1 #ifndef GAME_RENDER_OBJECTS_H
2 #define GAME_RENDER_OBJECTS_H
11 #include "../mwworld/ptr.hpp"
62 typedef std::map<const MWWorld::CellStore*, osg::ref_ptr<osg::Group> >
CellMap;
80 void insertModel(
const MWWorld::Ptr& ptr,
const std::string &model,
bool animated=
false,
bool allowLight=
true);
83 void insertCreature (
const MWWorld::Ptr& ptr,
const std::string& model,
bool weaponsShields);
97 void operator = (
const Objects&);
98 Objects(
const Objects&);
Definition: objects.hpp:37
Wrapper class that constructs and provides access to the most commonly used resource subsystems...
Definition: resourcesystem.hpp:30
void copy(const btTransform &src, Nif::Transformation &dst)
Definition: testbulletnifloader.cpp:269
Definition: animation.hpp:85
PtrHolder(const PtrHolder ©, const osg::CopyOp ©op)
Definition: objects.hpp:49
std::map< MWWorld::ConstPtr, osg::ref_ptr< Animation > > PtrAnimationMap
Definition: objects.hpp:60
PtrAnimationMap mObjects
Definition: objects.hpp:64
osg::ref_ptr< osg::Group > mRootNode
Definition: objects.hpp:66
Mutable state of a cell.
Definition: cellstore.hpp:51
Pointer to a const LiveCellRef.
Definition: ptr.hpp:90
CellMap mCellSceneNodes
Definition: objects.hpp:63
PtrHolder()
Definition: objects.hpp:45
PtrHolder(const MWWorld::Ptr &ptr)
Definition: objects.hpp:40
std::map< const MWWorld::CellStore *, osg::ref_ptr< osg::Group > > CellMap
Definition: objects.hpp:62
Handles unreferencing of objects through the WorkQueue. Typical use scenario would be the main thread...
Definition: unrefqueue.hpp:24
Resource::ResourceSystem * mResourceSystem
Definition: objects.hpp:68
Pointer to a LiveCellRef.
Definition: ptr.hpp:19
osg::ref_ptr< SceneUtil::UnrefQueue > mUnrefQueue
Definition: objects.hpp:70
Definition: objects.hpp:59