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GetFacedHandle in Physics. RenderingManager constructor code added
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5 changed files with 113 additions and 6 deletions
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@ -1,12 +1,64 @@
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#include "renderingmanager.hpp"
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#include <assert.h>
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#include "OgreRoot.h"
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#include "OgreRenderWindow.h"
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#include "OgreSceneManager.h"
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#include "OgreViewport.h"
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#include "OgreCamera.h"
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#include "OgreTextureManager.h"
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#include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone
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#include "../mwworld/ptr.hpp"
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#include <components/esm/loadstat.hpp>
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#include "player.hpp"
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using namespace MWRender;
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using namespace Ogre;
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namespace MWRender {
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RenderingManager::RenderingManager (Ogre::RenderWindow* window, Ogre::Camera* cam, const boost::filesystem2::path& resDir)
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RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem2::path& resDir) :rend(_rend)
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{
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mSkyManager = MWRender::SkyManager::create(window, cam, resDir);
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camera = rend.getCamera();
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mSkyManager = MWRender::SkyManager::create(rend.getWindow(), camera, resDir);
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rend.createScene("PlayerCam", 55, 5);
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Turn the entire scene (represented by the 'root' node) -90
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// degrees around the x axis. This makes Z go upwards, and Y go into
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = rend.getScene()->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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//used to obtain ingame information of ogre objects (which are faced or selected)
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mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
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Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode ("player");
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playerNode->pitch(Degree(90));
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Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
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Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
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cameraPitchNode->attachObject(camera);
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mPlayer = new MWRender::Player (camera, playerNode->getName());
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}
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RenderingManager::~RenderingManager ()
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@ -4,17 +4,53 @@
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#include "sky.hpp"
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#include "../mwworld/ptr.hpp"
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#include <utility>
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#include <openengine/ogre/renderer.hpp>
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#include <openengine/bullet/physic.hpp>
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#include <vector>
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#include <string>
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#include "../mwworld/ptr.hpp"
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#include <boost/filesystem.hpp>
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namespace Ogre
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{
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class Camera;
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class Viewport;
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class SceneManager;
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class SceneNode;
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class RaySceneQuery;
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class Quaternion;
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class Vector3;
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}
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namespace MWWorld
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{
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class World;
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}
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namespace MWRender
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{
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class Player;
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class RenderingManager {
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OEngine::Render::OgreRenderer &rend;
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Ogre::Camera* camera;
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/// Root node for all objects added to the scene. This is rotated so
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/// that the OGRE coordinate system matches that used internally in
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/// Morrowind.
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Ogre::SceneNode *mwRoot;
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Ogre::RaySceneQuery *mRaySceneQuery;
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OEngine::Physic::PhysicEngine* eng;
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MWRender::Player *mPlayer;
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public:
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RenderingManager(Ogre::RenderWindow* window, Ogre::Camera* cam, const boost::filesystem2::path& resDir);
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RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem2::path& resDir);
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~RenderingManager();
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void removeCell (MWWorld::Ptr::CellStore *store); // TODO do we want this?
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@ -10,6 +10,7 @@
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#include "OgreTextureManager.h"
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using namespace Ogre;
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namespace MWWorld
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{
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@ -23,6 +24,22 @@ namespace MWWorld
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{
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}
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std::pair<std::string, float> PhysicsSystem::getFacedHandle (MWWorld::World& world)
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{
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std::string handle = "";
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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//let's avoid the capsule shape of the player.
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centerRay.setOrigin(centerRay.getOrigin() + 20*centerRay.getDirection());
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btVector3 from(centerRay.getOrigin().x,-centerRay.getOrigin().z,centerRay.getOrigin().y);
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btVector3 to(centerRay.getPoint(500).x,-centerRay.getPoint(500).z,centerRay.getPoint(500).y);
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return mEngine->rayTest(from,to);
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}
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std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysics (float duration,
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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@ -32,6 +32,7 @@ namespace MWWorld
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void scaleObject (const std::string& handle, float scale);
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bool toggleCollisionMode();
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std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
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private:
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OEngine::Render::OgreRenderer &mRender;
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@ -207,7 +207,8 @@ namespace MWWorld
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mPhysEngine = physEng;
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mWorldScene = new Scene(environment, this, mScene, mPhysics);
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mRenderingManager = new MWRender::RenderingManager(renderer.getWindow(), mScene.getCamera(), resDir);
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mRenderingManager = new MWRender::RenderingManager(renderer,
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resDir);
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}
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World::~World()
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