#include "cell.hpp" #include #include "nifogre/ogre_nif_loader.hpp" using namespace Render; using namespace Ogre; using namespace ESMS; // Inserts one mesh into the scene static void insertObj(SceneNode *base, // Parent scene node SceneManager *mgr, // Scene manager const std::string mesh, // NIF file const CellRef &ref) // Reference information { // Create and place scene node for this object SceneNode *node = base->createChildSceneNode(); const float *f = ref.pos.pos; node->setPosition(f[0], f[1], f[2]); node->setScale(ref.scale, ref.scale, ref.scale); // Convert MW rotation to a quaternion: f = ref.pos.rot; // Rotate around X axis Quaternion xr(Radian(-f[0]), Vector3::UNIT_X); // Rotate around Y axis Quaternion yr(Radian(-f[1]), Vector3::UNIT_Y); // Rotate around Z axis Quaternion zr(Radian(-f[2]), Vector3::UNIT_Z); // Rotates first around z, then y, then x node->setOrientation(xr*yr*zr); // Finally, load the NIF mesh and attach it to the node NIFLoader::load(mesh); MovableObject *ent = mgr->createEntity(mesh); node->attachObject(ent); } void CellRender::show() { // If already loaded, just make the cell visible. if(base) { base->setVisible(true); return; } base = scene.getRoot()->createChildSceneNode(); // Loop through all statics in the cell CellRefList::List::const_iterator it; for(it = cell.statics.list.begin(); it != cell.statics.list.end(); it++) { assert(it->base != NULL); insertObj(base, scene.getMgr(), "meshes\\" + it->base->model, it->ref); } /* // Containers CellRefList::List::const_iterator it; for(it = cell.containers.list.begin(); it != cell.containers.list.end(); it++) { assert(it->base != NULL); cout << "refID = " << it->ref.refID << " x" << it->ref.scale << endl; cout << "flags = " << it->base->flags << endl; } */ } void CellRender::hide() { if(base) base->setVisible(false); } void CellRender::destroy() { if(base) { base->removeAndDestroyAllChildren(); scene.getMgr()->destroySceneNode(base); } base = NULL; } // Magic function from the internets. Might need this later. /* void Scene::DestroyAllAttachedMovableObjects( SceneNode* i_pSceneNode ) { if ( !i_pSceneNode ) { ASSERT( false ); return; } // Destroy all the attached objects SceneNode::ObjectIterator itObject = i_pSceneNode->getAttachedObjectIterator(); while ( itObject.hasMoreElements() ) { MovableObject* pObject = static_cast(itObject.getNext()); i_pSceneNode->getCreator()->destroyMovableObject( pObject ); } // Recurse to child SceneNodes SceneNode::ChildNodeIterator itChild = i_pSceneNode->getChildIterator(); while ( itChild.hasMoreElements() ) { SceneNode* pChildNode = static_cast(itChild.getNext()); DestroyAllAttachedMovableObjects( pChildNode ); } } */