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			102 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#include <string>
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#include <map>
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#include <osg/ref_ptr>
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#include <osg/Node>
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namespace Resource
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{
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    class TextureManager;
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    class NifFileManager;
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}
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namespace VFS
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{
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    class Manager;
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}
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namespace NifOsg
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{
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    class KeyframeHolder;
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}
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namespace osgUtil
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{
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    class IncrementalCompileOperation;
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}
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namespace Resource
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{
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    /// @brief Handles loading and caching of scenes, e.g. NIF files
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    class SceneManager
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    {
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    public:
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        SceneManager(const VFS::Manager* vfs, Resource::TextureManager* textureManager, Resource::NifFileManager* nifFileManager);
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        ~SceneManager();
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        /// Get a read-only copy of this scene "template"
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        /// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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        ///  If even the error marker mesh can not be found, an exception is thrown.
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        osg::ref_ptr<const osg::Node> getTemplate(const std::string& name);
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        /// Create an instance of the given scene template
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        /// @see getTemplate
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        osg::ref_ptr<osg::Node> createInstance(const std::string& name);
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        /// Create an instance of the given scene template and immediately attach it to a parent node
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        /// @see getTemplate
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        osg::ref_ptr<osg::Node> createInstance(const std::string& name, osg::Group* parentNode);
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        /// Attach the given scene instance to the given parent node
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        /// @note You should have the parentNode in its intended position before calling this method,
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        ///       so that world space particles of the \a instance get transformed correctly.
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        /// @note Assumes the given instance was not attached to any parents before.
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        void attachTo(osg::Node* instance, osg::Group* parentNode) const;
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        /// Get a read-only copy of the given keyframe file.
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        osg::ref_ptr<const NifOsg::KeyframeHolder> getKeyframes(const std::string& name);
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        /// Manually release created OpenGL objects for the given graphics context. This may be required
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        /// in cases where multiple contexts are used over the lifetime of the application.
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        void releaseGLObjects(osg::State* state);
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        /// Set up an IncrementalCompileOperation for background compiling of loaded scenes.
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        void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
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        /// @note SceneManager::attachTo calls this method automatically, only needs to be called by users if manually attaching
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        void notifyAttached(osg::Node* node) const;
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        const VFS::Manager* getVFS() const;
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        Resource::TextureManager* getTextureManager();
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        /// @param mask The node mask to apply to loaded particle system nodes.
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        void setParticleSystemMask(unsigned int mask);
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    private:
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        const VFS::Manager* mVFS;
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        Resource::TextureManager* mTextureManager;
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        Resource::NifFileManager* mNifFileManager;
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        osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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        unsigned int mParticleSystemMask;
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        // observer_ptr?
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        typedef std::map<std::string, osg::ref_ptr<const osg::Node> > Index;
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        Index mIndex;
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        typedef std::map<std::string, osg::ref_ptr<const NifOsg::KeyframeHolder> > KeyframeIndex;
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        KeyframeIndex mKeyframeIndex;
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        SceneManager(const SceneManager&);
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        void operator = (const SceneManager&);
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    };
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}
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#endif
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