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| CreatureWeaponAnimation (const MWWorld::Ptr &ptr, const std::string &model, Resource::ResourceSystem *resourceSystem) |
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virtual | ~CreatureWeaponAnimation () |
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virtual void | equipmentChanged () |
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virtual void | showWeapons (bool showWeapon) |
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virtual void | showCarriedLeft (bool show) |
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void | updateParts () |
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void | updatePart (PartHolderPtr &scene, int slot) |
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virtual void | attachArrow () |
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virtual void | releaseArrow (float attackStrength) |
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virtual osg::Group * | getArrowBone () |
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virtual osg::Node * | getWeaponNode () |
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virtual Resource::ResourceSystem * | getResourceSystem () |
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virtual void | showWeapon (bool show) |
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virtual void | setWeaponGroup (const std::string &group) |
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virtual void | addControllers () |
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virtual osg::Vec3f | runAnimation (float duration) |
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virtual void | setPitchFactor (float factor) |
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| ActorAnimation (const MWWorld::Ptr &ptr, osg::ref_ptr< osg::Group > parentNode, Resource::ResourceSystem *resourceSystem, bool disableListener=false) |
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virtual | ~ActorAnimation () |
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virtual void | itemAdded (const MWWorld::ConstPtr &item, int count) |
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virtual void | itemRemoved (const MWWorld::ConstPtr &item, int count) |
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void | setTextKeyListener (TextKeyListener *listener) |
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| Animation (const MWWorld::Ptr &ptr, osg::ref_ptr< osg::Group > parentNode, Resource::ResourceSystem *resourceSystem) |
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virtual | ~Animation () |
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MWWorld::ConstPtr | getPtr () const |
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void | setActive (bool active) |
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osg::Group * | getOrCreateObjectRoot () |
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osg::Group * | getObjectRoot () |
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void | addEffect (const std::string &model, int effectId, bool loop=false, const std::string &bonename="", std::string texture="") |
| Add an effect mesh attached to a bone or the insert scene node. More...
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void | removeEffect (int effectId) |
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void | getLoopingEffects (std::vector< int > &out) const |
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void | addSpellCastGlow (const ESM::MagicEffect *effect, float glowDuration=1.5) |
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virtual void | updatePtr (const MWWorld::Ptr &ptr) |
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bool | hasAnimation (const std::string &anim) const |
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void | setAccumulation (const osg::Vec3f &accum) |
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void | 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=false) |
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void | adjustSpeedMult (const std::string &groupname, float speedmult) |
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bool | isPlaying (const std::string &groupname) const |
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bool | upperBodyReady () const |
| Returns true if no important animations are currently playing on the upper body. More...
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bool | getInfo (const std::string &groupname, float *complete=NULL, float *speedmult=NULL) const |
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float | getStartTime (const std::string &groupname) const |
| Get the absolute position in the animation track of the first text key with the given group. More...
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float | getTextKeyTime (const std::string &textKey) const |
| Get the absolute position in the animation track of the text key. More...
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float | getCurrentTime (const std::string &groupname) const |
| Get the current absolute position in the animation track for the animation that is currently playing from the given group. More...
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size_t | getCurrentLoopCount (const std::string &groupname) const |
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void | disable (const std::string &groupname) |
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float | getVelocity (const std::string &groupname) const |
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void | setLoopingEnabled (const std::string &groupname, bool enabled) |
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void | updateEffects (float duration) |
| This is typically called as part of runAnimation, but may be called manually if needed. More...
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const osg::Node * | getNode (const std::string &name) const |
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virtual void | setVampire (bool vampire) |
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void | setAlpha (float alpha) |
| A value < 1 makes the animation translucent, 1.f = fully opaque. More...
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virtual void | enableHeadAnimation (bool enable) |
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virtual void | setLightEffect (float effect) |
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virtual void | setHeadPitch (float pitchRadians) |
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virtual void | setHeadYaw (float yawRadians) |
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virtual float | getHeadPitch () const |
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virtual float | getHeadYaw () const |
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virtual void | setAccurateAiming (bool enabled) |
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| WeaponAnimation () |
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virtual | ~WeaponAnimation () |
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void | attachArrow (MWWorld::Ptr actor) |
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void | releaseArrow (MWWorld::Ptr actor, float attackStrength) |
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void | addControllers (const std::map< std::string, osg::ref_ptr< osg::MatrixTransform > > &nodes, std::multimap< osg::ref_ptr< osg::Node >, osg::ref_ptr< osg::NodeCallback > > &map, osg::Node *objectRoot) |
| Add WeaponAnimation-related controllers to nodes and store the added controllers in map. More...
