mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-21 08:53:52 +00:00
Water ripples
This commit is contained in:
parent
3663511cdb
commit
3da8f6e62e
10 changed files with 355 additions and 14 deletions
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@ -22,7 +22,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
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add_openmw_dir (mwrender
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actors objects renderingmanager animation rotatecontroller sky npcanimation vismask
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creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation
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bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage
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bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage ripplesimulation
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)
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add_openmw_dir (mwinput
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@ -114,7 +114,7 @@ namespace MWRender
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bool mWireframe;
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};
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RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem)
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RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback)
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: mViewer(viewer)
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, mRootNode(rootNode)
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, mResourceSystem(resourceSystem)
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@ -136,7 +136,7 @@ namespace MWRender
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mEffectManager.reset(new EffectManager(lightRoot, mResourceSystem));
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mWater.reset(new Water(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation()));
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mWater.reset(new Water(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback));
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mTerrain.reset(new Terrain::TerrainGrid(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(),
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new TerrainStorage(mResourceSystem->getVFS(), false), Mask_Terrain));
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@ -265,6 +265,8 @@ namespace MWRender
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if (store->getCell()->isExterior())
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mTerrain->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
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mWater->removeCell(store);
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}
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void RenderingManager::setSkyEnabled(bool enabled)
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@ -330,6 +332,7 @@ namespace MWRender
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{
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mEffectManager->update(dt);
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mSky->update(dt);
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mWater->update(dt);
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mCamera->update(dt, paused);
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osg::Vec3f focal, cameraPos;
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@ -354,6 +357,11 @@ namespace MWRender
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mCamera->attachTo(ptr);
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}
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void RenderingManager::removePlayer(const MWWorld::Ptr &player)
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{
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mWater->removeEmitter(player);
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}
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void RenderingManager::rotateObject(const MWWorld::Ptr &ptr, const osg::Quat& rot)
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{
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if(ptr == mCamera->getTrackingPtr() &&
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@ -378,6 +386,7 @@ namespace MWRender
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void RenderingManager::removeObject(const MWWorld::Ptr &ptr)
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{
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mObjects->removeObject(ptr);
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mWater->removeEmitter(ptr);
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}
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void RenderingManager::setWaterEnabled(bool enabled)
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@ -579,7 +588,7 @@ namespace MWRender
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void RenderingManager::notifyWorldSpaceChanged()
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{
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mEffectManager->clear();
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//mWater->clearRipples();
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mWater->clearRipples();
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}
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void RenderingManager::clear()
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@ -613,6 +622,8 @@ namespace MWRender
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mPlayerNode->getUserDataContainer()->addUserObject(new PtrHolder(player));
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player.getRefData().setBaseNode(mPlayerNode);
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mWater->addEmitter(player);
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}
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void RenderingManager::renderPlayer(const MWWorld::Ptr &player)
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@ -621,8 +632,6 @@ namespace MWRender
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mCamera->setAnimation(mPlayerAnimation.get());
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mCamera->attachTo(player);
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//mWater->removeEmitter(ptr);
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//mWater->addEmitter(ptr);
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}
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void RenderingManager::rebuildPtr(const MWWorld::Ptr &ptr)
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@ -643,6 +652,16 @@ namespace MWRender
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}
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}
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void RenderingManager::addWaterRippleEmitter(const MWWorld::Ptr &ptr)
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{
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mWater->addEmitter(ptr);
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}
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void RenderingManager::removeWaterRippleEmitter(const MWWorld::Ptr &ptr)
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{
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mWater->removeEmitter(ptr);
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}
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void RenderingManager::updateProjectionMatrix()
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{
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double aspect = mViewer->getCamera()->getViewport()->aspectRatio();
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@ -37,6 +37,11 @@ namespace Terrain
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class World;
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}
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namespace MWWorld
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{
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class Fallback;
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}
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namespace MWRender
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{
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@ -52,7 +57,7 @@ namespace MWRender
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class RenderingManager : public MWRender::RenderingInterface
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{
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public:
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RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem);
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RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback);
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~RenderingManager();
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MWRender::Objects& getObjects();
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@ -125,8 +130,12 @@ namespace MWRender
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Animation* getAnimation(const MWWorld::Ptr& ptr);
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Animation* getPlayerAnimation();
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void addWaterRippleEmitter(const MWWorld::Ptr& ptr);
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void removeWaterRippleEmitter(const MWWorld::Ptr& ptr);
