2011-11-24 06:48:54 +00:00
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#ifndef _GAME_RENDER_ACTORS_H
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#define _GAME_RENDER_ACTORS_H
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#include "components/esm_store/cell_store.hpp"
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2011-11-25 04:13:34 +00:00
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#include <map>
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2011-12-12 04:42:39 +00:00
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#include <list>
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2011-11-24 06:48:54 +00:00
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2011-12-09 08:02:09 +00:00
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2011-11-24 06:48:54 +00:00
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#include <openengine/ogre/renderer.hpp>
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2011-12-09 05:08:30 +00:00
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#include "components/nifogre/ogre_nif_loader.hpp"
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2011-12-09 08:02:09 +00:00
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#include "../mwworld/refdata.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontalk.hpp"
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#include "../mwworld/environment.hpp"
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2011-12-12 03:40:00 +00:00
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#include "npcanimation.hpp"
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#include "creatureanimation.hpp"
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2012-01-05 00:47:06 +00:00
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#include <openengine/bullet/physic.hpp>
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2011-11-24 06:48:54 +00:00
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namespace MWRender{
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class Actors{
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OEngine::Render::OgreRenderer &mRend;
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std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
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Ogre::SceneNode* mMwRoot;
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MWWorld::Environment& mEnvironment;
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std::map<MWWorld::Ptr, Animation*> mAllActors;
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2011-11-25 04:13:34 +00:00
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2012-01-23 13:33:06 +00:00
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2011-11-24 06:48:54 +00:00
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public:
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Actors(OEngine::Render::OgreRenderer& _rend, MWWorld::Environment& _env): mRend(_rend), mEnvironment(_env){}
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~Actors(){}
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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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void insertCreature (const MWWorld::Ptr& ptr);
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void insertNPC(const MWWorld::Ptr& ptr);
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bool deleteObject (const MWWorld::Ptr& ptr);
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///< \return found?
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void removeCell(MWWorld::Ptr::CellStore* store);
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2011-12-27 00:23:46 +00:00
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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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void update (float duration);
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2011-11-24 06:48:54 +00:00
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};
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}
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#endif
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