#include "actor.hpp" #include #include #include #include #include #include "../mwworld/class.hpp" #include "convert.hpp" #include "collisiontype.hpp" namespace MWPhysics { Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr shape, btCollisionWorld* world) : mCanWaterWalk(false), mWalkingOnWater(false) , mCollisionObject(0), mForce(0.f, 0.f, 0.f), mOnGround(false) , mInternalCollisionMode(true) , mExternalCollisionMode(true) , mCollisionWorld(world) { mPtr = ptr; mHalfExtents = shape->mCollisionBoxHalfExtents; mMeshTranslation = shape->mCollisionBoxTranslate; // Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it) if (std::abs(mHalfExtents.x()-mHalfExtents.y())= mHalfExtents.x()) { // Could also be btCapsuleShapeZ, but the movement solver seems to have issues with it (jumping on slopes doesn't work) mShape.reset(new btCylinderShapeZ(toBullet(mHalfExtents))); } else mShape.reset(new btBoxShape(toBullet(mHalfExtents))); mCollisionObject.reset(new btCollisionObject); mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT); mCollisionObject->setActivationState(DISABLE_DEACTIVATION); mCollisionObject->setCollisionShape(mShape.get()); mCollisionObject->setUserPointer(static_cast(this)); updateRotation(); updateScale(); updatePosition(); updateCollisionMask(); } Actor::~Actor() { if (mCollisionObject.get()) mCollisionWorld->removeCollisionObject(mCollisionObject.get()); } void Actor::enableCollisionMode(bool collision) { mInternalCollisionMode = collision; } void Actor::enableCollisionBody(bool collision) { if (mExternalCollisionMode != collision) { mExternalCollisionMode = collision; updateCollisionMask(); } } void Actor::updateCollisionMask() { mCollisionWorld->removeCollisionObject(mCollisionObject.get()); int collisionMask = CollisionType_World | CollisionType_HeightMap; if (mExternalCollisionMode) collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door; if (mCanWaterWalk) collisionMask |= CollisionType_Water; mCollisionWorld->addCollisionObject(mCollisionObject.get(), CollisionType_Actor, collisionMask); } void Actor::updatePosition() { osg::Vec3f position = mPtr.getRefData().getPosition().asVec3(); mPosition = position; mPreviousPosition = position; updateCollisionObjectPosition(); } void Actor::updateCollisionObjectPosition() { btTransform tr = mCollisionObject->getWorldTransform(); osg::Vec3f scaledTranslation = mRotation * osg::componentMultiply(mMeshTranslation, mScale); osg::Vec3f newPosition = scaledTranslation + mPosition; tr.setOrigin(toBullet(newPosition)); mCollisionObject->setWorldTransform(tr); } osg::Vec3f Actor::getCollisionObjectPosition() const { return toOsg(mCollisionObject->getWorldTransform().getOrigin()); } void Actor::setPosition(const osg::Vec3f &position) { mPreviousPosition = mPosition; mPosition = position; updateCollisionObjectPosition(); } osg::Vec3f Actor::getPosition() const { return mPosition; } osg::Vec3f Actor::getPreviousPosition() const { return mPreviousPosition; } void Actor::updateRotation () { btTransform tr = mCollisionObject->getWorldTransform(); mRotation = mPtr.getRefData().getBaseNode()->getAttitude(); tr.setRotation(toBullet(mRotation)); mCollisionObject->setWorldTransform(tr); updateCollisionObjectPosition(); } void Actor::updateScale() { float scale = mPtr.getCellRef().getScale(); osg::Vec3f scaleVec(scale,scale,scale); mPtr.getClass().adjustScale(mPtr, scaleVec, false); mScale = scaleVec; mShape->setLocalScaling(toBullet(mScale)); scaleVec = osg::Vec3f(scale,scale,scale); mPtr.getClass().adjustScale(mPtr, scaleVec, true); mRenderingScale = scaleVec; updateCollisionObjectPosition(); } osg::Vec3f Actor::getHalfExtents() const { return osg::componentMultiply(mHalfExtents, mScale); } osg::Vec3f Actor::getRenderingHalfExtents() const { return osg::componentMultiply(mHalfExtents, mRenderingScale); } void Actor::setInertialForce(const osg::Vec3f &force) { mForce = force; } void Actor::setOnGround(bool grounded) { mOnGround = grounded; } bool Actor::isWalkingOnWater() const { return mWalkingOnWater; } void Actor::setWalkingOnWater(bool walkingOnWater) { mWalkingOnWater = walkingOnWater; } void Actor::setCanWaterWalk(bool waterWalk) { if (waterWalk != mCanWaterWalk) { mCanWaterWalk = waterWalk; updateCollisionMask(); } } }