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openmw-tes3mp/apps/openmw/mwworld/physicssystem.cpp

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#include "physicssystem.hpp"
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#include <stdexcept>
#include <OgreRoot.h>
#include <OgreRenderWindow.h>
#include <OgreSceneManager.h>
#include <OgreViewport.h>
#include <OgreCamera.h>
#include <OgreTextureManager.h>
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#include <components/nifbullet/bullet_nif_loader.hpp>
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//#include "../mwbase/world.hpp" // FIXME
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#include "ptr.hpp"
#include "class.hpp"
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using namespace Ogre;
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namespace MWWorld
{
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
mRender(_rend), mEngine(0), mFreeFly (true)
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{
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playerphysics = new playerMove;
// Create physics. shapeLoader is deleted by the physic engine
NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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playerphysics->mEngine = mEngine;
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}
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PhysicsSystem::~PhysicsSystem()
{
delete mEngine;
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delete playerphysics;
}
OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
{
return mEngine;
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}
std::pair<std::string, float> PhysicsSystem::getFacedHandle (MWWorld::World& world)
{
btVector3 dir(0, 1, 0);
dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch);
dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw);
dir.setX(-dir.x());
btVector3 origin(
mPlayerData.eyepos.x,
mPlayerData.eyepos.y,
mPlayerData.eyepos.z);
origin += dir * 5;
btVector3 dest = origin + dir * 500;
return mEngine->rayTest(origin, dest);
}
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std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedObjects ()
{
btVector3 dir(0, 1, 0);
dir = dir.rotate(btVector3(1, 0, 0), mPlayerData.pitch);
dir = dir.rotate(btVector3(0, 0, 1), mPlayerData.yaw);
dir.setX(-dir.x());
btVector3 origin(
mPlayerData.eyepos.x,
mPlayerData.eyepos.y,
mPlayerData.eyepos.z);
origin += dir * 5;
btVector3 dest = origin + dir * 500;
return mEngine->rayTest2(origin, dest);
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}
std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedObjects (float mouseX, float mouseY)
{
Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
Ogre::Vector3 from = ray.getOrigin();
Ogre::Vector3 to = ray.getPoint(500); /// \todo make this distance (ray length) configurable
btVector3 _from, _to;
// OGRE to MW coordinates
_from = btVector3(from.x, -from.z, from.y);
_to = btVector3(to.x, -to.z, to.y);
return mEngine->rayTest2(_from,_to);
}
void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight)
{
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playerphysics->hasWater = hasWater;
if(hasWater){
playerphysics->waterHeight = waterHeight;
}
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}
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btVector3 PhysicsSystem::getRayPoint(float extent)
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
btVector3 result(centerRay.getPoint(500*extent).x,-centerRay.getPoint(500*extent).z,centerRay.getPoint(500*extent).y); /// \todo make this distance (ray length) configurable
return result;
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}
btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY)
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
btVector3 result(centerRay.getPoint(500*extent).x,-centerRay.getPoint(500*extent).z,centerRay.getPoint(500*extent).y); /// \todo make this distance (ray length) configurable
return result;
}
bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to)
{
btVector3 _from, _to;
_from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
return !(result.first == "");
}
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std::pair<bool, Ogre::Vector3>
PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len)
{
Ogre::Ray ray = Ogre::Ray(orig, dir);
Ogre::Vector3 to = ray.getPoint(len);
btVector3 btFrom = btVector3(orig.x, orig.y, orig.z);
btVector3 btTo = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> test = mEngine->rayTest(btFrom, btTo);
if (test.first == "") {
return std::make_pair(false, Ogre::Vector3());
}
return std::make_pair(true, ray.getPoint(len * test.second));
}
std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY)
{
Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
mouseX,
mouseY);
Ogre::Vector3 from = ray.getOrigin();
Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable
btVector3 _from, _to;
// OGRE to MW coordinates
_from = btVector3(from.x, -from.z, from.y);
_to = btVector3(to.x, -to.z, to.y);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
if (result.first == "")
return std::make_pair(false, Ogre::Vector3());
else
{
return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
}
}
void PhysicsSystem::doPhysics(float dt, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
//set the DebugRenderingMode. To disable it,set it to 0
//eng->setDebugRenderingMode(1);
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//set the walkdirection to 0 (no movement) for every actor)
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
OEngine::Physic::PhysicActor* act = it->second;
act->setWalkDirection(btVector3(0,0,0));
}
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playerMove::playercmd& pm_ref = playerphysics->cmd;
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pm_ref.rightmove = 0;
pm_ref.forwardmove = 0;
pm_ref.upmove = 0;
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//playerphysics->ps.move_type = PM_NOCLIP;
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
iter!=actors.end(); ++iter)
{
//dirty stuff to get the camera orientation. Must be changed!
