#include "scene.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" /// FIXME #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "physicssystem.hpp" #include "player.hpp" #include "localscripts.hpp" #include "esmstore.hpp" #include "class.hpp" #include "cellfunctors.hpp" #include "cellstore.hpp" namespace { void updateObjectLocalRotation (const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWRender::RenderingManager& rendering) { if (ptr.getRefData().getBaseNode() != NULL) { Ogre::Quaternion worldRotQuat(Ogre::Radian(ptr.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z); if (!ptr.getClass().isActor()) worldRotQuat = Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X)* Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[1]), Ogre::Vector3::NEGATIVE_UNIT_Y)* worldRotQuat; float x = ptr.getRefData().getLocalRotation().rot[0]; float y = ptr.getRefData().getLocalRotation().rot[1]; float z = ptr.getRefData().getLocalRotation().rot[2]; Ogre::Quaternion rot(Ogre::Radian(z), Ogre::Vector3::NEGATIVE_UNIT_Z); if (!ptr.getClass().isActor()) rot = Ogre::Quaternion(Ogre::Radian(x), Ogre::Vector3::NEGATIVE_UNIT_X)* Ogre::Quaternion(Ogre::Radian(y), Ogre::Vector3::NEGATIVE_UNIT_Y)*rot; ptr.getRefData().getBaseNode()->setOrientation(worldRotQuat*rot); physics.rotateObject(ptr); } } struct InsertFunctor { MWWorld::CellStore& mCell; bool mRescale; Loading::Listener& mLoadingListener; MWWorld::PhysicsSystem& mPhysics; MWRender::RenderingManager& mRendering; InsertFunctor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener, MWWorld::PhysicsSystem& physics, MWRender::RenderingManager& rendering); bool operator() (const MWWorld::Ptr& ptr); }; InsertFunctor::InsertFunctor (MWWorld::CellStore& cell, bool rescale, Loading::Listener& loadingListener, MWWorld::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().getCount() && ptr.getRefData().isEnabled()) { try { mRendering.addObject (ptr); ptr.getClass().insertObject (ptr, mPhysics); updateObjectLocalRotation(ptr, mPhysics, mRendering); MWBase::Environment::get().getWorld()->scaleObject (ptr, ptr.getCellRef().getScale()); ptr.getClass().adjustPosition (ptr, false); } catch (const std::exception& e) { std::string error ("error during rendering: "); std::cerr << error + e.what() << std::endl; } } mLoadingListener.increaseProgress (1); return true; } } namespace MWWorld { void Scene::updateObjectLocalRotation (const Ptr& ptr) { ::updateObjectLocalRotation(ptr, *mPhysics, mRendering); } void Scene::updateObjectRotation (const Ptr& ptr) { if(ptr.getRefData().getBaseNode() != 0) { mRendering.rotateObject(ptr); mPhysics->rotateObject(ptr); } } 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) for (CellStoreCollection::iterator active = mActiveCells.begin(); active!=mActiveCells.end(); ++active) mRendering.requestMap(*active); mNeedMapUpdate = false; } mRendering.update (duration, paused); } void Scene::unloadCell (CellStoreCollection::iterator iter) { std::cout << "Unloading cell\n"; ListAndResetHandles functor; (*iter)->forEach(functor); { // silence annoying g++ warning for (std::vector::const_iterator iter2 (functor.mHandles.begin()); iter2!=functor.mHandles.end(); ++iter2) { Ogre::SceneNode* node = *iter2; mPhysics->removeObject (node->getName()); } } if ((*iter)->getCell()->isExterior()) { ESM::Land* land = MWBase::Environment::get().getWorld()->getStore().get().search( (*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY() ); if (land) mPhysics->removeHeightField ((*iter)->getCell()->getGridX(), (*iter)->getCell()->getGridY()); } mRendering.removeCell(*iter); MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (*iter); MWBase::Environment::get().getMechanicsManager()->drop (*iter); MWBase::Environment::get().getSoundManager()->stopSound (*iter); mActiveCells.erase(*iter); } void Scene::loadCell (CellStore *cell, Loading::Listener* loadingListener) { std::pair result = mActiveCells.insert(cell); if(result.second) { 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().search( cell->getCell()->getGridX(), cell->getCell()->getGridY() ); if (land) { mPhysics->addHeightField ( land->mLandData->mHeights, cell->getCell()->getGridX(), cell->getCell()->getGridY(), 0, 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.cellAdded (cell); mRendering.configureAmbient(*cell); } // register local