shouldLoop() const { return getTime() >= mLoopStopTime && mLoopingEnabled && mLoopCount > 0; }
};
typedef std::map<std::string, AnimState, std::less<>> AnimStateMap;
AnimStateMap mStates;
typedef std::vector<std::shared_ptr<AnimSource>> AnimSourceList;
AnimSourceList mAnimSources;
std::unordered_set<std::string_view> mSupportedAnimations;
osg::ref_ptr<osg::Group> mInsert;
osg::ref_ptr<osg::Group> mObjectRoot;
SceneUtil::Skeleton* mSkeleton;
// The node expected to accumulate movement during movement animations.
osg::ref_ptr<osg::Node> mAccumRoot;
// The controller animating that node.
osg::ref_ptr<SceneUtil::KeyframeController> mAccumCtrl;
// Used to reset the position of the accumulation root every frame - the movement should be applied to the
// physics system
osg::ref_ptr<ResetAccumRootCallback> mResetAccumRootCallback;
// Keep track of controllers that we added to our scene graph.
// We may need to rebuild these controllers when the active animation groups / sources change.
ActiveControllersVector mActiveControllers;
// Keep track of the animation controllers for easy access
std::map<osg::ref_ptr<osg::Node>, osg::ref_ptr<NifAnimBlendController>> mAnimBlendControllers;
std::map<osg::ref_ptr<osg::Node>, osg::ref_ptr<BoneAnimBlendController>> mBoneAnimBlendControllers;
std::shared_ptr<AnimationTime> mAnimationTimePtr[sNumBlendMasks];
mutable NodeMap mNodeMap;
mutable bool mNodeMapCreated;
MWWorld::Ptr mPtr;
Resource::ResourceSystem* mResourceSystem;
osg::Vec3f mAccumulate;
TextKeyListener* mTextKeyListener;
osg::ref_ptr<RotateController> mHeadController;
osg::ref_ptr<RotateController> mSpineController;
osg::ref_ptr<RotateController> mRootController;
float mHeadYawRadians;
float mHeadPitchRadians;
float mUpperBodyYawRadians;
float mLegsYawRadians;
float mBodyPitchRadians;
osg::ref_ptr<RotateController> addRotateController(std::string_view bone);
bool mHasMagicEffects;
osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
osg::ref_ptr<SceneUtil::GlowUpdater> mGlowUpdater;
osg::ref_ptr<TransparencyUpdater> mTransparencyUpdater;
osg::ref_ptr<SceneUtil::LightSource> mExtraLightSource;
float mAlpha;
mutable std::map<std::string, float, std::less<>> mAnimVelocities;
osg::ref_ptr<SceneUtil::LightListCallback> mLightListCallback;
bool mPlayScriptedOnly;
bool mRequiresBoneMap;
const NodeMap& getNodeMap() const;
/* Sets the appropriate animations on the bone groups based on priority by finding
* the highest priority AnimationStates and linking the appropriate controllers stored
* in the AnimationState to the corresponding nodes.
*/
void resetActiveGroups();
size_t detectBlendMask(const osg::Node* node, const std::string& controllerName) const;
/* Updates the position of the accum root node for the given time, and
* returns the wanted movement vector from the previous time. */
void updatePosition(float oldtime, float newtime, osg::Vec3f& position);
/* 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, or if the markers are the same, it returns
* false.
*/
bool reset(AnimState& state, const SceneUtil::TextKeyMap& keys, std::string_view groupname,
std::string_view start, std::string_view stop, float startpoint, bool loopfallback);
void handleTextKey(AnimState& state, std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key,
const SceneUtil::TextKeyMap& map);
/** Sets the root model of the object.
*
* Note that you must make sure all animation sources are cleared before resetting the object
* root. All nodes previously retrieved with getNode will also become invalidated.
* @param forceskeleton Wrap the object root in a Skeleton, even if it contains no skinned parts. Use this if
* you intend to add skinned parts manually.
* @param baseonly If true, then any meshes or particle systems in the model are ignored
* (useful for NPCs, where only the skeleton is needed for the root, and the actual NPC parts are then
* assembled from separate files).
*/
void setObjectRoot(const std::string& model, bool forceskeleton, bool baseonly, bool isCreature);
void loadAdditionalAnimations(VFS::Path::NormalizedView model, const std::string& baseModel);
/** Adds the keyframe controllers in the specified model as a new animation source.
