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7f9beac3a7
This PR aims to spark the retirement of a questionable pattern I have found all over our code base. I will illustrate how this pattern encourages code duplication, lacks type safety, requires documentation and can be prone to bugs. ``` std::map<std::string, Object> mMap; // Stored in all lowercase for a case-insensitive lookup std::string lowerKey = Misc::StringUtils::lowerCase(key); mMap.emplace(lowerKey, object); std::string lowerKey = Misc::StringUtils::lowerCase(key); mMap.find(lowerKey); mMap.find(key); // Not found. Oops! ``` An alternative approach produces no such issues. ``` std::unordered_map<std::string, Object, Misc::StringUtils::CiHash, Misc::StringUtils::CiEqual> mMap; mMap.emplace(key, object); mMap.find(key); ``` Of course, such an alternative will work for a `map` as well, but an `unordered_map` is generally preferable over a `map` with these changes because we have moved `lowerCase` into the comparison operator. In this PR I have refactored `Animation::mNodeMap` accordingly. I have reviewed and adapted all direct and indirect usage of `Animation::mNodeMap` to ensure we do not change behaviour with this PR.
74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
#ifndef OPENMW_MWRENDER_WEAPONANIMATION_H
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#define OPENMW_MWRENDER_WEAPONANIMATION_H
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#include <components/sceneutil/controller.hpp>
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#include "../mwworld/ptr.hpp"
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#include "animation.hpp"
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namespace MWRender
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{
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class RotateController;
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class WeaponAnimationTime : public SceneUtil::ControllerSource
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{
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private:
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Animation* mAnimation;
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std::string mWeaponGroup;
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float mStartTime;
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bool mRelativeTime;
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public:
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WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0), mRelativeTime(false) {}
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void setGroup(const std::string& group, bool relativeTime);
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void updateStartTime();
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float getValue(osg::NodeVisitor* nv) override;
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};
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/// Handles attach & release of projectiles for ranged weapons
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class WeaponAnimation
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{
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public:
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WeaponAnimation();
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virtual ~WeaponAnimation();
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/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
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void attachArrow(const MWWorld::Ptr &actor);
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void detachArrow(MWWorld::Ptr actor);
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/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
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void releaseArrow(MWWorld::Ptr actor, float attackStrength);
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/// Add WeaponAnimation-related controllers to \a nodes and store the added controllers in \a map.
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void addControllers(const Animation::NodeMap& nodes, std::vector<std::pair<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::Callback>>>& map, osg::Node* objectRoot);
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void deleteControllers();
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/// Configure controllers, should be called every animation frame.
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void configureControllers(float characterPitchRadians);
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protected:
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PartHolderPtr mAmmunition;
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osg::ref_ptr<RotateController> mSpineControllers[2];
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void setControllerRotate(const osg::Quat& rotate);
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void setControllerEnabled(bool enabled);
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virtual osg::Group* getArrowBone() = 0;
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virtual osg::Node* getWeaponNode() = 0;
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virtual Resource::ResourceSystem* getResourceSystem() = 0;
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virtual void showWeapon(bool show) = 0;
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/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
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/// to indicate the facing orientation of the character, for ranged weapon aiming.
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float mPitchFactor;
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};
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}
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#endif
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