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@ -2,94 +2,55 @@
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#include <cassert>
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using namespace MWRender;
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template<typename T>
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void insertObj(CellRenderImp& cellRender, T& liveRef, const ESMS::ESMStore& store)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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if(!model.empty())
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{
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cellRender.insertBegin (liveRef.ref);
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cellRender.insertMesh ("meshes\\" + model);
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
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}
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}
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template<>
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void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef<ESM::Light, MWWorld::RefData>& liveRef, const ESMS::ESMStore& store)
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{
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assert (liveRef.base != NULL);
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const std::string &model = liveRef.base->model;
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if(!model.empty())
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{
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cellRender.insertBegin (liveRef.ref);
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cellRender.insertMesh ("meshes\\" + model);
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// Extract the color and convert to floating point
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const int color = liveRef.base->data.color;
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const float r = ((color >> 0) & 0xFF) / 255.0f;
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const float g = ((color >> 8) & 0xFF) / 255.0f;
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const float b = ((color >> 16) & 0xFF) / 255.0f;
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const float radius = float(liveRef.base->data.radius);
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cellRender.insertLight(r, g, b, radius);
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#include "../mwworld/class.hpp"
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#include "../mwworld/ptr.hpp"
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
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}
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}
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template<>
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void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData>& liveRef, const ESMS::ESMStore& store)
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{
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std::string headID = liveRef.base->head;
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//get the part of the bodypart id which describes the race and the gender
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std::string bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4);
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std::string headModel = "meshes\\" + store.bodyParts.find(headID)->model;
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cellRender.insertBegin(liveRef.ref);
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cellRender.insertMesh(headModel);
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//TODO: define consts for each bodypart e.g. chest, foot, wrist... and put the parts in the right place
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cellRender.insertMesh("meshes\\" + store.bodyParts.find(bodyRaceID + "chest")->model);
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
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}
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using namespace MWRender;
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template<typename T>
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void insertCellRefList (CellRenderImp& cellRender, const ESMS::ESMStore& store, T& cellRefList)
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void insertCellRefList (CellRenderImp& cellRender, MWWorld::Environment& environment,
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T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell)
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{
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for(typename T::List::iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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if (!cellRefList.list.empty())
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{
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if (it->mData.getCount())
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insertObj (cellRender, *it, store);
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const MWWorld::Class& class_ =
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MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
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for (typename T::List::iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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{
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if (it->mData.getCount())
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{
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MWWorld::Ptr ptr (&*it, &cell);
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class_.insertObj (ptr, cellRender, environment);
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class_.enable (ptr, environment);
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}
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}
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}
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}
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void CellRenderImp::insertCell(ESMS::CellStore<MWWorld::RefData> &cell, const ESMS::ESMStore& store)
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void CellRenderImp::insertCell(ESMS::CellStore<MWWorld::RefData> &cell,
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MWWorld::Environment& environment)
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{
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// Loop through all references in the cell
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insertCellRefList (*this, store, cell.activators);
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insertCellRefList (*this, store, cell.potions);
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insertCellRefList (*this, store, cell.appas);
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insertCellRefList (*this, store, cell.armors);
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insertCellRefList (*this, store, cell.books);
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insertCellRefList (*this, store, cell.clothes);
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insertCellRefList (*this, store, cell.containers);
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insertCellRefList (*this, store, cell.creatures);
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insertCellRefList (*this, store, cell.doors);
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insertCellRefList (*this, store, cell.ingreds);
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// insertCellRefList (*this, store, cell.creatureLists);
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// insertCellRefList (*this, store, cell.itemLists);
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insertCellRefList (*this, store, cell.lights);
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insertCellRefList (*this, store, cell.lockpicks);
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insertCellRefList (*this, store, cell.miscItems);
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insertCellRefList (*this, store, cell.npcs);
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insertCellRefList (*this, store, cell.probes);
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insertCellRefList (*this, store, cell.repairs);
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insertCellRefList (*this, store, cell.statics);
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insertCellRefList (*this, store, cell.weapons);
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insertCellRefList (*this, environment, cell.activators, cell);
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insertCellRefList (*this, environment, cell.potions, cell);
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insertCellRefList (*this, environment, cell.appas, cell);
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insertCellRefList (*this, environment, cell.armors, cell);
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insertCellRefList (*this, environment, cell.books, cell);
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insertCellRefList (*this, environment, cell.clothes, cell);
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insertCellRefList (*this, environment, cell.containers, cell);
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insertCellRefList (*this, environment, cell.creatures, cell);
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insertCellRefList (*this, environment, cell.doors, cell);
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insertCellRefList (*this, environment, cell.ingreds, cell);
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insertCellRefList (*this, environment, cell.creatureLists, cell);
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insertCellRefList (*this, environment, cell.itemLists, cell);
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insertCellRefList (*this, environment, cell.lights, cell);
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insertCellRefList (*this, environment, cell.lockpicks, cell);
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insertCellRefList (*this, environment, cell.miscItems, cell);
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insertCellRefList (*this, environment, cell.npcs, cell);
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insertCellRefList (*this, environment, cell.probes, cell);
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insertCellRefList (*this, environment, cell.repairs, cell);
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insertCellRefList (*this, environment, cell.statics, cell);
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insertCellRefList (*this, environment, cell.weapons, cell);
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}
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