Removal of MWScene; Object listing fixed

actorid
Jason Hooks 13 years ago
parent 30ba9b74da
commit 6efc61b9df

@ -68,20 +68,25 @@ void OMW::Engine::executeLocalScripts()
void OMW::Engine::updateFocusReport (float duration)
{
if ((mFocusTDiff += duration)>0.25)
{
mFocusTDiff = 0;
std::string name;
std::string handle = mEnvironment.mWorld->getFacedHandle();
if (!handle.empty())
{
MWWorld::Ptr ptr = mEnvironment.mWorld->getPtrViaHandle (handle);
if (!ptr.isEmpty())
if (!ptr.isEmpty()){
name = MWWorld::Class::get (ptr).getName (ptr);
if (!name.empty())
std::cout << "Object: " << name << std::endl;
}
}
if (name!=mFocusName)
@ -284,6 +289,8 @@ void OMW::Engine::setReportFocus (bool report)
void OMW::Engine::go()
{
mFocusTDiff = 0;
mReportFocus = true;
assert (!mEnvironment.mWorld);
assert (!mCellName.empty());
assert (!mMaster.empty());

@ -1,4 +1,5 @@
#include "exterior.hpp"
#include "renderingmanager.hpp"
#include <OgreEntity.h>
#include <OgreLight.h>
@ -34,11 +35,11 @@ bool ExteriorCellRender::lightOutQuadInLin = false;
int ExteriorCellRender::uniqueID = 0;
ExteriorCellRender::ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
MWScene &_scene, MWWorld::PhysicsSystem *physics)
: mCell(_cell), mEnvironment (environment), mScene(_scene), mPhysics(physics), mBase(NULL), mInsert(NULL), mAmbientMode (0)
RenderingManager &_rendering, MWWorld::PhysicsSystem *physics)
: mCell(_cell), mEnvironment (environment), mRendering(_rendering), mPhysics(physics), mBase(NULL), mInsert(NULL), mAmbientMode (0)
{
uniqueID = uniqueID +1;
sg = mScene.getMgr()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
sg = mRendering.getMgr()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
}
@ -126,7 +127,7 @@ void ExteriorCellRender::insertMesh(const std::string &mesh, Ogre::Vector3 vec,
mNpcPart = parent->createChildSceneNode(sceneNodeName);
MeshPtr good2 = NifOgre::NIFLoader::load(mesh);
MovableObject *ent = mScene.getMgr()->createEntity(mesh);
MovableObject *ent = mRendering.getMgr()->createEntity(mesh);
if(translateFirst){
@ -214,7 +215,7 @@ void ExteriorCellRender::insertMesh(const std::string &mesh)
assert (mInsert);
NifOgre::NIFLoader::load(mesh);
Entity *ent = mScene.getMgr()->createEntity(mesh);
Entity *ent = mRendering.getMgr()->createEntity(mesh);
if(!isStatic)
{
@ -224,7 +225,7 @@ void ExteriorCellRender::insertMesh(const std::string &mesh)
{
sg->addEntity(ent,mInsert->_getDerivedPosition(),mInsert->_getDerivedOrientation(),mInsert->_getDerivedScale());
sg->setRegionDimensions(Ogre::Vector3(100000,10000,100000));
mScene.getMgr()->destroyEntity(ent);
mRendering.getMgr()->destroyEntity(ent);
}
if (mInsertMesh.empty())
mInsertMesh = mesh;
@ -249,7 +250,7 @@ void ExteriorCellRender::insertLight(float r, float g, float b, float radius)
{
assert (mInsert);
Ogre::Light *light = mScene.getMgr()->createLight();
Ogre::Light *light = mRendering.getMgr()->createLight();
light->setDiffuseColour (r, g, b);
float cval=0.0f, lval=0.0f, qval=0.0f;
@ -305,7 +306,7 @@ void ExteriorCellRender::configureAmbient()
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
Ogre::Light *light = mScene.getMgr()->createLight();
Ogre::Light *light = mRendering.getMgr()->createLight();
