#include "animation.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority #include "vismask.hpp" #include "util.hpp" #include "rotatecontroller.hpp" namespace { /// Removes all particle systems and related nodes in a subgraph. class RemoveParticlesVisitor : public osg::NodeVisitor { public: RemoveParticlesVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void apply(osg::Node &node) override { if (dynamic_cast(&node)) mToRemove.emplace_back(&node); traverse(node); } void apply(osg::Drawable& drw) override { if (osgParticle::ParticleSystem* partsys = dynamic_cast(&drw)) mToRemove.emplace_back(partsys); } void remove() { for (osg::Node* node : mToRemove) { // FIXME: a Drawable might have more than one parent if (node->getNumParents()) node->getParent(0)->removeChild(node); } mToRemove.clear(); } private: std::vector > mToRemove; }; class DayNightCallback : public osg::NodeCallback { public: DayNightCallback() : mCurrentState(0) { } void operator()(osg::Node* node, osg::NodeVisitor* nv) override { unsigned int state = MWBase::Environment::get().getWorld()->getNightDayMode(); const unsigned int newState = node->asGroup()->getNumChildren() > state ? state : 0; if (newState != mCurrentState) { mCurrentState = newState; node->asSwitch()->setSingleChildOn(mCurrentState); } traverse(node, nv); } private: unsigned int mCurrentState; }; class AddSwitchCallbacksVisitor : public osg::NodeVisitor { public: AddSwitchCallbacksVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void apply(osg::Switch &switchNode) override { if (switchNode.getName() == Constants::NightDayLabel) switchNode.addUpdateCallback(new DayNightCallback()); traverse(switchNode); } }; class HarvestVisitor : public osg::NodeVisitor { public: HarvestVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void apply(osg::Switch& node) override { if (node.getName() == Constants::HerbalismLabel) { node.setSingleChildOn(1); } traverse(node); } }; float calcAnimVelocity(const SceneUtil::TextKeyMap& keys, SceneUtil::KeyframeController *nonaccumctrl, const osg::Vec3f& accum, const std::string &groupname) { const std::string start = groupname+": start"; const std::string loopstart = groupname+": loop start"; const std::string loopstop = groupname+": loop stop"; const std::string stop = groupname+": stop"; float starttime = std::numeric_limits::max(); float stoptime = 0.0f; // Pick the last Loop Stop key and the last Loop Start key. // This is required because of broken text keys in AshVampire.nif. // It has *two* WalkForward: Loop Stop keys at different times, the first one is used for stopping playback // but the animation velocity calculation uses the second one. // As result the animation velocity calculation is not correct, and this incorrect velocity must be replicated, // because otherwise the Creature's Speed (dagoth uthol) would not be sufficient to move fast enough. auto keyiter = keys.rbegin(); while(keyiter != keys.rend()) { if(keyiter->second == start || keyiter->second == loopstart) { starttime = keyiter->first; break; } ++keyiter; } keyiter = keys.rbegin(); while(keyiter != keys.rend()) { if (keyiter->second == stop) stoptime = keyiter->first; else if (keyiter->second == loopstop) { stoptime = keyiter->first; break; } ++keyiter; } if(stoptime > starttime) { osg::Vec3f startpos = osg::componentMultiply(nonaccumctrl->getTranslation(starttime), accum); osg::Vec3f endpos = osg::componentMultiply(nonaccumctrl->getTranslation(stoptime), accum); return (startpos-endpos).length() / (stoptime - starttime); } return 0.0f; } /// @brief Base class for visitors that remove nodes from a scene graph. /// Subclasses need to fill the mToRemove vector. /// To use, node->accept(removeVisitor); removeVisitor.remove(); class RemoveVisitor : public osg::NodeVisitor { public: RemoveVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void remove() { for (RemoveVec::iterator it = mToRemove.begin(); it != mToRemove.end(); ++it) { if (!it->second->removeChild(it->first)) Log(Debug::Error) << "Error removing " << it->first->getName(); } } protected: // typedef std::vector > RemoveVec; std::vector > mToRemove; }; class GetExtendedBonesVisitor : public osg::NodeVisitor { public: GetExtendedBonesVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void apply(osg::Node& node) override { if (SceneUtil::hasUserDescription(&node, "CustomBone")) { mFoundBones.emplace_back(&node, node.getParent(0)); return; } traverse(node); } std::vector > mFoundBones; }; class RemoveFinishedCallbackVisitor : public RemoveVisitor { public: bool mHasMagicEffects; RemoveFinishedCallbackVisitor() : RemoveVisitor() , mHasMagicEffects(false) { } void apply(osg::Node &node) override { traverse(node); } void apply(osg::Group &group) override { traverse(group); osg::Callback* callback = group.getUpdateCallback(); if (callback) { // We should remove empty transformation nodes and finished callbacks here MWRender::UpdateVfxCallback* vfxCallback = dynamic_cast(callback); if (vfxCallback) { if (vfxCallback->mFinished) mToRemove.emplace_back(group.asNode(), group.getParent(0)); else mHasMagicEffects = true; } } } void apply(osg::MatrixTransform &node) override { traverse(node); } void apply(osg::Geometry&) override { } }; class RemoveCallbackVisitor : public RemoveVisitor { public: bool mHasMagicEffects; RemoveCallbackVisitor() : RemoveVisitor() , mHasMagicEffects(false) , mEffectId(-1) { } RemoveCallbackVisitor(int effectId) : RemoveVisitor() , mHasMagicEffects(false) , mEffectId(effectId) { } void apply(osg::Node &node) override { traverse(node); } void apply(osg::Group &group) override { traverse(group); osg::Callback* callback = group.getUpdateCallback(); if (callback) { MWRender::UpdateVfxCallback* vfxCallback = dynamic_cast(callback); if (vfxCallback) { bool toRemove = mEffectId < 0 || vfxCallback->mParams.mEffectId == mEffectId; if (toRemove) mToRemove.emplace_back(group.asNode(), group.getParent(0)); else