forked from teamnwah/openmw-tes3coop
Merge remote branch 'swick/mwrender' into mwrender
This commit is contained in:
commit
012a41427c
16 changed files with 716 additions and 388 deletions
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@ -16,6 +16,7 @@ set(GAME_HEADER
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source_group(game FILES ${GAME} ${GAME_HEADER})
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set(GAMEREND
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mwrender/rendering_manager.cpp
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mwrender/mwscene.cpp
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mwrender/cellimp.cpp
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mwrender/interior.cpp
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@ -24,6 +25,7 @@ set(GAMEREND
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mwrender/player.cpp
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)
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set(GAMEREND_HEADER
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mwrender/rendering_manager.hpp
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mwrender/cell.hpp
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mwrender/cellimp.hpp
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mwrender/mwscene.hpp
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@ -137,6 +139,8 @@ source_group(apps\\openmw\\mwsound FILES ${GAMESOUND} ${GAMESOUND_HEADER})
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set(GAMEWORLD
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mwworld/world.cpp
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mwworld/scene.cpp
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mwworld/physicssystem.cpp
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mwworld/globals.cpp
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mwworld/class.cpp
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mwworld/actionteleport.cpp
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@ -149,7 +153,8 @@ set(GAMEWORLD
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set(GAMEWORLD_HEADER
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mwworld/refdata.hpp
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mwworld/world.hpp
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mwworld/ptr.hpp
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mwworld/physicssystem.hpp
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mwworld/scene.hpp
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mwworld/environment.hpp
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mwworld/globals.hpp
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mwworld/class.hpp
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@ -34,8 +34,8 @@ bool ExteriorCellRender::lightOutQuadInLin = false;
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int ExteriorCellRender::uniqueID = 0;
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ExteriorCellRender::ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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MWScene &_scene)
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: mCell(_cell), mEnvironment (environment), mScene(_scene), mBase(NULL), mInsert(NULL), mAmbientMode (0)
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MWScene &_scene, MWWorld::PhysicsSystem *physics)
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: mCell(_cell), mEnvironment (environment), mScene(_scene), mBase(NULL), mInsert(NULL), mAmbientMode (0), mPhysics(physics)
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{
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uniqueID = uniqueID +1;
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sg = mScene.getMgr()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
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@ -233,13 +233,15 @@ void ExteriorCellRender::insertMesh(const std::string &mesh)
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void ExteriorCellRender::insertObjectPhysics()
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{
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if (!mInsertMesh.empty())
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mScene.addObject (mInsert->getName(), mInsertMesh, mInsert->getOrientation(),
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{
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mPhysics->addObject (mInsert->getName(), mInsertMesh, mInsert->getOrientation(),
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mInsert->getScale().x, mInsert->getPosition());
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}
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}
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void ExteriorCellRender::insertActorPhysics()
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{
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mScene.addActor (mInsert->getName(), mInsertMesh, mInsert->getPosition());
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mPhysics->addActor (mInsert->getName(), mInsertMesh, mInsert->getPosition());
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}
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// insert a light related to the most recent insertBegin call.
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@ -3,6 +3,7 @@
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "../mwworld/physicssystem.hpp"
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#include "OgreColourValue.h"
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#include <OgreMath.h>
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@ -49,6 +50,7 @@ namespace MWRender
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ESMS::CellStore<MWWorld::RefData> &mCell;
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MWWorld::Environment &mEnvironment;
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MWScene &mScene;
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MWWorld::PhysicsSystem *mPhysics;
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/// The scene node that contains all objects belonging to this
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/// cell.
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@ -101,7 +103,7 @@ namespace MWRender
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public:
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ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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MWScene &_scene);
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MWScene &_scene, MWWorld::PhysicsSystem *physics);
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virtual ~ExteriorCellRender() { destroy(); }
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@ -195,13 +195,15 @@ void InteriorCellRender::insertMesh(const std::string &mesh)
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void InteriorCellRender::insertObjectPhysics()
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{
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if (!mInsertMesh.empty())
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scene.addObject (insert->getName(), mInsertMesh, insert->getOrientation(),
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{
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mPhysics->addObject (insert->getName(), mInsertMesh, insert->getOrientation(),
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insert->getScale().x, insert->getPosition());
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}
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}
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void InteriorCellRender::insertActorPhysics()
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{
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scene.addActor (insert->getName(), mInsertMesh, insert->getPosition());
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mPhysics->addActor (insert->getName(), mInsertMesh, insert->getPosition());
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}
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// insert a light related to the most recent insertBegin call.
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@ -3,6 +3,7 @@
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "../mwworld/physicssystem.hpp"
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#include "OgreColourValue.h"
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#include <OgreSceneNode.h>
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@ -48,6 +49,7 @@ namespace MWRender
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ESMS::CellStore<MWWorld::RefData> &cell;
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MWWorld::Environment &mEnvironment;
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MWScene &scene;
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MWWorld::PhysicsSystem *mPhysics;
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/// The scene node that contains all objects belonging to this
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/// cell.
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@ -93,8 +95,11 @@ namespace MWRender
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public:
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InteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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MWScene &_scene)
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: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0) {}
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MWScene &_scene, MWWorld::PhysicsSystem *physics)
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: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0)
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{
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mPhysics = physics;
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}
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virtual ~InteriorCellRender() { destroy(); }
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@ -76,121 +76,6 @@ std::pair<std::string, float> MWScene::getFacedHandle (MWWorld::World& world)
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return eng->rayTest(from,to);
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}
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void MWScene::doPhysics (float duration, MWWorld::World& world,
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
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// stop changes to world from being reported back to the physics system
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MWWorld::DoingPhysics scopeGuard;
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//set the DebugRenderingMode. To disable it,set it to 0
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//eng->setDebugRenderingMode(1);
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//set the walkdirection to 0 (no movement) for every actor)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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act->setWalkDirection(btVector3(0,0,0));
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}
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = eng->getCharacter(iter->first);
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = rend.getScene()->getSceneNode (iter->first);
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Ogre::Vector3 dir;
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Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
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Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
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if(mFreeFly)
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{
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Ogre::Quaternion yawQuat = yawNode->getOrientation();
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Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.07*(yawQuat*pitchQuat*dir1);
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}
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else
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{
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Ogre::Quaternion quat = yawNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.025*(quat*dir1);
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}
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//set the walk direction
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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}
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eng->stepSimulation(duration);
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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btVector3 newPos = act->getPosition();
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MWWorld::Ptr ptr = world.getPtrViaHandle (it->first);
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world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
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}
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}
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void MWScene::addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
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{
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OEngine::Physic::RigidBody* body = eng->createRigidBody(mesh,handle);
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eng->addRigidBody(body);
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btTransform tr;
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
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body->setWorldTransform(tr);
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}
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void MWScene::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position)
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{
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
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eng->addCharacter(handle);
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OEngine::Physic::PhysicActor* act = eng->getCharacter(handle);
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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void MWScene::removeObject (const std::string& handle)
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{
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//TODO:check if actor???
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eng->removeCharacter(handle);
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eng->removeRigidBody(handle);
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eng->deleteRigidBody(handle);
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}
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void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)
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{
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rend.getScene()->getSceneNode(handle)->setPosition(position);
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if(updatePhysics)//TODO: is it an actor? Done?
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{
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if (OEngine::Physic::RigidBody* body = eng->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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btTransform tr = body->getWorldTransform();
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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body->setWorldTransform(tr);
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}
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if (OEngine::Physic::PhysicActor* act = eng->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
|
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}
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}
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void MWScene::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
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{
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}
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void MWScene::scaleObject (const std::string& handle, float scale)
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{
|
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|
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}
|
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|
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bool MWScene::toggleCollisionMode()
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{
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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|
|
|
@ -65,30 +65,6 @@ namespace MWRender
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/// can be faced
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std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
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|
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/// Run physics simulation and modify \a world accordingly.
|
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void doPhysics (float duration, MWWorld::World& world,
|
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
|
||||
|
||||
/// Add object to physics system.
|
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void addObject (const std::string& handle, const std::string& mesh,
|
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
|
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|
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/// Add actor to physics system.
|
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void addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position);
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|
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/// Remove object from physic systems.
|
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void removeObject (const std::string& handle);
|
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|
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/// Move object.
|
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void moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics);
|
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|
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/// Change object's orientation.
|
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void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
|
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|
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/// Change object's scale.
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void scaleObject (const std::string& handle, float scale);
|
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|
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/// Toggle collision mode for player. If disabled player object should ignore
|
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/// collisions and gravity.
|
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/// \return Resulting mode
|
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|
|
1
apps/openmw/mwrender/rendering_manager.cpp
Normal file
1
apps/openmw/mwrender/rendering_manager.cpp
Normal file
|
@ -0,0 +1 @@
|
|||
#include "rendering_manager.hpp"
|
43
apps/openmw/mwrender/rendering_manager.hpp
Normal file
43
apps/openmw/mwrender/rendering_manager.hpp
Normal file
|
@ -0,0 +1,43 @@
|
|||
#ifndef _GAME_RENDERING_MANAGER_H
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||||
#define _GAME_RENDERING_MANAGER_H
|
||||
|
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#include "../mwworld/ptr.hpp"
|
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#include <openengine/ogre/renderer.hpp>
|
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#include <openengine/bullet/physic.hpp>
|
||||
|
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namespace MWRender
|
||||
{
|
||||
|
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class RenderingManager {
|
||||
public:
|
||||
|
||||
void removeCell (MWWorld::Ptr::CellStore *store); // TODO do we want this?
|
||||
|
||||
void addObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store);
|
||||
void removeObject (const MWWorld::Ptr& ptr, MWWorld::Ptr::CellStore *store);
|
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|
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void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position);
|
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void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
|
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void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation);
|
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void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store);
|
||||
|
||||
void setPhysicsDebugRendering (bool);
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bool getPhysicsDebugRendering() const;
|
||||
|
||||
void update (float duration);
|
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void skyEnable ();
|
||||
void skyDisable ();
|
||||
void skySetHour (double hour);
|
||||
void skySetDate (int day, int month);
|
||||
int skyGetMasserPhase() const;
|
||||
int skyGetSecundaPhase() const;
|
||||
void skySetMoonColour (bool red);
|
||||
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
173
apps/openmw/mwworld/physicssystem.cpp
Normal file
173
apps/openmw/mwworld/physicssystem.cpp
Normal file
|
@ -0,0 +1,173 @@
|
|||
#include "physicssystem.hpp"
|
||||
#include "../mwworld/doingphysics.hpp"
|
||||
#include "../mwworld/ptr.hpp"
|
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#include "../mwworld/world.hpp" // FIXME
|
||||
|
||||
#include "OgreRoot.h"
|
||||
#include "OgreRenderWindow.h"
|
||||
#include "OgreSceneManager.h"
|
||||
#include "OgreViewport.h"
|
||||
#include "OgreCamera.h"
|
||||
#include "OgreTextureManager.h"
|
||||
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng) :
|
||||
mRender(_rend), mEngine(physEng)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysics (float duration,
|
||||
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
|
||||
{
|
||||
// stop changes to world from being reported back to the physics system
|
||||
MWWorld::DoingPhysics scopeGuard;
|
||||
|
||||
//set the DebugRenderingMode. To disable it,set it to 0
|
||||
//eng->setDebugRenderingMode(1);
|
||||
|
||||
//set the walkdirection to 0 (no movement) for every actor)
|
||||
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
|
||||
{
|
||||
OEngine::Physic::PhysicActor* act = it->second;
|
||||
act->setWalkDirection(btVector3(0,0,0));
|
||||
}
|
||||
|
||||
for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
|
||||
iter!=actors.end(); ++iter)
|
||||
{
|
||||
OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
|
||||
|
||||
//dirty stuff to get the camera orientation. Must be changed!
