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65 lines
2.2 KiB
C++
65 lines
2.2 KiB
C++
#ifndef OPENMW_COMPONENTS_NIFOSG_LOADER
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#define OPENMW_COMPONENTS_NIFOSG_LOADER
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#include <components/nif/niffile.hpp>
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#include <osg/ref_ptr>
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namespace SceneUtil
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{
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class KeyframeHolder;
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}
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namespace osg
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{
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class Node;
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}
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namespace Resource
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{
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class ImageManager;
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}
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namespace NifOsg
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{
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/// The main class responsible for loading NIF files into an OSG-Scenegraph.
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/// @par This scene graph is self-contained and can be cloned using osg::clone if desired. Particle emitters
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/// and programs hold a pointer to their ParticleSystem, which would need to be manually updated when cloning.
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class Loader
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{
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public:
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/// Create a scene graph for the given NIF. Auto-detects when skinning is used and wraps the graph in a Skeleton
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/// if so.
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static osg::ref_ptr<osg::Node> load(Nif::FileView file, Resource::ImageManager* imageManager);
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/// Load keyframe controllers from the given kf file.
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static void loadKf(Nif::FileView kf, SceneUtil::KeyframeHolder& target);
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/// Set whether or not nodes marked as "MRK" should be shown.
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/// These should be hidden ingame, but visible in the editor.
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/// Default: false.
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static void setShowMarkers(bool show);
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static bool getShowMarkers();
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/// Set the mask to use for hidden nodes. The default is 0, i.e. updates to those nodes can no longer happen.
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/// If you need to run animations or physics for hidden nodes, you may want to set this to a non-zero mask and
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/// remove exactly that mask from the camera's cull mask.
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static void setHiddenNodeMask(unsigned int mask);
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static unsigned int getHiddenNodeMask();
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// Set the mask to use for nodes that ignore the crosshair intersection. The default is the default node mask.
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// This is used for NiCollisionSwitch nodes with NiCollisionSwitch state set to disabled.
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static void setIntersectionDisabledNodeMask(unsigned int mask);
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static unsigned int getIntersectionDisabledNodeMask();
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private:
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static unsigned int sHiddenNodeMask;
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static unsigned int sIntersectionDisabledNodeMask;
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static bool sShowMarkers;
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};
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}
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#endif
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