mHasMagicEffects = true; } } } void apply(osg::MatrixTransform &node) override { traverse(node); } void apply(osg::Geometry&) override { } private: int mEffectId; }; class FindVfxCallbacksVisitor : public osg::NodeVisitor { public: std::vector mCallbacks; FindVfxCallbacksVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) , mEffectId(-1) { } FindVfxCallbacksVisitor(int effectId) : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) , mEffectId(effectId) { } void apply(osg::Node &node) override { traverse(node); } void apply(osg::Group &group) override { osg::Callback* callback = group.getUpdateCallback(); if (callback) { MWRender::UpdateVfxCallback* vfxCallback = dynamic_cast(callback); if (vfxCallback) { if (mEffectId < 0 || vfxCallback->mParams.mEffectId == mEffectId) { mCallbacks.push_back(vfxCallback); } } } traverse(group); } void apply(osg::MatrixTransform &node) override { traverse(node); } void apply(osg::Geometry&) override { } private: int mEffectId; }; // Removes all drawables from a graph. class CleanObjectRootVisitor : public RemoveVisitor { public: void apply(osg::Drawable& drw) override { applyDrawable(drw); } void apply(osg::Group& node) override { applyNode(node); } void apply(osg::MatrixTransform& node) override { applyNode(node); } void apply(osg::Node& node) override { applyNode(node); } void applyNode(osg::Node& node) { if (node.getStateSet()) node.setStateSet(nullptr); if (node.getNodeMask() == 0x1 && node.getNumParents() == 1) mToRemove.emplace_back(&node, node.getParent(0)); else traverse(node); } void applyDrawable(osg::Node& node) { osg::NodePath::iterator parent = getNodePath().end()-2; // We know that the parent is a Group because only Groups can have children. osg::Group* parentGroup = static_cast(*parent); // Try to prune nodes that would be empty after the removal if (parent != getNodePath().begin()) { // This could be extended to remove the parent's parent, and so on if they are empty as well. // But for NIF files, there won't be a benefit since only TriShapes can be set to STATIC dataVariance. osg::Group* parentParent = static_cast(*(parent - 1)); if (parentGroup->getNumChildren() == 1 && parentGroup->getDataVariance() == osg::Object::STATIC) { mToRemove.emplace_back(parentGroup, parentParent); return; } } mToRemove.emplace_back(&node, parentGroup); } }; class RemoveTriBipVisitor : public RemoveVisitor { public: void apply(osg::Drawable& drw) override { applyImpl(drw); } void apply(osg::Group& node) override { traverse(node); } void apply(osg::MatrixTransform& node) override { traverse(node); } void applyImpl(osg::Node& node) { const std::string toFind = "tri bip"; if (Misc::StringUtils::ciCompareLen(node.getName(), toFind, toFind.size()) == 0) { osg::Group* parent = static_cast(*(getNodePath().end()-2)); // Not safe to remove in apply(), since the visitor is still iterating the child list mToRemove.emplace_back(&node, parent); } } }; } namespace MWRender { class TransparencyUpdater : public SceneUtil::StateSetUpdater { public: TransparencyUpdater(const float alpha) : mAlpha(alpha) { } void setAlpha(const float alpha) { mAlpha = alpha; } void setLightSource(const osg::ref_ptr& lightSource) { mLightSource = lightSource; } protected: void setDefaults(osg::StateSet* stateset) override { osg::BlendFunc* blendfunc (new osg::BlendFunc); stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset->setRenderBinMode(osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); // FIXME: overriding diffuse/ambient/emissive colors osg::Material* material = new osg::Material; material->setColorMode(osg::Material::OFF); material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,mAlpha)); material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1)); stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->addUniform(new osg::Uniform("colorMode", 0), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/) override { osg::Material* material = static_cast(stateset->getAttribute(osg::StateAttribute::MATERIAL)); material->setAlpha(osg::Material::FRONT_AND_BACK, mAlpha); if (mLightSource) mLightSource->setActorFade(mAlpha); } private: float mAlpha; osg::ref_ptr mLightSource; }; struct Animation::AnimSource { osg::ref_ptr mKeyframes; typedef std::map > ControllerMap; ControllerMap mControllerMap[Animation::sNumBlendMasks]; const SceneUtil::TextKeyMap& getTextKeys() const; }; void UpdateVfxCallback::operator()(osg::Node* node, osg::NodeVisitor* nv) { traverse(node, nv); if (mFinished) return; double newTime = nv->getFrameStamp()->getSimulationTime(); if (mStartingTime == 0) { mStartingTime = newTime; return; } double duration = newTime - mStartingTime; mStartingTime = newTime; mParams.mAnimTime->addTime(duration); if (mParams.mAnimTime->getTime() >= mParams.mMaxControllerLength) { if (mParams.mLoop) { // Start from the beginning again; carry over the remainder // Not sure if this is actually needed, the controller function might already handle loops float remainder = mParams.mAnimTime->getTime() - mParams.mMaxControllerLength; mParams.mAnimTime->resetTime(remainder); } else { // Hide effect immediately node->setNodeMask(0); mFinished = true; } } } class ResetAccumRootCallback : public osg::NodeCallback { public: void operator()(osg::Node* node, osg::NodeVisitor* nv) override { osg::MatrixTransform* transform = static_cast(node); osg::Matrix mat = transform->getMatrix(); osg::Vec3f position = mat.getTrans(); position = osg::componentMultiply(mResetAxes, position); mat.setTrans(position); transform->setMatrix(mat); traverse(node, nv); } void setAccumulate(const osg::Vec3f& accumulate) { // anything that accumulates (1.f) should be reset in the callback to (0.f) mResetAxes.x() = accumulate.x() != 0.f ? 0.f : 1.f; mResetAxes.y() = accumulate.y() != 0.f ? 0.f : 1.f; mResetAxes.z() = accumulate.z() != 0.f ? 