Changing a lot of things in scene and world

actorid
Jason Hooks 13 years ago
parent db57f0a1a5
commit dd46694059

@ -0,0 +1,275 @@
#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 "class.hpp"
#include "cellfunctors.hpp"
namespace {
template<typename T>
void insertCellRefList (T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell)
{
if (!cellRefList.list.empty())
{
//const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
for (typename T::List::iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
if (it->mData.getCount() || it->mData.isEnabled())
{
MWWorld::Ptr ptr (&*it, &cell);
/* TODO: call
* RenderingManager.insertObject
* class_.insertObjectPhysic
* class_.insertObjectMechanics
*/
}
}
}
}
}
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->getLocalScripts().clearCell (iter->first);
mEnvironment.mMechanicsManager->dropActors (iter->first);
mEnvironment.mSoundManager->stopSound (iter->first);
delete iter->second;
mActiveCells.erase (iter);
}
void Scene::loadCell (Ptr::CellStore *cell, MWRender::CellRender *render)
{
// register local scripts
mWorld->getLocalScripts().addCell (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]);
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)
{
// 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())
{
Ptr::CellStore *cell = mWorld->getExterior(x, y);
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mRendering.getOgreRenderer(), mMwRoot, 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;
}
//We need the ogre renderer and a scene node.
Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, Ogre::SceneNode *mwRoot, PhysicsSystem *physics)
: mRendering(rendering), mCurrentCell (0),
mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
{
mMwRoot = mwRoot;
}
Scene::~Scene()
{
for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
delete iter->second;
}
bool Scene::hasCellChanged() const
{
return mCellChanged;
}
const Scene::CellRenderCollection& Scene::getActiveCells() const
{
return mActiveCells;
}
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
// remove active
CellRenderCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
unloadCell (active++);
}
// Load cell.
std::cout << "cellName:" << cellName << std::endl;
Ptr::CellStore *cell = mWorld->getInterior(cellName);
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mRendering.getOgreRenderer(), mMwRoot, 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;
}
/*#include <cassert>
#include <iostream>
#include <exception>
#include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp"*/
void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell)
{
// Loop through all references in the cell
insertCellRefList (cell.activators, cell);
insertCellRefList (cell.potions, cell);
insertCellRefList (cell.appas, cell);
insertCellRefList (cell.armors, cell);
insertCellRefList (cell.books, cell);
insertCellRefList (cell.clothes, cell);
insertCellRefList (cell.containers, cell);
insertCellRefList (cell.creatures, cell);
insertCellRefList (cell.doors, cell);
insertCellRefList (cell.ingreds, cell);
insertCellRefList (cell.creatureLists, cell);
insertCellRefList (cell.itemLists, cell);
insertCellRefList (cell.lights, cell);
insertCellRefList (cell.lockpicks, cell);
insertCellRefList (cell.miscItems, cell);
insertCellRefList (cell.npcs, cell);
insertCellRefList (cell.probes, cell);
insertCellRefList (cell.repairs, cell);
insertCellRefList (cell.statics, cell);
insertCellRefList (cell.weapons, cell);
}
}

@ -0,0 +1,106 @@
#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 "physicssystem.hpp"
#include "refdata.hpp"
#include "ptr.hpp"
#include "globals.hpp"
#include "../mwrender/renderingmanager.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:
typedef std::map<Ptr::CellStore *, MWRender::CellRender *> CellRenderCollection;
private:
//OEngine::Render::OgreRenderer& mRenderer;
Ogre::SceneNode *mMwRoot;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
CellRenderCollection mActiveCells;
bool mCellChanged;
Environment& mEnvironment;
World *mWorld;
PhysicsSystem *mPhysics;
MWRender::RenderingManager& mRendering;
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos = true);
public:
Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, Ogre::SceneNode *mwRoot, 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 ();
const CellRenderCollection& getActiveCells () const;
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();
void insertCell(ESMS::CellStore<MWWorld::RefData> &cell);
};
}
#endif

