openmw-tes3coop/apps/openmw/mwrender/animation.hpp

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#ifndef _GAME_RENDER_ANIMATION_H
#define _GAME_RENDER_ANIMATION_H
#include <components/nif/data.hpp>
#include <openengine/ogre/renderer.hpp>
#include "../mwworld/refdata.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/actiontalk.hpp"
#include "../mwworld/environment.hpp"
namespace MWRender{
class Animation{
protected:
OEngine::Render::OgreRenderer &mRend;
MWWorld::Environment& mEnvironment;
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float time;
float startTime;
float stopTime;
bool loop;
//Represents a rotation index for each bone
std::vector<int>rindexI;
//Represents a translation index for each bone
std::vector<int>tindexI;
//Only shapes with morphing data will need a shape number
int shapeNumber;
std::vector<std::vector<int>> shapeIndexI;
Ogre::SkeletonInstance* skel;
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std::vector<Nif::NiKeyframeData>* transformations;
std::map<std::string,float> textmappings;
Ogre::Entity* base;
public:
Animation(MWWorld::Environment& _env, OEngine::Render::OgreRenderer& _rend): mRend(_rend), mEnvironment(_env){};
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~Animation();
};
}
#endif