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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-29 09:32:45 +00:00
elsid 5878b1fce6
Use same logic for testing cell as for loading cell
Having different branches makes testing less useful. If something fails in
regular executing it should fail in testing. To make it possible there should
be none differences in the execution paths.
2021-09-24 22:24:07 +02:00

185 lines
5.3 KiB
C++

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