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83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
#ifndef OPENMW_COMPONENTS_RESOURCE_BULLETSHAPE_H
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#define OPENMW_COMPONENTS_RESOURCE_BULLETSHAPE_H
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#include <map>
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#include <osg/Object>
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#include <osg/ref_ptr>
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#include <osg/Vec3f>
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#include <BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h>
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class btCollisionShape;
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namespace Resource
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{
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class BulletShapeInstance;
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class BulletShape : public osg::Object
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{
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public:
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BulletShape();
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BulletShape(const BulletShape& copy, const osg::CopyOp& copyop);
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virtual ~BulletShape();
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META_Object(Resource, BulletShape)
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btCollisionShape* mCollisionShape;
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// Used for actors. Note, ideally actors would use a separate loader - as it is
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// we have to keep a redundant copy of the actor model around in mCollisionShape, which isn't used.
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// For now, use one file <-> one resource for simplicity.
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osg::Vec3f mCollisionBoxHalfExtents;
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osg::Vec3f mCollisionBoxTranslate;
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// Stores animated collision shapes. If any collision nodes in the NIF are animated, then mCollisionShape
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// will be a btCompoundShape (which consists of one or more child shapes).
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// In this map, for each animated collision shape,
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// we store the node's record index mapped to the child index of the shape in the btCompoundShape.
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std::map<int, int> mAnimatedShapes;
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osg::ref_ptr<BulletShapeInstance> makeInstance() const;
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btCollisionShape* duplicateCollisionShape(const btCollisionShape* shape) const;
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btCollisionShape* getCollisionShape();
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private:
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void deleteShape(btCollisionShape* shape);
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};
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// An instance of a BulletShape that may have its own unique scaling set on the mCollisionShape.
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// Vertex data is shallow-copied where possible. A ref_ptr to the original shape is held to keep vertex pointers intact.
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class BulletShapeInstance : public BulletShape
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{
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public:
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BulletShapeInstance(osg::ref_ptr<const BulletShape> source);
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private:
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osg::ref_ptr<const BulletShape> mSource;
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};
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// Subclass btBhvTriangleMeshShape to auto-delete the meshInterface
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struct TriangleMeshShape : public btBvhTriangleMeshShape
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{
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TriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true)
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: btBvhTriangleMeshShape(meshInterface, useQuantizedAabbCompression, buildBvh)
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{
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}
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virtual ~TriangleMeshShape()
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{
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delete getTriangleInfoMap();
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delete m_meshInterface;
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}
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};
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}
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#endif
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