Merge remote branch 'scrawl/weather'

pull/21/head
Marc Zinnschlag 13 years ago
commit af39275a63

@ -51,7 +51,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
cameraPitchNode->attachObject(mRendering.getCamera());
//mSkyManager = 0;
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera());
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
mSun = 0;

@ -10,16 +10,12 @@
#include <components/nifogre/ogre_nif_loader.hpp>
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
using namespace MWRender;
using namespace Ogre;
// the speed at which the clouds are animated
#define CLOUD_SPEED 0.001
// this distance has to be set accordingly so that the
// celestial bodies are behind the clouds, but in front of the atmosphere
#define CELESTIAL_BODY_DISTANCE 1000.f
BillboardObject::BillboardObject( const String& textureName,
const float initialSize,
const Vector3& position,
@ -50,7 +46,7 @@ void BillboardObject::setVisibility(const float visibility)
void BillboardObject::setPosition(const Vector3& pPosition)
{
Vector3 normalised = pPosition.normalisedCopy();
Vector3 finalPosition = normalised * CELESTIAL_BODY_DISTANCE;
Vector3 finalPosition = normalised * 1000.f;
mBBSet->setCommonDirection( -normalised );
@ -85,7 +81,7 @@ void BillboardObject::init(const String& textureName,
{
SceneManager* sceneMgr = rootNode->getCreator();
Vector3 finalPosition = position.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
Vector3 finalPosition = position.normalisedCopy() * 1000.f;
static unsigned int bodyCount=0;
@ -296,9 +292,10 @@ void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType)
ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock();
}
SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environment* env) :
mGlareFade(0), mGlareEnabled(false)
{
mEnvironment = env;
mViewport = pCamera->getViewport();
mSceneMgr = pMwRoot->getCreator();
mRootNode = pCamera->getParentSceneNode()->createChildSceneNode();
@ -312,7 +309,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
Pass* pass = material->getTechnique(0)->getPass(0);
pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mThunderTextureUnit = pass->createTextureUnitState();
mThunderTextureUnit->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, ColourValue(1.f, 1.f, 1.f)); // always black colour
mThunderTextureUnit->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, ColourValue(1.f, 1.f, 1.f));
mThunderTextureUnit->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, 0.5f);
OverlayManager& ovm = OverlayManager::getSingleton();
mThunderOverlay = ovm.create( "ThunderOverlay" );
@ -504,7 +501,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
" uniform float4 emissive \n"
") \n"
"{ \n"
" uv += float2(1,1) * time * speed * "<<CLOUD_SPEED<<"; \n" // Scroll in x,y direction
" uv += float2(1,0) * time * speed * 0.003; \n" // Scroll in x direction
" float4 tex = lerp(tex2D(texture, uv), tex2D(secondTexture, uv), transitionFactor); \n"
" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n"
"}";
@ -558,7 +555,7 @@ void SkyManager::update(float duration)
if (!mEnabled) return;
// UV Scroll the clouds
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", 1);
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", mEnvironment->mWorld->getTimeScaleFactor()/30.f);
/// \todo improve this
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
@ -594,8 +591,8 @@ void SkyManager::update(float duration)
mMasser->setVisible(mMasserEnabled);
mSecunda->setVisible(mSecundaEnabled);
// rotate the whole sky by 360 degrees every 4 days
mRootNode->roll(Degree(mHourDiff*360/96.f));
// rotate the stars by 360 degrees every 4 days
mAtmosphereNight->roll(Degree(mEnvironment->mWorld->getTimeScaleFactor()*duration*360 / (3600*96.f)));
}
void SkyManager::enable()
@ -692,6 +689,7 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
strength = 1.f;
mSunGlare->setVisibility(weather.mGlareView * strength);
mSun->setVisibility(strength);
mAtmosphereNight->setVisible(weather.mNight && mEnabled);
}
@ -775,9 +773,6 @@ void SkyManager::setSecundaFade(const float fade)
void SkyManager::setHour(double hour)
{
mHourDiff = mHour - hour;
if (mHourDiff > 0) mHourDiff -= 24;
mHour = hour;
}

@ -107,7 +107,7 @@ namespace MWRender
class SkyManager
{
public:
SkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera);
SkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera, MWWorld::Environment* env);
~SkyManager();
void update(float duration);
@ -164,12 +164,11 @@ namespace MWRender
Ogre::Vector3 getRealSunPos();
private:
MWWorld::Environment* mEnvironment;
float mHour;
int mDay;
int mMonth;
float mHourDiff;
BillboardObject* mSun;
BillboardObject* mSunGlare;
Moon* mMasser;

