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https://gitlab.com/OpenMW/openmw.git
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Improve scene loading performance by creating collision objects with the correct rotation right away instead of adjusting it later
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@ -29,6 +29,26 @@
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namespace
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{
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void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, bool inverseRotationOrder)
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{
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if (!ptr.getRefData().getBaseNode())
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return;
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osg::Quat worldRotQuat(ptr.getRefData().getPosition().rot[2], osg::Vec3(0,0,-1));
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if (!ptr.getClass().isActor())
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{
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float xr = ptr.getRefData().getPosition().rot[0];
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float yr = ptr.getRefData().getPosition().rot[1];
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if (!inverseRotationOrder)
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worldRotQuat = worldRotQuat * osg::Quat(yr, osg::Vec3(0,-1,0)) *
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osg::Quat(xr, osg::Vec3(-1,0,0));
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else
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worldRotQuat = osg::Quat(xr, osg::Vec3(-1,0,0)) * osg::Quat(yr, osg::Vec3(0,-1,0)) * worldRotQuat;
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}
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rendering.rotateObject(ptr, worldRotQuat);
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}
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void addObject(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
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MWRender::RenderingManager& rendering)
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{
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@ -37,6 +57,8 @@ namespace
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if (id == "prisonmarker" || id == "divinemarker" || id == "templemarker" || id == "northmarker")
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model = ""; // marker objects that have a hardcoded function in the game logic, should be hidden from the player
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ptr.getClass().insertObjectRendering(ptr, model, rendering);
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setNodeRotation(ptr, rendering, false);
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ptr.getClass().insertObject (ptr, model, physics);
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if (ptr.getClass().isActor())
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@ -46,23 +68,8 @@ namespace
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void updateObjectRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
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MWRender::RenderingManager& rendering, bool inverseRotationOrder)
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{
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if (ptr.getRefData().getBaseNode() != NULL)
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{
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osg::Quat worldRotQuat(ptr.getRefData().getPosition().rot[2], osg::Vec3(0,0,-1));
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if (!ptr.getClass().isActor())
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{
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float xr = ptr.getRefData().getPosition().rot[0];
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float yr = ptr.getRefData().getPosition().rot[1];
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if (!inverseRotationOrder)
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worldRotQuat = worldRotQuat * osg::Quat(yr, osg::Vec3(0,-1,0)) *
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osg::Quat(xr, osg::Vec3(-1,0,0));
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else
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worldRotQuat = osg::Quat(xr, osg::Vec3(-1,0,0)) * osg::Quat(yr, osg::Vec3(0,-1,0)) * worldRotQuat;
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}
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rendering.rotateObject(ptr, worldRotQuat);
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physics.updateRotation(ptr);
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}
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setNodeRotation(ptr, rendering, inverseRotationOrder);
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physics.updateRotation(ptr);
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}
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void updateObjectScale(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
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@ -130,7 +137,6 @@ namespace
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try
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{
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addObject(ptr, mPhysics, mRendering);
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updateObjectRotation(ptr, mPhysics, mRendering, false);
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}
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catch (const std::exception& e)
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{
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@ -602,7 +608,6 @@ namespace MWWorld
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try
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{
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addObject(ptr, *mPhysics, mRendering);
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updateObjectRotation(ptr, false);
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MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale());
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}
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catch (std::exception& e)
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