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if (iter->first == "player") {
playerphysics->ps.viewangles.x =
Ogre::Radian(mPlayerData.pitch).valueDegrees();
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playerphysics->ps.viewangles.y =
Ogre::Radian(mPlayerData.yaw).valueDegrees() + 90;
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pm_ref.rightmove = iter->second.x;
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pm_ref.forwardmove = -iter->second.y;
pm_ref.upmove = iter->second.z;
}
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}
mEngine->stepSimulation(dt);
}
std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysicsFixed (
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
{
Pmove(playerphysics);
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std::vector< std::pair<std::string, Ogre::Vector3> > response;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
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Ogre::Vector3 coord = it->second->getPosition();
if(it->first == "player"){
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coord = playerphysics->ps.origin ;
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}
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response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
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}
return response;
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}
void PhysicsSystem::addHeightField (float* heights,
int x, int y, float yoffset,
float triSize, float sqrtVerts)
{
mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts);
}
void PhysicsSystem::removeHeightField (int x, int y)
{
mEngine->removeHeightField(x, y);
}
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void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
{
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handleToMesh[handle] = mesh;
OEngine::Physic::RigidBody* body = mEngine->createAndAdjustRigidBody(mesh,handle,scale, position, rotation);
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mEngine->addRigidBody(body);
}
void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position, float scale, const Ogre::Quaternion& rotation)
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{
//TODO:optimize this. Searching the std::map isn't very efficient i think.
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mEngine->addCharacter(handle, mesh, position, scale, rotation);
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}
void PhysicsSystem::removeObject (const std::string& handle)
{
//TODO:check if actor???
mEngine->removeCharacter(handle);
mEngine->removeRigidBody(handle);
mEngine->deleteRigidBody(handle);
}
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void PhysicsSystem::moveObject (const std::string& handle, Ogre::SceneNode* node)
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{
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Ogre::Vector3 position = node->getPosition();
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if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
// start positions others than 0, 0, 0
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if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL){
btTransform tr = body->getWorldTransform();
tr.setOrigin(btVector3(position.x,position.y,position.z));
body->setWorldTransform(tr);
}
else
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, position, node->getOrientation());
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}
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
if (handle == "player")
{
playerphysics->ps.origin = position;
}
else
{
act->setPosition(btVector3(position.x,position.y,position.z));
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}
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}
}
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void PhysicsSystem::rotateObject (const std::string& handle, Ogre::SceneNode* node)
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{
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Ogre::Quaternion rotation = node->getOrientation();
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
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{
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//Needs to be changed
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act->setRotation(rotation);
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}
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
{
if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL)
body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
else
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation);
}
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}
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void PhysicsSystem::scaleObject (const std::string& handle, Ogre::SceneNode* node)
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{
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if(handleToMesh.find(handle) != handleToMesh.end())
{
removeObject(handle);
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float scale = node->getScale().x;
Ogre::Quaternion quat = node->getOrientation();
Ogre::Vector3 vec = node->getPosition();
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addObject(handle, handleToMesh[handle], quat, scale, vec);
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}
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if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
{
float scale = node->getScale().x;
act->setScale(scale);
}
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}
bool PhysicsSystem::toggleCollisionMode()
{
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if(playerphysics->ps.move_type==PM_NOCLIP)
playerphysics->ps.move_type=PM_NORMAL;
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else
playerphysics->ps.move_type=PM_NOCLIP;
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
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if (it->first=="player")
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{
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OEngine::Physic::PhysicActor* act = it->second;
bool cmode = act->getCollisionMode();
if(cmode)
{
act->enableCollisions(false);
act->setGravity(0.);
act->setVerticalVelocity(0);
mFreeFly = true;
return false;
}
else
{
mFreeFly = false;
act->enableCollisions(true);
act->setGravity(4.);
act->setVerticalVelocity(0);
return true;
}
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}
}
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throw std::logic_error ("can't find player");
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}
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void PhysicsSystem::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string model){
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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addObject(
node->getName(),
model,
node->getOrientation(),
node->getScale().x,
node->getPosition());
}
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void PhysicsSystem::insertActorPhysics(const MWWorld::Ptr& ptr, const std::string model){
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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addActor (node->getName(), model, node->getPosition(), node->getScale().x, node->getOrientation());
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}
bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max)
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{
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std::string model = MWWorld::Class::get(ptr).getModel(ptr);
if (model.empty()) {
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return false;
}
btVector3 btMin, btMax;
float scale = ptr.getCellRef().scale;
mEngine->getObjectAABB(model, scale, btMin, btMax);
min.x = btMin.x();
min.y = btMin.y();
min.z = btMin.z();
max.x = btMax.x();
max.y = btMax.y();
max.z = btMax.z();
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return true;
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}
void PhysicsSystem::updatePlayerData(Ogre::Vector3 &eyepos, float pitch, float yaw)
{
mPlayerData.eyepos = eyepos;
mPlayerData.pitch = pitch;
mPlayerData.yaw = yaw;
}
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}