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

195 lines
5.2 KiB
C++

#ifndef OPENMW_MWPHYSICS_ACTOR_H
#define OPENMW_MWPHYSICS_ACTOR_H
#include <memory>
#include "../mwworld/ptr.hpp"
#include <osg/Vec3f>
#include <osg/Quat>
#include <osg/ref_ptr>
class btCollisionWorld;
class btCollisionShape;
class btCollisionObject;
class btConvexShape;
namespace Resource
{
class BulletShape;
}
namespace MWPhysics
{
class PtrHolder
{
public:
virtual ~PtrHolder() {}
void updatePtr(const MWWorld::Ptr& updated)
{
mPtr = updated;
}
MWWorld::Ptr getPtr()
{
return mPtr;
}
MWWorld::ConstPtr getPtr() const
{
return mPtr;
}
protected:
MWWorld::Ptr mPtr;
};
class Actor : public PtrHolder
{
public:
Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape> shape, btCollisionWorld* world);
~Actor();
/**
* Sets the collisionMode for this actor. If disabled, the actor can fly and clip geometry.
*/
void enableCollisionMode(bool collision);
bool getCollisionMode() const
{
return mInternalCollisionMode;
}
btConvexShape* getConvexShape() const { return mConvexShape; }
/**
* Enables or disables the *external* collision body. If disabled, other actors will not collide with this actor.
*/
void enableCollisionBody(bool collision);
void updateScale();
void updateRotation();
/**
* Return true if the collision shape looks the same no matter how its Z rotated.
*/
bool isRotationallyInvariant() const;
/**
* Set mPosition and mPreviousPosition to the position in the Ptr's RefData. This should be used
* when an object is "instantly" moved/teleported as opposed to being moved by the physics simulation.
*/
void updatePosition();
void updateCollisionObjectPosition();
/**
* Returns the half extents of the collision body (scaled according to collision scale)
*/
osg::Vec3f getHalfExtents() const;
/**
* Returns the position of the collision body
* @note The collision shape's origin is in its center, so the position returned can be described as center of the actor collision box in world space.
*/
osg::Vec3f getCollisionObjectPosition() const;
/**
* Store the current position into mPreviousPosition, then move to this position.
*/
void setPosition(const osg::Vec3f& position);
osg::Vec3f getPosition() const;
osg::Vec3f getPreviousPosition() const;
/**
* Returns the half extents of the collision body (scaled according to rendering scale)
* @note The reason we need this extra method is because of an inconsistency in MW - NPC race scales aren't applied to the collision shape,
* most likely to make environment collision testing easier. However in some cases (swimming level) we want the actual scale.
*/
osg::Vec3f getRenderingHalfExtents() const;
/**
* Sets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
void setInertialForce(const osg::Vec3f &force);
/**
* Gets the current amount of inertial force (incl. gravity) affecting this physic actor
*/
const osg::Vec3f &getInertialForce() const
{
return mForce;
}
void setOnGround(bool grounded);
bool getOnGround() const
{
return mInternalCollisionMode && mOnGround;
}
void setOnSlope(bool slope);
bool getOnSlope() const
{
return mInternalCollisionMode && mOnSlope;
}
btCollisionObject* getCollisionObject() const
{
return mCollisionObject.get();
}
/// Sets whether this actor should be able to collide with the water surface
void setCanWaterWalk(bool waterWalk);
/// Sets whether this actor has been walking on the water surface in the last frame
void setWalkingOnWater(bool walkingOnWater);
bool isWalkingOnWater() const;
private:
/// Removes then re-adds the collision object to the dynamics world
void updateCollisionMask();
void addCollisionMask(int collisionMask);
int getCollisionMask();
bool mCanWaterWalk;
bool mWalkingOnWater;
bool mRotationallyInvariant;
std::unique_ptr<btCollisionShape> mShape;
btConvexShape* mConvexShape;
std::unique_ptr<btCollisionObject> mCollisionObject;
osg::Vec3f mMeshTranslation;
osg::Vec3f mHalfExtents;
osg::Quat mRotation;
osg::Vec3f mScale;
osg::Vec3f mRenderingScale;
osg::Vec3f mPosition;
osg::Vec3f mPreviousPosition;
osg::Vec3f mForce;
bool mOnGround;
bool mOnSlope;
bool mInternalCollisionMode;
bool mExternalCollisionMode;
btCollisionWorld* mCollisionWorld;
Actor(const Actor&);
Actor& operator=(const Actor&);
};
}
#endif