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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-26 15:39:51 +00:00
elsid b8fcd6d3ba
Manage work item lifetime on the client side
Instead of explicit work queue stop before any possibly used engine manager
is destructed. Based on an assumption that any engine manager can be destructed
independently from the work queue destruction. This model is already used in
CellPreloader that conflicts with explicit work queue stop.

After the work queue is requested to be stopped, any client waiting for a not
started work item to be done will wait forever because the work item is dropped
from the queue. Therefore either clients should not wait for own work items to
be completed in destructor or the work queue should not drop items before
clients are destructed. Other approaches are possible but are not considered
due to increasing complexity.

CellPreloader already tries to wait for all created work items to be done so
keep it that way and extend the model to AsyncScreenCaptureOperation and Scene.
Additionally abort all scheduled work items when owner is destructed. This
prevents a long exit when multiple screenshots are scheduled right before
exiting the game.
2021-07-12 11:41:14 +02:00

1330 lines
52 KiB
C++

#include "scene.hpp"
#include <limits>
#include <chrono>
#include <thread>
#include <atomic>
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionShapes/btCompoundShape.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/resource/bulletshape.hpp>
#include <components/sceneutil/unrefqueue.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/detournavigator/navigator.hpp>
#include <components/detournavigator/debug.hpp>
#include <components/misc/convert.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 "../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"
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 makeObjectOsgQuat(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(zr, osg::Vec3(0, 0, -1))
* osg::Quat(yr, osg::Vec3(0, -1, 0))
* osg::Quat(xr, osg::Vec3(-1, 0, 0));
}
osg::Quat makeNodeRotation(const MWWorld::Ptr& ptr, RotationOrder order)
{
const auto pos = ptr.getRefData().getPosition();
const auto rot = ptr.getClass().isActor() ? makeActorOsgQuat(pos)
: (order == RotationOrder::inverse ? makeInversedOrderObjectOsgQuat(pos) : makeObjectOsgQuat(pos));
return rot;
}
void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, osg::Quat rotation)
{
if (ptr.getRefData().getBaseNode())
rendering.rotateObject(ptr, rotation);
}
std::string getModel(const MWWorld::Ptr &ptr, const VFS::Manager *vfs)
{
bool useAnim = ptr.getClass().useAnim();
std::string model = ptr.getClass().getModel(ptr);
if (useAnim)
model = Misc::ResourceHelpers::correctActorModelPath(model, vfs);
const std::string &id = ptr.getCellRef().getRefId();
if (id == "prisonmarker" || id == "divinemarker" || id == "templemarker" || id == "northmarker")
model = ""; // marker objects that have a hardcoded function in the game logic, should be hidden from the player
return model;
}
void addObject(const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
MWRender::RenderingManager& rendering, std::set<ESM::RefNum>& pagedRefs, bool onlyPhysics)
{
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 = makeNodeRotation(ptr, RotationOrder::direct);
if (onlyPhysics && !physics.getObject(ptr) && !ptr.getClass().isActor())
{
// When we preload physics object we need to skip animated objects. They are dependant on the scene graph which doesn't yet exist.
