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OpenMW/apps/openmw/mwrender/mwscene.hpp

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#ifndef _GAME_RENDER_MWSCENE_H
#define _GAME_RENDER_MWSCENE_H
#include <utility>
#include <openengine/ogre/renderer.hpp>
namespace Ogre
{
class Camera;
class Viewport;
class SceneManager;
class SceneNode;
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class RaySceneQuery;
}
namespace MWWorld
{
class World;
}
namespace MWRender
{
class Player;
/// \brief 3D-scene (rendering and physics)
class MWScene
{
OEngine::Render::OgreRenderer &rend;
/// Root node for all objects added to the scene. This is rotated so
/// that the OGRE coordinate system matches that used internally in
/// Morrowind.
Ogre::SceneNode *mwRoot;
Ogre::RaySceneQuery *mRaySceneQuery;
MWRender::Player *mPlayer;
public:
MWScene (OEngine::Render::OgreRenderer &_rend);
~MWScene();
Ogre::Camera *getCamera() { return rend.getCamera(); }
Ogre::SceneNode *getRoot() { return mwRoot; }
Ogre::SceneManager *getMgr() { return rend.getScene(); }
Ogre::Viewport *getViewport() { return rend.getViewport(); }
Ogre::RaySceneQuery *getRaySceneQuery() { return mRaySceneQuery; }
MWRender::Player *getPlayer() { return mPlayer; }
/// Gets the handle of the object the player is looking at
/// pair<name, distance>
/// name is empty and distance = -1 if there is no object which
/// can be faced
std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
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/// Run physics simulation and modify \a world accordingly.
void doPhysics (float duration, MWWorld::World& world);
/// Inform phyiscs system about desired velocity vectors for actors
/// (in Morrowind coordinates).
void setMovement (const std::vector<std::string, Ogre::Vector3>& actors);
};
}
#endif