0.f : 1.f; } private: osg::Vec3f mResetAxes; }; Animation::Animation(const MWWorld::Ptr &ptr, osg::ref_ptr parentNode, Resource::ResourceSystem* resourceSystem) : mInsert(parentNode) , mSkeleton(nullptr) , mNodeMapCreated(false) , mPtr(ptr) , mResourceSystem(resourceSystem) , mAccumulate(1.f, 1.f, 0.f) , mTextKeyListener(nullptr) , mHeadYawRadians(0.f) , mHeadPitchRadians(0.f) , mUpperBodyYawRadians(0.f) , mLegsYawRadians(0.f) , mBodyPitchRadians(0.f) , mHasMagicEffects(false) , mAlpha(1.f) { for(size_t i = 0;i < sNumBlendMasks;i++) mAnimationTimePtr[i].reset(new AnimationTime); mLightListCallback = new SceneUtil::LightListCallback; } Animation::~Animation() { Animation::setLightEffect(0.f); if (mObjectRoot) mInsert->removeChild(mObjectRoot); } MWWorld::ConstPtr Animation::getPtr() const { return mPtr; } MWWorld::Ptr Animation::getPtr() { return mPtr; } void Animation::setActive(int active) { if (mSkeleton) mSkeleton->setActive(static_cast(active)); } void Animation::updatePtr(const MWWorld::Ptr &ptr) { mPtr = ptr; } void Animation::setAccumulation(const osg::Vec3f& accum) { mAccumulate = accum; if (mResetAccumRootCallback) mResetAccumRootCallback->setAccumulate(mAccumulate); } size_t Animation::detectBlendMask(const osg::Node* node) const { static const char sBlendMaskRoots[sNumBlendMasks][32] = { "", /* Lower body / character root */ "Bip01 Spine1", /* Torso */ "Bip01 L Clavicle", /* Left arm */ "Bip01 R Clavicle", /* Right arm */ }; while(node != mObjectRoot) { const std::string &name = node->getName(); for(size_t i = 1;i < sNumBlendMasks;i++) { if(name == sBlendMaskRoots[i]) return i; } assert(node->getNumParents() > 0); node = node->getParent(0); } return 0; } const SceneUtil::TextKeyMap &Animation::AnimSource::getTextKeys() const { return mKeyframes->mTextKeys; } void Animation::loadAllAnimationsInFolder(const std::string &model, const std::string &baseModel) { const std::map& index = mResourceSystem->getVFS()->getIndex(); std::string animationPath = model; if (animationPath.find("meshes") == 0) { animationPath.replace(0, 6, "animations"); } animationPath.replace(animationPath.size()-3, 3, "/"); mResourceSystem->getVFS()->normalizeFilename(animationPath); std::map::const_iterator found = index.lower_bound(animationPath); while (found != index.end()) { const std::string& name = found->first; if (name.size() >= animationPath.size() && name.substr(0, animationPath.size()) == animationPath) { size_t pos = name.find_last_of('.'); if (pos != std::string::npos && name.compare(pos, name.size()-pos, ".kf") == 0) addSingleAnimSource(name, baseModel); } else break; ++found; } } void Animation::addAnimSource(const std::string &model, const std::string& baseModel) { std::string kfname = model; Misc::StringUtils::lowerCaseInPlace(kfname); if(kfname.size() > 4 && kfname.compare(kfname.size()-4, 4, ".nif") == 0) kfname.replace(kfname.size()-4, 4, ".kf"); addSingleAnimSource(kfname, baseModel); static const bool useAdditionalSources = Settings::Manager::getBool ("use additional anim sources", "Game"); if (useAdditionalSources) loadAllAnimationsInFolder(kfname, baseModel); } void Animation::addSingleAnimSource(const std::string &kfname, const std::string& baseModel) { if(!mResourceSystem->getVFS()->exists(kfname)) return; std::shared_ptr animsrc; animsrc.reset(new AnimSource); animsrc->mKeyframes = mResourceSystem->getKeyframeManager()->get(kfname); if (!animsrc->mKeyframes || animsrc->mKeyframes->mTextKeys.empty() || animsrc->mKeyframes->mKeyframeControllers.empty()) return; const NodeMap& nodeMap = getNodeMap(); for (SceneUtil::KeyframeHolder::KeyframeControllerMap::const_iterator it = animsrc->mKeyframes->mKeyframeControllers.begin(); it != animsrc->mKeyframes->mKeyframeControllers.end(); ++it) { std::string bonename = Misc::StringUtils::lowerCase(it->first); NodeMap::const_iterator found = nodeMap.find(bonename); if (found == nodeMap.end()) { Log(Debug::Warning) << "Warning: addAnimSource: can't find bone '" + bonename << "' in " << baseModel << " (referenced by " << kfname << ")"; continue; } osg::Node* node = found->second; size_t blendMask = detectBlendMask(node); // clone the controller, because each Animation needs its own ControllerSource osg::ref_ptr cloned = osg::clone(it->second.get(), osg::CopyOp::SHALLOW_COPY); cloned->setSource(mAnimationTimePtr[blendMask]); animsrc->mControllerMap[blendMask].insert(std::make_pair(bonename, cloned)); } mAnimSources.push_back(animsrc); SceneUtil::AssignControllerSourcesVisitor assignVisitor(mAnimationTimePtr[0]); mObjectRoot->accept(assignVisitor); if (!mAccumRoot) { NodeMap::const_iterator found = nodeMap.find("bip01"); if (found == nodeMap.end()) found = nodeMap.find("root bone"); if (found != nodeMap.end()) mAccumRoot = found->second; } } void Animation::clearAnimSources() { mStates.clear(); for(size_t i = 0;i < sNumBlendMasks;i++) mAnimationTimePtr[i]->setTimePtr(std::shared_ptr()); mAccumCtrl = nullptr; mAnimSources.clear(); mAnimVelocities.clear(); } bool Animation::hasAnimation(const std::string &anim) const { AnimSourceList::const_iterator iter(mAnimSources.begin()); for(;iter != mAnimSources.end();++iter) { const SceneUtil::TextKeyMap &keys = (*iter)->getTextKeys(); if (keys.hasGroupStart(anim)) return true; } return false; } float Animation::getStartTime(const std::string &groupname) const { for(AnimSourceList::const_reverse_iterator iter(mAnimSources.rbegin()); iter != mAnimSources.rend(); ++iter) { const SceneUtil::TextKeyMap &keys = (*iter)->getTextKeys(); const auto found = keys.findGroupStart(groupname); if(found != keys.end()) return found->first; } return -1.f; } float Animation::getTextKeyTime(const std::string &textKey) const { for(AnimSourceList::const_reverse_iterator iter(mAnimSources.rbegin()); iter != mAnimSources.rend(); ++iter) { const SceneUtil::TextKeyMap &keys = (*iter)->getTextKeys(); for(auto iterKey = keys.begin(); iterKey != keys.end(); ++iterKey) { if(iterKey->second.compare(0, textKey.size(), textKey) == 0) return iterKey->first; } } return -1.f; } void