forked from mirror/openmw-tes3mp
Support animation groups for Light and Door objects (Fixes #2039)
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parent
019cd96719
commit
d55fe43fc9
10 changed files with 53 additions and 37 deletions
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@ -8,6 +8,7 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/nullaction.hpp"
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@ -22,7 +23,7 @@
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#include "../mwgui/tooltips.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/actors.hpp"
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#include "../mwrender/renderinginterface.hpp"
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namespace
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@ -51,7 +52,8 @@ namespace MWClass
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{
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const std::string model = getModel(ptr);
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if (!model.empty()) {
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renderingInterface.getObjects().insertModel(ptr, model);
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MWRender::Actors& actors = renderingInterface.getActors();
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actors.insertActivator(ptr);
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}
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}
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@ -70,6 +72,8 @@ namespace MWClass
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MWBase::Environment::get().getWorld()->activateDoor(ptr, customData.mDoorState);
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}
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}
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MWBase::Environment::get().getMechanicsManager()->add(ptr);
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}
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std::string Door::getModel(const MWWorld::Ptr &ptr) const
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@ -8,6 +8,7 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/actiontake.hpp"
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@ -22,6 +23,7 @@
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#include "../mwgui/tooltips.hpp"
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#include "../mwrender/objects.hpp"
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#include "../mwrender/actors.hpp"
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#include "../mwrender/renderinginterface.hpp"
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namespace
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@ -54,13 +56,12 @@ namespace MWClass
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void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
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{
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const std::string model = getModel(ptr);
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MWWorld::LiveCellRef<ESM::Light> *ref =
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ptr.get<ESM::Light>();
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// Insert even if model is empty, so that the light is added
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renderingInterface.getObjects().insertModel(ptr, model, false, !(ref->mBase->mData.mFlags & ESM::Light::OffDefault));
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MWRender::Actors& actors = renderingInterface.getActors();
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actors.insertActivator(ptr, !(ref->mBase->mData.mFlags & ESM::Light::OffDefault));
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}
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void Light::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
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@ -78,6 +79,8 @@ namespace MWClass
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MWBase::Environment::get().getSoundManager()->playSound3D(ptr, ref->mBase->mSound, 1.0, 1.0,
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MWBase::SoundManager::Play_TypeSfx,
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MWBase::SoundManager::Play_Loop);
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MWBase::Environment::get().getMechanicsManager()->add(ptr);
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}
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std::string Light::getModel(const MWWorld::Ptr &ptr) const
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@ -1,5 +1,8 @@
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#include "activatoranimation.hpp"
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#include <OgreSceneNode.h>
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#include <OgreParticleSystem.h>
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#include <components/esm/loadacti.hpp>
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#include "../mwbase/world.hpp"
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@ -27,6 +30,28 @@ ActivatorAnimation::ActivatorAnimation(const MWWorld::Ptr &ptr)
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addAnimSource(model);
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}
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else
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{
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// No model given. Create an object root anyway, so that lights can be added to it if needed.
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mObjectRoot = NifOgre::ObjectScenePtr (new NifOgre::ObjectScene(mInsert->getCreator()));
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}
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}
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void ActivatorAnimation::addLight(const ESM::Light *light)
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{
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addExtraLight(mInsert->getCreator(), mObjectRoot, light);
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}
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void ActivatorAnimation::removeParticles()
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{
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for (unsigned int i=0; i<mObjectRoot->mParticles.size(); ++i)
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{
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// Don't destroyParticleSystem, the ParticleSystemController is still holding a pointer to it.
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// Don't setVisible, this could conflict with a VisController.
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// The following will remove all spawned particles, then set the speed factor to zero so that no new ones will be spawned.
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mObjectRoot->mParticles[i]->setSpeedFactor(0.f);
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mObjectRoot->mParticles[i]->clear();
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}
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}
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}
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@ -15,6 +15,9 @@ namespace MWRender
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public:
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ActivatorAnimation(const MWWorld::Ptr& ptr);
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virtual ~ActivatorAnimation();
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void addLight(const ESM::Light *light);
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void removeParticles();
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};
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}
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@ -83,10 +83,19 @@ void Actors::insertCreature (const MWWorld::Ptr& ptr, bool weaponsShields)
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mAllActors[ptr] = anim;
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mRendering->addWaterRippleEmitter (ptr);
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}
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void Actors::insertActivator (const MWWorld::Ptr& ptr)
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void Actors::insertActivator (const MWWorld::Ptr& ptr, bool addLight)
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{
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insertBegin(ptr);
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ActivatorAnimation* anim = new ActivatorAnimation(ptr);
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if(ptr.getTypeName() == typeid(ESM::Light).name())
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{
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if (addLight)
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anim->addLight(ptr.get<ESM::Light>()->mBase);
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else
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anim->removeParticles();
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}
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delete mAllActors[ptr];
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mAllActors[ptr] = anim;
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}
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@ -41,7 +41,7 @@ namespace MWRender
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void insertNPC(const MWWorld::Ptr& ptr);
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void insertCreature (const MWWorld::Ptr& ptr, bool weaponsShields);
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void insertActivator (const MWWorld::Ptr& ptr);
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void insertActivator (const MWWorld::Ptr& ptr, bool addLight=false);
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bool deleteObject (const MWWorld::Ptr& ptr);
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///< \return found?
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@ -1507,23 +1507,6 @@ ObjectAnimation::ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &mod
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}
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}
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void ObjectAnimation::addLight(const ESM::Light *light)
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{
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addExtraLight(mInsert->getCreator(), mObjectRoot, light);
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}
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void ObjectAnimation::removeParticles()
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{
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for (unsigned int i=0; i<mObjectRoot->mParticles.size(); ++i)
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{
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// Don't destroyParticleSystem, the ParticleSystemController is still holding a pointer to it.
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// Don't setVisible, this could conflict with a VisController.
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// The following will remove all spawned particles, then set the speed factor to zero so that no new ones will be spawned.
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mObjectRoot->mParticles[i]->setSpeedFactor(0.f);
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mObjectRoot->mParticles[i]->clear();
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}
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}
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class FindEntityTransparency {
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public:
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@ -346,9 +346,6 @@ class ObjectAnimation : public Animation {
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public:
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ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model);
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void addLight(const ESM::Light *light);
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void removeParticles();
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bool canBatch() const;
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void fillBatch(Ogre::StaticGeometry *sg);
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};
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@ -73,20 +73,12 @@ void Objects::insertBegin(const MWWorld::Ptr& ptr)
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ptr.getRefData().setBaseNode(insert);
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}
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void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh, bool batch, bool addLight)
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void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh, bool batch)
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{
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insertBegin(ptr);
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std::auto_ptr<ObjectAnimation> anim(new ObjectAnimation(ptr, mesh));
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if(ptr.getTypeName() == typeid(ESM::Light).name())
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{
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if (addLight)
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anim->addLight(ptr.get<ESM::Light>()->mBase);
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else
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anim->removeParticles();
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}
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if (!mesh.empty())
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{
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Ogre::AxisAlignedBox bounds = anim->getWorldBounds();
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@ -41,7 +41,7 @@ public:
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, mRootNode(NULL)
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{}
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~Objects(){}
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void insertModel(const MWWorld::Ptr& ptr, const std::string &model, bool batch=false, bool addLight=false);
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void insertModel(const MWWorld::Ptr& ptr, const std::string &model, bool batch=false);
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ObjectAnimation* getAnimation(const MWWorld::Ptr &ptr);
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