Ogre::ColourValue colour;
colour.setAsABGR (mCell.cell->ambi.sunlight);
light->setDiffuseColour (colour);
@ -322,9 +323,9 @@ void ExteriorCellRender::configureFog()
float high = 4500 + 9000 * (1-mCell.cell->ambi.fogDensity);
float low = 200;
mScene.getMgr()->setFog (FOG_LINEAR, color, 0, low, high);
mScene.getCamera()->setFarClipDistance (high + 10);
mScene.getViewport()->setBackgroundColour (color);
mRendering.getMgr()->setFog (FOG_LINEAR, color, 0, low, high);
mRendering.getCamera()->setFarClipDistance (high + 10);
mRendering.getViewport()->setBackgroundColour (color);
}
void ExteriorCellRender::setAmbientMode()
@ -333,17 +334,17 @@ void ExteriorCellRender::setAmbientMode()
{
case 0:
mScene.getMgr()->setAmbientLight(mAmbientColor);
mRendering.getMgr()->setAmbientLight(mAmbientColor);
break;
case 1:
mScene.getMgr()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
mRendering.getMgr()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
break;
case 2:
mScene.getMgr()->setAmbientLight(ColourValue(1,1,1));
mRendering.getMgr()->setAmbientLight(ColourValue(1,1,1));
break;
}
}
@ -351,7 +352,7 @@ void ExteriorCellRender::setAmbientMode()
void ExteriorCellRender::show()
{
// FIXME: this one may be the bug
mBase = mScene.getRoot()->createChildSceneNode();
mBase = mRendering.getRoot()->createChildSceneNode();
configureAmbient();
configureFog();
@ -400,14 +401,14 @@ void ExteriorCellRender::destroy()
{
destroyAllAttachedMovableObjects(mBase);
mBase->removeAndDestroyAllChildren();
mScene.getMgr()->destroySceneNode(mBase);
mRendering.getMgr()->destroySceneNode(mBase);
}
mBase = 0;
if (sg)
{
mScene.getMgr()->destroyStaticGeometry (sg);
mRendering.getMgr()->destroyStaticGeometry (sg);
sg = 0;
}
}
@ -434,21 +435,21 @@ void ExteriorCellRender::toggleLight()
void ExteriorCellRender::enable (const std::string& handle)
{
if (!handle.empty())
mScene.getMgr()->getSceneNode (handle)->setVisible (true);
mRendering.getMgr()->getSceneNode (handle)->setVisible (true);
}
void ExteriorCellRender::disable (const std::string& handle)
{
if (!handle.empty())
mScene.getMgr()->getSceneNode (handle)->setVisible (false);
mRendering.getMgr()->getSceneNode (handle)->setVisible (false);
}
void ExteriorCellRender::deleteObject (const std::string& handle)
{
if (!handle.empty())
{
Ogre::SceneNode *node = mScene.getMgr()->getSceneNode (handle);
Ogre::SceneNode *node = mRendering.getMgr()->getSceneNode (handle);
node->removeAndDestroyAllChildren();
mScene.getMgr()->destroySceneNode (node);
mRendering.getMgr()->destroySceneNode (node);
}
}

@ -21,7 +21,7 @@ namespace MWWorld
namespace MWRender
{
class MWScene;
class RenderingManager;
/**
This class is responsible for inserting meshes and other
@ -49,7 +49,7 @@ namespace MWRender
ESMS::CellStore<MWWorld::RefData> &mCell;
MWWorld::Environment &mEnvironment;
MWScene &mScene;
RenderingManager &mRendering;
MWWorld::PhysicsSystem *mPhysics;
/// The scene node that contains all objects belonging to this
@ -103,7 +103,7 @@ namespace MWRender
public:
ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
MWScene &_scene, MWWorld::PhysicsSystem *physics);
RenderingManager &_rendering, MWWorld::PhysicsSystem *physics);
virtual ~ExteriorCellRender() { destroy(); }

