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			874 lines
		
	
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			874 lines
		
	
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "scene.hpp"
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#include <limits>
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#include <iostream>
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#include <components/loadinglistener/loadinglistener.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/settings/settings.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwrender/renderingmanager.hpp"
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#include "../mwrender/landmanager.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "player.hpp"
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#include "localscripts.hpp"
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#include "esmstore.hpp"
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#include "class.hpp"
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#include "cellvisitors.hpp"
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#include "cellstore.hpp"
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#include "cellpreloader.hpp"
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namespace
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{
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    void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, bool inverseRotationOrder)
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    {
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        if (!ptr.getRefData().getBaseNode())
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            return;
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        osg::Quat worldRotQuat(ptr.getRefData().getPosition().rot[2], osg::Vec3(0,0,-1));
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        if (!ptr.getClass().isActor())
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        {
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            float xr = ptr.getRefData().getPosition().rot[0];
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            float yr = ptr.getRefData().getPosition().rot[1];
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            if (!inverseRotationOrder)
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                worldRotQuat = worldRotQuat * osg::Quat(yr, osg::Vec3(0,-1,0)) *
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                    osg::Quat(xr, osg::Vec3(-1,0,0));
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            else
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                worldRotQuat = osg::Quat(xr, osg::Vec3(-1,0,0)) * osg::Quat(yr, osg::Vec3(0,-1,0)) * worldRotQuat;
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        }
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        rendering.rotateObject(ptr, worldRotQuat);
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    }
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    void addObject(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
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                   MWRender::RenderingManager& rendering)
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    {
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        bool useAnim = ptr.getClass().useAnim();
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        std::string model = ptr.getClass().getModel(ptr);
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        if (useAnim)
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            model = Misc::ResourceHelpers::correctActorModelPath(model, rendering.getResourceSystem()->getVFS());
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        std::string id = ptr.getCellRef().getRefId();
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        if (id == "prisonmarker" || id == "divinemarker" || id == "templemarker" || id == "northmarker")
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            model = ""; // marker objects that have a hardcoded function in the game logic, should be hidden from the player
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        ptr.getClass().insertObjectRendering(ptr, model, rendering);
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        setNodeRotation(ptr, rendering, false);
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        ptr.getClass().insertObject (ptr, model, physics);
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        if (useAnim)
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            MWBase::Environment::get().getMechanicsManager()->add(ptr);
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        if (ptr.getClass().isActor())
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            rendering.addWaterRippleEmitter(ptr);
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    }
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    void updateObjectRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
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                                    MWRender::RenderingManager& rendering, bool inverseRotationOrder)
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    {
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        setNodeRotation(ptr, rendering, inverseRotationOrder);
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        physics.updateRotation(ptr);
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    }
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    void updateObjectScale(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
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                            MWRender::RenderingManager& rendering)
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    {
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        if (ptr.getRefData().getBaseNode() != NULL)
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        {
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            float scale = ptr.getCellRef().getScale();
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            osg::Vec3f scaleVec (scale, scale, scale);
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            ptr.getClass().adjustScale(ptr, scaleVec, true);
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            rendering.scaleObject(ptr, scaleVec);
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            physics.updateScale(ptr);
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        }
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    }
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    struct InsertVisitor
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    {
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        MWWorld::CellStore& mCell;
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        bool mRescale;
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        Loading::Listener& mLoadingListener;
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        MWPhysics::PhysicsSystem& mPhysics;
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        MWRender::RenderingManager& mRendering;
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        std::vector<MWWorld::Ptr> mToInsert;
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        InsertVisitor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener,
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            MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering);
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        bool operator() (const MWWorld::Ptr& ptr);
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        void insert();
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    };
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    InsertVisitor::InsertVisitor (MWWorld::CellStore& cell, bool rescale,
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        Loading::Listener& loadingListener, MWPhysics::PhysicsSystem& physics,
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        MWRender::RenderingManager& rendering)
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    : mCell (cell), mRescale (rescale), mLoadingListener (loadingListener),
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      mPhysics (physics),
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      mRendering (rendering)
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    {}
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    bool InsertVisitor::operator() (const MWWorld::Ptr& ptr)
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    {
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        // do not insert directly as we can't modify the cell from within the visitation
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        // CreatureLevList::insertObjectRendering may spawn a new creature
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        mToInsert.push_back(ptr);
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        return true;
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    }
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    void InsertVisitor::insert()
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    {
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        for (std::vector<MWWorld::Ptr>::iterator it = mToInsert.begin(); it != mToInsert.end(); ++it)
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        {
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            MWWorld::Ptr ptr = *it;
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            if (mRescale)
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            {
