Merge branch 'playerpos' into script

actorid
Marc Zinnschlag 14 years ago
commit 0a832f2d23

@ -14,16 +14,18 @@ set(GAMEREND
mwrender/cellimp.cpp
mwrender/interior.cpp
mwrender/exterior.cpp
mwrender/playerpos.cpp
mwrender/sky.cpp)
mwrender/sky.cpp
mwrender/player.cpp
)
set(GAMEREND_HEADER
mwrender/cell.hpp
mwrender/cellimp.hpp
mwrender/mwscene.hpp
mwrender/interior.hpp
mwrender/exterior.hpp
mwrender/playerpos.hpp
mwrender/sky.hpp)
mwrender/sky.hpp
mwrender/player.hpp
)
source_group(apps\\openmw\\mwrender FILES ${GAMEREND} ${GAMEREND_HEADER})
set(GAMEINPUT
@ -121,6 +123,7 @@ set(GAMEWORLD
mwworld/actiontalk.cpp
mwworld/actiontake.cpp
mwworld/containerutil.cpp
mwworld/player.cpp
)
set(GAMEWORLD_HEADER
mwworld/refdata.hpp
@ -138,6 +141,7 @@ set(GAMEWORLD_HEADER
mwworld/containerstore.hpp
mwworld/manualref.hpp
mwworld/containerutil.hpp
mwworld/player.hpp
)
source_group(apps\\openmw\\mwworld FILES ${GAMEWORLD} ${GAMEWORLD_HEADER})

@ -29,6 +29,7 @@
#include "mwworld/ptr.hpp"
#include "mwworld/environment.hpp"
#include "mwworld/class.hpp"
#include "mwworld/player.hpp"
#include "mwclass/classes.hpp"
@ -77,7 +78,7 @@ bool OMW::Engine::frameStarted(const Ogre::FrameEvent& evt)
MWWorld::Ptr::CellStore *current = mEnvironment.mWorld->getPlayerPos().getPlayer().getCell();
MWWorld::Ptr::CellStore *current = mEnvironment.mWorld->getPlayer().getPlayer().getCell();
//If the region has changed
if(!(current->cell->data.flags & current->cell->Interior) && timer.elapsed() >= 10){
timer.restart();
@ -377,7 +378,7 @@ void OMW::Engine::go()
}
// Sets up the input system
MWInput::MWInputManager input(mOgre, mEnvironment.mWorld->getPlayerPos(),
MWInput::MWInputManager input(mOgre, mEnvironment.mWorld->getPlayer(),
*mEnvironment.mWindowManager, mDebug, *this);
mEnvironment.mInputManager = &input;
@ -439,7 +440,7 @@ void OMW::Engine::activate()
&ptr.getRefData().getLocals(), ptr);
boost::shared_ptr<MWWorld::Action> action =
MWWorld::Class::get (ptr).activate (ptr, mEnvironment.mWorld->getPlayerPos().getPlayer(),
MWWorld::Class::get (ptr).activate (ptr, mEnvironment.mWorld->getPlayer().getPlayer(),
mEnvironment);
interpreterContext.activate (ptr, action);

@ -5,8 +5,7 @@
#include <components/esm_store/cell_store.hpp>
#include "../mwrender/playerpos.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/nullaction.hpp"
#include "../mwworld/actionteleport.hpp"
@ -65,7 +64,7 @@ namespace MWClass
if (ref->ref.teleport)
{
// teleport door
if (environment.mWorld->getPlayerPos().getPlayer()==actor)
if (environment.mWorld->getPlayer().getPlayer()==actor)
{
// the player is using the door
return boost::shared_ptr<MWWorld::Action> (

