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135 lines
4.5 KiB
C++
135 lines
4.5 KiB
C++
#ifndef OPENMW_BULLET_SHAPE_LOADER_H_
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#define OPENMW_BULLET_SHAPE_LOADER_H_
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#include <OgreResource.h>
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#include <OgreResourceManager.h>
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#include <btBulletCollisionCommon.h>
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#include <OgreVector3.h>
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namespace OEngine {
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namespace Physic
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{
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/**
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*Define a new resource which describe a Shape usable by bullet.See BulletShapeManager for how to get/use them.
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*/
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class BulletShape : public Ogre::Resource
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{
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protected:
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void loadImpl();
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void unloadImpl();
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size_t calculateSize() const;
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void deleteShape(btCollisionShape* shape);
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public:
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BulletShape(Ogre::ResourceManager *creator, const Ogre::String &name,
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Ogre::ResourceHandle handle, const Ogre::String &group, bool isManual = false,
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Ogre::ManualResourceLoader *loader = 0);
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virtual ~BulletShape();
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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 bone name mapped to the child index of the shape in the btCompoundShape.
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std::map<std::string, int> mAnimatedShapes;
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std::map<std::string, int> mAnimatedRaycastingShapes;
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btCollisionShape* mCollisionShape;
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btCollisionShape* mRaycastingShape;
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// Whether or not a NiRootCollisionNode was present in the .nif. If there is none, the collision behaviour
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// depends on object type, so we need to expose this variable.
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bool mHasCollisionNode;
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Ogre::Vector3 mBoxTranslation;
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Ogre::Quaternion mBoxRotation;
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//this flag indicate if the shape is used for collision or if it's for raycasting only.
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bool mCollide;
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};
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/**
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*
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*/
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typedef Ogre::SharedPtr<BulletShape> BulletShapePtr;
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/**
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*Hold any BulletShape that was created by the ManualBulletShapeLoader.
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*
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*To get a bulletShape, you must load it first.
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*First, create a manualBulletShapeLoader. Then call ManualBulletShapeManager->load(). This create an "empty" resource.
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*Then use BulletShapeManager->load(). This will fill the resource with the required info.
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*To get the resource,use BulletShapeManager::getByName.
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*When you use the resource no more, just use BulletShapeManager->unload(). It won't completly delete the resource, but it will
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*"empty" it.This allow a better management of memory: when you are leaving a cell, just unload every useless shape.
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*
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*Alternatively, you can call BulletShape->load() in order to actually load the resource.
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*When you are finished with it, just call BulletShape->unload().
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*
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*IMO: prefere the first methode, i am not completly sure about the 2nd.
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*
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*Important Note: i have no idea of what happen if you try to load two time the same resource without unloading.
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*It won't crash, but it might lead to memory leaks(I don't know how Ogre handle this). So don't do it!
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*/
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class BulletShapeManager : public Ogre::ResourceManager
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{
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protected:
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// must implement this from ResourceManager's interface
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Ogre::Resource *createImpl(const Ogre::String &name, Ogre::ResourceHandle handle,
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const Ogre::String &group, bool isManual, Ogre::ManualResourceLoader *loader,
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const Ogre::NameValuePairList *createParams);
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static BulletShapeManager *sThis;
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private:
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/** \brief Explicit private copy constructor. This is a forbidden operation.*/
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BulletShapeManager(const BulletShapeManager &);
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/** \brief Private operator= . This is a forbidden operation. */
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BulletShapeManager& operator=(const BulletShapeManager &);
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public:
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BulletShapeManager();
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virtual ~BulletShapeManager();
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/// Get a resource by name
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/// @see ResourceManager::getByName
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BulletShapePtr getByName(const Ogre::String& name, const Ogre::String& groupName = Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
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/// Create a new shape
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/// @see ResourceManager::createResource
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BulletShapePtr create (const Ogre::String& name, const Ogre::String& group,
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bool isManual = false, Ogre::ManualResourceLoader* loader = 0,
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const Ogre::NameValuePairList* createParams = 0);
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virtual BulletShapePtr load(const Ogre::String &name, const Ogre::String &group);
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static BulletShapeManager &getSingleton();
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static BulletShapeManager *getSingletonPtr();
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};
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class BulletShapeLoader : public Ogre::ManualResourceLoader
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{
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public:
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BulletShapeLoader(){};
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virtual ~BulletShapeLoader() {}
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virtual void loadResource(Ogre::Resource *resource);
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virtual void load(const std::string &name,const std::string &group);
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};
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}
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}
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#endif
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