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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-09 21:42:13 +00:00

moving stuff from MWWorld::World to MWWorld::Scene but receiving segfault signals

This commit is contained in:
Sebastian Wick 2011-07-31 17:07:11 +02:00
parent 4367b93e64
commit e7057bed29
11 changed files with 648 additions and 7 deletions

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@ -16,6 +16,7 @@ set(GAME_HEADER
source_group(game FILES ${GAME} ${GAME_HEADER})
set(GAMEREND
mwrender/render_manager.cpp
mwrender/mwscene.cpp
mwrender/cellimp.cpp
mwrender/interior.cpp
@ -24,6 +25,7 @@ set(GAMEREND
mwrender/player.cpp
)
set(GAMEREND_HEADER
mwrender/render_manager.hpp
mwrender/cell.hpp
mwrender/cellimp.hpp
mwrender/mwscene.hpp
@ -137,6 +139,7 @@ source_group(apps\\openmw\\mwsound FILES ${GAMESOUND} ${GAMESOUND_HEADER})
set(GAMEWORLD
mwworld/world.cpp
mwworld/scene.cpp
mwworld/globals.cpp
mwworld/class.cpp
mwworld/actionteleport.cpp
@ -149,7 +152,7 @@ set(GAMEWORLD
set(GAMEWORLD_HEADER
mwworld/refdata.hpp
mwworld/world.hpp
mwworld/ptr.hpp
mwworld/scene.hpp
mwworld/environment.hpp
mwworld/globals.hpp
mwworld/class.hpp

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@ -22,7 +22,7 @@ namespace MWRender
Ogre::Camera *getCamera() { return mCamera; }
std::string getHandle() const { return mHandle; }
std::string getHandle() const { std::cout << "mHandle " << mHandle << std::endl; return mHandle; }
};
}

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@ -0,0 +1 @@
#include "render_manager.hpp"

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@ -0,0 +1,9 @@
#ifndef _GAME_RENDER_MANAGER_H
#define _GAME_RENDER_MANAGER_H
namespace MWRender
{
}
#endif

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@ -0,0 +1,7 @@
#include "physikssystem.hpp"
namespace MWWorld
{
}

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@ -0,0 +1,4 @@
#ifndef GAME_MWWORLD_PHYSIKSSYSTEM_H
#define GAME_MWWORLD_PHYSIKSSYSTEM_H
#endif

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@ -17,6 +17,9 @@ namespace MWWorld
mMale = !(player->flags & ESM::NPC::Female);
mRace = player->race;
mPlayer.ref.pos.pos[0] = mPlayer.ref.pos.pos[1] = mPlayer.ref.pos.pos[2] = 0;
std::cout << "mData.setHandle" << std::endl;
std::cout << renderer->getHandle();
std::cout << "mData end" << std::endl;
mPlayer.mData.setHandle (renderer->getHandle());
mClass = new ESM::Class (*world.getStore().classes.find (player->cls));
}

