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571 lines
23 KiB
C++
571 lines
23 KiB
C++
#include "physicssystem.hpp"
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#include <stdexcept>
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#include <OgreRoot.h>
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#include <OgreRenderWindow.h>
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#include <OgreSceneManager.h>
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#include <OgreViewport.h>
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#include <OgreCamera.h>
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#include <OgreTextureManager.h>
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#include <openengine/bullet/trace.h>
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#include <openengine/bullet/physic.hpp>
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#include <openengine/ogre/renderer.hpp>
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#include <components/nifbullet/bulletnifloader.hpp>
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#include "../mwbase/world.hpp" // FIXME
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#include "../mwbase/environment.hpp"
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#include <components/esm/loadgmst.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "ptr.hpp"
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#include "class.hpp"
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using namespace Ogre;
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namespace MWWorld
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{
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static const float sMaxSlope = 60.0f;
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static const float sStepSize = 30.0f;
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// Arbitrary number. To prevent infinite loops. They shouldn't happen but it's good to be prepared.
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static const int sMaxIterations = 50;
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class MovementSolver
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{
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private:
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static bool stepMove(Ogre::Vector3& position, const Ogre::Quaternion& orient, const Ogre::Vector3 &velocity, float remainingTime,
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const Ogre::Vector3 &halfExtents, bool isInterior,
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OEngine::Physic::PhysicEngine *engine)
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{
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traceResults trace; // no initialization needed
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newtrace(&trace, orient, position, position+Ogre::Vector3(0.0f,0.0f,sStepSize),
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halfExtents, isInterior, engine);
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if(trace.fraction == 0.0f)
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return false;
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newtrace(&trace, orient, trace.endpos, trace.endpos + velocity*remainingTime,
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halfExtents, isInterior, engine);
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if(trace.fraction == 0.0f || (trace.fraction != 1.0f && getSlope(trace.planenormal) > sMaxSlope))
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return false;
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newtrace(&trace, orient, trace.endpos, trace.endpos-Ogre::Vector3(0.0f,0.0f,sStepSize), halfExtents, isInterior, engine);
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if(getSlope(trace.planenormal) <= sMaxSlope)
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{
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// only step down onto semi-horizontal surfaces. don't step down onto the side of a house or a wall.
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position = trace.endpos;
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return true;
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}
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return false;
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}
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static void clipVelocity(Ogre::Vector3& inout, const Ogre::Vector3& normal, float overbounce=1.0f)
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{
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//Math stuff. Basically just project the velocity vector onto the plane represented by the normal.
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//More specifically, it projects velocity onto the normal, takes that result, multiplies it by overbounce and then subtracts it from velocity.
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float backoff = inout.dotProduct(normal);
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if(backoff < 0.0f)
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backoff *= overbounce;
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else
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backoff /= overbounce;
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inout -= normal*backoff;
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}
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static void projectVelocity(Ogre::Vector3& velocity, const Ogre::Vector3& direction)
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{
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Ogre::Vector3 normalizedDirection(direction);
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normalizedDirection.normalise();
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// no divide by normalizedDirection.length necessary because it's normalized
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velocity = normalizedDirection * velocity.dotProduct(normalizedDirection);
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}
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static float getSlope(const Ogre::Vector3 &normal)
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{
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return normal.angleBetween(Ogre::Vector3(0.0f,0.0f,1.0f)).valueDegrees();
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}
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public:
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static Ogre::Vector3 traceDown(const MWWorld::Ptr &ptr, OEngine::Physic::PhysicEngine *engine)
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{
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const ESM::Position &refpos = ptr.getRefData().getPosition();
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Ogre::Vector3 position(refpos.pos);
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bool hit=false;
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bool isInterior = !ptr.getCell()->isExterior();
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OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
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if (!physicActor)
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return position;
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bool wasCollisionMode = physicActor->getCollisionMode();
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physicActor->enableCollisions(false);
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Ogre::Vector3 halfExtents = physicActor->getHalfExtents();// + Vector3(1,1,1);
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halfExtents.z = 1; // we trace the feet only, so we use a very thin box
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Ogre::Vector3 newPosition = position;
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traceResults trace; //no initialization needed
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int maxHeight = 200.f;
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newtrace(&trace, Ogre::Quaternion::IDENTITY, newPosition, newPosition-Ogre::Vector3(0,0,maxHeight), halfExtents, isInterior, engine);
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if(trace.fraction < 1.0f)
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hit = true;
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newPosition = trace.endpos;
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physicActor->setOnGround(hit && getSlope(trace.planenormal) <= sMaxSlope);
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if (wasCollisionMode)
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physicActor->enableCollisions(true);
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if (hit)
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return newPosition+Ogre::Vector3(0,0,4);
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else
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return position;
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}
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static Ogre::Vector3 move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time,
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bool gravity, OEngine::Physic::PhysicEngine *engine)
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{
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const ESM::Position &refpos = ptr.getRefData().getPosition();
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Ogre::Vector3 position(refpos.pos);
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/* Anything to collide with? */
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OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
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if(!physicActor || !physicActor->getCollisionMode())
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{
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// FIXME: This works, but it's inconcsistent with how the rotations are applied elsewhere. Why?