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void updatePlayerPtr(const MWWorld::Ptr &ptr);
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void removePlayer(const MWWorld::Ptr& player);
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void setupPlayer(const MWWorld::Ptr& player);
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void renderPlayer(const MWWorld::Ptr& player);
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202
apps/openmw/mwrender/ripplesimulation.cpp
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202
apps/openmw/mwrender/ripplesimulation.cpp
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@ -0,0 +1,202 @@
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#include "ripplesimulation.hpp"
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#include <iomanip>
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#include <osg/Geode>
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#include <osg/Texture2D>
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#include <osg/Material>
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#include <osg/Depth>
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#include <osg/PositionAttitudeTransform>
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#include <osgParticle/ParticleSystem>
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#include <osgParticle/ParticleSystemUpdater>
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#include <components/misc/rng.hpp>
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#include <components/nifosg/controller.hpp>
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#include <components/resource/texturemanager.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include "vismask.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/fallback.hpp"
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namespace
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{
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void createWaterRippleStateSet(Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback, osg::Node* node)
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{
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int rippleFrameCount = fallback->getFallbackInt("Water_RippleFrameCount");
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if (rippleFrameCount <= 0)
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return;
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std::string tex = fallback->getFallbackString("Water_RippleTexture");
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std::vector<osg::ref_ptr<osg::Texture2D> > textures;
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for (int i=0; i<rippleFrameCount; ++i)
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{
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std::ostringstream texname;
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texname << "textures/water/" << tex << std::setw(2) << std::setfill('0') << i << ".dds";
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textures.push_back(resourceSystem->getTextureManager()->getTexture2D(texname.str(), osg::Texture::REPEAT, osg::Texture::REPEAT));
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}
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osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 0.3f/rippleFrameCount, textures));
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controller->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
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node->addUpdateCallback(controller);
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
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osg::ref_ptr<osg::Depth> depth (new osg::Depth);
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depth->setWriteMask(false);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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osg::ref_ptr<osg::Material> mat (new osg::Material);
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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mat->setColorMode(osg::Material::DIFFUSE);
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stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
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node->setStateSet(stateset);
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}
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}
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namespace MWRender
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{
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RippleSimulation::RippleSimulation(osg::Group *parent, Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback)
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: mParent(parent)
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{
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osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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mParticleSystem = new osgParticle::ParticleSystem;
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geode->addDrawable(mParticleSystem);
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mParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
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mParticleSystem->setAlignVectorX(osg::Vec3f(1,0,0));
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mParticleSystem->setAlignVectorY(osg::Vec3f(0,1,0));
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osgParticle::Particle& particleTemplate = mParticleSystem->getDefaultParticleTemplate();
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particleTemplate.setSizeRange(osgParticle::rangef(15, 180));
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particleTemplate.setColorRange(osgParticle::rangev4(osg::Vec4f(1,1,1,0.7), osg::Vec4f(1,1,1,0.7)));
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particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 0.f));
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particleTemplate.setAngularVelocity(osg::Vec3f(0,0,fallback->getFallbackFloat("Water_RippleRotSpeed")));
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particleTemplate.setLifeTime(fallback->getFallbackFloat("Water_RippleLifetime"));
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osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater (new osgParticle::ParticleSystemUpdater);
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updater->addParticleSystem(mParticleSystem);
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mParticleNode = new osg::PositionAttitudeTransform;
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mParticleNode->addChild(updater);
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mParticleNode->addChild(geode);
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mParticleNode->setNodeMask(Mask_Effect);
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createWaterRippleStateSet(resourceSystem, fallback, mParticleNode);
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mParent->addChild(mParticleNode);
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}
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RippleSimulation::~RippleSimulation()
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{
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mParent->removeChild(mParticleNode);
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}
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void RippleSimulation::update(float dt)
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{
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for (std::vector<Emitter>::iterator it=mEmitters.begin(); it !=mEmitters.end(); ++it)
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{
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if (it->mPtr == MWBase::Environment::get().getWorld ()->getPlayerPtr())
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{
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// fetch a new ptr (to handle cell change etc)
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// for non-player actors this is done in updateObjectCell
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it->mPtr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
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}
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osg::Vec3f currentPos (it->mPtr.getRefData().getPosition().asVec3());
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currentPos.z() = 0; // Z is set by the Scene Node
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if ( (currentPos - it->mLastEmitPosition).length() > 10
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// Only emit when close to the water surface, not above it and not too deep in the water
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&& MWBase::Environment::get().getWorld ()->isUnderwater (it->mPtr.getCell(), it->mPtr.getRefData().getPosition().asVec3())
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&& !MWBase::Environment::get().getWorld()->isSubmerged(it->mPtr))
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{
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it->mLastEmitPosition = currentPos;
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if (mParticleSystem->numParticles()-mParticleSystem->numDeadParticles() > 500)
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continue; // TODO: remove the oldest particle to make room?
