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openmw-tes3coop/components/resource/bulletshape.hpp

83 lines
2.5 KiB
C++

#ifndef OPENMW_COMPONENTS_RESOURCE_BULLETSHAPE_H
#define OPENMW_COMPONENTS_RESOURCE_BULLETSHAPE_H
#include <map>
#include <osg/Object>
#include <osg/ref_ptr>
#include <osg/Vec3f>
#include <BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h>
class btCollisionShape;
namespace Resource
{
class BulletShapeInstance;
class BulletShape : public osg::Object
{
public:
BulletShape();
BulletShape(const BulletShape& copy, const osg::CopyOp& copyop);
virtual ~BulletShape();
META_Object(Resource, BulletShape)
btCollisionShape* mCollisionShape;
// Used for actors. Note, ideally actors would use a separate loader - as it is
// we have to keep a redundant copy of the actor model around in mCollisionShape, which isn't used.
// For now, use one file <-> one resource for simplicity.
osg::Vec3f mCollisionBoxHalfExtents;
osg::Vec3f mCollisionBoxTranslate;
// Stores animated collision shapes. If any collision nodes in the NIF are animated, then mCollisionShape
// will be a btCompoundShape (which consists of one or more child shapes).
// In this map, for each animated collision shape,
// we store the node's record index mapped to the child index of the shape in the btCompoundShape.
std::map<int, int> mAnimatedShapes;
osg::ref_ptr<BulletShapeInstance> makeInstance() const;
btCollisionShape* duplicateCollisionShape(const btCollisionShape* shape) const;
btCollisionShape* getCollisionShape();
private:
void deleteShape(btCollisionShape* shape);
};
// An instance of a BulletShape that may have its own unique scaling set on the mCollisionShape.
// Vertex data is shallow-copied where possible. A ref_ptr to the original shape is held to keep vertex pointers intact.
class BulletShapeInstance : public BulletShape
{
public:
BulletShapeInstance(osg::ref_ptr<const BulletShape> source);
private:
osg::ref_ptr<const BulletShape> mSource;
};
// Subclass btBhvTriangleMeshShape to auto-delete the meshInterface
struct TriangleMeshShape : public btBvhTriangleMeshShape
{
TriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true)
: btBvhTriangleMeshShape(meshInterface, useQuantizedAabbCompression, buildBvh)
{
}
virtual ~TriangleMeshShape()
{
delete getTriangleInfoMap();
delete m_meshInterface;
}
};
}
#endif