@ -49,7 +49,9 @@ namespace MWWorld
void Scene::unloadCell (CellRenderCollection::iterator iter)
{
ListHandles functor;
iter->first->forEach<ListHandles>(functor);
Ptr::CellStore* cellstore = *iter;
cellstore->forEach<ListHandles>(functor);
{ // silence annoying g++ warning
for (std::vector<std::string>::const_iterator iter (functor.mHandles.begin());
@ -57,28 +59,24 @@ namespace MWWorld
mPhysics->removeObject (*iter);
}
mWorld->getLocalScripts().clearCell (iter->first);
mWorld->getLocalScripts().clearCell (cellstore);
mEnvironment.mMechanicsManager->dropActors (iter->first);
mEnvironment.mSoundManager->stopSound (iter->first);
delete iter->second;
mEnvironment.mMechanicsManager->dropActors (cellstore);
mEnvironment.mSoundManager->stopSound (cellstore);
//delete iter->second;
mActiveCells.erase (iter);
}
void Scene::loadCell (Ptr::CellStore *cell, MWRender::CellRender *render)
void Scene::loadCell (Ptr::CellStore *cell)
{
// register local scripts
mWorld->getLocalScripts().addCell (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();
}
mActiveCells.push_back(cell);
mRendering.getObjects().buildStaticGeometry(*cell);
}
void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
@ -99,16 +97,18 @@ namespace MWWorld
mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
CellRenderCollection::iterator active = mActiveCells.begin();
Ptr::CellStore* cellstore = *active;
while (active!=mActiveCells.end())
{
if (!(active->first->cell->data.flags & ESM::Cell::Interior))
if (!(cellstore->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)
if (std::abs (X-cellstore->cell->data.gridX)<=1 &&
std::abs (Y-cellstore->cell->data.gridY)<=1)
{
// keep cells within the new 3x3 grid
++active;
cellstore = *active;
continue;
}
}
@ -121,13 +121,14 @@ namespace MWWorld
for (int y=Y-1; y<=Y+1; ++y)
{
CellRenderCollection::iterator iter = mActiveCells.begin();
Ptr::CellStore* cellstore = *iter;
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)
if (x==cellstore->cell->data.gridX &&
y==cellstore->cell->data.gridY)
break;
++iter;
@ -137,19 +138,20 @@ namespace MWWorld
{
Ptr::CellStore *cell = mWorld->getExterior(x, y);
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mRenderer, mMwRoot, mPhysics));
loadCell (cell);
}
}
// find current cell
CellRenderCollection::iterator iter = mActiveCells.begin();
cellstore = *active;
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)
if (X==cellstore->cell->data.gridX &&
Y==cellstore->cell->data.gridY)
break;
++iter;
@ -157,7 +159,7 @@ namespace MWWorld
assert (iter!=mActiveCells.end());
mCurrentCell = iter->first;
mCurrentCell = cellstore;
// adjust player
playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
@ -169,8 +171,8 @@ namespace MWWorld
}
//We need the ogre renderer and a scene node.
Scene::Scene (Environment& environment, World *world, OEngine::Render::OgreRenderer& renderer, Ogre::SceneNode *mwRoot, PhysicsSystem *physics)
: mRenderer(renderer), mCurrentCell (0),
Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, Ogre::SceneNode *mwRoot, PhysicsSystem *physics)
: mRendering(rendering), mCurrentCell (0),
mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
{
mMwRoot = mwRoot;
@ -178,9 +180,9 @@ namespace MWWorld
Scene::~Scene()
{
for (CellRenderCollection::iterator iter (mActiveCells.begin());
/*for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
delete iter->second;
delete iter->second;*/
}
bool Scene::hasCellChanged() const
@ -207,7 +209,7 @@ namespace MWWorld
std::cout << "cellName:" << cellName << std::endl;
Ptr::CellStore *cell = mWorld->getInterior(cellName);
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mRenderer, mMwRoot, mPhysics));
loadCell (cell);
// adjust player
mCurrentCell = cell;

@ -52,30 +52,31 @@ namespace MWWorld
public:
typedef std::map<Ptr::CellStore *, MWRender::CellRender *> CellRenderCollection;
typedef std::list<Ptr::CellStore *> CellRenderCollection;
private:
OEngine::Render::OgreRenderer& mRenderer;
//OEngine::Render::OgreRenderer& mRenderer;
Ogre::SceneNode *mMwRoot;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
Ptr::CellStore* mCurrentCell; // the cell, the player is in
CellRenderCollection mActiveCells;
bool mCellChanged;
Environment& mEnvironment;
World *mWorld;
PhysicsSystem *mPhysics;
MWRender::RenderingManager& mRendering;
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos = true);
public:
Scene (Environment& environment, World *world, OEngine::Render::OgreRenderer& renderer, Ogre::SceneNode *mwRoot, PhysicsSystem *physics);
Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, Ogre::SceneNode *mwRoot, PhysicsSystem *physics);
~Scene();
void unloadCell (CellRenderCollection::iterator iter);
void loadCell (Ptr::CellStore *cell, MWRender::CellRender *render);
void loadCell (Ptr::CellStore *cell);
void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
///< Move from exterior to interior or from interior cell to a different

