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208 lines
5.7 KiB
C++
208 lines
5.7 KiB
C++
#ifndef GAME_MWWORLD_SCENE_H
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#define GAME_MWWORLD_SCENE_H
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#include <osg/Vec2i>
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#include <osg/Vec4i>
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#include <osg/ref_ptr>
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#include "ptr.hpp"
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#include <memory>
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#include <optional>
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#include <set>
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#include <unordered_map>
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#include <vector>
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#include <components/esm/util.hpp>
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#include <components/misc/constants.hpp>
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namespace osg
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{
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class Vec3f;
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}
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namespace ESM
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{
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struct Position;
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}
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namespace Files
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{
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class Collections;
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}
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namespace Loading
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{
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class Listener;
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}
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namespace DetourNavigator
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{
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struct Navigator;
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class UpdateGuard;
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}
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namespace MWRender
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{
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class SkyManager;
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class RenderingManager;
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}
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namespace MWPhysics
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{
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class PhysicsSystem;
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}
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namespace SceneUtil
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{
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class WorkItem;
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}
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namespace MWWorld
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{
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class Player;
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class CellStore;
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class CellPreloader;
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class World;
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enum class RotationOrder
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{
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direct,
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inverse
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};
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class Scene
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{
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public:
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using CellStoreCollection = std::set<CellStore*, std::less<>>;
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private:
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struct ChangeCellGridRequest
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{
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osg::Vec3f mPosition;
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ESM::ExteriorCellLocation mCellIndex;
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bool mChangeEvent;
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};
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CellStore* mCurrentCell; // the cell the player is in
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CellStoreCollection mActiveCells;
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bool mCellChanged;
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bool mCellLoaded = false;
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MWWorld::World& mWorld;
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MWPhysics::PhysicsSystem* mPhysics;
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MWRender::RenderingManager& mRendering;
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DetourNavigator::Navigator& mNavigator;
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std::unique_ptr<CellPreloader> mPreloader;
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float mCellLoadingThreshold;
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float mPreloadDistance;
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bool mPreloadEnabled;
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bool mPreloadExteriorGrid;
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bool mPreloadDoors;
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bool mPreloadFastTravel;
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float mPredictionTime;
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int mHalfGridSize = Constants::CellGridRadius;
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osg::Vec3f mLastPlayerPos;
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std::vector<ESM::RefNum> mPagedRefs;
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std::vector<osg::ref_ptr<SceneUtil::WorkItem>> mWorkItems;
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std::optional<ChangeCellGridRequest> mChangeCellGridRequest;
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void insertCell(CellStore& cell, Loading::Listener* loadingListener,
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const DetourNavigator::UpdateGuard* navigatorUpdateGuard);
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osg::Vec2i mCurrentGridCenter;
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// Load and unload cells as necessary to create a cell grid with "X" and "Y" in the center
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void changeCellGrid(const osg::Vec3f& pos, ESM::ExteriorCellLocation playerCellIndex, bool changeEvent = true);
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void requestChangeCellGrid(const osg::Vec3f& position, const osg::Vec2i& cell, bool changeEvent = true);
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typedef std::pair<osg::Vec3f, osg::Vec4i> PositionCellGrid;
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void preloadCells(float dt);
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void preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos,
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std::vector<PositionCellGrid>& exteriorPositions);
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void preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos);
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void preloadFastTravelDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos,
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std::vector<PositionCellGrid>& exteriorPositions);
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osg::Vec4i gridCenterToBounds(const osg::Vec2i& centerCell) const;
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osg::Vec2i getNewGridCenter(const osg::Vec3f& pos, const osg::Vec2i* currentGridCenter = nullptr) const;
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void unloadCell(CellStore* cell, const DetourNavigator::UpdateGuard* navigatorUpdateGuard);
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void loadCell(CellStore& cell, Loading::Listener* loadingListener, bool respawn, const osg::Vec3f& position,
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const DetourNavigator::UpdateGuard* navigatorUpdateGuard);
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public:
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Scene(MWWorld::World& world, MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem* physics,
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DetourNavigator::Navigator& navigator);
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~Scene();
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void preloadCell(MWWorld::CellStore& cell, bool preloadSurrounding = false);
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void preloadTerrain(const osg::Vec3f& pos, ESM::RefId worldspace, bool sync = false);
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void reloadTerrain();
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void playerMoved(const osg::Vec3f& pos);
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void changePlayerCell(CellStore& newCell, const ESM::Position& position, bool adjustPlayerPos);
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CellStore* getCurrentCell();
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const CellStoreCollection& getActiveCells() const;
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bool hasCellChanged() const;
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///< Has the set of active cells changed, since the last frame?
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bool hasCellLoaded() const { return mCellLoaded; }
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void resetCellLoaded() { mCellLoaded = false; }
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void changeToInteriorCell(
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std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true);
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///< Move to interior cell.
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/// @param changeEvent Set cellChanged flag?
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void changeToExteriorCell(
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const ESM::RefId& extCellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true);
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///< Move to exterior cell.
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/// @param changeEvent Set cellChanged flag?
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void clear();
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///< Change into a void
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void markCellAsUnchanged();
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void update(float duration);
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void addObjectToScene(const Ptr& ptr);
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///< Add an object that already exists in the world model to the scene.
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void removeObjectFromScene(const Ptr& ptr, bool keepActive = false);
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///< Remove an object from the scene, but not from the world model.
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void addPostponedPhysicsObjects();
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void removeFromPagedRefs(const Ptr& ptr);
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void updateObjectRotation(const Ptr& ptr, RotationOrder order);
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void updateObjectScale(const Ptr& ptr);
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bool isCellActive(const CellStore& cell);
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Ptr searchPtrViaActorId(int actorId);
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void preload(const std::string& mesh, bool useAnim = false);
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void testExteriorCells();
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void testInteriorCells();
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};
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}
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#endif
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