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osgParticle::Particle* p = mParticleSystem->createParticle(NULL);
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p->setPosition(currentPos);
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p->setAngle(osg::Vec3f(0,0, Misc::Rng::rollProbability() * osg::PI * 2 - osg::PI));
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}
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}
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}
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void RippleSimulation::addEmitter(const MWWorld::Ptr& ptr, float scale, float force)
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{
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Emitter newEmitter;
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newEmitter.mPtr = ptr;
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newEmitter.mScale = scale;
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newEmitter.mForce = force;
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newEmitter.mLastEmitPosition = osg::Vec3f(0,0,0);
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mEmitters.push_back (newEmitter);
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}
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void RippleSimulation::removeEmitter (const MWWorld::Ptr& ptr)
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{
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for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
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{
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if (it->mPtr == ptr)
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{
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mEmitters.erase(it);
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return;
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}
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}
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}
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void RippleSimulation::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
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{
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for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
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{
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if (it->mPtr == old)
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{
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it->mPtr = ptr;
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return;
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}
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}
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}
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void RippleSimulation::removeCell(const MWWorld::CellStore *store)
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{
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for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end();)
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{
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if (it->mPtr.getCell() == store && it->mPtr != MWBase::Environment::get().getWorld()->getPlayerPtr())
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{
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it = mEmitters.erase(it);
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}
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else
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++it;
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}
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}
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void RippleSimulation::setWaterHeight(float height)
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{
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mParticleNode->setPosition(osg::Vec3f(0,0,height));
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}
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void RippleSimulation::clear()
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{
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for (int i=0; i<mParticleSystem->numParticles(); ++i)
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mParticleSystem->destroyParticle(i);
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}
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}
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76
apps/openmw/mwrender/ripplesimulation.hpp
Normal file
76
apps/openmw/mwrender/ripplesimulation.hpp
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#ifndef OPENMW_MWRENDER_RIPPLESIMULATION_H
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#define OPENMW_MWRENDER_RIPPLESIMULATION_H
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#include <osg/ref_ptr>
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#include "../mwworld/ptr.hpp"
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namespace osg
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{
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class Group;
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}
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namespace osgParticle
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{
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class ParticleSystem;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace MWWorld
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{
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class Fallback;
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}
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namespace MWRender
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{
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struct Emitter
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{
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MWWorld::Ptr mPtr;
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osg::Vec3f mLastEmitPosition;
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float mScale;
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float mForce;
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};
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class RippleSimulation
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{
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public:
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RippleSimulation(osg::Group* parent, Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback);
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~RippleSimulation();
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/// @param dt Time since the last frame
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void update(float dt);
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/// adds an emitter, position will be tracked automatically
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void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
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void removeEmitter (const MWWorld::Ptr& ptr);
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void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
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void removeCell(const MWWorld::CellStore* store);
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/// Change the height of the water surface, thus moving all ripples with it
