openmw-tes3coop/game/mwrender/interior.hpp

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#ifndef _GAME_RENDER_INTERIOR_H
#define _GAME_RENDER_INTERIOR_H
#include "cell.hpp"
#include "esm_store/cell_store.hpp"
namespace Ogre
{
class SceneNode;
}
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namespace MWRender
{
class MWScene;
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/**
This class is responsible for inserting meshes and other
rendering objects from the given cell into the given rendering
scene.
TODO FIXME: Doesn't do full cleanup yet.
*/
class InteriorCellRender : private CellRender
{
const ESMS::CellStore &cell;
MWScene &scene;
/// The scene node that contains all objects belonging to this
/// cell.
Ogre::SceneNode *base;
Ogre::SceneNode *insert;
/// start inserting a new reference.
virtual void insertBegin (const ESM::CellRef &ref);
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/// insert a mesh related to the most recent insertBegin call.
virtual void insertMesh(const std::string &mesh);
/// insert a light related to the most recent insertBegin call.
virtual void insertLight(float r, float g, float b, float radius);
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/// finish inserting a new reference and return a handle to it.
virtual std::string insertEnd();
template<typename T>
void insertObj(const T& liveRef)
{
assert (liveRef.base != NULL);
const std::string &model = liveRef.base->model;
if(!model.empty())
insertMesh ("meshes\\" + model, liveRef.ref);
}
template<typename T>
void insertCellRefList (const T& cellRefList)
{
for(typename T::List::const_iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
insertObj (*it);
}
}
public:
InteriorCellRender(const ESMS::CellStore &_cell, MWScene &_scene)
: cell(_cell), scene(_scene), base(NULL), insert(NULL) {}
virtual ~InteriorCellRender() { destroy(); }
/// Make the cell visible. Load the cell if necessary.
void show();
/// Remove the cell from rendering, but don't remove it from
/// memory.
void hide();
/// Destroy all rendering objects connected with this cell.
void destroy();
};
}
#endif