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openmw/apps/openmw/mwclass/static.cpp
fredzio c795e0bce6 Some actors are supposed to spawn on an object that belongs to an adjacent cell.
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.

Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.

Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00

66 lines
1.9 KiB
C++

#include "static.hpp"
#include <components/esm/loadstat.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwrender/vismask.hpp"
namespace MWClass
{
void Static::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
if (!model.empty())
{
renderingInterface.getObjects().insertModel(ptr, model);
ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Static);
}
}
void Static::insertObject(const MWWorld::Ptr& ptr, const std::string& model, osg::Quat rotation, MWPhysics::PhysicsSystem& physics, bool skipAnimated) const
{
if(!model.empty())
physics.addObject(ptr, model, rotation, MWPhysics::CollisionType_World, skipAnimated);
}
std::string Static::getModel(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Static> *ref = ptr.get<ESM::Static>();
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
std::string Static::getName (const MWWorld::ConstPtr& ptr) const
{
return "";
}
bool Static::hasToolTip(const MWWorld::ConstPtr& ptr) const
{
return false;
}
void Static::registerSelf()
{
std::shared_ptr<Class> instance (new Static);
registerClass (typeid (ESM::Static).name(), instance);
}
MWWorld::Ptr Static::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
const MWWorld::LiveCellRef<ESM::Static> *ref = ptr.get<ESM::Static>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
}