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void setWaterHeight(float height);
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/// Remove all active ripples
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void clear();
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private:
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osg::ref_ptr<osg::Group> mParent;
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Resource::ResourceSystem* mResourceSystem;
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osg::ref_ptr<osgParticle::ParticleSystem> mParticleSystem;
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osg::ref_ptr<osg::PositionAttitudeTransform> mParticleNode;
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std::vector<Emitter> mEmitters;
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float mRippleLifeTime;
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float mRippleRotSpeed;
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};
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}
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#endif
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@ -18,6 +18,7 @@
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#include <components/sceneutil/controller.hpp>
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#include "vismask.hpp"
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#include "ripplesimulation.hpp"
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namespace
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{
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@ -107,13 +108,15 @@ namespace MWRender
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// --------------------------------------------------------------------------------------------------------------------------------
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Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico)
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Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico, const MWWorld::Fallback* fallback)
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: mParent(parent)
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, mResourceSystem(resourceSystem)
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, mEnabled(true)
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, mToggled(true)
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, mTop(0)
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{
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mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
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osg::ref_ptr<osg::Geometry> waterGeom = createWaterGeometry(CELL_SIZE*150, 40, 900);
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osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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@ -161,6 +164,11 @@ void Water::setHeight(const float height)
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mWaterNode->setPosition(pos);
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}
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||||
|
||||
void Water::update(float dt)
|
||||
{
|
||||
mSimulation->update(dt);
|
||||
}
|
||||
|
||||
void Water::updateVisible()
|
||||
{
|
||||
mWaterNode->setNodeMask(mEnabled && mToggled ? ~0 : 0);
|
||||
|
@ -183,7 +191,6 @@ osg::Vec3f Water::getSceneNodeCoordinates(int gridX, int gridY)
|
|||
return osg::Vec3f(static_cast<float>(gridX * CELL_SIZE + (CELL_SIZE / 2)), static_cast<float>(gridY * CELL_SIZE + (CELL_SIZE / 2)), mTop);
|
||||
}
|
||||
|
||||
/*
|
||||
void Water::addEmitter (const MWWorld::Ptr& ptr, float scale, float force)
|
||||
{
|
||||
mSimulation->addEmitter (ptr, scale, force);
|
||||
|
@ -198,6 +205,15 @@ void Water::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
|
|||
{
|
||||
mSimulation->updateEmitterPtr(old, ptr);
|
||||
}
|
||||
*/
|
||||
|
||||
void Water::removeCell(const MWWorld::CellStore *store)
|
||||
{
|
||||
mSimulation->removeCell(store);
|
||||
}
|
||||
|
||||
void Water::clearRipples()
|
||||
{
|
||||
mSimulation->clear();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -21,9 +21,16 @@ namespace Resource
|
|||
class ResourceSystem;
|
||||
}
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
class Fallback;
|
||||
}
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
||||
class RippleSimulation;
|
||||
|
||||
/// Water rendering
|
||||
class Water
|
||||
{
|
||||
|
@ -34,6 +41,8 @@ namespace MWRender
|
|||
Resource::ResourceSystem* mResourceSystem;
|
||||
osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
|
||||
|
||||
std::auto_ptr<RippleSimulation> mSimulation;
|
||||
|
||||
bool mEnabled;
|
||||
bool mToggled;
|
||||
float mTop;
|
||||
|
@ -42,7 +51,7 @@ namespace MWRender
|
|||
void updateVisible();
|
||||
|
||||
public:
|
||||
Water(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico);
|
||||
Water(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const MWWorld::Fallback* fallback);
|
||||
~Water();
|
||||
|
||||
void setEnabled(bool enabled);
|
||||
|
@ -51,16 +60,19 @@ namespace MWRender
|
|||
|
||||
bool isUnderwater(const osg::Vec3f& pos) const;
|
||||
|
||||
/*
|
||||
/// adds an emitter, position will be tracked automatically using its scene node
|
||||
void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
|
||||
void removeEmitter (const MWWorld::Ptr& ptr);
|
||||
void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
|
||||
*/
|
||||
void removeCell(const MWWorld::CellStore* store); ///< remove all emitters in this cell
|
||||
|
||||
void clearRipples();
|
||||
|
||||
void changeCell(const MWWorld::CellStore* store);
|
||||
void setHeight(const float height);
|
||||
|
||||
void update(float dt);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -58,4 +58,5 @@ namespace MWWorld
|
|||
return osg::Vec4f(boost::lexical_cast<int>(ret[0])/255.f,boost::lexical_cast<int>(ret[1])/255.f,boost::lexical_cast<int>(ret[2])/255.f, 1.f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -39,6 +39,9 @@ namespace
|
|||
model = ""; // marker objects that have a hardcoded function in the game logic, should be hidden from the player
|
||||
ptr.getClass().insertObjectRendering(ptr, model, rendering);
|
||||
ptr.getClass().insertObject (ptr, model, physics);
|
||||
|
||||
if (ptr.getClass().isActor())
|
||||
rendering.addWaterRippleEmitter(ptr);
|
||||
}
|
||||
|
||||
void updateObjectLocalRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
|
||||
|
@ -570,6 +573,8 @@ namespace MWWorld
|
|||
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)
|
||||
|
|
|
@ -161,7 +161,7 @@ namespace MWWorld
|
|||
{
|
||||
mPhysics = new MWPhysics::PhysicsSystem(resourceSystem, rootNode);
|
||||
mProjectileManager.reset(new ProjectileManager(rootNode, resourceSystem, mPhysics));
|
||||
mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem);
|
||||
mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem, &mFallback);
|
||||
|
||||
mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback);
|
||||
|
||||
|
@ -2064,6 +2064,7 @@ namespace MWWorld
|
|||
// Remove the old CharacterController
|
||||
MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
|
||||
mPhysics->remove(getPlayerPtr());
|
||||
mRendering->removePlayer(getPlayerPtr());
|
||||
|
||||
mPlayer->set(player);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue