forked from teamnwah/openmw-tes3coop
You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
|
|
#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
|
|
|
|
#include <string>
|
|
#include <map>
|
|
|
|
#include <osg/ref_ptr>
|
|
#include <osg/Node>
|
|
|
|
namespace Resource
|
|
{
|
|
class TextureManager;
|
|
class NifFileManager;
|
|
}
|
|
|
|
namespace VFS
|
|
{
|
|
class Manager;
|
|
}
|
|
|
|
namespace osgUtil
|
|
{
|
|
class IncrementalCompileOperation;
|
|
}
|
|
|
|
namespace Resource
|
|
{
|
|
|
|
/// @brief Handles loading and caching of scenes, e.g. NIF files
|
|
class SceneManager
|
|
{
|
|
public:
|
|
SceneManager(const VFS::Manager* vfs, Resource::TextureManager* textureManager, Resource::NifFileManager* nifFileManager);
|
|
~SceneManager();
|
|
|
|
/// Get a read-only copy of this scene "template"
|
|
/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
|
|
/// If even the error marker mesh can not be found, an exception is thrown.
|
|
osg::ref_ptr<const osg::Node> getTemplate(const std::string& name);
|
|
|
|
/// Create an instance of the given scene template
|
|
/// @see getTemplate
|
|
osg::ref_ptr<osg::Node> createInstance(const std::string& name);
|
|
|
|
/// Create an instance of the given scene template and immediately attach it to a parent node
|
|
/// @see getTemplate
|
|
osg::ref_ptr<osg::Node> createInstance(const std::string& name, osg::Group* parentNode);
|
|
|
|
/// Attach the given scene instance to the given parent node
|
|
/// @note You should have the parentNode in its intended position before calling this method,
|
|
/// so that world space particles of the \a instance get transformed correctly.
|
|
/// @note Assumes the given instance was not attached to any parents before.
|
|
void attachTo(osg::Node* instance, osg::Group* parentNode) const;
|
|
|
|
/// Manually release created OpenGL objects for the given graphics context. This may be required
|
|
/// in cases where multiple contexts are used over the lifetime of the application.
|
|
void releaseGLObjects(osg::State* state);
|
|
|
|
/// Set up an IncrementalCompileOperation for background compiling of loaded scenes.
|
|
void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
|
|
|
|
/// @note SceneManager::attachTo calls this method automatically, only needs to be called by users if manually attaching
|
|
void notifyAttached(osg::Node* node) const;
|
|
|
|
const VFS::Manager* getVFS() const;
|
|
|
|
Resource::TextureManager* getTextureManager();
|
|
|
|
/// @param mask The node mask to apply to loaded particle system nodes.
|
|
void setParticleSystemMask(unsigned int mask);
|
|
|
|
private:
|
|
const VFS::Manager* mVFS;
|
|
Resource::TextureManager* mTextureManager;
|
|
Resource::NifFileManager* mNifFileManager;
|
|
|
|
osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
|
|
|
|
unsigned int mParticleSystemMask;
|
|
|
|
// observer_ptr?
|
|
typedef std::map<std::string, osg::ref_ptr<const osg::Node> > Index;
|
|
Index mIndex;
|
|
|
|
SceneManager(const SceneManager&);
|
|
void operator = (const SceneManager&);
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|