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); } } }
void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh, bool light) { Ogre::SceneNode* insert = ptr.getRefData().getBaseNode(); assert(insert); Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL; NifOgre::ObjectList objects = NifOgre::Loader::createObjects(insert, mesh); for(size_t i = 0;i < objects.mEntities.size();i++) bounds.merge(objects.mEntities[i]->getWorldBoundingBox(true)); 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 anyTransparency = false; for(size_t i = 0;!anyTransparency && i < objects.mEntities.size();i++) { Ogre::Entity *ent = objects.mEntities[i]; for(unsigned int i=0;!anyTransparency && i < ent->getNumSubEntities(); ++i) { anyTransparency = ent->getSubEntity(i)->getMaterial()->isTransparent(); } } if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects") || anyTransparency || objects.mParticles.size() > 0) { for(size_t i = 0;i < objects.mEntities.size();i++) { Ogre::Entity *ent = objects.mEntities[i]; for(unsigned int i=0; i < ent->getNumSubEntities(); ++i) { Ogre::SubEntity* subEnt = ent->getSubEntity(i); subEnt->setRenderQueueGroup(subEnt->getMaterial()->isTransparent() ? RQG_Alpha : RQG_Main); } ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0); ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc); } for(size_t i = 0;i < objects.mParticles.size();i++) { Ogre::ParticleSystem *part = objects.mParticles[i]; // TODO: Check the particle system's material for actual transparency part->setRenderQueueGroup(RQG_Alpha); part->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0); part->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc); } } 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(RQG_Main); std::vector<Ogre::Entity*>::reverse_iterator iter = objects.mEntities.rbegin(); while(iter != objects.mEntities.rend()) { Ogre::Node *node = (*iter)->getParentNode(); sg->addEntity(*iter, node->_getDerivedPosition(), node->_getDerivedOrientation(), node->_getDerivedScale()); (*iter)->detachFromParent(); mRenderer.getScene()->destroyEntity(*iter); iter++; } } if (light) { insertLight(ptr, objects.mSkelBase, bounds.getCenter() - insert->_getDerivedPosition()); } }