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OpenMW/apps/openmw/mwlua/animationbindings.cpp
2024-02-13 19:30:32 +01:00

349 lines
16 KiB
C++

#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadstat.hpp>
#include <components/lua/asyncpackage.hpp>
#include <components/lua/luastate.hpp>
#include <components/lua/utilpackage.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/settings/values.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/character.hpp"
#include "../mwworld/esmstore.hpp"
#include "context.hpp"
#include "luamanagerimp.hpp"
#include "objectvariant.hpp"
#include "animationbindings.hpp"
#include <array>
namespace MWLua
{
using BlendMask = MWRender::Animation::BlendMask;
using BoneGroup = MWRender::Animation::BoneGroup;
using Priority = MWMechanics::Priority;
using AnimationPriorities = MWRender::Animation::AnimPriority;
MWWorld::Ptr getMutablePtrOrThrow(const ObjectVariant& variant)
{
if (variant.isLObject())
throw std::runtime_error("Local scripts can only modify animations of the object they are attached to.");
MWWorld::Ptr ptr = variant.ptr();
if (ptr.isEmpty())
throw std::runtime_error("Invalid object");
if (!ptr.getRefData().isEnabled())
throw std::runtime_error("Can't use a disabled object");
return ptr;
}
MWWorld::Ptr getPtrOrThrow(const ObjectVariant& variant)
{
MWWorld::Ptr ptr = variant.ptr();
if (ptr.isEmpty())
throw std::runtime_error("Invalid object");
return ptr;
}
MWRender::Animation* getMutableAnimationOrThrow(const ObjectVariant& variant)
{
MWWorld::Ptr ptr = getMutablePtrOrThrow(variant);
auto world = MWBase::Environment::get().getWorld();
MWRender::Animation* anim = world->getAnimation(ptr);
if (!anim)
throw std::runtime_error("Object has no animation");
return anim;
}
const MWRender::Animation* getConstAnimationOrThrow(const ObjectVariant& variant)
{
MWWorld::Ptr ptr = getPtrOrThrow(variant);
auto world = MWBase::Environment::get().getWorld();
const MWRender::Animation* anim = world->getAnimation(ptr);
if (!anim)
throw std::runtime_error("Object has no animation");
return anim;
}
const ESM::Static* getStatic(const sol::object& staticOrID)
{
if (staticOrID.is<ESM::Static>())
return staticOrID.as<const ESM::Static*>();
else
{
ESM::RefId id = ESM::RefId::deserializeText(LuaUtil::cast<std::string_view>(staticOrID));
return MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find(id);
}
}
std::string getStaticModelOrThrow(const sol::object& staticOrID)
{
const ESM::Static* static_ = getStatic(staticOrID);
if (!static_)
throw std::runtime_error("Invalid static");
return Misc::ResourceHelpers::correctMeshPath(static_->mModel);
}
static AnimationPriorities getPriorityArgument(const sol::table& args)
{
auto asPriorityEnum = args.get<sol::optional<Priority>>("priority");
if (asPriorityEnum)
return asPriorityEnum.value();
auto asTable = args.get<sol::optional<sol::table>>("priority");
if (asTable)
{
AnimationPriorities priorities = AnimationPriorities(Priority::Priority_Default);
for (const auto& entry : asTable.value())
{
if (!entry.first.is<BoneGroup>() || !entry.second.is<Priority>())
throw std::runtime_error("Priority table must consist of BoneGroup-Priority pairs only");
auto group = entry.first.as<BoneGroup>();
auto priority = entry.second.as<Priority>();
if (group < 0 || group >= BoneGroup::Num_BoneGroups)
throw std::runtime_error("Invalid bonegroup: " + std::to_string(group));
priorities[group] = priority;
}
return priorities;
}
return Priority::Priority_Default;
}
sol::table initAnimationPackage(const Context& context)
{
auto* lua = context.mLua;
auto mechanics = MWBase::Environment::get().getMechanicsManager();
auto world = MWBase::Environment::get().getWorld();
sol::table api(lua->sol(), sol::create);
api["PRIORITY"]
= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, MWMechanics::Priority>({
{ "Default", MWMechanics::Priority::Priority_Default },
{ "WeaponLowerBody", MWMechanics::Priority::Priority_WeaponLowerBody },
{ "SneakIdleLowerBody", MWMechanics::Priority::Priority_SneakIdleLowerBody },
{ "SwimIdle", MWMechanics::Priority::Priority_SwimIdle },
{ "Jump", MWMechanics::Priority::Priority_Jump },
{ "Movement", MWMechanics::Priority::Priority_Movement },
{ "Hit", MWMechanics::Priority::Priority_Hit },
{ "Weapon", MWMechanics::Priority::Priority_Weapon },
{ "Block", MWMechanics::Priority::Priority_Block },
{ "Knockdown", MWMechanics::Priority::Priority_Knockdown },
{ "Torch", MWMechanics::Priority::Priority_Torch },
