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florent.teppe 1ced0c912e partially revert "Store: moved all the template specialization to its own heaper file, included where it's needed"
This reverts commit 80a25bcd3021f7ebfaf2f864e34532009b9b8aeb.
It didn't really make sense to do all those changes in the same MR

partially Revert "Store refactoring: more forgotten storeSpecialization.hpp"

This reverts commit 9943a5bc96b9025f06cbaac5bb7f1bf51ebc746f.

removed remaining references to storeSpecialization  CMakeLists.txt,  and landmanager.cpp
2022-09-05 17:35:06 +02:00

1223 lines
46 KiB
C++

#include "scene.hpp"
#include <limits>
#include <chrono>
#include <atomic>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <components/debug/debuglog.hpp>
#include <components/loadinglistener/loadinglistener.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/settings/settings.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/detournavigator/navigator.hpp>
#include <components/detournavigator/agentbounds.hpp>
#include <components/misc/convert.hpp>
#include <components/detournavigator/heightfieldshape.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/luamanager.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/landmanager.hpp"
#include "../mwrender/postprocessor.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwphysics/actor.hpp"
#include "../mwphysics/object.hpp"
#include "../mwphysics/heightfield.hpp"
#include "player.hpp"
#include "localscripts.hpp"
#include "esmstore.hpp"
#include "class.hpp"
#include "cellvisitors.hpp"
#include "cellstore.hpp"
#include "cellpreloader.hpp"
#include "worldimp.hpp"
#include "cellutils.hpp"
namespace
{
using MWWorld::RotationOrder;
osg::Quat makeActorOsgQuat(const ESM::Position& position)
{
return osg::Quat(position.rot[2], osg::Vec3(0, 0, -1));
}
osg::Quat makeInversedOrderObjectOsgQuat(const ESM::Position& position)
{
const float xr = position.rot[0];
const float yr = position.rot[1];
const float zr = position.rot[2];
return osg::Quat(xr, osg::Vec3(-1, 0, 0))
* osg::Quat(yr, osg::Vec3(0, -1, 0))
* osg::Quat(zr, osg::Vec3(0, 0, -1));
}
osg::Quat makeInverseNodeRotation(const MWWorld::Ptr& ptr)
{
const auto pos = ptr.getRefData().getPosition();
return ptr.getClass().isActor() ? makeActorOsgQuat(pos) : makeInversedOrderObjectOsgQuat(pos);
}
osg::Quat makeDirectNodeRotation(const MWWorld::Ptr& ptr)
{
const auto pos = ptr.getRefData().getPosition();
return ptr.getClass().isActor() ? makeActorOsgQuat(pos) : Misc::Convert::makeOsgQuat(pos);
}
osg::Quat makeNodeRotation(const MWWorld::Ptr& ptr, RotationOrder order)
{
if (order == RotationOrder::inverse)
return makeInverseNodeRotation(ptr);
return makeDirectNodeRotation(ptr);
}
void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, const osg::Quat &rotation)
{
if (ptr.getRefData().getBaseNode())
rendering.rotateObject(ptr, rotation);
}
std::string getModel(const MWWorld::Ptr &ptr, const VFS::Manager *vfs)
{
if (Misc::ResourceHelpers::isHiddenMarker(ptr.getCellRef().getRefId()))
return {};
bool useAnim = ptr.getClass().useAnim();
std::string model = ptr.getClass().getModel(ptr);
if (useAnim)
model = Misc::ResourceHelpers::correctActorModelPath(model, vfs);
return model;
}
void addObject(const MWWorld::Ptr& ptr, const MWWorld::World& world, const std::vector<ESM::RefNum>& pagedRefs,
MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering)
{
if (ptr.getRefData().getBaseNode() || physics.getActor(ptr))
{
Log(Debug::Warning) << "Warning: Tried to add " << ptr.getCellRef().getRefId() << " to the scene twice";
return;
}
std::string model = getModel(ptr, rendering.getResourceSystem()->getVFS());
const auto rotation = makeDirectNodeRotation(ptr);
const ESM::RefNum& refnum = ptr.getCellRef().getRefNum();
if (!refnum.hasContentFile() || !std::binary_search(pagedRefs.begin(), pagedRefs.end(), refnum))
ptr.getClass().insertObjectRendering(ptr, model, rendering);
else
ptr.getRefData().setBaseNode(new SceneUtil::PositionAttitudeTransform); // FIXME remove this when physics code is fixed not to depend on basenode
setNodeRotation(ptr, rendering, rotation);
if (ptr.getClass().useAnim())
MWBase::Environment::get().getMechanicsManager()->add(ptr);
if (ptr.getClass().isActor())
rendering.addWaterRippleEmitter(ptr);
// Restore effect particles
world.applyLoopingParticles(ptr);
if (!model.empty())
ptr.getClass().insertObject(ptr, model, rotation, physics);
MWBase::Environment::get().getLuaManager()->objectAddedToScene(ptr);
}