@ -41,7 +41,7 @@ namespace MWClass
std::string hairID = ref->base->hair;
std::string headID = ref->base->head;
std::string npcName = ref->base->name;
std::cout << "NPC: " << npcName << "\n";
//std::cout << "NPC: " << npcName << "\n";
//get the part of the bodypart id which describes the race and the gender
std::string bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4);
@ -101,7 +101,7 @@ namespace MWClass
const ESM::BodyPart *hands = environment.mWorld->getStore().bodyParts.search (bodyRaceID + "hands.1st");
std::cout << "RACE" << bodyRaceID << "\n";
//std::cout << "RACE" << bodyRaceID << "\n";
Ogre::Vector3 pos2 = Ogre::Vector3( 0, .5, 75);
std::string upperarmpath[2] = {npcName + "chest", npcName + "upper arm"};
@ -118,25 +118,25 @@ namespace MWClass
//addresses[1] = npcName + "groin";
if(upperleg){
cellRender.insertMesh ("meshes\\" + upperleg->model, Ogre::Vector3( 6, 0, -14), axis, Ogre::Radian(3.14), npcName + "upper leg", addresses, numbers); //-18
cellRender.insertMesh ("meshes\\" + upperleg->model, Ogre::Vector3( -6, 0, -14), axis, Ogre::Radian(0), npcName + "upper leg2", addresses2, numbers);
cellRender.insertMesh ("meshes\\" + upperleg->model, Ogre::Vector3( 6, 0, -16), axis, Ogre::Radian(3.14), npcName + "upper leg", addresses, numbers); //-18
cellRender.insertMesh ("meshes\\" + upperleg->model, Ogre::Vector3( -6, 0, -16), axis, Ogre::Radian(0), npcName + "upper leg2", addresses2, numbers);
addresses2[numbers] = npcName + "upper leg2";
addresses[numbers++] = npcName + "upper leg";
cellRender.scaleMesh(Ogre::Vector3(1, -1, 1), addresses, numbers);
}
if(knee)
{
cellRender.insertMesh ("meshes\\" + knee->model, Ogre::Vector3( 0, -2, -18), axis, Ogre::Radian(0), npcName + "knee", addresses, numbers);
cellRender.insertMesh ("meshes\\" + knee->model, Ogre::Vector3( 0, -1, -23), axis, Ogre::Radian(0), npcName + "knee", addresses, numbers);
//cellRender.rotateMesh(Ogre::Vector3(0, 1, 0), Ogre::Radian (1), npcName + "upper arm");
cellRender.insertMesh ("meshes\\" + knee->model, Ogre::Vector3( 0, -2, -18), axis, Ogre::Radian(0), npcName + "knee2", addresses2, numbers);
cellRender.insertMesh ("meshes\\" + knee->model, Ogre::Vector3( 0, -1, -23), axis, Ogre::Radian(0), npcName + "knee2", addresses2, numbers);
addresses2[numbers] = npcName + "knee2";
addresses[numbers++] = npcName + "knee";
}
if(ankle){
cellRender.insertMesh ("meshes\\" + ankle->model, Ogre::Vector3( 0, -1, -18), axis, Ogre::Radian(0), npcName + "ankle", addresses, numbers); //-1
cellRender.insertMesh ("meshes\\" + ankle->model, Ogre::Vector3( 0, -1, -18), axis, Ogre::Radian(0), npcName + "ankle2", addresses2, numbers); //-1
cellRender.insertMesh ("meshes\\" + ankle->model, Ogre::Vector3( 0, 0, -20), axis, Ogre::Radian(0), npcName + "ankle", addresses, numbers); //-1
cellRender.insertMesh ("meshes\\" + ankle->model, Ogre::Vector3( 0,0, -20), axis, Ogre::Radian(0), npcName + "ankle2", addresses2, numbers); //-1
addresses2[numbers] = npcName + "ankle2";
addresses[numbers++] = npcName + "ankle";

@ -5,8 +5,6 @@
namespace MWClass
{
static bool isChest;
//static ;bool isChest = false;
class Npc : public MWWorld::Class
{
public:

@ -13,6 +13,7 @@
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwworld/refdata.hpp"
#include "../mwworld/player.hpp"
#include "../mwinput/inputmanager.hpp"
@ -225,7 +226,7 @@ namespace MWDialogue
// check cell
if (!info.cell.empty())
if (mEnvironment.mWorld->getPlayerPos().getPlayer().getCell()->cell->name != info.cell)
if (mEnvironment.mWorld->getPlayer().getPlayer().getCell()->cell->name != info.cell)
return false;
// TODO check DATAstruct

@ -4,6 +4,7 @@
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwgui/window_manager.hpp"
#include <cmath>
#include <algorithm>
#include <iterator>
#include <boost/lexical_cast.hpp>

@ -8,6 +8,8 @@
#include <boost/algorithm/string.hpp>
#include <boost/lexical_cast.hpp>
#include <cmath>
using namespace MWGui;
using namespace Widgets;

@ -15,10 +15,13 @@
#include <mangle/input/filters/eventlist.hpp>
#include <libs/platform/strings.h>
#include "../mwrender/playerpos.hpp"
#include "../engine.hpp"
#include "../mwworld/player.hpp"
#include "../mwrender/player.hpp"
#include <boost/bind.hpp>
#include <boost/filesystem.hpp>
#include <OgreRoot.h>
@ -58,7 +61,7 @@ namespace MWInput
OEngine::Input::Poller poller;
OEngine::Render::MouseLookEventPtr mouse;
OEngine::GUI::EventInjectorPtr guiEvents;
MWRender::PlayerPos &player;
MWWorld::Player &player;
MWGui::WindowManager &windows;
OMW::Engine& mEngine;
@ -124,7 +127,7 @@ namespace MWInput
public:
InputImpl(OEngine::Render::OgreRenderer &_ogre,
MWRender::PlayerPos &_player,
MWWorld::Player &_player,
MWGui::WindowManager &_windows,
bool debug,
OMW::Engine& engine)
@ -164,7 +167,7 @@ namespace MWInput
ogre.getRoot()->addFrameListener(this);
// Set up the mouse handler and tell it about the player camera
mouse = MouseLookEventPtr(new MouseLookEvent(player.getCamera()));
mouse = MouseLookEventPtr(new MouseLookEvent(player.getRenderer()->getCamera()));
// This event handler pumps events into MyGUI
guiEvents = EventInjectorPtr(new EventInjector(windows.getGui()));
@ -277,7 +280,7 @@ namespace MWInput
{
// Start mouse-looking again. TODO: This should also allow
// for other ways to disable mouselook, like paralyzation.
mouse->setCamera(player.getCamera());
mouse->setCamera(player.getRenderer()->getCamera());
// Disable GUI events
guiEvents->enabled = false;
@ -286,7 +289,7 @@ namespace MWInput
};
MWInputManager::MWInputManager(OEngine::Render::OgreRenderer &ogre,
MWRender::PlayerPos &player,
MWWorld::Player &player,
MWGui::WindowManager &windows,
bool debug,
OMW::Engine& engine)
@ -300,7 +303,7 @@ namespace MWInput
}
void MWInputManager::setGuiMode(MWGui::GuiMode mode)
{
{
impl->setGuiMode(mode);
}
}

