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OpenMW/apps/openmw/mwrender/objects.cpp

215 lines
6.3 KiB
C++

#include "objects.hpp"
#include <OgreSceneNode.h>
#include <components/nifogre/ogre_nif_loader.hpp>
using namespace MWRender;
bool Objects::lightConst = false;
float Objects::lightConstValue = 0.0f;
bool Objects::lightLinear = true;
int Objects::lightLinearMethod = 1;
float Objects::lightLinearValue = 3;
float Objects::lightLinearRadiusMult = 1;
bool Objects::lightQuadratic = false;
int Objects::lightQuadraticMethod = 2;
float Objects::lightQuadraticValue = 16;
float Objects::lightQuadraticRadiusMult = 1;
bool Objects::lightOutQuadInLin = false;
int Objects::uniqueID = 0;
void Objects::clearSceneNode (Ogre::SceneNode *node)
{
/// \todo This should probably be moved into OpenEngine at some point.
for (int i=node->numAttachedObjects()-1; i>=0; --i)
{
Ogre::MovableObject *object = node->getAttachedObject (i);
node->detachObject (object);
mRenderer.getScene()->destroyMovableObject (object);
}
}
void Objects::setMwRoot(Ogre::SceneNode* root)
{
mMwRoot = root;
}
void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_)
{
Ogre::SceneNode* root = mMwRoot;
Ogre::SceneNode* cellnode;
if(mCellSceneNodes.find(ptr.getCell()) == mCellSceneNodes.end())
{
//Create the scenenode and put it in the map
cellnode = root->createChildSceneNode();
mCellSceneNodes[ptr.getCell()] = cellnode;
}
else
{
cellnode = mCellSceneNodes[ptr.getCell()];
}
Ogre::SceneNode* insert = cellnode->createChildSceneNode();
const float *f = ptr.getRefData().getPosition().pos;
insert->setPosition(f[0], f[1], f[2]);
insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
// Convert MW rotation to a quaternion:
f = ptr.getCellRef().pos.rot;
// Rotate around X axis
Ogre::Quaternion xr(Ogre::Radian(-f[0]), Ogre::Vector3::UNIT_X);
// Rotate around Y axis
Ogre::Quaternion yr(Ogre::Radian(-f[1]), Ogre::Vector3::UNIT_Y);
// Rotate around Z axis
Ogre::Quaternion zr(Ogre::Radian(-f[2]), Ogre::Vector3::UNIT_Z);
// Rotates first around z, then y, then x
insert->setOrientation(xr*yr*zr);
if (!enabled)
insert->setVisible (false);
ptr.getRefData().setBaseNode(insert);
mIsStatic = static_;
}
void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
{
Ogre::SceneNode* insert = ptr.getRefData().getBaseNode();
assert(insert);
NifOgre::NIFLoader::load(mesh);
Ogre::Entity *ent = mRenderer.getScene()->createEntity(mesh);
if(!mIsStatic)
{
insert->attachObject(ent);
}
else
{
Ogre::StaticGeometry* sg = 0;
if(mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
//Create the scenenode and put it in the map
mStaticGeometry[ptr.getCell()] = sg;
// This specifies the size of a single batch region.
// If it is set too high:
// - there will be problems choosing the correct lights
// - the culling will be more inefficient
// If it is set too low:
// - there will be too many batches.
sg->setRegionDimensions(Ogre::Vector3(2500,2500,2500));
}
else
{
sg = mStaticGeometry[ptr.getCell()];
}
sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());
mRenderer.getScene()->destroyEntity(ent);
}
}
void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, float radius)
{
Ogre::SceneNode* insert = mRenderer.getScene()->getSceneNode(ptr.getRefData().getHandle());
assert(insert);
Ogre::Light *light = mRenderer.getScene()->createLight();
light->setDiffuseColour (r, g, b);
float cval=0.0f, lval=0.0f, qval=0.0f;
if(lightConst)
cval = lightConstValue;
if(!lightOutQuadInLin)
{
if(lightLinear)
radius *= lightLinearRadiusMult;
if(lightQuadratic)
radius *= lightQuadraticRadiusMult;
if(lightLinear)
lval = lightLinearValue / pow(radius, lightLinearMethod);
if(lightQuadratic)
qval = lightQuadraticValue / pow(radius, lightQuadraticMethod);
}
else
{
// FIXME:
// Do quadratic or linear, depending if we're in an exterior or interior
// cell, respectively. Ignore lightLinear and lightQuadratic.
}
light->setAttenuation(10*radius, cval, lval, qval);
insert->attachObject(light);
}
bool Objects::deleteObject (const MWWorld::Ptr& ptr)
{
if (Ogre::SceneNode *base = ptr.getRefData().getBaseNode())
{
Ogre::SceneNode *parent = base->getParentSceneNode();
for (std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *>::const_iterator iter (
mCellSceneNodes.begin()); iter!=mCellSceneNodes.end(); ++iter)
if (iter->second==parent)
{
clearSceneNode (base);
base->removeAndDestroyAllChildren();
mRenderer.getScene()->destroySceneNode (base);
ptr.getRefData().setBaseNode (0);
return true;
}
return false;
}
return true;
}
void Objects::removeCell(MWWorld::Ptr::CellStore* store)
{
if(mCellSceneNodes.find(store) != mCellSceneNodes.end())
{
Ogre::SceneNode* base = mCellSceneNodes[store];
for (int i=0; i<base->numChildren(); ++i)
clearSceneNode (static_cast<Ogre::SceneNode *> (base->getChild (i)));
base->removeAndDestroyAllChildren();
mCellSceneNodes.erase(store);
mRenderer.getScene()->destroySceneNode(base);
base = 0;
}
if(mStaticGeometry.find(store) != mStaticGeometry.end())
{
Ogre::StaticGeometry* sg = mStaticGeometry[store];
mStaticGeometry.erase(store);
mRenderer.getScene()->destroyStaticGeometry (sg);
sg = 0;
}
}
void Objects::buildStaticGeometry(ESMS::CellStore<MWWorld::RefData>& cell)
{
if(mStaticGeometry.find(&cell) != mStaticGeometry.end())
{
Ogre::StaticGeometry* sg = mStaticGeometry[&cell];
sg->build();
}
}