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openmw-tes3coop/apps/openmw/mwworld/scene.cpp

600 lines
20 KiB
C++

#include "scene.hpp"
#include <limits>
#include <iostream>
#include <components/loadinglistener/loadinglistener.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/settings/settings.hpp>
#include <components/resource/resourcesystem.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "player.hpp"
#include "localscripts.hpp"
#include "esmstore.hpp"
#include "class.hpp"
#include "cellfunctors.hpp"
#include "cellstore.hpp"
namespace
{
void addObject(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
MWRender::RenderingManager& rendering)
{
std::string model = Misc::ResourceHelpers::correctActorModelPath(ptr.getClass().getModel(ptr), rendering.getResourceSystem()->getVFS());
std::string id = ptr.getClass().getId(ptr);
if (id == "prisonmarker" || id == "divinemarker" || id == "templemarker" || id == "northmarker")
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 updateObjectRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
MWRender::RenderingManager& rendering, bool inverseRotationOrder)
{
if (ptr.getRefData().getBaseNode() != NULL)
{
osg::Quat worldRotQuat(ptr.getRefData().getPosition().rot[2], osg::Vec3(0,0,-1));
if (!ptr.getClass().isActor())
{
float xr = ptr.getRefData().getPosition().rot[0];
float yr = ptr.getRefData().getPosition().rot[1];
if (!inverseRotationOrder)
worldRotQuat = worldRotQuat * osg::Quat(yr, osg::Vec3(0,-1,0)) *
osg::Quat(xr, osg::Vec3(-1,0,0));
else
worldRotQuat = osg::Quat(xr, osg::Vec3(-1,0,0)) * osg::Quat(yr, osg::Vec3(0,-1,0)) * worldRotQuat;
}
rendering.rotateObject(ptr, worldRotQuat);
physics.updateRotation(ptr);
}
}
void updateObjectScale(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
MWRender::RenderingManager& rendering)
{
if (ptr.getRefData().getBaseNode() != NULL)
{
float scale = ptr.getCellRef().getScale();
osg::Vec3f scaleVec (scale, scale, scale);
ptr.getClass().adjustScale(ptr, scaleVec, true);
rendering.scaleObject(ptr, scaleVec);
physics.updateScale(ptr);
}
}
struct InsertFunctor
{
MWWorld::CellStore& mCell;
bool mRescale;
Loading::Listener& mLoadingListener;
MWPhysics::PhysicsSystem& mPhysics;
MWRender::RenderingManager& mRendering;
InsertFunctor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener,
MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering);
bool operator() (const MWWorld::Ptr& ptr);
};
InsertFunctor::InsertFunctor (MWWorld::CellStore& cell, bool rescale,
Loading::Listener& loadingListener, MWPhysics::PhysicsSystem& physics,
MWRender::RenderingManager& rendering)
: mCell (cell), mRescale (rescale), mLoadingListener (loadingListener),
mPhysics (physics),
mRendering (rendering)
{}
bool InsertFunctor::operator() (const MWWorld::Ptr& ptr)
{
if (mRescale)
{
if (ptr.getCellRef().getScale()<0.5)
ptr.getCellRef().setScale(0.5);
else if (ptr.getCellRef().getScale()>2)
ptr.getCellRef().setScale(2);
}
if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
{
try
{
addObject(ptr, mPhysics, mRendering);
updateObjectRotation(ptr, mPhysics, mRendering, false);
ptr.getClass().adjustPosition (ptr, false);
}
catch (const std::exception& e)
{
std::string error ("error during rendering '" + ptr.getCellRef().getRefId() + "': ");
std::cerr << error + e.what() << std::endl;
}
}
mLoadingListener.increaseProgress (1);
return true;
}
}
namespace MWWorld
{
void Scene::updateObjectRotation (const Ptr& ptr, bool inverseRotationOrder)
{
::updateObjectRotation(ptr, *mPhysics, mRendering, inverseRotationOrder);