ptr.getClass().insertObject (ptr, model, rotation, physics, true);
return;
}
const ESM::RefNum& refnum = ptr.getCellRef().getRefNum();
if (!refnum.hasContentFile() || pagedRefs.find(refnum) == pagedRefs.end())
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
MWBase::Environment::get().getWorld()->applyLoopingParticles(ptr);
if (!physics.getObject(ptr))
ptr.getClass().insertObject (ptr, model, rotation, physics);
MWBase::Environment::get().getLuaManager()->objectAddedToScene(ptr);
}
void addObject(const MWWorld::Ptr& ptr, const MWPhysics::PhysicsSystem& physics, DetourNavigator::Navigator& navigator)
{
if (const auto object = physics.getObject(ptr))
{
if (ptr.getClass().isDoor() && !ptr.getCellRef().getTeleport())
{
const auto shape = object->getShapeInstance()->getCollisionShape();
btVector3 aabbMin;
btVector3 aabbMax;
shape->getAabb(btTransform::getIdentity(), aabbMin, aabbMax);
const auto center = (aabbMax + aabbMin) * 0.5f;
const auto distanceFromDoor = MWBase::Environment::get().getWorld()->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::toBullet(makeObjectOsgQuat(ptr.getCellRef().getPosition())),
transform.getOrigin()
);
const auto start = Misc::Convert::makeOsgVec3f(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::makeOsgVec3f(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(
*shape,
object->getShapeInstance()->getAvoidCollisionShape(),
connectionStart,
connectionEnd
),
transform
);
}
else
{
navigator.addObject(
DetourNavigator::ObjectId(object),
DetourNavigator::ObjectShapes {
*object->getShapeInstance()->getCollisionShape(),
object->getShapeInstance()->getAvoidCollisionShape()
},
object->getTransform()
);
}
}
else if (physics.getActor(ptr))
{
navigator.addAgent(MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(ptr));
}
}
struct InsertVisitor
{
MWWorld::CellStore& mCell;
Loading::Listener& mLoadingListener;
bool mOnlyObjects;
bool mTest;
std::vector<MWWorld::Ptr> mToInsert;
InsertVisitor (MWWorld::CellStore& cell, Loading::Listener& loadingListener, bool onlyObjects, bool test);
bool operator() (const MWWorld::Ptr& ptr);
template <class AddObject>
void insert(AddObject&& addObject);
};
InsertVisitor::InsertVisitor (MWWorld::CellStore& cell, Loading::Listener& loadingListener, bool onlyObjects, bool test)
: mCell (cell), mLoadingListener (loadingListener), mOnlyObjects(onlyObjects), mTest(test)
{}
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() && (!mOnlyObjects || !ptr.getClass().isActor()))
{
try
{
addObject(ptr);
}
catch (const std::exception& e)
{
std::string error ("failed to render '" + ptr.getCellRef().getRefId() + "': ");
Log(Debug::Error) << error + e.what();
}
}
if (!mTest)
mLoadingListener.increaseProgress (1);
}
}
struct PositionVisitor
{
bool operator() (const MWWorld::Ptr& ptr)
{
if (!ptr.getRefData().isDeleted() && ptr.getRefData().isEnabled())
ptr.getClass().adjustPosition (ptr, false);
return true;
}
};
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;
}
}
namespace MWWorld
{
void Scene::removeFromPagedRefs(const Ptr &ptr)
{
const ESM::RefNum& refnum = ptr.getCellRef().getRefNum();
if (refnum.hasContentFile() && mPagedRefs.erase(refnum))
{
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, bool paused)
{
mPreloader->updateCache(mRendering.getReferenceTime());
preloadCells(duration);
mRendering.update (duration, paused);
}
void Scene::unloadInactiveCell (CellStore* cell, bool test)
{
assert(mActiveCells.find(cell) == mActiveCells.end());
assert(mInactiveCells.find(cell) != mInactiveCells.end());
if (!test)
Log(Debug::Info) << "Unloading cell " << cell->getCell()->getDescription();
ListObjectsVisitor visitor;
cell->forEach(visitor);
for (const auto& ptr : visitor.mObjects)
{
mPhysics->remove(ptr);
ptr.mRef->mData.mPhysicsPostponed = false;
