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70 lines
1.6 KiB
C++
70 lines
1.6 KiB
C++
#ifndef OPENCS_VIEW_RENDER_ACTOR_H
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#define OPENCS_VIEW_RENDER_ACTOR_H
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#include <string>
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#include <string_view>
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#include <osg/Group>
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#include <osg/PositionAttitudeTransform>
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#include <osg/ref_ptr>
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#include <QObject>
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#include <components/esm3/loadarmo.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include "../../model/world/actoradapter.hpp"
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namespace CSMWorld
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{
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class Data;
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}
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namespace SceneUtil
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{
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class Skeleton;
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}
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namespace CSVRender
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{
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/// Handles loading an npc or creature
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class Actor : public QObject
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{
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Q_OBJECT
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public:
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/// Creates an actor.
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/// \param id The referenceable id
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/// \param type The record type
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/// \param data The data store
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Actor(const ESM::RefId& id, CSMWorld::Data& data);
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/// Retrieves the base node that meshes are attached to
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osg::Group* getBaseNode();
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/// (Re)creates the npc or creature renderable
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void update();
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private slots:
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void handleActorChanged(const ESM::RefId& refId);
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private:
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void loadSkeleton(const std::string& model);
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void loadBodyParts();
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void attachBodyPart(ESM::PartReferenceType, const std::string& mesh);
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std::string getBodyPartMesh(const ESM::RefId& bodyPartId);
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static const std::string MeshPrefix;
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ESM::RefId mId;
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CSMWorld::Data& mData;
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CSMWorld::ActorAdapter::ActorDataPtr mActorData;
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osg::ref_ptr<osg::PositionAttitudeTransform> mBaseNode;
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SceneUtil::Skeleton* mSkeleton;
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SceneUtil::NodeMap mNodeMap;
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};
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}
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#endif
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