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return position + (Ogre::Quaternion(Ogre::Radian( -refpos.rot[2]), Ogre::Vector3::UNIT_Z)*
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Ogre::Quaternion(Ogre::Radian( -refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
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Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) *
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movement;
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}
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traceResults trace; //no initialization needed
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bool onground = false;
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float remainingTime = time;
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bool isInterior = !ptr.getCell()->isExterior();
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Ogre::Vector3 halfExtents = physicActor->getHalfExtents();// + Vector3(1,1,1);
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bool wasCollisionMode = physicActor->getCollisionMode();
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physicActor->enableCollisions(false);
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Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[2]), Ogre::Vector3::UNIT_Z);
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Ogre::Vector3 velocity;
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if(!gravity)
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{
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velocity = (Ogre::Quaternion(Ogre::Radian( -refpos.rot[2]), Ogre::Vector3::UNIT_Z)*
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Ogre::Quaternion(Ogre::Radian( -refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
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Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) *
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movement / time;
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}
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else
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{
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if(!(movement.z > 0.0f))
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{
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newtrace(&trace, orient, position, position-Ogre::Vector3(0,0,4), halfExtents, isInterior, engine);
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if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope)
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onground = true;
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}
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velocity = Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)*movement / time;
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velocity.z += physicActor->getVerticalForce();
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}
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Ogre::Vector3 clippedVelocity(velocity);
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if(onground)
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{
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// if we're on the ground, force velocity to track it
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clippedVelocity.z = velocity.z = std::max(0.0f, velocity.z);
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clipVelocity(clippedVelocity, trace.planenormal);
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}
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const Ogre::Vector3 up(0.0f, 0.0f, 1.0f);
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Ogre::Vector3 newPosition = position;
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int iterations = 0;
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do {
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// trace to where character would go if there were no obstructions
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newtrace(&trace, orient, newPosition, newPosition+clippedVelocity*remainingTime, halfExtents, isInterior, engine);
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newPosition = trace.endpos;
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remainingTime = remainingTime * (1.0f-trace.fraction);
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// check for obstructions
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if(trace.fraction < 1.0f)
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{
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//std::cout<<"angle: "<<getSlope(trace.planenormal)<<"\n";
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if(getSlope(trace.planenormal) <= sMaxSlope)
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{
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// We hit a slope we can walk on. Update velocity accordingly.
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clipVelocity(clippedVelocity, trace.planenormal);
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// We're only on the ground if gravity is affecting us
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onground = gravity;
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}
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else
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{
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// Can't walk on this. Try to step up onto it.
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if((gravity && !onground) ||
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!stepMove(newPosition, orient, velocity, remainingTime, halfExtents, isInterior, engine))
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{
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Ogre::Vector3 resultantDirection = trace.planenormal.crossProduct(up);
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resultantDirection.normalise();
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clippedVelocity = velocity;
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projectVelocity(clippedVelocity, resultantDirection);
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// just this isn't enough sometimes. It's the same problem that causes steps to be necessary on even uphill terrain.