|
||||
|
||||
Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
|
||||
Ogre::Vector3 dir;
|
||||
Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
|
||||
Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
|
||||
if(mFreeFly)
|
||||
{
|
||||
Ogre::Quaternion yawQuat = yawNode->getOrientation();
|
||||
Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
|
||||
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
|
||||
dir = 0.07*(yawQuat*pitchQuat*dir1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Ogre::Quaternion quat = yawNode->getOrientation();
|
||||
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
|
||||
dir = 0.025*(quat*dir1);
|
||||
}
|
||||
|
||||
//set the walk direction
|
||||
act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
|
||||
}
|
||||
mEngine->stepSimulation(duration);
|
||||
|
||||
std::vector< std::pair<std::string, Ogre::Vector3> > response;
|
||||
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
|
||||
{
|
||||
btVector3 newPos = it->second->getPosition();
|
||||
Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z());
|
||||
|
||||
response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
|
||||
}
|
||||
return response;
|
||||
}
|
||||
|
||||
void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
|
||||
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
|
||||
{
|
||||
OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle);
|
||||
mEngine->addRigidBody(body);
|
||||
btTransform tr;
|
||||
tr.setOrigin(btVector3(position.x,position.y,position.z));
|
||||
tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
|
||||
body->setWorldTransform(tr);
|
||||
}
|
||||
|
||||
void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh,
|
||||
const Ogre::Vector3& position)
|
||||
{
|
||||
//TODO:optimize this. Searching the std::map isn't very efficient i think.
|
||||
mEngine->addCharacter(handle);
|
||||
OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle);
|
||||
act->setPosition(btVector3(position.x,position.y,position.z));
|
||||
}
|
||||
|
||||
void PhysicsSystem::removeObject (const std::string& handle)
|
||||
{
|
||||
//TODO:check if actor???
|
||||
mEngine->removeCharacter(handle);
|
||||
mEngine->removeRigidBody(handle);
|
||||
mEngine->deleteRigidBody(handle);
|
||||
}
|
||||
|
||||
void PhysicsSystem::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)
|
||||
{
|
||||
mRender.getScene()->getSceneNode(handle)->setPosition(position);
|
||||
|
||||
if(updatePhysics)//TODO: is it an actor? Done?
|
||||
{
|
||||
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
|
||||
{
|
||||
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
|
||||
// start positions others than 0, 0, 0
|
||||
btTransform tr = body->getWorldTransform();
|
||||
tr.setOrigin(btVector3(position.x,position.y,position.z));
|
||||
body->setWorldTransform(tr);
|
||||
}
|
||||
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
||||
{
|
||||
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
|
||||
// start positions others than 0, 0, 0
|
||||
act->setPosition(btVector3(position.x,position.y,position.z));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
|
||||
{
|
||||
}
|
||||
|
||||
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool PhysicsSystem::toggleCollisionMode()
|
||||
{
|
||||
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
|
||||
{
|
||||
OEngine::Physic::PhysicActor* act = it->second;
|
||||
bool cmode = act->getCollisionMode();
|
||||
if(cmode)
|
||||
{
|
||||
act->enableCollisions(false);
|
||||
act->setGravity(0.);
|
||||
act->setVerticalVelocity(0);
|
||||
mFreeFly = true;
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
mFreeFly = false;
|
||||
act->enableCollisions(true);
|
||||
act->setGravity(4.);
|
||||
act->setVerticalVelocity(0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false; // This should never happen, but it shall not bother us now, since
|
||||
// this part of the code needs a rewrite anyway.
|
||||
}
|
||||
|
||||
}
|
45
apps/openmw/mwworld/physicssystem.hpp
Normal file
45
apps/openmw/mwworld/physicssystem.hpp
Normal file
|
@ -0,0 +1,45 @@
|
|||
#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
|
||||
#define GAME_MWWORLD_PHYSICSSYSTEM_H
|
||||
|
||||
#include <vector>
|
||||
#include <openengine/ogre/renderer.hpp>
|
||||
#include <openengine/bullet/physic.hpp>
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
class PhysicsSystem
|
||||
{
|
||||
public:
|
||||
PhysicsSystem (OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng);
|
||||
~PhysicsSystem ();
|
||||
|
||||
std::vector< std::pair<std::string, Ogre::Vector3> > doPhysics (float duration,
|
||||
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
|
||||
|
||||
void addObject (const std::string& handle, const std::string& mesh,
|
||||
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
|
||||
|
||||
void addActor (const std::string& handle, const std::string& mesh,
|
||||
const Ogre::Vector3& position);
|
||||
|
||||
void removeObject (const std::string& handle);
|
||||
|
||||
void moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics);
|
||||
|
||||
void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
|
||||
|
||||
void scaleObject (const std::string& handle, float scale);
|
||||
|
||||
bool toggleCollisionMode();
|
||||
|
||||
private:
|
||||
OEngine::Render::OgreRenderer &mRender;
|
||||
OEngine::Physic::PhysicEngine* mEngine;
|
||||
bool mFreeFly;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -17,6 +17,7 @@ namespace MWWorld
|
|||
mMale = !(player->flags & ESM::NPC::Female);
|
||||
mRace = player->race;
|
||||
mPlayer.ref.pos.pos[0] = mPlayer.ref.pos.pos[1] = mPlayer.ref.pos.pos[2] = 0;
|
||||
std::cout << renderer->getHandle();
|
||||
mPlayer.mData.setHandle (renderer->getHandle());
|
||||
mClass = new ESM::Class (*world.getStore().classes.find (player->cls));
|
||||
}
|
||||
|
|
220
apps/openmw/mwworld/scene.cpp
Normal file
220
apps/openmw/mwworld/scene.cpp
Normal file
|
@ -0,0 +1,220 @@
|
|||
#include "scene.hpp"
|
||||
#include "world.hpp"
|
||||
|
||||
#include "../mwrender/interior.hpp"
|
||||
#include "../mwrender/exterior.hpp"
|
||||
|
||||
#include "../mwmechanics/mechanicsmanager.hpp"
|
||||
|
||||
#include "../mwsound/soundmanager.hpp"
|
||||
|
||||
#include "ptr.hpp"
|
||||
#include "environment.hpp"
|
||||
#include "player.hpp"
|
||||
|
||||
#include "doingphysics.hpp"
|
||||
#include "cellfunctors.hpp"
|
||||
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
void Scene::unloadCell (CellRenderCollection::iterator iter)
|
||||
{
|
||||
ListHandles functor;
|
||||
iter->first->forEach<ListHandles>(functor);
|
||||
|
||||
{ // silence annoying g++ warning
|
||||
for (std::vector<std::string>::const_iterator iter (functor.mHandles.begin());
|
||||
iter!=functor.mHandles.end(); ++iter)
|
||||
mPhysics->removeObject (*iter);
|
||||
}
|
||||
|
||||
mWorld->removeScripts (iter->first);
|
||||
|
||||
mEnvironment.mMechanicsManager->dropActors (iter->first); // FIXME: gehört in world?
