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			71 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENCS_VIEW_RENDER_ACTOR_H
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#define OPENCS_VIEW_RENDER_ACTOR_H
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#include <string>
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#include <osg/ref_ptr>
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#include <QObject>
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#include <components/esm/loadarmo.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include "../../model/world/actoradapter.hpp"
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namespace osg
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{
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    class Group;
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}
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namespace CSMWorld
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{
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    class Data;
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}
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namespace SceneUtil
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{
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    class Skeleton;
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}
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namespace CSVRender
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{
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    /// Handles loading an npc or creature
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    class Actor : public QObject
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    {
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        Q_OBJECT
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    public:
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        /// Creates an actor.
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        /// \param id       The referenceable id
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        /// \param type     The record type
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        /// \param data     The data store
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        Actor(const std::string& id, CSMWorld::Data& data);
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        /// Retrieves the base node that meshes are attached to
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        osg::Group* getBaseNode();
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        /// (Re)creates the npc or creature renderable
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        void update();
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    private slots:
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        void handleActorChanged(const std::string& refId);
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    private:
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        void loadSkeleton(const std::string& model);
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        void loadBodyParts();
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        void attachBodyPart(ESM::PartReferenceType, const std::string& mesh);
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        std::string getBodyPartMesh(const std::string& bodyPartId);
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        static const std::string MeshPrefix;
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        std::string mId;
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        CSMWorld::Data& mData;
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        CSMWorld::ActorAdapter::ActorDataPtr mActorData;
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        osg::ref_ptr<osg::Group> mBaseNode;
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        SceneUtil::Skeleton* mSkeleton;
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        SceneUtil::NodeMapVisitor::NodeMap mNodeMap;
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    };
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}
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#endif
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