#include "creatureanimation.hpp" #include #include #include #include "renderconst.hpp" #include "../mwbase/world.hpp" namespace MWRender { CreatureAnimation::~CreatureAnimation() { } CreatureAnimation::CreatureAnimation(const MWWorld::Ptr &ptr) : Animation(ptr) { MWWorld::LiveCellRef *ref = mPtr.get(); assert (ref->mBase != NULL); if(!ref->mBase->mModel.empty()) { std::string model = "meshes\\"+ref->mBase->mModel; createEntityList(mPtr.getRefData().getBaseNode(), model); for(size_t i = 0;i < mEntityList.mEntities.size();i++) { Ogre::Entity *ent = mEntityList.mEntities[i]; ent->setVisibilityFlags(RV_Actors); bool transparent = false; for(unsigned int j=0;!transparent && j < ent->getNumSubEntities(); ++j) { Ogre::MaterialPtr mat = ent->getSubEntity(j)->getMaterial(); Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator(); while(!transparent && techIt.hasMoreElements()) { Ogre::Technique* tech = techIt.getNext(); Ogre::Technique::PassIterator passIt = tech->getPassIterator(); while(!transparent && passIt.hasMoreElements()) { Ogre::Pass* pass = passIt.getNext(); transparent = pass->isTransparent(); } } } ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main); } std::vector names; if((ref->mBase->mFlags&ESM::Creature::Biped)) names.push_back("meshes\\base_anim.nif"); names.push_back(model); setAnimationSources(names); } } }