#ifndef _GAME_RENDER_ANIMATION_H #define _GAME_RENDER_ANIMATION_H #include #include "../mwworld/ptr.hpp" namespace MWRender { class Animation { struct GroupTimes { float mStart; float mStop; float mLoopStart; float mLoopStop; size_t mLoops; GroupTimes() : mStart(-1.0f), mStop(-1.0f), mLoopStart(-1.0f), mLoopStop(-1.0f), mLoops(0) { } }; protected: MWWorld::Ptr mPtr; Ogre::SceneNode* mInsert; float mTime; GroupTimes mCurGroup; GroupTimes mNextGroup; Ogre::AnimationState *mAnimState; bool mSkipFrame; NifOgre::EntityList mEntityList; NifOgre::TextKeyMap mTextKeys; Ogre::Bone *mAccumRoot; Ogre::Bone *mNonAccumRoot; Ogre::Vector3 mLastPosition; /* Updates the animation to the specified time, and moves the mPtr object * based on the change since the last update or reset. */ void updatePosition(float time); /* Updates the animation to the specified time, without moving the mPtr * object. */ void resetPosition(float time); bool findGroupTimes(const std::string &groupname, GroupTimes *times); void createEntityList(Ogre::SceneNode *node, const std::string &model); public: Animation(const MWWorld::Ptr &ptr); virtual ~Animation(); void playGroup(std::string groupname, int mode, int loops); void skipAnim(); virtual void runAnimation(float timepassed); }; } #endif