void addObject(const MWWorld::Ptr& ptr, const MWWorld::World& world, const MWPhysics::PhysicsSystem& physics,
DetourNavigator::Navigator& navigator)
{
if (const auto object = physics.getObject(ptr))
{
const DetourNavigator::ObjectTransform objectTransform {ptr.getRefData().getPosition(), ptr.getCellRef().getScale()};
if (ptr.getClass().isDoor() && !ptr.getCellRef().getTeleport())
{
btVector3 aabbMin;
btVector3 aabbMax;
object->getShapeInstance()->mCollisionShape->getAabb(btTransform::getIdentity(), aabbMin, aabbMax);
const auto center = (aabbMax + aabbMin) * 0.5f;
const auto distanceFromDoor = world.getMaxActivationDistance() * 0.5f;
const auto toPoint = aabbMax.x() - aabbMin.x() < aabbMax.y() - aabbMin.y()
? btVector3(distanceFromDoor, 0, 0)
: btVector3(0, distanceFromDoor, 0);
const auto transform = object->getTransform();
const btTransform closedDoorTransform(
Misc::Convert::makeBulletQuaternion(ptr.getCellRef().getPosition()),
transform.getOrigin()
);
const auto start = Misc::Convert::toOsg(closedDoorTransform(center + toPoint));
const auto startPoint = physics.castRay(start, start - osg::Vec3f(0, 0, 1000), ptr, {},
MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Water);
const auto connectionStart = startPoint.mHit ? startPoint.mHitPos : start;
const auto end = Misc::Convert::toOsg(closedDoorTransform(center - toPoint));
const auto endPoint = physics.castRay(end, end - osg::Vec3f(0, 0, 1000), ptr, {},
MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Water);
const auto connectionEnd = endPoint.mHit ? endPoint.mHitPos : end;
navigator.addObject(
DetourNavigator::ObjectId(object),
DetourNavigator::DoorShapes(object->getShapeInstance(), objectTransform, connectionStart, connectionEnd),
transform
);
}
else if (object->getShapeInstance()->mVisualCollisionType == Resource::VisualCollisionType::None)
{
navigator.addObject(
DetourNavigator::ObjectId(object),
DetourNavigator::ObjectShapes(object->getShapeInstance(), objectTransform),
object->getTransform()
);
}
}
else if (physics.getActor(ptr))
{
navigator.addAgent(world.getPathfindingAgentBounds(ptr));
}
}
struct InsertVisitor
{
MWWorld::CellStore& mCell;
Loading::Listener* mLoadingListener;
std::vector<MWWorld::Ptr> mToInsert;
InsertVisitor (MWWorld::CellStore& cell, Loading::Listener* loadingListener);
bool operator() (const MWWorld::Ptr& ptr);
template <class AddObject>
void insert(AddObject&& addObject);
};
InsertVisitor::InsertVisitor (MWWorld::CellStore& cell, Loading::Listener* loadingListener)
: mCell(cell), mLoadingListener(loadingListener)
{}
bool InsertVisitor::operator() (const MWWorld::Ptr& ptr)
{
// do not insert directly as we can't modify the cell from within the visitation
// CreatureLevList::insertObjectRendering may spawn a new creature
mToInsert.push_back(ptr);
return true;
}
template <class AddObject>
void InsertVisitor::insert(AddObject&& addObject)
{
for (MWWorld::Ptr& ptr : mToInsert)
{
if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
{
try
{
addObject(ptr);
}
catch (const std::exception& e)
{
Log(Debug::Error) << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what();
}
}
if (mLoadingListener != nullptr)
mLoadingListener->increaseProgress(1);
}
}
int getCellPositionDistanceToOrigin(const std::pair<int, int>& cellPosition)
{
return std::abs(cellPosition.first) + std::abs(cellPosition.second);
}
bool isCellInCollection(int x, int y, MWWorld::Scene::CellStoreCollection& collection)
{
for (auto *cell : collection)
{
assert(cell->getCell()->isExterior());
if (x == cell->getCell()->getGridX() && y == cell->getCell()->getGridY())
return true;
}
return false;
}
bool removeFromSorted(const ESM::RefNum& refNum, std::vector<ESM::RefNum>& pagedRefs)
{
const auto it = std::lower_bound(pagedRefs.begin(), pagedRefs.end(), refNum);
if (it == pagedRefs.end() || *it != refNum)
return false;
pagedRefs.erase(it);
return true;
}
}
namespace MWWorld
{
void Scene::removeFromPagedRefs(const Ptr &ptr)
{
const ESM::RefNum& refnum = ptr.getCellRef().getRefNum();
if (refnum.hasContentFile() && removeFromSorted(refnum, mPagedRefs))
{
if (!ptr.getRefData().getBaseNode()) return;
ptr.getClass().insertObjectRendering(ptr, getModel(ptr, mRendering.getResourceSystem()->getVFS()), mRendering);
setNodeRotation(ptr, mRendering, makeNodeRotation(ptr, RotationOrder::direct));
reloadTerrain();
}
}
void Scene::updateObjectPosition(const Ptr &ptr, const osg::Vec3f &pos, bool movePhysics)
{
mRendering.moveObject(ptr, pos);
if (movePhysics)
{
mPhysics->updatePosition(ptr);
