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