Changing to Actors;NPCAnimation;CreatureAnimation
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#ifndef _GAME_RENDER_ACTORS_H
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#define _GAME_RENDER_ACTORS_H
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#include "components/esm_store/cell_store.hpp"
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#include "../mwworld/refdata.hpp"
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#include "../mwworld/ptr.hpp"
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#include <openengine/ogre/renderer.hpp>
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namespace MWRender{
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class Actors{
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OEngine::Render::OgreRenderer &mRend;
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std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
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std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mSG;
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Ogre::SceneNode* mMwRoot;
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bool isStatic;
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static int uniqueID;
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public:
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Actors(OEngine::Render::OgreRenderer& _rend): mRend(_rend){}
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~Actors(){}
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};
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}
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#endif
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#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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namespace MWRender{
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class Animation{
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std::vector<Nif::NiKeyframeData> transformations;
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std::map<std::string,float> textmappings;
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};
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}
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#endif
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#ifndef _GAME_RENDER_CREATUREANIMATION_H
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#define _GAME_RENDER_CREATUREANIMATION_H
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#include "animation.hpp"
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#include <components/nif/node.hpp>
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namespace MWRender{
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class CreatureAnimation: Animation{
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std::vector<Nif::NiTriShapeCopy> shapes; //All the NiTriShapeData for this creature
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};
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}
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#endif
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#include "creatures.hpp"
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using namespace MWRender;
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#ifndef _GAME_RENDER_CREATURES_H
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#define _GAME_RENDER_CREATURES_H
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#include <openengine/ogre/renderer.hpp>
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namespace MWRender{
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class Creatures{
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};
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}
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#endif
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#ifndef _GAME_RENDER_NPCANIMATION_H
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#define _GAME_RENDER_NPCANIMATION_H
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#include "animation.hpp"
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#include <components/nif/data.hpp>
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#include <components/nif/node.hpp>
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namespace MWRender{
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class NpcAnimation: Animation{
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std::vector<std::vector<Nif::NiTriShapeCopy>> shapeparts; //All the NiTriShape data that we need for animating this particular npc
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};
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}
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#endif
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#include "npcs.hpp"
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using namespace MWRender;
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#ifndef _GAME_RENDER_NPCS_H
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#define _GAME_RENDER_NPCS_H
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#include <openengine/ogre/renderer.hpp>
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namespace MWRender{
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class Npcs{
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};
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}
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#endif
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#ifndef _GAME_RENDERING_INTERFACE_H
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#define _GAME_RENDERING_INTERFACE_H
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namespace MWRender{
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class Npcs;
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class Creatures;
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class Objects;
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class Actors;
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class Player;
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class RenderingInterface{
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public:
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virtual MWRender::Npcs& getNPCs() = 0;
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virtual MWRender::Creatures& getCreatures() = 0;
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virtual MWRender::Objects& getObjects() = 0;
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virtual MWRender::Player& getPlayer() = 0;
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virtual MWRender::Actors& getActors() = 0;
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virtual ~RenderingInterface(){};
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};
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}
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