Handles attach & release of projectiles for ranged weapons.
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#include <weaponanimation.hpp>
Handles attach & release of projectiles for ranged weapons.
MWRender::WeaponAnimation::WeaponAnimation |
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MWRender::WeaponAnimation::~WeaponAnimation |
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virtual |
void MWRender::WeaponAnimation::addControllers |
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const std::map< std::string, osg::ref_ptr< osg::MatrixTransform > > & |
nodes, |
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std::multimap< osg::ref_ptr< osg::Node >, osg::ref_ptr< osg::NodeCallback > > & |
map, |
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osg::Node * |
objectRoot |
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) |
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Add WeaponAnimation-related controllers to nodes and store the added controllers in map.
void MWRender::WeaponAnimation::attachArrow |
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MWWorld::Ptr |
actor | ) |
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- Note
- If no weapon (or an invalid weapon) is equipped, this function is a no-op.
void MWRender::WeaponAnimation::configureControllers |
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float |
characterPitchRadians | ) |
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Configure controllers, should be called every animation frame.
void MWRender::WeaponAnimation::deleteControllers |
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virtual osg::Group* MWRender::WeaponAnimation::getArrowBone |
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protectedpure virtual |
virtual osg::Node* MWRender::WeaponAnimation::getWeaponNode |
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protectedpure virtual |
void MWRender::WeaponAnimation::releaseArrow |
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MWWorld::Ptr |
actor, |
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float |
attackStrength |
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) |
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- Note
- If no weapon (or an invalid weapon) is equipped, this function is a no-op.
void MWRender::WeaponAnimation::setControllerEnabled |
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bool |
enabled | ) |
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protected |
void MWRender::WeaponAnimation::setControllerRotate |
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const osg::Quat & |
rotate | ) |
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protected |
virtual void MWRender::WeaponAnimation::showWeapon |
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bool |
show | ) |
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protectedpure virtual |
float MWRender::WeaponAnimation::mPitchFactor |
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protected |
A relative factor (0-1) that decides if and how much the skeleton should be pitched to indicate the facing orientation of the character, for ranged weapon aiming.
The documentation for this class was generated from the following files: