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openmw-tes3mp/apps/openmw/mwrender/activatoranimation.cpp
Chris Robinson 94b93227d3 Treat activators as actors for rendering and mechanics
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
2013-01-16 14:37:32 -08:00

64 lines
1.8 KiB
C++

#include "activatoranimation.hpp"
#include <OgreEntity.h>
#include <OgreSceneManager.h>
#include <OgreSubEntity.h>
#include "renderconst.hpp"
#include "../mwbase/world.hpp"
namespace MWRender
{
ActivatorAnimation::~ActivatorAnimation()
{
}
ActivatorAnimation::ActivatorAnimation(const MWWorld::Ptr &ptr)
: Animation(ptr)
{
MWWorld::LiveCellRef<ESM::Activator> *ref = mPtr.get<ESM::Activator>();
assert (ref->mBase != NULL);
if(!ref->mBase->mModel.empty())
{
std::string mesh = "meshes\\" + ref->mBase->mModel;
createEntityList(mPtr.getRefData().getBaseNode(), mesh);
for(size_t i = 0;i < mEntityList.mEntities.size();i++)
{
Ogre::Entity *ent = mEntityList.mEntities[i];
bool transparent = false;
for (unsigned int j=0;j < ent->getNumSubEntities() && !transparent; ++j)
{
Ogre::MaterialPtr mat = ent->getSubEntity(j)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements() && !transparent)
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements() && !transparent)
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
ent->setVisibilityFlags(RV_Misc);
ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
}
}
}
void ActivatorAnimation::runAnimation(float timepassed)
{
// Placeholder
Animation::runAnimation(timepassed);
}
}