Whitespace changes only tabs->spaces and removal of traling space (including mangle and openengline)

actorid
Jan-Peter Nilsson 14 years ago
parent 2e2d490c78
commit a94de76801

@ -60,7 +60,7 @@ namespace OMW
boost::filesystem::path mDataDir;
boost::filesystem::path mResDir;
OEngine::Render::OgreRenderer mOgre;
OEngine::Physic::PhysicEngine* mPhysicEngine;
OEngine::Physic::PhysicEngine* mPhysicEngine;
std::string mCellName;
std::string mMaster;
bool mShowFPS;

@ -20,37 +20,37 @@ using namespace MWRender;
using namespace Ogre;
MWScene::MWScene(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng)
: rend(_rend)
: rend(_rend)
{
eng = physEng;
rend.createScene("PlayerCam", 55, 5);
eng = physEng;
rend.createScene("PlayerCam", 55, 5);
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// Turn the entire scene (represented by the 'root' node) -90
// degrees around the x axis. This makes Z go upwards, and Y go into
// the screen (when x is to the right.) This is the orientation that
// Morrowind uses, and it automagically makes everything work as it
// should.
SceneNode *rt = rend.getScene()->getRootSceneNode();
mwRoot = rt->createChildSceneNode();
mwRoot->pitch(Degree(-90));
// Turn the entire scene (represented by the 'root' node) -90
// degrees around the x axis. This makes Z go upwards, and Y go into
// the screen (when x is to the right.) This is the orientation that
// Morrowind uses, and it automagically makes everything work as it
// should.
SceneNode *rt = rend.getScene()->getRootSceneNode();
mwRoot = rt->createChildSceneNode();
mwRoot->pitch(Degree(-90));
//used to obtain ingame information of ogre objects (which are faced or selected)
mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
//used to obtain ingame information of ogre objects (which are faced or selected)
mRaySceneQuery = rend.getScene()->createRayQuery(Ray());
Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode();
playerNode->pitch(Degree(90));
Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(getCamera());
Ogre::SceneNode *playerNode = mwRoot->createChildSceneNode();
playerNode->pitch(Degree(90));
Ogre::SceneNode *cameraYawNode = playerNode->createChildSceneNode();
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(getCamera());
mPlayer = new MWRender::Player (getCamera(), playerNode->getName());
mPlayer = new MWRender::Player (getCamera(), playerNode->getName());
mFreeFly = true;
}
@ -82,8 +82,8 @@ void MWScene::doPhysics (float duration, MWWorld::World& world,
// stop changes to world from being reported back to the physics system
MWWorld::DoingPhysics scopeGuard;
//set the DebugRenderingMode. To disable it,set it to 0
// eng->setDebugRenderingMode(1);
//set the DebugRenderingMode. To disable it,set it to 0
//eng->setDebugRenderingMode(1);
//set the walkdirection to 0 (no movement) for every actor)
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
@ -95,7 +95,7 @@ void MWScene::doPhysics (float duration, MWWorld::World& world,
for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
iter!=actors.end(); ++iter)
{
OEngine::Physic::PhysicActor* act = eng->getCharacter(iter->first);
OEngine::Physic::PhysicActor* act = eng->getCharacter(iter->first);
//dirty stuff to get the camera orientation. Must be changed!
@ -117,46 +117,46 @@ void MWScene::doPhysics (float duration, MWWorld::World& world,
dir = 0.025*(quat*dir1);
}
//set the walk direction
act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
//set the walk direction
act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
}
eng->stepSimulation(duration);
eng->stepSimulation(duration);
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
{
OEngine::Physic::PhysicActor* act = it->second;
btVector3 newPos = act->getPosition();
btVector3 newPos = act->getPosition();
MWWorld::Ptr ptr = world.getPtrViaHandle (it->first);
world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
}
}
void MWScene::addObject (const std::string& handle, const std::string& mesh,
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
{
OEngine::Physic::RigidBody* body = eng->createRigidBody(mesh,handle);
eng->addRigidBody(body);
btTransform tr;
tr.setOrigin(btVector3(position.x,position.y,position.z));
tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
body->setWorldTransform(tr);
OEngine::Physic::RigidBody* body = eng->createRigidBody(mesh,handle);
eng->addRigidBody(body);
btTransform tr;
tr.setOrigin(btVector3(position.x,position.y,position.z));
tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
body->setWorldTransform(tr);
}
void MWScene::addActor (const std::string& handle, const std::string& mesh,
const Ogre::Vector3& position)
{
//TODO:optimize this. Searching the std::map isn't very efficient i think.
eng->addCharacter(handle);
OEngine::Physic::PhysicActor* act = eng->getCharacter(handle);
act->setPosition(btVector3(position.x,position.y,position.z));
//TODO:optimize this. Searching the std::map isn't very efficient i think.
eng->addCharacter(handle);
OEngine::Physic::PhysicActor* act = eng->getCharacter(handle);
act->setPosition(btVector3(position.x,position.y,position.z));
}
void MWScene::removeObject (const std::string& handle)
{
//TODO:check if actor???
