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2022-08-23 18:25:25 +02:00

62 lines
1.5 KiB
C++

#ifndef GAME_MWMECHANICS_ACTIVATORS_H
#define GAME_MWMECHANICS_ACTIVATORS_H
#include "character.hpp"
#include <string>
#include <map>
#include <vector>
#include <list>
namespace osg
{
class Vec3f;
}
namespace MWWorld
{
class Ptr;
class CellStore;
}
namespace MWMechanics
{
class Objects
{
std::list<CharacterController> mObjects;
std::map<const MWWorld::LiveCellRefBase*, std::list<CharacterController>::iterator> mIndex;
public:
void addObject (const MWWorld::Ptr& ptr);
///< Register an animated object
void removeObject (const MWWorld::Ptr& ptr);
///< Deregister an object
void updateObject(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
///< Updates an object with a new Ptr
void dropObjects(const MWWorld::CellStore *cellStore);
///< Deregister all objects in the given cell.
void update(float duration, bool paused);
///< Update object animations
bool onOpen(const MWWorld::Ptr& ptr);
void onClose(const MWWorld::Ptr& ptr);
bool playAnimationGroup(const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist=false);
void skipAnimation(const MWWorld::Ptr& ptr);
void persistAnimationStates();
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const;
std::size_t size() const
{
return mObjects.size();
}
};
}
#endif