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OpenMW/apps/openmw/mwrender/actors.hpp

58 lines
1.9 KiB
C++

#ifndef _GAME_RENDER_ACTORS_H
#define _GAME_RENDER_ACTORS_H
#include "components/esm_store/cell_store.hpp"
#include <map>
#include <list>
#include <openengine/ogre/renderer.hpp>
#include "components/nifogre/ogre_nif_loader.hpp"
#include "../mwworld/refdata.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontalk.hpp"
#include "npcanimation.hpp"
#include "creatureanimation.hpp"
#include <openengine/bullet/physic.hpp>
namespace MWRender{
class Actors{
OEngine::Render::OgreRenderer &mRend;
std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
Ogre::SceneNode* mMwRoot;
std::map<MWWorld::Ptr, Animation*> mAllActors;
public:
Actors(OEngine::Render::OgreRenderer& _rend): mRend(_rend) {}
~Actors();
void setMwRoot(Ogre::SceneNode* root);
void insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_);
void insertCreature (const MWWorld::Ptr& ptr);
void insertNPC(const MWWorld::Ptr& ptr, MWWorld::InventoryStore& inv);
bool deleteObject (const MWWorld::Ptr& ptr);
///< \return found?
void removeCell(MWWorld::Ptr::CellStore* store);
void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
int number = 1);
///< Run animation for a MW-reference. Calls to this function for references that are currently not
/// in the rendered scene should be ignored.
///
/// \param mode: 0 normal, 1 immediate start, 2 immediate loop
/// \param number How offen the animation should be run
void skipAnimation (const MWWorld::Ptr& ptr);
///< Skip the animation for the given MW-reference for one frame. Calls to this function for
/// references that are currently not in the rendered scene should be ignored.
void update (float duration);
};
}
#endif