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OpenMW/apps/openmw/mwrender/creatureanimation.hpp

75 lines
2.5 KiB
C++

#ifndef GAME_RENDER_CREATUREANIMATION_H
#define GAME_RENDER_CREATUREANIMATION_H
#include "actoranimation.hpp"
#include "weaponanimation.hpp"
#include "../mwworld/inventorystore.hpp"
namespace MWWorld
{
class Ptr;
}
namespace MWRender
{
class CreatureAnimation : public ActorAnimation
{
public:
CreatureAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
virtual ~CreatureAnimation() {}
};
// For creatures with weapons and shields
// Animation is already virtual anyway, so might as well make a separate class.
// Most creatures don't need weapons/shields, so this will save some memory.
class CreatureWeaponAnimation : public ActorAnimation, public WeaponAnimation, public MWWorld::InventoryStoreListener
{
public:
CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const std::string& model, Resource::ResourceSystem* resourceSystem);
virtual ~CreatureWeaponAnimation() {}
void equipmentChanged() override { updateParts(); }
bool getWeaponsShown() const override { return mShowWeapons; }
void showWeapons(bool showWeapon) override;
bool getCarriedLeftShown() const override { return mShowCarriedLeft; }
void showCarriedLeft(bool show) override;
void updateParts();
void updatePart(PartHolderPtr& scene, int slot);
void attachArrow() override;
void detachArrow() override;
void releaseArrow(float attackStrength) override;
// WeaponAnimation
osg::Group* getArrowBone() override;
osg::Node* getWeaponNode() override;
Resource::ResourceSystem* getResourceSystem() override;
void showWeapon(bool show) override { showWeapons(show); }
void setWeaponGroup(const std::string& group, bool relativeDuration) override { mWeaponAnimationTime->setGroup(group, relativeDuration); }
void addControllers() override;
osg::Vec3f runAnimation(float duration) override;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.
void setPitchFactor(float factor) override { mPitchFactor = factor; }
protected:
bool isArrowAttached() const override;
private:
PartHolderPtr mWeapon;
PartHolderPtr mShield;
bool mShowWeapons;
bool mShowCarriedLeft;
std::shared_ptr<WeaponAnimationTime> mWeaponAnimationTime;
};
}
#endif