Example #1
0
float3x4 EC_Mesh::LocalToWorld() const
{
    if (!entity_)
    {
        LogError("EC_Mesh::LocalToParent failed! No entity exists in this mesh!");
        return float3x4::identity;
    }

    Ogre::SceneNode *node = entity_->getParentSceneNode();
    if (!node)
    {
        LogError("EC_Mesh::LocalToParent failed! Ogre::Entity is not attached to a Ogre::SceneNode!");
        return float3x4::identity;
    }

    return float3x4::FromTRS(node->_getDerivedPosition(), node->_getDerivedOrientation(), node->_getDerivedScale());
}
Example #2
0
float3x4 EC_Mesh::LocalToWorld() const
{
    if (!entity_)
    {
        LogError(QString("EC_Mesh::LocalToWorld failed! No entity exists in mesh \"%1\" (entity: \"%2\")!").arg(meshRef.Get().ref).arg(ParentEntity() ? ParentEntity()->Name() : "(EC_Mesh with no parent entity)"));
        return float3x4::identity;
    }

    Ogre::SceneNode *node = entity_->getParentSceneNode();
    if (!node)
    {
        LogError(QString("EC_Mesh::LocalToWorld failed! Ogre::Entity is not attached to a Ogre::SceneNode! Mesh \"%1\" (entity: \"%2\")!").arg(meshRef.Get().ref).arg(ParentEntity() ? ParentEntity()->Name() : "(EC_Mesh with no parent entity)"));
        return float3x4::identity;
    }

    assume(!float3(node->_getDerivedScale()).IsZero());
    float3x4 tm = float3x4::FromTRS(node->_getDerivedPosition(), node->_getDerivedOrientation(), node->_getDerivedScale());
    assume(tm.IsColOrthogonal());
    return tm;
}
Example #3
0
void RenderingManager::update (float duration, bool paused)
{
    if (MWBase::Environment::get().getStateManager()->getState()==
        MWBase::StateManager::State_NoGame)
        return;

    MWBase::World *world = MWBase::Environment::get().getWorld();

    MWWorld::Ptr player = world->getPlayerPtr();

    int blind = player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude();
    MWBase::Environment::get().getWindowManager()->setScreenFactor(std::max(0.f, 1.f-(blind / 100.f)));
    setAmbientMode();

    // player position
    MWWorld::RefData &data = player.getRefData();
    Ogre::Vector3 playerPos(data.getPosition().pos);

    mCamera->setCameraDistance();
    if(!mCamera->isFirstPerson())
    {
        Ogre::Vector3 orig, dest;
        mCamera->getPosition(orig, dest);

        btVector3 btOrig(orig.x, orig.y, orig.z);
        btVector3 btDest(dest.x, dest.y, dest.z);
        std::pair<bool,float> test = mPhysicsEngine->sphereCast(mRendering.getCamera()->getNearClipDistance()*2.5, btOrig, btDest);
        if(test.first)
            mCamera->setCameraDistance(test.second * orig.distance(dest), false, false);
    }

    // Sink the camera while sneaking
    bool isSneaking = player.getClass().getCreatureStats(player).getStance(MWMechanics::CreatureStats::Stance_Sneak);
    bool isInAir = !world->isOnGround(player);
    bool isSwimming = world->isSwimming(player);

    static const int i1stPersonSneakDelta = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
            .find("i1stPersonSneakDelta")->getInt();
    if(!paused && isSneaking && !(isSwimming || isInAir))
        mCamera->setSneakOffset(i1stPersonSneakDelta);

    mOcclusionQuery->update(duration);

    mRendering.update(duration);

    Ogre::ControllerManager::getSingleton().setTimeFactor(paused ? 0.f : 1.f);

    Ogre::Vector3 cam = mRendering.getCamera()->getRealPosition();

    applyFog(world->isUnderwater(player.getCell(), cam));

    mCamera->update(duration, paused);

    Ogre::SceneNode *node = data.getBaseNode();
    Ogre::Quaternion orient = node->_getDerivedOrientation();
    mLocalMap->updatePlayer(playerPos, orient);

    if(paused)
        return;

    mEffectManager->update(duration, mRendering.getCamera());

    mActors->update (mRendering.getCamera());
    mPlayerAnimation->preRender(mRendering.getCamera());
    mObjects->update (duration, mRendering.getCamera());

    mSkyManager->update(duration);

    mSkyManager->setGlare(mOcclusionQuery->getSunVisibility());


    mWater->updateUnderwater(world->isUnderwater(player.getCell(), cam));

    mWater->update(duration, playerPos);
}
Example #4
0
void RenderingManager::update (float duration, bool paused)
{
    MWBase::World *world = MWBase::Environment::get().getWorld();