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@ -0,0 +1,539 @@
#include "scene.hpp"
#include "world.hpp"
#include "ptr.hpp"
#include "environment.hpp"
#include "class.hpp"
#include "player.hpp"
#include "refdata.hpp"
#include "globals.hpp"
#include "doingphysics.hpp"
#include "cellfunctors.hpp"
#include "environment.hpp"
#include <cmath>
#include <iostream>
#include <components/bsa/bsa_archive.hpp>
#include <components/files/collections.hpp>
#include "../mwrender/sky.hpp"
#include "../mwrender/interior.hpp"
#include "../mwrender/exterior.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwsound/soundmanager.hpp"
#include "ptr.hpp"
#include "environment.hpp"
#include "class.hpp"
#include "player.hpp"
#include "refdata.hpp"
#include "globals.hpp"
#include "doingphysics.hpp"
#include "cellfunctors.hpp"
namespace {
template<typename T>
ESMS::LiveCellRef<T, MWWorld::RefData> *searchViaHandle (const std::string& handle,
ESMS::CellRefList<T, MWWorld::RefData>& refList)
{
typedef typename ESMS::CellRefList<T, MWWorld::RefData>::List::iterator iterator;
for (iterator iter (refList.list.begin()); iter!=refList.list.end(); ++iter)
{
if (iter->mData.getHandle()==handle)
{
return &*iter;
}
}
return 0;
}
}
namespace MWWorld
{
Scene::Scene(Environment& environment, World *world, MWRender::MWScene scene) :
mEnvironment(environment), mWorld(world), mScene(scene)
{
}
Ptr Scene::getPtr (const std::string& name, Ptr::CellStore& cell)
{
if (ESMS::LiveCellRef<ESM::Activator, RefData> *ref = cell.activators.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Potion, RefData> *ref = cell.potions.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Apparatus, RefData> *ref = cell.appas.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Armor, RefData> *ref = cell.armors.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Book, RefData> *ref = cell.books.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Clothing, RefData> *ref = cell.clothes.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Container, RefData> *ref = cell.containers.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Creature, RefData> *ref = cell.creatures.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Door, RefData> *ref = cell.doors.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Ingredient, RefData> *ref = cell.ingreds.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::CreatureLevList, RefData> *ref = cell.creatureLists.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::ItemLevList, RefData> *ref = cell.itemLists.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Light, RefData> *ref = cell.lights.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Tool, RefData> *ref = cell.lockpicks.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Miscellaneous, RefData> *ref = cell.miscItems.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::NPC, RefData> *ref = cell.npcs.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Probe, RefData> *ref = cell.probes.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Repair, RefData> *ref = cell.repairs.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Static, RefData> *ref = cell.statics.find (name))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Weapon, RefData> *ref = cell.weapons.find (name))
return Ptr (ref, &cell);
return Ptr();
}
Ptr Scene::getPtrViaHandle (const std::string& handle, Ptr::CellStore& cell)
{
if (ESMS::LiveCellRef<ESM::Activator, RefData> *ref =
searchViaHandle (handle, cell.activators))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Potion, RefData> *ref = searchViaHandle (handle, cell.potions))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Apparatus, RefData> *ref = searchViaHandle (handle, cell.appas))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Armor, RefData> *ref = searchViaHandle (handle, cell.armors))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Book, RefData> *ref = searchViaHandle (handle, cell.books))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Clothing, RefData> *ref = searchViaHandle (handle, cell.clothes))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Container, RefData> *ref =
searchViaHandle (handle, cell.containers))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Creature, RefData> *ref =
searchViaHandle (handle, cell.creatures))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Door, RefData> *ref = searchViaHandle (handle, cell.doors))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Ingredient, RefData> *ref =
searchViaHandle (handle, cell.ingreds))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Light, RefData> *ref = searchViaHandle (handle, cell.lights))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Tool, RefData> *ref = searchViaHandle (handle, cell.lockpicks))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Miscellaneous, RefData> *ref = searchViaHandle (handle, cell.miscItems))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::NPC, RefData> *ref = searchViaHandle (handle, cell.npcs))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Probe, RefData> *ref = searchViaHandle (handle, cell.probes))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Repair, RefData> *ref = searchViaHandle (handle, cell.repairs))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Static, RefData> *ref = searchViaHandle (handle, cell.statics))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Weapon, RefData> *ref = searchViaHandle (handle, cell.weapons))
return Ptr (ref, &cell);
return Ptr();
}
MWRender::CellRender *Scene::searchRender (Ptr::CellStore *store)
{
CellRenderCollection::iterator iter = mActiveCells.find (store);
if (iter!=mActiveCells.end())
{
return iter->second;
}
return 0;
}
void Scene::unloadCell (CellRenderCollection::iterator iter)
{
ListHandles functor;
iter->first->forEach<ListHandles>(functor);
{ // silence annoying g++ warning
for (std::vector<std::string>::const_iterator iter (functor.mHandles.begin());
iter!=functor.mHandles.end(); ++iter)
{
mScene.removeObject (*iter); // FIXME
}
}
mEnvironment.mMechanicsManager->dropActors (iter->first);
mEnvironment.mSoundManager->stopSound (iter->first);
delete iter->second;
mActiveCells.erase (iter);
}
void Scene::loadCell (Ptr::CellStore *cell, MWRender::CellRender *render)
{
// register local scripts
mWorld->insertInteriorScripts (*cell); // FIXME