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                if (ptr.getCellRef().getScale()<0.5)
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                    ptr.getCellRef().setScale(0.5);
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                else if (ptr.getCellRef().getScale()>2)
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                    ptr.getCellRef().setScale(2);
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            }
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            if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
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            {
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                try
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                {
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                    addObject(ptr, mPhysics, mRendering);
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                }
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                catch (const std::exception& e)
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                {
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                    std::string error ("failed to render '" + ptr.getCellRef().getRefId() + "': ");
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                    std::cerr << error + e.what() << std::endl;
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                }
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            }
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            mLoadingListener.increaseProgress (1);
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        }
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    }
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    struct AdjustPositionVisitor
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    {
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        bool operator() (const MWWorld::Ptr& ptr)
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        {
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            if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
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                ptr.getClass().adjustPosition (ptr, false);
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            return true;
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        }
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    };
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}
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namespace MWWorld
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{
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    void Scene::updateObjectRotation (const Ptr& ptr, bool inverseRotationOrder)
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    {
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        ::updateObjectRotation(ptr, *mPhysics, mRendering, inverseRotationOrder);
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    }
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    void Scene::updateObjectScale(const Ptr &ptr)
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    {
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        ::updateObjectScale(ptr, *mPhysics, mRendering);
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    }
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    void Scene::getGridCenter(int &cellX, int &cellY)
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    {
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        int maxX = std::numeric_limits<int>::min();
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        int maxY = std::numeric_limits<int>::min();
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        int minX = std::numeric_limits<int>::max();
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        int minY = std::numeric_limits<int>::max();
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        CellStoreCollection::iterator iter = mActiveCells.begin();
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        while (iter!=mActiveCells.end())
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        {
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            assert ((*iter)->getCell()->isExterior());
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            int x = (*iter)->getCell()->getGridX();
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            int y = (*iter)->getCell()->getGridY();
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            maxX = std::max(x, maxX);
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            maxY = std::max(y, maxY);
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            minX = std::min(x, minX);
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            minY = std::min(y, minY);
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            ++iter;
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        }
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        cellX = (minX + maxX) / 2;
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        cellY = (minY + maxY) / 2;
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    }
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    void Scene::update (float duration, bool paused)
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    {
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        mPreloadTimer += duration;
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        if (mPreloadTimer > 0.1f)
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        {
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            preloadCells(0.1f);
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            mPreloadTimer = 0.f;
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        }
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        mRendering.update (duration, paused);
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        mPreloader->updateCache(mRendering.getReferenceTime());
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    }
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    void Scene::unloadCell (CellStoreCollection::iterator iter)
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    {
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        std::cout << "Unloading cell\n";
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        ListAndResetObjectsVisitor visitor;
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        (*iter)->forEach<ListAndResetObjectsVisitor>(visitor);
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        for (std::vector<MWWorld::Ptr>::const_iterator iter2 (visitor.mObjects.begin());
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            iter2!=visitor.mObjects.end(); ++iter2)
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        {
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            mPhysics->remove(*iter2);
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        }
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        if ((*iter)->getCell()->isExterior())
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        {
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            const ESM::Land* land =
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                MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
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                    (*iter)->getCell()->getGridX(),
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                    (*iter)->getCell()->getGridY()
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                );
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            if (land && land->mDataTypes&ESM::Land::DATA_VHGT)
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                mPhysics->removeHeightField ((*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY());
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        }
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        MWBase::Environment::get().getMechanicsManager()->drop (*iter);
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        mRendering.removeCell(*iter);
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        MWBase::Environment::get().getWindowManager()->removeCell(*iter);
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        MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter);
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        MWBase::Environment::get().getSoundManager()->stopSound (*iter);
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        mActiveCells.erase(*iter);
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    }
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    void Scene::loadCell (CellStore *cell, Loading::Listener* loadingListener, bool respawn)
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    {
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        std::pair<CellStoreCollection::iterator, bool> result = mActiveCells.insert(cell);
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        if(result.second)
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        {
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            std::cout << "Loading cell " << cell->getCell()->getDescription() << std::endl;
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            float verts = ESM::Land::LAND_SIZE;
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            float worldsize = ESM::Land::REAL_SIZE;
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            // Load terrain physics first...