@ -11,9 +11,9 @@ namespace OEngine
}
}
namespace MWRender
namespace MWWorld
{
class PlayerPos;
class Player;
}
namespace MWGui
@ -42,7 +42,7 @@ namespace MWInput
public:
MWInputManager(OEngine::Render::OgreRenderer &_ogre,
MWRender::PlayerPos &_player,
MWWorld::Player&_player,
MWGui::WindowManager &_windows,
bool debug,
OMW::Engine& engine);

@ -8,12 +8,13 @@
#include "../mwworld/class.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwworld/player.hpp"
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = mEnvironment.mWorld->getPlayerPos().getPlayer();
MWWorld::Ptr ptr = mEnvironment.mWorld->getPlayer().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
MWMechanics::NpcStats& npcStats = MWWorld::Class::get (ptr).getNpcStats (ptr);
@ -33,9 +34,9 @@ namespace MWMechanics
{
const ESM::Race *race =
mEnvironment.mWorld->getStore().races.find (
mEnvironment.mWorld->getPlayerPos().getRace());
mEnvironment.mWorld->getPlayer().getRace());
bool male = mEnvironment.mWorld->getPlayerPos().isMale();
bool male = mEnvironment.mWorld->getPlayer().isMale();
for (int i=0; i<8; ++i)
{
@ -75,11 +76,11 @@ namespace MWMechanics
}
// birthsign
if (!mEnvironment.mWorld->getPlayerPos().getBirthsign().empty())
if (!mEnvironment.mWorld->getPlayer().getBirthsign().empty())
{
const ESM::BirthSign *sign =
mEnvironment.mWorld->getStore().birthSigns.find (
mEnvironment.mWorld->getPlayerPos().getBirthsign());
mEnvironment.mWorld->getPlayer().getBirthsign());
for (std::vector<std::string>::const_iterator iter (sign->powers.list.begin());
iter!=sign->powers.list.end(); ++iter)
@ -91,7 +92,7 @@ namespace MWMechanics
// class
if (mClassSelected)
{
const ESM::Class& class_ = mEnvironment.mWorld->getPlayerPos().getClass();
const ESM::Class& class_ = mEnvironment.mWorld->getPlayer().getClass();
for (int i=0; i<2; ++i)
{
@ -330,12 +331,12 @@ namespace MWMechanics
if (mUpdatePlayer)
{
// basic player profile; should not change anymore after the creation phase is finished.
mEnvironment.mWindowManager->setValue ("name", mEnvironment.mWorld->getPlayerPos().getName());
mEnvironment.mWindowManager->setValue ("name", mEnvironment.mWorld->getPlayer().getName());
mEnvironment.mWindowManager->setValue ("race",
mEnvironment.mWorld->getStore().races.find (mEnvironment.mWorld->getPlayerPos().
mEnvironment.mWorld->getStore().races.find (mEnvironment.mWorld->getPlayer().
getRace())->name);
mEnvironment.mWindowManager->setValue ("class",
mEnvironment.mWorld->getPlayerPos().getClass().name);
mEnvironment.mWorld->getPlayer().getClass().name);
mUpdatePlayer = false;
MWGui::WindowManager::SkillList majorSkills (5);
@ -343,8 +344,8 @@ namespace MWMechanics
for (int i=0; i<5; ++i)
{
minorSkills[i] = mEnvironment.mWorld->getPlayerPos().getClass().data.skills[i][0];
majorSkills[i] = mEnvironment.mWorld->getPlayerPos().getClass().data.skills[i][1];
minorSkills[i] = mEnvironment.mWorld->getPlayer().getClass().data.skills[i][0];
majorSkills[i] = mEnvironment.mWorld->getPlayer().getClass().data.skills[i][1];
}
mEnvironment.mWindowManager->configureSkills (majorSkills, minorSkills);
@ -353,14 +354,14 @@ namespace MWMechanics
void MechanicsManager::setPlayerName (const std::string& name)
{
mEnvironment.mWorld->getPlayerPos().setName (name);
mEnvironment.mWorld->getPlayer().setName (name);
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerRace (const std::string& race, bool male)
{
mEnvironment.mWorld->getPlayerPos().setGender (male);
mEnvironment.mWorld->getPlayerPos().setRace (race);
mEnvironment.mWorld->getPlayer().setGender (male);
mEnvironment.mWorld->getPlayer().setRace (race);
mRaceSelected = true;
buildPlayer();
mUpdatePlayer = true;
@ -368,14 +369,14 @@ namespace MWMechanics
void MechanicsManager::setPlayerBirthsign (const std::string& id)
{
mEnvironment.mWorld->getPlayerPos().setBirthsign (id);
mEnvironment.mWorld->getPlayer().setBirthsign (id);
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const std::string& id)
{
mEnvironment.mWorld->getPlayerPos().setClass (*mEnvironment.mWorld->getStore().classes.find (id));
mEnvironment.mWorld->getPlayer().setClass (*mEnvironment.mWorld->getStore().classes.find (id));
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
@ -383,7 +384,7 @@ namespace MWMechanics
void MechanicsManager::setPlayerClass (const ESM::Class& class_)
{
mEnvironment.mWorld->getPlayerPos().setClass (class_);
mEnvironment.mWorld->getPlayer().setClass (class_);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;