|
||||
mEnvironment.mSoundManager->stopSound (iter->first); // FIXME: same
|
||||
delete iter->second;
|
||||
mActiveCells.erase (iter);
|
||||
}
|
||||
|
||||
void Scene::loadCell (Ptr::CellStore *cell, MWRender::CellRender *render)
|
||||
{
|
||||
// register local scripts
|
||||
mWorld->insertInteriorScripts (*cell);
|
||||
|
||||
// This connects the cell data with the rendering scene.
|
||||
std::pair<CellRenderCollection::iterator, bool> result =
|
||||
mActiveCells.insert (std::make_pair (cell, render));
|
||||
|
||||
if (result.second)
|
||||
{
|
||||
// Load the cell and insert it into the renderer
|
||||
result.first->second->show();
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
|
||||
bool adjustPlayerPos)
|
||||
{
|
||||
if (adjustPlayerPos)
|
||||
mWorld->getPlayer().setPos (position.pos[0], position.pos[1], position.pos[2], false);
|
||||
|
||||
mWorld->getPlayer().setCell (cell);
|
||||
// TODO orientation
|
||||
mEnvironment.mMechanicsManager->addActor (mWorld->getPlayer().getPlayer());
|
||||
mEnvironment.mMechanicsManager->watchActor (mWorld->getPlayer().getPlayer());
|
||||
}
|
||||
|
||||
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
|
||||
{
|
||||
SuppressDoingPhysics scopeGuard;
|
||||
|
||||
// remove active
|
||||
mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
|
||||
|
||||
CellRenderCollection::iterator active = mActiveCells.begin();
|
||||
|
||||
while (active!=mActiveCells.end())
|
||||
{
|
||||
if (!(active->first->cell->data.flags & ESM::Cell::Interior))
|
||||
{
|
||||
if (std::abs (X-active->first->cell->data.gridX)<=1 &&
|
||||
std::abs (Y-active->first->cell->data.gridY)<=1)
|
||||
{
|
||||
// keep cells within the new 3x3 grid
|
||||
++active;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
unloadCell (active++);
|
||||
}
|
||||
|
||||
// Load cells
|
||||
for (int x=X-1; x<=X+1; ++x)
|
||||
for (int y=Y-1; y<=Y+1; ++y)
|
||||
{
|
||||
CellRenderCollection::iterator iter = mActiveCells.begin();
|
||||
|
||||
while (iter!=mActiveCells.end())
|
||||
{
|
||||
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
|
||||
|
||||
if (x==iter->first->cell->data.gridX &&
|
||||
y==iter->first->cell->data.gridY)
|
||||
break;
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
if (iter==mActiveCells.end())
|
||||
{
|
||||
mWorld->getExterior(x, y)->loadExt (x, y, mWorld->getStore(), mWorld->getEsmReader());
|
||||
Ptr::CellStore *cell = mWorld->getExterior(x, y);
|
||||
|
||||
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene, mPhysics));
|
||||
}
|
||||
}
|
||||
|
||||
// find current cell
|
||||
CellRenderCollection::iterator iter = mActiveCells.begin();
|
||||
|
||||
while (iter!=mActiveCells.end())
|
||||
{
|
||||
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
|
||||
|
||||
if (X==iter->first->cell->data.gridX &&
|
||||
Y==iter->first->cell->data.gridY)
|
||||
break;
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
assert (iter!=mActiveCells.end());
|
||||
|
||||
mCurrentCell = iter->first;
|
||||
|
||||
// adjust player
|
||||
playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
|
||||
|
||||
// Sky system
|
||||
mWorld->adjustSky();
|
||||
|
||||
mCellChanged = true;
|
||||
}
|
||||
|
||||
Scene::Scene (Environment& environment, World *world, MWRender::MWScene& scene, PhysicsSystem *physics)
|
||||
: mScene (scene), mCurrentCell (0),
|
||||
mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
|
||||
{
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
{
|
||||
/*for (CellRenderCollection::iterator iter (mActiveCells.begin());
|
||||
iter!=mActiveCells.end(); ++iter)
|
||||
delete iter->second;*/
|
||||
}
|
||||
|
||||
bool Scene::hasCellChanged() const
|
||||
{
|
||||
return mCellChanged;
|
||||
}
|
||||
|
||||
std::map<Ptr::CellStore *, MWRender::CellRender *> Scene::getActiveCells ()
|
||||
{
|
||||
return mActiveCells;
|
||||
}
|
||||
|
||||
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
|
||||
{
|
||||
SuppressDoingPhysics scopeGuard;
|
||||
|
||||
// remove active
|
||||
CellRenderCollection::iterator active = mActiveCells.begin();
|
||||
|
||||
while (active!=mActiveCells.end())
|
||||
{
|
||||
unloadCell (active++);
|
||||
}
|
||||
|
||||
// Load cell.
