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Merge branch 'movement' of git://github.com/zinnschlag/openmw.git into collisions
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commit
48dfafbe78
2 changed files with 65 additions and 0 deletions
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@ -107,3 +107,40 @@ void MWScene::setMovement (const std::vector<std::string, Ogre::Vector3>& actors
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{
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}
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void MWScene::addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
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{
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}
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void MWScene::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position)
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{
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}
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void MWScene::removeObject (const std::string& handle)
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{
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}
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void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& position)
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{
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}
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void MWScene::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
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{
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}
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void MWScene::scaleObject (const std::string& handle, float scale)
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{
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}
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void MWScene::setCollsionMode (bool enabled)
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{
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}
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@ -4,6 +4,8 @@
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#include <utility>
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#include <openengine/ogre/renderer.hpp>
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#include <vector>
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namespace Ogre
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{
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class Camera;
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@ -11,6 +13,8 @@ namespace Ogre
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class SceneManager;
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class SceneNode;
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class RaySceneQuery;
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class Quaternion;
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class Vector3;
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}
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namespace MWWorld
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@ -61,6 +65,30 @@ namespace MWRender
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/// Inform phyiscs system about desired velocity vectors for actors
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/// (in Morrowind coordinates).
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void setMovement (const std::vector<std::string, Ogre::Vector3>& actors);
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/// Add object to physics system.
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void addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
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/// Add actor to physics system.
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void addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position);
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/// Remove object from physic systems.
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void removeObject (const std::string& handle);
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/// Move object.
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void moveObject (const std::string& handle, const Ogre::Vector3& position);
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/// Change object's orientation.
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void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
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/// Change object's scale.
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void scaleObject (const std::string& handle, float scale);
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/// Set collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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void setCollsionMode (bool enabled);
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};
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}
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