@ -1,4 +1,5 @@
#include "interior.hpp"
#include "renderingmanager.hpp"
#include <OgreEntity.h>
#include <OgreLight.h>
@ -108,7 +109,7 @@ void InteriorCellRender::insertMesh(const std::string &mesh, Ogre::Vector3 vec,
MeshPtr good2 = NifOgre::NIFLoader::load(mesh);
MovableObject *ent = scene.getMgr()->createEntity(mesh);
MovableObject *ent = mRendering.getMgr()->createEntity(mesh);
//ent->extr
// MovableObject *ent2 = scene.getMgr()->createEntity(bounds
@ -185,7 +186,7 @@ void InteriorCellRender::insertMesh(const std::string &mesh)
assert (insert);
NifOgre::NIFLoader::load(mesh);
MovableObject *ent = scene.getMgr()->createEntity(mesh);
MovableObject *ent = mRendering.getMgr()->createEntity(mesh);
insert->attachObject(ent);
if (mInsertMesh.empty())
@ -211,7 +212,7 @@ void InteriorCellRender::insertLight(float r, float g, float b, float radius)
{
assert (insert);
Ogre::Light *light = scene.getMgr()->createLight();
Ogre::Light *light = mRendering.getMgr()->createLight();
light->setDiffuseColour (r, g, b);
float cval=0.0f, lval=0.0f, qval=0.0f;
@ -267,7 +268,7 @@ void InteriorCellRender::configureAmbient()
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
Ogre::Light *light = scene.getMgr()->createLight();
Ogre::Light *light = mRendering.getMgr()->createLight();
Ogre::ColourValue colour;
colour.setAsABGR (cell.cell->ambi.sunlight);
light->setDiffuseColour (colour);
@ -284,9 +285,9 @@ void InteriorCellRender::configureFog()
float high = 4500 + 9000 * (1-cell.cell->ambi.fogDensity);
float low = 200;
scene.getMgr()->setFog (FOG_LINEAR, color, 0, low, high);
scene.getCamera()->setFarClipDistance (high + 10);
scene.getViewport()->setBackgroundColour (color);
mRendering.getMgr()->setFog (FOG_LINEAR, color, 0, low, high);
mRendering.getCamera()->setFarClipDistance (high + 10);
mRendering.getViewport()->setBackgroundColour (color);
}
void InteriorCellRender::setAmbientMode()
@ -295,24 +296,24 @@ void InteriorCellRender::setAmbientMode()
{
case 0:
scene.getMgr()->setAmbientLight(ambientColor);
mRendering.getMgr()->setAmbientLight(ambientColor);
break;
case 1:
scene.getMgr()->setAmbientLight(0.7f*ambientColor + 0.3f*ColourValue(1,1,1));
mRendering.getMgr()->setAmbientLight(0.7f*ambientColor + 0.3f*ColourValue(1,1,1));
break;
case 2:
scene.getMgr()->setAmbientLight(ColourValue(1,1,1));
mRendering.getMgr()->setAmbientLight(ColourValue(1,1,1));
break;
}
}
void InteriorCellRender::show()
{
base = scene.getRoot()->createChildSceneNode();
base = mRendering.getRoot()->createChildSceneNode();
configureAmbient();
configureFog();
@ -331,7 +332,7 @@ void InteriorCellRender::destroy()
if(base)
{
base->removeAndDestroyAllChildren();
scene.getMgr()->destroySceneNode(base);
mRendering.getMgr()->destroySceneNode(base);
}
base = NULL;
@ -359,22 +360,22 @@ void InteriorCellRender::toggleLight()
void InteriorCellRender::enable (const std::string& handle)
{
if (!handle.empty())
scene.getMgr()->getSceneNode (handle)->setVisible (true);
mRendering.getMgr()->getSceneNode (handle)->setVisible (true);
}
void InteriorCellRender::disable (const std::string& handle)
{
if (!handle.empty())
scene.getMgr()->getSceneNode (handle)->setVisible (false);
mRendering.getMgr()->getSceneNode (handle)->setVisible (false);
}
void InteriorCellRender::deleteObject (const std::string& handle)
{
if (!handle.empty())
{
Ogre::SceneNode *node = scene.getMgr()->getSceneNode (handle);
Ogre::SceneNode *node = mRendering.getMgr()->getSceneNode (handle);
node->removeAndDestroyAllChildren();
scene.getMgr()->destroySceneNode (node);
mRendering.getMgr()->destroySceneNode (node);
}
}

