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147 lines
5.9 KiB
C++
147 lines
5.9 KiB
C++
#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
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#define GAME_MWWORLD_PHYSICSSYSTEM_H
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#include <memory>
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#include <OgreVector3.h>
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#include <btBulletCollisionCommon.h>
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#include "ptr.hpp"
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namespace OEngine
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{
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namespace Render
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{
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class OgreRenderer;
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}
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namespace Physic
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{
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class PhysicEngine;
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}
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}
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namespace MWWorld
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{
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class World;
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typedef std::vector<std::pair<Ptr,Ogre::Vector3> > PtrVelocityList;
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class PhysicsSystem
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{
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public:
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PhysicsSystem (OEngine::Render::OgreRenderer &_rend);
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~PhysicsSystem ();
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void enableWater(float height);
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void setWaterHeight(float height);
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void disableWater();
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void addObject (const MWWorld::Ptr& ptr, const std::string& mesh, bool placeable=false);
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void addActor (const MWWorld::Ptr& ptr, const std::string& mesh);
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void addHeightField (float* heights,
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int x, int y, float yoffset,
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float triSize, float sqrtVerts);
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void removeHeightField (int x, int y);
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// have to keep this as handle for now as unloadcell only knows scenenode names
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void removeObject (const std::string& handle);
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void moveObject (const MWWorld::Ptr& ptr);
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void rotateObject (const MWWorld::Ptr& ptr);
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void scaleObject (const MWWorld::Ptr& ptr);
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bool toggleCollisionMode();
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void stepSimulation(float dt);
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std::vector<std::string> getCollisions(const MWWorld::Ptr &ptr, int collisionGroup, int collisionMask); ///< get handles this object collides with
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Ogre::Vector3 traceDown(const MWWorld::Ptr &ptr, float maxHeight);
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std::pair<float, std::string> getFacedHandle(float queryDistance);
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std::pair<std::string,Ogre::Vector3> getHitContact(const std::string &name,
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const Ogre::Vector3 &origin,
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const Ogre::Quaternion &orientation,
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float queryDistance);
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std::vector < std::pair <float, std::string> > getFacedHandles (float queryDistance);
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std::vector < std::pair <float, std::string> > getFacedHandles (float mouseX, float mouseY, float queryDistance);
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// cast ray, return true if it hit something. if raycasringObjectOnlt is set to false, it ignores NPCs and objects with no collisions.
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bool castRay(const Ogre::Vector3& from, const Ogre::Vector3& to, bool raycastingObjectOnly = true,bool ignoreHeightMap = false);
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std::pair<bool, Ogre::Vector3>
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castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len);
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std::pair<bool, Ogre::Vector3> castRay(float mouseX, float mouseY, Ogre::Vector3* normal = NULL, std::string* hit = NULL);
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///< cast ray from the mouse, return true if it hit something and the first result
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/// @param normal if non-NULL, the hit normal will be written there (if there is a hit)
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/// @param hit if non-NULL, the string handle of the hit object will be written there (if there is a hit)
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OEngine::Physic::PhysicEngine* getEngine();
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bool getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max);
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/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
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/// be overwritten. Valid until the next call to applyQueuedMovement.
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void queueObjectMovement(const Ptr &ptr, const Ogre::Vector3 &velocity);
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/// Apply all queued movements, then clear the list.
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const PtrVelocityList& applyQueuedMovement(float dt);
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/// Clear the queued movements list without applying.
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void clearQueuedMovement();
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/// Return true if \a actor has been standing on \a object in this frame
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/// This will trigger whenever the object is directly below the actor.
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/// It doesn't matter if the actor is stationary or moving.
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bool isActorStandingOn(const MWWorld::Ptr& actor, const MWWorld::Ptr& object) const;
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/// Get the handle of all actors standing on \a object in this frame.
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void getActorsStandingOn(const MWWorld::Ptr& object, std::vector<std::string>& out) const;
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/// Return true if \a actor has collided with \a object in this frame.
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/// This will detect running into objects, but will not detect climbing stairs, stepping up a small object, etc.
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bool isActorCollidingWith(const MWWorld::Ptr& actor, const MWWorld::Ptr& object) const;
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/// Get the handle of all actors colliding with \a object in this frame.
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void getActorsCollidingWith(const MWWorld::Ptr& object, std::vector<std::string>& out) const;
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private:
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void updateWater();
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OEngine::Render::OgreRenderer &mRender;
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OEngine::Physic::PhysicEngine* mEngine;
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std::map<std::string, std::string> handleToMesh;
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// Tracks all movement collisions happening during a single frame. <actor handle, collided handle>
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// This will detect e.g. running against a vertical wall. It will not detect climbing up stairs,
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// stepping up small objects, etc.
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std::map<std::string, std::string> mCollisions;
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std::map<std::string, std::string> mStandingCollisions;
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PtrVelocityList mMovementQueue;
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PtrVelocityList mMovementResults;
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float mTimeAccum;
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float mWaterHeight;
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float mWaterEnabled;
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std::auto_ptr<btCollisionObject> mWaterCollisionObject;
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std::auto_ptr<btCollisionShape> mWaterCollisionShape;
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PhysicsSystem (const PhysicsSystem&);
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PhysicsSystem& operator= (const PhysicsSystem&);
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};
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}
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#endif
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