Insert Mesh, Insert Light, insertBegin improved

actorid
Jason Hooks 13 years ago
parent 9ac627c931
commit edf85b26f9

@ -1,33 +1,116 @@
#include "objects.hpp"
#include <OgreSceneNode.h>
#include <components/nifogre/ogre_nif_loader.hpp>
using namespace MWRender;
using namespace Ogre;
bool Objects::lightConst = false;
float Objects::lightConstValue = 0.0f;
bool Objects::lightLinear = true;
int Objects::lightLinearMethod = 1;
float Objects::lightLinearValue = 3;
float Objects::lightLinearRadiusMult = 1;
bool Objects::lightQuadratic = false;
int Objects::lightQuadraticMethod = 2;
float Objects::lightQuadraticValue = 16;
float Objects::lightQuadraticRadiusMult = 1;
bool Objects::lightOutQuadInLin = false;
int Objects::uniqueID = 0;
void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_){
Ogre::SceneNode* root = rend.getScene()->getRootSceneNode();
Ogre::SceneNode* root = mRend.getScene()->getRootSceneNode();
Ogre::SceneNode* cellnode;
if(cellSceneNodes.find(ptr.getCell()) == cellSceneNodes.end())
if(mCellSceneNodes.find(ptr.getCell()) == mCellSceneNodes.end())
{
//Create the scenenode and put it in the map
cellnode = root->createChildSceneNode();
cellSceneNodes[ptr.getCell()] = cellnode;
//assert(!cellnode->getChildIterator()->begin()); //Is this right?
mCellSceneNodes[ptr.getCell()] = cellnode;
}
else
{
cellnode = (cellSceneNodes.find(ptr.getCell()))->second;
cellnode = (mCellSceneNodes.find(ptr.getCell()))->second;
}
Ogre::SceneNode* insert = cellnode->createChildSceneNode();
const float *f = ptr.getCellRef().pos.pos;
insert->setPosition(f[0], f[1], f[2]);
insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
// Convert MW rotation to a quaternion:
f = ptr.getCellRef().pos.rot;
// Rotate around X axis
Quaternion xr(Radian(-f[0]), Vector3::UNIT_X);
// Rotate around Y axis
Quaternion yr(Radian(-f[1]), Vector3::UNIT_Y);
// Rotate around Z axis
Quaternion zr(Radian(-f[2]), Vector3::UNIT_Z);
// Rotates first around z, then y, then x
insert->setOrientation(xr*yr*zr);
if (!enabled)
insert->setVisible (false);
ptr.getRefData().setBaseNode(insert);
isStatic = static_;
}
void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh){
Ogre::SceneNode* insert = mRend.getScene()->getSceneNode(ptr.getRefData().getHandle());
assert(insert);
NifOgre::NIFLoader::load(mesh);
Entity *ent = mRend.getScene()->createEntity(mesh);
if(!isStatic)
{
insert->attachObject(ent);
}
else
{
sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());
sg->setRegionDimensions(Ogre::Vector3(100000,10000,100000));
mRend.getScene()->destroyEntity(ent);
}
}
void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, float radius){
Ogre::SceneNode* insert = mRend.getScene()->getSceneNode(ptr.getRefData().getHandle());
assert(insert);
Ogre::Light *light = mRend.getScene()->createLight();
light->setDiffuseColour (r, g, b);
float cval=0.0f, lval=0.0f, qval=0.0f;
if(lightConst)
cval = lightConstValue;
if(!lightOutQuadInLin)
{
if(lightLinear)
radius *= lightLinearRadiusMult;
if(lightQuadratic)
radius *= lightQuadraticRadiusMult;
if(lightLinear)
lval = lightLinearValue / pow(radius, lightLinearMethod);
if(lightQuadratic)
qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
}
else
{
// FIXME:
// Do quadratic or linear, depending if we're in an exterior or interior
// cell, respectively. Ignore lightLinear and lightQuadratic.
}
light->setAttenuation(10*radius, cval, lval, qval);
insert->attachObject(light);
}

@ -7,11 +7,30 @@
namespace MWRender{
class Objects{
private:
OEngine::Render::OgreRenderer &rend;
std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> cellSceneNodes;
OEngine::Render::OgreRenderer &mRend;
std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
bool isStatic;
Ogre::StaticGeometry *sg;
static int uniqueID;
static bool lightConst;
static float lightConstValue;
static bool lightLinear;
static int lightLinearMethod;
static float lightLinearValue;
static float lightLinearRadiusMult;
static bool lightQuadratic;
static int lightQuadraticMethod;
static float lightQuadraticValue;
static float lightQuadraticRadiusMult;
static bool lightOutQuadInLin;
public:
Objects(OEngine::Render::OgreRenderer& _rend): rend(_rend){}
Objects(OEngine::Render::OgreRenderer& _rend): mRend(_rend){
uniqueID = uniqueID +1;
sg = mRend.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
}
~Objects(){}
void insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_);
void insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh);

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