Restore projectiles

c++11
scrawl 10 years ago
parent c85764b654
commit de8e5f0db1

@ -23,9 +23,7 @@ add_openmw_dir (mwrender
actors objects renderingmanager animation rotatecontroller sky npcanimation vismask
creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation
bulletdebugdraw globalmap characterpreview camera localmap
# occlusionquery water shadows
# ripplesimulation refraction
# terrainstorage weaponanimation
# occlusionquery water shadows ripplesimulation refraction terrainstorage
)
add_openmw_dir (mwinput
@ -68,8 +66,7 @@ add_openmw_dir (mwworld
cells localscripts customdata inventorystore ptr actionopen actionread
actionequip timestamp actionalchemy cellstore actionapply actioneat
esmstore store recordcmp fallback actionrepair actionsoulgem livecellref actiondoor
contentloader esmloader actiontrap cellreflist cellref physicssystem weather
# projectilemanager
contentloader esmloader actiontrap cellreflist cellref physicssystem weather projectilemanager
)
add_openmw_dir (mwphysics

@ -6,9 +6,9 @@
#include <list>
#include <stdint.h>
namespace Ogre
namespace osg
{
class Vector3;
class Vec3f;
}
namespace ESM
@ -174,8 +174,8 @@ namespace MWBase
virtual bool toggleAI() = 0;
virtual bool isAIActive() = 0;
virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
virtual void getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects) = 0;
virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects) = 0;
///return the list of actors which are following the given actor
/**ie AiFollow is active and the target is the actor**/

@ -378,7 +378,7 @@ namespace MWBase
virtual bool isWading(const MWWorld::Ptr &object) const = 0;
///Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::Ptr &object) const = 0;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const Ogre::Vector3 &pos) const = 0;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const = 0;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
virtual void togglePOV() = 0;
@ -485,7 +485,7 @@ namespace MWBase
virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const Ogre::Vector3& fallbackDirection) = 0;
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed) = 0;
@ -532,7 +532,7 @@ namespace MWBase
virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) = 0;
virtual void explodeSpell (const Ogre::Vector3& origin, const ESM::EffectList& effects,
virtual void explodeSpell (const osg::Vec3f& origin, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName) = 0;
virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) = 0;

@ -247,7 +247,7 @@ namespace MWClass
if (!victim.getClass().isActor())
return; // Can't hit non-actors
Ogre::Vector3 hitPosition (result.second.x(), result.second.y(), result.second.z());
osg::Vec3f hitPosition (result.second);
float hitchance = MWMechanics::getHitChance(ptr, victim, ref->mBase->mData.mCombat);
@ -319,7 +319,7 @@ namespace MWClass
damage = 0;
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, osg::Vec3f(hitPosition.x, hitPosition.y, hitPosition.z));
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
@ -726,7 +726,7 @@ namespace MWClass
if(name == "left")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
osg::Vec3f pos(ptr.getRefData().getPosition().asVec3());
if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr))
return 2;
if(world->isOnGround(ptr))
@ -736,7 +736,7 @@ namespace MWClass
if(name == "right")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
osg::Vec3f pos(ptr.getRefData().getPosition().asVec3());
if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr))
return 3;
if(world->isOnGround(ptr))

@ -493,7 +493,7 @@ namespace MWClass
// TODO: Use second to work out the hit angle
std::pair<MWWorld::Ptr, osg::Vec3f> result = world->getHitContact(ptr, dist);
MWWorld::Ptr victim = result.first;
Ogre::Vector3 hitPosition (result.second.x(), result.second.y(), result.second.z());
osg::Vec3f hitPosition (result.second);
if(victim.isEmpty()) // Didn't hit anything
return;
@ -583,7 +583,7 @@ namespace MWClass
damage = 0;
if (healthdmg && damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, osg::Vec3f(hitPosition.x, hitPosition.y, hitPosition.z));
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
@ -1138,7 +1138,7 @@ namespace MWClass
if(name == "left" || name == "right")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
osg::Vec3f pos(ptr.getRefData().getPosition().asVec3());
if(world->isSwimming(ptr))
return (name == "left") ? "Swim Left" : "Swim Right";
if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr))
@ -1175,7 +1175,7 @@ namespace MWClass
if(name == "land")
{
MWBase::World *world = MWBase::Environment::get().getWorld();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
osg::Vec3f pos(ptr.getRefData().getPosition().asVec3());
if(world->isUnderwater(ptr.getCell(), pos) || world->isWalkingOnWater(ptr))
return "DefaultLandWater";
if(world->isOnGround(ptr))

@ -1623,6 +1623,9 @@ namespace MWGui
void WindowManager::clear()
{
if (mLocalMapRender)
mLocalMapRender->clear();
mMap->clear();
mQuickKeysMenu->clear();
mMessageBoxManager->clear();