// This connects the cell data with the rendering scene.
std::pair<CellRenderCollection::iterator, bool> result =
mActiveCells.insert (std::make_pair (cell, render));
if (result.second)
{
// Load the cell and insert it into the renderer
result.first->second->show();
}
}
void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
{
SuppressDoingPhysics scopeGuard;
// remove active
mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
CellRenderCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
if (!(active->first->cell->data.flags & ESM::Cell::Interior))
{
if (std::abs (X-active->first->cell->data.gridX)<=1 &&
std::abs (Y-active->first->cell->data.gridY)<=1)
{
// keep cells within the new 3x3 grid
++active;
continue;
}
}
unloadCell (active++);
}
// Load cells
for (int x=X-1; x<=X+1; ++x)
for (int y=Y-1; y<=Y+1; ++y)
{
CellRenderCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
if (x==iter->first->cell->data.gridX &&
y==iter->first->cell->data.gridY)
break;
++iter;
}
if (iter==mActiveCells.end())
{
mExteriors[std::make_pair (x, y)].loadExt (x, y, mWorld->getStore(), mWorld->getEsmReader());
Ptr::CellStore *cell = &mExteriors[std::make_pair (x, y)];
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene));
}
}
// find current cell
CellRenderCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
if (X==iter->first->cell->data.gridX &&
Y==iter->first->cell->data.gridY)
break;
++iter;
}
assert (iter!=mActiveCells.end());
mCurrentCell = iter->first;
// adjust player
playerCellChange (&mExteriors[std::make_pair (X, Y)], position, adjustPlayerPos);
// Sky system
mWorld->adjustSky(); // FIXME
mCellChanged = true;
}
Ptr Scene::getPtr (const std::string& name, bool activeOnly)
{
// the player is always in an active cell.
if (name=="player")
{
return mWorld->getPlayer().getPlayer();
}
// active cells
for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
{
Ptr ptr = getPtr (name, *iter->first);
if (!ptr.isEmpty())
return ptr;
}
if (!activeOnly)
{
// TODO: inactive cells
}
throw std::runtime_error ("unknown ID: " + name);
}
Ptr Scene::getPtrViaHandle (const std::string& handle)
{
if (mWorld->getPlayer().getPlayer().getRefData().getHandle()==handle)
return mWorld->getPlayer().getPlayer();
for (CellRenderCollection::iterator iter (mActiveCells.begin());
iter!=mActiveCells.end(); ++iter)
{
Ptr ptr = getPtrViaHandle (handle, *iter->first);
if (!ptr.isEmpty())
return ptr;
}
throw std::runtime_error ("unknown Ogre handle: " + handle);
}
void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos)
{
if (adjustPlayerPos)
mWorld->getPlayer().setPos (position.pos[0], position.pos[1], position.pos[2], false);
mWorld->getPlayer().setCell (cell);
// TODO orientation
mEnvironment.mMechanicsManager->addActor (mWorld->getPlayer().getPlayer());
mEnvironment.mMechanicsManager->watchActor (mWorld->getPlayer().getPlayer());
}
void Scene::enable (Ptr reference)
{
if (!reference.getRefData().isEnabled())
{
reference.getRefData().enable();
if (MWRender::CellRender *render = searchRender (reference.getCell()))
{
render->enable (reference.getRefData().getHandle());
if (mActiveCells.find (reference.getCell())!=mActiveCells.end())
{
Class::get (reference).enable (reference, mEnvironment); //FIXME
}
}
}
}
void Scene::disable (Ptr reference)
{
if (reference.getRefData().isEnabled())
{
reference.getRefData().disable();
if (MWRender::CellRender *render = searchRender (reference.getCell()))
{
render->disable (reference.getRefData().getHandle());
if (mActiveCells.find (reference.getCell())!=mActiveCells.end())
{
Class::get (reference).disable (reference, mEnvironment);
mEnvironment.mSoundManager->stopSound3D (reference);
}
}
}
}
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
SuppressDoingPhysics scopeGuard;
// remove active
CellRenderCollection::iterator active = mActiveCells.begin();
while (active!=mActiveCells.end())
{
unloadCell (active++);
}
// Load cell.
mInteriors[cellName].loadInt (cellName, mWorld->getStore(), mWorld->getEsmReader());
Ptr::CellStore *cell = &mInteriors[cellName];
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene));
// adjust player
mCurrentCell = cell;
playerCellChange (cell, position, true); // FIXME
// Sky system
mWorld->adjustSky(); // FIXME
mCellChanged = true;
//currentRegion->name = "";
}
void Scene::changeToExteriorCell (const ESM::Position& position)
{
int x = 0;
int y = 0;
mWorld->positionToIndex (position.pos[0], position.pos[1], x, y);
changeCell (x, y, position, true);
}
const ESM::Cell *Scene::getExterior (const std::string& cellName) const
{
// first try named cells
if (const ESM::Cell *cell = mWorld->getStore().cells.searchExtByName (cellName))
return cell;
// didn't work -> now check for regions
std::string cellName2 = ESMS::RecListT<ESM::Region>::toLower (cellName);
for (ESMS::RecListT<ESM::Region>::MapType::const_iterator iter (mWorld->getStore().regions.list.begin());
iter!=mWorld->getStore().regions.list.end(); ++iter)
{
if (ESMS::RecListT<ESM::Region>::toLower (iter->second.name)==cellName2)
{
if (const ESM::Cell *cell = mWorld->getStore().cells.searchExtByRegion (iter->first))
return cell;
break;
}
}
return 0;
}
void Scene::deleteObject (Ptr ptr)
{
if (ptr.getRefData().getCount()>0)
{
ptr.getRefData().setCount (0);
if (MWRender::CellRender *render = searchRender (ptr.getCell()))
{
if (mActiveCells.find (ptr.getCell())!=mActiveCells.end())
{
Class::get (ptr).disable (ptr, mEnvironment);
mEnvironment.mSoundManager->stopSound3D (ptr);
if (!DoingPhysics::isDoingPhysics())
mScene.removeObject (ptr.getRefData().getHandle());
}
render->deleteObject (ptr.getRefData().getHandle());
ptr.getRefData().setHandle ("");
}
}
}
void Scene::moveObject (Ptr ptr, float x, float y, float z)
{
ptr.getCellRef().pos.pos[0] = x;
ptr.getCellRef().pos.pos[1] = y;
ptr.getCellRef().pos.pos[2] = z;
if (ptr==mWorld->getPlayer().getPlayer())
{
if (mCurrentCell)
{
if (!(mCurrentCell->cell->data.flags & ESM::Cell::Interior))
{
// exterior -> adjust loaded cells
int cellX = 0;
int cellY = 0;
mWorld->positionToIndex (x, y, cellX, cellY);
if (mCurrentCell->cell->data.gridX!=cellX || mCurrentCell->cell->data.gridY!=cellY)
{
changeCell (cellX, cellY, mWorld->getPlayer().getPlayer().getCellRef().pos, false);
}
}
}
}
mScene.moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z),
!DoingPhysics::isDoingPhysics());
// TODO cell change for non-player ref
}
}

