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

192 lines
4.9 KiB
C++

#include "actor.hpp"
#include <BulletCollision/CollisionShapes/btCylinderShape.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(0), mForce(0.f, 0.f, 0.f), mOnGround(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())
{
// Could also be btCapsuleShapeZ, but the movement solver seems to have issues with it (jumping on slopes doesn't work)
mShape.reset(new btCylinderShapeZ(toBullet(mHalfExtents)));
}
else
mShape.reset(new btBoxShape(toBullet(mHalfExtents)));
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();
updateCollisionMask();
}
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::updateCollisionMask()
{
mCollisionWorld->removeCollisionObject(mCollisionObject.get());
int collisionMask = CollisionType_World | CollisionType_HeightMap;
if (mExternalCollisionMode)
collisionMask |= CollisionType_Actor | CollisionType_Projectile | CollisionType_Door;
if (mCanWaterWalk)
collisionMask |= CollisionType_Water;
mCollisionWorld->addCollisionObject(mCollisionObject.get(), CollisionType_Actor, 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();
}
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;
}
bool Actor::isWalkingOnWater() const
{
return mWalkingOnWater;
}
void Actor::setWalkingOnWater(bool walkingOnWater)
{
mWalkingOnWater = walkingOnWater;
}
void Actor::setCanWaterWalk(bool waterWalk)
{
if (waterWalk != mCanWaterWalk)
{
mCanWaterWalk = waterWalk;
updateCollisionMask();
}
}
}