    MWWorld::Ptr player = world->getPlayer().getPlayer();

    int blind = MWWorld::Class::get(player).getCreatureStats(player).getMagicEffects().get(MWMechanics::EffectKey(ESM::MagicEffect::Blind)).mMagnitude;
    mRendering.getFader()->setFactor(std::max(0.f, 1.f-(blind / 100.f)));
    setAmbientMode();

    // player position
    MWWorld::RefData &data = player.getRefData();
    Ogre::Vector3 playerPos(data.getPosition().pos);

    mCamera->setCameraDistance();
    if(!mCamera->isFirstPerson())
    {
        Ogre::Vector3 orig, dest;
        mCamera->getPosition(orig, dest);

        btVector3 btOrig(orig.x, orig.y, orig.z);
        btVector3 btDest(dest.x, dest.y, dest.z);
        std::pair<bool,float> test = mPhysicsEngine->sphereCast(mRendering.getCamera()->getNearClipDistance()*2.5, btOrig, btDest);
        if(test.first)
            mCamera->setCameraDistance(test.second * orig.distance(dest), false, false);
    }

    mOcclusionQuery->update(duration);

    mVideoPlayer->update ();

    mRendering.update(duration);

    Ogre::ControllerManager::getSingleton().setTimeFactor(paused ? 0.f : 1.f);

    Ogre::Vector3 cam = mRendering.getCamera()->getRealPosition();

    applyFog(world->isUnderwater(player.getCell(), cam));

    mCamera->update(duration, paused);

    if(paused)
        return;

    mActors.update (duration);
    mObjects.update (duration);


    mSkyManager->update(duration);

    mSkyManager->setGlare(mOcclusionQuery->getSunVisibility());

    Ogre::SceneNode *node = data.getBaseNode();
    Ogre::Quaternion orient = node->_getDerivedOrientation();

    mLocalMap->updatePlayer(playerPos, orient);

    mWater->updateUnderwater(world->isUnderwater(player.getCell(), cam));

    mWater->update(duration, playerPos);
}
Example #5
0
void Renderer::FindClosestPolygon(Ogre::Entity* entity, float& closestDistance,
                                       Ogre::Vector3& position, Ogre::Vector3& normal)
{
    closestDistance = std::numeric_limits<float>::max();    // default value (means
                                                            // nothing detected)

    // Get transformation
    Ogre::SceneNode* parentNode = entity->getParentSceneNode();
    Ogre::Vector3 parentPos;
    Ogre::Quaternion parentOrientation;
    Ogre::Vector3 parentScale;
    if (parentNode)
    {
        parentPos = parentNode->_getDerivedPosition();
        parentOrientation = parentNode->_getDerivedOrientation();
        parentScale = parentNode->_getDerivedScale();
    }
    else
    {
        parentPos = Ogre::Vector3::ZERO;
        parentOrientation = Ogre::Quaternion::IDENTITY;
        parentScale = Ogre::Vector3::UNIT_SCALE;
    }

    // Handle animated entities
    bool isAnimated = entity->hasSkeleton();
    if (isAnimated)
    {
        entity->addSoftwareAnimationRequest(false);
        entity->_updateAnimation();
    }

    // Loop through each submesh
    Ogre::MeshPtr mesh = entity->getMesh();
    for (uint i = 0; i < mesh->getNumSubMeshes(); ++i)
    {
        Ogre::SubMesh* subMesh = mesh->getSubMesh(i);

        // Ignore anything that isn't a triangle List
        if (subMesh->operationType != Ogre::RenderOperation::OT_TRIANGLE_LIST)
            continue;

        // Get the vertex data
        Ogre::VertexData* vertexData;
        if (subMesh->useSharedVertices)
        {
            if (isAnimated)
                vertexData = entity->_getSkelAnimVertexData();
            else
                vertexData = mesh->sharedVertexData;
        }
        else
        {
            if (isAnimated)
                vertexData = entity->getSubEntity(i)->_getSkelAnimVertexData();
            else
                vertexData = subMesh->vertexData;
        }