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            if (cell->getCell()->isExterior())
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            {
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                int cellX = cell->getCell()->getGridX();
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                int cellY = cell->getCell()->getGridY();
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                osg::ref_ptr<const ESMTerrain::LandObject> land = mRendering.getLandManager()->getLand(cellX, cellY);
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                const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : 0;
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                if (data)
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                {
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                    mPhysics->addHeightField (data->mHeights, cellX, cell->getCell()->getGridY(), worldsize / (verts-1), verts, data->mMinHeight, data->mMaxHeight, land.get());
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                }
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                else
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                {
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                    static std::vector<float> defaultHeight;
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                    defaultHeight.resize(verts*verts, ESM::Land::DEFAULT_HEIGHT);
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                    mPhysics->addHeightField (&defaultHeight[0], cell->getCell()->getGridX(), cell->getCell()->getGridY(), worldsize / (verts-1), verts, ESM::Land::DEFAULT_HEIGHT, ESM::Land::DEFAULT_HEIGHT, land.get());
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                }
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            }
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            // register local scripts
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            // do this before insertCell, to make sure we don't add scripts from levelled creature spawning twice
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            MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell);
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            if (respawn)
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                cell->respawn();
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            // ... then references. This is important for adjustPosition to work correctly.
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            /// \todo rescale depending on the state of a new GMST
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            insertCell (*cell, true, loadingListener);
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            mRendering.addCell(cell);
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            bool waterEnabled = cell->getCell()->hasWater() || cell->isExterior();
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            float waterLevel = cell->getWaterLevel();
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            mRendering.setWaterEnabled(waterEnabled);
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            if (waterEnabled)
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            {
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                mPhysics->enableWater(waterLevel);
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                mRendering.setWaterHeight(waterLevel);
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            }
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            else
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                mPhysics->disableWater();
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            if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
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                mRendering.configureAmbient(cell->getCell());
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        }
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        mPreloader->notifyLoaded(cell);
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    }
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    void Scene::clear()
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    {
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        CellStoreCollection::iterator active = mActiveCells.begin();
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        while (active!=mActiveCells.end())
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            unloadCell (active++);
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        assert(mActiveCells.empty());
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        mCurrentCell = NULL;
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        mPreloader->clear();
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    }
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    void Scene::playerMoved(const osg::Vec3f &pos)
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    {
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        if (!mCurrentCell || !mCurrentCell->isExterior())
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            return;
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        // figure out the center of the current cell grid (*not* necessarily mCurrentCell, which is the cell the player is in)
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        int cellX, cellY;
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        getGridCenter(cellX, cellY);
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        float centerX, centerY;
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        MWBase::Environment::get().getWorld()->indexToPosition(cellX, cellY, centerX, centerY, true);
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        const float maxDistance = 8192/2 + mCellLoadingThreshold; // 1/2 cell size + threshold
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        float distance = std::max(std::abs(centerX-pos.x()), std::abs(centerY-pos.y()));
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        if (distance > maxDistance)
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        {
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            int newX, newY;
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            MWBase::Environment::get().getWorld()->positionToIndex(pos.x(), pos.y(), newX, newY);
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            changeCellGrid(newX, newY);
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        }
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    }
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    void Scene::changeCellGrid (int X, int Y, bool changeEvent)
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    {
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        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
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        Loading::ScopedLoad load(loadingListener);
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        std::string loadingExteriorText = "#{sLoadingMessage3}";
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        loadingListener->setLabel(loadingExteriorText);
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        CellStoreCollection::iterator active = mActiveCells.begin();
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        while (active!=mActiveCells.end())
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        {
