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108 lines
2.6 KiB
C++
108 lines
2.6 KiB
C++
#ifndef GAME_MWWORLD_SCENE_H
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#define GAME_MWWORLD_SCENE_H
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#include "../mwrender/renderingmanager.hpp"
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#include "ptr.hpp"
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#include "globals.hpp"
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namespace Ogre
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{
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class Vector3;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace Render
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{
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class OgreRenderer;
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}
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namespace MWRender
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{
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class SkyManager;
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class CellRender;
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}
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namespace MWWorld
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{
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class PhysicsSystem;
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class Player;
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class CellStore;
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class Scene
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{
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public:
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typedef std::set<CellStore *> CellStoreCollection;
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private:
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//OEngine::Render::OgreRenderer& mRenderer;
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CellStore* mCurrentCell; // the cell the player is in
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CellStoreCollection mActiveCells;
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bool mCellChanged;
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PhysicsSystem *mPhysics;
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MWRender::RenderingManager& mRendering;
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void playerCellChange (CellStore *cell, const ESM::Position& position,
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bool adjustPlayerPos = true);
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void insertCell (Ptr::CellStore &cell, bool rescale, Loading::Listener* loadingListener);
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int countRefs (const Ptr::CellStore& cell);
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public:
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Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics);
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~Scene();
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void unloadCell (CellStoreCollection::iterator iter);
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void loadCell (CellStore *cell, Loading::Listener* loadingListener);
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void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
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///< Move from exterior to interior or from interior cell to a different
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/// interior cell.
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CellStore* getCurrentCell ();
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const CellStoreCollection& getActiveCells () const;
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bool hasCellChanged() const;
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///< Has the player moved to a different cell, since the last frame?
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void changeToInteriorCell (const std::string& cellName, const ESM::Position& position);
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///< Move to interior cell.
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void changeToExteriorCell (const ESM::Position& position);
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///< Move to exterior cell.
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void changeToVoid();
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///< Change into a void
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void markCellAsUnchanged();
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void update (float duration, bool paused);
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void addObjectToScene (const Ptr& ptr);
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///< Add an object that already exists in the world model to the scene.
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void removeObjectFromScene (const Ptr& ptr);
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///< Remove an object from the scene, but not from the world model.
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bool isCellActive(const CellStore &cell);
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};
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}
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#endif
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