@ -809,7 +809,7 @@ namespace MWMechanics
NpcStats &stats = ptr.getClass().getNpcStats(ptr);
MWBase::World *world = MWBase::Environment::get().getWorld();
bool knockedOutUnderwater = (ctrl->isKnockedOut() && world->isUnderwater(ptr.getCell(), Ogre::Vector3(ptr.getRefData().getPosition().pos)));
bool knockedOutUnderwater = (ctrl->isKnockedOut() && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3())));
if((world->isSubmerged(ptr) || knockedOutUnderwater)
&& stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0)
{
@ -1385,11 +1385,11 @@ namespace MWMechanics
return false;
}
void Actors::getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out)
void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out)
{
for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
{
if (Ogre::Vector3(iter->first.getRefData().getPosition().pos).squaredDistance(position) <= radius*radius)
if ((iter->first.getRefData().getPosition().asVec3() - position).length2() <= radius*radius)
out.push_back(iter->first);
}
}
@ -1457,7 +1457,7 @@ namespace MWMechanics
std::list<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
std::list<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> neighbors;
Ogre::Vector3 position = Ogre::Vector3(actor.getRefData().getPosition().pos);
osg::Vec3f position (actor.getRefData().getPosition().asVec3());
getObjectsInRange(position,
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->getFloat(),
neighbors); //only care about those within the alarm disance

@ -114,7 +114,7 @@ namespace MWMechanics
void skipAnimation(const MWWorld::Ptr& ptr);
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
void getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out);
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
///Returns the list of actors which are following the given actor
/**ie AiFollow is active and the target is the actor **/

@ -64,7 +64,7 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, AiState& stat
// Make all nearby actors also avoid the door
std::vector<MWWorld::Ptr> actors;
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(Ogre::Vector3(pos.pos[0],pos.pos[1],pos.pos[2]),100,actors);
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors);
for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it) {
if(*it != MWBase::Environment::get().getWorld()->getPlayerPtr()) { //Not the player
MWMechanics::AiSequence& seq = it->getClass().getCreatureStats(*it).getAiSequence();

@ -28,7 +28,7 @@ float signedAngleRadians (const osg::Vec3f& v1, const osg::Vec3f& v2, const osg:
return std::atan2((normal * (v1 ^ v2)), (v1 * v2));
}
bool applyEnchantment (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const Ogre::Vector3& hitPosition)
bool applyEnchantment (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition)
{
std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : "";
if (!enchantmentName.empty())
@ -166,7 +166,7 @@ namespace MWMechanics
}
void projectileHit(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile,
const Ogre::Vector3& hitPosition)
const osg::Vec3f& hitPosition)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
@ -221,7 +221,7 @@ namespace MWMechanics
appliedEnchantment = applyEnchantment(attacker, victim, projectile, hitPosition);
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, osg::Vec3f(hitPosition.x, hitPosition.y, hitPosition.z));
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
if (victim != MWBase::Environment::get().getWorld()->getPlayerPtr()

@ -15,7 +15,7 @@ void resistNormalWeapon (const MWWorld::Ptr& actor, const MWWorld::Ptr& attacker
/// @note for a thrown weapon, \a weapon == \a projectile, for bows/crossbows, \a projectile is the arrow/bolt
/// @note \a victim may be empty (e.g. for a hit on terrain), a non-actor (environment objects) or an actor
void projectileHit (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
const Ogre::Vector3& hitPosition);
const osg::Vec3f& hitPosition);
/// Get the chance (in percent) for \a attacker to successfully hit \a victim with a given weapon skill value
float getHitChance (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, int skillValue);

@ -1059,14 +1059,14 @@ namespace MWMechanics
// Find all the actors within the alarm radius
std::vector<MWWorld::Ptr> neighbors;
Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
osg::Vec3f from (player.getRefData().getPosition().asVec3());
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius*radius)
neighbors.push_back(victim);
// Did anyone see it?
@ -1149,13 +1149,13 @@ namespace MWMechanics
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
osg::Vec3f from (player.getRefData().getPosition().asVec3());
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius*radius)
neighbors.push_back(victim);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
@ -1430,13 +1430,13 @@ namespace MWMechanics
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
}
void MechanicsManager::getObjectsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
void MechanicsManager::getObjectsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
mObjects.getObjectsInRange(position, radius, objects);
}
void MechanicsManager::getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
void MechanicsManager::getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
}

@ -145,8 +145,8 @@ namespace MWMechanics
/// paused we may want to do it manually (after equipping permanent enchantment)
virtual void updateMagicEffects (const MWWorld::Ptr& ptr);
virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects);
virtual void getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects);
virtual void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects);
virtual void getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects);
virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
virtual std::list<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);

@ -92,11 +92,11 @@ void Objects::skipAnimation(const MWWorld::Ptr& ptr)
iter->second->skipAnim();
}
void Objects::getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out)
void Objects::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out)
{
for (PtrControllerMap::iterator iter = mObjects.begin(); iter != mObjects.end(); ++iter)
{
if (Ogre::Vector3(iter->first.getRefData().getPosition().pos).squaredDistance(position) <= radius*radius)
if ((position - iter->first.getRefData().getPosition().asVec3()).length2() <= radius*radius)
out.push_back(iter->first);
}
}

@ -41,7 +41,7 @@ namespace MWMechanics
void playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number);
void skipAnimation(const MWWorld::Ptr& ptr);
void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out);
void getObjectsInRange (const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
};
}

