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			332 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			332 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef GAME_RENDER_ANIMATION_H
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#define GAME_RENDER_ANIMATION_H
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#include <OgreController.h>
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#include <OgreVector3.h>
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#include <components/nifogre/ogrenifloader.hpp>
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#include "../mwworld/ptr.hpp"
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namespace ESM
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{
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    struct Light;
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}
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namespace MWRender
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{
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class Camera;
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class Animation
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{
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public:
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    enum Group {
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        Group_LowerBody = 1<<0,
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        Group_Torso = 1<<1,
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        Group_LeftArm = 1<<2,
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        Group_RightArm = 1<<3,
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        Group_UpperBody = Group_Torso | Group_LeftArm | Group_RightArm,
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        Group_All = Group_LowerBody | Group_UpperBody
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    };
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protected:
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    /* This is the number of *discrete* groups. */
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    static const size_t sNumGroups = 4;
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    class AnimationTime : public Ogre::ControllerValue<Ogre::Real>
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    {
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    private:
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        Animation *mAnimation;
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        std::string mAnimationName;
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    public:
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        AnimationTime(Animation *anim)
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          : mAnimation(anim)
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        { }
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        void setAnimName(const std::string &name)
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        { mAnimationName = name; }
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        const std::string &getAnimName() const
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        { return mAnimationName; }
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        virtual Ogre::Real getValue() const;
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        virtual void setValue(Ogre::Real value);
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    };
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    class EffectAnimationTime : public Ogre::ControllerValue<Ogre::Real>
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    {
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    private:
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        float mTime;
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    public:
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        EffectAnimationTime() : mTime(0) {  }
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        void addTime(float time) { mTime += time; }
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        void resetTime(float value) { mTime = value; }
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        virtual Ogre::Real getValue() const;
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        virtual void setValue(Ogre::Real value);
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    };
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    class NullAnimationTime : public Ogre::ControllerValue<Ogre::Real>
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    {
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    public:
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        virtual Ogre::Real getValue() const
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        { return 0.0f; }
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        virtual void setValue(Ogre::Real value)
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        { }
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    };
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    struct AnimSource : public Ogre::AnimationAlloc {
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        NifOgre::TextKeyMap mTextKeys;
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        std::vector<Ogre::Controller<Ogre::Real> > mControllers[sNumGroups];
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    };
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    typedef std::vector< Ogre::SharedPtr<AnimSource> > AnimSourceList;
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    struct AnimState {
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        Ogre::SharedPtr<AnimSource> mSource;
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        float mStartTime;
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        float mLoopStartTime;
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        float mLoopStopTime;
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        float mStopTime;
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        float mTime;
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        float mSpeedMult;
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        bool mPlaying;
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        size_t mLoopCount;
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        int mPriority;
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        int mGroups;
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        bool mAutoDisable;
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        AnimState() : mStartTime(0.0f), mLoopStartTime(0.0f), mLoopStopTime(0.0f), mStopTime(0.0f),
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                      mTime(0.0f), mSpeedMult(1.0f), mPlaying(false), mLoopCount(0),
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                      mPriority(0), mGroups(0), mAutoDisable(true)
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        { }
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    };
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    typedef std::map<std::string,AnimState> AnimStateMap;
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    typedef std::map<Ogre::MovableObject*,std::string> ObjectAttachMap;
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    struct EffectParams
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    {
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        std::string mModelName; // Just here so we don't add the same effect twice
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        NifOgre::ObjectScenePtr mObjects;
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        int mEffectId;
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        bool mLoop;
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        std::string mBoneName;
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    };
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    std::vector<EffectParams> mEffects;
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    MWWorld::Ptr mPtr;
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    Ogre::SceneNode *mInsert;
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    Ogre::Entity *mSkelBase;
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    NifOgre::ObjectScenePtr mObjectRoot;
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    AnimSourceList mAnimSources;
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    Ogre::Node *mAccumRoot;
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    Ogre::Node *mNonAccumRoot;
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    NifOgre::NodeTargetValue<Ogre::Real> *mNonAccumCtrl;
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    Ogre::Vector3 mAccumulate;
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    AnimStateMap mStates;
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    Ogre::SharedPtr<AnimationTime> mAnimationTimePtr[sNumGroups];
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    Ogre::SharedPtr<NullAnimationTime> mNullAnimationTimePtr;
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    ObjectAttachMap mAttachedObjects;
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    /* Sets the appropriate animations on the bone groups based on priority.
