Insert Mesh, Insert Light, insertBegin improved
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9ac627c931
commit
edf85b26f9
@ -1,33 +1,116 @@
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#include "objects.hpp"
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#include <OgreSceneNode.h>
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#include <components/nifogre/ogre_nif_loader.hpp>
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using namespace MWRender;
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using namespace Ogre;
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bool Objects::lightConst = false;
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float Objects::lightConstValue = 0.0f;
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bool Objects::lightLinear = true;
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int Objects::lightLinearMethod = 1;
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float Objects::lightLinearValue = 3;
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float Objects::lightLinearRadiusMult = 1;
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bool Objects::lightQuadratic = false;
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int Objects::lightQuadraticMethod = 2;
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float Objects::lightQuadraticValue = 16;
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float Objects::lightQuadraticRadiusMult = 1;
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bool Objects::lightOutQuadInLin = false;
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int Objects::uniqueID = 0;
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void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_){
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Ogre::SceneNode* root = rend.getScene()->getRootSceneNode();
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Ogre::SceneNode* root = mRend.getScene()->getRootSceneNode();
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Ogre::SceneNode* cellnode;
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if(cellSceneNodes.find(ptr.getCell()) == cellSceneNodes.end())
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if(mCellSceneNodes.find(ptr.getCell()) == mCellSceneNodes.end())
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{
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//Create the scenenode and put it in the map
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cellnode = root->createChildSceneNode();
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cellSceneNodes[ptr.getCell()] = cellnode;
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//assert(!cellnode->getChildIterator()->begin()); //Is this right?
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mCellSceneNodes[ptr.getCell()] = cellnode;
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}
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else
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{
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cellnode = (cellSceneNodes.find(ptr.getCell()))->second;
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cellnode = (mCellSceneNodes.find(ptr.getCell()))->second;
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}
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Ogre::SceneNode* insert = cellnode->createChildSceneNode();
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const float *f = ptr.getCellRef().pos.pos;
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insert->setPosition(f[0], f[1], f[2]);
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insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
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// Convert MW rotation to a quaternion:
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f = ptr.getCellRef().pos.rot;
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// Rotate around X axis
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Quaternion xr(Radian(-f[0]), Vector3::UNIT_X);
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// Rotate around Y axis
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Quaternion yr(Radian(-f[1]), Vector3::UNIT_Y);
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// Rotate around Z axis
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Quaternion zr(Radian(-f[2]), Vector3::UNIT_Z);
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// Rotates first around z, then y, then x
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insert->setOrientation(xr*yr*zr);
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if (!enabled)
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insert->setVisible (false);
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ptr.getRefData().setBaseNode(insert);
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isStatic = static_;
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}
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void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh){
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Ogre::SceneNode* insert = mRend.getScene()->getSceneNode(ptr.getRefData().getHandle());
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assert(insert);
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NifOgre::NIFLoader::load(mesh);
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Entity *ent = mRend.getScene()->createEntity(mesh);
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if(!isStatic)
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{
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insert->attachObject(ent);
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}
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else
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{
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sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());
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sg->setRegionDimensions(Ogre::Vector3(100000,10000,100000));
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mRend.getScene()->destroyEntity(ent);
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}
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}
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void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, float radius){
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Ogre::SceneNode* insert = mRend.getScene()->getSceneNode(ptr.getRefData().getHandle());
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assert(insert);
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Ogre::Light *light = mRend.getScene()->createLight();
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light->setDiffuseColour (r, g, b);
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float cval=0.0f, lval=0.0f, qval=0.0f;
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if(lightConst)
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cval = lightConstValue;
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if(!lightOutQuadInLin)
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{
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if(lightLinear)
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radius *= lightLinearRadiusMult;
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if(lightQuadratic)
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radius *= lightQuadraticRadiusMult;
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if(lightLinear)
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lval = lightLinearValue / pow(radius, lightLinearMethod);
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if(lightQuadratic)
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qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
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}
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else
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{
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// FIXME:
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// Do quadratic or linear, depending if we're in an exterior or interior
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// cell, respectively. Ignore lightLinear and lightQuadratic.
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}
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light->setAttenuation(10*radius, cval, lval, qval);
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insert->attachObject(light);
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}
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