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OpenMW/apps/openmw/mwrender/weaponanimation.hpp
2015-04-15 22:11:38 +02:00

59 lines
1.7 KiB
C++

#ifndef OPENMW_MWRENDER_WEAPONANIMATION_H
#define OPENMW_MWRENDER_WEAPONANIMATION_H
#include "../mwworld/ptr.hpp"
namespace MWRender
{
class Animation;
/*
class WeaponAnimationTime : public Ogre::ControllerValue<Ogre::Real>
{
private:
Animation* mAnimation;
std::string mWeaponGroup;
float mStartTime;
public:
WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0) {}
void setGroup(const std::string& group);
void updateStartTime();
virtual Ogre::Real getValue() const;
virtual void setValue(Ogre::Real value)
{ }
};
*/
/// Handles attach & release of projectiles for ranged weapons
class WeaponAnimation
{
public:
WeaponAnimation() : mPitchFactor(0) {}
virtual ~WeaponAnimation() {}
/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
void attachArrow(MWWorld::Ptr actor) {}
/// @note If no weapon (or an invalid weapon) is equipped, this function is a no-op.
void releaseArrow(MWWorld::Ptr actor) {}
protected:
//NifOgre::ObjectScenePtr mAmmunition;
//virtual NifOgre::ObjectScenePtr getWeapon() = 0;
virtual void showWeapon(bool show) = 0;
//virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot) = 0;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character, for ranged weapon aiming.
float mPitchFactor;
//void pitchSkeleton(float xrot, Ogre::SkeletonInstance* skel);
};
}
#endif