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63 lines
1.5 KiB
C++
63 lines
1.5 KiB
C++
#ifndef OPENMW_MWRENDER_EFFECTMANAGER_H
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#define OPENMW_MWRENDER_EFFECTMANAGER_H
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#include <string>
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#include <map>
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#include <osg/ref_ptr>
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#include <boost/shared_ptr.hpp>
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namespace osg
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{
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class Group;
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class Vec3f;
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class PositionAttitudeTransform;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace MWRender
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{
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class EffectAnimationTime;
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// Note: effects attached to another object should be managed by MWRender::Animation::addEffect.
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// This class manages "free" effects, i.e. attached to a dedicated scene node in the world.
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class EffectManager
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{
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public:
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EffectManager(osg::ref_ptr<osg::Group> parent, Resource::ResourceSystem* resourceSystem);
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~EffectManager();
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/// Add an effect. When it's finished playing, it will be removed automatically.
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void addEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPosition, float scale, bool isMagicVFX = true);
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void update(float dt);
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/// Remove all effects
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void clear();
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private:
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struct Effect
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{
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float mMaxControllerLength;
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boost::shared_ptr<EffectAnimationTime> mAnimTime;
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};
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typedef std::map<osg::ref_ptr<osg::PositionAttitudeTransform>, Effect> EffectMap;
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EffectMap mEffects;
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osg::ref_ptr<osg::Group> mParentNode;
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Resource::ResourceSystem* mResourceSystem;
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EffectManager(const EffectManager&);
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void operator=(const EffectManager&);
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};
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}
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#endif
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