@ -130,17 +130,20 @@ namespace MWWorld
return Ptr();
}
/*
MWRender::CellRender *World::searchRender (Ptr::CellStore *store)
{
Scene::CellRenderCollection::const_iterator iter = mWorldScene->getActiveCells().find (store);
if (iter!=mWorldScene->getActiveCells().end())
{
return iter->second;
}
for (Scene::CellRenderCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Ptr::CellStore* cellstore = *iter;
if(store == cellstore){
//return iter->second;
}
}
return 0;
}
}*/
int World::getDaysPerMonth (int month) const
{
@ -208,7 +211,7 @@ namespace MWWorld
mPhysEngine = physEng;
mWorldScene = new Scene(environment, this, mRendering.getOgreRenderer(), mRendering.getRoot(), mPhysics);
mWorldScene = new Scene(environment, this, mRendering, mRendering.getRoot(), mPhysics);
}
@ -308,7 +311,8 @@ namespace MWWorld
for (Scene::CellRenderCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Ptr ptr = mCells.getPtr (name, *iter->first);
Ptr::CellStore* cellstore = *iter;
Ptr ptr = mCells.getPtr (name, *cellstore);
if (!ptr.isEmpty())
return ptr;
@ -333,7 +337,8 @@ namespace MWWorld
for (Scene::CellRenderCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Ptr ptr = getPtrViaHandle (handle, *iter->first);
Ptr::CellStore* cellstore = *iter;
Ptr ptr = getPtrViaHandle (handle, *cellstore);
if (!ptr.isEmpty())
return ptr;
@ -348,13 +353,20 @@ namespace MWWorld
{
reference.getRefData().enable();
if (MWRender::CellRender *render = searchRender (reference.getCell()))
{
render->enable (reference.getRefData().getHandle());
//render->enable (reference.getRefData().getHandle());
for (Scene::CellRenderCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Ptr::CellStore* cellstore = *iter;
if(reference.getCell() == cellstore){
Class::get (reference).enable (reference, mEnvironment);
break;
}
}
if (mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end())
Class::get (reference).enable (reference, mEnvironment);
}
}
}
@ -364,16 +376,20 @@ namespace MWWorld
{
reference.getRefData().disable();
if (MWRender::CellRender *render = searchRender (reference.getCell()))
{
render->disable (reference.getRefData().getHandle());
if (mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end())
//render->disable (reference.getRefData().getHandle());
for (Scene::CellRenderCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Class::get (reference).disable (reference, mEnvironment);
mEnvironment.mSoundManager->stopSound3D (reference);
Ptr::CellStore* cellstore = *iter;
if(reference.getCell() == cellstore){
Class::get (reference).disable (reference, mEnvironment);
mEnvironment.mSoundManager->stopSound3D (reference);
break;
}
}
}
}
}
@ -531,21 +547,26 @@ namespace MWWorld
{
ptr.getRefData().setCount (0);
if (MWRender::CellRender *render = searchRender (ptr.getCell()))
{
if (mWorldScene->getActiveCells().find (ptr.getCell())!=mWorldScene->getActiveCells().end())
for (Scene::CellRenderCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Class::get (ptr).disable (ptr, mEnvironment);
mEnvironment.mSoundManager->stopSound3D (ptr);
Ptr::CellStore* cellstore = *iter;
if(ptr.getCell() == cellstore){
Class::get (ptr).disable (ptr, mEnvironment);
mEnvironment.mSoundManager->stopSound3D (ptr);
mPhysics->removeObject (ptr.getRefData().getHandle());
mPhysics->removeObject (ptr.getRefData().getHandle());
mLocalScripts.remove (ptr);
mLocalScripts.remove (ptr);
break;
}
}
render->deleteObject (ptr.getRefData().getHandle());
ptr.getRefData().setHandle ("");
}
//Should this go here or inside the for loop?
mRendering.getObjects().deleteObject (ptr.getRefData().getHandle());
ptr.getRefData().setBaseNode(0);
}
}

@ -88,7 +88,7 @@ namespace MWWorld
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
MWRender::CellRender *searchRender (Ptr::CellStore *store);
//MWRender::CellRender *searchRender (Ptr::CellStore *store);
int getDaysPerMonth (int month) const;

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