2011-11-24 01:48:54 -05:00
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#ifndef _GAME_RENDER_ACTORS_H
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#define _GAME_RENDER_ACTORS_H
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2011-12-11 22:40:00 -05:00
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#include "npcanimation.hpp"
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#include "creatureanimation.hpp"
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2011-12-09 03:02:09 -05:00
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2012-07-03 13:55:53 +02:00
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namespace MWWorld
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{
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class Ptr;
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class CellStore;
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}
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2011-11-24 01:48:54 -05:00
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namespace MWRender{
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class Actors{
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OEngine::Render::OgreRenderer &mRend;
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2012-07-03 13:55:53 +02:00
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std::map<MWWorld::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
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2011-11-24 01:48:54 -05:00
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Ogre::SceneNode* mMwRoot;
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2011-12-24 21:53:12 -05:00
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std::map<MWWorld::Ptr, Animation*> mAllActors;
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2011-11-24 23:13:34 -05:00
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2012-01-23 14:33:06 +01:00
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2011-11-24 01:48:54 -05:00
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public:
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2012-04-23 15:27:03 +02:00
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Actors(OEngine::Render::OgreRenderer& _rend): mRend(_rend) {}
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2012-03-27 00:31:15 +02:00
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~Actors();
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2011-11-24 23:13:34 -05:00
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void setMwRoot(Ogre::SceneNode* root);
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void insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_);
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2011-12-11 22:40:00 -05:00
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void insertCreature (const MWWorld::Ptr& ptr);
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2012-04-07 22:02:20 -04:00
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void insertNPC(const MWWorld::Ptr& ptr, MWWorld::InventoryStore& inv);
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2011-11-24 23:13:34 -05:00
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bool deleteObject (const MWWorld::Ptr& ptr);
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///< \return found?
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2012-07-03 13:55:53 +02:00
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void removeCell(MWWorld::CellStore* store);
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2011-12-26 19:23:46 -05:00
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void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
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int number = 1);
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///< Run animation for a MW-reference. Calls to this function for references that are currently not
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/// in the rendered scene should be ignored.
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///
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/// \param mode: 0 normal, 1 immediate start, 2 immediate loop
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/// \param number How offen the animation should be run
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void skipAnimation (const MWWorld::Ptr& ptr);
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///< Skip the animation for the given MW-reference for one frame. Calls to this function for
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/// references that are currently not in the rendered scene should be ignored.
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2012-01-23 14:33:06 +01:00
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void update (float duration);
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2011-11-24 01:48:54 -05:00
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};
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}
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2012-01-23 14:33:06 +01:00
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#endif
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