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clippedVelocity += trace.planenormal*clippedVelocity.length()/50.0f;
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}
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}
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}
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iterations++;
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} while(iterations < sMaxIterations && remainingTime > 0.0f);
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if(onground)
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{
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newtrace(&trace, orient, newPosition, newPosition-Ogre::Vector3(0,0,sStepSize+4.0f), halfExtents, isInterior, engine);
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if(trace.fraction < 1.0f && getSlope(trace.planenormal) <= sMaxSlope)
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newPosition.z = trace.endpos.z + 2.0f;
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else
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onground = false;
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}
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physicActor->setOnGround(onground);
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physicActor->setVerticalForce(!onground ? clippedVelocity.z - time*627.2f : 0.0f);
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if (wasCollisionMode)
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physicActor->enableCollisions(true);
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return newPosition;
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}
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};
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PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend) :
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mRender(_rend), mEngine(0)
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{
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// Create physics. shapeLoader is deleted by the physic engine
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NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
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mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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}
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PhysicsSystem::~PhysicsSystem()
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{
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delete mEngine;
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}
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OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
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{
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return mEngine;
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}
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std::pair<float, std::string> PhysicsSystem::getFacedHandle (MWWorld::World& world, float queryDistance)
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{
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Ray ray = mRender.getCamera()->getCameraToViewportRay(0.5, 0.5);
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Ogre::Vector3 origin_ = ray.getOrigin();
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btVector3 origin(origin_.x, origin_.y, origin_.z);
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Ogre::Vector3 dir_ = ray.getDirection().normalisedCopy();
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btVector3 dir(dir_.x, dir_.y, dir_.z);
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btVector3 dest = origin + dir * queryDistance;
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std::pair <std::string, float> result;
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/*auto*/ result = mEngine->rayTest(origin, dest);
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result.second *= queryDistance;
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return std::make_pair (result.second, result.first);
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}
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std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedHandles (float queryDistance)
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{
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Ray ray = mRender.getCamera()->getCameraToViewportRay(0.5, 0.5);
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Ogre::Vector3 origin_ = ray.getOrigin();
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btVector3 origin(origin_.x, origin_.y, origin_.z);
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Ogre::Vector3 dir_ = ray.getDirection().normalisedCopy();
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btVector3 dir(dir_.x, dir_.y, dir_.z);
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btVector3 dest = origin + dir * queryDistance;
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std::vector < std::pair <float, std::string> > results;
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/* auto */ results = mEngine->rayTest2(origin, dest);
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std::vector < std::pair <float, std::string> >::iterator i;
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for (/* auto */ i = results.begin (); i != results.end (); ++i)
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i->first *= queryDistance;
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return results;
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}
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std::vector < std::pair <float, std::string> > PhysicsSystem::getFacedHandles (float mouseX, float mouseY, float queryDistance)
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{
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Ray ray = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
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Ogre::Vector3 from = ray.getOrigin();
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Ogre::Vector3 to = ray.getPoint(queryDistance);
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btVector3 _from, _to;
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_from = btVector3(from.x, from.y, from.z);
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_to = btVector3(to.x, to.y, to.z);
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std::vector < std::pair <float, std::string> > results;
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/* auto */ results = mEngine->rayTest2(_from,_to);
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std::vector < std::pair <float, std::string> >::iterator i;
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for (/* auto */ i = results.begin (); i != results.end (); ++i)
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i->first *= queryDistance;
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return results;
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}
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std::pair<std::string,float> PhysicsSystem::getFacedHandle(const Ogre::Vector3 &origin_, const Ogre::Quaternion &orient_, float queryDistance)
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{
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btVector3 origin(origin_.x, origin_.y, origin_.z);
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std::pair<std::string,btVector3> result = mEngine->sphereTest(queryDistance,origin);
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if(result.first == "") return std::make_pair("",0);
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btVector3 a = result.second - origin;
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Ogre::Vector3 a_ = Ogre::Vector3(a.x(),a.y(),a.z());
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a_ = orient_.Inverse()*a_;
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Ogre::Vector2 a_xy = Ogre::Vector2(a_.x,a_.y);
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Ogre::Vector2 a_yz = Ogre::Vector2(a_xy.length(),a_.z);
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float axy = a_xy.angleBetween(Ogre::Vector2::UNIT_Y).valueDegrees();
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float az = a_yz.angleBetween(Ogre::Vector2::UNIT_X).valueDegrees();
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float fCombatAngleXY = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatAngleXY")->getFloat();
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float fCombatAngleZ = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatAngleZ")->getFloat();
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if(abs(axy) < fCombatAngleXY && abs(az) < fCombatAngleZ)
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return std::make_pair (result.first,result.second.length());
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else