@ -20,7 +20,7 @@ namespace MWWorld
namespace MWRender
{
class MWScene;
class RenderingManager;
/**
This class is responsible for inserting meshes and other
@ -48,7 +48,7 @@ namespace MWRender
ESMS::CellStore<MWWorld::RefData> &cell;
MWWorld::Environment &mEnvironment;
MWScene &scene;
MWRender::RenderingManager &mRendering;
MWWorld::PhysicsSystem *mPhysics;
/// The scene node that contains all objects belonging to this
@ -95,8 +95,8 @@ namespace MWRender
public:
InteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
MWScene &_scene, MWWorld::PhysicsSystem *physics)
: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0)
RenderingManager &_rendering, MWWorld::PhysicsSystem *physics)
: cell(_cell), mEnvironment (environment), mRendering(_rendering), base(NULL), insert(NULL), ambientMode (0)
{
mPhysics = physics;
}

@ -22,6 +22,7 @@ Debugging::Debugging(OEngine::Physic::PhysicEngine* engine){
eng = engine;
}
bool Debugging::toggleRenderMode (int mode){
switch (mode)
{
@ -35,73 +36,3 @@ bool Debugging::toggleRenderMode (int mode){
return false;
}
MWScene::MWScene(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng)
: rend(_rend)
{
eng = physEng;
rend.createScene("PlayerCam", 55, 5);
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// Turn the entire scene (represented by the 'root' node) -90
// degrees around the x axis. This makes Z go upwards, and Y go into
// the screen (when x is to the right.) This is the orientation that
// Morrowind uses, and it automagically makes everything work as it
// should.
SceneNode *rt = rend.getScene()->getRootSceneNode();
mwRoot = rt->createChildSceneNode();
mwRoot->pitch(Degree(-90));
//used to obtain ingame information of ogre objects (which are faced or selected)
mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode ("player");
playerNode->pitch(Degree(90));
Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(getCamera());
mPlayer = new MWRender::Player (getCamera(), playerNode->getName());
}
MWScene::~MWScene()
{
delete mPlayer;
}
std::pair<std::string, float> MWScene::getFacedHandle (MWWorld::World& world)
{
std::string handle = "";
//get a ray pointing to the center of the viewport
Ray centerRay = getCamera()->getCameraToViewportRay(
getViewport()->getWidth()/2,
getViewport()->getHeight()/2);
//let's avoid the capsule shape of the player.
centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
return eng->rayTest(from,to);
}
bool MWScene::toggleRenderMode (int mode)
{
switch (mode)
{
case MWWorld::World::Render_CollisionDebug:
// TODO use a proper function instead of accessing the member variable
// directly.
eng->setDebugRenderingMode (!eng->isDebugCreated);
return eng->isDebugCreated;
}
return false;
}

@ -37,47 +37,7 @@ namespace MWRender
bool toggleRenderMode (int mode);
};
/// \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;
OEngine::Physic::PhysicEngine* eng;
MWRender::Player *mPlayer;
public:
MWScene (OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng);
~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);
/// Toggle render mode
/// \todo Using an int instead of a enum here to avoid cyclic includes. Will be fixed
/// when the mw*-refactoring is done.
/// \return Resulting mode
bool toggleRenderMode (int mode);
};
}
#endif