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@ -0,0 +1,65 @@
#ifndef GAME_MWWORLD_SCENE_H
#define GAME_MWWORLD_SCENE_H
#include <components/esm_store/cell_store.hpp>
#include "ptr.hpp"
#include "environment.hpp"
#include "../mwrender/mwscene.hpp"
namespace Render
{
class OgreRenderer;
}
namespace MWRender
{
class SkyManager;
class CellRender;
}
namespace MWWorld
{
class Scene
{
public:
Scene(Environment& environment, World *world, MWRender::MWScene scene);
private:
typedef std::map<Ptr::CellStore *, MWRender::CellRender *> CellRenderCollection;
CellRenderCollection mActiveCells;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
std::map<std::string, Ptr::CellStore> mInteriors;
std::map<std::pair<int, int>, Ptr::CellStore> mExteriors;
Environment& mEnvironment;
World *mWorld;
MWRender::MWScene mScene;
bool mCellChanged;
Ptr getPtr (const std::string& name, Ptr::CellStore& cell);
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cell);
public:
MWRender::CellRender *searchRender (Ptr::CellStore *store);
void unloadCell (CellRenderCollection::iterator iter);
void loadCell (Ptr::CellStore *cell, MWRender::CellRender *render);
void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
Ptr getPtr (const std::string& name, bool activeOnly);
Ptr getPtrViaHandle (const std::string& handle);
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position, bool adjustPlayerPos);
void enable (Ptr reference);
void disable (Ptr reference);
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position);
void changeToExteriorCell (const ESM::Position& position);
const ESM::Cell *getExterior (const std::string& cellName) const;
void deleteObject (Ptr ptr);
void moveObject (Ptr ptr, float x, float y, float z);
};
}
#endif