        // Get the size of one vertex
        const Ogre::VertexElement* posEl =
            vertexData->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION);
        Ogre::HardwareVertexBufferSharedPtr vBuff =
            vertexData->vertexBufferBinding->getBuffer(posEl->getSource());
        uint vertexSize = vBuff->getVertexSize();

        // Save pointer to first vertex
        short* pVertex = (short*)vBuff->lock(Ogre::HardwareBuffer::HBL_READ_ONLY);
        short* pStartVertex = pVertex;

        // Get the index buffer
        // If it is null then skip as it must be a point cloud
        Ogre::HardwareIndexBufferSharedPtr iBuff = subMesh->indexData->indexBuffer;

        if (iBuff.isNull())
            continue;

        uint* pLong = (uint*)iBuff->lock(Ogre::HardwareBuffer::HBL_READ_ONLY);
        uint16_t* pShort = (uint16_t*)pLong;

        // Look through each vertex and check each triangle with the ray
        Ogre::Vector3 vertexPos;
        Ogre::Vector3 vertex1;
        Ogre::Vector3 vertex2;
        float* pReal;
        uint index;
        for (uint k = 0; k < subMesh->indexData->indexCount; k++)
        {
            // Read index value
            if (iBuff->getType() == Ogre::HardwareIndexBuffer::IT_32BIT)    // if 32bit indexes
            {
                index = (uint)pLong[k];
            }
            else
            {
                index = (uint)pShort[k];
            }

            // Read referenced vertex
            pVertex = pStartVertex + (vertexSize * index);              // calculate pointer
            posEl->baseVertexPointerToElement(pVertex, &pReal);         // read vertex
            vertexPos = Ogre::Vector3(pReal[0], pReal[1], pReal[2]);    // read position values

            // Apply world transformations
            if (parentNode)
                vertexPos = (parentOrientation * (vertexPos * parentScale)) + parentPos;

            // Figure out triangle and calculate the distance if it's the closest
            switch (k % 3)
            {
            case 0:
                vertex1 = vertexPos;
                break;

            case 1:
                vertex2 = vertexPos;
                break;

            case 2:
                RayToTriangleCheck(vertex1, vertex2, vertexPos, closestDistance, position, normal);
                break;

            default:
                break;
            }
        }

        iBuff->unlock();
        vBuff->unlock();
    }

    if (isAnimated)
    {
        entity->removeSoftwareAnimationRequest(false);
    }
}
void CsCameraManager::Update()  {
	static clock_t prevTime = clock();

	static Ogre::Vector3 lerpPos;
	static Ogre::Quaternion slerpRot;
	static float linLerpStep;
	static float angLerpStep;

	clock_t curTime = clock();
	float timeStep = (curTime - prevTime) / (float) CLOCKS_PER_SEC;
	
	Ogre::SceneNode* camNode = mCameraList[mCurrentCamera].second;
	
	// the interpolation ----------------------------------------
	// the current camera is not actually used, the default camera is used to approximate 
	// the current camera

	posA = mDefaultCamNode->_getDerivedPosition();
	rotA = mDefaultCamNode->_getDerivedOrientation();

	posB = camNode->_getDerivedPosition();
	rotB = camNode->_getDerivedOrientation();

	linLerpStep = 0.5 * timeStep / 0.12;	// reaches half i 0.3 seconds
	angLerpStep = 0.5 * timeStep / 0.12;

	// for fast moving targets
	if (mTargetObject) {
		float linear = mTargetObject->GetLinearVelocity().length();
		float angular = mTargetObject->GetAngularVelocity().length();

		if (linear > 200.0f) {
			linLerpStep += (linear - 150) / 300.0f;
			angLerpStep += (linear - 150) / 300.0f;
		}
		if (angular > 3.0f) {
			linLerpStep += (angular - 2.0f) / 8.0f;
			angLerpStep += (angular - 2.0f) / 8.0f;
		}
	}

	if (linLerpStep > 1.0f) linLerpStep = 0.90f;
	if (angLerpStep > 1.0f) angLerpStep = 0.90f;
	if (linLerpStep < 0.0f) linLerpStep = 0.1f;
	if (angLerpStep < 0.0f) angLerpStep = 0.1f;

	lerpPos = (posB - posA) * linLerpStep + posA;
	slerpRot = Ogre::Quaternion::Slerp(angLerpStep, rotA, rotB, true);

