1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 21:40:03 +00:00
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

176 lines
5.3 KiB
C++

#ifndef GAME_MWWORLD_SCENE_H
#define GAME_MWWORLD_SCENE_H
#include <osg/Vec4i>
#include <osg/Vec2i>
#include "ptr.hpp"
#include "globals.hpp"
#include <set>
#include <memory>
#include <unordered_map>
#include <components/misc/constants.hpp>
namespace osg
{
class Vec3f;
}
namespace ESM
{
struct Position;
}
namespace Files
{
class Collections;
}
namespace Loading
{
class Listener;
}
namespace DetourNavigator
{
struct Navigator;
}
namespace MWRender
{
class SkyManager;
class RenderingManager;
}
namespace MWPhysics
{
class PhysicsSystem;
}
namespace MWWorld
{
class Player;
class CellStore;
class CellPreloader;
enum class RotationOrder
{
direct,
inverse
};
class Scene
{
public:
using CellStoreCollection = std::set<CellStore *>;
private:
CellStore* mCurrentCell; // the cell the player is in
CellStoreCollection mActiveCells;
CellStoreCollection mInactiveCells;
bool mCellChanged;
MWPhysics::PhysicsSystem *mPhysics;
MWRender::RenderingManager& mRendering;
DetourNavigator::Navigator& mNavigator;
std::unique_ptr<CellPreloader> mPreloader;
float mCellLoadingThreshold;
float mPreloadDistance;
bool mPreloadEnabled;
bool mPreloadExteriorGrid;
bool mPreloadDoors;
bool mPreloadFastTravel;
float mPredictionTime;
static const int mHalfGridSize = Constants::CellGridRadius;
osg::Vec3f mLastPlayerPos;
std::set<ESM::RefNum> mPagedRefs;
void insertCell (CellStore &cell, Loading::Listener* loadingListener, bool onlyObjects, bool test = false);
osg::Vec2i mCurrentGridCenter;
// Load and unload cells as necessary to create a cell grid with "X" and "Y" in the center
void changeCellGrid (const osg::Vec3f &pos, int playerCellX, int playerCellY, bool changeEvent = true);
typedef std::pair<osg::Vec3f, osg::Vec4i> PositionCellGrid;
void preloadCells(float dt);
void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions);
void preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
void preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions);
osg::Vec4i gridCenterToBounds(const osg::Vec2i &centerCell) const;
osg::Vec2i getNewGridCenter(const osg::Vec3f &pos, const osg::Vec2i *currentGridCenter = nullptr) const;
void unloadInactiveCell (CellStore* cell, bool test = false);
void deactivateCell (CellStore* cell, bool test = false);
void activateCell (CellStore *cell, Loading::Listener* loadingListener, bool respawn, bool test = false);
void loadInactiveCell (CellStore *cell, Loading::Listener* loadingListener, bool test = false);
public:
Scene (MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics,
DetourNavigator::Navigator& navigator);
~Scene();
void preloadCell(MWWorld::CellStore* cell, bool preloadSurrounding=false);
void preloadTerrain(const osg::Vec3f& pos, bool sync=false);
void reloadTerrain();
void playerMoved (const osg::Vec3f& pos);
void changePlayerCell (CellStore* newCell, const ESM::Position& position, bool adjustPlayerPos);
CellStore *getCurrentCell();
const CellStoreCollection& getActiveCells () const;
bool hasCellChanged() const;
///< Has the set of active cells changed, since the last frame?
void changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true);
///< Move to interior cell.
/// @param changeEvent Set cellChanged flag?
void changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent=true);
///< Move to exterior cell.
/// @param changeEvent Set cellChanged flag?
void clear();
///< Change into a void
void markCellAsUnchanged();
void update (float duration, bool paused);
void addObjectToScene (const Ptr& ptr);
///< Add an object that already exists in the world model to the scene.
void removeObjectFromScene (const Ptr& ptr);
///< Remove an object from the scene, but not from the world model.
void removeFromPagedRefs(const Ptr &ptr);
void updateObjectRotation(const Ptr& ptr, RotationOrder order);
void updateObjectScale(const Ptr& ptr);
void updateObjectPosition(const Ptr &ptr, const osg::Vec3f &pos, bool movePhysics);
bool isCellActive(const CellStore &cell);
Ptr searchPtrViaActorId (int actorId);
void preload(const std::string& mesh, bool useAnim=false);
void testExteriorCells();
void testInteriorCells();
};
}
#endif