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            if ((*active)->getCell()->isExterior())
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            {
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                if (std::abs (X-(*active)->getCell()->getGridX())<=mHalfGridSize &&
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                    std::abs (Y-(*active)->getCell()->getGridY())<=mHalfGridSize)
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                {
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                    // keep cells within the new grid
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                    ++active;
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                    continue;
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                }
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            }
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            unloadCell (active++);
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        }
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        int refsToLoad = 0;
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        // get the number of refs to load
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        for (int x=X-mHalfGridSize; x<=X+mHalfGridSize; ++x)
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        {
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            for (int y=Y-mHalfGridSize; y<=Y+mHalfGridSize; ++y)
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            {
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                CellStoreCollection::iterator iter = mActiveCells.begin();
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                while (iter!=mActiveCells.end())
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                {
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                    assert ((*iter)->getCell()->isExterior());
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                    if (x==(*iter)->getCell()->getGridX() &&
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                        y==(*iter)->getCell()->getGridY())
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                        break;
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                    ++iter;
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                }
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                if (iter==mActiveCells.end())
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                    refsToLoad += MWBase::Environment::get().getWorld()->getExterior(x, y)->count();
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            }
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        }
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        loadingListener->setProgressRange(refsToLoad);
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        // Load cells
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        for (int x=X-mHalfGridSize; x<=X+mHalfGridSize; ++x)
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        {
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            for (int y=Y-mHalfGridSize; y<=Y+mHalfGridSize; ++y)
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            {
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                CellStoreCollection::iterator iter = mActiveCells.begin();
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                while (iter!=mActiveCells.end())
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                {
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                    assert ((*iter)->getCell()->isExterior());
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                    if (x==(*iter)->getCell()->getGridX() &&
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                        y==(*iter)->getCell()->getGridY())
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                        break;
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                    ++iter;
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                }
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                if (iter==mActiveCells.end())
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                {
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                    CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
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                    loadCell (cell, loadingListener, changeEvent);
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                }
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            }
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        }
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        CellStore* current = MWBase::Environment::get().getWorld()->getExterior(X,Y);
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        MWBase::Environment::get().getWindowManager()->changeCell(current);
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        if (changeEvent)
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            mCellChanged = true;
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    }
 | 
						|
 | 
						|
    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);
 | 
						|
 | 
						|
            if (adjustPlayerPos)
 | 
						|
                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);
 | 
						|
 | 
						|
        changeCellGrid(x, y, changeEvent);
 | 
						|
 | 
						|
        CellStore* current = MWBase::Environment::get().getWorld()->getExterior(x, y);
 | 
						|
        changePlayerCell(current, position, adjustPlayerPos);
 | 
						|
    }
 | 
						|
 | 
						|
    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<osg::Vec3f> 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<osg::Vec3f>& exteriorPositions)
 | 
						|
    {
 | 
						|
        std::vector<MWWorld::ConstPtr> teleportDoors;
 | 
						|
        for (CellStoreCollection::const_iterator iter (mActiveCells.begin());
 | 
						|
            iter!=mActiveCells.end(); ++iter)
 | 
						|
        {
 | 
						|
            const MWWorld::CellStore* cellStore = *iter;
 | 
						|
            typedef MWWorld::CellRefList<ESM::Door>::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<MWWorld::ConstPtr>::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<osg::Vec3f> 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<ESM::Transport::Dest>& transport = ptr.get<ESM::NPC>()->mBase->mTransport.mList;
 | 
						|
                mList.insert(mList.begin(), transport.begin(), transport.end());
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                const std::vector<ESM::Transport::Dest>& transport = ptr.get<ESM::Creature>()->mBase->mTransport.mList;
 | 
						|
                mList.insert(mList.begin(), transport.begin(), transport.end());
 | 
						|
            }
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
        float mPreloadDist;
 | 
						|
        osg::Vec3f mPlayerPos;
 | 
						|
        std::vector<ESM::Transport::Dest> mList;
 | 
						|
    };
 | 
						|
 | 
						|
    void Scene::preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& /*predictedPos*/, std::vector<osg::Vec3f>& 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<ESM::NPC>(listVisitor);
 | 
						|
            cellStore->forEachType<ESM::Creature>(listVisitor);
 | 
						|
        }
 | 
						|
 | 
						|
        for (std::vector<ESM::Transport::Dest>::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);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |