#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H #define GAME_MWWORLD_PHYSICSSYSTEM_H #include #include #include #include "ptr.hpp" namespace OEngine { namespace Render { class OgreRenderer; } namespace Physic { class PhysicEngine; } } namespace MWWorld { class World; typedef std::vector > PtrVelocityList; class PhysicsSystem { public: PhysicsSystem (OEngine::Render::OgreRenderer &_rend); ~PhysicsSystem (); void enableWater(float height); void setWaterHeight(float height); void disableWater(); void addObject (const MWWorld::Ptr& ptr, const std::string& mesh, bool placeable=false); void addActor (const MWWorld::Ptr& ptr, const std::string& mesh); void addHeightField (float* heights, int x, int y, float yoffset, float triSize, float sqrtVerts); void removeHeightField (int x, int y); // have to keep this as handle for now as unloadcell only knows scenenode names void removeObject (const std::string& handle); void moveObject (const MWWorld::Ptr& ptr); void rotateObject (const MWWorld::Ptr& ptr); void scaleObject (const MWWorld::Ptr& ptr); bool toggleCollisionMode(); void stepSimulation(float dt); std::vector getCollisions(const MWWorld::Ptr &ptr, int collisionGroup, int collisionMask); ///< get handles this object collides with Ogre::Vector3 traceDown(const MWWorld::Ptr &ptr, float maxHeight); std::pair getFacedHandle(float queryDistance); std::pair getHitContact(const std::string &name, const Ogre::Vector3 &origin, const Ogre::Quaternion &orientation, float queryDistance); std::vector < std::pair > getFacedHandles (float queryDistance); std::vector < std::pair > getFacedHandles (float mouseX, float mouseY, float queryDistance); // cast ray, return true if it hit something. if raycasringObjectOnlt is set to false, it ignores NPCs and objects with no collisions. bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to, bool raycastingObjectOnly = true,bool ignoreHeightMap = false); std::pair castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len); std::pair castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL, std::string* hit = NULL); ///< cast ray from the mouse, return true if it hit something and the first result /// @param normal if non-NULL, the hit normal will be written there (if there is a hit) /// @param hit if non-NULL, the string handle of the hit object will be written there (if there is a hit) OEngine::Physic::PhysicEngine* getEngine(); bool getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max); /// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will /// be overwritten. Valid until the next call to applyQueuedMovement. void queueObjectMovement(const Ptr &ptr, const Ogre::Vector3 &velocity); /// Apply all queued movements, then clear the list. const PtrVelocityList& applyQueuedMovement(float dt); /// Clear the queued movements list without applying. void clearQueuedMovement(); /// Return true if \a actor has been standing on \a object in this frame /// This will trigger whenever the object is directly below the actor. /// It doesn't matter if the actor is stationary or moving. bool isActorStandingOn(const MWWorld::Ptr& actor, const MWWorld::Ptr& object) const; /// Get the handle of all actors standing on \a object in this frame. void getActorsStandingOn(const MWWorld::Ptr& object, std::vector& out) const; /// Return true if \a actor has collided with \a object in this frame. /// This will detect running into objects, but will not detect climbing stairs, stepping up a small object, etc. bool isActorCollidingWith(const MWWorld::Ptr& actor, const MWWorld::Ptr& object) const; /// Get the handle of all actors colliding with \a object in this frame. void getActorsCollidingWith(const MWWorld::Ptr& object, std::vector& out) const; private: void updateWater(); OEngine::Render::OgreRenderer &mRender; OEngine::Physic::PhysicEngine* mEngine; std::map handleToMesh; // Tracks all movement collisions happening during a single frame. // This will detect e.g. running against a vertical wall. It will not detect climbing up stairs, // stepping up small objects, etc. std::map mCollisions; std::map mStandingCollisions; PtrVelocityList mMovementQueue; PtrVelocityList mMovementResults; float mTimeAccum; float mWaterHeight; float mWaterEnabled; std::auto_ptr mWaterCollisionObject; std::auto_ptr mWaterCollisionShape; PhysicsSystem (const PhysicsSystem&); PhysicsSystem& operator= (const PhysicsSystem&); }; } #endif