#include "cellimp.hpp" #include #include "../mwworld/class.hpp" #include "../mwworld/ptr.hpp" using namespace MWRender; template void insertObj(CellRenderImp& cellRender, T& liveRef, const ESMS::ESMStore& store) { assert (liveRef.base != NULL); const std::string &model = liveRef.base->model; if(!model.empty()) { cellRender.insertBegin (liveRef.ref); cellRender.insertMesh ("meshes\\" + model); liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled())); } } template<> void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef& liveRef, const ESMS::ESMStore& store) { assert (liveRef.base != NULL); const std::string &model = liveRef.base->model; if(!model.empty()) { cellRender.insertBegin (liveRef.ref); cellRender.insertMesh ("meshes\\" + model); // Extract the color and convert to floating point const int color = liveRef.base->data.color; const float r = ((color >> 0) & 0xFF) / 255.0f; const float g = ((color >> 8) & 0xFF) / 255.0f; const float b = ((color >> 16) & 0xFF) / 255.0f; const float radius = float(liveRef.base->data.radius); cellRender.insertLight(r, g, b, radius); liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled())); } } template<> void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef& liveRef, const ESMS::ESMStore& store) { std::string headID = liveRef.base->head; //get the part of the bodypart id which describes the race and the gender std::string bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4); std::string headModel = "meshes\\" + store.bodyParts.find(headID)->model; cellRender.insertBegin(liveRef.ref); cellRender.insertMesh(headModel); //TODO: define consts for each bodypart e.g. chest, foot, wrist... and put the parts in the right place cellRender.insertMesh("meshes\\" + store.bodyParts.find(bodyRaceID + "chest")->model); liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled())); } template void insertCellRefList (CellRenderImp& cellRender, MWWorld::Environment& environment, T& cellRefList, ESMS::CellStore &cell) { if (!cellRefList.list.empty()) { const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell)); for (typename T::List::iterator it = cellRefList.list.begin(); it != cellRefList.list.end(); it++) { if (it->mData.getCount()) class_.insertObj (MWWorld::Ptr (&*it, &cell), cellRender, environment); } } } void CellRenderImp::insertCell(ESMS::CellStore &cell, MWWorld::Environment& environment) { // Loop through all references in the cell insertCellRefList (*this, environment, cell.activators, cell); insertCellRefList (*this, environment, cell.potions, cell); insertCellRefList (*this, environment, cell.appas, cell); insertCellRefList (*this, environment, cell.armors, cell); insertCellRefList (*this, environment, cell.books, cell); insertCellRefList (*this, environment, cell.clothes, cell); insertCellRefList (*this, environment, cell.containers, cell); insertCellRefList (*this, environment, cell.creatures, cell); insertCellRefList (*this, environment, cell.doors, cell); insertCellRefList (*this, environment, cell.ingreds, cell); // insertCellRefList (*this, environment, cell.creatureLists, cell); // insertCellRefList (*this, environment, cell.itemLists, cell); insertCellRefList (*this, environment, cell.lights, cell); insertCellRefList (*this, environment, cell.lockpicks, cell); insertCellRefList (*this, environment, cell.miscItems, cell); insertCellRefList (*this, environment, cell.npcs, cell); insertCellRefList (*this, environment, cell.probes, cell); insertCellRefList (*this, environment, cell.repairs, cell); insertCellRefList (*this, environment, cell.statics, cell); insertCellRefList (*this, environment, cell.weapons, cell); }