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https://gitlab.com/OpenMW/openmw.git
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142 lines
4.2 KiB
C++
142 lines
4.2 KiB
C++
#include "actor.hpp"
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#include <memory>
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#include <unordered_map>
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#include <utility>
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#include <osg/Group>
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#include <osg/MatrixTransform>
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#include <osg/Node>
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#include <osg/Vec3d>
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#include <apps/opencs/model/world/actoradapter.hpp>
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#include <apps/opencs/model/world/idcollection.hpp>
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#include <apps/opencs/model/world/record.hpp>
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#include <components/esm3/loadbody.hpp>
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#include <components/esm3/mappings.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/attach.hpp>
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#include <components/sceneutil/skeleton.hpp>
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#include "../../model/world/data.hpp"
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namespace CSVRender
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{
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const std::string Actor::MeshPrefix = "meshes\\";
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Actor::Actor(const ESM::RefId& id, CSMWorld::Data& data)
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: mId(id)
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, mData(data)
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, mBaseNode(new osg::PositionAttitudeTransform())
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, mSkeleton(nullptr)
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{
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mActorData = mData.getActorAdapter()->getActorData(mId);
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connect(mData.getActorAdapter(), &CSMWorld::ActorAdapter::actorChanged, this, &Actor::handleActorChanged);
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}
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osg::Group* Actor::getBaseNode()
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{
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return mBaseNode;
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}
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void Actor::update()
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{
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mBaseNode->removeChildren(0, mBaseNode->getNumChildren());
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// Load skeleton
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VFS::Path::Normalized skeletonModel = mActorData->getSkeleton();
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skeletonModel
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= Misc::ResourceHelpers::correctActorModelPath(skeletonModel, mData.getResourceSystem()->getVFS());
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loadSkeleton(skeletonModel);
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if (!mActorData->isCreature())
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{
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// Get rid of the extra attachments
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SceneUtil::CleanObjectRootVisitor cleanVisitor;
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mSkeleton->accept(cleanVisitor);
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cleanVisitor.remove();
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// Attach parts to skeleton
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loadBodyParts();
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const osg::Vec2f& attributes = mActorData->getRaceWeightHeight();
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mBaseNode->setScale(osg::Vec3d(attributes.x(), attributes.x(), attributes.y()));
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}
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else
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{
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SceneUtil::RemoveTriBipVisitor removeTriBipVisitor;
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mSkeleton->accept(removeTriBipVisitor);
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removeTriBipVisitor.remove();
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}
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// Post setup
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mSkeleton->markDirty();
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mSkeleton->setActive(SceneUtil::Skeleton::Active);
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}
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void Actor::handleActorChanged(const ESM::RefId& refId)
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{
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if (mId == refId)
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{
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update();
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}
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}
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void Actor::loadSkeleton(const std::string& model)
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{
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auto sceneMgr = mData.getResourceSystem()->getSceneManager();
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osg::ref_ptr<osg::Node> temp = sceneMgr->getInstance(VFS::Path::toNormalized(model));
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mSkeleton = dynamic_cast<SceneUtil::Skeleton*>(temp.get());
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if (!mSkeleton)
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{
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mSkeleton = new SceneUtil::Skeleton();
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mSkeleton->addChild(temp);
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}
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mBaseNode->addChild(mSkeleton);
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// Map bone names to bones
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mNodeMap.clear();
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SceneUtil::NodeMapVisitor nmVisitor(mNodeMap);
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mSkeleton->accept(nmVisitor);
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}
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void Actor::loadBodyParts()
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{
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for (int i = 0; i < ESM::PRT_Count; ++i)
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{
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const auto type = static_cast<ESM::PartReferenceType>(i);
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attachBodyPart(type, getBodyPartMesh(mActorData->getPart(type)));
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}
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}
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void Actor::attachBodyPart(ESM::PartReferenceType type, const std::string& mesh)
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{
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auto sceneMgr = mData.getResourceSystem()->getSceneManager();
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// Attach to skeleton
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std::string boneName = ESM::getBoneName(type);
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auto node = mNodeMap.find(boneName);
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if (!mesh.empty() && node != mNodeMap.end())
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{
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auto instance = sceneMgr->getInstance(VFS::Path::toNormalized(mesh));
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SceneUtil::attach(instance, mSkeleton, boneName, node->second, sceneMgr);
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}
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}
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std::string Actor::getBodyPartMesh(const ESM::RefId& bodyPartId)
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{
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const auto& bodyParts = mData.getBodyParts();
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const int index = bodyParts.searchId(bodyPartId);
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if (index != -1 && !bodyParts.getRecord(index).isDeleted())
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return MeshPrefix + bodyParts.getRecord(index).get().mModel;
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else
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return "";
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}
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}
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