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