forked from teamnwah/openmw-tes3coop
add physic support
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parent
7386fd0442
commit
d3c1640723
2 changed files with 47 additions and 31 deletions
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@ -20,33 +20,37 @@ using namespace MWRender;
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using namespace Ogre;
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MWScene::MWScene(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng)
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: rend(_rend)
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: rend(_rend)
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{
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eng = physEng;
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rend.createScene("PlayerCam", 55, 5);
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eng = physEng;
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rend.createScene("PlayerCam", 55, 5);
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Turn the entire scene (represented by the 'root' node) -90
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// degrees around the x axis. This makes Z go upwards, and Y go into
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = rend.getScene()->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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// Turn the entire scene (represented by the 'root' node) -90
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// degrees around the x axis. This makes Z go upwards, and Y go into
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// the screen (when x is to the right.) This is the orientation that
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = rend.getScene()->getRootSceneNode();
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mwRoot = rt->createChildSceneNode();
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mwRoot->pitch(Degree(-90));
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//used to obtain ingame information of ogre objects (which are faced or selected)
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mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
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//used to obtain ingame information of ogre objects (which are faced or selected)
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mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
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Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode();
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playerNode->attachObject (getCamera());
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Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode();
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playerNode->pitch(Degree(90));
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Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
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Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
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cameraPitchNode->attachObject(getCamera());
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mPlayer = new MWRender::Player (getCamera(), playerNode->getName());
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mPlayer = new MWRender::Player (getCamera(), playerNode->getName());
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}
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MWScene::~MWScene()
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@ -109,29 +113,39 @@ void MWScene::doPhysics (float duration, MWWorld::World& world,
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// stop changes to world from being reported back to the physics system
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MWWorld::DoingPhysics scopeGuard;
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// move object directly for now -> TODO replace with physics
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//set the DebugRenderingMode. To disable it,set it to 0
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eng->setDebugRenderingMode(1);
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// move object directly for now -> TODO replace with physics done?
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = eng->getCharacter(iter->first);
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//first adjust the rotation of the object, which is not handled by the physic engine i believe.
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Ogre::SceneNode *sceneNode = rend.getScene()->getSceneNode (iter->first);
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Ogre::Quaternion quat = sceneNode->getOrientation();
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act->setRotation(btQuaternion(quat.x,quat.y,quat.z,quat.w));
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/*Ogre::SceneNode *sceneNode = rend.getScene()->getSceneNode (iter->first);
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Ogre::Quaternion quat = sceneNode->getChildIterator().getNext()->getOrientation();
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Ogre::Quaternion quat2;
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Ogre::Matrix3 mat;
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quat.ToRotationMatrix(mat);
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Ogre::Radian x,y,z;
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mat.ToEulerAnglesXYZ(x,y,z);
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mat.FromEulerAnglesXYZ(x,z,y);
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Ogre::Vector3 dir = mat*iter->second;*/
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//the add the movement:
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act->setWalkDirection(btVector3(iter->second.x,iter->second.y,iter->second.z));
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act->setWalkDirection(btVector3(iter->second.x,iter->second.y,iter->second.z)*duration);
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}
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eng->stepSimulation(0.30);
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//std::cout << "duration " << duration << std::endl;
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eng->stepSimulation(duration);
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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MWWorld::Ptr ptr = world.getPtrViaHandle (iter->first);
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OEngine::Physic::PhysicActor* act = eng->getCharacter(iter->first);
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btVector3 newPos = act->externalGhostObject->getWorldTransform().getOrigin();
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btVector3 newPos = act->getPosition();
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world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
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}
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}
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@ -165,7 +179,8 @@ void MWScene::removeObject (const std::string& handle)
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void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)
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{
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rend.getScene()->getSceneNode (handle)->setPosition (position);
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rend.getScene()->getSceneNode(handle)->setPosition(position);
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if(updatePhysics)//TODO: is it an actor?
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{
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OEngine::Physic::RigidBody* body = eng->getRigidBody(handle);
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@ -177,7 +192,6 @@ void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& positi
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void MWScene::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
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{
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}
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void MWScene::scaleObject (const std::string& handle, float scale)
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@ -296,11 +296,13 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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{
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,isCollisionNode);
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}
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}
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}
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else if (node->recType == Nif::RC_NiTriShape && isCollisionNode) handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,finalRot,finalPos,finalScale);
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else if(node->recType = Nif::RC_RootCollisionNode)
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else if(node->recType == Nif::RC_RootCollisionNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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