#include "scene.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/landmanager.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwphysics/actor.hpp" #include "../mwphysics/object.hpp" #include "../mwphysics/heightfield.hpp" #include "player.hpp" #include "localscripts.hpp" #include "esmstore.hpp" #include "class.hpp" #include "cellvisitors.hpp" #include "cellstore.hpp" #include "cellpreloader.hpp" namespace { using MWWorld::RotationOrder; osg::Quat makeActorOsgQuat(const ESM::Position& position) { return osg::Quat(position.rot[2], osg::Vec3(0, 0, -1)); } osg::Quat makeInversedOrderObjectOsgQuat(const ESM::Position& position) { const float xr = position.rot[0]; const float yr = position.rot[1]; const float zr = position.rot[2]; return osg::Quat(xr, osg::Vec3(-1, 0, 0)) * osg::Quat(yr, osg::Vec3(0, -1, 0)) * osg::Quat(zr, osg::Vec3(0, 0, -1)); } osg::Quat makeObjectOsgQuat(const ESM::Position& position) { const float xr = position.rot[0]; const float yr = position.rot[1]; const float zr = position.rot[2]; return osg::Quat(zr, osg::Vec3(0, 0, -1)) * osg::Quat(yr, osg::Vec3(0, -1, 0)) * osg::Quat(xr, osg::Vec3(-1, 0, 0)); } void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, RotationOrder order) { if (!ptr.getRefData().getBaseNode()) return; rendering.rotateObject(ptr, ptr.getClass().isActor() ? makeActorOsgQuat(ptr.getRefData().getPosition()) : (order == RotationOrder::inverse ? makeInversedOrderObjectOsgQuat(ptr.getRefData().getPosition()) : makeObjectOsgQuat(ptr.getRefData().getPosition())) ); } std::string getModel(const MWWorld::Ptr &ptr, const VFS::Manager *vfs) { bool useAnim = ptr.getClass().useAnim(); std::string model = ptr.getClass().getModel(ptr); if (useAnim) model = Misc::ResourceHelpers::correctActorModelPath(model, vfs); const std::string &id = ptr.getCellRef().getRefId(); if (id == "prisonmarker" || id == "divinemarker" || id == "templemarker" || id == "northmarker") model = ""; // marker objects that have a hardcoded function in the game logic, should be hidden from the player return model; } void addObject(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering, std::set& pagedRefs) { if (ptr.getRefData().getBaseNode() || physics.getActor(ptr)) { Log(Debug::Warning) << "Warning: Tried to add " << ptr.getCellRef().getRefId() << " to the scene twice"; return; } bool useAnim = ptr.getClass().useAnim(); std::string model = getModel(ptr, rendering.getResourceSystem()->getVFS()); const ESM::RefNum& refnum = ptr.getCellRef().getRefNum(); if (!refnum.hasContentFile() || pagedRefs.find(refnum) == pagedRefs.end()) ptr.getClass().insertObjectRendering(ptr, model, rendering); else ptr.getRefData().setBaseNode(new SceneUtil::PositionAttitudeTransform); // FIXME remove this when physics code is fixed not to depend on basenode setNodeRotation(ptr, rendering, RotationOrder::direct); ptr.getClass().insertObject (ptr, model, physics); if (useAnim) MWBase::Environment::get().getMechanicsManager()->add(ptr); if (ptr.getClass().isActor()) rendering.addWaterRippleEmitter(ptr); // Restore effect particles MWBase::Environment::get().getWorld()->applyLoopingParticles(ptr); } void addObject(const MWWorld::Ptr& ptr, const MWPhysics::PhysicsSystem& physics, DetourNavigator::Navigator& navigator) { if (const auto object = physics.getObject(ptr)) { if (ptr.getClass().isDoor() && !ptr.getCellRef().getTeleport()) { const auto shape = object->getShapeInstance()->getCollisionShape(); btVector3 aabbMin; btVector3 aabbMax; shape->getAabb(btTransform::getIdentity(), aabbMin, aabbMax); const auto center = (aabbMax + aabbMin) * 0.5f; const auto distanceFromDoor = MWBase::Environment::get().getWorld()->getMaxActivationDistance() * 0.5f; const auto toPoint = aabbMax.x() - aabbMin.x() < aabbMax.y() - aabbMin.y() ? btVector3(distanceFromDoor, 0, 0) : btVector3(0, distanceFromDoor, 0); const auto transform = object->getTransform(); const btTransform closedDoorTransform( Misc::Convert::toBullet(makeObjectOsgQuat(ptr.getCellRef().getPosition())), transform.getOrigin() ); const auto start = Misc::Convert::makeOsgVec3f(closedDoorTransform(center + toPoint)); const auto startPoint = physics.castRay(start, start - osg::Vec3f(0, 0, 1000), ptr, {}, MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Water); const auto connectionStart = startPoint.mHit ? startPoint.mHitPos : start; const auto end = Misc::Convert::makeOsgVec3f(closedDoorTransform(center - toPoint)); const auto endPoint = physics.castRay(end, end - osg::Vec3f(0, 0, 1000), ptr, {}, MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Water); const auto connectionEnd = endPoint.mHit ? endPoint.mHitPos : end; navigator.addObject( DetourNavigator::ObjectId(object), DetourNavigator::DoorShapes( *shape, object->getShapeInstance()->getAvoidCollisionShape(), connectionStart, connectionEnd ), transform ); } else { navigator.addObject( DetourNavigator::ObjectId(object), DetourNavigator::ObjectShapes { *object->getShapeInstance()->getCollisionShape(), object->getShapeInstance()->getAvoidCollisionShape() }, object->getTransform() ); } } else if (physics.getActor(ptr)) { navigator.addAgent(MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(ptr)); } } struct InsertVisitor { MWWorld::CellStore& mCell; Loading::Listener& mLoadingListener; bool mTest; std::vector mToInsert; InsertVisitor (MWWorld::CellStore& cell, Loading::Listener& loadingListener, bool test); bool operator() (const MWWorld::Ptr& ptr); template void insert(AddObject&& addObject); }; InsertVisitor::InsertVisitor (MWWorld::CellStore& cell, Loading::Listener& loadingListener, bool test) : mCell (cell), mLoadingListener (loadingListener), mTest(test) {} bool InsertVisitor::operator() (const MWWorld::Ptr& ptr) { // do not insert directly as we can't modify the cell from within the visitation // CreatureLevList::insertObjectRendering may spawn a new creature mToInsert.push_back(ptr); return true; } template void InsertVisitor::insert(AddObject&& addObject) { for (MWWorld::Ptr& ptr : mToInsert) { if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled()) { try { addObject(ptr); } catch (const std::exception& e) { std::string error ("failed to render '" + ptr.getCellRef().getRefId() + "': "); Log(Debug::Error) << error + e.what(); } } if (!mTest) mLoadingListener.increaseProgress (1); } } struct PositionVisitor { bool operator() (const MWWorld::Ptr& ptr) { if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled()) ptr.getClass().adjustPosition (ptr, false); return true; } }; int getCellPositionDistanceToOrigin(const std::pair& cellPosition) { return std::abs(cellPosition.first) + std::abs(cellPosition.second); } } namespace MWWorld { void Scene::removeFromPagedRefs(const Ptr &ptr) { const ESM::RefNum& refnum = ptr.getCellRef().getRefNum(); if (refnum.hasContentFile() && mPagedRefs.erase(refnum)) { if (!ptr.getRefData().getBaseNode()) return; ptr.getClass().insertObjectRendering(ptr, getModel(ptr, mRendering.getResourceSystem()->getVFS()), mRendering); setNodeRotation(ptr, mRendering, RotationOrder::direct); reloadTerrain(); } } void Scene::updateObjectPosition(const Ptr &ptr, const osg::Vec3f &pos, bool movePhysics) { mRendering.moveObject(ptr, pos); if (movePhysics) { mPhysics->updatePosition(ptr); } } void Scene::updateObjectRotation(const Ptr &ptr, RotationOrder order) { setNodeRotation(ptr, mRendering, order); mPhysics->updateRotation(ptr); } void Scene::updateObjectScale(const Ptr &ptr) { float scale = ptr.getCellRef().getScale(); osg::Vec3f scaleVec (scale, scale, scale); ptr.getClass().adjustScale(ptr, scaleVec, true); mRendering.scaleObject(ptr, scaleVec); mPhysics->updateScale(ptr); } void Scene::update (float duration, bool paused) { mPreloader->updateCache(mRendering.getReferenceTime()); preloadCells(duration); mRendering.update (duration, paused); } void Scene::unloadCell (CellStoreCollection::iterator iter, bool test) { if (!test) Log(Debug::Info) << "Unloading cell " << (*iter)->getCell()->getDescription(); const auto navigator = MWBase::Environment::get().getWorld()->getNavigator(); ListAndResetObjectsVisitor visitor; (*iter)->forEach(visitor); const auto world = MWBase::Environment::get().getWorld(); for (const auto& ptr : visitor.mObjects) { if (const auto object = mPhysics->getObject(ptr)) navigator->removeObject(DetourNavigator::ObjectId(object)); else if (mPhysics->getActor(ptr)) { navigator->removeAgent(world->getPathfindingHalfExtents(ptr)); mRendering.removeActorPath(ptr); } mPhysics->remove(ptr); } const auto cellX = (*iter)->getCell()->getGridX(); const auto cellY = (*iter)->getCell()->getGridY(); if ((*iter)->getCell()->isExterior()) { if (const auto heightField = mPhysics->getHeightField(cellX, cellY)) navigator->removeObject(DetourNavigator::ObjectId(heightField)); mPhysics->removeHeightField(cellX, cellY); } if ((*iter)->getCell()->hasWater()) navigator->removeWater(osg::Vec2i(cellX, cellY)); if (const auto pathgrid = world->getStore().get().search(*(*iter)->getCell())) navigator->removePathgrid(*pathgrid); const auto player = world->getPlayerPtr(); navigator->update(player.getRefData().getPosition().asVec3()); MWBase::Environment::get().getMechanicsManager()->drop (*iter); mRendering.removeCell(*iter); MWBase::Environment::get().getWindowManager()->removeCell(*iter); MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter); MWBase::Environment::get().getSoundManager()->stopSound (*iter); mActiveCells.erase(*iter); } void Scene::loadCell (CellStore *cell, Loading::Listener* loadingListener, bool respawn, bool test) { std::pair result = mActiveCells.insert(cell); if(result.second) { if (test) Log(Debug::Info) << "Testing cell " << cell->getCell()->getDescription(); else Log(Debug::Info) << "Loading cell " << cell->getCell()->getDescription(); float verts = ESM::Land::LAND_SIZE; float worldsize = ESM::Land::REAL_SIZE; const auto world = MWBase::Environment::get().getWorld(); const auto navigator = world->getNavigator(); const int cellX = cell->getCell()->getGridX(); const int cellY = cell->getCell()->getGridY(); // Load terrain physics first... if (!test && cell->getCell()->isExterior()) { osg::ref_ptr land = mRendering.getLandManager()->getLand(cellX, cellY); const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : nullptr; if (data) { mPhysics->addHeightField (data->mHeights, cellX, cellY, worldsize / (verts-1), verts, data->mMinHeight, data->mMaxHeight, land.get()); } else { static std::vector defaultHeight; defaultHeight.resize(verts*verts, ESM::Land::DEFAULT_HEIGHT); mPhysics->addHeightField (&defaultHeight[0], cell->getCell()->getGridX(), cell->getCell()->getGridY(), worldsize / (verts-1), verts, ESM::Land::DEFAULT_HEIGHT, ESM::Land::DEFAULT_HEIGHT, land.get()); } if (const auto heightField = mPhysics->getHeightField(cellX, cellY)) navigator->addObject(DetourNavigator::ObjectId(heightField), *heightField->getShape(), heightField->getCollisionObject()->getWorldTransform()); } if (const auto pathgrid = world->getStore().get().search(*cell->getCell())) navigator->addPathgrid(*cell->getCell(), *pathgrid); // register local scripts // do this before insertCell, to make sure we don't add scripts from levelled creature spawning twice MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell); if (respawn) cell->respawn(); // ... then references. This is important for adjustPosition to work correctly. insertCell (*cell, loadingListener, test); mRendering.addCell(cell); if (!test) { MWBase::Environment::get().getWindowManager()->addCell(cell); bool waterEnabled = cell->getCell()->hasWater() || cell->isExterior(); float waterLevel = cell->getWaterLevel(); mRendering.setWaterEnabled(waterEnabled); if (waterEnabled) { mPhysics->enableWater(waterLevel); mRendering.setWaterHeight(waterLevel); if (cell->getCell()->isExterior()) { if (const auto heightField = mPhysics->getHeightField(cellX, cellY)) navigator->addWater(osg::Vec2i(cellX, cellY), ESM::Land::REAL_SIZE, cell->getWaterLevel(), heightField->getCollisionObject()->getWorldTransform()); } else { navigator->addWater(osg::Vec2i(cellX, cellY), std::numeric_limits::max(), cell->getWaterLevel(), btTransform::getIdentity()); } } else