}
}
void Scene::updateObjectRotation(const Ptr &ptr, RotationOrder order)
{
const auto rot = makeNodeRotation(ptr, order);
setNodeRotation(ptr, mRendering, rot);
mPhysics->updateRotation(ptr, rot);
}
void Scene::updateObjectScale(const Ptr &ptr)
{
float scale = ptr.getCellRef().getScale();
osg::Vec3f scaleVec (scale, scale, scale);
ptr.getClass().adjustScale(ptr, scaleVec, true);
mRendering.scaleObject(ptr, scaleVec);
mPhysics->updateScale(ptr);
}
void Scene::update(float duration)
{
if (mChangeCellGridRequest.has_value())
{
changeCellGrid(mChangeCellGridRequest->mPosition, mChangeCellGridRequest->mCell.x(),
mChangeCellGridRequest->mCell.y(), mChangeCellGridRequest->mChangeEvent);
mChangeCellGridRequest.reset();
}
mPreloader->updateCache(mRendering.getReferenceTime());
preloadCells(duration);
}
void Scene::unloadCell(CellStore* cell)
{
if (mActiveCells.find(cell) == mActiveCells.end())
return;
Log(Debug::Info) << "Unloading cell " << cell->getCell()->getDescription();
ListAndResetObjectsVisitor visitor;
cell->forEach(visitor);
for (const auto& ptr : visitor.mObjects)
{
if (const auto object = mPhysics->getObject(ptr))
{
if (object->getShapeInstance()->mVisualCollisionType == Resource::VisualCollisionType::None)
mNavigator.removeObject(DetourNavigator::ObjectId(object));
mPhysics->remove(ptr);
ptr.mRef->mData.mPhysicsPostponed = false;
}
else if (mPhysics->getActor(ptr))
{
mNavigator.removeAgent(mWorld.getPathfindingAgentBounds(ptr));
mRendering.removeActorPath(ptr);
mPhysics->remove(ptr);
}
MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(ptr);
}
const auto cellX = cell->getCell()->getGridX();
const auto cellY = cell->getCell()->getGridY();
if (cell->getCell()->isExterior())
{
if (mPhysics->getHeightField(cellX, cellY) != nullptr)
mNavigator.removeHeightfield(osg::Vec2i(cellX, cellY));
mPhysics->removeHeightField(cellX, cellY);
}
if (cell->getCell()->hasWater())
mNavigator.removeWater(osg::Vec2i(cellX, cellY));
if (const auto pathgrid = mWorld.getStore().get<ESM::Pathgrid>().search(*cell->getCell()))
mNavigator.removePathgrid(*pathgrid);
MWBase::Environment::get().getMechanicsManager()->drop (cell);
mRendering.removeCell(cell);
MWBase::Environment::get().getWindowManager()->removeCell(cell);
mWorld.getLocalScripts().clearCell (cell);
MWBase::Environment::get().getSoundManager()->stopSound (cell);
mActiveCells.erase(cell);
// Clean up any effects that may have been spawned while unloading all cells
if(mActiveCells.empty())
mRendering.notifyWorldSpaceChanged();
}
void Scene::loadCell(CellStore *cell, Loading::Listener* loadingListener, bool respawn, const osg::Vec3f& position)
{
using DetourNavigator::HeightfieldShape;
assert(mActiveCells.find(cell) == mActiveCells.end());
mActiveCells.insert(cell);
Log(Debug::Info) << "Loading cell " << cell->getCell()->getDescription();
const int cellX = cell->getCell()->getGridX();
const int cellY = cell->getCell()->getGridY();
mNavigator.setWorldspace(cell->getCell()->mCellId.mWorldspace);
if (cell->getCell()->isExterior())
{
osg::ref_ptr<const ESMTerrain::LandObject> land = mRendering.getLandManager()->getLand(cellX, cellY);
const ESM::Land::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : nullptr;
const int verts = ESM::Land::LAND_SIZE;
const int worldsize = ESM::Land::REAL_SIZE;
if (data)
{
mPhysics->addHeightField(data->mHeights, cellX, cellY, worldsize, verts, data->mMinHeight, data->mMaxHeight, land.get());
}
else
{
static std::vector<float> defaultHeight;
defaultHeight.resize(verts*verts, ESM::Land::DEFAULT_HEIGHT);
mPhysics->addHeightField(defaultHeight.data(), cellX, cellY, worldsize, verts, ESM::Land::DEFAULT_HEIGHT, ESM::Land::DEFAULT_HEIGHT, land.get());
}
if (const auto heightField = mPhysics->getHeightField(cellX, cellY))
{
const osg::Vec2i cellPosition(cellX, cellY);
const btVector3& origin = heightField->getCollisionObject()->getWorldTransform().getOrigin();
const osg::Vec3f shift(origin.x(), origin.y(), origin.z());
const HeightfieldShape shape = [&] () -> HeightfieldShape
{
if (data == nullptr)
{
return DetourNavigator::HeightfieldPlane {static_cast<float>(ESM::Land::DEFAULT_HEIGHT)};
}
else
{
DetourNavigator::HeightfieldSurface heights;
heights.mHeights = data->mHeights;
heights.mSize = static_cast<std::size_t>(ESM::Land::LAND_SIZE);
heights.mMinHeight = data->mMinHeight;
heights.mMaxHeight = data->mMaxHeight;
return heights;
}
} ();
mNavigator.addHeightfield(cellPosition, ESM::Land::REAL_SIZE, shape);
}
}