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@ -1,4 +1,3 @@
#include "world.hpp"
#include <cmath>
@ -466,6 +465,11 @@ namespace MWWorld
{
return mStore;
}
ESM::ESMReader& World::getEsmReader()
{
return mEsm;
}
const World::ScriptList& World::getLocalScripts() const
{
@ -694,6 +698,7 @@ namespace MWWorld
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
return mWorldScene->changeToInteriorCell(cellName, position);
SuppressDoingPhysics scopeGuard;
// remove active
@ -904,3 +909,4 @@ namespace MWWorld
return std::make_pair (stream.str(), created);
}
}

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@ -13,6 +13,7 @@
#include "refdata.hpp"
#include "ptr.hpp"
#include "globals.hpp"
#include "scene.hpp"
#include <openengine/bullet/physic.hpp>
@ -66,6 +67,7 @@ namespace MWWorld
MWRender::SkyManager* mSkyManager;
MWRender::MWScene mScene;
MWWorld::Scene *mWorldScene;
MWWorld::Player *mPlayer;
Ptr::CellStore *mCurrentCell; // the cell, the player is in
CellRenderCollection mActiveCells;
@ -87,8 +89,6 @@ namespace MWWorld
World (const World&);
World& operator= (const World&);
void insertInteriorScripts (ESMS::CellStore<RefData>& cell);
Ptr getPtr (const std::string& name, Ptr::CellStore& cellStore);
Ptr getPtrViaHandle (const std::string& handle, Ptr::CellStore& cellStore);
@ -106,8 +106,6 @@ namespace MWWorld
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos = true);
void adjustSky();
void changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos);
///< Move from exterior to interior or from interior cell to a different
/// interior cell.
@ -120,9 +118,15 @@ namespace MWWorld
~World();
void insertInteriorScripts (ESMS::CellStore<RefData>& cell);
void adjustSky();
MWWorld::Player& getPlayer();
const ESMS::ESMStore& getStore() const;
ESM::ESMReader& getEsmReader();
const ScriptList& getLocalScripts() const;
///< Names and local variable state of all local scripts in active cells.