Merge remote branch 'swick/mwrender' into mwrender

actorid
Marc Zinnschlag 14 years ago
commit 012a41427c

@ -16,6 +16,7 @@ set(GAME_HEADER
source_group(game FILES ${GAME} ${GAME_HEADER})
set(GAMEREND
mwrender/rendering_manager.cpp
mwrender/mwscene.cpp
mwrender/cellimp.cpp
mwrender/interior.cpp
@ -24,6 +25,7 @@ set(GAMEREND
mwrender/player.cpp
)
set(GAMEREND_HEADER
mwrender/rendering_manager.hpp
mwrender/cell.hpp
mwrender/cellimp.hpp
mwrender/mwscene.hpp
@ -137,6 +139,8 @@ source_group(apps\\openmw\\mwsound FILES ${GAMESOUND} ${GAMESOUND_HEADER})
set(GAMEWORLD
mwworld/world.cpp
mwworld/scene.cpp
mwworld/physicssystem.cpp
mwworld/globals.cpp
mwworld/class.cpp
mwworld/actionteleport.cpp
@ -149,7 +153,8 @@ set(GAMEWORLD
set(GAMEWORLD_HEADER
mwworld/refdata.hpp
mwworld/world.hpp
mwworld/ptr.hpp
mwworld/physicssystem.hpp
mwworld/scene.hpp
mwworld/environment.hpp
mwworld/globals.hpp
mwworld/class.hpp

@ -34,8 +34,8 @@ bool ExteriorCellRender::lightOutQuadInLin = false;
int ExteriorCellRender::uniqueID = 0;
ExteriorCellRender::ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
MWScene &_scene)
: mCell(_cell), mEnvironment (environment), mScene(_scene), mBase(NULL), mInsert(NULL), mAmbientMode (0)
MWScene &_scene, MWWorld::PhysicsSystem *physics)
: mCell(_cell), mEnvironment (environment), mScene(_scene), mBase(NULL), mInsert(NULL), mAmbientMode (0), mPhysics(physics)
{
uniqueID = uniqueID +1;
sg = mScene.getMgr()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
@ -233,13 +233,15 @@ void ExteriorCellRender::insertMesh(const std::string &mesh)
void ExteriorCellRender::insertObjectPhysics()
{
if (!mInsertMesh.empty())
mScene.addObject (mInsert->getName(), mInsertMesh, mInsert->getOrientation(),
{
mPhysics->addObject (mInsert->getName(), mInsertMesh, mInsert->getOrientation(),
mInsert->getScale().x, mInsert->getPosition());
}
}
void ExteriorCellRender::insertActorPhysics()
{
mScene.addActor (mInsert->getName(), mInsertMesh, mInsert->getPosition());
mPhysics->addActor (mInsert->getName(), mInsertMesh, mInsert->getPosition());
}
// insert a light related to the most recent insertBegin call.

@ -3,6 +3,7 @@
#include "cell.hpp"
#include "cellimp.hpp"
#include "../mwworld/physicssystem.hpp"
#include "OgreColourValue.h"
#include <OgreMath.h>
@ -49,6 +50,7 @@ namespace MWRender
ESMS::CellStore<MWWorld::RefData> &mCell;
MWWorld::Environment &mEnvironment;
MWScene &mScene;
MWWorld::PhysicsSystem *mPhysics;
/// The scene node that contains all objects belonging to this
/// cell.
@ -101,7 +103,7 @@ namespace MWRender
public:
ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
MWScene &_scene);
MWScene &_scene, MWWorld::PhysicsSystem *physics);
virtual ~ExteriorCellRender() { destroy(); }

@ -195,13 +195,15 @@ void InteriorCellRender::insertMesh(const std::string &mesh)
void InteriorCellRender::insertObjectPhysics()
{
if (!mInsertMesh.empty())
scene.addObject (insert->getName(), mInsertMesh, insert->getOrientation(),
{
mPhysics->addObject (insert->getName(), mInsertMesh, insert->getOrientation(),
insert->getScale().x, insert->getPosition());
}
}
void InteriorCellRender::insertActorPhysics()
{
scene.addActor (insert->getName(), mInsertMesh, insert->getPosition());
mPhysics->addActor (insert->getName(), mInsertMesh, insert->getPosition());
}
// insert a light related to the most recent insertBegin call.