if (const auto pathgrid = mWorld.getStore().get<ESM::Pathgrid>().search(*cell->getCell()))
mNavigator.addPathgrid(*cell->getCell(), *pathgrid);
// register local scripts
// do this before insertCell, to make sure we don't add scripts from levelled creature spawning twice
mWorld.getLocalScripts().addCell (cell);
if (respawn)
cell->respawn();
insertCell(*cell, loadingListener);
mRendering.addCell(cell);
MWBase::Environment::get().getWindowManager()->addCell(cell);
bool waterEnabled = cell->getCell()->hasWater() || cell->isExterior();
float waterLevel = cell->getWaterLevel();
mRendering.setWaterEnabled(waterEnabled);
if (waterEnabled)
{
mPhysics->enableWater(waterLevel);
mRendering.setWaterHeight(waterLevel);
if (cell->getCell()->isExterior())
{
if (const auto heightField = mPhysics->getHeightField(cellX, cellY))
mNavigator.addWater(osg::Vec2i(cellX, cellY), ESM::Land::REAL_SIZE, waterLevel);
}
else
{
mNavigator.addWater(osg::Vec2i(cellX, cellY), std::numeric_limits<int>::max(), waterLevel);
}
}
else
mPhysics->disableWater();
mNavigator.update(position);
if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
mRendering.configureAmbient(cell->getCell());
mPreloader->notifyLoaded(cell);
}
void Scene::clear()
{
for (auto iter = mActiveCells.begin(); iter!=mActiveCells.end(); )
{
auto* cell = *iter++;
unloadCell (cell);
}
assert(mActiveCells.empty());
mCurrentCell = nullptr;
mPreloader->clear();
}
osg::Vec4i Scene::gridCenterToBounds(const osg::Vec2i& centerCell) const
{
return osg::Vec4i(centerCell.x()-mHalfGridSize,centerCell.y()-mHalfGridSize,centerCell.x()+mHalfGridSize+1,centerCell.y()+mHalfGridSize+1);
}
osg::Vec2i Scene::getNewGridCenter(const osg::Vec3f &pos, const osg::Vec2i* currentGridCenter) const
{
if (currentGridCenter)
{
float centerX, centerY;
mWorld.indexToPosition(currentGridCenter->x(), currentGridCenter->y(), centerX, centerY, true);
float distance = std::max(std::abs(centerX-pos.x()), std::abs(centerY-pos.y()));
const float maxDistance = Constants::CellSizeInUnits / 2 + mCellLoadingThreshold; // 1/2 cell size + threshold
if (distance <= maxDistance)
return *currentGridCenter;
}
return positionToCellIndex(pos.x(), pos.y());
}
void Scene::playerMoved(const osg::Vec3f &pos)
{
if (!mCurrentCell || !mCurrentCell->isExterior())
return;
osg::Vec2i newCell = getNewGridCenter(pos, &mCurrentGridCenter);
if (newCell != mCurrentGridCenter)
requestChangeCellGrid(pos, newCell);
}
void Scene::requestChangeCellGrid(const osg::Vec3f &position, const osg::Vec2i& cell, bool changeEvent)
{
mChangeCellGridRequest = ChangeCellGridRequest {position, cell, changeEvent};
}
void Scene::changeCellGrid (const osg::Vec3f &pos, int playerCellX, int playerCellY, bool changeEvent)
{
for (auto iter = mActiveCells.begin(); iter != mActiveCells.end(); )
{
auto* cell = *iter++;
if (cell->getCell()->isExterior())
{
const auto dx = std::abs(playerCellX - cell->getCell()->getGridX());
const auto dy = std::abs(playerCellY - cell->getCell()->getGridY());
if (dx > mHalfGridSize || dy > mHalfGridSize)
unloadCell(cell);
}
else
unloadCell (cell);
}
mNavigator.updateBounds(pos);
mCurrentGridCenter = osg::Vec2i(playerCellX, playerCellY);
osg::Vec4i newGrid = gridCenterToBounds(mCurrentGridCenter);
mRendering.setActiveGrid(newGrid);
if (mRendering.pagingUnlockCache())
mPreloader->abortTerrainPreloadExcept(nullptr);
if (!mPreloader->isTerrainLoaded(std::make_pair(pos, newGrid), mRendering.getReferenceTime()))
preloadTerrain(pos, true);
mPagedRefs.clear();
mRendering.getPagedRefnums(newGrid, mPagedRefs);
std::size_t refsToLoad = 0;
const auto cellsToLoad = [&] (CellStoreCollection& collection, int range) -> std::vector<std::pair<int,int>>
{
std::vector<std::pair<int, int>> cellsPositionsToLoad;
for (int x = playerCellX - range; x <= playerCellX + range; ++x)
{
for (int y = playerCellY - range; y <= playerCellY + range; ++y)
{
if (!isCellInCollection(x, y, collection))
{
refsToLoad += mWorld.getExterior(x, y)->count();
cellsPositionsToLoad.emplace_back(x, y);
}
}
}
return cellsPositionsToLoad;
};
addPostponedPhysicsObjects();
auto cellsPositionsToLoad = cellsToLoad(mActiveCells,mHalfGridSize);
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
std::string loadingExteriorText = "#{sLoadingMessage3}";
loadingListener->setLabel(loadingExteriorText);
loadingListener->setProgressRange(refsToLoad);
const auto getDistanceToPlayerCell = [&] (const std::pair<int, int>& cellPosition)
{
return std::abs(cellPosition.first - playerCellX) + std::abs(cellPosition.second - playerCellY);