* @note Later added animation sources have the highest priority when it comes to finding a particular
* animation.
* @param model The file to add the keyframes for. Note that the .nif file extension will be replaced with .kf.
* @param baseModel The filename of the mObjectRoot, only used for error messages.
*/
void addAnimSource(std::string_view model, const std::string& baseModel);
std::shared_ptr<AnimSource> addSingleAnimSource(const std::string& model, const std::string& baseModel);
/** Adds an additional light to the given node using the specified ESM record. */
void addExtraLight(osg::ref_ptr<osg::Group> parent, const SceneUtil::LightCommon& light);
void clearAnimSources();
/**
* Provided to allow derived classes adding their own controllers. Note, the controllers must be added to
* mActiveControllers so they get cleaned up properly on the next controller rebuild. A controller rebuild may
* be necessary to ensure correct ordering.
*/
virtual void addControllers();
void removeFromSceneImpl();
template <typename ControllerType>
inline osg::Callback* handleBlendTransform(const osg::ref_ptr<osg::Node>& node,
osg::ref_ptr<SceneUtil::KeyframeController> keyframeController,
std::map<osg::ref_ptr<osg::Node>, osg::ref_ptr<ControllerType>>& blendControllers,
const AnimBlendStateData& stateData, const osg::ref_ptr<const SceneUtil::AnimBlendRules>& blendRules,
const AnimState& active);
public:
Animation(
const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem);
/// Must be thread safe
virtual ~Animation();
MWWorld::ConstPtr getPtr() const { return mPtr; }
MWWorld::Ptr getPtr() { return mPtr; }
/// Set active flag on the object skeleton, if one exists.
/// @see SceneUtil::Skeleton::setActive
/// 0 = Inactive, 1 = Active in place, 2 = Active
void setActive(int active);
osg::Group* getOrCreateObjectRoot();
osg::Group* getObjectRoot();
/**
* @brief Add an effect mesh attached to a bone or the insert scene node
* @param model
* @param effectId An ID for this effect by which you can identify it later. If this is not wanted, set to -1.
* @param loop Loop the effect. If false, it is removed automatically after it finishes playing. If true,
* you need to remove it manually using removeEffect when the effect should end.
* @param bonename Bone to attach to, or empty string to use the scene node instead
* @param texture override the texture specified in the model's materials - if empty, do not override
* @note Will not add an effect twice.
*/
void addEffect(std::string_view model, std::string_view effectId, bool loop = false,
std::string_view bonename = {}, std::string_view texture = {});
void removeEffect(std::string_view effectId);
void removeEffects();
std::vector<std::string_view> getLoopingEffects() const;
// Add a spell casting glow to an object. From measuring video taken from the original engine,
// the glow seems to be about 1.5 seconds except for telekinesis, which is 1 second.
void addSpellCastGlow(const osg::Vec4f& color, float glowDuration = 1.5);
virtual void updatePtr(const MWWorld::Ptr& ptr);
bool hasAnimation(std::string_view anim) const;
bool isLoopingAnimation(std::string_view group) const;
// 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 osg::Vec3f& accum);
/** Plays an animation.
* Creates or updates AnimationStates to represent and manage animation playback.
* \param groupname Name of the animation group to play.
* \param priority Priority of the animation. The animation will play on
* bone groups that don't have another animation set of a
* higher priority.
* \param blendMask Bone groups to play the animation on.
* \param autodisable Automatically disable the animation when it stops
* playing.
* \param speedmult Speed multiplier for the animation.
* \param start Key marker from which to start.
* \param stop Key marker to stop at.
* \param startpoint How far in between the two markers to start. 0 starts
* at the start marker, 1 starts at the stop marker.
* \param loops How many times to loop the animation. This will use the
* "loop start" and "loop stop" markers if they exist,
* otherwise it may fall back to "start" and "stop", but only if
* the \a loopFallback parameter is true.
* \param loopFallback Allow looping an animation that has no loop keys, i.e. fall back to use
* the "start" and "stop" keys for looping?
*/
void play(std::string_view groupname, const AnimPriority& priority, int blendMask, bool autodisable,
float speedmult, std::string_view start, std::string_view stop, float startpoint, uint32_t loops,
bool loopfallback = false);
/** Adjust the speed multiplier of an already playing animation.