Animation::handleTextKey(AnimState &state, const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) { const std::string &evt = key->second; size_t off = groupname.size()+2; size_t len = evt.size() - off; if(evt.compare(0, groupname.size(), groupname) == 0 && evt.compare(groupname.size(), 2, ": ") == 0) { if(evt.compare(off, len, "loop start") == 0) state.mLoopStartTime = key->first; else if(evt.compare(off, len, "loop stop") == 0) state.mLoopStopTime = key->first; } if (mTextKeyListener) { try { mTextKeyListener->handleTextKey(groupname, key, map); } catch (std::exception& e) { Log(Debug::Error) << "Error handling text key " << evt << ": " << e.what(); } } } void Animation::play(const std::string &groupname, const AnimPriority& priority, int blendMask, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback) { if(!mObjectRoot || mAnimSources.empty()) return; if(groupname.empty()) { resetActiveGroups(); return; } AnimStateMap::iterator stateiter = mStates.begin(); while(stateiter != mStates.end()) { if(stateiter->second.mPriority == priority) mStates.erase(stateiter++); else ++stateiter; } stateiter = mStates.find(groupname); if(stateiter != mStates.end()) { stateiter->second.mPriority = priority; resetActiveGroups(); return; } /* Look in reverse; last-inserted source has priority. */ AnimState state; AnimSourceList::reverse_iterator iter(mAnimSources.rbegin()); for(;iter != mAnimSources.rend();++iter) { const SceneUtil::TextKeyMap &textkeys = (*iter)->getTextKeys(); if(reset(state, textkeys, groupname, start, stop, startpoint, loopfallback)) { state.mSource = *iter; state.mSpeedMult = speedmult; state.mLoopCount = loops; state.mPlaying = (state.getTime() < state.mStopTime); state.mPriority = priority; state.mBlendMask = blendMask; state.mAutoDisable = autodisable; mStates[groupname] = state; if (state.mPlaying) { auto textkey = textkeys.lowerBound(state.getTime()); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, groupname, textkey, textkeys); ++textkey; } } if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0) { state.mLoopCount--; state.setTime(state.mLoopStartTime); state.mPlaying = true; if(state.getTime() >= state.mLoopStopTime) break; auto textkey = textkeys.lowerBound(state.getTime()); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, groupname, textkey, textkeys); ++textkey; } } break; } } resetActiveGroups(); } bool Animation::reset(AnimState &state, const SceneUtil::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback) { // Look for text keys in reverse. This normally wouldn't matter, but for some reason undeadwolf_2.nif has two // separate walkforward keys, and the last one is supposed to be used. auto groupend = keys.rbegin(); for(;groupend != keys.rend();++groupend) { if(groupend->second.compare(0, groupname.size(), groupname) == 0 && groupend->second.compare(groupname.size(), 2, ": ") == 0) break; } std::string starttag = groupname+": "+start; auto startkey = groupend; while(startkey != keys.rend() && startkey->second != starttag) ++startkey; if(startkey == keys.rend() && start == "loop start") { starttag = groupname+": start"; startkey = groupend; while(startkey != keys.rend() && startkey->second != starttag) ++startkey; } if(startkey == keys.rend()) return false; const std::string stoptag = groupname+": "+stop; auto stopkey = groupend; while(stopkey != keys.rend() // We have to ignore extra garbage at the end. // The Scrib's idle3 animation has "Idle3: Stop." instead of "Idle3: Stop". // Why, just why? :( && (stopkey->second.size() < stoptag.size() || stopkey->second.compare(0,stoptag.size(), stoptag) != 0)) ++stopkey; if(stopkey == keys.rend()) return false; if(startkey->first > stopkey->first) return false; state.mStartTime = startkey->first; if (loopfallback) { state.mLoopStartTime = startkey->first; state.mLoopStopTime = stopkey->first; } else { state.mLoopStartTime = startkey->first; state.mLoopStopTime = std::numeric_limits::max(); } state.mStopTime = stopkey->first; state.setTime(state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint)); // mLoopStartTime and mLoopStopTime normally get assigned when encountering these keys while playing the animation // (see handleTextKey). But if startpoint is already past these keys, or start time is == stop time, we need to assign them now. const std::string loopstarttag = groupname+": loop start"; const std::string loopstoptag = groupname+": loop stop"; auto key = groupend; for (; key != startkey && key != keys.rend(); ++key) { if (key->first > state.getTime()) continue; if (key->second == loopstarttag) state.mLoopStartTime = key->first; else if (key->second == loopstoptag) state.mLoopStopTime = key->first; } return true; } void Animation::setTextKeyListener(Animation::TextKeyListener *listener) { mTextKeyListener = listener; } const Animation::NodeMap &Animation::getNodeMap() const { if (!mNodeMapCreated && mObjectRoot) { SceneUtil::NodeMapVisitor visitor(mNodeMap); mObjectRoot->accept(visitor); mNodeMapCreated = true; } return mNodeMap; } void Animation::resetActiveGroups() { // remove all previous external controllers from the scene graph for (auto it = mActiveControllers.begin(); it != mActiveControllers.end(); ++it) { osg::Node* node = it->first; node->removeUpdateCallback(it->second); // Should be no longer needed with OSG 3.4 it->second->setNestedCallback(nullptr); } mActiveControllers.clear(); mAccumCtrl = nullptr; for(size_t blendMask = 0;blendMask < sNumBlendMasks;blendMask++) { AnimStateMap::const_iterator active = mStates.end(); AnimStateMap::const_iterator state = mStates.begin(); for(;state != mStates.end();++state) { if(!