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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 <string>
namespace OEngine
{
namespace Render
{
class OgreRenderer;
}
}
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namespace MWWorld
{
class Ptr;
class CellStore;
class InventoryStore;
}
namespace MWRender
{
class Animation;
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class RenderingManager;
class Actors
{
//typedef std::map<MWWorld::CellStore*,Ogre::SceneNode*> CellSceneNodeMap;
//typedef std::map<MWWorld::Ptr,Animation*> PtrAnimationMap;
OEngine::Render::OgreRenderer &mRend;
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MWRender::RenderingManager* mRendering;
//Ogre::SceneNode* mRootNode;
//CellSceneNodeMap mCellSceneNodes;
//PtrAnimationMap mAllActors;
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void insertBegin(const MWWorld::Ptr &ptr);
public:
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Actors(OEngine::Render::OgreRenderer& _rend, MWRender::RenderingManager* rendering)
: mRend(_rend)
, mRendering(rendering)
//, mRootNode(NULL)
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{}
~Actors();
//void setRootNode(Ogre::SceneNode* root);
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void insertNPC(const MWWorld::Ptr& ptr);
void insertCreature (const MWWorld::Ptr& ptr, const std::string& model, bool weaponsShields);
void insertActivator (const MWWorld::Ptr& ptr, const std::string& model, bool addLight=false);
bool deleteObject (const MWWorld::Ptr& ptr);
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///< \return found?
void removeCell(MWWorld::CellStore* store);
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/// Updates containing cell for object rendering data
void updateObjectCell(const MWWorld::Ptr &old, const MWWorld::Ptr &cur);
Animation* getAnimation(const MWWorld::Ptr &ptr);
};
}
#endif