@ -779,7 +779,7 @@ namespace MWMechanics
MWBase::Environment::get().getWorld()->launchMagicBolt(projectileModel, sound, mId, speed,
false, enchantment->mEffects, mCaster, mSourceName,
// Not needed, enchantments can only be cast by actors
Ogre::Vector3(1,0,0));
osg::Vec3f(1,0,0));
return true;
}
@ -861,13 +861,13 @@ namespace MWMechanics
getProjectileInfo(spell->mEffects, projectileModel, sound, speed);
if (!projectileModel.empty())
{
Ogre::Vector3 fallbackDirection (0,1,0);
osg::Vec3f fallbackDirection (0,1,0);
// Fall back to a "caster to target" direction if we have no other means of determining it
// (e.g. when cast by a non-actor)
if (!mTarget.isEmpty())
fallbackDirection =
Ogre::Vector3(mTarget.getRefData().getPosition().pos)-
Ogre::Vector3(mCaster.getRefData().getPosition().pos);
osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
MWBase::Environment::get().getWorld()->launchMagicBolt(projectileModel, sound, mId, speed,
false, spell->mEffects, mCaster, mSourceName, fallbackDirection);

@ -71,7 +71,7 @@ namespace MWMechanics
bool mStack;
std::string mId; // ID of spell, potion, item etc
std::string mSourceName; // Display name for spell, potion, etc
Ogre::Vector3 mHitPosition; // Used for spawning area orb
osg::Vec3f mHitPosition; // Used for spawning area orb
bool mAlwaysSucceed; // Always succeed spells casted by NPCs/creatures regardless of their chance (default: false)
public:

@ -748,7 +748,7 @@ namespace MWPhysics
const btCollisionObject* mMe;
};
PhysicsSystem::RayResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, MWWorld::Ptr ignore, int mask)
PhysicsSystem::RayResult PhysicsSystem::castRay(const osg::Vec3f &from, const osg::Vec3f &to, MWWorld::Ptr ignore, int mask, int group)
{
btVector3 btFrom = toBullet(from);
btVector3 btTo = toBullet(to);
@ -762,7 +762,7 @@ namespace MWPhysics
}
ClosestNotMeRayResultCallback resultCallback(me, btFrom, btTo);
resultCallback.m_collisionFilterGroup = 0xff;
resultCallback.m_collisionFilterGroup = group;
resultCallback.m_collisionFilterMask = mask;
mCollisionWorld->rayTest(btFrom, btTo, resultCallback);
@ -860,6 +860,15 @@ namespace MWPhysics
}
}
osg::Vec3f PhysicsSystem::getHalfExtents(const MWWorld::Ptr &actor)
{
Actor* physactor = getActor(actor);
if (physactor)
return physactor->getHalfExtents();
else
return osg::Vec3f();
}
class ContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
public:
@ -1128,7 +1137,7 @@ namespace MWPhysics
if (effects.get(ESM::MagicEffect::WaterWalking).getMagnitude()
&& cell->getCell()->hasWater()
&& !world->isUnderwater(iter->first.getCell(),
Ogre::Vector3(iter->first.getRefData().getPosition().pos)))
osg::Vec3f(iter->first.getRefData().getPosition().asVec3())))
waterCollision = true;
ActorMap::iterator foundActor = mActors.find(iter->first);

@ -99,7 +99,7 @@ namespace MWPhysics
/// @param me Optional, a Ptr to ignore in the list of results
RayResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, MWWorld::Ptr ignore = MWWorld::Ptr(), int mask =
CollisionType_World|CollisionType_HeightMap|CollisionType_Actor);
CollisionType_World|CollisionType_HeightMap|CollisionType_Actor, int group=0xff);
RayResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius);
@ -108,6 +108,8 @@ namespace MWPhysics
bool isOnGround (const MWWorld::Ptr& actor);
osg::Vec3f getHalfExtents(const MWWorld::Ptr& actor);
/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
/// be overwritten. Valid until the next call to applyQueuedMovement.
void queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &velocity);

@ -937,7 +937,7 @@ namespace MWScript
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr (targetId, false);
MWMechanics::CastSpell cast(ptr, target);
cast.mHitPosition = Ogre::Vector3(target.getRefData().getPosition().pos);
cast.mHitPosition = target.getRefData().getPosition().asVec3();
cast.mAlwaysSucceed = true;
cast.cast(spell);
}
@ -955,7 +955,7 @@ namespace MWScript
runtime.pop();
MWMechanics::CastSpell cast(ptr, ptr);
cast.mHitPosition = Ogre::Vector3(ptr.getRefData().getPosition().pos);
cast.mHitPosition = ptr.getRefData().getPosition().asVec3();
cast.mAlwaysSucceed = true;
cast.cast(spell);
}

@ -9,8 +9,8 @@ namespace MWWorld
void ActionTrap::executeImp(const Ptr &actor)
{
Ogre::Vector3 actorPosition(actor.getRefData().getPosition().pos);
Ogre::Vector3 trapPosition(mTrapSource.getRefData().getPosition().pos);
osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3());
osg::Vec3f trapPosition(mTrapSource.getRefData().getPosition().asVec3());
float activationDistance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
// GUI calcs if object in activation distance include object and player geometry
@ -20,7 +20,7 @@ namespace MWWorld
// to open door/container.
// Note, can't just detonate the trap at the trapped object's location and use the blast
// radius, because for most trap spells this is 1 foot, much less than the activation distance.
if (trapPosition.distance(actorPosition) < (activationDistance * fudgeFactor))
if ((trapPosition - actorPosition).length() < (activationDistance * fudgeFactor))
{
// assume actor touched trap
MWMechanics::CastSpell cast(mTrapSource, actor);

