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Since actors can be active in 3x3 grid around the player, we need to first load all objects in a 5x5 grid around the player. Split load and unloading in 2 phases. Add an mInactiveCells set into the scene, which contains all cells inside the aforementioned 5x5 grid. These cells contains only heightfields and non-animated physics objects. Animated objects are tied to the scene graph, which doesn't exists yet in these cells, so we skip them. |
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.. | ||
animation.cpp | ||
animation.hpp | ||
bulletshape.cpp | ||
bulletshape.hpp | ||
bulletshapemanager.cpp | ||
bulletshapemanager.hpp | ||
imagemanager.cpp | ||
imagemanager.hpp | ||
keyframemanager.cpp | ||
keyframemanager.hpp | ||
multiobjectcache.cpp | ||
multiobjectcache.hpp | ||
niffilemanager.cpp | ||
niffilemanager.hpp | ||
objectcache.hpp | ||
resourcemanager.hpp | ||
resourcesystem.cpp | ||
resourcesystem.hpp | ||
scenemanager.cpp | ||
scenemanager.hpp | ||
stats.cpp | ||
stats.hpp |