};
const auto getCellPositionPriority = [&] (const std::pair<int, int>& cellPosition)
{
return std::make_pair(getDistanceToPlayerCell(cellPosition), getCellPositionDistanceToOrigin(cellPosition));
};
std::sort(cellsPositionsToLoad.begin(), cellsPositionsToLoad.end(),
[&] (const std::pair<int, int>& lhs, const std::pair<int, int>& rhs) {
return getCellPositionPriority(lhs) < getCellPositionPriority(rhs);
});
for (const auto& [x,y] : cellsPositionsToLoad)
{
if (!isCellInCollection(x, y, mActiveCells))
{
CellStore *cell = mWorld.getExterior(x, y);
loadCell(cell, loadingListener, changeEvent, pos);
}
}
CellStore* current = mWorld.getExterior(playerCellX, playerCellY);
MWBase::Environment::get().getWindowManager()->changeCell(current);
if (changeEvent)
mCellChanged = true;
mCellLoaded = true;
}
void Scene::addPostponedPhysicsObjects()
{
for(const auto& cell : mActiveCells)
{
cell->forEach([&](const MWWorld::Ptr& ptr)
{
if(ptr.mRef->mData.mPhysicsPostponed)
{
ptr.mRef->mData.mPhysicsPostponed = false;
if (ptr.mRef->mData.isEnabled() && ptr.mRef->mData.getCount() > 0)
{
std::string model = getModel(ptr, MWBase::Environment::get().getResourceSystem()->getVFS());
if (!model.empty())
{
const auto rotation = makeNodeRotation(ptr, RotationOrder::direct);
ptr.getClass().insertObjectPhysics(ptr, model, rotation, *mPhysics);
}
}
}
return true;
});
}
}
void Scene::testExteriorCells()
{
// Note: temporary disable ICO to decrease memory usage
mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(nullptr);
mRendering.getResourceSystem()->setExpiryDelay(1.f);
const MWWorld::Store<ESM::Cell> &cells = mWorld.getStore().get<ESM::Cell>();
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
loadingListener->setProgressRange(cells.getExtSize());
MWWorld::Store<ESM::Cell>::iterator it = cells.extBegin();
int i = 1;
for (; it != cells.extEnd(); ++it)
{
loadingListener->setLabel("Testing exterior cells ("+std::to_string(i)+"/"+std::to_string(cells.getExtSize())+")...");
CellStore *cell = mWorld.getExterior(it->mData.mX, it->mData.mY);
loadCell(cell, nullptr, false, osg::Vec3f(it->mData.mX + 0.5f, it->mData.mY + 0.5f, 0) * Constants::CellSizeInUnits);
auto iter = mActiveCells.begin();
while (iter != mActiveCells.end())
{
if (it->isExterior() && it->mData.mX == (*iter)->getCell()->getGridX() &&
it->mData.mY == (*iter)->getCell()->getGridY())
{
unloadCell(*iter);
break;
}
++iter;
}
mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime());
loadingListener->increaseProgress (1);
i++;
}
mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(mRendering.getIncrementalCompileOperation());
mRendering.getResourceSystem()->setExpiryDelay(Settings::Manager::getFloat("cache expiry delay", "Cells"));
}
void Scene::testInteriorCells()
{
// Note: temporary disable ICO to decrease memory usage
mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(nullptr);
mRendering.getResourceSystem()->setExpiryDelay(1.f);
const MWWorld::Store<ESM::Cell> &cells = mWorld.getStore().get<ESM::Cell>();
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
loadingListener->setProgressRange(cells.getIntSize());
int i = 1;
MWWorld::Store<ESM::Cell>::iterator it = cells.intBegin();
for (; it != cells.intEnd(); ++it)
{
loadingListener->setLabel("Testing interior cells ("+std::to_string(i)+"/"+std::to_string(cells.getIntSize())+")...");
CellStore *cell = mWorld.getInterior(it->mName);
ESM::Position position;
mWorld.findInteriorPosition(it->mName, position);
loadCell(cell, nullptr, false, position.asVec3());
auto iter = mActiveCells.begin();
while (iter != mActiveCells.end())
{
assert (!(*iter)->getCell()->isExterior());
if (it->mName == (*iter)->getCell()->mName)
{
unloadCell(*iter);
break;
}
++iter;
}
mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime());
loadingListener->increaseProgress (1);
i++;
}
mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(mRendering.getIncrementalCompileOperation());
mRendering.getResourceSystem()->setExpiryDelay(Settings::Manager::getFloat("cache expiry delay", "Cells"));
}
void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos)
{
mCurrentCell = cell;
mRendering.enableTerrain(cell->isExterior());
MWWorld::Ptr old = mWorld.getPlayerPtr();
mWorld.getPlayer().setCell(cell);
MWWorld::Ptr player = mWorld.getPlayerPtr();
mRendering.updatePlayerPtr(player);
// The player is loaded before the scene and by default it is grounded, with the scene fully loaded,
// we validate and correct this. Only run once, during initial cell load.
