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c795e0bce6
Since actors can be active in 3x3 grid around the player, we need to first load all objects in a 5x5 grid around the player. Split load and unloading in 2 phases. Add an mInactiveCells set into the scene, which contains all cells inside the aforementioned 5x5 grid. These cells contains only heightfields and non-animated physics objects. Animated objects are tied to the scene graph, which doesn't exists yet in these cells, so we skip them.
32 lines
935 B
C++
32 lines
935 B
C++
#ifndef GAME_MWCLASS_BODYPART_H
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#define GAME_MWCLASS_BODYPART_H
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#include "../mwworld/class.hpp"
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namespace MWClass
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{
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class BodyPart : public MWWorld::Class
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{
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MWWorld::Ptr copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const override;
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public:
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void insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const override;
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///< Add reference into a cell for rendering
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std::string getName (const MWWorld::ConstPtr& ptr) const override;
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///< \return name or ID; can return an empty string.
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bool hasToolTip (const MWWorld::ConstPtr& ptr) const override;
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///< @return true if this object has a tooltip when focused (default implementation: true)
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static void registerSelf();
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std::string getModel(const MWWorld::ConstPtr &ptr) const override;
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};
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}
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#endif
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