#include "scene.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "physicssystem.hpp" #include "player.hpp" #include "localscripts.hpp" #include "esmstore.hpp" #include "class.hpp" #include "cellfunctors.hpp" #include "cellstore.hpp" namespace { void updateObjectLocalRotation (const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWRender::RenderingManager& rendering) { if (ptr.getRefData().getBaseNode() != NULL) { Ogre::Quaternion worldRotQuat(Ogre::Radian(ptr.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z); if (!ptr.getClass().isActor()) worldRotQuat = Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X)* Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[1]), Ogre::Vector3::NEGATIVE_UNIT_Y)* worldRotQuat; float x = ptr.getRefData().getLocalRotation().rot[0]; float y = ptr.getRefData().getLocalRotation().rot[1]; float z = ptr.getRefData().getLocalRotation().rot[2]; Ogre::Quaternion rot(Ogre::Radian(z), Ogre::Vector3::NEGATIVE_UNIT_Z); if (!ptr.getClass().isActor()) rot = Ogre::Quaternion(Ogre::Radian(x), Ogre::Vector3::NEGATIVE_UNIT_X)* Ogre::Quaternion(Ogre::Radian(y), Ogre::Vector3::NEGATIVE_UNIT_Y)*rot; ptr.getRefData().getBaseNode()->setOrientation(worldRotQuat*rot); physics.rotateObject(ptr); } } struct InsertFunctor { MWWorld::CellStore& mCell; bool mRescale; Loading::Listener& mLoadingListener; MWWorld::PhysicsSystem& mPhysics; MWRender::RenderingManager& mRendering; InsertFunctor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener, MWWorld::PhysicsSystem& physics, MWRender::RenderingManager& rendering); bool operator() (const MWWorld::Ptr& ptr); }; InsertFunctor::InsertFunctor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener, MWWorld::PhysicsSystem& physics, MWRender::RenderingManager& rendering) : mCell (cell), mRescale (rescale), mLoadingListener (loadingListener), mPhysics (physics), mRendering (rendering) {} bool InsertFunctor::operator() (const MWWorld::Ptr& ptr) { if (mRescale) { if (ptr.getCellRef().getScale()<0.5) ptr.getCellRef().setScale(0.5); else if (ptr.getCellRef().getScale()>2) ptr.getCellRef().setScale(2); } if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled()) { try { mRendering.addObject (ptr); ptr.getClass().insertObject (ptr, mPhysics); updateObjectLocalRotation(ptr, mPhysics, mRendering); if (ptr.getRefData().getBaseNode()) { float scale = ptr.getCellRef().getScale(); ptr.getClass().adjustScale(ptr, scale); mRendering.scaleObject(ptr, Ogre::Vector3(scale)); } ptr.getClass().adjustPosition (ptr, false); } catch (const std::exception& e) { std::string error ("error during rendering: "); std::cerr << error + e.what() << std::endl; } } mLoadingListener.increaseProgress (1); return true; } } namespace MWWorld { void Scene::updateObjectLocalRotation (const Ptr& ptr) { ::updateObjectLocalRotation(ptr, *mPhysics, mRendering); } void Scene::updateObjectRotation (const Ptr& ptr) { if(ptr.getRefData().getBaseNode() != 0) { mRendering.rotateObject(ptr); mPhysics->rotateObject(ptr); } } void Scene::getGridCenter(int &cellX, int &cellY) { int maxX = std::numeric_limits::min(); int maxY = std::numeric_limits::min(); int minX = std::numeric_limits::max(); int minY = std::numeric_limits::max(); CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert ((*iter)->getCell()->isExterior()); int x = (*iter)->getCell()->getGridX(); int y = (*iter)->getCell()->getGridY(); maxX = std::max(x, maxX); maxY = std::max(y, maxY); minX = std::min(x, minX); minY = std::min(y, minY); ++iter; } cellX = (minX + maxX) / 2; cellY = (minY + maxY) / 2; } void Scene::update (float duration, bool paused) { if (mNeedMapUpdate) { // Note: exterior cell maps must be updated, even if they were visited before, because the set of surrounding cells might be different // (and objects in a different cell can "bleed" into another cells map if they cross the border) for (CellStoreCollection::iterator active = mActiveCells.begin(); active!=mActiveCells.end(); ++active) mRendering.requestMap(*active); mNeedMapUpdate = false; if (mCurrentCell->isExterior()) { int cellX, cellY; getGridCenter(cellX, cellY); MWBase::Environment::get().getWindowManager()->setActiveMap(cellX,cellY,false); } } mRendering.update (duration, paused); } void Scene::unloadCell (CellStoreCollection::iterator iter) { std::cout << "Unloading cell\n"; ListAndResetHandles functor; (*iter)->forEach(functor); { // silence annoying g++ warning for (std::vector::const_iterator iter2 (functor.mHandles.begin()); iter2!