if (old.mCell == cell)
mPhysics->traceDown(player, player.getRefData().getPosition().asVec3(), 10.f);
if (adjustPlayerPos)
{
mWorld.moveObject(player, pos.asVec3());
mWorld.rotateObject(player, pos.asRotationVec3());
player.getClass().adjustPosition(player, true);
}
MWBase::Environment::get().getMechanicsManager()->updateCell(old, player);
MWBase::Environment::get().getWindowManager()->watchActor(player);
mPhysics->updatePtr(old, player);
mWorld.adjustSky();
mLastPlayerPos = player.getRefData().getPosition().asVec3();
}
Scene::Scene(MWWorld::World& world, MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics,
DetourNavigator::Navigator& navigator)
: mCurrentCell (nullptr), mCellChanged (false)
, mWorld(world), mPhysics(physics), mRendering(rendering), mNavigator(navigator)
, mCellLoadingThreshold(1024.f)
, mPreloadDistance(Settings::Manager::getInt("preload distance", "Cells"))
, mPreloadEnabled(Settings::Manager::getBool("preload enabled", "Cells"))
, mPreloadExteriorGrid(Settings::Manager::getBool("preload exterior grid", "Cells"))
, mPreloadDoors(Settings::Manager::getBool("preload doors", "Cells"))
, mPreloadFastTravel(Settings::Manager::getBool("preload fast travel", "Cells"))
, mPredictionTime(Settings::Manager::getFloat("prediction time", "Cells"))
{
mPreloader = std::make_unique<CellPreloader>(rendering.getResourceSystem(), physics->getShapeManager(), rendering.getTerrain(), rendering.getLandManager());
mPreloader->setWorkQueue(mRendering.getWorkQueue());
rendering.getResourceSystem()->setExpiryDelay(Settings::Manager::getFloat("cache expiry delay", "Cells"));
mPreloader->setExpiryDelay(Settings::Manager::getFloat("preload cell expiry delay", "Cells"));
mPreloader->setMinCacheSize(Settings::Manager::getInt("preload cell cache min", "Cells"));
mPreloader->setMaxCacheSize(Settings::Manager::getInt("preload cell cache max", "Cells"));
mPreloader->setPreloadInstances(Settings::Manager::getBool("preload instances", "Cells"));
}
Scene::~Scene()
{
for (const osg::ref_ptr<SceneUtil::WorkItem>& v : mWorkItems)
v->abort();
for (const osg::ref_ptr<SceneUtil::WorkItem>& v : mWorkItems)
v->waitTillDone();
}
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, bool adjustPlayerPos, bool changeEvent)
{
CellStore *cell = mWorld.getInterior(cellName);
bool useFading = (mCurrentCell != nullptr);
if (useFading)
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);
if(mCurrentCell != nullptr && *mCurrentCell == *cell)
{
mWorld.moveObject(mWorld.getPlayerPtr(), position.asVec3());
mWorld.rotateObject(mWorld.getPlayerPtr(), position.asRotationVec3());
if (adjustPlayerPos)
mWorld.getPlayerPtr().getClass().adjustPosition(mWorld.getPlayerPtr(), true);
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
return;
}
Log(Debug::Info) << "Changing to interior";
// unload
for (auto iter = mActiveCells.begin(); iter!=mActiveCells.end(); )
{
auto* cellToUnload = *iter++;
unloadCell(cellToUnload);
}
assert(mActiveCells.empty());
loadingListener->setProgressRange(cell->count());
mNavigator.updateBounds(position.asVec3());
// Load cell.
mPagedRefs.clear();
loadCell(cell, loadingListener, changeEvent, position.asVec3());
changePlayerCell(cell, position, adjustPlayerPos);
// adjust fog
mRendering.configureFog(mCurrentCell->getCell());
// Sky system
mWorld.adjustSky();
if (changeEvent)
mCellChanged = true;
mCellLoaded = true;
if (useFading)
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
MWBase::Environment::get().getWorld()->getPostProcessor()->setExteriorFlag(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx);
}
void Scene::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
{
const osg::Vec2i cellIndex = positionToCellIndex(position.pos[0], position.pos[1]);
if (changeEvent)
MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);
changeCellGrid(position.asVec3(), cellIndex.x(), cellIndex.y(), changeEvent);
CellStore* current = mWorld.getExterior(cellIndex.x(), cellIndex.y());
changePlayerCell(current, position, adjustPlayerPos);
if (changeEvent)
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
MWBase::Environment::get().getWorld()->getPostProcessor()->setExteriorFlag(true);
}
CellStore* Scene::getCurrentCell ()
{
return mCurrentCell;
}
void Scene::markCellAsUnchanged()
{
mCellChanged = false;
}
void Scene::insertCell (CellStore &cell, Loading::Listener* loadingListener)
{
InsertVisitor insertVisitor(cell, loadingListener);
cell.forEach (insertVisitor);
insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, mWorld, mPagedRefs, *mPhysics, mRendering); });
insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, mWorld, *mPhysics, mNavigator); });
}
void Scene::addObjectToScene (const Ptr& ptr)
{
try
{
addObject(ptr, mWorld, mPagedRefs, *mPhysics, mRendering);
addObject(ptr, mWorld, *mPhysics, mNavigator);
mWorld.scaleObject(ptr, ptr.getCellRef().getScale());
}
catch (std::exception& e)
{
Log(Debug::Error) << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what();
}
}
void Scene::removeObjectFromScene (const Ptr& ptr, bool keepActive)
{
MWBase::Environment::get().getMechanicsManager()->remove (ptr, keepActive);
// You'd expect the sounds attached to the object to be stopped here
// because the object is nowhere to be heard, but in Morrowind, they're not.