@ -22,6 +22,14 @@ const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
const float WeatherGlobals::mWeatherUpdateTime = 20.f;
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
// weather setting anyway, we can just as well set them globally
const float WeatherGlobals::mThunderFrequency = .4;
const float WeatherGlobals::mThunderThreshold = 0.6;
const float WeatherGlobals::mThunderSoundDelay = 0.25;
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0)
@ -320,6 +328,9 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environmen
void WeatherManager::setWeather(const String& weather, bool instant)
{
if (weather == mCurrentWeather && mNextWeather == "")
return;
if (instant || mFirstUpdate)
{
mNextWeather = "";
@ -331,12 +342,12 @@ void WeatherManager::setWeather(const String& weather, bool instant)
if (mNextWeather != "")
{
// transition more than 50% finished?
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60) <= 0.5)
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*3600) <= 0.5)
mCurrentWeather = mNextWeather;
}
mNextWeather = weather;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*3600;
}
}
@ -344,7 +355,7 @@ WeatherResult WeatherManager::getResult(const String& weather)
{
const Weather& current = mWeatherSettings[weather];
WeatherResult result;
result.mCloudTexture = current.mCloudTexture;
result.mCloudBlendFactor = 0;
result.mCloudOpacity = current.mCloudsMaximumPercent;
@ -353,16 +364,13 @@ WeatherResult WeatherManager::getResult(const String& weather)
result.mGlareView = current.mGlareView;
result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
result.mSunColor = current.mSunDiscSunsetColor;
const float fade_duration = current.mTransitionDelta * 24.f;
result.mNight = (mHour < 6.f+fade_duration || mHour > 20.f-fade_duration);
result.mNight = (mHour < 6 || mHour > 19);
result.mFogDepth = result.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
// night
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
|| mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
if (mHour <= 5.5f || mHour >= 21)
{
result.mFogColor = current.mFogNightColor;
result.mAmbientColor = current.mAmbientNightColor;
@ -370,82 +378,68 @@ WeatherResult WeatherManager::getResult(const String& weather)
result.mSkyColor = current.mSkyNightColor;
result.mNightFade = 1.f;
}
// sunrise
else if (mHour >= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration) && mHour <= WeatherGlobals::mSunriseTime)
else if (mHour >= 5.5f && mHour <= 9)
{
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration))
if (mHour <= 6)
{
// fade in
float advance = (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration)-mHour;
float factor = (advance / fade_duration);
float advance = 6-mHour;
float factor = advance / 0.5f;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor);
result.mNightFade = factor;
}
else if (mHour >= (WeatherGlobals::mSunriseTime-fade_duration))
else //if (mHour >= 6)
{
// fade out
float advance = mHour-(WeatherGlobals::mSunriseTime-fade_duration);
float factor = advance / fade_duration;
float advance = mHour-6;
float factor = advance / 3.f;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor);
}
else
{
result.mFogColor = current.mFogSunriseColor;
result.mAmbientColor = current.mAmbientSunriseColor;
result.mSunColor = current.mSunSunriseColor;
result.mSkyColor = current.mSkySunriseColor;
}
}
// day
else if (mHour >= (WeatherGlobals::mSunriseTime) && mHour <= (WeatherGlobals::mSunsetTime))
else if (mHour >= 9 && mHour <= 17)
{
result.mFogColor = current.mFogDayColor;
result.mAmbientColor = current.mAmbientDayColor;
result.mSunColor = current.mSunDayColor;
result.mSkyColor = current.mSkyDayColor;
}
// sunset
else if (mHour >= (WeatherGlobals::mSunsetTime) && mHour <= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
else if (mHour >= 17 && mHour <= 21)
{
if (mHour <= (WeatherGlobals::mSunsetTime+fade_duration))
if (mHour <= 19)
{
// fade in
float advance = (WeatherGlobals::mSunsetTime+fade_duration)-mHour;
float factor = (advance / fade_duration);
float advance = 19-mHour;
float factor = (advance / 2);
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor);
}
else if (mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration))
else //if (mHour >= 19)
{
// fade out
float advance = mHour-(WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration);
float factor = advance / fade_duration;
float advance = mHour-19;
float factor = advance / 2.f;