}
if (cell->getCell()->isExterior())
{
const auto cellX = cell->getCell()->getGridX();
const auto cellY = cell->getCell()->getGridY();
mPhysics->removeHeightField(cellX, cellY);
}
mInactiveCells.erase(cell);
}
void Scene::deactivateCell(CellStore* cell, bool test)
{
assert(mInactiveCells.find(cell) != mInactiveCells.end());
if (mActiveCells.find(cell) == mActiveCells.end())
return;
if (!test)
Log(Debug::Info) << "Deactivate cell " << cell->getCell()->getDescription();
const auto navigator = MWBase::Environment::get().getWorld()->getNavigator();
ListAndResetObjectsVisitor visitor;
cell->forEach(visitor);
const auto world = MWBase::Environment::get().getWorld();
for (const auto& ptr : visitor.mObjects)
{
if (const auto object = mPhysics->getObject(ptr))
{
navigator->removeObject(DetourNavigator::ObjectId(object));
if (object->isAnimated())
mPhysics->remove(ptr);
}
else if (mPhysics->getActor(ptr))
{
navigator->removeAgent(world->getPathfindingHalfExtents(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 (const auto heightField = mPhysics->getHeightField(cellX, cellY))
navigator->removeObject(DetourNavigator::ObjectId(heightField));
}
if (cell->getCell()->hasWater())
navigator->removeWater(osg::Vec2i(cellX, cellY));
if (const auto pathgrid = world->getStore().get<ESM::Pathgrid>().search(*cell->getCell()))
navigator->removePathgrid(*pathgrid);
const auto player = world->getPlayerPtr();
navigator->update(player.getRefData().getPosition().asVec3());
MWBase::Environment::get().getMechanicsManager()->drop (cell);
mRendering.removeCell(cell);
MWBase::Environment::get().getWindowManager()->removeCell(cell);
MWBase::Environment::get().getWorld()->getLocalScripts().clearCell (cell);
MWBase::Environment::get().getSoundManager()->stopSound (cell);
mActiveCells.erase(cell);
}
void Scene::activateCell (CellStore *cell, Loading::Listener* loadingListener, bool respawn, bool test)
{
assert(mActiveCells.find(cell) == mActiveCells.end());
assert(mInactiveCells.find(cell) != mInactiveCells.end());
mActiveCells.insert(cell);
if (test)
Log(Debug::Info) << "Testing cell " << cell->getCell()->getDescription();
else
Log(Debug::Info) << "Loading cell " << cell->getCell()->getDescription();
const auto world = MWBase::Environment::get().getWorld();
const auto navigator = world->getNavigator();
const int cellX = cell->getCell()->getGridX();
const int cellY = cell->getCell()->getGridY();
if (!test && cell->getCell()->isExterior())
{
if (const auto heightField = mPhysics->getHeightField(cellX, cellY))
navigator->addObject(DetourNavigator::ObjectId(heightField), *heightField->getShape(),
heightField->getCollisionObject()->getWorldTransform());
}
if (const auto pathgrid = world->getStore().get<ESM::Pathgrid>().search(*cell->getCell()))
navigator->addPathgrid(*cell->getCell(), *pathgrid);
// register local scripts
// do this before insertCell, to make sure we don't add scripts from levelled creature spawning twice
MWBase::Environment::get().getWorld()->getLocalScripts().addCell (cell);
if (respawn)
cell->respawn();
insertCell (*cell, loadingListener, false, test);
mRendering.addCell(cell);
if (!test)
{
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))
navigator->addWater(osg::Vec2i(cellX, cellY), ESM::Land::REAL_SIZE,
cell->getWaterLevel(), heightField->getCollisionObject()->getWorldTransform());
}
else
{
navigator->addWater(osg::Vec2i(cellX, cellY), std::numeric_limits<int>::max(),
cell->getWaterLevel(), btTransform::getIdentity());
}
}
else
mPhysics->disableWater();
const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
// By default the player is grounded, with the scene fully loaded, we validate and correct this.
if (player.mCell == cell) // Only run once, during initial cell load.