@ -22,13 +22,14 @@ namespace MWRender {
RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem2::path& resDir) :rend(_rend)
RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir) :rend(_rend)
{
camera = rend.getCamera();
mSkyManager = MWRender::SkyManager::create(rend.getWindow(), camera, resDir);
//std::cout << "ONE";
rend.createScene("PlayerCam", 55, 5);
mSkyManager = MWRender::SkyManager::create(rend.getWindow(), getCamera(), resDir);
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
@ -41,7 +42,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
// the screen (when x is to the right.) This is the orientation that
// Morrowind uses, and it automagically makes everything work as it
// should.
//std::cout << "TWO";
SceneNode *rt = rend.getScene()->getRootSceneNode();
mwRoot = rt->createChildSceneNode();
mwRoot->pitch(Degree(-90));
@ -53,16 +54,17 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
playerNode->pitch(Degree(90));
Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(camera);
mPlayer = new MWRender::Player (camera, playerNode->getName());
cameraPitchNode->attachObject(getCamera());
std::cout <<"TWOF\n";
mPlayer = new MWRender::Player (getCamera(), playerNode->getName());
//std::cout << "Three";
}
RenderingManager::~RenderingManager ()
{
delete mPlayer;
delete mSkyManager;
}

@ -52,7 +52,7 @@ class RenderingManager {
MWRender::Player *mPlayer;
public:
RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem2::path& resDir);
RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir);
~RenderingManager();
void removeCell (MWWorld::Ptr::CellStore *store); // TODO do we want this?
@ -77,7 +77,11 @@ class RenderingManager {
int skyGetMasserPhase() const;
int skyGetSecundaPhase() const;
void skySetMoonColour (bool red);
Ogre::SceneManager *getMgr() { return rend.getScene(); }
Ogre::Camera *getCamera() { return rend.getCamera(); }
Ogre::Viewport *getViewport() { return rend.getViewport(); }
Ogre::SceneNode *getRoot() { return mwRoot; }
MWRender::Player *getPlayer() { return mPlayer; }
private:
SkyManager* mSkyManager;

@ -137,7 +137,7 @@ namespace MWWorld
{
Ptr::CellStore *cell = mWorld->getExterior(x, y);
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene, mPhysics));
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mRendering, mPhysics));
}
}
@ -168,8 +168,8 @@ namespace MWWorld
mCellChanged = true;
}
Scene::Scene (Environment& environment, World *world, MWRender::MWScene& scene, PhysicsSystem *physics)
: mScene (scene), mCurrentCell (0),
Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rm, PhysicsSystem *physics)
: mRendering(rm), mCurrentCell (0),
mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
{
}
@ -205,7 +205,7 @@ namespace MWWorld
std::cout << "cellName:" << cellName << std::endl;
Ptr::CellStore *cell = mWorld->getInterior(cellName);
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene, mPhysics));
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mRendering, mPhysics));
// adjust player
mCurrentCell = cell;

@ -14,7 +14,7 @@
#include "refdata.hpp"
#include "ptr.hpp"
#include "globals.hpp"
#include "../mwrender/renderingmanager.hpp"
#include <openengine/bullet/physic.hpp>
namespace Ogre
@ -57,7 +57,7 @@ namespace MWWorld
private:
MWRender::MWScene& mScene;
MWRender::RenderingManager mRendering;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
CellRenderCollection mActiveCells;
bool mCellChanged;
@ -69,7 +69,7 @@ namespace MWWorld
bool adjustPlayerPos = true);
public:
Scene (Environment& environment, World *world, MWRender::MWScene& scene, PhysicsSystem *physics);
Scene (Environment& environment, World *world, MWRender::RenderingManager& rm, PhysicsSystem *physics);
~Scene();

