#include "cellimp.hpp" #include using namespace MWRender; template void insertObj(CellRenderImp& cellRender, T& liveRef, const ESMS::ESMStore& store) { assert (liveRef.base != NULL); const std::string &model = liveRef.base->model; if(!model.empty()) { cellRender.insertBegin (liveRef.ref); cellRender.insertMesh ("meshes\\" + model); liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled())); } } template<> void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef& liveRef, const ESMS::ESMStore& store) { assert (liveRef.base != NULL); const std::string &model = liveRef.base->model; if(!model.empty()) { cellRender.insertBegin (liveRef.ref); cellRender.insertMesh ("meshes\\" + model); // Extract the color and convert to floating point const int color = liveRef.base->data.color; const float r = ((color >> 0) & 0xFF) / 255.0f; const float g = ((color >> 8) & 0xFF) / 255.0f; const float b = ((color >> 16) & 0xFF) / 255.0f; const float radius = float(liveRef.base->data.radius); cellRender.insertLight(r, g, b, radius); liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled())); } } template<> void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef& liveRef, const ESMS::ESMStore& store) { std::string headID = liveRef.base->head; //get the part of the bodypart id which describes the race and the gender std::string bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4); std::string headModel = "meshes\\" + store.bodyParts.find(headID)->model; cellRender.insertBegin(liveRef.ref); cellRender.insertMesh(headModel); //TODO: define consts for each bodypart e.g. chest, foot, wrist... and put the parts in the right place cellRender.insertMesh("meshes\\" + store.bodyParts.find(bodyRaceID + "chest")->model); liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled())); } template void insertCellRefList (CellRenderImp& cellRender, const ESMS::ESMStore& store, T& cellRefList) { for(typename T::List::iterator it = cellRefList.list.begin(); it != cellRefList.list.end(); it++) { if (it->mData.getCount()) insertObj (cellRender, *it, store); } } void CellRenderImp::insertCell(ESMS::CellStore &cell, const ESMS::ESMStore& store) { // Loop through all references in the cell insertCellRefList (*this, store, cell.activators); insertCellRefList (*this, store, cell.potions); insertCellRefList (*this, store, cell.appas); insertCellRefList (*this, store, cell.armors); insertCellRefList (*this, store, cell.books); insertCellRefList (*this, store, cell.clothes); insertCellRefList (*this, store, cell.containers); insertCellRefList (*this, store, cell.creatures); insertCellRefList (*this, store, cell.doors); insertCellRefList (*this, store, cell.ingreds); // insertCellRefList (*this, store, cell.creatureLists); // insertCellRefList (*this, store, cell.itemLists); insertCellRefList (*this, store, cell.lights); insertCellRefList (*this, store, cell.lockpicks); insertCellRefList (*this, store, cell.miscItems); insertCellRefList (*this, store, cell.npcs); insertCellRefList (*this, store, cell.probes); insertCellRefList (*this, store, cell.repairs); insertCellRefList (*this, store, cell.statics); insertCellRefList (*this, store, cell.weapons); }