@ -115,8 +115,15 @@ void ExteriorCellRender::insertMesh(const std::string &mesh, Ogre::Vector3 vec,
MovableObject *ent = scene.getMgr()->createEntity(mesh);
if(translateFirst){
npcPart->translate(vec);
npcPart->rotate(axis, angle);
}
else{
npcPart->rotate(axis, angle);
npcPart->translate(vec);
}
npcPart->attachObject(ent);
Ogre::MeshManager *m = MeshManager::getSingletonPtr();

@ -13,6 +13,8 @@
#include "../mwworld/ptr.hpp"
#include <components/esm/loadstat.hpp>
#include "player.hpp"
using namespace MWRender;
using namespace Ogre;
@ -38,6 +40,13 @@ MWScene::MWScene(OEngine::Render::OgreRenderer &_rend)
//used to obtain ingame information of ogre objects (which are faced or selected)
mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
mPlayer = new MWRender::Player (getCamera());
}
MWScene::~MWScene()
{
delete mPlayer;
}
std::pair<std::string, float> MWScene::getFacedHandle (MWWorld::World& world)

@ -20,36 +20,41 @@ namespace MWWorld
namespace MWRender
{
/** Class responsible for Morrowind-specific interfaces to OGRE.
This might be refactored partially into a non-mw specific
counterpart in ogre/ at some point.
*/
class MWScene
{
OEngine::Render::OgreRenderer &rend;
// Root node for all objects added to the scene. This is rotated so
// that the OGRE coordinate system matches that used internally in
// Morrowind.
Ogre::SceneNode *mwRoot;
Ogre::RaySceneQuery *mRaySceneQuery;
public:
MWScene(OEngine::Render::OgreRenderer &_rend);
Ogre::Camera *getCamera() { return rend.getCamera(); }
Ogre::SceneNode *getRoot() { return mwRoot; }
Ogre::SceneManager *getMgr() { return rend.getScene(); }
Ogre::Viewport *getViewport() { return rend.getViewport(); }
Ogre::RaySceneQuery *getRaySceneQuery() { return mRaySceneQuery; }
//gets the handle of the object the player is looking at
//pair<name, distance>
//name is empty and distance = -1 if there is no object which
//can be faced
std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
};
class Player;
/// \brief 3D-scene (rendering and physics)
class MWScene
{
OEngine::Render::OgreRenderer &rend;
/// Root node for all objects added to the scene. This is rotated so
/// that the OGRE coordinate system matches that used internally in
/// Morrowind.
Ogre::SceneNode *mwRoot;
Ogre::RaySceneQuery *mRaySceneQuery;
MWRender::Player *mPlayer;
public:
MWScene (OEngine::Render::OgreRenderer &_rend);
~MWScene();
Ogre::Camera *getCamera() { return rend.getCamera(); }
Ogre::SceneNode *getRoot() { return mwRoot; }
Ogre::SceneManager *getMgr() { return rend.getScene(); }
Ogre::Viewport *getViewport() { return rend.getViewport(); }
Ogre::RaySceneQuery *getRaySceneQuery() { return mRaySceneQuery; }
MWRender::Player *getPlayer() { return mPlayer; }
/// Gets the handle of the object the player is looking at
/// pair<name, distance>
/// name is empty and distance = -1 if there is no object which
/// can be faced
std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
};
}
#endif

@ -0,0 +1,8 @@
#include "player.hpp"
namespace MWRender
{
Player::Player (Ogre::Camera *camera) : mCamera (camera)
{}
}

@ -0,0 +1,24 @@
#ifndef GAME_MWRENDER_PLAYER_H
#define GAME_MWRENDER_PLAYER_H
namespace Ogre
{
class Camera;
}
namespace MWRender
{
/// \brief Player character rendering and camera control
class Player
{
Ogre::Camera *mCamera;
public:
Player (Ogre::Camera *camera);
Ogre::Camera *getCamera() { return mCamera; }
};
}
#endif

@ -1,41 +0,0 @@
#include "playerpos.hpp"
#include "../mwworld/world.hpp"
namespace MWRender
{
PlayerPos::PlayerPos (Ogre::Camera *cam, const ESM::NPC *player, MWWorld::World& world) :
mCellStore (0), camera(cam), mWorld (world), mClass (0)
{
mPlayer.base = player;
mName = player->name;
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;
mClass = new ESM::Class (*world.getStore().classes.find (player->cls));
}
PlayerPos::~PlayerPos()
{
delete mClass;
}
void PlayerPos::setPos(float x, float y, float z, bool updateCamera)
{
mWorld.moveObject (getPlayer(), x, y, z);
if (updateCamera)
camera->setPosition (Ogre::Vector3 (
mPlayer.ref.pos.pos[0],
mPlayer.ref.pos.pos[2],
-mPlayer.ref.pos.pos[1]));
}
void PlayerPos::setClass (const ESM::Class& class_)
{
ESM::Class *new_class = new ESM::Class (class_);
delete mClass;
mClass = new_class;
}
}