@ -1,11 +1,11 @@
#include "projectilemanager.hpp"
#include <OgreSceneManager.h>
#include <OgreSceneNode.h>
#include <libs/openengine/bullet/physic.hpp>
#include <osg/PositionAttitudeTransform>
#include <components/esm/projectilestate.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/controller.hpp>
#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
@ -22,72 +22,70 @@
#include "../mwrender/effectmanager.hpp"
#include "../mwrender/animation.hpp"
#include "../mwrender/renderconst.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwsound/sound.hpp"
#include "../mwphysics/physicssystem.hpp"
namespace MWWorld
{
ProjectileManager::ProjectileManager(Ogre::SceneManager* sceneMgr, OEngine::Physic::PhysicEngine &engine)
: mPhysEngine(engine)
, mSceneMgr(sceneMgr)
ProjectileManager::ProjectileManager(osg::Group* parent, Resource::ResourceSystem* resourceSystem, MWPhysics::PhysicsSystem* physics)
: mParent(parent)
, mResourceSystem(resourceSystem)
, mPhysics(physics)
{
}
void ProjectileManager::createModel(State &state, const std::string &model)
{
state.mObject = NifOgre::Loader::createObjects(state.mNode, model);
for(size_t i = 0;i < state.mObject->mControllers.size();i++)
{
if(state.mObject->mControllers[i].getSource().isNull())
state.mObject->mControllers[i].setSource(Ogre::SharedPtr<MWRender::EffectAnimationTime> (new MWRender::EffectAnimationTime()));
}
state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect);
mParent->addChild(state.mNode);
MWRender::Animation::setRenderProperties(state.mObject, MWRender::RV_Effects,
MWRender::RQG_Main, MWRender::RQG_Alpha, 0.f, false, NULL);
mResourceSystem->getSceneManager()->createInstance(model, state.mNode);
state.mEffectAnimationTime.reset(new MWRender::EffectAnimationTime);
SceneUtil::AssignControllerSourcesVisitor assignVisitor (state.mEffectAnimationTime);
state.mNode->accept(assignVisitor);
}
void ProjectileManager::update(NifOgre::ObjectScenePtr object, float duration)
void ProjectileManager::update(State& state, float duration)
{
for(size_t i = 0; i < object->mControllers.size() ;i++)
{
MWRender::EffectAnimationTime* value = dynamic_cast<MWRender::EffectAnimationTime*>(object->mControllers[i].getSource().get());
if (value)
value->addTime(duration);
object->mControllers[i].update();
}
state.mEffectAnimationTime->addTime(duration);
}
void ProjectileManager::launchMagicBolt(const std::string &model, const std::string &sound,
const std::string &spellId, float speed, bool stack,
const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName,
const Ogre::Vector3& fallbackDirection)
const osg::Vec3f& fallbackDirection)
{
float height = 0;
if (OEngine::Physic::PhysicActor* actor = mPhysEngine.getCharacter(caster.getRefData().getHandle()))
height = actor->getHalfExtents().z * 2 * 0.75f; // Spawn at 0.75 * ActorHeight
Ogre::Vector3 pos(caster.getRefData().getPosition().pos);
pos.z += height;
height += mPhysics->getHalfExtents(caster).z() * 2.f * 0.75f; // Spawn at 0.75 * ActorHeight
osg::Vec3f pos(caster.getRefData().getPosition().asVec3());
pos.z() += height;
if (MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos)) // Underwater casting not possible
return;
Ogre::Quaternion orient;
osg::Quat orient;
if (caster.getClass().isActor())
orient = Ogre::Quaternion(Ogre::Radian(caster.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(caster.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
orient = osg::Quat(caster.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(caster.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
else
orient = Ogre::Vector3::UNIT_Y.getRotationTo(fallbackDirection);
orient.makeRotate(osg::Vec3f(0,1,0), osg::Vec3f(fallbackDirection));
MagicBoltState state;
state.mSourceName = sourceName;
state.mId = model;
state.mSpellId = spellId;
state.mCasterHandle = caster.getRefData().getHandle();
state.mCasterHandle = caster;
if (caster.getClass().isActor())
state.mActorId = caster.getClass().getCreatureStats(caster).getActorId();
else
@ -107,8 +105,9 @@ namespace MWWorld
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), model);
MWWorld::Ptr ptr = ref.getPtr();
state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(pos, orient);
createModel(state, ptr.getClass().getModel(ptr));
state.mNode->setPosition(pos);
state.mNode->setAttitude(orient);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
state.mSound = sndMgr->playManualSound3D(pos, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
@ -116,20 +115,21 @@ namespace MWWorld
mMagicBolts.push_back(state);
}
void ProjectileManager::launchProjectile(Ptr actor, Ptr projectile, const Ogre::Vector3 &pos,
const Ogre::Quaternion &orient, Ptr bow, float speed)
void ProjectileManager::launchProjectile(Ptr actor, Ptr projectile, const osg::Vec3f &pos, const osg::Quat &orient, Ptr bow, float speed)
{
ProjectileState state;
state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
state.mBowId = bow.getCellRef().getRefId();
state.mVelocity = orient.yAxis() * speed;
state.mVelocity = orient * osg::Vec3f(0,1,0) * speed;
state.mId = projectile.getCellRef().getRefId();
state.mCasterHandle = actor;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
MWWorld::Ptr ptr = ref.getPtr();
state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(pos, orient);
createModel(state, ptr.getClass().getModel(ptr));
state.mNode->setPosition(pos);
state.mNode->setAttitude(orient);
mProjectiles.push_back(state);
}
@ -144,60 +144,46 @@ namespace MWWorld
{
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
{
Ogre::Quaternion orient = it->mNode->getOrientation();
osg::Quat orient = it->mNode->getAttitude();
static float fTargetSpellMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fTargetSpellMaxSpeed")->getFloat();
float speed = fTargetSpellMaxSpeed * it->mSpeed;
Ogre::Vector3 direction = orient.yAxis();
direction.normalise();
Ogre::Vector3 pos(it->mNode->getPosition());
Ogre::Vector3 newPos = pos + direction * duration * speed;
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
direction.normalize();
osg::Vec3f pos(it->mNode->getPosition());
osg::Vec3f newPos = pos + direction * duration * speed;
if (it->mSound.get())