	mDefaultCamNode->setPosition(lerpPos);
	mDefaultCamNode->setOrientation(slerpRot);
	// ----------------------------------------------------------
	if (mCameraType[mCurrentCamera] == Chaos::ORBIT_CAMERA) 
	{
		Orbit(timeStep);
	}
	else if (mCameraType[mCurrentCamera] == Chaos::FREE_CAMERA) 
	{
		if ( mButtonState[Chaos::ARROW_UP]) camNode->translate(0,0,-timeStep * MOVE_SPEED, Ogre::Node::TS_LOCAL);
		if ( mButtonState[Chaos::ARROW_DOWN]) camNode->translate(0,0,timeStep * MOVE_SPEED, Ogre::Node::TS_LOCAL);
		if ( mButtonState[Chaos::ARROW_LEFT]) camNode->translate(-timeStep * MOVE_SPEED,0,0, Ogre::Node::TS_LOCAL);
		if ( mButtonState[Chaos::ARROW_RIGHT]) camNode->translate(timeStep * MOVE_SPEED,0,0, Ogre::Node::TS_LOCAL);

		if (xrel) camNode->yaw(Ogre::Radian(Ogre::Degree(-LOOK_SPEED * xrel * timeStep)), Ogre::Node::TS_WORLD);
		if (yrel) camNode->pitch(Ogre::Radian(Ogre::Degree(-LOOK_SPEED * yrel * timeStep)), Ogre::Node::TS_LOCAL);
	}


	xrel = yrel = zrel = 0;
	prevTime = curTime;
}
Example #7
0
void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
{
    Ogre::SceneNode* insert = ptr.getRefData().getBaseNode();
    assert(insert);

    Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
    NifOgre::EntityList entities = NifOgre::NIFLoader::createEntities(insert, NULL, mesh);
    for(size_t i = 0;i < entities.mEntities.size();i++)
    {
        const Ogre::AxisAlignedBox &tmp = entities.mEntities[i]->getBoundingBox();
        bounds.merge(Ogre::AxisAlignedBox(insert->_getDerivedPosition() + tmp.getMinimum(),
                                          insert->_getDerivedPosition() + tmp.getMaximum())
        );
    }
    Ogre::Vector3 extents = bounds.getSize();
    extents *= insert->getScale();
    float size = std::max(std::max(extents.x, extents.y), extents.z);

    bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) && Settings::Manager::getBool("limit small object distance", "Viewing distance");

    // do not fade out doors. that will cause holes and look stupid
    if (ptr.getTypeName().find("Door") != std::string::npos)
        small = false;

    if (mBounds.find(ptr.getCell()) == mBounds.end())
        mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
    mBounds[ptr.getCell()].merge(bounds);

    bool transparent = false;
    for(size_t i = 0;i < entities.mEntities.size();i++)
    {
        Ogre::Entity *ent = entities.mEntities[i];
        for (unsigned int i=0; i<ent->getNumSubEntities(); ++i)
        {
            Ogre::MaterialPtr mat = ent->getSubEntity(i)->getMaterial();
            Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
            while (techIt.hasMoreElements())
            {
                Ogre::Technique* tech = techIt.getNext();
                Ogre::Technique::PassIterator passIt = tech->getPassIterator();
                while (passIt.hasMoreElements())
                {
                    Ogre::Pass* pass = passIt.getNext();

                    if (pass->getDepthWriteEnabled() == false)
                        transparent = true;
                }
            }
        }
    }

    if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects") || transparent)
    {
        for(size_t i = 0;i < entities.mEntities.size();i++)
        {
            Ogre::Entity *ent = entities.mEntities[i];

            ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
            ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
            ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
        }
    }
    else
    {
        Ogre::StaticGeometry* sg = 0;

        if (small)
        {
            if( mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
            {
                uniqueID = uniqueID +1;
                sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
                mStaticGeometrySmall[ptr.getCell()] = sg;

                sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
            }
            else
                sg = mStaticGeometrySmall[ptr.getCell()];
        }
        else
        {
            if( mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
            {

                uniqueID = uniqueID +1;
                sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
                mStaticGeometry[ptr.getCell()] = sg;
            }
            else
                sg = mStaticGeometry[ptr.getCell()];
        }

        // 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));

        sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);

        sg->setCastShadows(true);

        sg->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);

        for(size_t i = 0;i < entities.mEntities.size();i++)
        {
            Ogre::Entity *ent = entities.mEntities[i];
            insert->detachObject(ent);
            sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());

            mRenderer.getScene()->destroyEntity(ent);
        }
    }
}