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openmw-tes3coop/components/resource/scenemanager.hpp

92 lines
3.1 KiB
C++

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