// They're still stopped when the cell is unloaded
// or if the player moves away far from the object's position.
// Todd Howard, Who art in Bethesda, hallowed be Thy name.
MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(ptr);
if (const auto object = mPhysics->getObject(ptr))
{
if (object->getShapeInstance()->mVisualCollisionType == Resource::VisualCollisionType::None)
mNavigator.removeObject(DetourNavigator::ObjectId(object));
}
else if (mPhysics->getActor(ptr))
{
mNavigator.removeAgent(mWorld.getPathfindingAgentBounds(ptr));
}
mPhysics->remove(ptr);
mRendering.removeObject (ptr);
if (ptr.getClass().isActor())
mRendering.removeWaterRippleEmitter(ptr);
ptr.getRefData().setBaseNode(nullptr);
}
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();
}
class PreloadMeshItem : public SceneUtil::WorkItem
{
public:
PreloadMeshItem(const std::string& mesh, Resource::SceneManager* sceneManager)
: mMesh(mesh), mSceneManager(sceneManager)
{
}
void doWork() override
{
if (mAborted)
return;
try
{
mSceneManager->getTemplate(mMesh);
}
catch (std::exception&)
{
}
}
void abort() override
{
mAborted = true;
}
private:
std::string mMesh;
Resource::SceneManager* mSceneManager;
std::atomic_bool mAborted {false};
};
void Scene::preload(const std::string &mesh, bool useAnim)
{
std::string mesh_ = mesh;
if (useAnim)
mesh_ = Misc::ResourceHelpers::correctActorModelPath(mesh_, mRendering.getResourceSystem()->getVFS());
if (!mRendering.getResourceSystem()->getSceneManager()->checkLoaded(mesh_, mRendering.getReferenceTime()))
{
osg::ref_ptr<PreloadMeshItem> item(new PreloadMeshItem(mesh_, mRendering.getResourceSystem()->getSceneManager()));
mRendering.getWorkQueue()->addWorkItem(item);
const auto isDone = [] (const osg::ref_ptr<SceneUtil::WorkItem>& v) { return v->isDone(); };
mWorkItems.erase(std::remove_if(mWorkItems.begin(), mWorkItems.end(), isDone), mWorkItems.end());
mWorkItems.emplace_back(std::move(item));
}
}
void Scene::preloadCells(float dt)
{
if (dt<=1e-06) return;
std::vector<PositionCellGrid> exteriorPositions;
const MWWorld::ConstPtr player = mWorld.getPlayerPtr();
osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
osg::Vec3f moved = playerPos - mLastPlayerPos;
osg::Vec3f predictedPos = playerPos + moved / dt * mPredictionTime;
if (mCurrentCell->isExterior())
exteriorPositions.emplace_back(predictedPos, gridCenterToBounds(getNewGridCenter(predictedPos, &mCurrentGridCenter)));
mLastPlayerPos = playerPos;
if (mPreloadEnabled)
{
if (mPreloadDoors)
preloadTeleportDoorDestinations(playerPos, predictedPos, exteriorPositions);
if (mPreloadExteriorGrid)
preloadExteriorGrid(playerPos, predictedPos);
if (mPreloadFastTravel)
preloadFastTravelDestinations(playerPos, predictedPos, exteriorPositions);
}
mPreloader->setTerrainPreloadPositions(exteriorPositions);
}
void Scene::preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos, std::vector<PositionCellGrid>& exteriorPositions)
{
std::vector<MWWorld::ConstPtr> teleportDoors;
for (const MWWorld::CellStore* cellStore : mActiveCells)
{
typedef MWWorld::CellRefList<ESM::Door>::List DoorList;
const DoorList &doors = cellStore->getReadOnlyDoors().mList;
for (auto& door : doors)
{
if (!door.mRef.getTeleport())
{
continue;
}
teleportDoors.emplace_back(&door, cellStore);
}
}
for (const MWWorld::ConstPtr& door : teleportDoors)
{
float sqrDistToPlayer = (playerPos - door.getRefData().getPosition().asVec3()).length2();
sqrDistToPlayer = std::min(sqrDistToPlayer, (predictedPos - door.getRefData().getPosition().asVec3()).length2());
if (sqrDistToPlayer < mPreloadDistance*mPreloadDistance)
{
try
{
if (!door.getCellRef().getDestCell().empty())
preloadCell(mWorld.getInterior(door.getCellRef().getDestCell()));
else
{
osg::Vec3f pos = door.getCellRef().getDoorDest().asVec3();
const osg::Vec2i cellIndex = positionToCellIndex(pos.x(), pos.y());
preloadCell(mWorld.getExterior(cellIndex.x(), cellIndex.y()), true);
exteriorPositions.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos)));
}
}
catch (std::exception&)
{
// ignore error for now, would spam the log too much
}
}
}
}