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     */
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    void resetActiveGroups();
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    static size_t detectAnimGroup(const Ogre::Node *node);
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    static float calcAnimVelocity(const NifOgre::TextKeyMap &keys,
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                                  NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl,
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                                  const Ogre::Vector3 &accum,
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                                  const std::string &groupname);
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    /* Updates a skeleton instance so that all bones matching the source skeleton (based on
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     * bone names) are positioned identically. */
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    void updateSkeletonInstance(const Ogre::SkeletonInstance *skelsrc, Ogre::SkeletonInstance *skel);
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    /* Updates the position of the accum root node for the given time, and
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     * returns the wanted movement vector from the previous time. */
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    void updatePosition(float oldtime, float newtime, Ogre::Vector3 &position);
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    static NifOgre::TextKeyMap::const_iterator findGroupStart(const NifOgre::TextKeyMap &keys, const std::string &groupname);
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    /* Resets the animation to the time of the specified start marker, without
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     * moving anything, and set the end time to the specified stop marker. If
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     * the marker is not found, or if the markers are the same, it returns
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     * false.
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     */
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    bool reset(AnimState &state, const NifOgre::TextKeyMap &keys,
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               const std::string &groupname, const std::string &start, const std::string &stop,
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               float startpoint);
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    void handleTextKey(AnimState &state, const std::string &groupname, const NifOgre::TextKeyMap::const_iterator &key,
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                       const NifOgre::TextKeyMap& map);
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    /* Sets the root model of the object. If 'baseonly' is true, then any meshes or particle
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     * systems in the model are ignored (useful for NPCs, where only the skeleton is needed for
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     * the root).
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     *
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     * Note that you must make sure all animation sources are cleared before reseting the object
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     * root. All nodes previously retrieved with getNode will also become invalidated.
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     */
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    void setObjectRoot(const std::string &model, bool baseonly);
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    /* Adds the keyframe controllers in the specified model as a new animation source. Note that
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     * the filename portion of the provided model name will be prepended with 'x', and the .nif
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     * extension will be replaced with .kf. */
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    void addAnimSource(const std::string &model);
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    /** Adds an additional light to the given object list using the specified ESM record. */
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    void addExtraLight(Ogre::SceneManager *sceneMgr, NifOgre::ObjectScenePtr objlist, const ESM::Light *light);
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    void clearAnimSources();
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    // TODO: Should not be here
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    Ogre::Vector3 getEnchantmentColor(MWWorld::Ptr item);
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public:
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    // FIXME: Move outside of this class
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    static void setRenderProperties(NifOgre::ObjectScenePtr objlist, Ogre::uint32 visflags, Ogre::uint8 solidqueue,
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                                    Ogre::uint8 transqueue, Ogre::Real dist=0.0f,
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                                    bool enchantedGlow=false, Ogre::Vector3* glowColor=NULL);
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    Animation(const MWWorld::Ptr &ptr, Ogre::SceneNode *node);
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    virtual ~Animation();
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    /**
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     * @brief Add an effect mesh attached to a bone or the insert scene node
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     * @param model
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     * @param effectId An ID for this effect by which you can identify it later. If this is not wanted, set to -1.
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     * @param loop Loop the effect. If false, it is removed automatically after it finishes playing. If true,
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     *              you need to remove it manually using removeEffect when the effect should end.
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     * @param bonename Bone to attach to, or empty string to use the scene node instead
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     * @param texture override the texture specified in the model's materials
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     * @note Will not add an effect twice.