@ -1,128 +0,0 @@
#ifndef _MWRENDER_PLAYERPOS_H
#define _MWRENDER_PLAYERPOS_H
#include "OgreCamera.h"
#include <components/esm_store/cell_store.hpp>
#include "../mwworld/refdata.hpp"
#include "../mwworld/ptr.hpp"
namespace MWWorld
{
class World;
}
namespace MWRender
{
// This class keeps track of the player position. It takes care of
// camera movement, sound listener updates, and collision handling
// (to be done).
class PlayerPos
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
MWWorld::Ptr::CellStore *mCellStore;
Ogre::Camera *camera;
MWWorld::World& mWorld;
std::string mName;
bool mMale;
std::string mRace;
std::string mBirthsign;
ESM::Class *mClass;
public:
PlayerPos(Ogre::Camera *cam, const ESM::NPC *player, MWWorld::World& world);
~PlayerPos();
// Set the player position. Uses Morrowind coordinates.
void setPos(float _x, float _y, float _z, bool updateCamera = false);
void setCell (MWWorld::Ptr::CellStore *cellStore)
{
mCellStore = cellStore;
}
Ogre::Camera *getCamera() { return camera; }
// Move the player relative to her own position and
// orientation. After the call, the new position is returned.
void moveRel(float &relX, float &relY, float &relZ)
{
using namespace Ogre;
// Move camera relative to its own direction
camera->moveRelative(Vector3(relX,0,relZ));
// Up/down movement is always done relative the world axis.
camera->move(Vector3(0,relY,0));
// Get new camera position, converting back to MW coords.
Vector3 pos = camera->getPosition();
relX = pos[0];
relY = -pos[2];
relZ = pos[1];
// TODO: Collision detection must be used to find the REAL new
// position.
// Set the position
setPos(relX, relY, relZ);
}
MWWorld::Ptr getPlayer()
{
MWWorld::Ptr ptr (&mPlayer, mCellStore);
return ptr;
}
void setName (const std::string& name)
{
mName = name;
}
void setGender (bool male)
{
mMale = male;
}
void setRace (const std::string& race)
{
mRace = race;
}
void setBirthsign (const std::string& birthsign)
{
mBirthsign = birthsign;
}
void setClass (const ESM::Class& class_);
std::string getName() const
{
return mName;
}
bool isMale() const
{
return mMale;
}
std::string getRace() const
{
return mRace;
}
std::string getBirthsign() const
{
return mBirthsign;
}
const ESM::Class& getClass() const
{
return *mClass;
}
};
}
#endif

@ -0,0 +1,64 @@
#include "player.hpp"
#include "../mwrender/player.hpp"
#include "world.hpp"
namespace MWWorld
{
Player::Player (MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world) :
mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0)
{
mPlayer.base = player;
mName = player->name;
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;
mClass = new ESM::Class (*world.getStore().classes.find (player->cls));
}
Player::~Player()
{
delete mClass;
}
void Player::setPos(float x, float y, float z, bool updateCamera)
{
mWorld.moveObject (getPlayer(), x, y, z);
if (updateCamera)
mRenderer->getCamera()->setPosition (Ogre::Vector3 (
mPlayer.ref.pos.pos[0],
mPlayer.ref.pos.pos[2],
-mPlayer.ref.pos.pos[1]));
}
void Player::moveRel (float &relX, float &relY, float &relZ)
{
// Move camera relative to its own direction
mRenderer->getCamera()->moveRelative (Ogre::Vector3(relX,0,relZ));
// Up/down movement is always done relative the world axis.
mRenderer->getCamera()->move (Ogre::Vector3(0,relY,0));
// Get new camera position, converting back to MW coords.
Ogre::Vector3 pos = mRenderer->getCamera()->getPosition();
relX = pos[0];
relY = -pos[2];
relZ = pos[1];
// TODO: Collision detection must be used to find the REAL new
// position.
// Set the position
setPos(relX, relY, relZ);
}
void Player::setClass (const ESM::Class& class_)
{
ESM::Class *new_class = new ESM::Class (class_);
delete mClass;
mClass = new_class;
}
}

@ -0,0 +1,107 @@
#ifndef GAME_MWWORLD_PLAYER_H
#define GAME_MWWORLD_PLAYER_H
#include "OgreCamera.h"
#include <components/esm_store/cell_store.hpp>
#include "../mwworld/refdata.hpp"
#include "../mwworld/ptr.hpp"
namespace MWRender
{
class Player;
}
namespace MWWorld
{
class World;
/// \brief NPC object representing the player and additional player data
class Player
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
MWWorld::Ptr::CellStore *mCellStore;
MWRender::Player *mRenderer;
MWWorld::World& mWorld;
std::string mName;
bool mMale;
std::string mRace;
std::string mBirthsign;
ESM::Class *mClass;
public:
Player(MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world);
~Player();
/// Set the player position. Uses Morrowind coordinates.
void setPos(float _x, float _y, float _z, bool updateCamera = false);
void setCell (MWWorld::Ptr::CellStore *cellStore)
{
mCellStore = cellStore;
}
/// Move the player relative to her own position and
/// orientation. After the call, the new position is returned.
void moveRel (float &relX, float &relY, float &relZ);
MWWorld::Ptr getPlayer()
{
MWWorld::Ptr ptr (&mPlayer, mCellStore);
return ptr;
}
MWRender::Player *getRenderer() { return mRenderer; }
void setName (const std::string& name)
{
mName = name;
}
void setGender (bool male)
{
mMale = male;
}
void setRace (const std::string& race)
{
mRace = race;
}
void setBirthsign (const std::string& birthsign)
{
mBirthsign = birthsign;
}
void setClass (const ESM::Class& class_);
std::string getName() const
{
return mName;
}
bool isMale() const
{
return mMale;
}
std::string getRace() const
{
return mRace;
}
std::string getBirthsign() const
{
return mBirthsign;
}
const ESM::Class& getClass() const
{
return *mClass;
}
};
}
#endif

@ -17,7 +17,7 @@
#include "ptr.hpp"
#include "environment.hpp"
#include "class.hpp"
#include "player.hpp"
#include "refdata.hpp"
#include "globals.hpp"
@ -296,12 +296,12 @@ namespace MWWorld
void World::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position)
{
mPlayerPos->setPos (position.pos[0], position.pos[1], position.pos[2], true);
mPlayerPos->setCell (cell);
mPlayer->setPos (position.pos[0], position.pos[1], position.pos[2], true);
mPlayer->setCell (cell);
// TODO orientation
mEnvironment.mMechanicsManager->addActor (mPlayerPos->getPlayer());
mEnvironment.mMechanicsManager->watchActor (mPlayerPos->getPlayer());
mEnvironment.mMechanicsManager->addActor (mPlayer->getPlayer());
mEnvironment.mMechanicsManager->watchActor (mPlayer->getPlayer());
}
@ -317,7 +317,7 @@ namespace MWWorld
World::World (OEngine::Render::OgreRenderer& renderer, const boost::filesystem::path& dataDir,
const std::string& master, bool newGame, Environment& environment)
: mSkyManager (0), mScene (renderer), mPlayerPos (0), mCurrentCell (0), mGlobalVariables (0),
: mSkyManager (0), mScene (renderer), mPlayer (0), mCurrentCell (0), mGlobalVariables (0),
mSky (false), mCellChanged (false), mEnvironment (environment)
{
boost::filesystem::path masterPath (dataDir);
@ -329,7 +329,7 @@ namespace MWWorld
mEsm.open (masterPath.file_string());
mStore.load (mEsm);
mPlayerPos = new MWRender::PlayerPos (mScene.getCamera(), mStore.npcs.find ("player"), *this);
mPlayer = new MWWorld::Player (mScene.getPlayer(), mStore.npcs.find ("player"), *this);
// global variables
mGlobalVariables = new Globals (mStore);
@ -354,14 +354,14 @@ namespace MWWorld
iter!=mBufferedCells.end(); ++iter)
delete iter->second;
delete mPlayerPos;
delete mPlayer;
delete mSkyManager;
delete mGlobalVariables;
}
MWRender::PlayerPos& World::getPlayerPos()
MWWorld::Player& World::getPlayer()
{
return *mPlayerPos;
return *mPlayer;
}
ESMS::ESMStore& World::getStore()
@ -394,7 +394,7 @@ namespace MWWorld
// the player is always in an active cell.
if (name=="player")
{
return mPlayerPos->getPlayer();
return mPlayer->getPlayer();
}
// active cells
@ -763,7 +763,7 @@ namespace MWWorld
ptr.getCellRef().pos.pos[1] = y;
ptr.getCellRef().pos.pos[2] = z;
if (ptr==mPlayerPos->getPlayer())
if (ptr==mPlayer->getPlayer())
{
if (mCurrentCell)
{
@ -777,7 +777,7 @@ namespace MWWorld
if (mCurrentCell->cell->data.gridX!=cellX || mCurrentCell->cell->data.gridY!=cellY)
{
changeCell (cellX, cellY, mPlayerPos->getPlayer().getCellRef().pos);
changeCell (cellX, cellY, mPlayer->getPlayer().getCellRef().pos);
}
}
}
@ -800,7 +800,7 @@ namespace MWWorld
}
}
void World::positionToIndex (float x, float y, int &cellX, int &cellY) const
{