scripts // ??? Should this go into the above if block ??? MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell); } void Scene::playerCellChange(CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos) { 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 = Ogre::Radian(pos.rot[0]).valueDegrees(); float y = Ogre::Radian(pos.rot[1]).valueDegrees(); float z = Ogre::Radian(pos.rot[2]).valueDegrees(); 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); mRendering.updateTerrain(); // 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; MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); } void Scene::changeToVoid() { CellStoreCollection::iterator active = mActiveCells.begin(); while (active!=mActiveCells.end()) unloadCell (active++); assert(mActiveCells.empty()); mCurrentCell = NULL; } void Scene::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos) { Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); mRendering.enableTerrain(true); std::string loadingExteriorText = "#{sLoadingMessage3}"; loadingListener->setLabel(loadingExteriorText); CellStoreCollection::iterator active = mActiveCells.begin(); active = mActiveCells.begin(); while (active!=mActiveCells.end()) { if ((*active)->getCell()->isExterior()) { if (std::abs (X-(*active)->getCell()->getGridX())<=1 && std::abs (Y-(*active)->getCell()->getGridY())<=1) { // keep cells within the new 3x3 grid ++active; continue; } } unloadCell (active++); } int refsToLoad = 0; // get the number of refs to load for (int x=X-1; x<=X+1; ++x) for (int y=Y-1; y<=Y+1; ++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-1; x<=X+1; ++x) for (int y=Y-1; y<=Y+1; ++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); } } // find current cell CellStoreCollection::iterator iter = mActiveCells.begin(); while (iter!=mActiveCells.end()) { assert ((*iter)->getCell()->isExterior()); if (X==(*iter)->getCell()->getGridX() && Y==(*iter)->getCell()->getGridY()) break; ++iter; } assert (iter!=mActiveCells.end()); mCurrentCell = *iter; // adjust player playerCellChange (mCurrentCell, position, adjustPlayerPos); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; } //We need the ogre renderer and a scene node. Scene::Scene (MWRender::RenderingManager& rendering, 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 = Ogre::Radian(position.rot[0]).valueDegrees(); float y = Ogre::Radian(position.rot[1]).valueDegrees(); float z = Ogre::Radian(position.rot[2]).valueDegrees(); 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"; // remove active CellStoreCollection::iterator active = mActiveCells.begin(); // unload int current = 0; active = mActiveCells.begin(); while (active!=mActiveCells.end()) { unloadCell (active++); ++current; } int refsToLoad = cell->count(); loadingListener->setProgressRange(refsToLoad); // Load cell. std::cout << "cellName: " << cell->getCell()->mName << std::endl; //Loading Interior loading text loadCell (cell, loadingListener); mCurrentCell = cell; // adjust fog mRendering.configureFog(*mCurrentCell); // adjust player playerCellChange (mCurrentCell, position); // Sky system MWBase::Environment::get().getWorld()->adjustSky(); mCellChanged = true; MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); } void Scene::changeToExteriorCell (const ESM::Position& position) { int x = 0; int y = 0; MWBase::Environment::get().getWorld()->positionToIndex (position.pos[0], position.pos[1], x, y); changeCell (x, y, position, true); } 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) { mRendering.addObject(ptr); ptr.getClass().insertObject(ptr, *mPhysics); MWBase::Environment::get().getWorld()->rotateObject(ptr, 0, 0, 0, true); MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale()); } void Scene::removeObjectFromScene (const Ptr& ptr) { MWBase::Environment::get().getMechanicsManager()->remove (ptr); MWBase::Environment::get().getSoundManager()->stopSound3D (ptr); mPhysics->removeObject (ptr.getRefData().getHandle()); mRendering.removeObject (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::searchPtrViaHandle (const std::string& handle) { for (CellStoreCollection::const_iterator iter (mActiveCells.begin()); iter!=mActiveCells.end(); ++iter) if (Ptr ptr = (*iter)->searchViaHandle (handle)) return ptr; return Ptr(); } 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(); } }