Allow multiple scene managers per physics engine. Compiles but does not work properly.

loadfix
cc9cii 10 years ago
parent 0515159b74
commit a2ac4c7650

@ -66,7 +66,7 @@ namespace CSVRender
mOverlaySystem = OverlaySystem::instance().get();
mSceneMgr->addRenderQueueListener(mOverlaySystem);
CSVWorld::PhysicsSystem::instance()->setSceneManager(mSceneMgr);
CSVWorld::PhysicsSystem::instance()->addSceneManager(mSceneMgr);
QTimer *timer = new QTimer (this);

@ -716,8 +716,8 @@ void CSVRender::WorldspaceWidget::mouseDoubleClickEvent (QMouseEvent *event)
// debug drawer. Hence only the first subview that creates the debug drawer
// can view the debug lines. Will need to keep a map in OEngine if multiple
// subviews are to be supported.
CSVWorld::PhysicsSystem::instance()->setSceneManager(getSceneManager());
CSVWorld::PhysicsSystem::instance()->toggleDebugRendering();
//CSVWorld::PhysicsSystem::instance()->setSceneManager(getSceneManager());
CSVWorld::PhysicsSystem::instance()->toggleDebugRendering(getSceneManager());
flagAsModified();
}
}
@ -840,7 +840,7 @@ std::pair<std::string, Ogre::Vector3> CSVRender::WorldspaceWidget::terrainUnderC
float y = (float) mouseY / getCamera()->getViewport()->getActualHeight();
std::pair<std::string, Ogre::Vector3> result =
CSVWorld::PhysicsSystem::instance()->castRay(x, y, NULL, NULL, getCamera());
CSVWorld::PhysicsSystem::instance()->castRay(x, y, getSceneManager(), getCamera());
if(result.first != "")
{
// FIXME: is there a better way to distinguish terrain from objects?
@ -863,7 +863,7 @@ std::pair<std::string, Ogre::Vector3> CSVRender::WorldspaceWidget::objectUnderCu
float y = (float) mouseY / getCamera()->getViewport()->getActualHeight();
std::pair<std::string, Ogre::Vector3> result =
CSVWorld::PhysicsSystem::instance()->castRay(x, y, NULL, NULL, getCamera());
CSVWorld::PhysicsSystem::instance()->castRay(x, y, getSceneManager(), getCamera());
if(result.first != "")
{
// NOTE: anything not terrain is assumed to be an object

