1 #ifndef GAME_RENDER_OBJECTS_H
2 #define GAME_RENDER_OBJECTS_H
11 #include "../mwworld/ptr.hpp"
20 class IncrementalCompileOperation;
67 typedef std::map<const MWWorld::CellStore*, osg::ref_ptr<osg::Group> >
CellMap;
85 void insertModel(
const MWWorld::Ptr& ptr,
const std::string &model,
bool animated=
false,
bool allowLight=
true);
88 void insertCreature (
const MWWorld::Ptr& ptr,
const std::string& model,
bool weaponsShields);
102 void operator = (
const Objects&);
103 Objects(
const Objects&);
Definition: objects.hpp:42
Wrapper class that constructs and provides access to the most commonly used resource subsystems...
Definition: resourcesystem.hpp:24
Definition: animation.hpp:77
PtrHolder(const PtrHolder ©, const osg::CopyOp ©op)
Definition: objects.hpp:54
PtrHolder(MWWorld::Ptr ptr)
Definition: objects.hpp:45
std::map< MWWorld::ConstPtr, Animation * > PtrAnimationMap
Definition: objects.hpp:65
PtrAnimationMap mObjects
Definition: objects.hpp:69
osg::ref_ptr< osg::Group > mRootNode
Definition: objects.hpp:71
Mutable state of a cell.
Definition: cellstore.hpp:53
Pointer to a const LiveCellRef.
Definition: ptr.hpp:90
CellMap mCellSceneNodes
Definition: objects.hpp:68
PtrHolder()
Definition: objects.hpp:50
std::map< const MWWorld::CellStore *, osg::ref_ptr< osg::Group > > CellMap
Definition: objects.hpp:67
Handles unreferencing of objects through the WorkQueue. Typical use scenario would be the main thread...
Definition: unrefqueue.hpp:19
Resource::ResourceSystem * mResourceSystem
Definition: objects.hpp:73
Pointer to a LiveCellRef.
Definition: ptr.hpp:19
osg::ref_ptr< SceneUtil::UnrefQueue > mUnrefQueue
Definition: objects.hpp:75
Definition: objects.hpp:64