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OpenMW/apps/openmw/mwrender/weaponanimation.hpp
scrawl 882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00

69 lines
2.2 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;
public:
WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0) {}
void setGroup(const std::string& group);
void updateStartTime();
virtual float getValue(osg::NodeVisitor* nv);
};
/// 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(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::multimap<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::NodeCallback> >& 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];
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