mPhysics->disableWater(); const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr(); navigator->update(player.getRefData().getPosition().asVec3()); if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx)) { mRendering.configureAmbient(cell->getCell()); } } } mPreloader->notifyLoaded(cell); } void Scene::clear() { CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); assert(mActiveCells.empty()); mCurrentCell = nullptr; mPreloader->clear(); } osg::Vec4i Scene::gridCenterToBounds(const osg::Vec2i& centerCell) const { return osg::Vec4i(centerCell.x()-mHalfGridSize,centerCell.y()-mHalfGridSize,centerCell.x()+mHalfGridSize+1,centerCell.y()+mHalfGridSize+1); } osg::Vec2i Scene::getNewGridCenter(const osg::Vec3f &pos, const osg::Vec2i* currentGridCenter) const { if (currentGridCenter) { float centerX, centerY; MWBase::Environment::get().getWorld()->indexToPosition(currentGridCenter->x(), currentGridCenter->y(), centerX, centerY, true); float distance = std::max(std::abs(centerX-pos.x()), std::abs(centerY-pos.y())); const float maxDistance = Constants::CellSizeInUnits / 2 + mCellLoadingThreshold; // 1/2 cell size + threshold if (distance <= maxDistance) return *currentGridCenter; } osg::Vec2i newCenter; MWBase::Environment::get().getWorld()->positionToIndex(pos.x(), pos.y(), newCenter.x(), newCenter.y()); return newCenter; } void Scene::playerMoved(const osg::Vec3f &pos) { const auto navigator = MWBase::Environment::get().getWorld()->getNavigator(); const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr(); navigator->updatePlayerPosition(player.getRefData().getPosition().asVec3()); if (!mCurrentCell || !mCurrentCell->isExterior()) return; osg::Vec2i newCell = getNewGridCenter(pos, &mCurrentGridCenter); if (newCell != mCurrentGridCenter) changeCellGrid(pos, newCell.x(), newCell.y()); } void Scene::changeCellGrid (const osg::Vec3f &pos, int playerCellX, int playerCellY, bool changeEvent) { CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if ((*active)->getCell()->isExterior()) { if (std::abs (playerCellX-(*active)->getCell()->getGridX())<=mHalfGridSize && std::abs (playerCellY-(*active)->getCell()->getGridY())<=mHalfGridSize) { // keep cells within the new grid ++active; continue; } } unloadCell (active++); } mCurrentGridCenter = osg::Vec2i(playerCellX, playerCellY); osg::Vec4i newGrid = gridCenterToBounds(mCurrentGridCenter); mRendering.setActiveGrid(newGrid); preloadTerrain(pos, true); mPagedRefs.clear(); mRendering.getPagedRefnums(newGrid, mPagedRefs); std::size_t refsToLoad = 0; std::vector> cellsPositionsToLoad; // get the number of refs to load for (int x = playerCellX - mHalfGridSize; x <= playerCellX + mHalfGridSize; ++x) { for (int y = playerCellY - mHalfGridSize; y <= playerCellY + mHalfGridSize; ++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(); cellsPositionsToLoad.emplace_back(x, y); } } } Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); std::string loadingExteriorText = "#{sLoadingMessage3}"; loadingListener->setLabel(loadingExteriorText); loadingListener->setProgressRange(refsToLoad); const auto getDistanceToPlayerCell = [&] (const std::pair& cellPosition) { return std::abs(cellPosition.first - playerCellX) + std::abs(cellPosition.second - playerCellY); }; const auto getCellPositionPriority = [&] (const std::pair& cellPosition) { return std::make_pair(getDistanceToPlayerCell(cellPosition), getCellPositionDistanceToOrigin(cellPosition)); }; std::sort(cellsPositionsToLoad.begin(), cellsPositionsToLoad.end(), [&] (const std::pair& lhs, const std::pair& rhs) { return getCellPositionPriority(lhs) < getCellPositionPriority(rhs); }); // Load cells for (const auto& cellPosition : cellsPositionsToLoad) { const auto x = cellPosition.first; const auto y = cellPosition.second; 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, changeEvent); } } CellStore* current = MWBase::Environment::get().getWorld()->getExterior(playerCellX, playerCellY); MWBase::Environment::get().getWindowManager()->changeCell(current); if (changeEvent) mCellChanged = true; mNavigator.wait(*loadingListener, DetourNavigator::WaitConditionType::requiredTilesPresent); } void Scene::testExteriorCells() { // Note: temporary disable ICO to