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openmw-tes3mp/apps/openmw/mwworld/physicssystem.hpp

147 lines
5.9 KiB
C++

#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
#define GAME_MWWORLD_PHYSICSSYSTEM_H
#include <memory>
#include <OgreVector3.h>
#include <btBulletCollisionCommon.h>
#include "ptr.hpp"
namespace OEngine
{
namespace Render
{
class OgreRenderer;
}
namespace Physic
{
class PhysicEngine;
}
}
namespace MWWorld
{
class World;
typedef std::vector<std::pair<Ptr,Ogre::Vector3> > 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<std::string> 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<float, std::string> getFacedHandle(float queryDistance);
std::pair<std::string,Ogre::Vector3> getHitContact(const std::string &name,
const Ogre::Vector3 &origin,
const Ogre::Quaternion &orientation,
float queryDistance);
std::vector < std::pair <float, std::string> > getFacedHandles (float queryDistance);
std::vector < std::pair <float, std::string> > 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<bool, Ogre::Vector3>
castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len);
std::pair<bool, Ogre::Vector3> 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<std::string>& 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<std::string>& out) const;
private:
void updateWater();
OEngine::Render::OgreRenderer &mRender;
OEngine::Physic::PhysicEngine* mEngine;
std::map<std::string, std::string> handleToMesh;
// Tracks all movement collisions happening during a single frame. <actor handle, collided handle>
// This will detect e.g. running against a vertical wall. It will not detect climbing up stairs,
// stepping up small objects, etc.
std::map<std::string, std::string> mCollisions;
std::map<std::string, std::string> mStandingCollisions;
PtrVelocityList mMovementQueue;
PtrVelocityList mMovementResults;
float mTimeAccum;
float mWaterHeight;
float mWaterEnabled;
std::auto_ptr<btCollisionObject> mWaterCollisionObject;
std::auto_ptr<btCollisionShape> mWaterCollisionShape;
PhysicsSystem (const PhysicsSystem&);
PhysicsSystem& operator= (const PhysicsSystem&);
};
}
#endif