=functor.mHandles.end(); ++iter2) { Ogre::SceneNode* node = *iter2; mPhysics->removeObject (node->getName()); } } if ((*iter)->getCell()->isExterior()) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().get().search( (*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY() ); if (land) mPhysics->removeHeightField ((*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY()); } mRendering.removeCell(*iter); MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter); MWBase::Environment::get().getMechanicsManager()->drop (*iter); MWBase::Environment::get().getSoundManager()->stopSound (*iter); mActiveCells.erase(*iter); } void Scene::loadCell (CellStore *cell, Loading::Listener* loadingListener) { std::pair result = mActiveCells.insert(cell); if(result.second) { float verts = ESM::Land::LAND_SIZE; float worldsize = ESM::Land::REAL_SIZE; // Load terrain physics first... if (cell->getCell()->isExterior()) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().get().search( cell->getCell()->getGridX(), cell->getCell()->getGridY() ); if (land) { mPhysics->addHeightField ( land->mLandData->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(), 0, worldsize / (verts-1), verts) ; } } cell->respawn(); // ... then references. This is important for adjustPosition to work correctly. /// \todo rescale depending on the state of a new GMST insertCell (*cell, true, loadingListener); mRendering.cellAdded (cell); bool waterEnabled = cell->getCell()->hasWater(); mRendering.setWaterEnabled(waterEnabled); if (waterEnabled) { mPhysics->enableWater(cell->getWaterLevel()); mRendering.setWaterHeight(cell->getWaterLevel()); } else mPhysics->disableWater(); mRendering.configureAmbient(*cell); } // register local scripts // ??? Should this go into the above if block ??? MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell); } void Scene::changeToVoid() { CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); assert(mActiveCells.empty()); mCurrentCell = NULL; } void Scene::playerMoved(const Ogre::Vector3 &pos) { if (!mCurrentCell || !mCurrentCell->isExterior()) return; // figure out the center of the current cell grid (*not* necessarily mCurrentCell, which is the cell the player is in) int cellX, cellY; getGridCenter(cellX, cellY); float centerX, centerY; MWBase::Environment::get().getWorld()->indexToPosition(cellX, cellY, centerX, centerY, true); const float maxDistance = 8192/2 + 1024; // 1/2 cell size + threshold float distance = std::max(std::abs(centerX-pos.x), std::abs(centerY-pos.y)); if (distance > maxDistance) { int newX, newY; MWBase::Environment::get().getWorld()->positionToIndex(pos.x, pos.y, newX, newY); changeCellGrid(newX, newY); mRendering.updateTerrain(); } } void Scene::changeCellGrid (int X, int Y) { Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); mRendering.enableTerrain(true); std::string loadingExteriorText = "#{sLoadingMessage3}"; loadingListener->setLabel(loadingExteriorText); CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if ((*active)->getCell()->isExterior()) { if (std::abs (X-(*active)->getCell()->getGridX())<=1 && std::abs (Y-(*active)->getCell()->getGridY())<=1) { // keep cells within the new 3x3 grid ++active; continue; } } unloadCell (active++); } int refsToLoad = 0; // get the number of refs to load for (int x=X-1; x<=X+1; ++x) { for (int y=Y-1; y<=Y+1; ++y) { CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert ((*iter)->getCell()->isExterior()); if (x==(*iter)->getCell()->getGridX() && y==(*iter)->getCell()->getGridY()) break; ++iter; } if (iter==mActiveCells.end()) refsToLoad += MWBase::Environment::get().getWorld()->getExterior(x, y)->count(); } } loadingListener->setProgressRange(refsToLoad); // Load cells for (int x=X-1; x<=X+1; ++x) { for (int y=Y-1; y<=Y+1; ++y) { CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert ((*iter)->getCell()->isExterior()); if (x==(*iter)->getCell()->getGridX() && y==(*iter)->getCell()->getGridY()) break; ++iter; } if (iter==mActiveCells.end()) { CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y); loadCell (cell, loadingListener); } } } CellStore* current = MWBase::Environment::get().getWorld()->getExterior(X,Y); MWBase::Environment::get().getWindowManager()->changeCell(current); mCellChanged = true; // Delay the map update until scripts have been given a chance to run. // If we don't do this, objects that should be disabled will still appear on the map. mNeedMapUpdate = true; } void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos) { mCurrentCell = cell; MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr old = world->getPlayerPtr(); world->getPlayer().setCell(cell); MWWorld::Ptr player = world->getPlayerPtr(); mRendering.updatePlayerPtr(player); if (adjustPlayerPos) { world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]); float x = Ogre::Radian(pos.rot[0]).valueDegrees(); float y = Ogre::Radian(pos.rot[1]).valueDegrees(); float z = Ogre::Radian(pos.rot[2]).valueDegrees(); world->rotateObject(player, x, y, z); player.getClass().adjustPosition(player, true); } MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(old, player); mechMgr->watchActor(player); MWBase::Environment::get().getWorld()->adjustSky(); } //We need the ogre renderer and a scene node. Scene::Scene (MWRender::RenderingManager& rendering, PhysicsSystem *physics) : mCurrentCell (0), mCellChanged (false), mPhysics(physics), mRendering(rendering), mNeedMapUpdate(false) { } Scene::~Scene() { } bool Scene::hasCellChanged() const { return mCellChanged; } const Scene::CellStoreCollection& Scene::getActiveCells() const { return mActiveCells; } void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName); bool loadcell = (mCurrentCell == NULL); if(!loadcell) loadcell = *mCurrentCell != *cell; MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); std::string loadingInteriorText = "#{sLoadingMessage2}"; loadingListener->setLabel(loadingInteriorText); Loading::ScopedLoad load(loadingListener); mRendering.enableTerrain(false); if(!loadcell) { MWBase::World *world = MWBase::Environment::get().getWorld(); world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]); float x = Ogre::Radian(position.rot[0]).valueDegrees(); float y = Ogre::Radian(position.rot[1]).valueDegrees(); float z = Ogre::Radian(position.rot[2]).valueDegrees(); world->rotateObject(world->getPlayerPtr(), x, y, z); world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true); MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); return; } std::cout << "Changing to interior\n"; // unload int current = 0; CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); ++current; } int refsToLoad = cell->count(); loadingListener->setProgressRange(refsToLoad); // Load cell. std::cout << "cellName: " << cell->getCell()->mName << std::endl; loadCell (cell, loadingListener); changePlayerCell(cell, position, true); // adjust fog mRendering.configureFog(*mCurrentCell); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); // Delay the map update until scripts have been given a chance to run. // If we don't do this, objects that should be disabled will still appear on the map. mNeedMapUpdate = true; } void Scene::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos) { int x = 0; int y = 0; MWBase::Environment::get().getWorld()->positionToIndex (position.pos[0], position.pos[1], x, y); changeCellGrid(x, y); CellStore* current = MWBase::Environment::get().getWorld()->getExterior(x, y); changePlayerCell(current, position, adjustPlayerPos); mRendering.updateTerrain(); } CellStore* Scene::getCurrentCell () { return mCurrentCell; } void Scene::markCellAsUnchanged() { mCellChanged = false; } void Scene::insertCell (CellStore &cell, bool rescale, Loading::Listener* loadingListener) { InsertFunctor functor (cell, rescale, *loadingListener, *mPhysics, mRendering); cell.forEach (functor); } void Scene::addObjectToScene (const Ptr& ptr) { mRendering.addObject(ptr); ptr.getClass().insertObject(ptr, *mPhysics); MWBase::Environment::get().getWorld()->rotateObject(ptr, 0, 0, 0, true); MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale()); } void Scene::removeObjectFromScene (const Ptr& ptr) { MWBase::Environment::get().getMechanicsManager()->remove (ptr); MWBase::Environment::get().getSoundManager()->stopSound3D (ptr); mPhysics->removeObject (ptr.getRefData().getHandle()); mRendering.removeObject (ptr); } bool Scene::isCellActive(const CellStore &cell) { CellStoreCollection::iterator active = mActiveCells.begin(); while (active != mActiveCells.end()) { if (**active == cell) { return true; } ++active; } return false; } Ptr Scene::searchPtrViaHandle (const std::string& handle) { for (CellStoreCollection::const_iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) if (Ptr ptr = (*iter)->searchViaHandle (handle)) return ptr; return Ptr(); } Ptr Scene::searchPtrViaActorId (int actorId) { for (CellStoreCollection::const_iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) if (Ptr ptr = (*iter)->searchViaActorId (actorId)) return ptr; return Ptr(); } }