{
mPhysics->traceDown(player, player.getRefData().getPosition().asVec3(), 10.f);
}
navigator->update(player.getRefData().getPosition().asVec3());
if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
mRendering.configureAmbient(cell->getCell());
}
mPreloader->notifyLoaded(cell);
}
void Scene::loadInactiveCell (CellStore *cell, Loading::Listener* loadingListener, bool test)
{
assert(mActiveCells.find(cell) == mActiveCells.end());
assert(mInactiveCells.find(cell) == mInactiveCells.end());
mInactiveCells.insert(cell);
if (test)
Log(Debug::Info) << "Testing inactive cell " << cell->getCell()->getDescription();
else
Log(Debug::Info) << "Loading inactive cell " << cell->getCell()->getDescription();
if (!test && cell->getCell()->isExterior())
{
float verts = ESM::Land::LAND_SIZE;
float worldsize = ESM::Land::REAL_SIZE;
const int cellX = cell->getCell()->getGridX();
const int cellY = cell->getCell()->getGridY();
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;
if (data)
{
mPhysics->addHeightField (data->mHeights, cellX, cellY, worldsize / (verts-1), verts, data->mMinHeight, data->mMaxHeight, land.get());
}
else
{
static std::vector<float> defaultHeight;
defaultHeight.resize(verts*verts, ESM::Land::DEFAULT_HEIGHT);
mPhysics->addHeightField (&defaultHeight[0], cellX, cellY, worldsize / (verts-1), verts, ESM::Land::DEFAULT_HEIGHT, ESM::Land::DEFAULT_HEIGHT, land.get());
}
}
insertCell (*cell, loadingListener, true, test);
}
void Scene::clear()
{
for (auto iter = mInactiveCells.begin(); iter!=mInactiveCells.end(); )
{
auto* cell = *iter++;
deactivateCell(cell);
unloadInactiveCell (cell);
}
assert(mActiveCells.empty());
assert(mInactiveCells.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;
MWBase::Environment::get().getWorld()->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;
}
osg::Vec2i newCenter;
MWBase::Environment::get().getWorld()->positionToIndex(pos.x(), pos.y(), newCenter.x(), newCenter.y());
return newCenter;
}
void Scene::playerMoved(const osg::Vec3f &pos)
{
const auto navigator = MWBase::Environment::get().getWorld()->getNavigator();
const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
navigator->updatePlayerPosition(player.getRefData().getPosition().asVec3());
if (!mCurrentCell || !mCurrentCell->isExterior())
return;
osg::Vec2i newCell = getNewGridCenter(pos, &mCurrentGridCenter);
if (newCell != mCurrentGridCenter)
changeCellGrid(pos, newCell.x(), newCell.y());
}
void Scene::changeCellGrid (const osg::Vec3f &pos, int playerCellX, int playerCellY, bool changeEvent)
{
for (auto iter = mInactiveCells.begin(); iter != mInactiveCells.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)
deactivateCell(cell);
if (dx > mHalfGridSize+1 || dy > mHalfGridSize+1)
unloadInactiveCell(cell);
}
else
{
deactivateCell(cell);
unloadInactiveCell(cell);
}
}
mCurrentGridCenter = osg::Vec2i(playerCellX, playerCellY);
osg::Vec4i newGrid = gridCenterToBounds(mCurrentGridCenter);
mRendering.setActiveGrid(newGrid);
preloadTerrain(pos, true);
mPagedRefs.clear();
mRendering.getPagedRefnums(newGrid, mPagedRefs);
std::size_t refsToLoad = 0;
const auto cellsToLoad = [&playerCellX,&playerCellY,&refsToLoad](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 += MWBase::Environment::get().getWorld()->getExterior(x, y)->count();
cellsPositionsToLoad.emplace_back(x, y);
}
}
}
return cellsPositionsToLoad;
};
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());
const auto rotation = makeNodeRotation(ptr, RotationOrder::direct);
ptr.getClass().insertObjectPhysics(ptr, model, rotation, *mPhysics);
}
}
return true;
});
}
auto cellsPositionsToLoad = cellsToLoad(mActiveCells,mHalfGridSize);
auto cellsPositionsToLoadInactive = cellsToLoad(mInactiveCells,mHalfGridSize+1);
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);
});
std::sort(cellsPositionsToLoadInactive.begin(), cellsPositionsToLoadInactive.end(),
[&] (const std::pair<int, int>& lhs, const std::pair<int, int>& rhs) {
return getCellPositionPriority(lhs) < getCellPositionPriority(rhs);
});