//TODO:check if actor???
eng->removeCharacter(handle);
eng->removeRigidBody(handle);
eng->deleteRigidBody(handle);
eng->removeRigidBody(handle);
eng->deleteRigidBody(handle);
}
void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)

@ -40,7 +40,7 @@ namespace MWRender
Ogre::SceneNode *mwRoot;
Ogre::RaySceneQuery *mRaySceneQuery;
OEngine::Physic::PhysicEngine* eng;
OEngine::Physic::PhysicEngine* eng;
MWRender::Player *mPlayer;

@ -412,7 +412,7 @@ namespace MWWorld
: mSkyManager (0), mScene (renderer,physEng), mPlayer (0), mCurrentCell (0), mGlobalVariables (0),
mSky (false), mCellChanged (false), mEnvironment (environment)
{
mPhysEngine = physEng;
mPhysEngine = physEng;
boost::filesystem::path masterPath (dataDir);
masterPath /= master;
@ -437,7 +437,7 @@ namespace MWWorld
mSkyManager =
MWRender::SkyManager::create(renderer.getWindow(), mScene.getCamera(), resDir);
mPhysEngine = physEng;
mPhysEngine = physEng;
}
World::~World()

@ -75,7 +75,7 @@ namespace MWWorld
bool mCellChanged;
Environment& mEnvironment;
OEngine::Physic::PhysicEngine* mPhysEngine;
OEngine::Physic::PhysicEngine* mPhysEngine;
// not implemented
World (const World&);

@ -92,8 +92,8 @@ void NIFFile::parse()
else if(rec == "NiRotatingParticles") { r = new NiRotatingParticles; r->recType = RC_NiRotatingParticles; }
else if(rec == "NiAutoNormalParticles") { r = new NiAutoNormalParticles; r->recType = RC_NiAutoNormalParticles; }
else if(rec == "NiCamera") { r = new NiCamera; r->recType = RC_NiCamera; }
else if(rec == "RootCollisionNode"){ r = new NiNode; r->recType = RC_RootCollisionNode; }// a root collision node is exactly like a node
//that's why there is no need to create a new type
else if(rec == "RootCollisionNode"){ r = new NiNode; r->recType = RC_RootCollisionNode; }// a root collision node is exactly like a node
//that's why there is no need to create a new type
// Properties
else if(rec == "NiTexturingProperty") { r = new NiTexturingProperty; r->recType = RC_NiTexturingProperty; }

@ -54,264 +54,264 @@ using namespace Mangle::VFS;
//====================================================================================================
Ogre::Matrix3 ManualBulletShapeLoader::getMatrix(Nif::Transformation* tr)
{
Ogre::Matrix3 rot(tr->rotation.v[0].array[0],tr->rotation.v[0].array[1],tr->rotation.v[0].array[2],
tr->rotation.v[1].array[0],tr->rotation.v[1].array[1],tr->rotation.v[1].array[2],
tr->rotation.v[2].array[0],tr->rotation.v[2].array[1],tr->rotation.v[2].array[2]);
return rot;
Ogre::Matrix3 rot(tr->rotation.v[0].array[0],tr->rotation.v[0].array[1],tr->rotation.v[0].array[2],
tr->rotation.v[1].array[0],tr->rotation.v[1].array[1],tr->rotation.v[1].array[2],
tr->rotation.v[2].array[0],tr->rotation.v[2].array[1],tr->rotation.v[2].array[2]);
return rot;
}
Ogre::Vector3 ManualBulletShapeLoader::getVector(Nif::Transformation* tr)
{
Ogre::Vector3 vect3(tr->pos.array[0],tr->pos.array[1],tr->pos.array[2]);
return vect3;
Ogre::Vector3 vect3(tr->pos.array[0],tr->pos.array[1],tr->pos.array[2]);
return vect3;
}
btQuaternion ManualBulletShapeLoader::getbtQuat(Ogre::Matrix3 m)
{
Ogre::Quaternion oquat(m);
btQuaternion quat;
quat.setW(oquat.w);
quat.setX(oquat.x);
quat.setY(oquat.y);
quat.setZ(oquat.z);
return quat;
Ogre::Quaternion oquat(m);
btQuaternion quat;
quat.setW(oquat.w);
quat.setX(oquat.x);
quat.setY(oquat.y);
quat.setZ(oquat.z);
return quat;
}
btVector3 ManualBulletShapeLoader::getbtVector(Nif::Vector v)
{
btVector3 a(v.array[0],v.array[1],v.array[2]);
return a;
btVector3 a(v.array[0],v.array[1],v.array[2]);
return a;
}
