#include "activatoranimation.hpp" #include #include #include #include "renderconst.hpp" #include "../mwbase/world.hpp" namespace MWRender { ActivatorAnimation::~ActivatorAnimation() { } ActivatorAnimation::ActivatorAnimation(const MWWorld::Ptr &ptr) : Animation(ptr) { MWWorld::LiveCellRef *ref = mPtr.get(); assert (ref->mBase != NULL); if(!ref->mBase->mModel.empty()) { std::string mesh = "meshes\\" + ref->mBase->mModel; createEntityList(mPtr.getRefData().getBaseNode(), mesh); for(size_t i = 0;i < mEntityList.mEntities.size();i++) { Ogre::Entity *ent = mEntityList.mEntities[i]; bool transparent = false; for (unsigned int j=0;j < ent->getNumSubEntities() && !transparent; ++j) { Ogre::MaterialPtr mat = ent->getSubEntity(j)->getMaterial(); Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator(); while (techIt.hasMoreElements() && !transparent) { Ogre::Technique* tech = techIt.getNext(); Ogre::Technique::PassIterator passIt = tech->getPassIterator(); while (passIt.hasMoreElements() && !transparent) { Ogre::Pass* pass = passIt.getNext(); if (pass->getDepthWriteEnabled() == false) transparent = true; } } } ent->setVisibilityFlags(RV_Misc); ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main); } setAnimationSource(mesh); } } }