(state->second.mBlendMask&(1<second.mPriority[(BoneGroup)blendMask] < state->second.mPriority[(BoneGroup)blendMask]) active = state; } mAnimationTimePtr[blendMask]->setTimePtr(active == mStates.end() ? std::shared_ptr() : active->second.mTime); // add external controllers for the AnimSource active in this blend mask if (active != mStates.end()) { std::shared_ptr animsrc = active->second.mSource; for (AnimSource::ControllerMap::iterator it = animsrc->mControllerMap[blendMask].begin(); it != animsrc->mControllerMap[blendMask].end(); ++it) { osg::ref_ptr node = getNodeMap().at(it->first); // this should not throw, we already checked for the node existing in addAnimSource node->addUpdateCallback(it->second); mActiveControllers.emplace_back(node, it->second); if (blendMask == 0 && node == mAccumRoot) { mAccumCtrl = it->second; // make sure reset is last in the chain of callbacks if (!mResetAccumRootCallback) { mResetAccumRootCallback = new ResetAccumRootCallback; mResetAccumRootCallback->setAccumulate(mAccumulate); } mAccumRoot->addUpdateCallback(mResetAccumRootCallback); mActiveControllers.emplace_back(mAccumRoot, mResetAccumRootCallback); } } } } addControllers(); } void Animation::adjustSpeedMult(const std::string &groupname, float speedmult) { AnimStateMap::iterator state(mStates.find(groupname)); if(state != mStates.end()) state->second.mSpeedMult = speedmult; } bool Animation::isPlaying(const std::string &groupname) const { AnimStateMap::const_iterator state(mStates.find(groupname)); if(state != mStates.end()) return state->second.mPlaying; return false; } bool Animation::getInfo(const std::string &groupname, float *complete, float *speedmult) const { AnimStateMap::const_iterator iter = mStates.find(groupname); if(iter == mStates.end()) { if(complete) *complete = 0.0f; if(speedmult) *speedmult = 0.0f; return false; } if(complete) { if(iter->second.mStopTime > iter->second.mStartTime) *complete = (iter->second.getTime() - iter->second.mStartTime) / (iter->second.mStopTime - iter->second.mStartTime); else *complete = (iter->second.mPlaying ? 0.0f : 1.0f); } if(speedmult) *speedmult = iter->second.mSpeedMult; return true; } float Animation::getCurrentTime(const std::string &groupname) const { AnimStateMap::const_iterator iter = mStates.find(groupname); if(iter == mStates.end()) return -1.f; return iter->second.getTime(); } size_t Animation::getCurrentLoopCount(const std::string& groupname) const { AnimStateMap::const_iterator iter = mStates.find(groupname); if(iter == mStates.end()) return 0; return iter->second.mLoopCount; } void Animation::disable(const std::string &groupname) { AnimStateMap::iterator iter = mStates.find(groupname); if(iter != mStates.end()) mStates.erase(iter); resetActiveGroups(); } float Animation::getVelocity(const std::string &groupname) const { if (!mAccumRoot) return 0.0f; std::map::const_iterator found = mAnimVelocities.find(groupname); if (found != mAnimVelocities.end()) return found->second; // Look in reverse; last-inserted source has priority. AnimSourceList::const_reverse_iterator animsrc(mAnimSources.rbegin()); for(;animsrc != mAnimSources.rend();++animsrc) { const SceneUtil::TextKeyMap &keys = (*animsrc)->getTextKeys(); if (keys.hasGroupStart(groupname)) break; } if(animsrc == mAnimSources.rend()) return 0.0f; float velocity = 0.0f; const SceneUtil::TextKeyMap &keys = (*animsrc)->getTextKeys(); const AnimSource::ControllerMap& ctrls = (*animsrc)->mControllerMap[0]; for (AnimSource::ControllerMap::const_iterator it = ctrls.begin(); it != ctrls.end(); ++it) { if (Misc::StringUtils::ciEqual(it->first, mAccumRoot->getName())) { velocity = calcAnimVelocity(keys, it->second, mAccumulate, groupname); break; } } // If there's no velocity, keep looking if(!(velocity > 1.0f)) { AnimSourceList::const_reverse_iterator animiter = mAnimSources.rbegin(); while(*animiter != *animsrc) ++animiter; while(!(velocity > 1.0f) && ++animiter != mAnimSources.rend()) { const SceneUtil::TextKeyMap &keys2 = (*animiter)->getTextKeys(); const AnimSource::ControllerMap& ctrls2 = (*animiter)->mControllerMap[0]; for (AnimSource::ControllerMap::const_iterator it = ctrls2.begin(); it != ctrls2.end(); ++it) { if (Misc::StringUtils::ciEqual(it->first, mAccumRoot->getName())) { velocity = calcAnimVelocity(keys2, it->second, mAccumulate, groupname); break; } } } } mAnimVelocities.insert(std::make_pair(groupname, velocity)); return velocity; } void Animation::updatePosition(float oldtime, float newtime, osg::Vec3f& position) { // Get the difference from the last update, and move the position osg::Vec3f off = osg::componentMultiply(mAccumCtrl->getTranslation(newtime), mAccumulate); position += off - osg::componentMultiply(mAccumCtrl->getTranslation(oldtime), mAccumulate); } osg::Vec3f Animation::runAnimation(float duration) { // If we have scripted animations, play only them bool hasScriptedAnims = false; for (AnimStateMap::iterator stateiter = mStates.begin(); stateiter != mStates.end(); stateiter++) { if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Persistent)) && stateiter->second.mPlaying) { hasScriptedAnims = true; break; } } osg::Vec3f movement(0.f, 0.f, 0.f); AnimStateMap::iterator stateiter = mStates.begin(); while(stateiter != mStates.end()) { AnimState &state = stateiter->second; if (hasScriptedAnims && !state.mPriority.contains(int(MWMechanics::Priority_Persistent))) { ++stateiter; continue; } const SceneUtil::TextKeyMap &textkeys = state.mSource->getTextKeys(); auto textkey = textkeys.upperBound(state.getTime()); float timepassed = duration * state.mSpeedMult; while(state.mPlaying) { if (!state.shouldLoop()) { float targetTime = state.getTime() + timepassed; if(textkey == textkeys.end() || textkey->first > targetTime) { if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr()) updatePosition(state.getTime(), targetTime, movement); state.setTime(std::min(targetTime, state.mStopTime)); } else { if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr()) updatePosition(state.getTime(), textkey->first, movement); state.setTime(textkey->first); } state.mPlaying = (state.getTime() < state.mStopTime); timepassed = targetTime - state.getTime(); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, stateiter->first, textkey, textkeys); ++textkey; } } if(state.shouldLoop()) { state.mLoopCount--; state.setTime(state.mLoopStartTime); state.mPlaying = true; textkey = textkeys.lowerBound(state.getTime()); while(textkey != textkeys.end() && textkey->first <= state.getTime()) { handleTextKey(state, stateiter->first, textkey, textkeys); ++textkey; } if(state.getTime() >= state.mLoopStopTime) break; } if(timepassed <= 0.0f) break; } if(!state.mPlaying && state.mAutoDisable) { mStates.erase(stateiter++); resetActiveGroups(); } else ++stateiter; } updateEffects(); const float epsilon = 0.001f; float yawOffset = 0; if (mRootController) { bool enable = std::abs(mLegsYawRadians) > epsilon || std::abs(mBodyPitchRadians) > epsilon; mRootController->setEnabled(enable); if (enable) { mRootController->setRotate(osg::Quat(mLegsYawRadians, osg::Vec3f(0,0,1)) * osg::Quat(mBodyPitchRadians, osg::Vec3f(1,0,0))); yawOffset = mLegsYawRadians; } } if (mSpineController) { float yaw = mUpperBodyYawRadians - yawOffset; bool enable = std::abs(yaw) > epsilon; mSpineController->setEnabled(enable); if (enable) { mSpineController->setRotate(osg::Quat(yaw, osg::Vec3f(0,0,1))); yawOffset = mUpperBodyYawRadians; } } if (mHeadController) { float yaw = mHeadYawRadians - yawOffset; bool enable = (std::abs(mHeadPitchRadians) > epsilon || std::abs(yaw) > epsilon); mHeadController->setEnabled(enable); if (enable) mHeadController->setRotate(osg::Quat(mHeadPitchRadians, osg::Vec3f(1,0,0)) * osg::Quat(yaw, osg::Vec3f(0,0,1))); } // Scripted animations should not cause movement if (hasScriptedAnims) return osg::Vec3f(0, 0, 0); return movement; } void Animation::setLoopingEnabled(const std::string &groupname, bool enabled) { AnimStateMap::iterator state(mStates.find(groupname)); if(state != mStates.end()) state->second.mLoopingEnabled = enabled; } void loadBonesFromFile(osg::ref_ptr& baseNode, const std::string &model, Resource::ResourceSystem* resourceSystem) { const osg::Node* node = resourceSystem->getSceneManager()->getTemplate(model).get(); osg::ref_ptr sheathSkeleton (const_cast(node)); // const-trickery required because there is no const version of NodeVisitor GetExtendedBonesVisitor getBonesVisitor; sheathSkeleton->accept(getBonesVisitor); for (auto& nodePair : getBonesVisitor.mFoundBones) { SceneUtil::FindByNameVisitor findVisitor (nodePair.second->getName()); baseNode->accept(findVisitor); osg::Group* sheathParent = findVisitor.mFoundNode; if (sheathParent) { osg::Node* copy = static_cast(nodePair.first->clone(osg::CopyOp::DEEP_COPY_NODES)); sheathParent->addChild(copy); } } } void injectCustomBones(osg::ref_ptr& node, const std::string& model, Resource::ResourceSystem* resourceSystem) { if (model.empty()) return; const std::map& index = resourceSystem->getVFS()->getIndex(); std::string animationPath = model; if (animationPath.find("meshes") == 0) { animationPath.replace(0, 6, "animations"); } animationPath.replace(animationPath.size()-4, 4, "/"); resourceSystem->getVFS()->normalizeFilename(animationPath); std::map::const_iterator found = index.lower_bound(animationPath); while (found != index.end()) { const std::string& name = found->first; if (name.size() >= animationPath.size() && name.substr(0, animationPath.size()) == animationPath) { size_t pos = name.find_last_of('.'); if (pos != std::string::npos && name.compare(pos, name.size()-pos, ".nif") == 0) loadBonesFromFile(node, name, resourceSystem); } else break; ++found; } } osg::ref_ptr getModelInstance(Resource::ResourceSystem* resourceSystem, const std::string& model, bool baseonly, bool inject, const std::string& defaultSkeleton) { Resource::SceneManager* sceneMgr = resourceSystem->getSceneManager(); if (baseonly) { typedef std::map > Cache; static Cache cache; Cache::iterator found = cache.find(model); if (found == cache.end()) { osg::ref_ptr created = sceneMgr->getInstance(model); if (inject) { injectCustomBones(created, defaultSkeleton, resourceSystem); injectCustomBones(created, model, resourceSystem); } SceneUtil::CleanObjectRootVisitor removeDrawableVisitor; created->accept(removeDrawableVisitor); removeDrawableVisitor.remove(); cache.insert(std::make_pair(model, created)); return sceneMgr->createInstance(created); } else return sceneMgr->createInstance(found->second); } else { osg::ref_ptr created = sceneMgr->getInstance(model); if (inject) { injectCustomBones(created, defaultSkeleton, resourceSystem); injectCustomBones(created, model, resourceSystem); } return created; } } void Animation::setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature) { osg::ref_ptr previousStateset; if (mObjectRoot) { if (mLightListCallback) mObjectRoot->removeCullCallback(mLightListCallback); if (mTransparencyUpdater) mObjectRoot->removeCullCallback(mTransparencyUpdater); previousStateset = mObjectRoot->getStateSet(); mObjectRoot->getParent(0)->removeChild(mObjectRoot); } mObjectRoot = nullptr; mSkeleton = nullptr; mNodeMap.clear(); mNodeMapCreated = false; mActiveControllers.clear(); mAccumRoot = nullptr; mAccumCtrl = nullptr; static const bool useAdditionalSources = Settings::Manager::getBool ("use additional anim sources", "Game"); std::string defaultSkeleton; bool inject = false; if (useAdditionalSources && mPtr.getClass().isActor()) { if (isCreature) { MWWorld::LiveCellRef *ref = mPtr.get(); if(ref->mBase->mFlags & ESM::Creature::Bipedal) { defaultSkeleton = Settings::Manager::getString("xbaseanim", "Models"); inject = true; } } else { inject = true; MWWorld::LiveCellRef *ref = mPtr.get(); if (!ref->mBase->mModel.empty()) { // If NPC has a custom animation model attached, we should inject bones from default skeleton for given race and gender as well // Since it is a quite rare case, there should not be a noticable performance loss // Note: consider that player and werewolves have no custom animation files attached for now const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Race *race = store.get().find(ref->mBase->mRace); bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0; bool isFemale = !ref->mBase->isMale(); defaultSkeleton = SceneUtil::getActorSkeleton(false, isFemale, isBeast, false); defaultSkeleton = Misc::ResourceHelpers::correctActorModelPath(defaultSkeleton, mResourceSystem->getVFS()); } } } if (!forceskeleton) { osg::ref_ptr created = getModelInstance(mResourceSystem, model, baseonly, inject, defaultSkeleton); mInsert->addChild(created); mObjectRoot = created->asGroup(); if (!mObjectRoot) { mInsert->removeChild(created); mObjectRoot = new osg::Group; mObjectRoot->addChild(created); mInsert->addChild(mObjectRoot); } osg::ref_ptr skel = dynamic_cast(mObjectRoot.get()); if (skel) mSkeleton = skel.get(); } else { osg::ref_ptr created = getModelInstance(mResourceSystem, model, baseonly, inject, defaultSkeleton); osg::ref_ptr skel = dynamic_cast(created.get()); if (!skel) { skel = new SceneUtil::Skeleton; skel->addChild(created); } mSkeleton = skel.get(); mObjectRoot = skel; mInsert->addChild(mObjectRoot); } if (previousStateset) mObjectRoot->setStateSet(previousStateset); if (isCreature) { SceneUtil::RemoveTriBipVisitor removeTriBipVisitor; mObjectRoot->accept(removeTriBipVisitor); removeTriBipVisitor.remove(); } if (!mLightListCallback) mLightListCallback = new SceneUtil::LightListCallback; mObjectRoot->addCullCallback(mLightListCallback); if (mTransparencyUpdater) mObjectRoot->addCullCallback(mTransparencyUpdater); } osg::Group* Animation::getObjectRoot() { return mObjectRoot.get(); } osg::Group* Animation::getOrCreateObjectRoot() { if (mObjectRoot) return mObjectRoot.get(); mObjectRoot = new osg::Group; mInsert->addChild(mObjectRoot); return mObjectRoot.get(); } void Animation::addSpellCastGlow(const ESM::MagicEffect *effect, float glowDuration) { osg::Vec4f glowColor(1,1,1,1); glowColor.x() = effect->mData.mRed / 255.f; glowColor.y() = effect->mData.mGreen / 255.f; glowColor.z() = effect->mData.mBlue / 255.f; if (!mGlowUpdater || (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))) { if (mGlowUpdater && mGlowUpdater->isDone()) mObjectRoot->removeUpdateCallback(mGlowUpdater); if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater()) { mGlowUpdater->setColor(glowColor); mGlowUpdater->setDuration(glowDuration); } else mGlowUpdater = SceneUtil::addEnchantedGlow(mObjectRoot, mResourceSystem, glowColor, glowDuration); } } void Animation::addExtraLight(osg::ref_ptr parent, const ESM::Light *esmLight) { bool exterior = mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior(); mExtraLightSource = SceneUtil::addLight(parent, esmLight, Mask_ParticleSystem, Mask_Lighting, exterior); } void Animation::addEffect (const std::string& model, int effectId, bool loop, const std::string& bonename, const std::string& texture) { if (!mObjectRoot.get()) return; // Early out if we already have this effect FindVfxCallbacksVisitor visitor(effectId); mInsert->accept(visitor); for (std::vector::iterator it = visitor.mCallbacks.begin(); it != visitor.mCallbacks.end(); ++it) { UpdateVfxCallback* callback = *it; if (loop && !callback->mFinished && callback->mParams.mLoop && callback->mParams.mBoneName == bonename) return; } EffectParams params; params.mModelName = model; osg::ref_ptr parentNode; if (bonename.empty()) parentNode = mInsert; else { NodeMap::const_iterator found = getNodeMap().find(Misc::StringUtils::lowerCase(bonename)); if (found == getNodeMap().end()) throw std::runtime_error("Can't find bone " + bonename); parentNode = found->second; } osg::ref_ptr trans = new osg::PositionAttitudeTransform; if (!mPtr.getClass().isNpc()) { osg::Vec3f bounds (MWBase::Environment::get().getWorld()->getHalfExtents(mPtr) * 2.f / Constants::UnitsPerFoot); float scale = std::max({ bounds.x()/3.f, bounds.y()/3.f, bounds.z()/6.f }); trans->setScale(osg::Vec3f(scale, scale, scale)); } parentNode->addChild(trans); osg::ref_ptr node = mResourceSystem->getSceneManager()->getInstance(model, trans); node->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF); SceneUtil::FindMaxControllerLengthVisitor findMaxLengthVisitor; node->accept(findMaxLengthVisitor); // FreezeOnCull doesn't work so well with effect particles, that tend to have moving emitters SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor; node->accept(disableFreezeOnCullVisitor); node->setNodeMask(Mask_Effect); params.mMaxControllerLength = findMaxLengthVisitor.getMaxLength(); params.mLoop = loop; params.mEffectId = effectId; params.mBoneName = bonename; params.mAnimTime = std::shared_ptr(new EffectAnimationTime); trans->addUpdateCallback(new UpdateVfxCallback(params)); SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr(params.mAnimTime)); node->accept(assignVisitor); // Notify that this animation has attached magic effects mHasMagicEffects = true; overrideFirstRootTexture(texture, mResourceSystem, node); } void Animation::removeEffect(int effectId) { RemoveCallbackVisitor visitor(effectId); mInsert->accept(visitor); visitor.remove(); mHasMagicEffects = visitor.mHasMagicEffects; } void Animation::removeEffects() { removeEffect(-1); } void Animation::getLoopingEffects(std::vector &out) const { if (!mHasMagicEffects) return; FindVfxCallbacksVisitor visitor; mInsert->accept(visitor); for (std::vector::iterator it = visitor.mCallbacks.begin(); it != visitor.mCallbacks.end(); ++it) { UpdateVfxCallback* callback = *it; if (callback->mParams.mLoop && !callback->mFinished) out.push_back(callback->mParams.mEffectId); } } void Animation::updateEffects() { // We do not need to visit scene every frame. // We can use a bool flag to check in spellcasting effect found. if (!mHasMagicEffects) return; // TODO: objects without animation still will have // transformation nodes with finished callbacks RemoveFinishedCallbackVisitor visitor; mInsert->accept(visitor); visitor.remove(); mHasMagicEffects = visitor.mHasMagicEffects; } bool Animation::upperBodyReady() const { for (AnimStateMap::const_iterator