it->mSound->setPosition(newPos);
it->mNode->setPosition(newPos);
update(it->mObject, duration);
update(*it, duration);
MWWorld::Ptr caster = it->getCaster();
// Check for impact
// TODO: use a proper btRigidBody / btGhostObject?
btVector3 from(pos.x, pos.y, pos.z);
btVector3 to(newPos.x, newPos.y, newPos.z);
std::vector<std::pair<float, std::string> > collisions = mPhysEngine.rayTest2(from, to, OEngine::Physic::CollisionType_Projectile);
bool hit=false;
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, 0xff, MWPhysics::CollisionType_Projectile);
for (std::vector<std::pair<float, std::string> >::iterator cIt = collisions.begin(); cIt != collisions.end() && !hit; ++cIt)
bool hit = false;
if (result.mHit)
{
MWWorld::Ptr obstacle = MWBase::Environment::get().getWorld()->searchPtrViaHandle(cIt->second);
MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaHandle(it->mCasterHandle);
if (caster.isEmpty())
caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->mActorId);
if (!obstacle.isEmpty() && obstacle == caster)
continue;
if (caster.isEmpty())
caster = obstacle;
if (obstacle.isEmpty())
hit = true;
if (result.mHitObject.isEmpty())
{
// Terrain
// terrain
}
else
{
MWMechanics::CastSpell cast(caster, obstacle);
MWMechanics::CastSpell cast(caster, result.mHitObject);
cast.mHitPosition = pos;
cast.mId = it->mSpellId;
cast.mSourceName = it->mSourceName;
cast.mStack = it->mStack;
cast.inflict(obstacle, caster, it->mEffects, ESM::RT_Target, false, true);
cast.inflict(result.mHitObject, caster, it->mEffects, ESM::RT_Target, false, true);
}
hit = true;
}
// Explodes when hitting water
@ -206,12 +192,11 @@ namespace MWWorld
if (hit)
{
MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->mActorId);
MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, ESM::RT_Target, it->mSpellId, it->mSourceName);
MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
mSceneMgr->destroySceneNode(it->mNode);
mParent->removeChild(it->mNode);
it = mMagicBolts.erase(it);
continue;
@ -227,34 +212,26 @@ namespace MWWorld
{
// gravity constant - must be way lower than the gravity affecting actors, since we're not
// simulating aerodynamics at all
it->mVelocity -= Ogre::Vector3(0, 0, 627.2f * 0.1f) * duration;
it->mVelocity -= osg::Vec3f(0, 0, 627.2f * 0.1f) * duration;
Ogre::Vector3 pos(it->mNode->getPosition());
Ogre::Vector3 newPos = pos + it->mVelocity * duration;
osg::Vec3f pos(it->mNode->getPosition());
osg::Vec3f newPos = pos + it->mVelocity * duration;
Ogre::Quaternion orient = Ogre::Vector3::UNIT_Y.getRotationTo(it->mVelocity);
it->mNode->setOrientation(orient);
osg::Quat orient;
orient.makeRotate(osg::Vec3f(0,1,0), it->mVelocity);
it->mNode->setAttitude(orient);
it->mNode->setPosition(newPos);
update(it->mObject, duration);
update(*it, duration);
MWWorld::Ptr caster = it->getCaster();
// Check for impact
// TODO: use a proper btRigidBody / btGhostObject?
btVector3 from(pos.x, pos.y, pos.z);
btVector3 to(newPos.x, newPos.y, newPos.z);
std::vector<std::pair<float, std::string> > collisions = mPhysEngine.rayTest2(from, to, OEngine::Physic::CollisionType_Projectile);
bool hit=false;
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, 0xff, MWPhysics::CollisionType_Projectile);
for (std::vector<std::pair<float, std::string> >::iterator cIt = collisions.begin(); cIt != collisions.end() && !hit; ++cIt)
if (result.mHit)
{
MWWorld::Ptr obstacle = MWBase::Environment::get().getWorld()->searchPtrViaHandle(cIt->second);
MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->mActorId);
// Arrow intersects with player immediately after shooting :/
if (obstacle == caster)
continue;
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId);
// Try to get a Ptr to the bow that was used. It might no longer exist.
@ -268,15 +245,11 @@ namespace MWWorld
}
if (caster.isEmpty())
caster = obstacle;
caster = result.mHitObject;
MWMechanics::projectileHit(caster, obstacle, bow, projectileRef.getPtr(), pos + (newPos - pos) * cIt->first);
MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHitPos);
hit = true;
}
if (hit)
{
mSceneMgr->destroySceneNode(it->mNode);
mParent->removeChild(it->mNode);
it = mProjectiles.erase(it);
continue;
@ -290,13 +263,13 @@ namespace MWWorld
{
for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
{
mSceneMgr->destroySceneNode(it->mNode);
mParent->removeChild(it->mNode);
}
mProjectiles.clear();
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
{
mParent->removeChild(it->mNode);
MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
mSceneMgr->destroySceneNode(it->mNode);
}
mMagicBolts.clear();
}
@ -309,8 +282,8 @@ namespace MWWorld
ESM::ProjectileState state;
state.mId = it->mId;
state.mPosition = it->mNode->getPosition();
state.mOrientation = it->mNode->getOrientation();
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
state.mActorId = it->mActorId;
state.mBowId = it->mBowId;
@ -327,8 +300,8 @@ namespace MWWorld
ESM::MagicBoltState state;
state.mId = it->mId;
state.mPosition = it->mNode->getPosition();
state.mOrientation = it->mNode->getOrientation();
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
state.mActorId = it->mActorId;
state.mSpellId = it->mSpellId;
@ -369,8 +342,9 @@ namespace MWWorld
return true;
}
state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(esm.mPosition, esm.mOrientation);
createModel(state, model);
state.mNode->setPosition(osg::Vec3f(esm.mPosition));
state.mNode->setAttitude(osg::Quat(esm.mOrientation));
mProjectiles.push_back(state);
return true;
@ -401,8 +375,9 @@ namespace MWWorld
return true;
}
state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(esm.mPosition, esm.mOrientation);
createModel(state, model);
state.mNode->setPosition(osg::Vec3f(esm.mPosition));
state.mNode->setAttitude(osg::Quat(esm.mOrientation));
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
state.mSound = sndMgr->playManualSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f,
@ -421,4 +396,12 @@ namespace MWWorld
return mMagicBolts.size() + mProjectiles.size();
}
MWWorld::Ptr ProjectileManager::State::getCaster()
{
if (!mCasterHandle.isEmpty())
return mCasterHandle;
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
}
}