void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
{
cShape = static_cast<BulletShape *>(resource);
resourceName = cShape->getName();
cShape = static_cast<BulletShape *>(resource);
resourceName = cShape->getName();
cShape->collide = false;
currentShape = new btCompoundShape();
cShape->Shape = currentShape;
currentShape = new btCompoundShape();
cShape->Shape = currentShape;
if (!vfs) vfs = new OgreVFS(resourceGroup);
if (!vfs) vfs = new OgreVFS(resourceGroup);
if (!vfs->isFile(resourceName))
{
warn("File not found.");
return;
}
if (!vfs->isFile(resourceName))
{
warn("File not found.");
return;
}
// Load the NIF. TODO: Wrap this in a try-catch block once we're out
// of the early stages of development. Right now we WANT to catch
// every error as early and intrusively as possible, as it's most
// likely a sign of incomplete code rather than faulty input.
Nif::NIFFile nif(vfs->open(resourceName), resourceName);
// Load the NIF. TODO: Wrap this in a try-catch block once we're out
// of the early stages of development. Right now we WANT to catch
// every error as early and intrusively as possible, as it's most
// likely a sign of incomplete code rather than faulty input.
Nif::NIFFile nif(vfs->open(resourceName), resourceName);
if (nif.numRecords() < 1)
{
warn("Found no records in NIF.");
return;
}
if (nif.numRecords() < 1)
{
warn("Found no records in NIF.");
return;
}
// The first record is assumed to be the root node
Nif::Record *r = nif.getRecord(0);
assert(r != NULL);
// The first record is assumed to be the root node
Nif::Record *r = nif.getRecord(0);
assert(r != NULL);
Nif::Node *node = dynamic_cast<Nif::Node*>(r);
Nif::Node *node = dynamic_cast<Nif::Node*>(r);
if (node == NULL)
{
warn("First record in file was not a node, but a " +
r->recName.toString() + ". Skipping file.");
return;
}
if (node == NULL)
{
warn("First record in file was not a node, but a " +
r->recName.toString() + ". Skipping file.");
return;
}
bool hasCollisionNode = hasRootCollisionNode(node);
//do a first pass
handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,false);
handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,false);
//if collide = false, then it does a second pass which create a shape for raycasting.
if(cShape->collide == false)
{
handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
}
}
bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
{
if (node->recType == Nif::RC_NiNode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (list.has(i))
{
if(hasRootCollisionNode(&list[i])) return true;;
}
}
if (node->recType == Nif::RC_NiNode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (list.has(i))
{
if(hasRootCollisionNode(&list[i])) return true;;
}
}
}
else if (node->recType == Nif::RC_NiTriShape)
{
return false;
}
else if(node->recType == Nif::RC_RootCollisionNode)
{
else if(node->recType == Nif::RC_RootCollisionNode)
{
return true;
}
}
return false;
}
void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
{
// Accumulate the flags from all the child nodes. This works for all
// the flags we currently use, at least.
flags |= node->flags;
// Check for extra data
Nif::Extra *e = node;
while (!e->extra.empty())
{
// Get the next extra data in the list
e = e->extra.getPtr();
assert(e != NULL);
if (e->recType == Nif::RC_NiStringExtraData)
{
// String markers may contain important information
// affecting the entire subtree of this node
Nif::NiStringExtraData *sd = (Nif::NiStringExtraData*)e;
if (sd->string == "NCO" && !raycastingOnly)
{
// No collision. Use an internal flag setting to mark this.