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return std::make_pair("",0);
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}
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void PhysicsSystem::setCurrentWater(bool hasWater, int waterHeight)
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{
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// TODO: store and use
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}
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btVector3 PhysicsSystem::getRayPoint(float extent)
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{
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
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mRender.getViewport()->getWidth()/2,
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mRender.getViewport()->getHeight()/2);
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btVector3 result(centerRay.getPoint(extent).x,centerRay.getPoint(extent).y,centerRay.getPoint(extent).z);
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return result;
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}
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btVector3 PhysicsSystem::getRayPoint(float extent, float mouseX, float mouseY)
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{
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//get a ray pointing to the center of the viewport
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Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
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btVector3 result(centerRay.getPoint(extent).x,centerRay.getPoint(extent).y,centerRay.getPoint(extent).z);
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return result;
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}
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bool PhysicsSystem::castRay(const Vector3& from, const Vector3& to, bool raycastingObjectOnly,bool ignoreHeightMap)
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{
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btVector3 _from, _to;
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_from = btVector3(from.x, from.y, from.z);
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_to = btVector3(to.x, to.y, to.z);
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std::pair<std::string, float> result = mEngine->rayTest(_from, _to, raycastingObjectOnly,ignoreHeightMap);
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return !(result.first == "");
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}
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std::pair<bool, Ogre::Vector3>
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PhysicsSystem::castRay(const Ogre::Vector3 &orig, const Ogre::Vector3 &dir, float len)
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{
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Ogre::Ray ray = Ogre::Ray(orig, dir);
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Ogre::Vector3 to = ray.getPoint(len);
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btVector3 btFrom = btVector3(orig.x, orig.y, orig.z);
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btVector3 btTo = btVector3(to.x, to.y, to.z);
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std::pair<std::string, float> test = mEngine->rayTest(btFrom, btTo);
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if (test.second == -1) {
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return std::make_pair(false, Ogre::Vector3());
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}
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return std::make_pair(true, ray.getPoint(len * test.second));
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}
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std::pair<bool, Ogre::Vector3> PhysicsSystem::castRay(float mouseX, float mouseY)
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{
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Ogre::Ray ray = mRender.getCamera()->getCameraToViewportRay(
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mouseX,
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mouseY);
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Ogre::Vector3 from = ray.getOrigin();
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Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable
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btVector3 _from, _to;
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_from = btVector3(from.x, from.y, from.z);
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_to = btVector3(to.x, to.y, to.z);
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std::pair<std::string, float> result = mEngine->rayTest(_from, _to);
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if (result.first == "")
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return std::make_pair(false, Ogre::Vector3());
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else
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{
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return std::make_pair(true, ray.getPoint(200*result.second)); /// \todo make this distance (ray length) configurable
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}
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}
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std::vector<std::string> PhysicsSystem::getCollisions(const Ptr &ptr)
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{
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return mEngine->getCollisions(ptr.getRefData().getBaseNode()->getName());
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}
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Ogre::Vector3 PhysicsSystem::move(const MWWorld::Ptr &ptr, const Ogre::Vector3 &movement, float time, bool gravity)
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{
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return MovementSolver::move(ptr, movement, time, gravity, mEngine);
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}
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Ogre::Vector3 PhysicsSystem::traceDown(const MWWorld::Ptr &ptr)
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{
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return MovementSolver::traceDown(ptr, mEngine);
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}
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void PhysicsSystem::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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{
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mEngine->addHeightField(heights, x, y, yoffset, triSize, sqrtVerts);
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}
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void PhysicsSystem::removeHeightField (int x, int y)
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{
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mEngine->removeHeightField(x, y);
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}
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void PhysicsSystem::addObject (const Ptr& ptr, bool placeable)
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{
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std::string mesh = MWWorld::Class::get(ptr).getModel(ptr);
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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handleToMesh[node->getName()] = mesh;
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OEngine::Physic::RigidBody* body = mEngine->createAndAdjustRigidBody(
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mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation(), 0, 0, false, placeable);
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OEngine::Physic::RigidBody* raycastingBody = mEngine->createAndAdjustRigidBody(
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mesh, node->getName(), node->getScale().x, node->getPosition(), node->getOrientation(), 0, 0, true, placeable);
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mEngine->addRigidBody(body, true, raycastingBody);
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}
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void PhysicsSystem::addActor (const Ptr& ptr)
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{
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std::string mesh = MWWorld::Class::get(ptr).getModel(ptr);
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Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
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mEngine->addCharacter(node->getName(), mesh, node->getPosition(), node->getScale().x, node->getOrientation());
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}
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void PhysicsSystem::removeObject (const std::string& handle)
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{
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//TODO:check if actor???