// Load cells
for (const auto& [x,y] : cellsPositionsToLoadInactive)
{
if (!isCellInCollection(x, y, mInactiveCells))
{
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
loadInactiveCell (cell, loadingListener);
}
}
for (const auto& [x,y] : cellsPositionsToLoad)
{
if (!isCellInCollection(x, y, mActiveCells))
{
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(x, y);
activateCell (cell, loadingListener, changeEvent);
}
}
CellStore* current = MWBase::Environment::get().getWorld()->getExterior(playerCellX, playerCellY);
MWBase::Environment::get().getWindowManager()->changeCell(current);
if (changeEvent)
mCellChanged = true;
mNavigator.wait(*loadingListener, DetourNavigator::WaitConditionType::requiredTilesPresent);
}
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 = MWBase::Environment::get().getWorld()->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())+")...");
CellStoreCollection::iterator iter = mActiveCells.begin();
CellStore *cell = MWBase::Environment::get().getWorld()->getExterior(it->mData.mX, it->mData.mY);
loadInactiveCell (cell, loadingListener, true);
activateCell (cell, loadingListener, false, true);
iter = mActiveCells.begin();
while (iter != mActiveCells.end())
{
if (it->isExterior() && it->mData.mX == (*iter)->getCell()->getGridX() &&
it->mData.mY == (*iter)->getCell()->getGridY())
{
deactivateCell(*iter, true);
unloadInactiveCell (*iter, true);
break;
}
++iter;
}
mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime());
mRendering.getUnrefQueue()->flush(mRendering.getWorkQueue());
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 = MWBase::Environment::get().getWorld()->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 = MWBase::Environment::get().getWorld()->getInterior(it->mName);
loadInactiveCell (cell, loadingListener, true);
activateCell (cell, loadingListener, false, true);
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter != mActiveCells.end())
{
assert (!(*iter)->getCell()->isExterior());
if (it->mName == (*iter)->getCell()->mName)
{
deactivateCell(*iter, true);
unloadInactiveCell (*iter, true);
break;
}
++iter;
}
mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime());
mRendering.getUnrefQueue()->flush(mRendering.getWorkQueue());
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());
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 = pos.rot[0];
float y = pos.rot[1];
float z = pos.rot[2];
world->rotateObject(player, x, y, z);
player.getClass().adjustPosition(player, true);
}
MWBase::Environment::get().getMechanicsManager()->updateCell(old, player);
MWBase::Environment::get().getWindowManager()->watchActor(player);
mPhysics->updatePtr(old, player);
world->adjustSky();
mLastPlayerPos = player.getRefData().getPosition().asVec3();
}
Scene::Scene (MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem *physics,
DetourNavigator::Navigator& navigator)
: mCurrentCell (nullptr), mCellChanged (false), 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.reset(new CellPreloader(rendering.getResourceSystem(), physics->getShapeManager(), rendering.getTerrain(), rendering.getLandManager()));
mPreloader->setWorkQueue(mRendering.getWorkQueue());
mPreloader->setUnrefQueue(rendering.getUnrefQueue());
mPhysics->setUnrefQueue(rendering.getUnrefQueue());
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 = MWBase::Environment::get().getWorld()->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)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]);
float x = position.rot[0];
float y = position.rot[1];
float z = position.rot[2];
world->rotateObject(world->getPlayerPtr(), x, y, z);
if (adjustPlayerPos)
world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
return;
}
Log(Debug::Info) << "Changing to interior";
// unload
for (auto iter = mInactiveCells.begin(); iter!=mInactiveCells.end(); )
{
auto* cell = *iter++;
deactivateCell(cell);
unloadInactiveCell(cell);
}
assert(mActiveCells.empty());
assert(mInactiveCells.empty());
loadingListener->setProgressRange(cell->count());
// Load cell.