// We ignor this node!
flags |= 0x800;
return;
}
else if (sd->string == "MRK" && !raycastingOnly)
// Marker objects. These are only visible in the
// editor. Until and unless we add an editor component to
// the engine, just skip this entire node.
return;
}
}
//transfo of parents node + curent node
Ogre::Matrix3 finalRot;
Ogre::Vector3 finalPos;
float finalScale;
Nif::Transformation &final = *((Nif::Transformation*)node->trafo);
Ogre::Vector3 nodePos = getVector(&final);
Ogre::Matrix3 nodeRot = getMatrix(&final);
finalPos = nodePos + parentPos;
finalRot = parentRot*nodeRot;
finalScale = final.scale*parentScale;
// For NiNodes, loop through children
if (node->recType == Nif::RC_NiNode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (list.has(i))
{
handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,isCollisionNode,raycastingOnly);
}
}
// Accumulate the flags from all the child nodes. This works for all
// the flags we currently use, at least.
flags |= node->flags;
// Check for extra data
Nif::Extra *e = node;
while (!e->extra.empty())
{
// Get the next extra data in the list
e = e->extra.getPtr();
assert(e != NULL);
if (e->recType == Nif::RC_NiStringExtraData)
{
// String markers may contain important information
// affecting the entire subtree of this node
Nif::NiStringExtraData *sd = (Nif::NiStringExtraData*)e;
if (sd->string == "NCO" && !raycastingOnly)
{
// No collision. Use an internal flag setting to mark this.
// We ignor this node!
flags |= 0x800;
return;
}
else if (sd->string == "MRK" && !raycastingOnly)
// Marker objects. These are only visible in the
// editor. Until and unless we add an editor component to
// the engine, just skip this entire node.
return;
}
}
//transfo of parents node + curent node
Ogre::Matrix3 finalRot;
Ogre::Vector3 finalPos;
float finalScale;
Nif::Transformation &final = *((Nif::Transformation*)node->trafo);
Ogre::Vector3 nodePos = getVector(&final);
Ogre::Matrix3 nodeRot = getMatrix(&final);
finalPos = nodePos + parentPos;
finalRot = parentRot*nodeRot;
finalScale = final.scale*parentScale;
// For NiNodes, loop through children
if (node->recType == Nif::RC_NiNode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (list.has(i))
{
handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,isCollisionNode,raycastingOnly);
}
}
}
else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
{
cShape->collide = true;
handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,finalRot,finalPos,finalScale,raycastingOnly);
}
else if(node->recType == Nif::RC_RootCollisionNode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (list.has(i))
handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,true,raycastingOnly);
}
}
else if(node->recType == Nif::RC_RootCollisionNode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (list.has(i))
handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,true,raycastingOnly);
}
}
}
void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,
bool raycastingOnly)
{
assert(shape != NULL);
btCollisionShape* NodeShape;
// Interpret flags
bool hidden = (flags & 0x01) != 0; // Not displayed
bool collide = (flags & 0x02) != 0; // Use mesh for collision
bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision
// If the object was marked "NCO" earlier, it shouldn't collide with
// anything. So don't do anything.
if (flags & 0x800 && !raycastingOnly)
{
collide = false;
bbcollide = false;
return;
}
if (!collide && !bbcollide && hidden && !raycastingOnly)
// This mesh apparently isn't being used for anything, so don't
// bother setting it up.
return;
btTransform tr;
tr.setRotation(getbtQuat(parentRot));
tr.setOrigin(btVector3(parentPos.x,parentPos.y,parentPos.z));
// Bounding box collision isn't implemented, always use mesh for now.
/*if (bbcollide)
{
return;
std::cout << "bbcolide?";
//TODO: check whether it's half box or not (is there a /2?)
NodeShape = new btBoxShape(btVector3(shape->boundXYZ->array[0]/2.,shape->boundXYZ->array[1]/2.,shape->boundXYZ->array[2]/2.));
std::cout << "bbcolide12121212121";
currentShape->addChildShape(tr,NodeShape);
std::cout << "aaaaaaaaaaaaa";
return;
collide = true;
bbcollide = false;
}*/
/* Do in-place transformation.the only needed transfo is the scale. (maybe not in fact)
*/
btTriangleMesh *mTriMesh = new btTriangleMesh();
Nif::NiTriShapeData *data = shape->data.getPtr();
float* vertices = (float*)data->vertices.ptr;
unsigned short* triangles = (unsigned short*)data->triangles.ptr;
for(unsigned int i=0; i < data->triangles.length; i = i+3)
{
btVector3 b1(vertices[triangles[i+0]*3]*parentScale,vertices[triangles[i+0]*3+1]*parentScale,vertices[triangles[i+0]*3+2]*parentScale);
btVector3 b2(vertices[triangles[i+1]*3]*parentScale,vertices[triangles[i+1]*3+1]*parentScale,vertices[triangles[i+1]*3+2]*parentScale);
btVector3 b3(vertices[triangles[i+2]*3]*parentScale,vertices[triangles[i+2]*3+1]*parentScale,vertices[triangles[i+2]*3+2]*parentScale);
mTriMesh->addTriangle(b1,b2,b3);
}
NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
currentShape->addChildShape(tr,NodeShape);
assert(shape != NULL);
btCollisionShape* NodeShape;
// Interpret flags
bool hidden = (flags & 0x01) != 0; // Not displayed
bool collide = (flags & 0x02) != 0; // Use mesh for collision
bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision
// If the object was marked "NCO" earlier, it shouldn't collide with
// anything. So don't do anything.