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor);
result.mNightFade = factor;
}
else
{
result.mFogColor = current.mFogSunsetColor;
result.mAmbientColor = current.mAmbientSunsetColor;
result.mSunColor = current.mSunSunsetColor;
result.mSkyColor = current.mSkySunsetColor;
}
}
return result;
}
@ -454,43 +448,36 @@ WeatherResult WeatherManager::transition(float factor)
const WeatherResult& current = getResult(mCurrentWeather);
const WeatherResult& other = getResult(mNextWeather);
WeatherResult result;
result.mCloudTexture = current.mCloudTexture;
result.mNextCloudTexture = other.mCloudTexture;
result.mCloudBlendFactor = factor;
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mFogColor = lerp(current.mFogColor, other.mFogColor);
result.mSunColor = lerp(current.mSunColor, other.mSunColor);
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor);
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor);
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor);
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth);
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed);
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
//result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
result.mCloudSpeed = current.mCloudSpeed;
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mGlareView = lerp(current.mGlareView, other.mGlareView);
result.mNight = current.mNight;
// sound change behaviour:
// if 'other' has a new sound, switch to it after 1/2 of the transition length
if (other.mAmbientLoopSoundID != "")
result.mAmbientLoopSoundID = factor>0.5 ? other.mAmbientLoopSoundID : current.mAmbientLoopSoundID;
// if 'current' has a sound and 'other' does not have a sound, turn off the sound immediately
else if (current.mAmbientLoopSoundID != "")
result.mAmbientLoopSoundID = "";
return result;
}
void WeatherManager::update(float duration)
{
mWeatherUpdateTime -= duration;
mWeatherUpdateTime -= duration * mEnvironment->mWorld->getTimeScaleFactor();
bool exterior = (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior());
if (exterior)
{
std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
@ -499,17 +486,17 @@ void WeatherManager::update(float duration)
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
mCurrentRegion = regionstr;
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*60.f;
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*3600;
std::string weather;
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
weather = mRegionOverrides[regionstr];
else
{
// get weather probabilities for the current region
const ESM::Region *region = mEnvironment->mWorld->getStore().regions.find (regionstr);
float clear = region->data.clear/255.f;
float cloudy = region->data.cloudy/255.f;
float foggy = region->data.foggy/255.f;
@ -520,13 +507,13 @@ void WeatherManager::update(float duration)
float blight = region->data.blight/255.f;
float snow = region->data.a/255.f;
float blizzard = region->data.b/255.f;
// re-scale to 100 percent
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
srand(time(NULL));
float random = ((rand()%100)/100.f) * total;
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blizzard";
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
@ -548,56 +535,54 @@ void WeatherManager::update(float duration)
else
weather = "clear";
}
setWeather(weather, false);
/*
std::cout << "roll result: " << random << std::endl;
std::cout << regionstr << " weather probabilities: " << clear << " " << cloudy << " " << foggy << " "
<< overcast << " " << rain << " " << thunder << " " << ash << " " << blight << " " << snow << " "
<< blizzard << std::endl;
std::cout << "New weather : " << weather << std::endl;
*/
}
WeatherResult result;
if (mNextWeather != "")
{
mRemainingTransitionTime -= duration;
mRemainingTransitionTime -= duration * mEnvironment->mWorld->getTimeScaleFactor();
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
}
}
if (mNextWeather != "")
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60)));
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*3600)));
else
result = getResult(mCurrentWeather);
mRendering->configureFog(result.mFogDepth, result.mFogColor);
// disable sun during night
if (mHour >= WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration
|| mHour <= WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
if (mHour >= 20 || mHour <= 6.f)
mRendering->getSkyManager()->sunDisable();
else
{
// during day, calculate sun angle