decrease memory usage mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(nullptr); mRendering.getResourceSystem()->setExpiryDelay(1.f); const MWWorld::Store &cells = MWBase::Environment::get().getWorld()->getStore().get(); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); loadingListener->setProgressRange(cells.getExtSize()); MWWorld::Store::iterator it = cells.extBegin(); int i = 1; for (; it != cells.extEnd(); ++it) { loadingListener->setLabel("Testing exterior cells ("+std::to_string(i)+"/"+std::to_string(cells.getExtSize())+")..."); CellStoreCollection::iterator iter = mActiveCells.begin(); CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(it->mData.mX, it->mData.mY); loadCell (cell, loadingListener, false, true); iter = mActiveCells.begin(); while (iter != mActiveCells.end()) { if (it->isExterior() && it->mData.mX == (*iter)->getCell()->getGridX() && it->mData.mY == (*iter)->getCell()->getGridY()) { unloadCell(iter, true); break; } ++iter; } mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime()); mRendering.getUnrefQueue()->flush(mRendering.getWorkQueue()); loadingListener->increaseProgress (1); i++; } mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(mRendering.getIncrementalCompileOperation()); mRendering.getResourceSystem()->setExpiryDelay(Settings::Manager::getFloat("cache expiry delay", "Cells")); } void Scene::testInteriorCells() { // Note: temporary disable ICO to decrease memory usage mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(nullptr); mRendering.getResourceSystem()->setExpiryDelay(1.f); const MWWorld::Store &cells = MWBase::Environment::get().getWorld()->getStore().get(); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); loadingListener->setProgressRange(cells.getIntSize()); int i = 1; MWWorld::Store::iterator it = cells.intBegin(); for (; it != cells.intEnd(); ++it) { loadingListener->setLabel("Testing interior cells ("+std::to_string(i)+"/"+std::to_string(cells.getIntSize())+")..."); CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(it->mName); loadCell (cell, loadingListener, false, true); CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter != mActiveCells.end()) { assert (!(*iter)->getCell()->isExterior()); if (it->mName == (*iter)->getCell()->mName) { unloadCell(iter, true); break; } ++iter; } mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime()); mRendering.getUnrefQueue()->flush(mRendering.getWorkQueue()); loadingListener->increaseProgress (1); i++; } mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(mRendering.getIncrementalCompileOperation()); mRendering.getResourceSystem()->setExpiryDelay(Settings::Manager::getFloat("cache expiry delay", "Cells")); } void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos) { mCurrentCell = cell; mRendering.enableTerrain(cell->isExterior()); 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 = pos.rot[0]; float y = pos.rot[1]; float z = pos.rot[2]; world->rotateObject(player, x, y, z); player.getClass().adjustPosition(player, true); } MWBase::Environment::get().getMechanicsManager()->updateCell(old, player); MWBase::Environment::get().getWindowManager()->watchActor(player); mPhysics->updatePtr(old, player); world->adjustSky(); mLastPlayerPos = player.getRefData().getPosition().asVec3(); } Scene::Scene (MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics, DetourNavigator::Navigator& navigator) : mCurrentCell (nullptr), mCellChanged (false), mPhysics(physics), mRendering(rendering), mNavigator(navigator) , mCellLoadingThreshold(1024.f) , mPreloadDistance(Settings::Manager::getInt("preload distance", "Cells")) , mPreloadEnabled(Settings::Manager::getBool("preload enabled", "Cells")) , mPreloadExteriorGrid(Settings::Manager::getBool("preload exterior grid", "Cells")) , mPreloadDoors(Settings::Manager::getBool("preload doors", "Cells")) , mPreloadFastTravel(Settings::Manager::getBool("preload fast travel", "Cells")) , mPredictionTime(Settings::Manager::getFloat("prediction time", "Cells")) { mPreloader.reset(new