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())); } }
void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot) { if (!mObjectRoot) return; MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr); MWWorld::ContainerStoreIterator it = inv.getSlot(slot); if (it == inv.end()) { scene.reset(); return; } MWWorld::Ptr item = *it; std::string bonename; if (slot == MWWorld::InventoryStore::Slot_CarriedRight) bonename = "Weapon Bone"; else bonename = "Shield Bone"; osg::ref_ptr<osg::Node> node = mResourceSystem->getSceneManager()->getInstance(item.getClass().getModel(item)); osg::ref_ptr<osg::Node> attached = SceneUtil::attach(node, mObjectRoot, bonename, bonename); mResourceSystem->getSceneManager()->notifyAttached(attached); if (mSkeleton) mSkeleton->markDirty(); scene.reset(new PartHolder(attached)); if (!item.getClass().getEnchantment(item).empty()) addGlow(attached, getEnchantmentColor(item)); // Crossbows start out with a bolt attached // FIXME: code duplicated from NpcAnimation if (slot == MWWorld::InventoryStore::Slot_CarriedRight && item.getTypeName() == typeid(ESM::Weapon).name() && item.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow) { MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition); if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt) attachArrow(); else mAmmunition.reset(); } else mAmmunition.reset(); boost::shared_ptr<SceneUtil::ControllerSource> source; if (slot == MWWorld::InventoryStore::Slot_CarriedRight) source = mWeaponAnimationTime; else source.reset(new NullAnimationTime); SceneUtil::AssignControllerSourcesVisitor assignVisitor(source); attached->accept(assignVisitor); }
ObjectAnimation::ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model) : Animation(ptr, ptr.getRefData().getBaseNode()) { setObjectRoot(model, false); Ogre::Vector3 extents = getWorldBounds().getSize(); float size = std::max(std::max(extents.x, extents.y), extents.z); bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) && Settings::Manager::getBool("limit small object distance", "Viewing distance"); // do not fade out doors. that will cause holes and look stupid if(ptr.getTypeName().find("Door") != std::string::npos) small = false; float dist = small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0.0f; Ogre::Vector3 col = getEnchantmentColor(ptr); setRenderProperties(mObjectRoot, (mPtr.getTypeName() == typeid(ESM::Static).name()) ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc, RQG_Main, RQG_Alpha, dist, !ptr.getClass().getEnchantment(ptr).empty(), &col); }