|
||||
std::cout << "cellName:" << cellName << std::endl;
|
||||
mWorld->getInterior(cellName)->loadInt (cellName, mWorld->getStore(), mWorld->getEsmReader());
|
||||
Ptr::CellStore *cell = mWorld->getInterior(cellName);
|
||||
|
||||
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene, mPhysics));
|
||||
|
||||
// adjust player
|
||||
mCurrentCell = cell;
|
||||
playerCellChange (cell, position);
|
||||
|
||||
// Sky system
|
||||
mWorld->adjustSky();
|
||||
|
||||
mCellChanged = true;
|
||||
//currentRegion->name = "";
|
||||
}
|
||||
|
||||
void Scene::changeToExteriorCell (const ESM::Position& position)
|
||||
{
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
|
||||
mWorld->positionToIndex (position.pos[0], position.pos[1], x, y);
|
||||
|
||||
changeCell (x, y, position, true);
|
||||
}
|
||||
|
||||
Ptr::CellStore* Scene::getCurrentCell ()
|
||||
{
|
||||
return mCurrentCell;
|
||||
}
|
||||
|
||||
void Scene::markCellAsUnchanged()
|
||||
{
|
||||
mCellChanged = false;
|
||||
}
|
||||
}
|
||||
|
104
apps/openmw/mwworld/scene.hpp
Normal file
104
apps/openmw/mwworld/scene.hpp
Normal file
|
@ -0,0 +1,104 @@
|
|||
#ifndef GAME_MWWORLD_SCENE_H
|
||||
#define GAME_MWWORLD_SCENE_H
|
||||
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
#include <boost/filesystem.hpp>
|
||||
|
||||
#include <components/esm_store/cell_store.hpp>
|
||||
|
||||
#include "../mwrender/mwscene.hpp"
|
||||
#include "physicssystem.hpp"
|
||||
|
||||
#include "refdata.hpp"
|
||||
#include "ptr.hpp"
|
||||
#include "globals.hpp"
|
||||
|
||||
#include <openengine/bullet/physic.hpp>
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
class Vector3;
|
||||
}
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
struct Position;
|
||||
}
|
||||
|
||||
namespace Files
|
||||
{
|
||||
class Collections;
|
||||
}
|
||||
|
||||
namespace Render
|
||||
{
|
||||
class OgreRenderer;
|
||||
}
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class SkyManager;
|
||||
class CellRender;
|
||||
}
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
class Environment;
|
||||
class Player;
|
||||
|
||||
class Scene
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
private:
|
||||
|
||||
typedef std::map<Ptr::CellStore *, MWRender::CellRender *> CellRenderCollection;
|
||||
|
||||
MWRender::MWScene mScene;
|
||||
Ptr::CellStore *mCurrentCell; // the cell, the player is in
|
||||
CellRenderCollection mActiveCells;
|
||||
bool mCellChanged;
|
||||
Environment& mEnvironment;
|
||||
World *mWorld;
|
||||
PhysicsSystem *mPhysics;
|
||||
|
||||
|
||||
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
|
||||
bool adjustPlayerPos = true);
|
||||
public:
|
||||
|
||||
Scene (Environment& environment, World *world, MWRender::MWScene& scene, PhysicsSystem *physics);
|
||||
|
||||
~Scene();
|
||||
|
||||
void unloadCell (CellRenderCollection::iterator iter);
|
||||
|
||||
void loadCell (Ptr::CellStore *cell, MWRender::CellRender *render);
|
||||
|
||||
void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
|
||||
///< Move from exterior to interior or from interior cell to a different
|
||||
/// interior cell.
|
||||
|
||||
Ptr::CellStore* getCurrentCell ();
|
||||
|
||||
CellRenderCollection getActiveCells ();
|
||||
|
||||
bool hasCellChanged() const;
|
||||
///< Has the player moved to a different cell, since the last frame?
|
||||
|
||||
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position);
|
||||
///< Move to interior cell.
|
||||
|
||||
void changeToExteriorCell (const ESM::Position& position);
|
||||
///< Move to exterior cell.
|
||||
|
||||
void markCellAsUnchanged();
|
||||
|
||||
std::string getFacedHandle();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
#include "world.hpp"
|
||||
|
||||
#include <cmath>
|
||||
|
@ -221,18 +220,12 @@ namespace MWWorld
|
|||
|
||||
MWRender::CellRender *World::searchRender (Ptr::CellStore *store)
|
||||
{
|
||||
CellRenderCollection::iterator iter = mActiveCells.find (store);
|
||||
CellRenderCollection::iterator iter = mWorldScene->getActiveCells().find (store);
|
||||
|
||||
if (iter!=mActiveCells.end())
|
||||
if (iter!=mWorldScene->getActiveCells().end())
|
||||
{
|
||||
return iter->second;
|
||||
}
|
||||
else
|
||||
{
|
||||
iter = mBufferedCells.find (store);
|
||||
if (iter!=mBufferedCells.end())
|
||||
return iter->second;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -271,52 +264,6 @@ namespace MWWorld
|
|||
}
|
||||
}
|
||||
|
||||
void World::unloadCell (CellRenderCollection::iterator iter)
|
||||
{
|
||||
ListHandles functor;
|
||||
iter->first->forEach<ListHandles>(functor);
|
||||
|
||||
{ // silence annoying g++ warning
|
||||
for (std::vector<std::string>::const_iterator iter (functor.mHandles.begin());
|
||||
iter!=functor.mHandles.end(); ++iter)
|
||||
mScene.removeObject (*iter);
|
||||
}
|
||||
|
||||
removeScripts (iter->first);
|
||||
mEnvironment.mMechanicsManager->dropActors (iter->first);
|
||||
mEnvironment.mSoundManager->stopSound (iter->first);
|
||||
delete iter->second;
|
||||
mActiveCells.erase (iter);
|
||||
}
|
||||
|
||||
void World::loadCell (Ptr::CellStore *cell, MWRender::CellRender *render)
|
||||
{
|
||||
// register local scripts
|
||||
insertInteriorScripts (*cell);
|
||||
|
||||
// This connects the cell data with the rendering scene.
|
||||
std::pair<CellRenderCollection::iterator, bool> result =
|
||||
mActiveCells.insert (std::make_pair (cell, render));
|
||||
|
||||
if (result.second)
|
||||
{
|
||||
// Load the cell and insert it into the renderer
|
||||
result.first->second->show();
|
||||
}
|
||||
}
|
||||
|
||||
void World::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
|
||||
bool adjustPlayerPos)
|
||||
{
|
||||
if (adjustPlayerPos)
|
||||
mPlayer->setPos (position.pos[0], position.pos[1], position.pos[2], false);
|
||||
|
||||
mPlayer->setCell (cell);
|
||||
// TODO orientation
|
||||
mEnvironment.mMechanicsManager->addActor (mPlayer->getPlayer());
|
||||
mEnvironment.mMechanicsManager->watchActor (mPlayer->getPlayer());
|
||||
}
|
||||
|
||||
|
||||
void World::adjustSky()
|
||||
{
|
||||
|
@ -328,92 +275,16 @@ namespace MWWorld
|
|||
}
|
||||
}
|
||||
|
||||
void World::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
|
||||
{
|
||||
SuppressDoingPhysics scopeGuard;
|
||||
|
||||
// remove active
|
||||
mEnvironment.mMechanicsManager->removeActor (mPlayer->getPlayer());
|
||||
|
||||
CellRenderCollection::iterator active = mActiveCells.begin();
|
||||
|
||||
while (active!=mActiveCells.end())
|
||||
{
|
||||
if (!(active->first->cell->data.flags & ESM::Cell::Interior))
|
||||
{
|
||||
if (std::abs (X-active->first->cell->data.gridX)<=1 &&
|
||||
std::abs (Y-active->first->cell->data.gridY)<=1)
|
||||
{
|
||||
// keep cells within the new 3x3 grid
|
||||
++active;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
unloadCell (active++);
|
||||
}
|
||||
|
||||
// Load cells
|
||||
for (int x=X-1; x<=X+1; ++x)
|
||||
for (int y=Y-1; y<=Y+1; ++y)
|
||||
{
|
||||
CellRenderCollection::iterator iter = mActiveCells.begin();
|
||||
|
||||
while (iter!=mActiveCells.end())
|
||||
{
|
||||
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
|
||||
|
||||
if (x==iter->first->cell->data.gridX &&
|
||||
y==iter->first->cell->data.gridY)
|
||||
break;
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
if (iter==mActiveCells.end())
|
||||
{
|
||||
mExteriors[std::make_pair (x, y)].loadExt (x, y, mStore, mEsm);
|
||||
Ptr::CellStore *cell = &mExteriors[std::make_pair (x, y)];
|
||||
|
||||
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene));
|
||||
}
|
||||
}
|
||||
|
||||
// find current cell
|
||||
CellRenderCollection::iterator iter = mActiveCells.begin();
|
||||
|
||||
while (iter!=mActiveCells.end())
|
||||
{
|
||||
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
|
||||
|
||||
if (X==iter->first->cell->data.gridX &&
|
||||
Y==iter->first->cell->data.gridY)
|
||||
break;
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
assert (iter!=mActiveCells.end());
|
||||
|
||||
mCurrentCell = iter->first;
|
||||
|
||||
// adjust player
|
||||
playerCellChange (&mExteriors[std::make_pair (X, Y)], position, adjustPlayerPos);
|
||||
|
||||
// Sky system
|
||||
adjustSky();
|
||||
|
||||
mCellChanged = true;
|
||||
}
|
||||
|
||||
World::World (OEngine::Render::OgreRenderer& renderer, OEngine::Physic::PhysicEngine* physEng,
|
||||
const Files::Collections& fileCollections,
|
||||
const std::string& master, const boost::filesystem::path& resDir,
|
||||
bool newGame, Environment& environment, const std::string& encoding)
|
||||
: mSkyManager (0), mScene (renderer,physEng), mPlayer (0), mCurrentCell (0), mGlobalVariables (0),
|
||||
mSky (false), mCellChanged (false), mEnvironment (environment), mNextDynamicRecord (0)
|
||||
: mSkyManager (0), mScene (renderer,physEng), mPlayer (0), mGlobalVariables (0),
|
||||
mSky (false), mEnvironment (environment), mNextDynamicRecord (0)
|
||||
{
|
||||
mPhysEngine = physEng;
|
||||
|
||||
mPhysics = new PhysicsSystem(renderer, physEng);
|
||||
|
||||
boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master));
|
||||
|
||||
|
@ -425,7 +296,7 @@ namespace MWWorld
|
|||
mStore.load (mEsm);
|
||||
|
||||
mPlayer = new MWWorld::Player (mScene.getPlayer(), mStore.npcs.find ("player"), *this);
|
||||
mScene.addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0));
|
||||
mPhysics->addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0));
|
||||
|
||||
// global variables
|
||||
mGlobalVariables = new Globals (mStore);
|
||||
|
@ -440,21 +311,51 @@ namespace MWWorld
|
|||
MWRender::SkyManager::create(renderer.getWindow(), mScene.getCamera(), resDir);
|
||||
|
||||
mPhysEngine = physEng;
|
||||
|
||||
mWorldScene = new Scene(environment, this, mScene, mPhysics);
|
||||
}
|
||||
|
||||
World::~World()
|
||||
{
|
||||
for (CellRenderCollection::iterator iter (mActiveCells.begin());
|
||||
iter!=mActiveCells.end(); ++iter)
|
||||
delete iter->second;
|
||||
|
||||
for (CellRenderCollection::iterator iter (mBufferedCells.begin());
|
||||
iter!=mBufferedCells.end(); ++iter)
|
||||
delete iter->second;
|
||||
|
||||
delete mPlayer;
|
||||
delete mSkyManager;
|
||||
delete mGlobalVariables;
|
||||
//delete mWorldScene;
|
||||
delete mPhysics;
|
||||
}
|
||||
|
||||
const ESM::Cell *World::getExterior (const std::string& cellName) const
|
||||
{
|
||||
// first try named cells
|
||||
if (const ESM::Cell *cell = mStore.cells.searchExtByName (cellName))
|
||||
return cell;
|
||||
|
||||
// didn't work -> now check for regions
|
||||
std::string cellName2 = ESMS::RecListT<ESM::Region>::toLower (cellName);
|
||||
|
||||
for (ESMS::RecListT<ESM::Region>::MapType::const_iterator iter (mStore.regions.list.begin());
|
||||
iter!=mStore.regions.list.end(); ++iter)
|
||||
{
|
||||
if (ESMS::RecListT<ESM::Region>::toLower (iter->second.name)==cellName2)
|
||||
{
|
||||
