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89 lines
1.9 KiB
C++
89 lines
1.9 KiB
C++
#ifndef GAME_MWRENDER_PLAYER_H
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#define GAME_MWRENDER_PLAYER_H
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#include <string>
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namespace Ogre
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{
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class Vector3;
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class Camera;
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class SceneNode;
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}
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWRender
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{
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/// \brief Player character rendering and camera control
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class Player
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{
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struct CamData {
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float pitch, yaw, offset;
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};
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Ogre::Camera *mCamera;
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Ogre::SceneNode *mPlayerNode;
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Ogre::SceneNode *mCameraNode;
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Ogre::SceneNode *mVanityNode;
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bool mFirstPersonView;
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bool mPreviewMode;
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struct {
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bool enabled, allowed, forced;
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} mVanity;
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float mHeight, mCameraDistance;
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CamData mMainCam, mPreviewCam;
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float mTimeIdle;
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int mUpdates;
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/// Updates sound manager listener data
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void updateListener();
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void rotateCamera(const Ogre::Vector3 &rot, bool adjust);
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float getYaw();
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void setYaw(float angle);
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float getPitch();
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void setPitch(float angle);
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void moveCameraNode(Ogre::SceneNode *node);
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public:
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Player (Ogre::Camera *camera, Ogre::SceneNode* mNode);
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/// Set where the player is looking at. Uses Morrowind (euler) angles
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/// \param rot Rotation angles in radians
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/// \return true if player object needs to bo rotated physically
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bool rotate(const Ogre::Vector3 &rot, bool adjust);
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std::string getHandle() const;
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/// Attach camera to object
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/// \note there is no protection from attaching the same camera to
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/// several different objects
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void attachTo(const MWWorld::Ptr &);
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void toggleViewMode();
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bool toggleVanityMode(bool enable, bool force = false);
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void allowVanityMode(bool allow);
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void togglePreviewMode(bool enable);
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void update(float duration);
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void setCameraDistance(float dist, bool adjust = false);
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};
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}
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#endif
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