mPagedRefs.clear();
loadInactiveCell (cell, loadingListener);
activateCell (cell, loadingListener, changeEvent);
changePlayerCell(cell, position, adjustPlayerPos);
// adjust fog
mRendering.configureFog(mCurrentCell->getCell());
// Sky system
MWBase::Environment::get().getWorld()->adjustSky();
if (changeEvent)
mCellChanged = true;
if (useFading)
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
mNavigator.wait(*loadingListener, DetourNavigator::WaitConditionType::requiredTilesPresent);
}
void Scene::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
{
int x = 0;
int y = 0;
MWBase::Environment::get().getWorld()->positionToIndex (position.pos[0], position.pos[1], x, y);
if (changeEvent)
MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);
changeCellGrid(position.asVec3(), x, y, changeEvent);
CellStore* current = MWBase::Environment::get().getWorld()->getExterior(x, y);
changePlayerCell(current, position, adjustPlayerPos);
if (changeEvent)
MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
}
CellStore* Scene::getCurrentCell ()
{
return mCurrentCell;
}
void Scene::markCellAsUnchanged()
{
mCellChanged = false;
}
void Scene::insertCell (CellStore &cell, Loading::Listener* loadingListener, bool onlyObjects, bool test)
{
InsertVisitor insertVisitor (cell, *loadingListener, onlyObjects, test);
cell.forEach (insertVisitor);
insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, *mPhysics, mRendering, mPagedRefs, onlyObjects); });
if (!onlyObjects)
{
insertVisitor.insert([&] (const MWWorld::Ptr& ptr) { addObject(ptr, *mPhysics, mNavigator); });
// do adjustPosition (snapping actors to ground) after objects are loaded, so we don't depend on the loading order
PositionVisitor posVisitor;
cell.forEach (posVisitor);
}
}
void Scene::addObjectToScene (const Ptr& ptr)
{
try
{
addObject(ptr, *mPhysics, mRendering, mPagedRefs, false);
addObject(ptr, *mPhysics, mNavigator);
MWBase::Environment::get().getWorld()->scaleObject(ptr, ptr.getCellRef().getScale());
const auto navigator = MWBase::Environment::get().getWorld()->getNavigator();
const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
navigator->update(player.getRefData().getPosition().asVec3());
}
catch (std::exception& e)
{
Log(Debug::Error) << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what();
}
}
void Scene::removeObjectFromScene (const Ptr& ptr)
{
MWBase::Environment::get().getMechanicsManager()->remove (ptr);
MWBase::Environment::get().getSoundManager()->stopSound3D (ptr);
MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(ptr);
const auto navigator = MWBase::Environment::get().getWorld()->getNavigator();
if (const auto object = mPhysics->getObject(ptr))
{
navigator->removeObject(DetourNavigator::ObjectId(object));
const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
navigator->update(player.getRefData().getPosition().asVec3());
}
else if (mPhysics->getActor(ptr))
{
navigator->removeAgent(MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(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 = MWBase::Environment::get().getWorld()->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(MWBase::Environment::get().getWorld()->getInterior(door.getCellRef().getDestCell()));
else
{
osg::Vec3f pos = door.getCellRef().getDoorDest().asVec3();
int x,y;
MWBase::Environment::get().getWorld()->positionToIndex (pos.x(), pos.y(), x, y);
preloadCell(MWBase::Environment::get().getWorld()->getExterior(x,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 (!MWBase::Environment::get().getWorld()->isCellExterior())
return;
int halfGridSizePlusOne = mHalfGridSize + 1;
int cellX,cellY;
cellX = mCurrentGridCenter.x(); cellY = mCurrentGridCenter.y();
float centerX, centerY;
MWBase::Environment::get().getWorld()->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;
MWBase::Environment::get().getWorld()->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(MWBase::Environment::get().getWorld()->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(MWBase::Environment::get().getWorld()->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)));
if (sync && mRendering.pagingUnlockCache())
mPreloader->abortTerrainPreloadExcept(nullptr);
else
mPreloader->abortTerrainPreloadExcept(&vec[0]);
mPreloader->setTerrainPreloadPositions(vec);
if (!sync) return;
Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
Loading::ScopedLoad load(loadingListener);
int progress = 0, initialProgress = -1, progressRange = 0;
while (!mPreloader->syncTerrainLoad(vec, progress, progressRange, mRendering.getReferenceTime()))
{
if (initialProgress == -1)
{
loadingListener->setLabel("#{sLoadingMessage4}");
initialProgress = progress;
}
if (progress)
{
loadingListener->setProgressRange(std::max(0, progressRange-initialProgress));
loadingListener->setProgress(progress-initialProgress);
}
else
loadingListener->setProgress(0);
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
}
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 = MWBase::Environment::get().getWorld()->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(MWBase::Environment::get().getWorld()->getInterior(dest.mCellName));
else
{
osg::Vec3f pos = dest.mPos.asVec3();
int x,y;
MWBase::Environment::get().getWorld()->positionToIndex( pos.x(), pos.y(), x, y);
preloadCell(MWBase::Environment::get().getWorld()->getExterior(x,y), true);
exteriorPositions.emplace_back(pos, gridCenterToBounds(getNewGridCenter(pos)));
}
}
}
}