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https://github.com/TES3MP/openmw-tes3mp.git
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Add OpenMW 0.47 commits up to 23 Sep 2021
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commit
a01c874613
12 changed files with 81 additions and 33 deletions
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@ -1,19 +1,44 @@
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#include "commands.hpp"
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#include <QPointer>
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#include <components/debug/debuglog.hpp>
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#include <components/esm/loadland.hpp>
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#include "editmode.hpp"
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#include "terrainselection.hpp"
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#include "terrainshapemode.hpp"
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#include "terraintexturemode.hpp"
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#include "worldspacewidget.hpp"
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CSVRender::DrawTerrainSelectionCommand::DrawTerrainSelectionCommand(TerrainSelection& terrainSelection, QUndoCommand* parent)
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: mTerrainSelection(terrainSelection)
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CSVRender::DrawTerrainSelectionCommand::DrawTerrainSelectionCommand(WorldspaceWidget* worldspaceWidget, QUndoCommand* parent)
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: mWorldspaceWidget(worldspaceWidget)
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{ }
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void CSVRender::DrawTerrainSelectionCommand::redo()
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{
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mTerrainSelection.update();
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tryUpdate();
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}
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void CSVRender::DrawTerrainSelectionCommand::undo()
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{
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mTerrainSelection.update();
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tryUpdate();
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}
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void CSVRender::DrawTerrainSelectionCommand::tryUpdate()
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{
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if (!mWorldspaceWidget)
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{
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Log(Debug::Verbose) << "Can't update terrain selection, no WorldspaceWidget found!";
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return;
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}
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auto terrainMode = dynamic_cast<CSVRender::TerrainShapeMode*>(mWorldspaceWidget->getEditMode());
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if (!terrainMode)
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{
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Log(Debug::Verbose) << "Can't update terrain selection in current EditMode";
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return;
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}
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terrainMode->getTerrainSelection()->update();
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}
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@ -1,8 +1,12 @@
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#ifndef CSV_RENDER_COMMANDS_HPP
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#define CSV_RENDER_COMMANDS_HPP
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#include <QPointer>
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#include <QUndoCommand>
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#include "worldspacewidget.hpp"
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namespace CSVRender
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{
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class TerrainSelection;
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@ -21,14 +25,17 @@ namespace CSVRender
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*/
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class DrawTerrainSelectionCommand : public QUndoCommand
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{
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private:
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TerrainSelection& mTerrainSelection;
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QPointer<WorldspaceWidget> mWorldspaceWidget;
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public:
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DrawTerrainSelectionCommand(TerrainSelection& terrainSelection, QUndoCommand* parent = nullptr);
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DrawTerrainSelectionCommand(WorldspaceWidget* worldspaceWidget, QUndoCommand* parent = nullptr);
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void redo() override;
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void undo() override;
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void tryUpdate();
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};
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}
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@ -287,7 +287,7 @@ void CSVRender::TerrainShapeMode::applyTerrainEditChanges()
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undoStack.beginMacro ("Edit shape and normal records");
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// One command at the beginning of the macro for redrawing the terrain-selection grid when undoing the changes.
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undoStack.push(new DrawTerrainSelectionCommand(*mTerrainShapeSelection));
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undoStack.push(new DrawTerrainSelectionCommand(&getWorldspaceWidget()));
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for(CSMWorld::CellCoordinates cellCoordinates: mAlteredCells)
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{
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@ -358,7 +358,7 @@ void CSVRender::TerrainShapeMode::applyTerrainEditChanges()
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pushNormalsEditToCommand(landNormalsNew, document, landTable, cellId);
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}
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// One command at the end of the macro for redrawing the terrain-selection grid when redoing the changes.
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undoStack.push(new DrawTerrainSelectionCommand(*mTerrainShapeSelection));
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undoStack.push(new DrawTerrainSelectionCommand(&getWorldspaceWidget()));
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undoStack.endMacro();
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clearTransientEdits();
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@ -1049,7 +1049,7 @@ void CSVRender::TerrainShapeMode::handleSelection(int globalSelectionX, int glob
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*/
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if (xIsAtCellBorder && yIsAtCellBorder)
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{
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/*
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/*
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Handle the NW, NE, and SE corner vertices.
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NW corner: (+1, -1) offset to reach current cell.
