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#ifndef GAME_MWWORLD_SCENE_H
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#define GAME_MWWORLD_SCENE_H
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#include <osg/Vec4i>
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#include <osg/Vec2i>
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#include "ptr.hpp"
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#include "globals.hpp"
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#include <set>
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#include <memory>
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#include <unordered_map>
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#include <components/misc/constants.hpp>
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namespace osg
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{
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class Vec3f;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace DetourNavigator
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{
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struct Navigator;
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}
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namespace MWRender
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{
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class SkyManager;
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class RenderingManager;
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}
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namespace MWPhysics
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{
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class PhysicsSystem;
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}
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namespace MWWorld
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{
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class Player;
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class CellStore;
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class CellPreloader;
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enum class RotationOrder
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{
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direct,
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inverse
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};
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class Scene
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{
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public:
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typedef std::set<CellStore *> CellStoreCollection;
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private:
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CellStore* mCurrentCell; // the cell the player is in
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CellStoreCollection mActiveCells;
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bool mCellChanged;
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MWPhysics::PhysicsSystem *mPhysics;
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MWRender::RenderingManager& mRendering;
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DetourNavigator::Navigator& mNavigator;
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std::unique_ptr<CellPreloader> mPreloader;
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float mCellLoadingThreshold;
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float mPreloadDistance;
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bool mPreloadEnabled;
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bool mPreloadExteriorGrid;
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bool mPreloadDoors;
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bool mPreloadFastTravel;
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float mPredictionTime;
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static const int mHalfGridSize = Constants::CellGridRadius;
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osg::Vec3f mLastPlayerPos;
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std::set<ESM::RefNum> mPagedRefs;
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void insertCell (CellStore &cell, Loading::Listener* loadingListener, bool test = false);
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osg::Vec2i mCurrentGridCenter;
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// Load and unload cells as necessary to create a cell grid with "X" and "Y" in the center
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void changeCellGrid (const osg::Vec3f &pos, int playerCellX, int playerCellY, bool changeEvent = true);
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typedef std::pair<osg::Vec3f, osg::Vec4i> PositionCellGrid;
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void preloadCells(float dt);
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void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions);
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void preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
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void preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions);
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osg::Vec4i gridCenterToBounds(const osg::Vec2i ¢erCell) const;
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osg::Vec2i getNewGridCenter(const osg::Vec3f &pos, const osg::Vec2i *currentGridCenter = nullptr) const;
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public:
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Scene (MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics,
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DetourNavigator::Navigator& navigator);
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~Scene();
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void preloadCell(MWWorld::CellStore* cell, bool preloadSurrounding=false);
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void preloadTerrain(const osg::Vec3f& pos, bool sync=false);
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void reloadTerrain();
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void unloadCell (CellStoreCollection::iterator iter, bool test = false);
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void loadCell (CellStore *cell, Loading::Listener* loadingListener, bool respawn, bool test = false);
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void playerMoved (const osg::Vec3f& pos);
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void changePlayerCell (CellStore* newCell, const ESM::Position& position, bool adjustPlayerPos);
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CellStore *getCurrentCell();
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const CellStoreCollection& getActiveCells () const;
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bool hasCellChanged() const;
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///< Has the set of active cells changed, since the last frame?
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void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true);
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///< Move to interior cell.
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/// @param changeEvent Set cellChanged flag?
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void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true);
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///< Move to exterior cell.
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/// @param changeEvent Set cellChanged flag?
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void clear();
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///< Change into a void
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void markCellAsUnchanged();
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void update (float duration, bool paused);
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void addObjectToScene (const Ptr& ptr);
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///< Add an object that already exists in the world model to the scene.
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void removeObjectFromScene (const Ptr& ptr);
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///< Remove an object from the scene, but not from the world model.
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void removeFromPagedRefs(const Ptr &ptr);
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void updateObjectRotation(const Ptr& ptr, RotationOrder order);
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void updateObjectScale(const Ptr& ptr);
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void updateObjectPosition(const Ptr &ptr, const osg::Vec3f &pos, bool movePhysics);
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bool isCellActive(const CellStore &cell);
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Ptr searchPtrViaActorId (int actorId);
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void preload(const std::string& mesh, bool useAnim=false);
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void testExteriorCells();
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void testInteriorCells();
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};
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}
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#endif
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