if (const ESM::Cell *cell = mStore.cells.searchExtByRegion (iter->first))
|
||||
return cell;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Ptr::CellStore *World::getExterior (int x, int y)
|
||||
{
|
||||
return &mExteriors[std::make_pair (x, y)];
|
||||
}
|
||||
|
||||
Ptr::CellStore *World::getInterior (std::string name)
|
||||
{
|
||||
return &mInteriors[name];
|
||||
}
|
||||
|
||||
MWWorld::Player& World::getPlayer()
|
||||
|
@ -466,6 +367,11 @@ namespace MWWorld
|
|||
{
|
||||
return mStore;
|
||||
}
|
||||
|
||||
ESM::ESMReader& World::getEsmReader()
|
||||
{
|
||||
return mEsm;
|
||||
}
|
||||
|
||||
const World::ScriptList& World::getLocalScripts() const
|
||||
{
|
||||
|
@ -474,7 +380,7 @@ namespace MWWorld
|
|||
|
||||
bool World::hasCellChanged() const
|
||||
{
|
||||
return mCellChanged;
|
||||
return mWorldScene->hasCellChanged();
|
||||
}
|
||||
|
||||
Globals::Data& World::getGlobalVariable (const std::string& name)
|
||||
|
@ -501,8 +407,8 @@ namespace MWWorld
|
|||
}
|
||||
|
||||
// active cells
|
||||
for (CellRenderCollection::iterator iter (mActiveCells.begin());
|
||||
iter!=mActiveCells.end(); ++iter)
|
||||
for (CellRenderCollection::iterator iter (mWorldScene->getActiveCells().begin());
|
||||
iter!=mWorldScene->getActiveCells().end(); ++iter)
|
||||
{
|
||||
Ptr ptr = getPtr (name, *iter->first);
|
||||
|
||||
|
@ -523,8 +429,8 @@ namespace MWWorld
|
|||
if (mPlayer->getPlayer().getRefData().getHandle()==handle)
|
||||
return mPlayer->getPlayer();
|
||||
|
||||
for (CellRenderCollection::iterator iter (mActiveCells.begin());
|
||||
iter!=mActiveCells.end(); ++iter)
|
||||
for (CellRenderCollection::iterator iter (mWorldScene->getActiveCells().begin());
|
||||
iter!=mWorldScene->getActiveCells().end(); ++iter)
|
||||
{
|
||||
Ptr ptr = getPtrViaHandle (handle, *iter->first);
|
||||
|
||||
|
@ -545,7 +451,7 @@ namespace MWWorld
|
|||
{
|
||||
render->enable (reference.getRefData().getHandle());
|
||||
|
||||
if (mActiveCells.find (reference.getCell())!=mActiveCells.end())
|
||||
if (mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end())
|
||||
Class::get (reference).enable (reference, mEnvironment);
|
||||
}
|
||||
}
|
||||
|
@ -561,7 +467,7 @@ namespace MWWorld
|
|||
{
|
||||
render->disable (reference.getRefData().getHandle());
|
||||
|
||||
if (mActiveCells.find (reference.getCell())!=mActiveCells.end())
|
||||
if (mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end())
|
||||
{
|
||||
Class::get (reference).disable (reference, mEnvironment);
|
||||
mEnvironment.mSoundManager->stopSound3D (reference);
|
||||
|
@ -694,70 +600,17 @@ namespace MWWorld
|
|||
|
||||
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
|
||||
{
|
||||
SuppressDoingPhysics scopeGuard;
|
||||
|
||||
// remove active
|
||||
CellRenderCollection::iterator active = mActiveCells.begin();
|
||||
|
||||
while (active!=mActiveCells.end())
|
||||
{
|
||||
unloadCell (active++);
|
||||
}
|
||||
|
||||
// Load cell.
|
||||
mInteriors[cellName].loadInt (cellName, mStore, mEsm);
|
||||
Ptr::CellStore *cell = &mInteriors[cellName];
|
||||
|
||||
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene));
|
||||
|
||||
// adjust player
|
||||
mCurrentCell = cell;
|
||||
playerCellChange (cell, position);
|
||||
|
||||
// Sky system
|
||||
adjustSky();
|
||||
|
||||
mCellChanged = true;
|
||||
//currentRegion->name = "";
|
||||
return mWorldScene->changeToInteriorCell(cellName, position);
|
||||
}
|
||||
|
||||
void World::changeToExteriorCell (const ESM::Position& position)
|
||||
{
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
|
||||
positionToIndex (position.pos[0], position.pos[1], x, y);
|
||||
|
||||
changeCell (x, y, position, true);
|
||||
}
|
||||
|
||||
const ESM::Cell *World::getExterior (const std::string& cellName) const
|
||||
{
|
||||
// first try named cells
|
||||
if (const ESM::Cell *cell = mStore.cells.searchExtByName (cellName))
|
||||
return cell;
|
||||
|
||||
// didn't work -> now check for regions
|
||||
std::string cellName2 = ESMS::RecListT<ESM::Region>::toLower (cellName);
|
||||
|
||||
for (ESMS::RecListT<ESM::Region>::MapType::const_iterator iter (mStore.regions.list.begin());
|
||||
iter!=mStore.regions.list.end(); ++iter)
|
||||
{
|
||||
if (ESMS::RecListT<ESM::Region>::toLower (iter->second.name)==cellName2)
|
||||
{
|
||||
if (const ESM::Cell *cell = mStore.cells.searchExtByRegion (iter->first))
|
||||
return cell;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
return mWorldScene->changeToExteriorCell(position);
|
||||
}
|
||||
|
||||
void World::markCellAsUnchanged()
|
||||
{
|
||||
mCellChanged = false;
|
||||
return mWorldScene->markCellAsUnchanged();
|
||||
}
|
||||
|
||||
std::string World::getFacedHandle()
|
||||
|
@ -779,13 +632,13 @@ namespace MWWorld
|
|||
|
||||
if (MWRender::CellRender *render = searchRender (ptr.getCell()))
|
||||
{
|
||||
if (mActiveCells.find (ptr.getCell())!=mActiveCells.end())
|
||||
if (mWorldScene->getActiveCells().find (ptr.getCell())!=mWorldScene->getActiveCells().end())
|
||||
{
|
||||
Class::get (ptr).disable (ptr, mEnvironment);
|
||||
mEnvironment.mSoundManager->stopSound3D (ptr);
|
||||
|
||||
if (!DoingPhysics::isDoingPhysics())
|
||||
mScene.removeObject (ptr.getRefData().getHandle());
|
||||
mPhysics->removeObject (ptr.getRefData().getHandle());
|
||||
}
|
||||
|
||||
render->deleteObject (ptr.getRefData().getHandle());
|
||||
|
@ -794,7 +647,7 @@ namespace MWWorld
|
|||
}
|
||||
}
|
||||
|
||||
void World::moveObject (Ptr ptr, float x, float y, float z)
|
||||
