Example #1
0
void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slot)
{
    MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
    MWWorld::ContainerStoreIterator it = inv.getSlot(slot);

    if (it == inv.end())
    {
        scene.setNull();
        return;
    }
    MWWorld::Ptr item = *it;

    std::string bonename;
    if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
        bonename = "Weapon Bone";
    else
        bonename = "Shield Bone";

    scene = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, item.getClass().getModel(item));
    Ogre::Vector3 glowColor = getEnchantmentColor(item);

    setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
                        !item.getClass().getEnchantment(item).empty(), &glowColor);

    if(scene->mSkelBase)
    {
        Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
        if(scene->mSkelBase->isParentTagPoint())
        {
            Ogre::Node *root = scene->mSkelBase->getParentNode();
            if(skel->hasBone("BoneOffset"))
            {
                Ogre::Bone *offset = skel->getBone("BoneOffset");

                root->translate(offset->getPosition());

                // It appears that the BoneOffset rotation is completely bogus, at least for light models.
                //root->rotate(offset->getOrientation());
                root->pitch(Ogre::Degree(-90.0f));

                root->scale(offset->getScale());
                root->setInitialState();
            }
        }
        updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
    }

    // TODO:
    // type == ESM::PRT_Weapon should get an animation source based on the current offset
    // of the weapon attack animation (from its beginning, or start marker?)
    std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
    for(;ctrl != scene->mControllers.end();ctrl++)
    {
        if(ctrl->getSource().isNull())
            ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
    }
}
Example #2
0
    //-----------------------------------------------------------------------------------
    void CameraController::update( float timeSinceLast )
    {
        Ogre::Camera *camera = mGraphicsSystem->getCamera();

        if( mCameraYaw || mCameraPitch )
        {
            if( mUseSceneNode )
            {
                Ogre::Node *cameraNode = camera->getParentNode();

                // Update now as yaw needs the derived orientation.
                cameraNode->_getFullTransformUpdated();
                cameraNode->yaw( Ogre::Radian( mCameraYaw ), Ogre::Node::TS_WORLD );
                cameraNode->pitch( Ogre::Radian( mCameraPitch ) );
            }
            else
            {
                camera->yaw( Ogre::Radian( mCameraYaw ) );
                camera->pitch( Ogre::Radian( mCameraPitch ) );
            }

            mCameraYaw   = 0.0f;
            mCameraPitch = 0.0f;
        }

        int camMovementZ = mWASD[2] - mWASD[0];
        int camMovementX = mWASD[3] - mWASD[1];
        int slideUpDown = mSlideUpDown[0] - mSlideUpDown[1];

        if( camMovementZ || camMovementX || slideUpDown )
        {
            Ogre::Vector3 camMovementDir( camMovementX, slideUpDown, camMovementZ );
            camMovementDir.normalise();
            camMovementDir *= timeSinceLast * 10.0f * (1 + mSpeedMofifier * 5);

            if( mUseSceneNode )
            {
                Ogre::Node *cameraNode = camera->getParentNode();
                cameraNode->translate( camMovementDir, Ogre::Node::TS_LOCAL );
            }
            else
            {
                camera->moveRelative( camMovementDir );
            }
        }
    }
void InputListener::updateGravity(const Ogre::FrameEvent& evt)
{
  for (std::list<PhysBody>::iterator it = this->_PhysicList->begin(); it != this->_PhysicList->end(); it++)
  {
    Ogre::Node *node = this->_SceneMgr->getRootSceneNode()->getChild(it->getName());
    Worms *worm;
    worm = this->_Game->findWormByName(it->getName());

    if (!this->_CollisionMgr->isCollidedToStatic(it->getName(), CollisionManager::DOWN) && node->getPosition().y > 0 && !this->_Game->getTeleportActivated())
      {
        if (!this->_CollisionMgr->isCollidedToStatic(it->getName(), CollisionManager::DOWN))
          node->translate(0, -1 * it->getWeight() * evt.timeSinceLastFrame, 0);
        worm->fall(1);
      }
    else
      worm->fall(0);
  }
}