if (flags & 0x800 && !raycastingOnly)
{
collide = false;
bbcollide = false;
return;
}
if (!collide && !bbcollide && hidden && !raycastingOnly)
// This mesh apparently isn't being used for anything, so don't
// bother setting it up.
return;
btTransform tr;
tr.setRotation(getbtQuat(parentRot));
tr.setOrigin(btVector3(parentPos.x,parentPos.y,parentPos.z));
// Bounding box collision isn't implemented, always use mesh for now.
/*if (bbcollide)
{
return;
std::cout << "bbcolide?";
//TODO: check whether it's half box or not (is there a /2?)
NodeShape = new btBoxShape(btVector3(shape->boundXYZ->array[0]/2.,shape->boundXYZ->array[1]/2.,shape->boundXYZ->array[2]/2.));
std::cout << "bbcolide12121212121";
currentShape->addChildShape(tr,NodeShape);
std::cout << "aaaaaaaaaaaaa";
return;
collide = true;
bbcollide = false;
}*/
/* Do in-place transformation.the only needed transfo is the scale. (maybe not in fact)
*/
btTriangleMesh *mTriMesh = new btTriangleMesh();
Nif::NiTriShapeData *data = shape->data.getPtr();
float* vertices = (float*)data->vertices.ptr;
unsigned short* triangles = (unsigned short*)data->triangles.ptr;
for(unsigned int i=0; i < data->triangles.length; i = i+3)
{
btVector3 b1(vertices[triangles[i+0]*3]*parentScale,vertices[triangles[i+0]*3+1]*parentScale,vertices[triangles[i+0]*3+2]*parentScale);
btVector3 b2(vertices[triangles[i+1]*3]*parentScale,vertices[triangles[i+1]*3+1]*parentScale,vertices[triangles[i+1]*3+2]*parentScale);
btVector3 b3(vertices[triangles[i+2]*3]*parentScale,vertices[triangles[i+2]*3+1]*parentScale,vertices[triangles[i+2]*3+2]*parentScale);
mTriMesh->addTriangle(b1,b2,b3);
}
NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
currentShape->addChildShape(tr,NodeShape);
}
void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)
{
// Check if the resource already exists
Ogre::ResourcePtr ptr = BulletShapeManager::getSingleton().getByName(name, group);
if (!ptr.isNull())
return;
BulletShapeManager::getSingleton().create(name,group,true,this);
// Check if the resource already exists
Ogre::ResourcePtr ptr = BulletShapeManager::getSingleton().getByName(name, group);
if (!ptr.isNull())
return;
BulletShapeManager::getSingleton().create(name,group,true,this);
}

@ -52,10 +52,10 @@ namespace Nif
namespace Mangle
{
namespace VFS
{
class OgreVFS;
}
namespace VFS
{
class OgreVFS;
}
}
@ -66,64 +66,64 @@ class ManualBulletShapeLoader : public BulletShapeLoader
{
public:
ManualBulletShapeLoader():resourceGroup("General"){vfs = 0;}
virtual ~ManualBulletShapeLoader() {}
ManualBulletShapeLoader():resourceGroup("General"){vfs = 0;}
virtual ~ManualBulletShapeLoader() {}
void warn(std::string msg)
{
std::cerr << "NIFLoader: Warn:" << msg << "\n";
}
void warn(std::string msg)
{
std::cerr << "NIFLoader: Warn:" << msg << "\n";
}
void fail(std::string msg)
{
std::cerr << "NIFLoader: Fail: "<< msg << std::endl;
assert(1);
}
void fail(std::string msg)
{
std::cerr << "NIFLoader: Fail: "<< msg << std::endl;
assert(1);
}
/**
*This function should not be called manualy. Use load instead. (this is called by the BulletShapeManager when you use load).
*/
void loadResource(Ogre::Resource *resource);
/**
*This function should not be called manualy. Use load instead. (this is called by the BulletShapeManager when you use load).
*/
void loadResource(Ogre::Resource *resource);
/**
*This function load a new bulletShape from a NIF file into the BulletShapeManager.
*When the file is loaded, you can then use BulletShapeManager::getByName() to retrive the bulletShape.
*Warning: this function will just crash if the resourceGroup doesn't exist!