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void | deleteControllers () |
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void | configureControllers (float characterPitchRadians) |
| Configure controllers, should be called every animation frame. More...
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virtual void | permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew) |
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enum | BoneGroup { BoneGroup_LowerBody = 0,
BoneGroup_Torso,
BoneGroup_LeftArm,
BoneGroup_RightArm
} |
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enum | BlendMask {
BlendMask_LowerBody = 1<<0,
BlendMask_Torso = 1<<1,
BlendMask_LeftArm = 1<<2,
BlendMask_RightArm = 1<<3,
BlendMask_UpperBody = BlendMask_Torso | BlendMask_LeftArm | BlendMask_RightArm,
BlendMask_All = BlendMask_LowerBody | BlendMask_UpperBody
} |
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static const size_t | sNumBlendMasks = 4 |
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typedef std::map< std::string,
AnimState > | AnimStateMap |
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typedef std::vector
< boost::shared_ptr
< AnimSource > > | AnimSourceList |
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typedef std::multimap
< osg::ref_ptr< osg::Node >
, osg::ref_ptr
< osg::NodeCallback > > | ControllerMap |
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typedef std::map< std::string,
osg::ref_ptr
< osg::MatrixTransform > > | NodeMap |
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const NodeMap & | getNodeMap () const |
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void | resetActiveGroups () |
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size_t | detectBlendMask (const osg::Node *node) const |
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void | updatePosition (float oldtime, float newtime, osg::Vec3f &position) |
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bool | reset (AnimState &state, const std::multimap< float, std::string > &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback) |
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void | handleTextKey (AnimState &state, const std::string &groupname, const std::multimap< float, std::string >::const_iterator &key, const std::multimap< float, std::string > &map) |
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void | setObjectRoot (const std::string &model, bool forceskeleton, bool baseonly, bool isCreature) |
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void | addAnimSource (const std::string &model) |
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void | addExtraLight (osg::ref_ptr< osg::Group > parent, const ESM::Light *light) |
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void | clearAnimSources () |
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osg::Vec4f | getEnchantmentColor (const MWWorld::ConstPtr &item) const |
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void | addGlow (osg::ref_ptr< osg::Node > node, osg::Vec4f glowColor, float glowDuration=-1) |
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virtual void | setRenderBin () |
| Set the render bin for this animation's object root. May be customized by subclasses. More...
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void | setControllerRotate (const osg::Quat &rotate) |
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void | setControllerEnabled (bool enabled) |
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AnimStateMap | mStates |
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AnimSourceList | mAnimSources |
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osg::ref_ptr< osg::Group > | mInsert |
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osg::ref_ptr< osg::Group > | mObjectRoot |
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SceneUtil::Skeleton * | mSkeleton |
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osg::ref_ptr< osg::Node > | mAccumRoot |
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osg::ref_ptr
< NifOsg::KeyframeController > | mAccumCtrl |
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osg::ref_ptr
< ResetAccumRootCallback > | mResetAccumRootCallback |
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ControllerMap | mActiveControllers |
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boost::shared_ptr< AnimationTime > | mAnimationTimePtr [sNumBlendMasks] |
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NodeMap | mNodeMap |
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bool | mNodeMapCreated |
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MWWorld::Ptr | mPtr |
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Resource::ResourceSystem * | mResourceSystem |
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osg::Vec3f | mAccumulate |
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std::vector< EffectParams > | mEffects |
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TextKeyListener * | mTextKeyListener |
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osg::ref_ptr< RotateController > | mHeadController |
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float | mHeadYawRadians |
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float | mHeadPitchRadians |
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osg::ref_ptr
< SceneUtil::LightSource > | mGlowLight |
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osg::ref_ptr< GlowUpdater > | mGlowUpdater |
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float | mAlpha |
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osg::ref_ptr
< SceneUtil::LightListCallback > | mLightListCallback |
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PartHolderPtr | mAmmunition |
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osg::ref_ptr< RotateController > | mSpineControllers [2] |
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float | mPitchFactor |
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