function to get cellsize depending on the context.

simplify_debugging
florent.teppe 2 years ago
parent 93b3d9238c
commit 5648e03e9e

@ -517,8 +517,8 @@ namespace MWWorld
float centerX, centerY;
mWorld.indexToPosition(currentGridCenter->x(), currentGridCenter->y(), centerX, centerY, true, isEsm4Ext);
float distance = std::max(std::abs(centerX - pos.x()), std::abs(centerY - pos.y()));
const float maxDistance
= Constants::CellSizeInUnits / 2 + mCellLoadingThreshold; // 1/2 cell size + threshold
float cellSize = Constants::getCellSize(isEsm4Ext);
const float maxDistance = cellSize / 2 + mCellLoadingThreshold; // 1/2 cell size + threshold
if (distance <= maxDistance)
return *currentGridCenter;
}
@ -1166,6 +1166,8 @@ namespace MWWorld
float centerX, centerY;
mWorld.indexToPosition(cellX, cellY, centerX, centerY, true);
float cellSize = mWorld.getCurrentCellSize();
bool esm4Ext = cellSize == Constants::ESM4CellSizeInUnits;
for (int dx = -halfGridSizePlusOne; dx <= halfGridSizePlusOne; ++dx)
{
@ -1176,15 +1178,14 @@ namespace MWWorld
continue; // only care about the outer (not yet loaded) part of the grid
float thisCellCenterX, thisCellCenterY;
mWorld.indexToPosition(cellX + dx, cellY + dy, thisCellCenterX, thisCellCenterY, true);
mWorld.indexToPosition(cellX + dx, cellY + dy, thisCellCenterX, thisCellCenterY, true, esm4Ext);
float dist
= std::max(std::abs(thisCellCenterX - playerPos.x()), std::abs(thisCellCenterY - playerPos.y()));
dist = std::min(dist,
std::max(
std::abs(thisCellCenterX - predictedPos.x()), std::abs(thisCellCenterY - predictedPos.y())));
float loadDist = Constants::CellSizeInUnits / 2 + Constants::CellSizeInUnits - mCellLoadingThreshold
+ mPreloadDistance;
float loadDist = cellSize / 2 + cellSize - mCellLoadingThreshold + mPreloadDistance;
if (dist < loadDist)
preloadCell(mWorld.getWorldModel().getExterior(

@ -1374,7 +1374,9 @@ namespace MWWorld
&& !(ptr.getClass().isPersistent(ptr) && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished());
if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && !swims && isActorCollisionEnabled(ptr)))
{
osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::CellSizeInUnits);
bool esm4Ext = ptr.getCell()->isExterior()
&& ptr.getCell()->getCell()->getWorldSpace() != ESM::Cell::sDefaultWorldspaceId;
osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::getCellSize(esm4Ext));
pos.z() = std::min(pos.z(), traced.z());
}
@ -1409,9 +1411,10 @@ namespace MWWorld
if (!mPhysics->castRay(pos, targetPos, MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door).mHit)
break;
}
bool esm4Ext = actor.getCell()->isExterior()
&& actor.getCell()->getCell()->getWorldSpace() != ESM::Cell::sDefaultWorldspaceId;
targetPos.z() += distance / 2.f; // move up a bit to get out from geometry, will snap down later
osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, Constants::CellSizeInUnits);
osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, Constants::getCellSize(esm4Ext));
if (traced != pos)
{
esmPos.pos[0] = traced.x();
@ -1497,7 +1500,7 @@ namespace MWWorld
void World::indexToPosition(int cellX, int cellY, float& x, float& y, bool centre, bool esm4Ext) const
{
const int cellSize = esm4Ext ? Constants::ESM4CellSizeInUnits : Constants::CellSizeInUnits;
const int cellSize = Constants::getCellSize(esm4Ext);
x = static_cast<float>(cellSize * cellX);
y = static_cast<float>(cellSize * cellY);
@ -1907,6 +1910,14 @@ namespace MWWorld
return false;
}
float World::getCurrentCellSize() const
{
const CellStore* cellStore = mWorldScene->getCurrentCell();
if (cellStore)
return Constants::getCellSize(cellStore->getCell()->isEsm4());
return Constants::getCellSize(false);
}
int World::getCurrentWeather() const
{
return mWeatherManager->getWeatherID();

@ -246,6 +246,8 @@ namespace MWWorld
bool isCellQuasiExterior() const override;
float getCurrentCellSize() const;
void getDoorMarkers(MWWorld::CellStore& cell, std::vector<DoorMarker>& out) override;
///< get a list of teleport door markers for a given cell, to be displayed on the local map

@ -24,6 +24,10 @@ namespace Constants
// Size of one exterior cell in game units
constexpr int CellSizeInUnits = 8192;
constexpr int ESM4CellSizeInUnits = 4096;
static inline int getCellSize(bool isESM4Ext)
{
return isESM4Ext ? ESM4CellSizeInUnits : CellSizeInUnits;
}
// Size of active cell grid in cells (it is a square with the (2 * CellGridRadius + 1) cells side)
constexpr int CellGridRadius = 1;

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