@ -3,7 +3,7 @@
#include <string>
#include <OgreVector3.h>
#include <osg/ref_ptr>
#include <components/esm/effectlist.hpp>
@ -21,9 +21,20 @@ namespace Loading
class Listener;
}
namespace Ogre
namespace osg
{
class SceneManager;
class Group;
class Quat;
}
namespace Resource
{
class ResourceSystem;
}
namespace MWRender
{
class EffectAnimationTime;
}
namespace MWWorld
@ -32,16 +43,16 @@ namespace MWWorld
class ProjectileManager
{
public:
ProjectileManager (Ogre::SceneManager* sceneMgr,
OEngine::Physic::PhysicEngine& engine);
ProjectileManager (osg::Group* parent, Resource::ResourceSystem* resourceSystem,
MWPhysics::PhysicsSystem* physics);
/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
void launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const Ogre::Vector3& fallbackDirection);
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const Ogre::Vector3& pos, const Ogre::Quaternion& orient, MWWorld::Ptr bow, float speed);
const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed);
void update(float dt);
@ -53,22 +64,22 @@ namespace MWWorld
int countSavedGameRecords() const;
private:
OEngine::Physic::PhysicEngine& mPhysEngine;
Ogre::SceneManager* mSceneMgr;
osg::ref_ptr<osg::Group> mParent;
Resource::ResourceSystem* mResourceSystem;
MWPhysics::PhysicsSystem* mPhysics;
struct State
{
NifOgre::ObjectScenePtr mObject;
Ogre::SceneNode* mNode;
osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
boost::shared_ptr<MWRender::EffectAnimationTime> mEffectAnimationTime;
int mActorId;
// actorId doesn't work for non-actors, so we also keep track of the Ogre-handle.
// For non-actors, the caster ptr is mainly needed to prevent the projectile
// from colliding with its caster.
// TODO: this will break when the game is saved and reloaded, since there is currently
// no way to write identifiers for non-actors to a savegame.
std::string mCasterHandle;
MWWorld::Ptr mCasterHandle;
MWWorld::Ptr getCaster();
// MW-id of this projectile
std::string mId;
@ -96,7 +107,7 @@ namespace MWWorld
// RefID of the bow or crossbow the actor was using when this projectile was fired (may be empty)
std::string mBowId;
Ogre::Vector3 mVelocity;
osg::Vec3f mVelocity;
};
std::vector<MagicBoltState> mMagicBolts;
@ -106,7 +117,7 @@ namespace MWWorld
void moveMagicBolts(float dt);
void createModel (State& state, const std::string& model);
void update (NifOgre::ObjectScenePtr object, float duration);
void update (State& state, float duration);
};
}

@ -54,7 +54,7 @@
#include "containerstore.hpp"
#include "inventorystore.hpp"
#include "actionteleport.hpp"
//#include "projectilemanager.hpp"
#include "projectilemanager.hpp"
#include "weather.hpp"
#include "contentloader.hpp"
@ -159,9 +159,7 @@ namespace MWWorld
mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0)
{
mPhysics = new MWPhysics::PhysicsSystem(resourceSystem, rootNode);
#if 0
mProjectileManager.reset(new ProjectileManager(renderer.getScene(), *mPhysEngine));
#endif
mProjectileManager.reset(new ProjectileManager(rootNode, resourceSystem, mPhysics));
mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem);
mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback);
@ -276,9 +274,7 @@ namespace MWWorld
{
mWeatherManager->clear();
mRendering->clear();
#if 0
mProjectileManager->clear();
#endif
mLocalScripts.clear();
mWorldScene->changeToVoid();
@ -313,9 +309,7 @@ namespace MWWorld
mCells.countSavedGameRecords()
+mStore.countSavedGameRecords()
+mGlobalVariables.countSavedGameRecords()
#if 0
+mProjectileManager->countSavedGameRecords()
#endif
+1 // player record
+1 // weather record
+1 // actorId counter
@ -346,9 +340,8 @@ namespace MWWorld
mGlobalVariables.write (writer, progress);
mPlayer->write (writer, progress);
mWeatherManager->write (writer, progress);
#if 0
mProjectileManager->write (writer, progress);
#endif
writer.startRecord(ESM::REC_ENAB);
writer.writeHNT("TELE", mTeleportEnabled);
writer.writeHNT("LEVT", mLevitationEnabled);
@ -377,9 +370,7 @@ namespace MWWorld
!mPlayer->readRecord (reader, type) &&
!mWeatherManager->readRecord (reader, type) &&
!mCells.readRecord (reader, type, contentFileMap)
#if 0
&& !mProjectileManager->readRecord (reader, type)
#endif
)
{
throw std::runtime_error ("unknown record in saved game");
@ -472,10 +463,8 @@ namespace MWWorld
World::~World()
{
#if 0
// Must be cleared before mRendering is destroyed
mProjectileManager->clear();
#endif
delete mWeatherManager;
delete mWorldScene;
delete mRendering;
@ -970,9 +959,7 @@ namespace MWWorld
if (mCurrentWorldSpace != cellName)
{
// changed worldspace
#if 0
mProjectileManager->clear();
#endif
mRendering->notifyWorldSpaceChanged();
mCurrentWorldSpace = cellName;
@ -990,9 +977,7 @@ namespace MWWorld
if (mCurrentWorldSpace != "sys::default") // FIXME
{
// changed worldspace
#if 0
mProjectileManager->clear();
#endif
mRendering->notifyWorldSpaceChanged();
}
removeContainerScripts(getPlayerPtr());
@ -1388,7 +1373,7 @@ namespace MWWorld
mPhysics->stepSimulation(duration);
processDoors(duration);
//mProjectileManager->update(duration);
mProjectileManager->update(duration);
const MWPhysics::PtrVelocityList &results = mPhysics->applyQueuedMovement(duration);
MWPhysics::PtrVelocityList::const_iterator player(results.end());
@ -1637,9 +1622,7 @@ namespace MWWorld
const ESM::Position& refpos = getPlayerPtr().getRefData().getPosition();
osg::Vec3f playerPos = refpos.asVec3();
const MWPhysics::Actor* actor = mPhysics->getActor(getPlayerPtr());
if (actor)
playerPos.z() += 1.85f * actor->getHalfExtents().z();
playerPos.z() += 1.85f * mPhysics->getHalfExtents(getPlayerPtr()).z();
osg::Quat playerOrient = osg::Quat(refpos.rot[1], osg::Vec3f(0,-1,0)) *
osg::Quat(refpos.rot[0], osg::Vec3f(-1,0,0)) *
@ -2015,24 +1998,19 @@ namespace MWWorld
bool World::isUnderwater(const MWWorld::Ptr &object, const float heightRatio) const
{
const float *fpos = object.getRefData().getPosition().pos;
Ogre::Vector3 pos(fpos[0], fpos[1], fpos[2]);
osg::Vec3f pos (object.getRefData().getPosition().asVec3());
const MWPhysics::Actor* actor = mPhysics->getActor(object);
if (actor)
{
pos.z += heightRatio*2*actor->getHalfExtents().z();
}
pos.z() += heightRatio*2*mPhysics->getHalfExtents(object).z();
return isUnderwater(object.getCell(), pos);
}
bool World::isUnderwater(const MWWorld::CellStore* cell, const Ogre::Vector3 &pos) const
bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const
{
if (!(cell->getCell()->mData.mFlags & ESM::Cell::HasWater)) {
return false;
}
return pos.z < cell->getWaterLevel();
return pos.z() < cell->getWaterLevel();
}
bool World::isOnGround(const MWWorld::Ptr &ptr) const
@ -2125,7 +2103,7 @@ namespace MWWorld
Ptr player = mPlayer->getPlayer();
RefData &refdata = player.getRefData();
Ogre::Vector3 playerPos(refdata.getPosition().pos);
osg::Vec3f playerPos(refdata.getPosition().asVec3());
const MWPhysics::Actor* actor = mPhysics->getActor(player);
if (!actor)
@ -2519,7 +2497,7 @@ namespace MWWorld
// Witnesses of the player's transformation will make them a globally known werewolf
std::vector<MWWorld::Ptr> closeActors;
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(Ogre::Vector3(actor.getRefData().getPosition().pos),
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(actor.getRefData().getPosition().asVec3(),
getStore().get<ESM::GameSetting>().search("fAlarmRadius")->getFloat(),
closeActors);
@ -2695,7 +2673,7 @@ namespace MWWorld
MWMechanics::CastSpell cast(actor, target);
if (!target.isEmpty())
cast.mHitPosition = Ogre::Vector3(target.getRefData().getPosition().pos);
cast.mHitPosition = target.getRefData().getPosition().asVec3();
if (!selectedSpell.empty())
{
@ -2718,18 +2696,14 @@ namespace MWWorld
void World::launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed)
{
#if 0
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed);
#endif
}
void World::launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const Ogre::Vector3& fallbackDirection)
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
{
#if 0
mProjectileManager->launchMagicBolt(model, sound, spellId, speed, stack, effects, caster, sourceName, fallbackDirection);
#endif
}
const std::vector<std::string>& World::getContentFiles() const
@ -3181,7 +3155,7 @@ namespace MWWorld
mRendering->spawnEffect(model, textureOverride, worldPos);
}
void World::explodeSpell(const Ogre::Vector3 &origin, const ESM::EffectList &effects, const Ptr &caster, ESM::RangeType rangeType,
void World::explodeSpell(const osg::Vec3f &origin, const ESM::EffectList &effects, const Ptr &caster, ESM::RangeType rangeType,
const std::string& id, const std::string& sourceName)
{
std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
@ -3200,7 +3174,7 @@ namespace MWWorld
else
areaStatic = getStore().get<ESM::Static>().find ("VFX_DefaultArea");
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, "", osg::Vec3f(origin.x, origin.y, origin.z), static_cast<float>(effectIt->mArea));
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, "", origin, static_cast<float>(effectIt->mArea));
// Play explosion sound (make sure to use NoTrack, since we will delete the projectile now)
static const std::string schools[] = {
@ -3209,9 +3183,9 @@ namespace MWWorld
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mAreaSound.empty())
sndMgr->playManualSound3D(osg::Vec3f(origin.x, origin.y, origin.z), effect->mAreaSound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoTrack);
sndMgr->playManualSound3D(origin, effect->mAreaSound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoTrack);
else
sndMgr->playManualSound3D(osg::Vec3f(origin.x, origin.y, origin.z), schools[effect->mData.mSchool]+" area", 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoTrack);
sndMgr->playManualSound3D(origin, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoTrack);
}
// Get the actors in range of the effect
std::vector<MWWorld::Ptr> objects;

