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OpenMW/apps/openmw/mwrender/weaponanimation.hpp
Bo Svensson aaf7b423d6
adds a replacement for osg::NodeCallback (#3144)
* nodecallback.hpp

* lightmanager.hpp

* lightmanager.cpp

* lightmanager.hpp

* nodecallback.hpp

* nodecallback.hpp

* [ci skip]

* lightmanager.hpp

* nodecallback.hpp

* nodecallback.hpp

* lightmanager.cpp

* lightmanager.cpp

* nodecallback.hpp

* [ci skip]

* [ci skip]

* controller.cpp

* [ci skip]

* osgacontroller.cpp

* keyframe.hpp

* controller.hpp

* keyframe.hpp

* [ci skip]

* keyframe.hpp

* animation.hpp

* [ci skip]

* weaponanimation.cpp

* nodecallback.hpp
2021-10-04 10:56:55 +02:00

75 lines
2.4 KiB
C++

#ifndef OPENMW_MWRENDER_WEAPONANIMATION_H
#define OPENMW_MWRENDER_WEAPONANIMATION_H
#include <components/sceneutil/controller.hpp>
#include "../mwworld/ptr.hpp"
#include "animation.hpp"
namespace MWRender
{
class RotateController;
class WeaponAnimationTime : public SceneUtil::ControllerSource
{
private:
Animation* mAnimation;
std::string mWeaponGroup;
float mStartTime;
bool mRelativeTime;
public:
WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0), mRelativeTime(false) {}
void setGroup(const std::string& group, bool relativeTime);
void updateStartTime();
float getValue(osg::NodeVisitor* nv) override;
};
/// Handles attach & release of projectiles for ranged weapons
class WeaponAnimation
{
public:
WeaponAnimation();
virtual ~WeaponAnimation();
/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
void attachArrow(const MWWorld::Ptr &actor);
void detachArrow(MWWorld::Ptr actor);
/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
void releaseArrow(MWWorld::Ptr actor, float attackStrength);
/// Add WeaponAnimation-related controllers to \a nodes and store the added controllers in \a map.
void addControllers(const std::map<std::string, osg::ref_ptr<osg::MatrixTransform> >& nodes,
std::vector<std::pair<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::Callback>>>& map, osg::Node* objectRoot);
void deleteControllers();
/// Configure controllers, should be called every animation frame.
void configureControllers(float characterPitchRadians);
protected:
PartHolderPtr mAmmunition;
osg::ref_ptr<RotateController> mSpineControllers[2];
void setControllerRotate(const osg::Quat& rotate);
void setControllerEnabled(bool enabled);
virtual osg::Group* getArrowBone() = 0;
virtual osg::Node* getWeaponNode() = 0;
virtual Resource::ResourceSystem* getResourceSystem() = 0;
virtual void showWeapon(bool show) = 0;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character, for ranged weapon aiming.
float mPitchFactor;
};
}
#endif