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#ifndef _GAME_RENDER_INTERIOR_H
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#define _GAME_RENDER_INTERIOR_H
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "../mwworld/physicssystem.hpp"
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#include "OgreColourValue.h"
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#include <OgreSceneNode.h>
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namespace Ogre
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{
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class SceneNode;
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}
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namespace MWWorld
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{
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class Environment;
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}
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namespace MWRender
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{
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class RenderingManager;
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/**
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This class is responsible for inserting meshes and other
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rendering objects from the given cell into the given rendering
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scene.
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*/
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class InteriorCellRender : public CellRender, private CellRenderImp
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{
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//static bool isChest;
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static bool lightConst;
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static float lightConstValue;
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static bool lightLinear;
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static int lightLinearMethod;
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static float lightLinearValue;
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static float lightLinearRadiusMult;
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static bool lightQuadratic;
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static int lightQuadraticMethod;
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static float lightQuadraticValue;
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static float lightQuadraticRadiusMult;
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static bool lightOutQuadInLin;
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ESMS::CellStore<MWWorld::RefData> &cell;
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MWWorld::Environment &mEnvironment;
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OEngine::Render::OgreRenderer& mRenderer;
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Ogre::SceneNode *mMwRoot;
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MWWorld::PhysicsSystem *mPhysics;
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/// The scene node that contains all objects belonging to this
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/// cell.
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Ogre::SceneNode *base;
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Ogre::SceneNode *insert;
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std::string mInsertMesh;
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Ogre::SceneNode *npcPart;
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// 0 normal, 1 more bright, 2 max
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int ambientMode;
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Ogre::ColourValue ambientColor;
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/// start inserting a new reference.
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virtual void insertBegin (ESM::CellRef &ref, MWWorld::RefData& refData, bool static_ = false);
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virtual void rotateMesh(Ogre::Vector3 axis, Ogre::Radian angle, std::string sceneNodeName[], int elements);
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virtual void scaleMesh(Ogre::Vector3 axis, std::string sceneNodeName[], int elements);
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/// insert a mesh related to the most recent insertBegin call.
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virtual void insertMesh(const std::string &mesh);
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virtual void insertMesh(const std::string &mesh, Ogre::Vector3 vec, Ogre::Vector3 axis, Ogre::Radian angle, std::string sceneNodeName, std::string sceneParent[], int elements);
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virtual void insertMesh(const std::string &mesh, Ogre::Vector3 vec, Ogre::Vector3 axis, Ogre::Radian angle, std::string sceneNodeName, std::string sceneParent[], int elements, bool translateFirst);
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virtual void insertObjectPhysics();
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virtual void insertActorPhysics();
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/// insert a light related to the most recent insertBegin call.
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virtual void insertLight(float r, float g, float b, float radius);
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/// finish inserting a new reference and return a handle to it.
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virtual std::string insertEnd (bool Enable);
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/// configure lighting according to cell
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void configureAmbient();
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/// configure fog according to cell
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void configureFog();
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void setAmbientMode();
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public:
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InteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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OEngine::Render::OgreRenderer& renderer, Ogre::SceneNode *mwRoot, MWWorld::PhysicsSystem *physics)
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: cell(_cell), mEnvironment (environment), mRenderer(renderer), base(NULL), insert(NULL), ambientMode (0)
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{
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mMwRoot = mwRoot;
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mPhysics = physics;
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}
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virtual ~InteriorCellRender() { destroy(); }
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/// Make the cell visible. Load the cell if necessary.
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//virtual void scaleMesh(Ogre::Vector3 axis, std::string sceneNodeName[], int elements);
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virtual void show();
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/// Remove the cell from rendering, but don't remove it from
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/// memory.
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virtual void hide();
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/// Destroy all rendering objects connected with this cell.
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virtual void destroy(); // comment by Zini: shouldn't this go into the destructor?
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/// Switch through lighting modes.
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void toggleLight();
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/// Make the reference with the given handle visible.
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virtual void enable (const std::string& handle);
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/// Make the reference with the given handle invisible.
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virtual void disable (const std::string& handle);
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/// Remove the reference with the given handle permanently from the scene.
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virtual void deleteObject (const std::string& handle);
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};
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}
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#endif
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