#include "scene.hpp" #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 "player.hpp" #include "localscripts.hpp" #include "esmstore.hpp" #include "class.hpp" #include "cellvisitors.hpp" #include "cellstore.hpp" #include "cellpreloader.hpp" namespace { void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, bool inverseRotationOrder) { if (!ptr.getRefData().getBaseNode()) return; osg::Quat worldRotQuat(ptr.getRefData().getPosition().rot[2], osg::Vec3(0,0,-1)); if (!ptr.getClass().isActor()) { float xr = ptr.getRefData().getPosition().rot[0]; float yr = ptr.getRefData().getPosition().rot[1]; if (!inverseRotationOrder) worldRotQuat = worldRotQuat * osg::Quat(yr, osg::Vec3(0,-1,0)) * osg::Quat(xr, osg::Vec3(-1,0,0)); else worldRotQuat = osg::Quat(xr, osg::Vec3(-1,0,0)) * osg::Quat(yr, osg::Vec3(0,-1,0)) * worldRotQuat; } rendering.rotateObject(ptr, worldRotQuat); } void addObject(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering) { if (ptr.getRefData().getBaseNode() || physics.getActor(ptr)) { std::cerr << "Warning: Tried to add " << ptr.getCellRef().getRefId() << " to the scene twice" << std::endl; return; } bool useAnim = ptr.getClass().useAnim(); std::string model = ptr.getClass().getModel(ptr); if (useAnim) model = Misc::ResourceHelpers::correctActorModelPath(model, rendering.getResourceSystem()->getVFS()); 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 ptr.getClass().insertObjectRendering(ptr, model, rendering); setNodeRotation(ptr, rendering, false); 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 updateObjectRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering, bool inverseRotationOrder) { setNodeRotation(ptr, rendering, inverseRotationOrder); physics.updateRotation(ptr); } void updateObjectScale(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering) { if (ptr.getRefData().getBaseNode() != NULL) { float scale = ptr.getCellRef().getScale(); osg::Vec3f scaleVec (scale, scale, scale); ptr.getClass().adjustScale(ptr, scaleVec, true); rendering.scaleObject(ptr, scaleVec); physics.updateScale(ptr); } } struct InsertVisitor { MWWorld::CellStore& mCell; bool mRescale; Loading::Listener& mLoadingListener; MWPhysics::PhysicsSystem& mPhysics; MWRender::RenderingManager& mRendering; std::vector mToInsert; InsertVisitor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering); bool operator() (const MWWorld::Ptr& ptr); void insert(); }; InsertVisitor::InsertVisitor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering) : mCell (cell), mRescale (rescale), mLoadingListener (loadingListener), mPhysics (physics), mRendering (rendering) {} 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; } void InsertVisitor::insert() { for (std::vector::iterator it = mToInsert.begin(); it != mToInsert.end(); ++it) { MWWorld::Ptr ptr = *it; 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 { addObject(ptr, mPhysics, mRendering); } catch (const std::exception& e) { std::string error ("failed to render '" + ptr.getCellRef().getRefId() + "': "); std::cerr << error + e.what() << std::endl; } } mLoadingListener.increaseProgress (1); } } struct AdjustPositionVisitor { bool operator() (const MWWorld::Ptr& ptr) { if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled()) ptr.getClass().adjustPosition (ptr, false); return true; } }; } namespace MWWorld { void Scene::updateObjectRotation (const Ptr& ptr, bool inverseRotationOrder) { ::updateObjectRotation(ptr, *mPhysics, mRendering, inverseRotationOrder); } void Scene::updateObjectScale(const Ptr &ptr) { ::updateObjectScale(ptr, *mPhysics, mRendering); } 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) { mPreloadTimer += duration; if (mPreloadTimer > 0.1f) { preloadCells(0.1f); mPreloadTimer = 0.f; } mRendering.update (duration, paused); mPreloader->updateCache(mRendering.getReferenceTime()); } void Scene::unloadCell (CellStoreCollection::iterator iter) { std::cout << "Unloading cell\n"; ListAndResetObjectsVisitor visitor; (*iter)->forEach(visitor); for (std::vector::const_iterator iter2 (visitor.mObjects.begin()); iter2!=visitor.mObjects.end(); ++iter2) { mPhysics->remove(*iter2); } if ((*iter)->getCell()->isExterior()) { const ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().get().search( (*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY() ); if (land && land->mDataTypes&ESM::Land::DATA_VHGT) mPhysics->removeHeightField ((*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY()); } 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) { std::pair result = mActiveCells.insert(cell); if(result.second) { std::cout << "Loading cell " << cell->getCell()->getDescription() << std::endl; float verts = ESM::Land::LAND_SIZE; float worldsize = ESM::Land::REAL_SIZE; // Load terrain physics first... if (cell->getCell()->isExterior()) { int cellX = cell->getCell()->getGridX(); int cellY = cell->getCell()->getGridY(); osg::ref_ptr land = mRendering.getLandManager()->getLand(cellX, cellY); const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : 0; if (data) { mPhysics->addHeightField (data->mHeights, cellX, cell->getCell()->getGridY(), 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()); } } // 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. /// \todo rescale depending on the state of a new GMST insertCell (*cell, true, loadingListener); mRendering.addCell(cell); bool waterEnabled = cell->getCell()->hasWater() || cell->isExterior(); float waterLevel = cell->getWaterLevel(); mRendering.setWaterEnabled(waterEnabled); if (waterEnabled) { mPhysics->enableWater(waterLevel); mRendering.setWaterHeight(waterLevel); } else mPhysics->disableWater(); 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 = NULL; mPreloader->clear(); } void Scene::playerMoved(const osg::Vec3f &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 + mCellLoadingThreshold; // 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); } } void Scene::changeCellGrid (int X, int Y, bool changeEvent) { Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); 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())<=mHalfGridSize && std::abs (Y-(*active)->getCell()->getGridY())<=mHalfGridSize) { // keep cells within the new grid ++active; continue; } } unloadCell (active++); } int refsToLoad = 0; // get the number of refs to load for (int x=X-mHalfGridSize; x<=X+mHalfGridSize; ++x) { for (int y=Y-mHalfGridSize; y<=Y+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(); } } loadingListener->setProgressRange(refsToLoad); // Load cells for (int x=X-mHalfGridSize; x<=X+mHalfGridSize; ++x) { for (int y=Y-mHalfGridSize; y<=Y+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()) { CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y); loadCell (cell, loadingListener, changeEvent); } } } CellStore* current = MWBase::Environment::get().getWorld()->getExterior(X,Y); MWBase::Environment::get().getWindowManager()->changeCell(current); if (changeEvent) mCellChanged = true; } 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::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(old, player); mechMgr->watchActor(player); mPhysics->updatePtr(old, player); MWBase::Environment::get().getWorld()->adjustSky(); mLastPlayerPos = pos.asVec3(); } Scene::Scene (MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics) : mCurrentCell (0), mCellChanged (false), mPhysics(physics), mRendering(rendering) , mPreloadTimer(0.f) , mHalfGridSize(Settings::Manager::getInt("exterior cell load distance", "Cells")) , 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 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); if(!loadcell) { 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; } std::cout << "Changing to interior\n"; // unload CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); int refsToLoad = cell->count(); loadingListener->setProgressRange(refsToLoad); // Load cell. 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; MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); } 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(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, bool rescale, Loading::Listener* loadingListener) { InsertVisitor insertVisitor (cell, rescale, *loadingListener, *mPhysics, mRendering); cell.forEach (insertVisitor); insertVisitor.insert(); // do adjustPosition (snapping actors to ground) after objects are loaded, so we don't depend on the loading order AdjustPositionVisitor adjustPosVisitor; cell.forEach (adjustPosVisitor); } void Scene::addObjectToScene (const Ptr& ptr) { try { addObject(ptr, *mPhysics, mRendering); MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale()); } catch (std::exception& e) { std::cerr << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what() << std::endl; } } void Scene::removeObjectFromScene (const Ptr& ptr) { MWBase::Environment::get().getMechanicsManager()->remove (ptr); MWBase::Environment::get().getSoundManager()->stopSound3D (ptr); mPhysics->remove(ptr); mRendering.removeObject (ptr); if (ptr.getClass().isActor()) mRendering.removeWaterRippleEmitter(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::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) { } virtual void doWork() { try { mSceneManager->getTemplate(mMesh); } catch (std::exception& e) { } } 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) { 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.push_back(predictedPos); 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 (CellStoreCollection::const_iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) { const MWWorld::CellStore* cellStore = *iter; typedef MWWorld::CellRefList::List DoorList; const DoorList &doors = cellStore->getReadOnlyDoors().mList; for (DoorList::const_iterator doorIt = doors.begin(); doorIt != doors.end(); ++doorIt) { if (!doorIt->mRef.getTeleport()) { continue; } teleportDoors.push_back(MWWorld::ConstPtr(&*doorIt, cellStore)); } } for (std::vector::iterator it = teleportDoors.begin(); it != teleportDoors.end(); ++it) { const MWWorld::ConstPtr& door = *it; 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.push_back(pos); } } catch (std::exception& e) { // 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; getGridCenter(cellX,cellY); 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 = 8192/2 + 8192 - 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) { std::vector vec; vec.push_back(pos); mPreloader->setTerrainPreloadPositions(vec); } 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 (CellStoreCollection::const_iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) { MWWorld::CellStore* cellStore = *iter; cellStore->forEachType(listVisitor); cellStore->forEachType(listVisitor); } for (std::vector::const_iterator it = listVisitor.mList.begin(); it != listVisitor.mList.end(); ++it) { if (!it->mCellName.empty()) preloadCell(MWBase::Environment::get().getWorld()->getInterior(it->mCellName)); else { osg::Vec3f pos = it->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.push_back(pos); } } } }