void Scene::preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos)
{
if (!mWorld.isCellExterior())
return;
int halfGridSizePlusOne = mHalfGridSize + 1;
int cellX,cellY;
cellX = mCurrentGridCenter.x(); cellY = mCurrentGridCenter.y();
float centerX, centerY;
mWorld.indexToPosition(cellX, cellY, centerX, centerY, true);
for (int dx = -halfGridSizePlusOne; dx <= halfGridSizePlusOne; ++dx)
{
for (int dy = -halfGridSizePlusOne; dy <= halfGridSizePlusOne; ++dy)
{
if (dy != halfGridSizePlusOne && dy != -halfGridSizePlusOne && dx != halfGridSizePlusOne && dx != -halfGridSizePlusOne)
continue; // only care about the outer (not yet loaded) part of the grid
float thisCellCenterX, thisCellCenterY;
mWorld.indexToPosition(cellX+dx, cellY+dy, thisCellCenterX, thisCellCenterY, true);
float dist = std::max(std::abs(thisCellCenterX - playerPos.x()), std::abs(thisCellCenterY - playerPos.y()));
dist = std::min(dist,std::max(std::abs(thisCellCenterX - predictedPos.x()), std::abs(thisCellCenterY - predictedPos.y())));
float loadDist = Constants::CellSizeInUnits / 2 + Constants::CellSizeInUnits - mCellLoadingThreshold + mPreloadDistance;
if (dist < loadDist)
preloadCell(mWorld.getExterior(cellX+dx, cellY+dy));
}
}
}
void Scene::preloadCell(CellStore *cell, bool preloadSurrounding)
{
if (preloadSurrounding && cell->isExterior())
{
int x = cell->getCell()->getGridX();
int y = cell->getCell()->getGridY();
unsigned int numpreloaded = 0;
for (int dx = -mHalfGridSize; dx <= mHalfGridSize; ++dx)
{
for (int dy = -mHalfGridSize; dy <= mHalfGridSize; ++dy)
{
mPreloader->preload(mWorld.getExterior(x+dx, y+dy), mRendering.getReferenceTime());
if (++numpreloaded >= mPreloader->getMaxCacheSize())
break;
}
}
}
else
mPreloader->preload(cell, mRendering.getReferenceTime());
}
void Scene::preloadTerrain(const osg::Vec3f &pos, bool sync)
{
std::vector<PositionCellGrid> vec;
vec.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos)));
mPreloader->abortTerrainPreloadExcept(vec.data());
mPreloader->setTerrainPreloadPositions(vec);
if (!sync) return;
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
loadingListener->setLabel("#{sLoadingMessage4}");
while (!mPreloader->syncTerrainLoad(vec, mRendering.getReferenceTime(), *loadingListener)) {}
}
void Scene::reloadTerrain()
{
mPreloader->setTerrainPreloadPositions(std::vector<PositionCellGrid>());
}
struct ListFastTravelDestinationsVisitor
{
ListFastTravelDestinationsVisitor(float preloadDist, const osg::Vec3f& playerPos)
: mPreloadDist(preloadDist)
, mPlayerPos(playerPos)
{
}
bool operator()(const MWWorld::Ptr& ptr)
{
if ((ptr.getRefData().getPosition().asVec3() - mPlayerPos).length2() > mPreloadDist * mPreloadDist)
return true;
if (ptr.getClass().isNpc())
{
const std::vector<ESM::Transport::Dest>& transport = ptr.get<ESM::NPC>()->mBase->mTransport.mList;
mList.insert(mList.begin(), transport.begin(), transport.end());
}
else
{
const std::vector<ESM::Transport::Dest>& transport = ptr.get<ESM::Creature>()->mBase->mTransport.mList;
mList.insert(mList.begin(), transport.begin(), transport.end());
}
return true;
}
float mPreloadDist;
osg::Vec3f mPlayerPos;
std::vector<ESM::Transport::Dest> mList;
};
void Scene::preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& /*predictedPos*/, std::vector<PositionCellGrid>& exteriorPositions) // ignore predictedPos here since opening dialogue with travel service takes extra time
{
const MWWorld::ConstPtr player = mWorld.getPlayerPtr();
ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, player.getRefData().getPosition().asVec3());
for (MWWorld::CellStore* cellStore : mActiveCells)
{
cellStore->forEachType<ESM::NPC>(listVisitor);
cellStore->forEachType<ESM::Creature>(listVisitor);
}
for (ESM::Transport::Dest& dest : listVisitor.mList)
{
if (!dest.mCellName.empty())
preloadCell(mWorld.getInterior(dest.mCellName));
else
{
osg::Vec3f pos = dest.mPos.asVec3();
const osg::Vec2i cellIndex = positionToCellIndex(pos.x(), pos.y());
preloadCell(mWorld.getExterior(cellIndex.x(), cellIndex.y()), true);
exteriorPositions.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos)));
}
}
}
}