*/
void load(const std::string &name,const std::string &group);
/**
*This function load a new bulletShape from a NIF file into the BulletShapeManager.
*When the file is loaded, you can then use BulletShapeManager::getByName() to retrive the bulletShape.
*Warning: this function will just crash if the resourceGroup doesn't exist!
*/
void load(const std::string &name,const std::string &group);
private:
Ogre::Matrix3 getMatrix(Nif::Transformation* tr);
Ogre::Matrix3 getMatrix(Nif::Transformation* tr);
Ogre::Vector3 getVector(Nif::Transformation* tr);
Ogre::Vector3 getVector(Nif::Transformation* tr);
btQuaternion getbtQuat(Ogre::Matrix3 m);
btQuaternion getbtQuat(Ogre::Matrix3 m);
btVector3 getbtVector(Nif::Vector v);
btVector3 getbtVector(Nif::Vector v);
/**
*Parse a node.
*/
void handleNode(Nif::Node *node, int flags,
Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly);
/**
*Parse a node.
*/
void handleNode(Nif::Node *node, int flags,
Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly);
/**
*Helpler function
*/
bool hasRootCollisionNode(Nif::Node* node);
/**
*convert a NiTriShape to a bullet trishape.
*/
void handleNiTriShape(Nif::NiTriShape *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScales,bool raycastingOnly);
/**
*convert a NiTriShape to a bullet trishape.
*/
void handleNiTriShape(Nif::NiTriShape *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScales,bool raycastingOnly);
Mangle::VFS::OgreVFS *vfs;
Mangle::VFS::OgreVFS *vfs;
std::string resourceName;
std::string resourceGroup;
std::string resourceName;
std::string resourceGroup;
BulletShape* cShape;//current shape
btCompoundShape* currentShape;//the shape curently under construction
BulletShape* cShape;//current shape
btCompoundShape* currentShape;//the shape curently under construction
};
#endif

@ -17,7 +17,7 @@ public:
MyMotionState(const btTransform &initialpos, Ogre::SceneNode *node) {
mVisibleobj = node;
mPos1 = initialpos;
node->setPosition(initialpos.getOrigin().x(),initialpos.getOrigin().y(),initialpos.getOrigin().z());
node->setPosition(initialpos.getOrigin().x(),initialpos.getOrigin().y(),initialpos.getOrigin().z());
}
virtual ~MyMotionState() {
@ -47,163 +47,163 @@ protected:
int main()
{
try
{
//Ogre stuff
Ogre::Root* pRoot = new Ogre::Root();
pRoot->showConfigDialog();
BulletShapeManager* manag = new BulletShapeManager();
Ogre::RenderWindow* win = pRoot->initialise(true,"test");
Ogre::SceneManager* scmg = pRoot->createSceneManager(Ogre::ST_GENERIC,"MonGestionnaireDeScene");
Ogre::Camera* pCamera = scmg->createCamera("test");
Ogre::Viewport* pViewport = win->addViewport(pCamera);
pCamera->setPosition(-50,0,0);
pCamera->setFarClipDistance(10000);
pCamera->setNearClipDistance(1.);
pCamera->lookAt(0,0,0);
//Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/models","FileSystem","General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("","FileSystem","General");
/*Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/scripts","FileSystem","General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/textures","FileSystem","General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/programs","FileSystem","General");*/
//OIS stuff
OIS::ParamList pl;
size_t windowHnd = 0;
std::ostringstream windowHndStr;
win->getCustomAttribute("WINDOW", &windowHnd);
windowHndStr << windowHnd;
pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
OIS::InputManager *pInputManager = OIS::InputManager::createInputSystem( pl );
OIS::Mouse *pMouse = static_cast<OIS::Mouse*>(pInputManager->createInputObject(OIS::OISMouse, false));
OIS::Keyboard* pKeyboard = static_cast<OIS::Keyboard*>(pInputManager->createInputObject(OIS::OISKeyboard, false));
unsigned int width, height, depth;
int top, left;
win->getMetrics(width, height, depth, left, top);
const OIS::MouseState &ms = pMouse->getMouseState();
ms.width = width;
ms.height = height;
//Ressources stuff
addBSA("Morrowind.bsa");
//Ogre::ResourceGroupManager::getSingleton().createResourceGroup("general");
Ogre::ResourcePtr ptr = BulletShapeManager::getSingleton().getByName(mesh,"General");
ManualBulletShapeLoader* ShapeLoader = new ManualBulletShapeLoader();
ShapeLoader->load(mesh,"General");
//BulletShapeManager::getSingleton().unload(mesh);
//ShapeLoader->load(mesh,"General");
NIFLoader::load(mesh);
Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
//BulletShapeManager::getSingleton().
