Updating everything

actorid
Jason Hooks 13 years ago
parent ed7cb1dc67
commit 2b3e75718c

@ -13,6 +13,7 @@
#include "OgreTextureManager.h" #include "OgreTextureManager.h"
using namespace Ogre; using namespace Ogre;
namespace MWWorld namespace MWWorld
{ {
@ -20,9 +21,11 @@ namespace MWWorld
PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) : PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
mRender(_rend), mEngine(0), mFreeFly (true) mRender(_rend), mEngine(0), mFreeFly (true)
{ {
playerphysics = new playerMove;
// Create physics. shapeLoader is deleted by the physic engine // Create physics. shapeLoader is deleted by the physic engine
NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader(); NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
mEngine = new OEngine::Physic::PhysicEngine(shapeLoader); mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
playerphysics->mEngine = mEngine;
} }
PhysicsSystem::~PhysicsSystem() PhysicsSystem::~PhysicsSystem()
@ -68,55 +71,90 @@ namespace MWWorld
{ {
//set the DebugRenderingMode. To disable it,set it to 0 //set the DebugRenderingMode. To disable it,set it to 0
//eng->setDebugRenderingMode(1); //eng->setDebugRenderingMode(1);
//set the walkdirection to 0 (no movement) for every actor) //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++) for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{ {
OEngine::Physic::PhysicActor* act = it->second; OEngine::Physic::PhysicActor* act = it->second;
act->setWalkDirection(btVector3(0,0,0)); act->setWalkDirection(btVector3(0,0,0));
} }
playerMove::playercmd& pm_ref = playerphysics->cmd;
pm_ref.rightmove = 0;
pm_ref.forwardmove = 0;
pm_ref.upmove = 0;
//playerphysics->ps.move_type = PM_NOCLIP;
for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin()); for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
iter!=actors.end(); ++iter) iter!=actors.end(); ++iter)
{ {
OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first); OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
//if(iter->first == "player")
// std::cout << "This is player\n";
//dirty stuff to get the camera orientation. Must be changed! //dirty stuff to get the camera orientation. Must be changed!
Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first); Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
Ogre::Vector3 dir; Ogre::Vector3 dir;
Ogre::Node* yawNode = sceneNode->getChildIterator().getNext(); Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
Ogre::Node* pitchNode = yawNode->getChildIterator().getNext(); Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
Ogre::Quaternion yawQuat = yawNode->getOrientation();
Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
Ogre::Quaternion both = yawQuat * pitchQuat;
playerphysics->ps.viewangles.x = 0;
playerphysics->ps.viewangles.z = 0;
playerphysics->ps.viewangles.y = both.getYaw().valueDegrees() *-1 + 90;
//playerphysics->ps.viewangles.z = both.getPitch().valueDegrees();
if(mFreeFly) if(mFreeFly)
{ {
Ogre::Quaternion yawQuat = yawNode->getOrientation();
Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y); Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
pm_ref.rightmove = -dir1.x;
pm_ref.forwardmove = dir1.z;
//std::cout << "Current angle" << yawQuat.getYaw().valueDegrees() - 90<< "\n";
//playerphysics->ps.viewangles.x = pitchQuat.getPitch().valueDegrees();
//std::cout << "Pitch: " << yawQuat.getPitch() << "Yaw:" << yawQuat.getYaw() << "Roll: " << yawQuat.getRoll() << "\n";
dir = 0.07*(yawQuat*pitchQuat*dir1); dir = 0.07*(yawQuat*pitchQuat*dir1);
} }
else else
{ {
Ogre::Quaternion quat = yawNode->getOrientation(); Ogre::Quaternion quat = yawNode->getOrientation();
Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y); Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
pm_ref.rightmove = -dir1.x;
pm_ref.forwardmove = dir1.z;
dir = 0.025*(quat*dir1); dir = 0.025*(quat*dir1);
} }
Pmove(playerphysics);
//set the walk direction //set the walk direction
act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y)); act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
} }
mEngine->stepSimulation(duration); //mEngine->stepSimulation(duration);
Pmove(playerphysics);
std::vector< std::pair<std::string, Ogre::Vector3> > response; std::vector< std::pair<std::string, Ogre::Vector3> > response;
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++) for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{ {
btVector3 newPos = it->second->getPosition(); btVector3 newPos = it->second->getPosition();
Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z()); Ogre::Vector3 coord(newPos.x(), newPos.y(), newPos.z());
if(it->first == "player"){
coord = playerphysics->ps.origin;
//std::cout << "Coord" << coord << "\n";
coord = Ogre::Vector3(coord.x, coord.z, coord.y); //x, z, -y
}
response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord)); response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
} }
return response; return response;
} }
void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh, void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position) const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
{ {

@ -5,6 +5,7 @@
#include <openengine/ogre/renderer.hpp> #include <openengine/ogre/renderer.hpp>
#include <openengine/bullet/physic.hpp> #include <openengine/bullet/physic.hpp>
#include "ptr.hpp" #include "ptr.hpp"
#include <openengine/bullet/pmove.h>
namespace MWWorld namespace MWWorld
{ {
@ -49,6 +50,7 @@ namespace MWWorld
OEngine::Render::OgreRenderer &mRender; OEngine::Render::OgreRenderer &mRender;
OEngine::Physic::PhysicEngine* mEngine; OEngine::Physic::PhysicEngine* mEngine;
bool mFreeFly; bool mFreeFly;
playerMove* playerphysics;
PhysicsSystem (const PhysicsSystem&); PhysicsSystem (const PhysicsSystem&);
PhysicsSystem& operator= (const PhysicsSystem&); PhysicsSystem& operator= (const PhysicsSystem&);

@ -32,7 +32,7 @@ void newtrace(traceResults* const results, const Ogre::Vector3& start, const Ogr
Ogre::Vector3 endReplace = startReplace; Ogre::Vector3 endReplace = startReplace;
endReplace.y -= .25; endReplace.y -= .25;
const bool hasHit = NewPhysicsTrace<collisionWorldTrace>(&out, startReplace, endReplace, BBHalfExtents, Ogre::Vector3(0.0f, rotation, 0.0f), isInterior, enginePass); const bool hasHit = NewPhysicsTrace<collisionWorldTrace>(&out, start, end, BBHalfExtents, Ogre::Vector3(0.0f, rotation, 0.0f), isInterior, enginePass);
if(hasHit) if(hasHit)
std::cout << "Has hit\n"; std::cout << "Has hit\n";
if (out.fraction < 0.001f) if (out.fraction < 0.001f)
@ -102,7 +102,7 @@ const bool NewPhysicsTrace(NewPhysTraceResults* const out, const Ogre::Vector3&
const btVector3 btend(end.x, end.y, end.z); const btVector3 btend(end.x, end.y, end.z);
const btQuaternion btrot(rotation.y, rotation.x, rotation.z); const btQuaternion btrot(rotation.y, rotation.x, rotation.z);
const btBoxShape newshape(btVector3(1000, 1000, 1000) ); const btBoxShape newshape(btVector3(BBHalfExtents.x, BBHalfExtents.y, BBHalfExtents.z));
const btTransform from(btrot, btstart); const btTransform from(btrot, btstart);
const btTransform to(btrot, btend); const btTransform to(btrot, btend);
float x = from.getOrigin().getX(); float x = from.getOrigin().getX();

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