CellPreloader(rendering.getResourceSystem(), physics->getShapeManager(), rendering.getTerrain(), rendering.getLandManager())); mPreloader->setWorkQueue(mRendering.getWorkQueue()); mPreloader->setUnrefQueue(rendering.getUnrefQueue()); mPhysics->setUnrefQueue(rendering.getUnrefQueue()); rendering.getResourceSystem()->setExpiryDelay(Settings::Manager::getFloat("cache expiry delay", "Cells")); mPreloader->setExpiryDelay(Settings::Manager::getFloat("preload cell expiry delay", "Cells")); mPreloader->setMinCacheSize(Settings::Manager::getInt("preload cell cache min", "Cells")); mPreloader->setMaxCacheSize(Settings::Manager::getInt("preload cell cache max", "Cells")); mPreloader->setPreloadInstances(Settings::Manager::getBool("preload instances", "Cells")); } 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, bool adjustPlayerPos, bool changeEvent) { CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName); bool useFading = (mCurrentCell != nullptr); if (useFading) 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); if(mCurrentCell != nullptr && *mCurrentCell == *cell) { MWBase::World *world = MWBase::Environment::get().getWorld(); world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]); float x = position.rot[0]; float y = position.rot[1]; float z = position.rot[2]; world->rotateObject(world->getPlayerPtr(), x, y, z); if (adjustPlayerPos) world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true); MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); return; } Log(Debug::Info) << "Changing to interior"; // unload CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); loadingListener->setProgressRange(cell->count()); // Load cell. mPagedRefs.clear(); loadCell (cell, loadingListener, changeEvent); changePlayerCell(cell, position, adjustPlayerPos); // adjust fog mRendering.configureFog(mCurrentCell->getCell()); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); if (changeEvent) mCellChanged = true; if (useFading) MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); mNavigator.wait(*loadingListener, DetourNavigator::WaitConditionType::requiredTilesPresent); } void Scene::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { int x = 0; int y = 0; MWBase::Environment::get().getWorld()->positionToIndex (position.pos[0], position.pos[1], x, y); if (changeEvent) MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5); changeCellGrid(position.asVec3(), x, y, changeEvent); CellStore* current = MWBase::Environment::get().getWorld()->getExterior(x, y); changePlayerCell(current, position, adjustPlayerPos); if (changeEvent) MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); } CellStore* Scene::getCurrentCell () { return mCurrentCell; } void Scene::markCellAsUnchanged() { mCellChanged = false; } void Scene::insertCell (CellStore &cell, Loading::Listener* loadingListener, bool test) { InsertVisitor insertVisitor (cell, *loadingListener, test); cell.forEach (insertVisitor); insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, *mPhysics, mRendering, mPagedRefs); }); insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, *mPhysics, mNavigator); }); // do adjustPosition (snapping actors to ground) after objects are loaded, so we don't depend on the loading order PositionVisitor posVisitor; cell.forEach (posVisitor); } void Scene::addObjectToScene (const Ptr& ptr) { try { addObject(ptr, *mPhysics, mRendering, mPagedRefs); addObject(ptr, *mPhysics, mNavigator); MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale()); const auto navigator = MWBase::Environment::get().getWorld()->getNavigator(); const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr(); navigator->update(player.getRefData().getPosition().asVec3()); } catch (std::exception& e) { Log(Debug::Error) << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what(); } } void Scene::removeObjectFromScene (const Ptr& ptr) { MWBase::Environment::get().getMechanicsManager()->remove (ptr); MWBase::Environment::get().getSoundManager()->stopSound3D (ptr); const auto navigator = MWBase::Environment::get().getWorld()->getNavigator(); if (const auto object = mPhysics->getObject(ptr)) { navigator->removeObject(DetourNavigator::ObjectId(object)); const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr(); navigator->update(player.getRefData().getPosition().asVec3()); } else if (mPhysics->getActor(ptr)) { navigator->removeAgent(MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(ptr)); } mPhysics->remove(ptr); mRendering.removeObject (ptr); if (ptr.getClass().isActor()) mRendering.removeWaterRippleEmitter(ptr); ptr.getRefData().setBaseNode(nullptr); } 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::searchPtrViaActorId (int actorId) { for (CellStoreCollection::const_iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) if (Ptr ptr = (*iter)->searchViaActorId (actorId)) return ptr; return Ptr(); } class PreloadMeshItem : public SceneUtil::WorkItem { public: PreloadMeshItem(const std::string& mesh, Resource::SceneManager* sceneManager) : mMesh(mesh), mSceneManager(sceneManager) { } void doWork() override { try { mSceneManager->getTemplate(mMesh); } catch (std::exception&) { } } private: std::string mMesh; Resource::SceneManager* mSceneManager; }; void Scene::preload(const std::string &mesh, bool useAnim) { std::string mesh_ = mesh; if (useAnim) mesh_ = Misc::ResourceHelpers::correctActorModelPath(mesh_, mRendering.getResourceSystem()->getVFS()); if (!mRendering.getResourceSystem()->getSceneManager()->checkLoaded(mesh_, mRendering.getReferenceTime())) mRendering.getWorkQueue()->addWorkItem(new PreloadMeshItem(mesh_, mRendering.getResourceSystem()->getSceneManager())); } void Scene::preloadCells(float dt) { if (dt<=1e-06) return; std::vector exteriorPositions; const MWWorld::ConstPtr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); osg::Vec3f moved = playerPos - mLastPlayerPos; osg::Vec3f predictedPos = playerPos + moved / dt * mPredictionTime; if (mCurrentCell->isExterior()) exteriorPositions.emplace_back(predictedPos, gridCenterToBounds(getNewGridCenter(predictedPos, &mCurrentGridCenter))); mLastPlayerPos = playerPos; if (mPreloadEnabled) { if (mPreloadDoors) preloadTeleportDoorDestinations(playerPos, predictedPos, exteriorPositions); if (mPreloadExteriorGrid) preloadExteriorGrid(playerPos, predictedPos); if (mPreloadFastTravel) preloadFastTravelDestinations(playerPos, predictedPos, exteriorPositions); } mPreloader->setTerrainPreloadPositions(exteriorPositions); } void Scene::preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector& exteriorPositions) { std::vector teleportDoors; for (const MWWorld::CellStore* cellStore : mActiveCells) { typedef MWWorld::CellRefList::List DoorList; const DoorList &doors = cellStore->getReadOnlyDoors().mList; for (auto& door : doors) { if (!door.mRef.getTeleport()) { continue; } teleportDoors.emplace_back(&door, cellStore); } } for (const MWWorld::ConstPtr& door : teleportDoors) { float sqrDistToPlayer = (playerPos - door.getRefData().getPosition().asVec3()).length2(); sqrDistToPlayer = std::min(sqrDistToPlayer, (predictedPos - door.getRefData().getPosition().asVec3()).length2()); if (sqrDistToPlayer < mPreloadDistance*mPreloadDistance) { try { if (!door.getCellRef().getDestCell().empty()) preloadCell(MWBase::Environment::get().getWorld()->getInterior(door.getCellRef().getDestCell())); else { osg::Vec3f pos = door.getCellRef().getDoorDest().asVec3(); int x,y; MWBase::Environment::get().getWorld()->positionToIndex (pos.x(), pos.y(), x, y); preloadCell(MWBase::Environment::get().getWorld()->getExterior(x,y), true); exteriorPositions.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos))); } } catch (std::exception&) { // ignore error for now, would spam the log too much } } } } void Scene::preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos) { if (!MWBase::Environment::get().getWorld()->isCellExterior()) return; int halfGridSizePlusOne = mHalfGridSize + 1; int cellX,cellY; cellX = mCurrentGridCenter.x(); cellY = mCurrentGridCenter.y(); float centerX, centerY; MWBase::Environment::get().getWorld()->indexToPosition(cellX, cellY, centerX, centerY, true); for (int dx = -halfGridSizePlusOne; dx <= halfGridSizePlusOne; ++dx) { for (int dy = -halfGridSizePlusOne; dy <= halfGridSizePlusOne; ++dy) { if (dy != halfGridSizePlusOne && dy != -halfGridSizePlusOne && dx != halfGridSizePlusOne && dx != -halfGridSizePlusOne) continue; // only care about the outer (not yet loaded) part of the grid float thisCellCenterX, thisCellCenterY; MWBase::Environment::get().getWorld()->indexToPosition(cellX+dx, cellY+dy, thisCellCenterX, thisCellCenterY, true); float dist = std::max(std::abs(thisCellCenterX - playerPos.x()), std::abs(thisCellCenterY - playerPos.y())); dist = std::min(dist,std::max(std::abs(thisCellCenterX - predictedPos.x()), std::abs(thisCellCenterY - predictedPos.y()))); float loadDist = Constants::CellSizeInUnits / 2 + Constants::CellSizeInUnits - mCellLoadingThreshold + mPreloadDistance; if (dist < loadDist) preloadCell(MWBase::Environment::get().getWorld()->getExterior(cellX+dx, cellY+dy)); } } } void Scene::preloadCell(CellStore *cell, bool preloadSurrounding) { if (preloadSurrounding && cell->isExterior()) { int x = cell->getCell()->getGridX(); int y = cell->getCell()->getGridY(); unsigned int numpreloaded = 0; for (int dx = -mHalfGridSize; dx <= mHalfGridSize; ++dx) { for (int dy = -mHalfGridSize; dy <= mHalfGridSize; ++dy) { mPreloader->preload(MWBase::Environment::get().getWorld()->getExterior(x+dx, y+dy), mRendering.getReferenceTime()); if (++numpreloaded >= mPreloader->getMaxCacheSize()) break; } } } else mPreloader->preload(cell, mRendering.getReferenceTime()); } void Scene::preloadTerrain(const osg::Vec3f &pos, bool sync) { std::vector vec; vec.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos))); if (sync && mRendering.pagingUnlockCache()) mPreloader->abortTerrainPreloadExcept(nullptr); else mPreloader->abortTerrainPreloadExcept(&vec[0]); mPreloader->setTerrainPreloadPositions(vec); if (!sync) return; Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); int progress = 0, initialProgress = -1, progressRange = 0; while (!mPreloader->syncTerrainLoad(vec, progress, progressRange, mRendering.getReferenceTime())) { if (initialProgress == -1) { loadingListener->setLabel("#{sLoadingMessage4}"); initialProgress = progress; } if (progress) { loadingListener->setProgressRange(std::max(0, progressRange-initialProgress)); loadingListener->setProgress(progress-initialProgress); } else loadingListener->setProgress(0); std::this_thread::sleep_for(std::chrono::milliseconds(5)); } } void Scene::reloadTerrain() { mPreloader->setTerrainPreloadPositions(std::vector()); } struct ListFastTravelDestinationsVisitor { ListFastTravelDestinationsVisitor(float preloadDist, const osg::Vec3f& playerPos) : mPreloadDist(preloadDist) , mPlayerPos(playerPos) { } bool operator()(const MWWorld::Ptr& ptr) { if ((ptr.getRefData().getPosition().asVec3() - mPlayerPos).length2() > mPreloadDist * mPreloadDist) return true; if (ptr.getClass().isNpc()) { const std::vector& transport = ptr.get()->mBase->mTransport.mList; mList.insert(mList.begin(), transport.begin(), transport.end()); } else { const std::vector& transport = ptr.get()->mBase->mTransport.mList; mList.insert(mList.begin(), transport.begin(), transport.end()); } return true; } float mPreloadDist; osg::Vec3f mPlayerPos; std::vector mList; }; void Scene::preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& /*predictedPos*/, std::vector& exteriorPositions) // ignore predictedPos here since opening dialogue with travel service takes extra time { const MWWorld::ConstPtr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, player.getRefData().getPosition().asVec3()); for (MWWorld::CellStore* cellStore : mActiveCells) { cellStore->forEachType(listVisitor); cellStore->forEachType(listVisitor); } for (ESM::Transport::Dest& dest : listVisitor.mList) { if (!dest.mCellName.empty()) preloadCell(MWBase::Environment::get().getWorld()->getInterior(dest.mCellName)); else { osg::Vec3f pos = dest.mPos.asVec3(); int x,y; MWBase::Environment::get().getWorld()->positionToIndex( pos.x(), pos.y(), x, y); preloadCell(MWBase::Environment::get().getWorld()->getExterior(x,y), true); exteriorPositions.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos))); } } } }