}
void Scene::updateObjectScale(const Ptr &ptr)
{
::updateObjectScale(ptr, *mPhysics, mRendering);
}
void Scene::getGridCenter(int &cellX, int &cellY)
{
int maxX = std::numeric_limits<int>::min();
int maxY = std::numeric_limits<int>::min();
int minX = std::numeric_limits<int>::max();
int minY = std::numeric_limits<int>::max();
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->getCell()->isExterior());
int x = (*iter)->getCell()->getGridX();
int y = (*iter)->getCell()->getGridY();
maxX = std::max(x, maxX);
maxY = std::max(y, maxY);
minX = std::min(x, minX);
minY = std::min(y, minY);
++iter;
}
cellX = (minX + maxX) / 2;
cellY = (minY + maxY) / 2;
}
void Scene::update (float duration, bool paused)
{
if (mNeedMapUpdate)
{
// Note: exterior cell maps must be updated, even if they were visited before, because the set of surrounding cells might be different
// (and objects in a different cell can "bleed" into another cells map if they cross the border)
std::set<MWWorld::CellStore*> cellsToUpdate;
for (CellStoreCollection::iterator active = mActiveCells.begin(); active!=mActiveCells.end(); ++active)
{
cellsToUpdate.insert(*active);
}
MWBase::Environment::get().getWindowManager()->requestMap(cellsToUpdate);
mNeedMapUpdate = false;
if (mCurrentCell->isExterior())
{
int cellX, cellY;
getGridCenter(cellX, cellY);
MWBase::Environment::get().getWindowManager()->setActiveMap(cellX,cellY,false);
}
}
mRendering.update (duration, paused);
}
void Scene::unloadCell (CellStoreCollection::iterator iter)
{
std::cout << "Unloading cell\n";
ListAndResetObjects functor;
(*iter)->forEach<ListAndResetObjects>(functor);
for (std::vector<MWWorld::Ptr>::const_iterator iter2 (functor.mObjects.begin());
iter2!=functor.mObjects.end(); ++iter2)
{
mPhysics->remove(*iter2);
}
if ((*iter)->getCell()->isExterior())
{
ESM::Land* land =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
(*iter)->getCell()->getGridX(),
(*iter)->getCell()->getGridY()
);
if (land && land->mDataTypes&ESM::Land::DATA_VHGT)
mPhysics->removeHeightField ((*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY());
}
MWBase::Environment::get().getMechanicsManager()->drop (*iter);
mRendering.removeCell(*iter);
MWBase::Environment::get().getWindowManager()->removeCell(*iter);
MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter);
MWBase::Environment::get().getSoundManager()->stopSound (*iter);
mActiveCells.erase(*iter);
}
void Scene::loadCell (CellStore *cell, Loading::Listener* loadingListener)
{
std::pair<CellStoreCollection::iterator, bool> result = mActiveCells.insert(cell);
if(result.second)
{
std::cout << "Loading cell " << cell->getCell()->getDescription() << std::endl;
float verts = ESM::Land::LAND_SIZE;
float worldsize = ESM::Land::REAL_SIZE;
// Load terrain physics first...
if (cell->getCell()->isExterior())
{
ESM::Land* land =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Land>().search(
cell->getCell()->getGridX(),
cell->getCell()->getGridY()
);
if (land && land->mDataTypes&ESM::Land::DATA_VHGT) {
// Actually only VHGT is needed here, but we'll need the rest for rendering anyway.
// Load everything now to reduce IO overhead.
const int flags = ESM::Land::DATA_VCLR|ESM::Land::DATA_VHGT|ESM::Land::DATA_VNML|ESM::Land::DATA_VTEX;
const ESM::Land::LandData *data = land->getLandData (flags);
mPhysics->addHeightField (data->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(),
worldsize / (verts-1), verts);
}
}
cell->respawn();
// ... then references. This is important for adjustPosition to work correctly.
