#ifndef _GAME_RENDERING_MANAGER_H #define _GAME_RENDERING_MANAGER_H #include "sky.hpp" #include #include #include #include #include #include "../mwworld/ptr.hpp" #include namespace Ogre { class Camera; class Viewport; class SceneManager; class SceneNode; class RaySceneQuery; class Quaternion; class Vector3; } namespace MWWorld { class World; } namespace MWRender { class Player; class RenderingManager { OEngine::Render::OgreRenderer &rend; Ogre::Camera* camera; /// Root node for all objects added to the scene. This is rotated so /// that the OGRE coordinate system matches that used internally in /// Morrowind. Ogre::SceneNode *mwRoot; Ogre::RaySceneQuery *mRaySceneQuery; OEngine::Physic::PhysicEngine* eng; MWRender::Player *mPlayer; public: RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem2::path& resDir); ~RenderingManager(); void removeCell (MWWorld::Ptr::CellStore *store); // TODO do we want this? void addObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store); void removeObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store); void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position); void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale); void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation); void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store); void setPhysicsDebugRendering (bool); bool getPhysicsDebugRendering() const; void update (float duration); void skyEnable (); void skyDisable (); void skySetHour (double hour); void skySetDate (int day, int month); int skyGetMasserPhase() const; int skyGetSecundaPhase() const; void skySetMoonColour (bool red); private: SkyManager* mSkyManager; }; } #endif