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#ifndef _GAME_RENDER_ANIMATION_H
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#define _GAME_RENDER_ANIMATION_H
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#include <OgreController.h>
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#include <OgreVector3.h>
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#include <components/nifogre/ogrenifloader.hpp>
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#include "../mwworld/ptr.hpp"
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namespace MWMechanics
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{
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class CharacterController;
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}
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namespace MWRender
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{
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class Animation
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{
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protected:
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class AnimationValue : public Ogre::ControllerValue<Ogre::Real>
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{
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private:
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Animation *mAnimation;
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public:
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AnimationValue(Animation *anim) : mAnimation(anim)
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{ }
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virtual Ogre::Real getValue() const
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{
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return mAnimation->mCurrentTime;
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}
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virtual void setValue(Ogre::Real value)
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{
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mAnimation->mCurrentTime = value;
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}
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};
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Ogre::SharedPtr<Ogre::ControllerValue<Ogre::Real> > mAnimationBaseValuePtr;
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MWWorld::Ptr mPtr;
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MWMechanics::CharacterController *mController;
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Ogre::SceneNode *mInsert;
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Ogre::Entity *mSkelBase;
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std::vector<NifOgre::ObjectList> mObjectLists;
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Ogre::Node *mAccumRoot;
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Ogre::Bone *mNonAccumRoot;
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Ogre::Vector3 mAccumulate;
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Ogre::Vector3 mLastPosition;
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std::string mCurrentGroup;
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std::vector<Ogre::Controller<Ogre::Real> > *mCurrentControllers;
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const NifOgre::TextKeyMap *mCurrentKeys;
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NifOgre::TextKeyMap::const_iterator mStartKey;
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NifOgre::TextKeyMap::const_iterator mLoopStartKey;
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NifOgre::TextKeyMap::const_iterator mStopKey;
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NifOgre::TextKeyMap::const_iterator mNextKey;
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float mCurrentTime;
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bool mPlaying;
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bool mLooping;
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NifOgre::NodeTargetValue<Ogre::Real> *mNonAccumCtrl;
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float mAnimVelocity;
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float mAnimSpeedMult;
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static float calcAnimVelocity(NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl,
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const std::string &groupname, const NifOgre::TextKeyMap *keys);
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/* Updates a skeleton instance so that all bones matching the source skeleton (based on
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* bone names) are positioned identically. */
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void updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel);
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/* Updates the position of the accum root node for the current time, and
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* returns the wanted movement vector from the previous update. */
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Ogre::Vector3 updatePosition();
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/* Resets the animation to the time of the specified start marker, without
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* moving anything, and set the end time to the specified stop marker. If
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* the marker is not found, it resets to the beginning or end respectively.
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*/
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void reset(const std::string &start, const std::string &stop=std::string());
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void doLoop();
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bool handleTextKey(const NifOgre::TextKeyMap::const_iterator &key);
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void addObjectList(Ogre::SceneNode *node, const std::string &model, bool baseonly);
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static void destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectList &objects);
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static void setRenderProperties(const NifOgre::ObjectList &objlist, Ogre::uint32 visflags, Ogre::uint8 solidqueue, Ogre::uint8 transqueue);
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public:
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Animation(const MWWorld::Ptr &ptr);
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virtual ~Animation();
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void setController(MWMechanics::CharacterController *controller);
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void updatePtr(const MWWorld::Ptr &ptr);
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bool hasAnimation(const std::string &anim);
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// Specifies the axis' to accumulate on. Non-accumulated axis will just
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// move visually, but not affect the actual movement. Each x/y/z value
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// should be on the scale of 0 to 1.
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void setAccumulation(const Ogre::Vector3 &accum);
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void setSpeed(float speed);
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void setLooping(bool loop);
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void play(const std::string &groupname, const std::string &start, const std::string &stop, bool loop);
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virtual Ogre::Vector3 runAnimation(float timepassed);
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Ogre::Node *getNode(const std::string &name);
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};
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}
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#endif
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