void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { const std::string model = getModel(ptr); // Insert even if model is empty, so that the light is added renderingInterface.getObjects().insertModel(ptr, model); }
void Apparatus::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { const std::string model = getModel(ptr); if (!model.empty()) { renderingInterface.getObjects().insertModel(ptr, model); } }
void Light::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { MWWorld::LiveCellRef<ESM::Light> *ref = ptr.get<ESM::Light>(); // Insert even if model is empty, so that the light is added renderingInterface.getObjects().insertModel(ptr, model, true, !(ref->mBase->mData.mFlags & ESM::Light::OffDefault)); }
void Door::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { if (!model.empty()) { renderingInterface.getObjects().insertModel(ptr, model, true); ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Static); } }
void Activator::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { const std::string model = getModel(ptr); if (!model.empty()) { MWRender::Actors& actors = renderingInterface.getActors(); actors.insertActivator(ptr); } }
void Lockpick::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { const std::string model = getModel(ptr); if (!model.empty()) { MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false); objects.insertMesh(ptr, model); } }
void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { MWWorld::LiveCellRef<ESM::Light> *ref = ptr.get<ESM::Light>(); // Insert even if model is empty, so that the light is added MWRender::Actors& actors = renderingInterface.getActors(); actors.insertActivator(ptr, !(ref->mBase->mData.mFlags & ESM::Light::OffDefault)); }
void Static::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { MWWorld::LiveCellRef<ESM::Static> *ref = ptr.get<ESM::Static>(); if (!model.empty()) { renderingInterface.getObjects().insertModel(ptr, model, !ref->mBase->mPersistent); } }
void Activator::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { ESMS::LiveCellRef<ESM::Activator, MWWorld::RefData> *ref = ptr.get<ESM::Activator>(); assert (ref->base != NULL); const std::string &model = ref->base->model; if (!model.empty()) { MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false); objects.insertMesh(ptr, "meshes\\" + model); } }
void Light::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { MWWorld::LiveCellRef<ESM::Light> *ref = ptr.get<ESM::Light>(); assert (ref->mBase != NULL); const std::string &model = ref->mBase->mModel; MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false); if (!model.empty()) objects.insertMesh(ptr, "meshes\\" + model, true); else objects.insertLight(ptr); }
void Repair::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { if (!model.empty()) { renderingInterface.getObjects().insertModel(ptr, model); } }
void Creature::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { MWRender::Actors& actors = renderingInterface.getActors(); actors.insertCreature(ptr); }
void Npc::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { renderingInterface.getActors().insertNPC(ptr, getInventoryStore(ptr)); }