@ -8,7 +8,6 @@
#include <components/esm_store/cell_store.hpp>
#include "../mwrender/playerpos.hpp"
#include "../mwrender/mwscene.hpp"
#include "refdata.hpp"
@ -34,12 +33,13 @@ namespace MWRender
namespace MWWorld
{
class Environment;
class Player;
/// \brief The game world and its visual representation
class World
{
public:
typedef std::list<std::pair<std::string, Ptr> > ScriptList;
@ -49,7 +49,7 @@ namespace MWWorld
MWRender::SkyManager* mSkyManager;
MWRender::MWScene mScene;
MWRender::PlayerPos *mPlayerPos;
MWWorld::Player *mPlayer;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
CellRenderCollection mActiveCells;
CellRenderCollection mBufferedCells; // loaded, but not active (buffering not implementd yet)
@ -94,7 +94,7 @@ namespace MWWorld
~World();
MWRender::PlayerPos& getPlayerPos();
MWWorld::Player& getPlayer();
ESMS::ESMStore& getStore();

@ -1,256 +0,0 @@
/* //This is old
if (pieces > 1){ //pieces > 1
MeshPtr justChest = MeshManager::getSingleton().createManual("justchest", group, NIFLoader::getSingletonPtr());
Ogre::AxisAlignedBox bounds = resize->getBounds();
Ogre::Vector3 width2 = bounds.getCorner(bounds.NEAR_RIGHT_BOTTOM) - bounds.getCorner(bounds.NEAR_LEFT_BOTTOM);
Ogre::Vector3 depth2 = (bounds.getCorner(bounds.FAR_LEFT_BOTTOM) - bounds.getCorner(bounds.NEAR_LEFT_BOTTOM));
Ogre::Vector3 height2 = bounds.getCorner(bounds.NEAR_LEFT_TOP) - bounds.getCorner(bounds.NEAR_LEFT_BOTTOM);
cout << "Width:" << width2; cout << "Height:" << height2; cout << "Depth:" << depth2;
/*int width = bounds.getMaximum().x - bounds.getMinimum().x;
int height = bounds.getMaximum().y - bounds.getMinimum().y;
int depth = bounds.getMaximum().z - bounds.getMinimum().z;
int xinc = width / pieces;
int yinc = height / pieces;
int zinc = depth / pieces;
int xmincorner = bounds.getMinimum().x + xinc*pieceIndex;
int ymincorner = bounds.getMinimum().y + yinc*pieceIndex;
int zmincorner = bounds.getMinimum().z + xinc*pieceIndex;*/
//Ogre::Vector3 bottom_left = bounds.getCorner(bounds.NEAR_LEFT_BOTTOM) + (width2 / pieces) * pieceIndex; //width2
//Ogre::Vector3 top_right = bottom_left + (width2 / pieces) + height2 + depth2;
//Ogre::AxisAlignedBox set = AxisAlignedBox ( Ogre::Vector3(xmincorner, bounds.getMinimum().y, bounds.getMinimum().z), Ogre::Vector3(xmincorner + xinc, bounds.getMaximum().y, bounds.getMaximum().z));
//Ogre::AxisAlignedBox set = bounds;//AxisAlignedBox(bottom_left, top_right);
//bounds.setMinimumX(xmincorner);
//bounds.setMaximumX(xmincorner + xinc);
//bounds.setMinimumY(ymincorner);
//bounds.setMaximumY(ymincorner + yinc);
//bounds.setMinimumZ(zmincorner);
//bounds.setMaximumZ(zmincorner + zinc);
//bounds.setMinimumY(bounds.getMinimum().y);
//bounds.setMaximumY( bounds.getMaximum().y;
//resize->_setBounds(set, true);
//resize->reload();
//Ogre::Mesh::SubMeshIterator subMeshIterator = resize->getSubMeshIterator();
/*Ogre::Vector3* point;
Ogre::SubMesh* subMesh;
size_t vertex_count = 0;
Vector3* vertices;
size_t index_count = 0;
unsigned* indices;
Vector3 position = Vector3::ZERO;
Quaternion orient = Quaternion::IDENTITY;
Vector3 scale = Vector3::UNIT_SCALE;
// int vertex_count = 0;
//int index_count = 0;
bool added_shared = false;
size_t current_offset = vertex_count;
size_t shared_offset = vertex_count;
size_t next_offset = vertex_count;
size_t index_offset = index_count;
size_t prev_vert = vertex_count;
size_t prev_ind = index_count;
// Calculate how many vertices and indices we're going to need
/*
std::cout <<"FIRST CYCLE\n";
for(int i = 0;i < resize->getNumSubMeshes();i++)
{
std::cout<< "WEHAVEMESHES\n";
SubMesh* submesh = resize->getSubMesh(i);
// We only need to add the shared vertices once
if(submesh->useSharedVertices)
{
if(!added_shared)
{
VertexData* vertex_data = resize->sharedVertexData;
vertex_count += vertex_data->vertexCount;
added_shared = true;
}
}
else
{
VertexData* vertex_data = submesh->vertexData;
vertex_count += vertex_data->vertexCount;
}
// Add the indices
Ogre::IndexData* index_data = submesh->indexData;
index_count += index_data->indexCount;
}
*/
// Vector3* vertices;
// Allocate space for the vertices and indices
/*vertices = new Vector3[vertex_count];
indices = new unsigned[index_count];
int meshcounter = 0;
added_shared = false;
std::cout <<"SECOND CYCLE: " << resize->getNumSubMeshes() << "\n";
// Run through the submeshes again, adding the data into the arrays
int i;
for(i = 0;i < resize->getNumSubMeshes();i++)
{
SubMesh* submesh = resize->getSubMesh(i);