/// \todo rescale depending on the state of a new GMST
insertCell (*cell, true, loadingListener);
mRendering.addCell(cell);
bool waterEnabled = cell->getCell()->hasWater() || cell->isExterior();
float waterLevel = cell->isExterior() ? -1.f : cell->getWaterLevel();
mRendering.setWaterEnabled(waterEnabled);
if (waterEnabled)
{
mPhysics->enableWater(waterLevel);
mRendering.setWaterHeight(waterLevel);
}
else
mPhysics->disableWater();
if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
mRendering.configureAmbient(cell->getCell());
}
// register local scripts
// ??? Should this go into the above if block ???
MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell);
}
void Scene::changeToVoid()
{
CellStoreCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
unloadCell (active++);
assert(mActiveCells.empty());
mCurrentCell = NULL;
}
void Scene::playerMoved(const osg::Vec3f &pos)
{
if (!mCurrentCell || !mCurrentCell->isExterior())
return;
// figure out the center of the current cell grid (*not* necessarily mCurrentCell, which is the cell the player is in)
int cellX, cellY;
getGridCenter(cellX, cellY);
float centerX, centerY;
MWBase::Environment::get().getWorld()->indexToPosition(cellX, cellY, centerX, centerY, true);
const float maxDistance = 8192/2 + 1024; // 1/2 cell size + threshold
float distance = std::max(std::abs(centerX-pos.x()), std::abs(centerY-pos.y()));
if (distance > maxDistance)
{
int newX, newY;
MWBase::Environment::get().getWorld()->positionToIndex(pos.x(), pos.y(), newX, newY);
changeCellGrid(newX, newY);
//mRendering.updateTerrain();
}
}
void Scene::changeCellGrid (int X, int Y)
{
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
//mRendering.enableTerrain(true);
std::string loadingExteriorText = "#{sLoadingMessage3}";
loadingListener->setLabel(loadingExteriorText);
const int halfGridSize = Settings::Manager::getInt("exterior cell load distance", "Cells");
CellStoreCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
if ((*active)->getCell()->isExterior())
{
if (std::abs (X-(*active)->getCell()->getGridX())<=halfGridSize &&
std::abs (Y-(*active)->getCell()->getGridY())<=halfGridSize)
{
// keep cells within the new grid
++active;
continue;
}
}
unloadCell (active++);
}
int refsToLoad = 0;
// get the number of refs to load
for (int x=X-halfGridSize; x<=X+halfGridSize; ++x)
{
for (int y=Y-halfGridSize; y<=Y+halfGridSize; ++y)
{
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->getCell()->isExterior());
if (x==(*iter)->getCell()->getGridX() &&
y==(*iter)->getCell()->getGridY())
break;
++iter;
}
if (iter==mActiveCells.end())
refsToLoad += MWBase::Environment::get().getWorld()->getExterior(x, y)->count();
}
}
loadingListener->setProgressRange(refsToLoad);
// Load cells
for (int x=X-halfGridSize; x<=X+halfGridSize; ++x)
{
for (int y=Y-halfGridSize; y<=Y+halfGridSize; ++y)
{
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert ((*iter)->getCell()->isExterior());
if (x==(*iter)->getCell()->getGridX() &&
y==(*iter)->getCell()->getGridY())
break;
++iter;
}
if (iter==mActiveCells.end())
{
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
loadCell (cell, loadingListener);
}
}
}
CellStore* current = MWBase::Environment::get().getWorld()->getExterior(X,Y);
MWBase::Environment::get().getWindowManager()->changeCell(current);
mCellChanged = true;
// Delay the map update until scripts have been given a chance to run.
