2010-06-21 21:39:59 +00:00
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#ifndef _MWRENDER_PLAYERPOS_H
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#define _MWRENDER_PLAYERPOS_H
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#include "OgreCamera.h"
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2010-07-05 10:09:04 +00:00
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#include <components/esm_store/cell_store.hpp>
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#include "../mwworld/refdata.hpp"
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2010-07-26 10:59:50 +00:00
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#include "../mwworld/ptr.hpp"
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2010-07-05 10:09:04 +00:00
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2010-06-21 21:39:59 +00:00
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namespace MWRender
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{
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// This class keeps track of the player position. It takes care of
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// camera movement, sound listener updates, and collision handling
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// (to be done).
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class PlayerPos
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{
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ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
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MWWorld::Ptr::CellStore *mCellStore;
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2010-06-21 21:39:59 +00:00
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Ogre::Camera *camera;
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public:
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PlayerPos(Ogre::Camera *cam, const ESM::NPC *player) :
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mCellStore (0), camera(cam)
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{
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mPlayer.base = player;
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2010-07-22 10:29:23 +00:00
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mPlayer.ref.pos.pos[0] = mPlayer.ref.pos.pos[1] = mPlayer.ref.pos.pos[2] = 0;
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}
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// Set the player position. Uses Morrowind coordinates.
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void setPos(float _x, float _y, float _z, bool updateCamera = false)
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{
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mPlayer.ref.pos.pos[0] = _x;
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mPlayer.ref.pos.pos[1] = _y;
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mPlayer.ref.pos.pos[2] = _z;
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2010-06-21 21:39:59 +00:00
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2010-07-22 10:29:23 +00:00
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if (updateCamera)
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camera->setPosition (Ogre::Vector3 (
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mPlayer.ref.pos.pos[0],
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2010-08-21 07:48:56 +00:00
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mPlayer.ref.pos.pos[2],
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-mPlayer.ref.pos.pos[1]));
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2010-06-21 21:39:59 +00:00
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// TODO: Update sound listener
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}
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2010-08-20 15:14:07 +00:00
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2010-07-26 10:59:50 +00:00
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void setCell (MWWorld::Ptr::CellStore *cellStore)
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{
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mCellStore = cellStore;
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}
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2010-06-21 21:39:59 +00:00
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2010-06-22 08:15:22 +00:00
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Ogre::Camera *getCamera() { return camera; }
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2010-06-21 21:39:59 +00:00
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// Move the player relative to her own position and
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// orientation. After the call, the new position is returned.
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void moveRel(float &relX, float &relY, float &relZ)
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{
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using namespace Ogre;
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// Move camera relative to its own direction
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camera->moveRelative(Vector3(relX,0,relZ));
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// Up/down movement is always done relative the world axis.
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camera->move(Vector3(0,relY,0));
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// Get new camera position, converting back to MW coords.
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Vector3 pos = camera->getPosition();
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relX = pos[0];
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relY = pos[2];
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relZ = -pos[1];
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// TODO: Collision detection must be used to find the REAL new
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// position.
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// Set the position
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setPos(relX, relY, relZ);
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}
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2010-08-20 15:14:07 +00:00
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2010-07-26 11:09:44 +00:00
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MWWorld::Ptr getPlayer()
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{
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MWWorld::Ptr ptr (&mPlayer, mCellStore);
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return ptr;
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}
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2010-06-21 21:39:59 +00:00
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};
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}
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#endif
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