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NE corner: (-1, -1) offset to reach current cell.
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@ -1132,7 +1132,7 @@ void CSVRender::TerrainShapeMode::selectTerrainShapes(const std::pair<int, int>&
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selectAction = CSMPrefs::get()["3D Scene Editing"]["primary-select-action"].toString();
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else
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selectAction = CSMPrefs::get()["3D Scene Editing"]["secondary-select-action"].toString();
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if (selectAction == "Select only")
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mTerrainShapeSelection->onlySelect(selections);
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else if (selectAction == "Add to selection")
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@ -1444,6 +1444,11 @@ void CSVRender::TerrainShapeMode::mouseMoveEvent (QMouseEvent *event)
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mBrushDraw->hide();
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}
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std::shared_ptr<CSVRender::TerrainSelection> CSVRender::TerrainShapeMode::getTerrainSelection()
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{
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return mTerrainShapeSelection;
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}
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void CSVRender::TerrainShapeMode::setBrushSize(int brushSize)
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{
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mBrushSize = brushSize;
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@ -92,6 +92,8 @@ namespace CSVRender
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void dragMoveEvent (QDragMoveEvent *event) override;
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void mouseMoveEvent (QMouseEvent *event) override;
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std::shared_ptr<TerrainSelection> getTerrainSelection();
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private:
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/// Remove duplicates and sort mAlteredCells, then limitAlteredHeights forward and reverse
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@ -176,7 +178,7 @@ namespace CSVRender
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int mDragMode = InteractionType_None;
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osg::Group* mParentNode;
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bool mIsEditing = false;
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std::unique_ptr<TerrainSelection> mTerrainShapeSelection;
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std::shared_ptr<TerrainSelection> mTerrainShapeSelection;
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int mTotalDiffY = 0;
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std::vector<CSMWorld::CellCoordinates> mAlteredCells;
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osg::Vec3d mEditingPos;
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@ -712,6 +712,11 @@ void CSVRender::TerrainTextureMode::mouseMoveEvent (QMouseEvent *event)
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mBrushDraw->hide();
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}
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std::shared_ptr<CSVRender::TerrainSelection> CSVRender::TerrainTextureMode::getTerrainSelection()
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{
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return mTerrainTextureSelection;
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}
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void CSVRender::TerrainTextureMode::setBrushSize(int brushSize)
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{
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@ -85,6 +85,8 @@ namespace CSVRender
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void mouseMoveEvent (QMouseEvent *event) override;
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std::shared_ptr<TerrainSelection> getTerrainSelection();
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private:
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/// \brief Handle brush mechanics, maths regarding worldspace hit etc.
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void editTerrainTextureGrid (const WorldspaceHitResult& hit);
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@ -115,7 +117,7 @@ namespace CSVRender
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int mDragMode;
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osg::Group* mParentNode;
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bool mIsEditing;
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std::unique_ptr<TerrainSelection> mTerrainTextureSelection;
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std::shared_ptr<TerrainSelection> mTerrainTextureSelection;
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const int cellSize {ESM::Land::REAL_SIZE};
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const int landTextureSize {ESM::Land::LAND_TEXTURE_SIZE};
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@ -452,6 +452,11 @@ CSVRender::WorldspaceHitResult CSVRender::WorldspaceWidget::mousePick (const QPo
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return hit;
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}
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CSVRender::EditMode *CSVRender::WorldspaceWidget::getEditMode()
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{
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return dynamic_cast<CSVRender::EditMode *> (mEditMode->getCurrent());
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}
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void CSVRender::WorldspaceWidget::abortDrag()
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{
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if (mDragging)
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@ -697,11 +702,6 @@ void CSVRender::WorldspaceWidget::handleInteractionPress (const WorldspaceHitRes
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editMode.primaryOpenPressed (hit);
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}
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CSVRender::EditMode *CSVRender::WorldspaceWidget::getEditMode()
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{
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return dynamic_cast<CSVRender::EditMode *> (mEditMode->getCurrent());
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}
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void CSVRender::WorldspaceWidget::primaryOpen(bool activate)
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{
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handleInteraction(InteractionType_PrimaryOpen, activate);
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@ -189,6 +189,8 @@ namespace CSVRender
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/// Erase all overrides and restore the visual representation to its true state.
