#include "activatoranimation.hpp" #include #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; createObjectList(mPtr.getRefData().getBaseNode(), mesh); for(size_t i = 0;i < mObjectList.mEntities.size();i++) { Ogre::Entity *ent = mObjectList.mEntities[i]; ent->setVisibilityFlags(RV_Misc); for(unsigned int j=0; j < ent->getNumSubEntities(); ++j) { Ogre::SubEntity* subEnt = ent->getSubEntity(j); subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main); } } for(size_t i = 0;i < mObjectList.mParticles.size();i++) { Ogre::ParticleSystem *part = mObjectList.mParticles[i]; part->setVisibilityFlags(RV_Misc); part->setRenderQueueGroup(RQG_Alpha); } setAnimationSource(mesh); } } }