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 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 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)); }