float height = 1-std::abs(((mHour-13)/7.f));
int facing = mHour > 13.f ? 1 : -1;
Vector3 final(
(1-height)*facing,
(1-height)*facing,
height);
mRendering->setSunDirection(final);
mRendering->getSkyManager()->sunEnable();
}
// sun angle
float height;
// rise at 6, set at 20
if (mHour >= 6 && mHour <= 20)
height = 1-std::abs(((mHour-13)/7.f));
else if (mHour > 20)
height = (mHour-20.f)/4.f;
else //if (mHour > 0 && mHour < 6)
height = 1-(mHour/6.f);
int facing = (mHour > 13.f) ? 1 : -1;
Vector3 final(
(1-height)*facing,
(1-height)*facing,
height);
mRendering->setSunDirection(final);
// moon calculations
float night;
if (mHour >= 14)
@ -606,9 +591,9 @@ void WeatherManager::update(float duration)
night = mHour+10;
else
night = 0;
night /= 20.f;
if (night != 0)
{
float moonHeight = 1-std::abs((night-0.5)*2);
@ -617,17 +602,17 @@ void WeatherManager::update(float duration)
(1-moonHeight)*facing,
(1-moonHeight)*facing,
moonHeight);
Vector3 secunda(
(1-moonHeight)*facing*0.8,
(1-moonHeight)*facing*1.25,
moonHeight);
mRendering->getSkyManager()->setMasserDirection(masser);
mRendering->getSkyManager()->setSecundaDirection(secunda);
mRendering->getSkyManager()->masserEnable();
mRendering->getSkyManager()->secundaEnable();
float hour_fade;
if (mHour >= 7.f && mHour <= 14.f)
hour_fade = 1-(mHour-7)/3.f;
@ -635,28 +620,28 @@ void WeatherManager::update(float duration)
hour_fade = mHour-14;
else
hour_fade = 1;
float secunda_angle_fade;
float masser_angle_fade;
float angle = moonHeight*90.f;
if (angle >= 30 && angle <= 50)
secunda_angle_fade = (angle-30)/20.f;
else if (angle <30)
secunda_angle_fade = 0.f;
else
secunda_angle_fade = 1.f;
if (angle >= 40 && angle <= 50)
masser_angle_fade = (angle-40)/10.f;
else if (angle <40)
masser_angle_fade = 0.f;
else
masser_angle_fade = 1.f;
masser_angle_fade *= hour_fade;
secunda_angle_fade *= hour_fade;
mRendering->getSkyManager()->setMasserFade(masser_angle_fade);
mRendering->getSkyManager()->setSecundaFade(secunda_angle_fade);
}
@ -665,7 +650,7 @@ void WeatherManager::update(float duration)
mRendering->getSkyManager()->masserDisable();
mRendering->getSkyManager()->secundaDisable();
}
if (mCurrentWeather == "thunderstorm" && mNextWeather == "" && exterior)
{
if (mThunderFlash > 0)
@ -684,7 +669,7 @@ void WeatherManager::update(float duration)
mEnvironment->mSoundManager->playSound(soundname, 1.0, 1.0);
mThunderSoundDelay = 1000;
}
mThunderFlash -= duration;
if (mThunderFlash > 0)
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
@ -703,20 +688,20 @@ void WeatherManager::update(float duration)
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = WeatherGlobals::mThunderThreshold;
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
mThunderSoundDelay = WeatherGlobals::mThunderSoundDelay;
}
}
}
else
mRendering->getSkyManager()->setThunder(0.f);
mRendering->setAmbientColour(result.mAmbientColor);
mRendering->sunEnable();
mRendering->setSunColour(result.mSunColor);
mRendering->getSkyManager()->setWeather(result);
}
else
@ -765,15 +750,6 @@ void WeatherManager::update(float duration)
void WeatherManager::setHour(const float hour)
{
// accelerate a bit for testing
/*
mHour += 0.005;
if (mHour >= 24.f) mHour = 0.f;
std::cout << "hour " << mHour << std::endl;
*/
mHour = hour;
}

@ -95,18 +95,18 @@ namespace MWWorld
Script Color=255,20,20
*/
static const float mSunriseTime = 8;
static const float mSunsetTime = 18;
static const float mSunriseDuration = 2;
static const float mSunsetDuration = 2;
static const float mSunriseTime;
static const float mSunsetTime;
static const float mSunriseDuration;
static const float mSunsetDuration;
static const float mWeatherUpdateTime = 20.f;
static const float mWeatherUpdateTime;
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
// weather setting anyway, we can just as well set them globally
static const float mThunderFrequency = .4;
static const float mThunderThreshold = 0.6;
static const float mThunderSoundDelay = 0.25;
static const float mThunderFrequency;
static const float mThunderThreshold;
static const float mThunderSoundDelay;
static const std::string mThunderSoundID0;
static const std::string mThunderSoundID1;
static const std::string mThunderSoundID2;

@ -478,7 +478,7 @@ namespace MWWorld
float World::getTimeScaleFactor() const
{
return mGlobalVariables->getInt ("timescale");
return mGlobalVariables->getFloat ("timescale");
}
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)

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