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virtual void reset (unsigned int elementMask) = 0;
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EditMode *getEditMode();
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protected:
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/// Visual elements in a scene
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@ -215,8 +217,6 @@ namespace CSVRender
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void settingChanged (const CSMPrefs::Setting *setting) override;
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EditMode *getEditMode();
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bool getSpeedMode();
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private:
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@ -1931,6 +1931,7 @@ namespace MWMechanics
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// Standing NPCs give way to moving ones if they are not in combat (or pursue) mode and either
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// follow player or have a AIWander package with non-empty wander area.
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bool shouldAvoidCollision = isMoving;
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bool shouldGiveWay = false;
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bool shouldTurnToApproachingActor = !isMoving;
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MWWorld::Ptr currentTarget; // Combat or pursue target (NPCs should not avoid collision with their targets).
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const auto& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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@ -1941,7 +1942,7 @@ namespace MWMechanics
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else if (package->getTypeId() == AiPackageTypeId::Wander && giveWayWhenIdle)
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{
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if (!static_cast<const AiWander*>(package.get())->isStationary())
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shouldAvoidCollision = true;
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shouldGiveWay = true;
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}
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else if (package->getTypeId() == AiPackageTypeId::Combat || package->getTypeId() == AiPackageTypeId::Pursue)
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{
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break;
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}
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}
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if (!shouldAvoidCollision)
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if (!shouldAvoidCollision && !shouldGiveWay)
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continue;
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osg::Vec2f baseSpeed = origMovement * maxSpeed;
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osg::Vec3f halfExtents = world->getHalfExtents(ptr);
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float maxDistToCheck = isMoving ? maxDistForPartialAvoiding : maxDistForStrictAvoiding;
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float timeToCollision = maxTimeToCheck;
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float timeToCheck = maxTimeToCheck;
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if (!shouldGiveWay && !aiSequence.isEmpty())
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timeToCheck = std::min(timeToCheck, getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents));
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float timeToCollision = timeToCheck;
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osg::Vec2f movementCorrection(0, 0);
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float angleToApproachingActor = 0;
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const float timeToDestination = aiSequence.isEmpty()
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? std::numeric_limits<float>::max()
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: getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents);
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// Iterate through all other actors and predict collisions.
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for(PtrActorMap::iterator otherIter(mActors.begin()); otherIter != mActors.end(); ++otherIter)
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{
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continue; // No solution; distance is always >= collisionDist.
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float t = (-vr - std::sqrt(Dh)) / v2;
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if (t < 0 || t > timeToCollision || t > timeToDestination)
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if (t < 0 || t > timeToCollision)
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continue;
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// Check visibility and awareness last as it's expensive.
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movementCorrection.y() *= 0.5f;
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}
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if (timeToCollision < maxTimeToCheck)
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if (timeToCollision < timeToCheck)
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{
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// Try to evade the nearest collision.
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osg::Vec2f newMovement = origMovement + movementCorrection;
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@ -414,7 +414,7 @@ namespace MWMechanics
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bool runFallback = true;
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if (pathgrid && !actor.getClass().isPureWaterCreature(actor))
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if (pathgrid != nullptr && !pathgrid->mPoints.empty() && !actor.getClass().isPureWaterCreature(actor))
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{
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ESM::Pathgrid::PointList points;
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Misc::CoordinateConverter coords(storage.mCell->getCell());
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@ -754,6 +754,9 @@ namespace MWMechanics
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*currentCell->getCell());
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if (pathgrid == nullptr || pathgrid->mPoints.empty())
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return;
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int index = PathFinder::getClosestPoint(pathgrid, PathFinder::makeOsgVec3(dest));
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getPathGridGraph(currentCell).getNeighbouringPoints(index, points);
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@ -206,9 +206,6 @@ namespace MWMechanics
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endPointInLocalCoords,
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startNode);
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if (!endNode.second)
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return;
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// if it's shorter for actor to travel from start to end, than to travel from either
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// start or end to nearest pathgrid point, just travel from start to end.
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float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
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@ -279,7 +276,8 @@ namespace MWMechanics
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// unreachable pathgrid point.
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//
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// The AI routines will have to deal with such situations.
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*out++ = endPoint;
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if (endNode.second)
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*out++ = endPoint;
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}
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float PathFinder::getZAngleToNext(float x, float y) const
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