forked from mirror/openmw-tes3mp
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#ifndef _GAME_RENDER_ANIMATION_H
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#define _GAME_RENDER_ANIMATION_H
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#include <components/nifogre/ogre_nif_loader.hpp>
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#include "../mwworld/ptr.hpp"
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namespace MWMechanics
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{
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class CharacterController;
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}
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namespace MWRender
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{
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class Animation
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{
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protected:
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MWWorld::Ptr mPtr;
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MWMechanics::CharacterController *mController;
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Ogre::SceneNode* mInsert;
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NifOgre::EntityList mEntityList;
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std::map<std::string,NifOgre::TextKeyMap> mTextKeys;
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Ogre::Bone *mAccumRoot;
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Ogre::Bone *mNonAccumRoot;
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Ogre::Vector3 mStartPosition;
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Ogre::Vector3 mLastPosition;
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NifOgre::TextKeyMap *mCurrentKeys;
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NifOgre::TextKeyMap::const_iterator mNextKey;
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Ogre::AnimationState *mAnimState;
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/* Updates the animation to the specified time, and moves the mPtr object
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* based on the change since the last update or reset. */
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void updatePosition(float time);
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/* Updates the animation to the specified time, without moving the mPtr
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* object. */
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void resetPosition(float time);
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float findStart(const std::string &groupname, const std::string &start);
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void createEntityList(Ogre::SceneNode *node, const std::string &model);
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public:
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Animation(const MWWorld::Ptr &ptr);
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virtual ~Animation();
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void setController(MWMechanics::CharacterController *controller);
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std::vector<std::string> getAnimationNames();
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void play(const std::string &groupname, const std::string &start);
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virtual void runAnimation(float timepassed);
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};
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}
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#endif
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