stateiter = mStates.begin(); stateiter != mStates.end(); ++stateiter) { if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Hit)) || stateiter->second.mPriority.contains(int(MWMechanics::Priority_Weapon)) || stateiter->second.mPriority.contains(int(MWMechanics::Priority_Knockdown)) || stateiter->second.mPriority.contains(int(MWMechanics::Priority_Death))) return false; } return true; } const osg::Node* Animation::getNode(const std::string &name) const { std::string lowerName = Misc::StringUtils::lowerCase(name); NodeMap::const_iterator found = getNodeMap().find(lowerName); if (found == getNodeMap().end()) return nullptr; else return found->second; } void Animation::setAlpha(float alpha) { if (alpha == mAlpha) return; mAlpha = alpha; // TODO: we use it to fade actors away too, but it would be nice to have a dithering shader instead. if (alpha != 1.f) { if (mTransparencyUpdater == nullptr) { mTransparencyUpdater = new TransparencyUpdater(alpha); mTransparencyUpdater->setLightSource(mExtraLightSource); mObjectRoot->addCullCallback(mTransparencyUpdater); } else mTransparencyUpdater->setAlpha(alpha); } else { mObjectRoot->removeCullCallback(mTransparencyUpdater); mTransparencyUpdater = nullptr; } } void Animation::setLightEffect(float effect) { if (effect == 0) { if (mGlowLight) { mInsert->removeChild(mGlowLight); mGlowLight = nullptr; } } else { // 1 pt of Light magnitude corresponds to 1 foot of radius float radius = effect * std::ceil(Constants::UnitsPerFoot); // Arbitrary multiplier used to make the obvious cut-off less obvious float cutoffMult = 3; if (!mGlowLight || (radius * cutoffMult) != mGlowLight->getRadius()) { if (mGlowLight) { mInsert->removeChild(mGlowLight); mGlowLight = nullptr; } osg::ref_ptr light (new osg::Light); light->setDiffuse(osg::Vec4f(0,0,0,0)); light->setSpecular(osg::Vec4f(0,0,0,0)); light->setAmbient(osg::Vec4f(1.5f,1.5f,1.5f,1.f)); bool isExterior = mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior(); SceneUtil::configureLight(light, radius, isExterior); mGlowLight = new SceneUtil::LightSource; mGlowLight->setNodeMask(Mask_Lighting); mInsert->addChild(mGlowLight); mGlowLight->setLight(light); } mGlowLight->setRadius(radius * cutoffMult); } } void Animation::addControllers() { mHeadController = addRotateController("bip01 head"); mSpineController = addRotateController("bip01 spine1"); mRootController = addRotateController("bip01"); } RotateController* Animation::addRotateController(std::string bone) { auto iter = getNodeMap().find(bone); if (iter == getNodeMap().end()) return nullptr; osg::MatrixTransform* node = iter->second; bool foundKeyframeCtrl = false; osg::Callback* cb = node->getUpdateCallback(); while (cb) { if (dynamic_cast(cb)) { foundKeyframeCtrl = true; break; } cb = cb->getNestedCallback(); } // Without KeyframeController the orientation will not be reseted each frame, so // RotateController shouldn't be used for such nodes. if (!foundKeyframeCtrl) return nullptr; RotateController* controller = new RotateController(mObjectRoot.get()); node->addUpdateCallback(controller); mActiveControllers.emplace_back(node, controller); return controller; } void Animation::setHeadPitch(float pitchRadians) { mHeadPitchRadians = pitchRadians; } void Animation::setHeadYaw(float yawRadians) { mHeadYawRadians = yawRadians; } float Animation::getHeadPitch() const { return mHeadPitchRadians; } float Animation::getHeadYaw() const { return mHeadYawRadians; } // ------------------------------------------------------ float Animation::AnimationTime::getValue(osg::NodeVisitor*) { if (mTimePtr) return *mTimePtr; return 0.f; } float EffectAnimationTime::getValue(osg::NodeVisitor*) { return mTime; } void EffectAnimationTime::addTime(float duration) { mTime += duration; } void EffectAnimationTime::resetTime(float time) { mTime = time; } float EffectAnimationTime::getTime() const { return mTime; } // -------------------------------------------------------------------------------- ObjectAnimation::ObjectAnimation(const MWWorld::Ptr &ptr, const std::string &model, Resource::ResourceSystem* resourceSystem, bool animated, bool allowLight) : Animation(ptr, osg::ref_ptr(ptr.getRefData().getBaseNode()), resourceSystem) { if (!model.empty()) { setObjectRoot(model, false, false, false); if (animated) addAnimSource(model, model); if (!ptr.getClass().getEnchantment(ptr).empty()) mGlowUpdater = SceneUtil::addEnchantedGlow(mObjectRoot, mResourceSystem, ptr.getClass().getEnchantmentColor(ptr)); } if (ptr.getTypeName() == typeid(ESM::Light).name() && allowLight) addExtraLight(getOrCreateObjectRoot(), ptr.get()->mBase); if (!allowLight && mObjectRoot) { RemoveParticlesVisitor visitor; mObjectRoot->accept(visitor); visitor.remove(); } if (SceneUtil::hasUserDescription(mObjectRoot, Constants::NightDayLabel)) { AddSwitchCallbacksVisitor visitor; mObjectRoot->accept(visitor); } if (ptr.getRefData().getCustomData() != nullptr && canBeHarvested()) { const MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr); if (!store.hasVisibleItems()) { HarvestVisitor visitor; mObjectRoot->accept(visitor); } } } bool ObjectAnimation::canBeHarvested() const { if (mPtr.getTypeName() != typeid(ESM::Container).name()) return false; const MWWorld::LiveCellRef* ref = mPtr.get(); if (!(ref->mBase->mFlags & ESM::Container::Organic)) return false; return SceneUtil::hasUserDescription(mObjectRoot, Constants::HerbalismLabel); } Animation::AnimState::~AnimState() { } // ------------------------------ PartHolder::PartHolder(osg::ref_ptr node) : mNode(node) { } PartHolder::~PartHolder() { if (mNode.get() && !mNode->getNumParents()) Log(Debug::Verbose) << "Part \"" << mNode->getName() << "\" has no parents" ; if (mNode.get() && mNode->getNumParents()) { if (mNode->getNumParents() > 1) Log(Debug::Verbose) << "Part \"" << mNode->getName() << "\" has multiple (" << mNode->getNumParents() << ") parents"; mNode->getParent(0)->removeChild(mNode); } } }