@ -3,6 +3,7 @@
#include "cell.hpp"
#include "cellimp.hpp"
#include "../mwworld/physicssystem.hpp"
#include "OgreColourValue.h"
#include <OgreSceneNode.h>
@ -48,6 +49,7 @@ namespace MWRender
ESMS::CellStore<MWWorld::RefData> &cell;
MWWorld::Environment &mEnvironment;
MWScene &scene;
MWWorld::PhysicsSystem *mPhysics;
/// The scene node that contains all objects belonging to this
/// cell.
@ -93,8 +95,11 @@ namespace MWRender
public:
InteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
MWScene &_scene)
: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0) {}
MWScene &_scene, MWWorld::PhysicsSystem *physics)
: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0)
{
mPhysics = physics;
}
virtual ~InteriorCellRender() { destroy(); }

@ -76,121 +76,6 @@ std::pair<std::string, float> MWScene::getFacedHandle (MWWorld::World& world)
return eng->rayTest(from,to);
}
void MWScene::doPhysics (float duration, MWWorld::World& world,
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 = eng->PhysicActorMap.begin(); it != eng->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 = eng->getCharacter(iter->first);
//dirty stuff to get the camera orientation. Must be changed!
Ogre::SceneNode *sceneNode = rend.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));
}
eng->stepSimulation(duration);
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
{
OEngine::Physic::PhysicActor* act = it->second;
btVector3 newPos = act->getPosition();
MWWorld::Ptr ptr = world.getPtrViaHandle (it->first);
world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
}
}
void MWScene::addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
{
OEngine::Physic::RigidBody* body = eng->createRigidBody(mesh,handle);
eng->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 MWScene::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.
eng->addCharacter(handle);
OEngine::Physic::PhysicActor* act = eng->getCharacter(handle);
act->setPosition(btVector3(position.x,position.y,position.z));
}
void MWScene::removeObject (const std::string& handle)
{
//TODO:check if actor???
eng->removeCharacter(handle);
eng->removeRigidBody(handle);
eng->deleteRigidBody(handle);
}
void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)
{
rend.getScene()->getSceneNode(handle)->setPosition(position);
if(updatePhysics)//TODO: is it an actor? Done?
{
if (OEngine::Physic::RigidBody* body = eng->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 = eng->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 MWScene::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
{
}
void MWScene::scaleObject (const std::string& handle, float scale)
{
}
bool MWScene::toggleCollisionMode()
{
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)

@ -65,30 +65,6 @@ namespace MWRender
/// can be faced
std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
/// Run physics simulation and modify \a world accordingly.
void doPhysics (float duration, MWWorld::World& world,
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
/// Add object to physics system.
void addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
/// Add actor to physics system.
void addActor (const std::string& handle, const std::string& mesh,
const Ogre::Vector3& position);
/// Remove object from physic systems.
void removeObject (const std::string& handle);
/// Move object.
void moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics);
/// Change object's orientation.
void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
/// Change object's scale.
void scaleObject (const std::string& handle, float scale);
/// Toggle collision mode for player. If disabled player object should ignore
/// collisions and gravity.
/// \return Resulting mode

@ -0,0 +1 @@
#include "rendering_manager.hpp"

@ -0,0 +1,43 @@
#ifndef _GAME_RENDERING_MANAGER_H
#define _GAME_RENDERING_MANAGER_H
#include "../mwworld/ptr.hpp"
#include <openengine/ogre/renderer.hpp>
#include <openengine/bullet/physic.hpp>
namespace MWRender
{
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);
void moveObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& position);
void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation);
void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store);
void setPhysicsDebugRendering (bool);
bool getPhysicsDebugRendering() const;
void update (float duration);
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

@ -0,0 +1,173 @@
#include "physicssystem.hpp"
#include "../mwworld/doingphysics.hpp"
#include "../mwworld/ptr.hpp"
#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.
}
}

@ -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));
}

@ -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;
}
}

@ -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);
}
}
}
}
}
void World::moveObject (Ptr ptr, float x, float y, float z)
{
moveObjectImp(ptr, x, y, z);
mScene.moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (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;
ESM::ESMReader& getEsmReader();
const ScriptList& getLocalScripts() const;
///< Names and local variable state of all local scripts in active cells.

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