Ogre::VertexData* vertex_data = submesh->useSharedVertices ? resize->sharedVertexData : submesh->vertexData;
/*
if((!submesh->useSharedVertices)||(submesh->useSharedVertices && !added_shared))
{
if(submesh->useSharedVertices)
{
added_shared = true;
shared_offset = current_offset;
}
const Ogre::VertexElement* posElem = vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION);
Ogre::HardwareVertexBufferSharedPtr vbuf = vertex_data->vertexBufferBinding->getBuffer(posElem->getSource());
unsigned char* vertex = static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_NORMAL));
Ogre::Real* pReal;
bool onepointexists = true;
Vector3 lastpoint;
for(size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize())
{
posElem->baseVertexPointerToElement(vertex, &pReal);
Vector3 pt;
pt.x = (*(pReal++));
pt.y = (*(pReal++));
pt.z = (*(pReal++));
//cout << "X:" << pt.x << "Y:" <<pt.y << "Z:" <<pt.z << "\n";
//cout << "Boxmin:" << set.getMinimum() <<" Boxmax:" <<set.getMaximum() <<"\n";
//if(set.intersects(pt))
//onepointexists = true;
if(!set.intersects(pt))
{
pt = lastpoint;
//*pReal = pt.x;
//*(pReal+1) = pt.y;
//*(pReal+2) = pt.z;
//vertex
}
else
lastpoint = pt;
pt = (orient * (pt * scale)) + position;
if(!set.intersects(pt))
onepointexists = false;
vertices[current_offset + j].x = pt.x;
vertices[current_offset + j].y = pt.y;
vertices[current_offset + j].z = pt.z;
}
/*if(true)
{
std::cout<< "Wearegoingtodelete"<< submesh->getMaterialName() << "\n";
if(meshcounter <= 2)
resize->destroySubMesh(i);
else if(meshcounter > 3 && meshcounter < 7)
resize->destroySubMesh(i);
//submesh->setMaterialName("BaseWhiteNoLighting"); //red
//submesh->updateMaterialUsingTextureAliases();
//resize->
meshcounter++;
//delete submesh;
//reakb;
}*/
/*
vbuf->unlock();
next_offset += vertex_data->vertexCount;
}
Ogre::IndexData* index_data = submesh->indexData;
size_t numTris = index_data->indexCount / 3;
unsigned short* pShort;
unsigned int* pInt;
Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer;
bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT);
if (use32bitindexes) pInt = static_cast<unsigned int*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));
else pShort = static_cast<unsigned short*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));
for(size_t k = 0; k < numTris; ++k)
{
size_t offset = (submesh->useSharedVertices)?shared_offset:current_offset;
unsigned int vindex = use32bitindexes? *pInt++ : *pShort++;
indices[index_offset + 0] = vindex + offset;
vindex = use32bitindexes? *pInt++ : *pShort++;
indices[index_offset + 1] = vindex + offset;
vindex = use32bitindexes? *pInt++ : *pShort++;
indices[index_offset + 2] = vindex + offset;
index_offset += 3;
}
ibuf->unlock();
current_offset = next_offset;*/
//if (i == 3) //i!=3 i!=5
//{
//cout << "RETURNINGJUST\n";
//SubMesh* test =
//test = resize->getSubMesh(i);
// cout << "s:" << shape << "\n";
//NiTriShapeData *data = shape->data.getPtr();
// SubMesh *sub = justChest->createSubMesh(name + "2");
//sub = resize->getSubMesh(i);
// int nextBuf = 0;
// This function is just one long stream of Ogre-barf, but it works
// great.
// Add vertices
//int numVerts = data->vertices.length / 3;
//sub->vertexData = new VertexData();
//sub->vertexData->vertexCount = numVerts;
//justChest->load();
//return resize;
//}
// 0 hand thumb
// 1 hand thumb no chest on dunmer
//}
//resize->destroySubMesh(1);
/* while (subMeshIterator.hasMoreElements())
{
resize->getNum
//resize->d
std::cout << "CHEST";
subMesh = subMeshIterator.getNext();*/
//std::vector<Vector3>::type test =
//std::vector<Ogre::Vector3>::iterator fileIter = subMesh->extremityPoints.begin();
//std::vector<Ogre::Vector3>::type test = subMesh->extremityPoints;
//void* pData = subMesh->vertexData->vertexBufferBinding->getBuffer(1)->lock(0, 1000, HardwareBuffer::HBL_DISCARD);
// if(set.contains( subMesh->vertexData->vertexStart))
//delete subMesh;
//subMeshIterator.getNext();
//delete[] subMesh;
//subMesh->extremityPoints.clear();
//subMesh->mLodFaceList.clear();
//resize->destroySubMesh(subMesh->indexData->indexStart);
//resize->destroySubMesh(subMesh->indexData->);
//subMesh->
//std::cout << "THIS" << subMesh;
///}
//subMesh->vertexData->vertexBufferBinding->getBuffer(0)->readData(subMesh->vertexData->vertexStart, sizeof Ogre::Vector3, point);
//boost::filesystem::directory_iterator dir_iter(dir), dir_end;
//return resize;
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