@ -176,8 +176,8 @@ namespace MWWorld
const Files::Collections& fileCollections,
const std::string& master, const boost::filesystem::path& resDir,
bool newGame, Environment& environment, const std::string& encoding)
: mScene (renderer,physEng), mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0),
mSky (false), mEnvironment (environment), mNextDynamicRecord (0), mCells (mStore, mEsm, *this)
: mRendering (renderer,resDir), mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0),
mSky (false), mEnvironment (environment), mNextDynamicRecord (0), mCells (mStore, mEsm, *this), mDebugging(physEng)
{
mPhysEngine = physEng;
@ -192,7 +192,7 @@ namespace MWWorld
mEsm.open (masterPath.string());
mStore.load (mEsm);
mPlayer = new MWWorld::Player (mScene.getPlayer(), mStore.npcs.find ("player"), *this);
mPlayer = new MWWorld::Player (mRendering.getPlayer(), mStore.npcs.find ("player"), *this);
mPhysics->addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0));
// global variables
@ -206,9 +206,8 @@ namespace MWWorld
mPhysEngine = physEng;
mWorldScene = new Scene(environment, this, mScene, mPhysics);
mRenderingManager = new MWRender::RenderingManager(renderer,
resDir);
mWorldScene = new Scene(environment, this, mRendering, mPhysics);
}
World::~World()
@ -397,7 +396,7 @@ namespace MWWorld
mGlobalVariables->setFloat ("gamehour", hour);
mRenderingManager->skySetHour (hour);
mRendering.skySetHour (hour);
if (days>0)
setDay (days + mGlobalVariables->getInt ("day"));
@ -432,7 +431,7 @@ namespace MWWorld
mGlobalVariables->setInt ("day", day);
mGlobalVariables->setInt ("month", month);
mRenderingManager->skySetDate (day, month);
mRendering.skySetDate (day, month);
}
void World::setMonth (int month)
@ -453,7 +452,7 @@ namespace MWWorld
if (years>0)
mGlobalVariables->setInt ("year", years+mGlobalVariables->getInt ("year"));
mRenderingManager->skySetDate (mGlobalVariables->getInt ("day"), month);
mRendering.skySetDate (mGlobalVariables->getInt ("day"), month);
}
bool World::toggleSky()
@ -461,34 +460,34 @@ namespace MWWorld
if (mSky)
{
mSky = false;
mRenderingManager->skyDisable();
mRendering.skyDisable();
return false;
}
else
{
mSky = true;
// TODO check for extorior or interior with sky.
mRenderingManager->skySetHour (mGlobalVariables->getFloat ("gamehour"));
mRenderingManager->skySetDate (mGlobalVariables->getInt ("day"),
mRendering.skySetHour (mGlobalVariables->getFloat ("gamehour"));
mRendering.skySetDate (mGlobalVariables->getInt ("day"),
mGlobalVariables->getInt ("month"));
mRenderingManager->skyEnable();
mRendering.skyEnable();
return true;
}
}
int World::getMasserPhase() const
{
return mRenderingManager->skyGetMasserPhase();
return mRendering.skyGetMasserPhase();
}
int World::getSecundaPhase() const
{
return mRenderingManager->skyGetSecundaPhase();
return mRendering.skyGetSecundaPhase();
}
void World::setMoonColour (bool red)
{
mRenderingManager->skySetMoonColour (red);
mRendering.skySetMoonColour (red);
}
float World::getTimeScaleFactor() const
@ -513,7 +512,7 @@ namespace MWWorld
std::string World::getFacedHandle()
{
std::pair<std::string, float> result = mScene.getFacedHandle (*this);
std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
if (result.first.empty() ||
result.second>getStore().gameSettings.find ("iMaxActivateDist")->i)
@ -577,7 +576,7 @@ namespace MWWorld
// \todo cell change for non-player ref
// \todo this should go into the new scene class and eventually into the objects/actors classes.
mScene.getMgr()->getSceneNode (ptr.getRefData().getHandle())->
mRendering.getMgr()->getSceneNode (ptr.getRefData().getHandle())->
setPosition (Ogre::Vector3 (x, y, z));
}
@ -652,7 +651,7 @@ namespace MWWorld
bool World::toggleRenderMode (RenderMode mode)
{
return mScene.toggleRenderMode (mode);
return mDebugging.toggleRenderMode (mode);
}
std::pair<std::string, const ESM::Potion *> World::createRecord (const ESM::Potion& record)

@ -65,7 +65,8 @@ namespace MWWorld
private:
MWRender::MWScene mScene;
MWRender::RenderingManager mRendering;
MWRender::Debugging mDebugging;
MWWorld::Scene *mWorldScene;
MWWorld::Player *mPlayer;
ESM::ESMReader mEsm;
@ -75,7 +76,6 @@ namespace MWWorld
MWWorld::PhysicsSystem *mPhysics;
bool mSky;
Environment& mEnvironment;
MWRender::RenderingManager *mRenderingManager;
int mNextDynamicRecord;
Cells mCells;

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