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OpenMW/apps/openmw/mwrender/renderingmanager.hpp

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#ifndef _GAME_RENDERING_MANAGER_H
#define _GAME_RENDERING_MANAGER_H
#include "sky.hpp"
#include <utility>
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#include <openengine/ogre/renderer.hpp>
#include <openengine/bullet/physic.hpp>
#include <vector>
#include <string>
#include "../mwworld/ptr.hpp"
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#include <boost/filesystem.hpp>
namespace Ogre
{
class Camera;
class Viewport;
class SceneManager;
class SceneNode;
class RaySceneQuery;
class Quaternion;
class Vector3;
}
namespace MWWorld
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{
class World;
}
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namespace MWRender
{
class Player;
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class RenderingManager {
OEngine::Render::OgreRenderer &rend;
Ogre::Camera* camera;
/// 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;
OEngine::Physic::PhysicEngine* eng;
MWRender::Player *mPlayer;
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public:
RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem2::path& resDir);
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~RenderingManager();
void removeCell (MWWorld::Ptr::CellStore *store); // TODO do we want this?
void addObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store);
void removeObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store);
void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position);
void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation);
void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store);
void setPhysicsDebugRendering (bool);
bool getPhysicsDebugRendering() const;
void update (float duration);
void skyEnable ();
void skyDisable ();
void skySetHour (double hour);
void skySetDate (int day, int month);
int skyGetMasserPhase() const;
int skyGetSecundaPhase() const;
void skySetMoonColour (bool red);
private:
SkyManager* mSkyManager;
};
}
#endif