@ -15,7 +15,7 @@ namespace CSVWorld
{
PhysicsSystem *PhysicsSystem::mPhysicsSystemInstance = 0;
PhysicsSystem::PhysicsSystem(Ogre::SceneManager *sceneMgr) : mSceneMgr(sceneMgr)
PhysicsSystem::PhysicsSystem() : mSceneMgr(0)
{
assert(!mPhysicsSystemInstance);
mPhysicsSystemInstance = this;
@ -36,20 +36,37 @@ namespace CSVWorld
return mPhysicsSystemInstance;
}
// FIXME: looks up the scene manager based on the scene node name (highly inefficient)
// NOTE: referenceId is assumed to be unique per document
// NOTE: searching is done here rather than after rayTest, so slower to load but
// faster to find (not verified w/ perf test)
void PhysicsSystem::addObject(const std::string &mesh,
const std::string &sceneNodeName, const std::string &referenceId, float scale,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation, bool placeable)
{
// NOTE: referenceId may not be unique when editing multiple documents concurrently
mSceneNodeToRefId[sceneNodeName] = referenceId;
mSceneNodeToMesh[sceneNodeName] = mesh;
mEngine->createAndAdjustRigidBody(mesh,
sceneNodeName, scale, position, rotation,
0, // scaledBoxTranslation
0, // boxRotation
true, // raycasting
placeable);
bool foundSceneManager = false;
std::list<Ogre::SceneManager *>::const_iterator iter = mSceneManagers.begin();
for(; iter != mSceneManagers.end(); ++iter)
{
if((*iter)->hasSceneNode(sceneNodeName))
{
mSceneNodeToRefId[sceneNodeName] = referenceId;
mRefIdToSceneNode[referenceId][*iter] = sceneNodeName;
mSceneNodeToMesh[sceneNodeName] = mesh;
foundSceneManager = true;
break;
}
}
if(foundSceneManager)
{
mEngine->createAndAdjustRigidBody(mesh,
referenceId, scale, position, rotation,
0, // scaledBoxTranslation
0, // boxRotation
true, // raycasting
placeable);
}
}
void PhysicsSystem::removeObject(const std::string &sceneNodeName)
@ -76,13 +93,21 @@ namespace CSVWorld
mEngine->removeHeightField(x, y);
}
// sceneMgr: to lookup the scene node name from the object's referenceId
// camera: primarily used to get the visibility mask for the viewport
//
// returns the found object's scene node name and its position in the world space
//
// WARNING: far clip distance is a global setting, if it changes in future
// this method will need to be updated
std::pair<std::string, Ogre::Vector3> PhysicsSystem::castRay(float mouseX,
float mouseY, Ogre::Vector3* normal, std::string* hit, Ogre::Camera *camera)
float mouseY, Ogre::SceneManager *sceneMgr, Ogre::Camera *camera)
{
if(!mSceneMgr || !camera || !camera->getViewport())
// NOTE: there could be more than one camera for the scene manager
// TODO: check whether camera belongs to sceneMgr
if(!sceneMgr || !camera || !camera->getViewport())
return std::make_pair("", Ogre::Vector3(0,0,0)); // FIXME: this should be an exception
// using a really small value seems to mess up with the projections
float nearClipDistance = camera->getNearClipDistance(); // save existing
camera->setNearClipDistance(10.0f); // arbitrary number
@ -102,14 +127,20 @@ namespace CSVWorld
bool ignoreHeightMap = !(visibilityMask & (uint32_t)CSVRender::Element_Terrain);
bool ignoreObjects = !(visibilityMask & (uint32_t)CSVRender::Element_Reference);
Ogre::Vector3 norm;
Ogre::Vector3 norm; // not used
std::pair<std::string, float> result =
mEngine->rayTest(_from, _to, !ignoreObjects, ignoreHeightMap, &norm);
// result.first is the object's referenceId
if(result.first == "")
return std::make_pair("", Ogre::Vector3(0,0,0));
else
return std::make_pair(result.first, ray.getPoint(farClipDist*result.second));
return std::make_pair(refIdToSceneNode(result.first, sceneMgr), ray.getPoint(farClipDist*result.second));
}
std::string PhysicsSystem::refIdToSceneNode(std::string referenceId, Ogre::SceneManager *sceneMgr)
{
return mRefIdToSceneNode[referenceId][sceneMgr];
}
std::string PhysicsSystem::sceneNodeToRefId(std::string sceneNodeName)
@ -122,17 +153,19 @@ namespace CSVWorld
return mSceneNodeToMesh[sceneNodeName];
}
void PhysicsSystem::setSceneManager(Ogre::SceneManager *sceneMgr)
void PhysicsSystem::addSceneManager(Ogre::SceneManager *sceneMgr)
{
mSceneMgr = sceneMgr;
mEngine->setSceneManager(sceneMgr); // needed for toggleDebugRendering()
mSceneManagers.push_back(sceneMgr);
}
void PhysicsSystem::toggleDebugRendering()
void PhysicsSystem::toggleDebugRendering(Ogre::SceneManager *sceneMgr)
{
// FIXME: should check if sceneMgr is in the list
if(!mSceneMgr)
return; // FIXME: maybe this should be an exception
mEngine->setSceneManager(sceneMgr);
CSMSettings::UserSettings &userSettings = CSMSettings::UserSettings::instance();
if(!(userSettings.setting("debug/mouse-picking", QString("false")) == "true" ? true : false))
{

@ -3,7 +3,7 @@
#include <string>
#include <map>
#include <vector>
#include <list>
namespace Ogre
{
@ -27,19 +27,21 @@ namespace CSVWorld
{
static PhysicsSystem *mPhysicsSystemInstance;
std::map<std::string, std::string> mSceneNodeToRefId;
std::map<std::string, std::map<Ogre::SceneManager *, std::string> > mRefIdToSceneNode;
std::map<std::string, std::string> mSceneNodeToMesh;
std::list<Ogre::SceneManager *> mSceneManagers; // FIXME: change to list per OEngine
OEngine::Physic::PhysicEngine* mEngine;
Ogre::SceneManager *mSceneMgr;
public:
PhysicsSystem(Ogre::SceneManager *sceneMgr = NULL);
PhysicsSystem();
~PhysicsSystem();
static PhysicsSystem *instance();
void setSceneManager(Ogre::SceneManager *sceneMgr);
void addSceneManager(Ogre::SceneManager *sceneMgr);
void addObject(const std::string &mesh,
const std::string &sceneNodeName, const std::string &referenceId, float scale,
@ -56,10 +58,11 @@ namespace CSVWorld
void removeHeightField(int x, int y);
void toggleDebugRendering();
void toggleDebugRendering(Ogre::SceneManager *sceneMgr);
// return the object's SceneNode name and position for the given SceneManager
std::pair<std::string, Ogre::Vector3> castRay(float mouseX,
float mouseY, Ogre::Vector3* normal, std::string* hit, Ogre::Camera *camera);
float mouseY, Ogre::SceneManager *sceneMgr, Ogre::Camera *camera);
std::string sceneNodeToRefId(std::string sceneNodeName);
std::string sceneNodeToMesh(std::string sceneNodeName);
@ -67,6 +70,7 @@ namespace CSVWorld
private:
void updateSelectionHighlight(std::string sceneNode, const Ogre::Vector3 &position);
std::string refIdToSceneNode(std::string referenceId, Ogre::SceneManager *sceneMgr);
};
}

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