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mEngine->removeCharacter(handle);
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mEngine->removeRigidBody(handle);
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mEngine->deleteRigidBody(handle);
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}
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void PhysicsSystem::moveObject (const Ptr& ptr)
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|
{
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Ogre::SceneNode *node = ptr.getRefData().getBaseNode();
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const std::string &handle = node->getName();
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const Ogre::Vector3 &position = node->getPosition();
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|
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if(OEngine::Physic::RigidBody *body = mEngine->getRigidBody(handle))
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body->getWorldTransform().setOrigin(btVector3(position.x,position.y,position.z));
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|
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if(OEngine::Physic::RigidBody *body = mEngine->getRigidBody(handle, true))
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body->getWorldTransform().setOrigin(btVector3(position.x,position.y,position.z));
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|
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if(OEngine::Physic::PhysicActor *physact = mEngine->getCharacter(handle))
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physact->setPosition(position);
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}
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|
|
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void PhysicsSystem::rotateObject (const Ptr& ptr)
|
|
{
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
const std::string &handle = node->getName();
|
|
const Ogre::Quaternion &rotation = node->getOrientation();
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|
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
|
{
|
|
//Needs to be changed
|
|
act->setRotation(rotation);
|
|
}
|
|
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
|
|
{
|
|
if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL)
|
|
body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
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else
|
|
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation);
|
|
}
|
|
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle, true))
|
|
{
|
|
if(dynamic_cast<btBoxShape*>(body->getCollisionShape()) == NULL)
|
|
body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
|
|
else
|
|
mEngine->boxAdjustExternal(handleToMesh[handle], body, node->getScale().x, node->getPosition(), rotation);
|
|
}
|
|
}
|
|
|
|
void PhysicsSystem::scaleObject (const Ptr& ptr)
|
|
{
|
|
Ogre::SceneNode* node = ptr.getRefData().getBaseNode();
|
|
const std::string &handle = node->getName();
|
|
if(handleToMesh.find(handle) != handleToMesh.end())
|
|
{
|
|
bool placeable = false;
|
|
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle,true))
|
|
placeable = body->mPlaceable;
|
|
else if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle,false))
|
|
placeable = body->mPlaceable;
|
|
removeObject(handle);
|
|
addObject(ptr, placeable);
|
|
}
|
|
|
|
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
|
act->setScale(node->getScale().x);
|
|
}
|
|
|
|
bool PhysicsSystem::toggleCollisionMode()
|
|
{
|
|
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->mActorMap.begin(); it != mEngine->mActorMap.end();++it)
|
|
{
|
|
if (it->first=="player")
|
|
{
|
|
OEngine::Physic::PhysicActor* act = it->second;
|
|
|
|
bool cmode = act->getCollisionMode();
|
|
if(cmode)
|
|
{
|
|
act->enableCollisions(false);
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
act->enableCollisions(true);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
throw std::logic_error ("can't find player");
|
|
}
|
|
|
|
bool PhysicsSystem::getObjectAABB(const MWWorld::Ptr &ptr, Ogre::Vector3 &min, Ogre::Vector3 &max)
|
|
{
|
|
std::string model = MWWorld::Class::get(ptr).getModel(ptr);
|
|
if (model.empty()) {
|
|
return false;
|
|
}
|
|
btVector3 btMin, btMax;
|
|
float scale = ptr.getCellRef().mScale;
|
|
mEngine->getObjectAABB(model, scale, btMin, btMax);
|
|
|
|
min.x = btMin.x();
|
|
min.y = btMin.y();
|
|
min.z = btMin.z();
|
|
|
|
max.x = btMax.x();
|
|
max.y = btMax.y();
|
|
max.z = btMax.z();
|
|
|
|
return true;
|
|
}
|
|
}
|