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
BulletShapeManager::getSingleton().load(mesh,"General");
BulletShapeManager::getSingleton().unload(mesh);
BulletShapeManager::getSingleton().load(mesh,"General");
BulletShapeManager::getSingleton().load(mesh,"General");
//shape->load();
//shape->unload();
//shape->load();
//Bullet init
btBroadphaseInterface* broadphase = new btDbvtBroadphase();
// Set up the collision configuration and dispatcher
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
// The actual physics solver
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
// The world.
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,-10,0));
//le sol?
Ogre::SceneNode *node = scmg->getRootSceneNode()->createChildSceneNode("node");
Ogre::Entity *ent = scmg->createEntity("Mesh1",mesh);
node->attachObject(ent);
MyMotionState* mst = new MyMotionState(btTransform::getIdentity(),node);
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,mst,shape->Shape,btVector3(0,0,0));
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
//une balle:
Ogre::SceneNode *node2 = scmg->getRootSceneNode()->createChildSceneNode("node2");
Ogre::Entity *ent2 = scmg->createEntity("Mesh2","ogrehead.mesh");
node2->attachObject(ent2);
node2->setPosition(0,500,0);
btTransform iT;
iT.setIdentity();
iT.setOrigin(btVector3(0,5000,0));
MyMotionState* mst2 = new MyMotionState(btTransform::getIdentity(),node2);
btSphereShape* sphereshape = new btSphereShape(10);
btRigidBody::btRigidBodyConstructionInfo sphereCI(10,mst2,sphereshape,btVector3(0,0,0));
btRigidBody* sphere = new btRigidBody(sphereCI);
dynamicsWorld->addRigidBody(sphere);
//btOgre!
BtOgre::DebugDrawer* mDebugDrawer = new BtOgre::DebugDrawer(scmg->getRootSceneNode(), dynamicsWorld);
dynamicsWorld->setDebugDrawer(mDebugDrawer);
Ogre::Timer timer;
timer.reset();
bool cont = true;
while(cont)
{
if(timer.getMilliseconds()>30)
{
pMouse->capture();
pKeyboard->capture();
Ogre::Vector3 a(0,0,0);
if(pKeyboard->isKeyDown(OIS::KC_UP))
{
a = a + Ogre::Vector3(0,0,-20);
}
if(pKeyboard->isKeyDown(OIS::KC_DOWN))
{
a = a + Ogre::Vector3(0,0,20);
}
if(pKeyboard->isKeyDown(OIS::KC_ESCAPE))
{
cont = false;
}
OIS::MouseState MS = pMouse->getMouseState();
pCamera->yaw(-Ogre::Degree(MS.X.rel));
pCamera->pitch(-Ogre::Degree(MS.Y.rel));
pCamera->moveRelative(a);
pRoot->renderOneFrame();
mDebugDrawer->step();
timer.reset();
dynamicsWorld->stepSimulation(0.03);
}
}
std::cout << "cool";
delete manag;
delete pRoot;
char a;
std::cin >> a;
}
catch(Ogre::Exception& e)
{
std::cout << e.getFullDescription();
char a;
std::cin >> a;
}
try
{
//Ogre stuff
Ogre::Root* pRoot = new Ogre::Root();
pRoot->showConfigDialog();
BulletShapeManager* manag = new BulletShapeManager();
Ogre::RenderWindow* win = pRoot->initialise(true,"test");
Ogre::SceneManager* scmg = pRoot->createSceneManager(Ogre::ST_GENERIC,"MonGestionnaireDeScene");
Ogre::Camera* pCamera = scmg->createCamera("test");
Ogre::Viewport* pViewport = win->addViewport(pCamera);
pCamera->setPosition(-50,0,0);
pCamera->setFarClipDistance(10000);
pCamera->setNearClipDistance(1.);
pCamera->lookAt(0,0,0);
//Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/models","FileSystem","General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("","FileSystem","General");
/*Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/scripts","FileSystem","General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/textures","FileSystem","General");
Ogre::ResourceGroupManager::getSingleton().addResourceLocation("C++/OgreSK/media/materials/programs","FileSystem","General");*/
//OIS stuff
OIS::ParamList pl;
size_t windowHnd = 0;
std::ostringstream windowHndStr;
win->getCustomAttribute("WINDOW", &windowHnd);
windowHndStr << windowHnd;
pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str()));
OIS::InputManager *pInputManager = OIS::InputManager::createInputSystem( pl );
OIS::Mouse *pMouse = static_cast<OIS::Mouse*>(pInputManager->createInputObject(OIS::OISMouse, false));
OIS::Keyboard* pKeyboard = static_cast<OIS::Keyboard*>(pInputManager->createInputObject(OIS::OISKeyboard, false));
unsigned int width, height, depth;
int top, left;
win->getMetrics(width, height, depth, left, top);
const OIS::MouseState &ms = pMouse->getMouseState();
ms.width = width;
ms.height = height;
//Ressources stuff
addBSA("Morrowind.bsa");
//Ogre::ResourceGroupManager::getSingleton().createResourceGroup("general");
Ogre::ResourcePtr ptr = BulletShapeManager::getSingleton().getByName(mesh,"General");
ManualBulletShapeLoader* ShapeLoader = new ManualBulletShapeLoader();
ShapeLoader->load(mesh,"General");
//BulletShapeManager::getSingleton().unload(mesh);
//ShapeLoader->load(mesh,"General");
NIFLoader::load(mesh);
Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
//BulletShapeManager::getSingleton().
