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OpenMW/apps/openmw/mwworld/scene.hpp

104 lines
2.4 KiB
C++

#ifndef GAME_MWWORLD_SCENE_H
#define GAME_MWWORLD_SCENE_H
#include "../mwrender/renderingmanager.hpp"
#include "physicssystem.hpp"
#include "globals.hpp"
namespace Ogre
{
class Vector3;
}
namespace ESM
{
struct Position;
}
namespace Files
{
class Collections;
}
namespace Render
{
class OgreRenderer;
}
namespace MWRender
{
class SkyManager;
class CellRender;
}
namespace MWWorld
{
class Player;
class CellStore;
class Ptr;
class Scene
{
public:
typedef std::set<CellStore *> CellStoreCollection;
private:
//OEngine::Render::OgreRenderer& mRenderer;
CellStore* mCurrentCell; // the cell, the player is in
CellStoreCollection mActiveCells;
bool mCellChanged;
PhysicsSystem *mPhysics;
MWRender::RenderingManager& mRendering;
void playerCellChange (CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos = true);
public:
Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics);
~Scene();
void unloadCell (CellStoreCollection::iterator iter);
void loadCell (CellStore *cell);
void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
///< Move from exterior to interior or from interior cell to a different
/// interior cell.
CellStore* getCurrentCell ();
const CellStoreCollection& getActiveCells () const;
bool hasCellChanged() const;
///< Has the player moved to a different cell, since the last frame?
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position);
///< Move to interior cell.
void changeToExteriorCell (const ESM::Position& position);
///< Move to exterior cell.
void markCellAsUnchanged();
void insertCell (Ptr::CellStore &cell);
void update (float duration);
void addObjectToScene (const Ptr& ptr);
///< Add an object that already exists in the world model to the scene.
void removeObjectFromScene (const Ptr& ptr);
///< Remove an object from the scene, but not from the world model.
bool isCellActive(const CellStore &cell);
};
}
#endif