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openmw-tes3mp/apps/openmw/mwphysics/actor.cpp

252 lines
6.1 KiB
C++

#include "actor.hpp"
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/PlayerList.hpp"
/*
End of tes3mp addition
*/
#include <BulletCollision/CollisionShapes/btCapsuleShape.h>
#include <BulletCollision/CollisionShapes/btBoxShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/resource/bulletshape.hpp>
#include "../mwworld/class.hpp"
#include "convert.hpp"
#include "collisiontype.hpp"
namespace MWPhysics
{
Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape> shape, btCollisionWorld* world)
: mCanWaterWalk(false), mWalkingOnWater(false)
, mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(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()*0.05 && mHalfExtents.z() >= mHalfExtents.x())
{
mShape.reset(new btCapsuleShapeZ(mHalfExtents.x(), 2*mHalfExtents.z() - 2*mHalfExtents.x()));
mRotationallyInvariant = true;
}
else
{
mShape.reset(new btBoxShape(toBullet(mHalfExtents)));
mRotationallyInvariant = false;
}
mConvexShape = static_cast<btConvexShape*>(mShape.get());
mCollisionObject.reset(new btCollisionObject);
mCollisionObject->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
mCollisionObject->setActivationState(DISABLE_DEACTIVATION);
mCollisionObject->setCollisionShape(mShape.get());
mCollisionObject->setUserPointer(static_cast<PtrHolder*>(this));
updateRotation();
updateScale();
updatePosition();
addCollisionMask(getCollisionMask());
/*
Start of tes3mp addition
Make it possible to disable collision for players or regular actors from a packet
*/
mwmp::BaseWorldstate *worldstate = mwmp::Main::get().getNetworking()->getWorldstate();
if (mwmp::PlayerList::isDedicatedPlayer(ptr))
{
if (!worldstate->hasPlayerCollision)
enableCollisionBody(false);
}
else
{
if (!worldstate->hasActorCollision)
enableCollisionBody(false);
}
/*
End of tes3mp addition
*/
}
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::addCollisionMask(int collisionMask)
{
mCollisionWorld->addCollisionObject(mCollisionObject.get(), CollisionType_Actor, collisionMask);
}
void Actor::updateCollisionMask()
{
mCollisionWorld->removeCollisionObject(mCollisionObject.get());
addCollisionMask(getCollisionMask());
}
int Actor::getCollisionMask()
{
int collisionMask = CollisionType_World | CollisionType_HeightMap;
if (mExternalCollisionMode)
collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;
if (mCanWaterWalk)
collisionMask |= CollisionType_Water;
return 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();
}
bool Actor::isRotationallyInvariant() const
{
return mRotationallyInvariant;
}
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;
}
void Actor::setOnSlope(bool slope)
{
mOnSlope = slope;
}
bool Actor::isWalkingOnWater() const
{
return mWalkingOnWater;
}
void Actor::setWalkingOnWater(bool walkingOnWater)
{
mWalkingOnWater = walkingOnWater;
}
void Actor::setCanWaterWalk(bool waterWalk)
{
if (waterWalk != mCanWaterWalk)
{
mCanWaterWalk = waterWalk;
updateCollisionMask();
}
}
}