Hide NIF loader details in the implementation file

pull/638/head
scrawl 10 years ago
parent d6dea31b88
commit ff9e2b03a0

File diff suppressed because it is too large Load Diff

@ -9,24 +9,8 @@
namespace osg
{
class Geometry;
class Group;
class Node;
class MatrixTransform;
class StateSet;
class Geode;
}
namespace osgAnimation
{
class Bone;
}
namespace Nif
{
class Node;
class NiTriShape;
class Property;
class Controller;
}
namespace NifOsg
@ -62,45 +46,6 @@ namespace NifOsg
private:
/// @param createSkeleton If true, use an osgAnimation::Bone for NIF nodes, otherwise an osg::MatrixTransform.
osg::Node* handleNode(const Nif::Node* nifNode, osg::Group* parentNode, bool createSkeleton,
std::map<int, int> boundTextures, int animflags, int particleflags, bool skipMeshes, TextKeyMap* textKeys);
void handleMeshControllers(const Nif::Node* nifNode, osg::MatrixTransform* transformNode, const std::map<int, int>& boundTextures, int animflags);
void handleNodeControllers(const Nif::Node* nifNode, osg::MatrixTransform* transformNode, int animflags);
void handleMaterialControllers(const Nif::Property* materialProperty, osg::Node* node, osg::StateSet* stateset, int animflags);
void handleTextureControllers(const Nif::Property* texProperty, osg::Node* node, osg::StateSet* stateset, int animflags);
void handleProperty (const Nif::Property* property, const Nif::Node* nifNode,
osg::Node* node, std::map<int, int>& boundTextures, int animflags);
void handleParticleSystem(const Nif::Node* nifNode, osg::Group* parentNode, int animflags, int particleflags);
// Creates an osg::Geometry object for the given TriShape, populates it, and attaches it to the given node.
void handleTriShape(const Nif::NiTriShape* triShape, osg::Group* parentNode, const std::map<int, int>& boundTextures, int animflags);
// Fills the vertex data for the given TriShape into the given Geometry.
void triShapeToGeometry(const Nif::NiTriShape* triShape, osg::Geometry* geom, osg::Geode* parentGeode, const std::map<int, int>& boundTextures, int animflags);
// Creates a skinned osg::Geometry object for the given TriShape, populates it, and attaches it to the given node.
void handleSkinnedTriShape(const Nif::NiTriShape* triShape, osg::Group* parentNode, const std::map<int, int>& boundTextures, int animflags);
// Applies the Properties of the given nifNode onto the StateSet of the given OSG node.
void applyNodeProperties(const Nif::Node* nifNode, osg::Node* applyTo, std::map<int, int>& boundTextures, int animflags);
void applyMaterialProperties(osg::Node* node, const std::vector<const Nif::Property*>& properties,
bool hasVertexColors, int animflags);
// Set up the default input and controller function for the given controller.
void setupController(const Nif::Controller* ctrl, Controller* toSetup, int animflags);
Nif::NIFFilePtr mNif;
osg::Group* mRootNode;
static bool sShowMarkers;
};

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