// If we don't do this, objects that should be disabled will still appear on the map.
mNeedMapUpdate = true;
}
void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos)
{
mCurrentCell = cell;
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr old = world->getPlayerPtr();
world->getPlayer().setCell(cell);
MWWorld::Ptr player = world->getPlayerPtr();
mRendering.updatePlayerPtr(player);
if (adjustPlayerPos) {
world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
float x = pos.rot[0];
float y = pos.rot[1];
float z = pos.rot[2];
world->rotateObject(player, x, y, z);
player.getClass().adjustPosition(player, true);
}
MWBase::MechanicsManager *mechMgr =
MWBase::Environment::get().getMechanicsManager();
mechMgr->updateCell(old, player);
mechMgr->watchActor(player);
MWBase::Environment::get().getWorld()->adjustSky();
}
Scene::Scene (MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics)
: mCurrentCell (0), mCellChanged (false), mPhysics(physics), mRendering(rendering), mNeedMapUpdate(false)
{
}
Scene::~Scene()
{
}
bool Scene::hasCellChanged() const
{
return mCellChanged;
}
const Scene::CellStoreCollection& Scene::getActiveCells() const
{
return mActiveCells;
}
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
bool loadcell = (mCurrentCell == NULL);
if(!loadcell)
loadcell = *mCurrentCell != *cell;
MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
std::string loadingInteriorText = "#{sLoadingMessage2}";
loadingListener->setLabel(loadingInteriorText);
Loading::ScopedLoad load(loadingListener);
//mRendering.enableTerrain(false);
if(!loadcell)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]);
float x = position.rot[0];
float y = position.rot[1];
float z = position.rot[2];
world->rotateObject(world->getPlayerPtr(), x, y, z);
world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
return;
}
std::cout << "Changing to interior\n";
// unload
int current = 0;
CellStoreCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
unloadCell (active++);
++current;
}
int refsToLoad = cell->count();
loadingListener->setProgressRange(refsToLoad);
// Load cell.
loadCell (cell, loadingListener);
changePlayerCell(cell, position, true);
// adjust fog
mRendering.configureFog(mCurrentCell->getCell());
// Sky system
MWBase::Environment::get().getWorld()->adjustSky();
mCellChanged = true; MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
// Delay the map update until scripts have been given a chance to run.
// If we don't do this, objects that should be disabled will still appear on the map.
mNeedMapUpdate = true;
}
void Scene::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos)
{
int x = 0;
int y = 0;
MWBase::Environment::get().getWorld()->positionToIndex (position.pos[0], position.pos[1], x, y);
changeCellGrid(x, y);
CellStore* current = MWBase::Environment::get().getWorld()->getExterior(x, y);
changePlayerCell(current, position, adjustPlayerPos);
//mRendering.updateTerrain();
}
CellStore* Scene::getCurrentCell ()
{
return mCurrentCell;
}
void Scene::markCellAsUnchanged()
{
mCellChanged = false;
}
void Scene::insertCell (CellStore &cell, bool rescale, Loading::Listener* loadingListener)
{
InsertFunctor functor (cell, rescale, *loadingListener, *mPhysics, mRendering);
cell.forEach (functor);
}
void Scene::addObjectToScene (const Ptr& ptr)
{
try
{
addObject(ptr, *mPhysics, mRendering);
updateObjectRotation(ptr, false);
MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale());
}
catch (std::exception& e)
{
std::cerr << "error during rendering '" << ptr.getCellRef().getRefId() << "': " << e.what() << std::endl;
}
}
void Scene::removeObjectFromScene (const Ptr& ptr)
{
MWBase::Environment::get().getMechanicsManager()->remove (ptr);
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)
{
CellStoreCollection::iterator active = mActiveCells.begin();
while (active != mActiveCells.end()) {
if (**active == cell) {
return true;
}
++active;
}
return false;
}
Ptr Scene::searchPtrViaActorId (int actorId)
{
for (CellStoreCollection::const_iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
if (Ptr ptr = (*iter)->searchViaActorId (actorId))
return ptr;
return Ptr();
}
}