#include "creatureanimation.hpp"

#include "renderconst.hpp"

#include "../mwbase/world.hpp"

namespace MWRender
{

CreatureAnimation::~CreatureAnimation()
{
}

CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr)
  : Animation(ptr, ptr.getRefData().getBaseNode())
{
    MWWorld::LiveCellRef<ESM::Creature> *ref = mPtr.get<ESM::Creature>();

    assert (ref->mBase != NULL);
    if(!ref->mBase->mModel.empty())
    {
        std::string model = "meshes\\"+ref->mBase->mModel;

        setObjectRoot(model, false);
        setRenderProperties(mObjectRoot, RV_Actors, RQG_Main, RQG_Alpha);

        if((ref->mBase->mFlags&ESM::Creature::Biped))
            addAnimSource("meshes\\base_anim.nif");
        addAnimSource(model);
    }
}

}