{ "Storm", MWMechanics::Priority::Priority_Storm },
{ "Death", MWMechanics::Priority::Priority_Death },
{ "Scripted", MWMechanics::Priority::Priority_Scripted },
}));
api["BLEND_MASK"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, BlendMask>({
{ "LowerBody", BlendMask::BlendMask_LowerBody },
{ "Torso", BlendMask::BlendMask_Torso },
{ "LeftArm", BlendMask::BlendMask_LeftArm },
{ "RightArm", BlendMask::BlendMask_RightArm },
{ "UpperBody", BlendMask::BlendMask_UpperBody },
{ "All", BlendMask::BlendMask_All },
}));
api["BONE_GROUP"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, BoneGroup>({
{ "LowerBody", BoneGroup::BoneGroup_LowerBody },
{ "Torso", BoneGroup::BoneGroup_Torso },
{ "LeftArm", BoneGroup::BoneGroup_LeftArm },
{ "RightArm", BoneGroup::BoneGroup_RightArm },
}));
api["hasAnimation"] = [world](const sol::object& object) -> bool {
return world->getAnimation(getPtrOrThrow(ObjectVariant(object))) != nullptr;
};
// equivalent to MWScript's SkipAnim
api["skipAnimationThisFrame"] = [mechanics](const sol::object& object) {
MWWorld::Ptr ptr = getMutablePtrOrThrow(ObjectVariant(object));
// This sets a flag that is only used during the update pass, so
// there's no need to queue
mechanics->skipAnimation(ptr);
};
api["getTextKeyTime"] = [](const sol::object& object, std::string_view key) -> sol::optional<float> {
float time = getConstAnimationOrThrow(ObjectVariant(object))->getTextKeyTime(key);
if (time >= 0.f)
return time;
return sol::nullopt;
};
api["isPlaying"] = [](const sol::object& object, std::string_view groupname) {
return getConstAnimationOrThrow(ObjectVariant(object))->isPlaying(groupname);
};
api["getCurrentTime"] = [](const sol::object& object, std::string_view groupname) -> sol::optional<float> {
float time = getConstAnimationOrThrow(ObjectVariant(object))->getCurrentTime(groupname);
if (time >= 0.f)
return time;
return sol::nullopt;
};
api["isLoopingAnimation"] = [](const sol::object& object, std::string_view groupname) {
return getConstAnimationOrThrow(ObjectVariant(object))->isLoopingAnimation(groupname);
};
api["cancel"] = [](const sol::object& object, std::string_view groupname) {
return getMutableAnimationOrThrow(ObjectVariant(object))->disable(groupname);
};
api["setLoopingEnabled"] = [](const sol::object& object, std::string_view groupname, bool enabled) {
return getMutableAnimationOrThrow(ObjectVariant(object))->setLoopingEnabled(groupname, enabled);
};
// MWRender::Animation::getInfo can also return the current speed multiplier, but this is never used.
api["getCompletion"] = [](const sol::object& object, std::string_view groupname) -> sol::optional<float> {
float completion = 0.f;
if (getConstAnimationOrThrow(ObjectVariant(object))->getInfo(groupname, &completion))
return completion;
return sol::nullopt;
};
api["getLoopCount"] = [](const sol::object& object, std::string groupname) -> sol::optional<size_t> {
size_t loops = 0;
if (getConstAnimationOrThrow(ObjectVariant(object))->getInfo(groupname, nullptr, nullptr, &loops))
return loops;
return sol::nullopt;
};
api["getSpeed"] = [](const sol::object& object, std::string groupname) -> sol::optional<float> {
float speed = 0.f;
if (getConstAnimationOrThrow(ObjectVariant(object))->getInfo(groupname, nullptr, &speed, nullptr))
return speed;
return sol::nullopt;
};
api["setSpeed"] = [](const sol::object& object, std::string groupname, float speed) {
getMutableAnimationOrThrow(ObjectVariant(object))->adjustSpeedMult(groupname, speed);
};
api["getActiveGroup"] = [](const sol::object& object, MWRender::BoneGroup boneGroup) -> std::string_view {
return getConstAnimationOrThrow(ObjectVariant(object))->getActiveGroup(boneGroup);
};
// Clears out the animation queue, and cancel any animation currently playing from the queue
api["clearAnimationQueue"] = [mechanics](const sol::object& object, bool clearScripted) {
MWWorld::Ptr ptr = getMutablePtrOrThrow(ObjectVariant(object));
mechanics->clearAnimationQueue(ptr, clearScripted);
};
// Extended variant of MWScript's PlayGroup and LoopGroup
api["playQueued"] = sol::overload(
[mechanics](const sol::object& object, const std::string& groupname, const sol::table& options) {
uint32_t numberOfLoops = options.get_or("loops", std::numeric_limits<uint32_t>::max());
float speed = options.get_or("speed", 1.f);
std::string startKey = options.get_or<std::string>("startkey", "start");
std::string stopKey = options.get_or<std::string>("stopkey", "stop");
bool forceLoop = options.get_or("forceloop", false);
MWWorld::Ptr ptr = getMutablePtrOrThrow(ObjectVariant(object));
mechanics->playAnimationGroupLua(ptr, groupname, numberOfLoops, speed, startKey, stopKey, forceLoop);
},
[mechanics](const sol::object& object, const std::string& groupname) {
MWWorld::Ptr ptr = getMutablePtrOrThrow(ObjectVariant(object));
mechanics->playAnimationGroupLua(
ptr, groupname, std::numeric_limits<int>::max(), 1, "start", "stop", false);
});
api["playBlended"] = [](const sol::object& object, std::string_view groupname, const sol::table& options) {
uint32_t loops = options.get_or("loops", 0u);
MWRender::Animation::AnimPriority priority = getPriorityArgument(options);
BlendMask blendMask = options.get_or("blendmask", BlendMask::BlendMask_All);
bool autoDisable = options.get_or("autodisable", true);
float speed = options.get_or("speed", 1.0f);
std::string start = options.get_or<std::string>("startkey", "start");
std::string stop = options.get_or<std::string>("stopkey", "stop");
float startpoint = options.get_or("startpoint", 0.0f);
bool forceLoop = options.get_or("forceloop", false);
auto animation = getMutableAnimationOrThrow(ObjectVariant(object));
animation->play(groupname, priority, blendMask, autoDisable, speed, start, stop, startpoint, loops,
forceLoop || animation->isLoopingAnimation(groupname));
};
api["hasGroup"] = [](const sol::object& object, std::string_view groupname) -> bool {
const MWRender::Animation* anim = getConstAnimationOrThrow(ObjectVariant(object));
return anim->hasAnimation(groupname);
};
// Note: This checks the nodemap, and does not read the scene graph itself, and so should be thread safe.
api["hasBone"] = [](const sol::object& object, std::string_view bonename) -> bool {
const MWRender::Animation* anim = getConstAnimationOrThrow(ObjectVariant(object));
return anim->getNode(bonename) != nullptr;
};
api["addVfx"] = sol::overload(
[context](const sol::object& object, const sol::object& staticOrID) {
context.mLuaManager->addAction(
[object = ObjectVariant(object), model = getStaticModelOrThrow(staticOrID)] {
MWRender::Animation* anim = getMutableAnimationOrThrow(object);
anim->addEffect(model, "");
},
"addVfxAction");
},
[context](const sol::object& object, const sol::object& staticOrID, const sol::table& options) {
context.mLuaManager->addAction(
[object = ObjectVariant(object), model = getStaticModelOrThrow(staticOrID),
effectId = options.get_or<std::string>("vfxId", ""), loop = options.get_or("loop", false),
bonename = options.get_or<std::string>("bonename", ""),
particleTexture = options.get_or<std::string>("particleTextureOverride", "")] {
MWRender::Animation* anim = getMutableAnimationOrThrow(ObjectVariant(object));
anim->addEffect(model, effectId, loop, bonename, particleTexture);
},
"addVfxAction");
});
api["removeVfx"] = [context](const sol::object& object, std::string_view effectId) {
context.mLuaManager->addAction(
[object = ObjectVariant(object), effectId = std::string(effectId)] {
MWRender::Animation* anim = getMutableAnimationOrThrow(object);
anim->removeEffect(effectId);
},
"removeVfxAction");
};
api["removeAllVfx"] = [context](const sol::object& object) {
context.mLuaManager->addAction(
[object = ObjectVariant(object)] {
MWRender::Animation* anim = getMutableAnimationOrThrow(object);
anim->removeEffects();
},
"removeVfxAction");
};
return LuaUtil::makeReadOnly(api);
}
sol::table initCoreVfxBindings(const Context& context)
{
sol::state_view& lua = context.mLua->sol();
sol::table api(lua, sol::create);
auto world = MWBase::Environment::get().getWorld();
api["spawn"] = sol::overload(
[world, context](const sol::object& staticOrID, const osg::Vec3f& worldPos) {
auto model = getStaticModelOrThrow(staticOrID);
context.mLuaManager->addAction(
[world, model = std::move(model), worldPos]() { world->spawnEffect(model, "", worldPos); },
"openmw.vfx.spawn");
},
[world, context](const sol::object& staticOrID, const osg::Vec3f& worldPos, const sol::table& options) {
auto model = getStaticModelOrThrow(staticOrID);
bool magicVfx = options.get_or("mwMagicVfx", true);
std::string texture = options.get_or<std::string>("particleTextureOverride", "");
float scale = options.get_or("scale", 1.f);
context.mLuaManager->addAction(
[world, model = std::move(model), texture = std::move(texture), worldPos, scale, magicVfx]() {
world->spawnEffect(model, texture, worldPos, scale, magicVfx);
},
"openmw.vfx.spawn");
});
return api;
}
}