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OpenMW/apps/openmw/mwrender/actors.hpp

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#ifndef _GAME_RENDER_ACTORS_H
#define _GAME_RENDER_ACTORS_H
#include <openengine/ogre/renderer.hpp>
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namespace MWWorld
{
class Ptr;
class CellStore;
class InventoryStore;
}
namespace MWRender
{
class Animation;
class Actors
{
typedef std::map<MWWorld::CellStore*,Ogre::SceneNode*> CellSceneNodeMap;
typedef std::map<MWWorld::Ptr,Animation*> PtrAnimationMap;
OEngine::Render::OgreRenderer &mRend;
Ogre::SceneNode* mMwRoot;
CellSceneNodeMap mCellSceneNodes;
PtrAnimationMap mAllActors;
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public:
Actors(OEngine::Render::OgreRenderer& _rend): mRend(_rend) {}
~Actors();
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void setMwRoot(Ogre::SceneNode* root);
void insertBegin (const MWWorld::Ptr& ptr);
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void insertNPC(const MWWorld::Ptr& ptr, MWWorld::InventoryStore& inv);
void insertCreature (const MWWorld::Ptr& ptr);
void insertActivator (const MWWorld::Ptr& ptr);
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bool deleteObject (const MWWorld::Ptr& ptr);
///< \return found?
void removeCell(MWWorld::CellStore* store);
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void update (float duration);
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/// Updates containing cell for object rendering data
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void updateObjectCell(const MWWorld::Ptr &ptr);
Animation* getAnimation(const MWWorld::Ptr &ptr);
};
}
#endif