@ -455,7 +455,7 @@ namespace MWWorld
///Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::Ptr &object) const;
virtual bool isSwimming(const MWWorld::Ptr &object) const;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const Ogre::Vector3 &pos) const;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
virtual bool isWading(const MWWorld::Ptr &object) const;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
@ -572,7 +572,7 @@ namespace MWWorld
virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const Ogre::Vector3& fallbackDirection);
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed);
@ -613,7 +613,7 @@ namespace MWWorld
virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos);
virtual void explodeSpell (const Ogre::Vector3& origin, const ESM::EffectList& effects,
virtual void explodeSpell (const osg::Vec3f& origin, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName);
virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor);

@ -3,8 +3,8 @@
#include <string>
#include <OgreVector3.h>
#include <OgreQuaternion.h>
#include <osg/Quat>
#include <osg/Vec3f>
#include "effectlist.hpp"

@ -4,6 +4,9 @@
#include <OgreVector3.h>
#include <OgreQuaternion.h>
#include <osg/Vec3f>
#include <osg/Quat>
namespace ESM
{
@ -21,11 +24,23 @@ struct Quaternion
mValues[2] = q.y;
mValues[3] = q.z;
}
Quaternion(const osg::Quat& q)
{
mValues[0] = q.w();
mValues[1] = q.x();
mValues[2] = q.y();
mValues[3] = q.z();
}
operator Ogre::Quaternion () const
{
return Ogre::Quaternion(mValues[0], mValues[1], mValues[2], mValues[3]);
}
operator osg::Quat () const
{
return osg::Quat(mValues[1], mValues[2], mValues[3], mValues[0]);
}
};
struct Vector3
@ -39,11 +54,22 @@ struct Vector3
mValues[1] = v.y;
mValues[2] = v.z;
}
Vector3(const osg::Vec3f& v)
{
mValues[0] = v.x();
mValues[1] = v.y();
mValues[2] = v.z();
}
operator Ogre::Vector3 () const
{
return Ogre::Vector3(&mValues[0]);
}
operator osg::Vec3f () const
{
return osg::Vec3f(mValues[0], mValues[1], mValues[2]);
}
};
}

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