improved cell handling; added world.* files (should have been added a few commits ago)

pull/7/head
Marc Zinnschlag 15 years ago
parent ea6d342a24
commit f8a1a0ab8c

@ -0,0 +1,61 @@
#include "world.hpp"
#include "components/bsa/bsa_archive.hpp"
#include "components/engine/ogre/renderer.hpp"
#include "apps/openmw/mwrender/sky.hpp"
#include "apps/openmw/mwrender/interior.hpp"
namespace OMW
{
World::World (Render::OgreRenderer& renderer, const boost::filesystem::path& dataDir,
const std::string& master, const std::string& startCell)
: mSkyManager (0), mScene (renderer), mPlayerPos (mScene.getCamera())
{
boost::filesystem::path masterPath (dataDir);
masterPath /= master;
std::cout << "Loading ESM " << masterPath.string() << "\n";
// This parses the ESM file and loads a sample cell
mEsm.open (masterPath.file_string());
mStore.load (mEsm);
mInteriors[startCell].loadInt (startCell, mStore, mEsm);
std::cout << "\nSetting up cell rendering\n";
// This connects the cell data with the rendering scene.
mActiveCells.insert (std::make_pair (&mInteriors[startCell],
new MWRender::InteriorCellRender (mInteriors[startCell], mScene)));
// Load the cell and insert it into the renderer
for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
iter->second->show();
// Optionally enable the sky
// if (mEnableSky)
// mpSkyManager = MWRender::SkyManager::create(renderer.getWindow(), mScene.getCamera());
}
World::~World()
{
for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
delete iter->second;
for (CellRenderCollection::iterator iter (mBufferedCells.begin());
iter!=mBufferedCells.end(); ++iter)
delete iter->second;
delete mSkyManager;
}
MWRender::PlayerPos& World::getPlayerPos()
{
return mPlayerPos;
}
}

@ -0,0 +1,59 @@
#ifndef WORLD_H
#define WORLD_H
#include <vector>
#include <map>
#include <boost/filesystem.hpp>
#include "components/esm_store/cell_store.hpp"
#include "apps/openmw/mwrender/playerpos.hpp"
#include "apps/openmw/mwrender/mwscene.hpp"
namespace Render
{
class OgreRenderer;
}
namespace MWRender
{
class SkyManager;
class CellRender;
}
namespace OMW
{
/// \brief The game world and its visual representation
class World
{
typedef std::map<ESMS::CellStore *, MWRender::CellRender *> CellRenderCollection;
MWRender::SkyManager* mSkyManager;
MWRender::MWScene mScene;
MWRender::PlayerPos mPlayerPos;
CellRenderCollection mActiveCells;
CellRenderCollection mBufferedCells; // loaded, but not active (buffering not implementd yet)
ESM::ESMReader mEsm;
ESMS::ESMStore mStore;
std::map<std::string, ESMS::CellStore> mInteriors;
// not implemented
World (const World&);
World& operator= (const World&);
public:
World (Render::OgreRenderer& renderer, const boost::filesystem::path& master,
const std::string& dataDir, const std::string& startCell);
~World();
MWRender::PlayerPos& getPlayerPos();
};
}
#endif
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