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     */
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    void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "", std::string texture = "");
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    void removeEffect (int effectId);
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    void getLoopingEffects (std::vector<int>& out);
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    /// Prepare this animation for being rendered with \a camera (rotates billboard nodes)
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    virtual void preRender (Ogre::Camera* camera);
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    virtual void setAlpha(float alpha) {}
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public:
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    void updatePtr(const MWWorld::Ptr &ptr);
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    bool hasAnimation(const std::string &anim);
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    // Specifies the axis' to accumulate on. Non-accumulated axis will just
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    // move visually, but not affect the actual movement. Each x/y/z value
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    // should be on the scale of 0 to 1.
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    void setAccumulation(const Ogre::Vector3 &accum);
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    /** Plays an animation.
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     * \param groupname Name of the animation group to play.
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     * \param priority Priority of the animation. The animation will play on
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     *                 bone groups that don't have another animation set of a
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     *                 higher priority.
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     * \param groups Bone groups to play the animation on.
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     * \param autodisable Automatically disable the animation when it stops
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     *                    playing.
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     * \param speedmult Speed multiplier for the animation.
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     * \param start Key marker from which to start.
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     * \param stop Key marker to stop at.
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     * \param startpoint How far in between the two markers to start. 0 starts
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     *                   at the start marker, 1 starts at the stop marker.
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     * \param loops How many times to loop the animation. This will use the
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     *              "loop start" and "loop stop" markers if they exist,
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     *              otherwise it will use "start" and "stop".
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     */
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    void play(const std::string &groupname, int priority, int groups, bool autodisable,
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              float speedmult, const std::string &start, const std::string &stop,
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              float startpoint, size_t loops);
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    /** Returns true if the named animation group is playing. */
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    bool isPlaying(const std::string &groupname) const;
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    //Checks if playing any animation which shouldn't be stopped when switching camera view modes
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    bool allowSwitchViewMode() const;
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    /** Gets info about the given animation group.
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     * \param groupname Animation group to check.
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     * \param complete Stores completion amount (0 = at start key, 0.5 = half way between start and stop keys), etc.
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     * \param speedmult Stores the animation speed multiplier
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     * \return True if the animation is active, false otherwise.
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     */
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    bool getInfo(const std::string &groupname, float *complete=NULL, float *speedmult=NULL) const;
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    /// Get the absolute position in the animation track of the first text key with the given group.
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    float getStartTime(const std::string &groupname) const;
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    /// Get the absolute position in the animation track of the text key
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    float getTextKeyTime(const std::string &textKey) const;
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    /// Get the current absolute position in the animation track for the animation that is currently playing from the given group.
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    float getCurrentTime(const std::string& groupname) const;
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    /** Disables the specified animation group;
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     * \param groupname Animation group to disable.
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     */
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    void disable(const std::string &groupname);
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    void changeGroups(const std::string &groupname, int group);
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    virtual void setWeaponGroup(const std::string& group) {}
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    /** Retrieves the velocity (in units per second) that the animation will move. */
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    float getVelocity(const std::string &groupname) const;
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    /// A relative factor (0-1) that decides if and how much the skeleton should be pitched
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    /// to indicate the facing orientation of the character.
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    virtual void setPitchFactor(float factor) {}
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    virtual Ogre::Vector3 runAnimation(float duration);
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    /// This is typically called as part of runAnimation, but may be called manually if needed.
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    void updateEffects(float duration);
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    virtual void showWeapons(bool showWeapon);
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    virtual void showCarriedLeft(bool show) {}
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    virtual void attachArrow() {}
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    virtual void releaseArrow() {}
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    void enableLights(bool enable);
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    Ogre::AxisAlignedBox getWorldBounds();
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    Ogre::Node *getNode(const std::string &name);
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    // Attaches the given object to a bone on this object's base skeleton. If the bone doesn't
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    // exist, the object isn't attached and NULL is returned. The returned TagPoint is only
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    // valid until the next setObjectRoot call.
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    Ogre::TagPoint *attachObjectToBone(const Ogre::String &bonename, Ogre::MovableObject *obj);
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    void detachObjectFromBone(Ogre::MovableObject *obj);
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};
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class ObjectAnimation : public Animation {
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public:
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    ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model);
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    void addLight(const ESM::Light *light);
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    bool canBatch() const;
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    void fillBatch(Ogre::StaticGeometry *sg);
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};
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}
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#endif
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