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
BulletShapeManager::getSingleton().load(mesh,"General");
BulletShapeManager::getSingleton().unload(mesh);
BulletShapeManager::getSingleton().load(mesh,"General");
BulletShapeManager::getSingleton().load(mesh,"General");
//shape->load();
//shape->unload();
//shape->load();
//Bullet init
btBroadphaseInterface* broadphase = new btDbvtBroadphase();
// Set up the collision configuration and dispatcher
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
// The actual physics solver
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
// The world.
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,-10,0));
//le sol?
Ogre::SceneNode *node = scmg->getRootSceneNode()->createChildSceneNode("node");
Ogre::Entity *ent = scmg->createEntity("Mesh1",mesh);
node->attachObject(ent);
MyMotionState* mst = new MyMotionState(btTransform::getIdentity(),node);
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0,mst,shape->Shape,btVector3(0,0,0));
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
//une balle:
Ogre::SceneNode *node2 = scmg->getRootSceneNode()->createChildSceneNode("node2");
Ogre::Entity *ent2 = scmg->createEntity("Mesh2","ogrehead.mesh");
node2->attachObject(ent2);
node2->setPosition(0,500,0);
btTransform iT;
iT.setIdentity();
iT.setOrigin(btVector3(0,5000,0));
MyMotionState* mst2 = new MyMotionState(btTransform::getIdentity(),node2);
btSphereShape* sphereshape = new btSphereShape(10);
btRigidBody::btRigidBodyConstructionInfo sphereCI(10,mst2,sphereshape,btVector3(0,0,0));
btRigidBody* sphere = new btRigidBody(sphereCI);
dynamicsWorld->addRigidBody(sphere);
//btOgre!
BtOgre::DebugDrawer* mDebugDrawer = new BtOgre::DebugDrawer(scmg->getRootSceneNode(), dynamicsWorld);
dynamicsWorld->setDebugDrawer(mDebugDrawer);
Ogre::Timer timer;
timer.reset();
bool cont = true;
while(cont)
{
if(timer.getMilliseconds()>30)
{
pMouse->capture();
pKeyboard->capture();
Ogre::Vector3 a(0,0,0);
if(pKeyboard->isKeyDown(OIS::KC_UP))
{
a = a + Ogre::Vector3(0,0,-20);
}
if(pKeyboard->isKeyDown(OIS::KC_DOWN))
{
a = a + Ogre::Vector3(0,0,20);
}
if(pKeyboard->isKeyDown(OIS::KC_ESCAPE))
{
cont = false;
}
OIS::MouseState MS = pMouse->getMouseState();
pCamera->yaw(-Ogre::Degree(MS.X.rel));
pCamera->pitch(-Ogre::Degree(MS.Y.rel));
pCamera->moveRelative(a);
pRoot->renderOneFrame();
mDebugDrawer->step();
timer.reset();
dynamicsWorld->stepSimulation(0.03);
}
}
std::cout << "cool";
delete manag;
delete pRoot;
char a;
std::cin >> a;
}
catch(Ogre::Exception& e)
{
std::cout << e.getFullDescription();
char a;
std::cin >> a;
}
}

@ -1 +1 @@
Subproject commit 590f9e83d8158970dcbef1c5078a1a04cd8f1a59
Subproject commit f3c9694bf249a34eae05f0304e6bfc120014ce8c

@ -1 +1 @@
Subproject commit 32b475432f3e1c8d7275d17da0d692c173f30478
Subproject commit 0f7d59b4fb742c6479d988f6fc4ec9cdb4330b53
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