void World::moveObjectImp (Ptr ptr, float x, float y, float z)
|
||||
{
|
||||
ptr.getCellRef().pos.pos[0] = x;
|
||||
ptr.getCellRef().pos.pos[1] = y;
|
||||
|
@ -802,9 +655,10 @@ namespace MWWorld
|
|||
|
||||
if (ptr==mPlayer->getPlayer())
|
||||
{
|
||||
if (mCurrentCell)
|
||||
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
|
||||
if (currentCell)
|
||||
{
|
||||
if (!(mCurrentCell->cell->data.flags & ESM::Cell::Interior))
|
||||
if (!(currentCell->cell->data.flags & ESM::Cell::Interior))
|
||||
{
|
||||
// exterior -> adjust loaded cells
|
||||
int cellX = 0;
|
||||
|
@ -812,16 +666,21 @@ namespace MWWorld
|
|||
|
||||
positionToIndex (x, y, cellX, cellY);
|
||||
|
||||
if (mCurrentCell->cell->data.gridX!=cellX || mCurrentCell->cell->data.gridY!=cellY)
|
||||
if (currentCell->cell->data.gridX!=cellX || currentCell->cell->data.gridY!=cellY)
|
||||
{
|
||||
changeCell (cellX, cellY, mPlayer->getPlayer().getCellRef().pos, false);
|
||||
mWorldScene->changeCell (cellX, cellY, mPlayer->getPlayer().getCellRef().pos, false);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
mScene.moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z),
|
||||
void World::moveObject (Ptr ptr, float x, float y, float z)
|
||||
{
|
||||
moveObjectImp(ptr, x, y, z);
|
||||
|
||||
mPhysics->moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z),
|
||||
!DoingPhysics::isDoingPhysics());
|
||||
|
||||
// TODO cell change for non-player ref
|
||||
|
@ -859,7 +718,12 @@ namespace MWWorld
|
|||
void World::doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
|
||||
float duration)
|
||||
{
|
||||
mScene.doPhysics (duration, *this, actors);
|
||||
std::vector< std::pair<std::string, Ogre::Vector3> > vectors = mPhysics->doPhysics (duration, actors);
|
||||
std::vector< std::pair<std::string, Ogre::Vector3> >::iterator it;
|
||||
for(it = vectors.begin(); it != vectors.end(); it++) {
|
||||
MWWorld::Ptr ptr = getPtrViaHandle (it->first);
|
||||
moveObject (ptr, it->second.x, it->second.y, it->second.z);
|
||||
}
|
||||
}
|
||||
|
||||
bool World::toggleCollisionMode()
|
||||
|
@ -904,3 +768,4 @@ namespace MWWorld
|
|||
return std::make_pair (stream.str(), created);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -13,6 +13,8 @@
|
|||
#include "refdata.hpp"
|
||||
#include "ptr.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "scene.hpp"
|
||||
#include "physicssystem.hpp"
|
||||
|
||||
#include <openengine/bullet/physic.hpp>
|
||||
|
||||
|
@ -66,20 +68,19 @@ namespace MWWorld
|
|||
|
||||
MWRender::SkyManager* mSkyManager;
|
||||
MWRender::MWScene mScene;
|
||||
MWWorld::Scene *mWorldScene;
|
||||
MWWorld::Player *mPlayer;
|
||||
Ptr::CellStore *mCurrentCell; // the cell, the player is in
|
||||
CellRenderCollection mActiveCells;
|
||||
CellRenderCollection mBufferedCells; // loaded, but not active (buffering not implementd yet)
|
||||
ESM::ESMReader mEsm;
|
||||
ESMS::ESMStore mStore;
|
||||
std::map<std::string, Ptr::CellStore> mInteriors;
|
||||
std::map<std::pair<int, int>, Ptr::CellStore> mExteriors;
|
||||
ScriptList mLocalScripts;
|
||||
MWWorld::Globals *mGlobalVariables;
|
||||
MWWorld::PhysicsSystem *mPhysics;
|
||||
bool mSky;
|
||||
bool mCellChanged;
|
||||
Environment& mEnvironment;
|
||||
int mNextDynamicRecord;
|
||||
|
||||
std::map<std::string, Ptr::CellStore> mInteriors;
|
||||
std::map<std::pair<int, int>, Ptr::CellStore> mExteriors;
|
||||
|
||||
OEngine::Physic::PhysicEngine* mPhysEngine;
|
||||
|
||||
|
@ -87,8 +88,6 @@ namespace MWWorld
|
|||
World (const World&);
|
||||
World& operator= (const World&);
|
||||
|
||||
void insertInteriorScripts (ESMS::CellStore<RefData>& cell);
|
||||
|
||||
Ptr getPtr (const std::string& name, Ptr::CellStore& cellStore);
|
||||
|
||||
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
|
||||
|
@ -96,21 +95,9 @@ namespace MWWorld
|
|||
MWRender::CellRender *searchRender (Ptr::CellStore *store);
|
||||
|
||||
int getDaysPerMonth (int month) const;
|
||||
|
||||
void removeScripts (Ptr::CellStore *cell);
|
||||
|
||||
void unloadCell (CellRenderCollection::iterator iter);
|
||||
|
||||
void loadCell (Ptr::CellStore *cell, MWRender::CellRender *render);
|
||||
|
||||
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
|
||||
bool adjustPlayerPos = true);
|
||||
|
||||
void adjustSky();
|
||||
|
||||
void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
|
||||
///< Move from exterior to interior or from interior cell to a different
|
||||
/// interior cell.
|
||||
|
||||
void moveObjectImp (Ptr ptr, float x, float y, float z);
|
||||
|
||||
public:
|
||||
|
||||
World (OEngine::Render::OgreRenderer& renderer, OEngine::Physic::PhysicEngine* physEng,
|
||||
|
@ -119,10 +106,22 @@ namespace MWWorld
|
|||
Environment& environment, const std::string& encoding);
|
||||
|
||||
~World();
|
||||
|
||||
Ptr::CellStore *getExterior (int x, int y);
|
||||
|
||||
Ptr::CellStore *getInterior (std::string name);
|
||||
|
||||
void removeScripts (Ptr::CellStore *cell);
|
||||
|
||||
void insertInteriorScripts (ESMS::CellStore<RefData>& cell);
|
||||
|
||||
void adjustSky();
|
||||
|
||||
MWWorld::Player& getPlayer();
|
||||
|
||||
const ESMS::ESMStore& getStore() const;
|
||||
|
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ESM::ESMReader& getEsmReader();
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const ScriptList& getLocalScripts() const;
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///< Names and local variable state of all local scripts in active cells.
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Reference in a new issue