*/
void adjustSpeedMult(const std::string& groupname, float speedmult);
/** Returns true if the named animation group is playing. */
bool isPlaying(std::string_view groupname) const;
/// Returns true if no important animations are currently playing on the upper body.
bool upperBodyReady() const;
/** Gets info about the given animation group.
* \param groupname Animation group to check.
* \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc.
* \param speedmult Stores the animation speed multiplier
* \return True if the animation is active, false otherwise.
*/
bool getInfo(std::string_view groupname, float* complete = nullptr, float* speedmult = nullptr,
size_t* loopcount = nullptr) const;
/// Returns the group name of the animation currently active on that bone group.
std::string_view getActiveGroup(BoneGroup boneGroup) const;
/// Get the absolute position in the animation track of the first text key with the given group.
float getStartTime(const std::string& groupname) const;
/// Get the absolute position in the animation track of the text key
float getTextKeyTime(std::string_view textKey) const;
/// Get the current absolute position in the animation track for the animation that is currently playing from
/// the given group.
float getCurrentTime(std::string_view groupname) const;
/** Disables the specified animation group;
* \param groupname Animation group to disable.
*/
void disable(std::string_view groupname);
/** Retrieves the velocity (in units per second) that the animation will move. */
float getVelocity(std::string_view groupname) const;
virtual osg::Vec3f runAnimation(float duration);
void setLoopingEnabled(std::string_view groupname, bool enabled);
/// This is typically called as part of runAnimation, but may be called manually if needed.
void updateEffects();
/// Return a node with the specified name, or nullptr if not existing.
/// @note The matching is case-insensitive.
const osg::Node* getNode(std::string_view name) const;
MWWorld::MovementDirectionFlags getSupportedMovementDirections(
std::span<const std::string_view> prefixes) const;
bool getPlayScriptedOnly() const { return mPlayScriptedOnly; }
void setPlayScriptedOnly(bool playScriptedOnly) { mPlayScriptedOnly = playScriptedOnly; }
virtual bool useShieldAnimations() const { return false; }
virtual bool getWeaponsShown() const { return false; }
virtual void showWeapons(bool showWeapon) {}
virtual bool getCarriedLeftShown() const { return false; }
virtual void showCarriedLeft(bool show) {}
virtual void setWeaponGroup(const std::string& group, bool relativeDuration) {}
virtual void setVampire(bool vampire) {}
/// A value < 1 makes the animation translucent, 1.f = fully opaque
void setAlpha(float alpha);
virtual void setPitchFactor(float factor) {}
virtual void attachArrow() {}
virtual void detachArrow() {}
virtual void releaseArrow(float attackStrength) {}
virtual void enableHeadAnimation(bool enable) {}
// TODO: move outside of this class
/// Makes this object glow, by placing a Light in its center.
/// @param effect Controls the radius and intensity of the light.
virtual void setLightEffect(float effect);
virtual void setHeadPitch(float pitchRadians);
virtual void setHeadYaw(float yawRadians);
virtual float getHeadPitch() const;
virtual float getHeadYaw() const;
virtual void setUpperBodyYawRadians(float v) { mUpperBodyYawRadians = v; }
virtual void setLegsYawRadians(float v) { mLegsYawRadians = v; }
virtual float getUpperBodyYawRadians() const { return mUpperBodyYawRadians; }
virtual float getLegsYawRadians() const { return mLegsYawRadians; }
virtual void setBodyPitchRadians(float v) { mBodyPitchRadians = v; }
virtual float getBodyPitchRadians() const { return mBodyPitchRadians; }
virtual void setAccurateAiming(bool enabled) {}
virtual bool canBeHarvested() const { return false; }
virtual void removeFromScene();
private:
Animation(const Animation&);
void operator=(Animation&);
};
class ObjectAnimation : public Animation
{
public:
ObjectAnimation(const MWWorld::Ptr& ptr, const std::string& model, Resource::ResourceSystem* resourceSystem,
bool animated, bool allowLight);
bool canBeHarvested() const override;
};
class UpdateVfxCallback : public SceneUtil::NodeCallback<UpdateVfxCallback>
{
public:
UpdateVfxCallback(EffectParams& params)
: mFinished(false)
, mParams(params)
, mStartingTime(0)
{
}
bool mFinished;
EffectParams mParams;
void operator()(osg::Node* node, osg::NodeVisitor* nv);
private:
double mStartingTime;
};
}
#endif