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openmw-tes3mp/apps/openmw/mwrender/effectmanager.hpp

62 lines
1.5 KiB
C++

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