forked from teamnwah/openmw-tes3coop
386ac56bda
This currently breaks just about everything. They should come back as it's all reimplemented, though.
58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
#ifndef _GAME_RENDER_ANIMATION_H
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#define _GAME_RENDER_ANIMATION_H
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#include <components/nif/data.hpp>
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#include <openengine/ogre/renderer.hpp>
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#include "../mwworld/refdata.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontalk.hpp"
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#include <components/nif/node.hpp>
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#include <map>
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#include <openengine/bullet/physic.hpp>
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namespace MWRender {
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struct PosAndRot {
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Ogre::Quaternion vecRot;
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Ogre::Vector3 vecPos;
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};
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class Animation {
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protected:
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Ogre::SceneNode* insert;
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OEngine::Render::OgreRenderer &mRend;
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static std::map<std::string, int> mUniqueIDs;
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float time;
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float startTime;
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float stopTime;
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int animate;
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//Represents a rotation index for each bone
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std::vector<int>rindexI;
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//Represents a translation index for each bone
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std::vector<int>tindexI;
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//Only shapes with morphing data will use a shape number
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int shapeNumber;
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std::vector<std::vector<int> > shapeIndexI;
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std::vector<Nif::NiKeyframeData>* transformations;
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std::map<std::string,float>* textmappings;
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Ogre::Entity* base;
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void handleAnimationTransforms();
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bool timeIndex( float time, const std::vector<float> & times, int & i, int & j, float & x );
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public:
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Animation(OEngine::Render::OgreRenderer& _rend);
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virtual void runAnimation(float timepassed) = 0;
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void startScript(std::string groupname, int mode, int loops);
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void stopScript();
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virtual ~Animation();
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};
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}
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#endif
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