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			70 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_COMPONENTS_NIFOSG_LOADER
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| #define OPENMW_COMPONENTS_NIFOSG_LOADER
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| 
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| #include <components/nif/niffile.hpp>
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| 
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| #include <osg/ref_ptr>
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| 
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| namespace SceneUtil
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| {
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|     class KeyframeHolder;
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| }
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| 
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| namespace osg
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| {
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|     class Node;
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| }
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| 
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| namespace Resource
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| {
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|     class ImageManager;
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|     class BgsmFileManager;
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| }
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| 
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| namespace NifOsg
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| {
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|     /// The main class responsible for loading NIF files into an OSG-Scenegraph.
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|     /// @par This scene graph is self-contained and can be cloned using osg::clone if desired. Particle emitters
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|     ///      and programs hold a pointer to their ParticleSystem, which would need to be manually updated when cloning.
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|     class Loader
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|     {
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|     public:
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|         /// Create a scene graph for the given NIF. Auto-detects when skinning is used and wraps the graph in a Skeleton
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|         /// if so.
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|         static osg::ref_ptr<osg::Node> load(
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|             Nif::FileView file, Resource::ImageManager* imageManager, Resource::BgsmFileManager* materialManager);
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| 
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|         /// Load keyframe controllers from the given kf file.
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|         static void loadKf(Nif::FileView kf, SceneUtil::KeyframeHolder& target);
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| 
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|         /// Set whether or not nodes marked as "MRK" should be shown.
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|         /// These should be hidden ingame, but visible in the editor.
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|         /// Default: false.
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|         static void setShowMarkers(bool show);
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| 
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|         static bool getShowMarkers();
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| 
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|         /// Set the mask to use for hidden nodes. The default is 0, i.e. updates to those nodes can no longer happen.
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|         /// If you need to run animations or physics for hidden nodes, you may want to set this to a non-zero mask and
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|         /// remove exactly that mask from the camera's cull mask.
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|         static void setHiddenNodeMask(unsigned int mask);
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|         static unsigned int getHiddenNodeMask();
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| 
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|         // Set the mask to use for nodes that ignore the crosshair intersection. The default is the default node mask.
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|         // This is used for NiCollisionSwitch nodes with NiCollisionSwitch state set to disabled.
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|         static void setIntersectionDisabledNodeMask(unsigned int mask);
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|         static unsigned int getIntersectionDisabledNodeMask();
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| 
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|         static void setSoftEffectEnabled(bool enabled);
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|         static bool getSoftEffectEnabled();
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| 
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|     private:
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|         static unsigned int sHiddenNodeMask;
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|         static unsigned int sIntersectionDisabledNodeMask;
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|         static bool sShowMarkers;
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|         static bool sSoftEffectEnabled;
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|     };
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| 
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| }
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| 
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| #endif
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