#ifndef _GAME_RENDER_ANIMATION_H #define _GAME_RENDER_ANIMATION_H #include #include #include "../mwworld/refdata.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/actiontalk.hpp" #include #include #include namespace MWRender{ struct PosAndRot{ Ogre::Quaternion vecRot; Ogre::Vector3 vecPos; }; class Animation{ protected: Ogre::SceneNode* insert; OEngine::Render::OgreRenderer &mRend; std::map vecRotPos; static std::map mUniqueIDs; float time; float startTime; float stopTime; int animate; //Represents a rotation index for each bone std::vectorrindexI; //Represents a translation index for each bone std::vectortindexI; //Only shapes with morphing data will use a shape number int shapeNumber; std::vector > shapeIndexI; //Ogre::SkeletonInstance* skel; std::vector* shapes; //All the NiTriShapeData for a creature std::vector* transformations; std::map* textmappings; Ogre::Entity* base; void handleShapes(std::vector* allshapes, Ogre::Entity* creaturemodel, Ogre::SkeletonInstance *skel); void handleAnimationTransforms(); bool timeIndex( float time, const std::vector & times, int & i, int & j, float & x ); std::string getUniqueID(std::string mesh); public: Animation(OEngine::Render::OgreRenderer& _rend); virtual void runAnimation(float timepassed) = 0; void startScript(std::string groupname, int mode, int loops); void stopScript(); virtual ~Animation(); }; } #endif