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241 lines
9.4 KiB
C++
241 lines
9.4 KiB
C++
#ifndef OPENMW_MWPHYSICS_PHYSICSSYSTEM_H
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#define OPENMW_MWPHYSICS_PHYSICSSYSTEM_H
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#include <memory>
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#include <map>
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#include <set>
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#include <osg/Quat>
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#include <osg/ref_ptr>
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#include "../mwworld/ptr.hpp"
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#include "collisiontype.hpp"
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namespace osg
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{
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class Group;
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class Object;
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}
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namespace MWRender
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{
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class DebugDrawer;
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}
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namespace Resource
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{
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class BulletShapeManager;
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class ResourceSystem;
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}
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namespace SceneUtil
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{
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class UnrefQueue;
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}
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class btCollisionWorld;
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class btBroadphaseInterface;
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class btDefaultCollisionConfiguration;
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class btCollisionDispatcher;
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class btCollisionObject;
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class btCollisionShape;
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namespace MWPhysics
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{
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typedef std::vector<std::pair<MWWorld::Ptr,osg::Vec3f> > PtrVelocityList;
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class HeightField;
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class Object;
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class Actor;
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class PhysicsSystem
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{
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public:
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PhysicsSystem (Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Group> parentNode);
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~PhysicsSystem ();
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void setUnrefQueue(SceneUtil::UnrefQueue* unrefQueue);
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Resource::BulletShapeManager* getShapeManager();
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void enableWater(float height);
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void setWaterHeight(float height);
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void disableWater();
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void addObject (const MWWorld::Ptr& ptr, const std::string& mesh, int collisionType = CollisionType_World);
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void addActor (const MWWorld::Ptr& ptr, const std::string& mesh);
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void updatePtr (const MWWorld::Ptr& old, const MWWorld::Ptr& updated);
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Actor* getActor(const MWWorld::Ptr& ptr);
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const Actor* getActor(const MWWorld::ConstPtr& ptr) const;
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const Object* getObject(const MWWorld::ConstPtr& ptr) const;
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// Object or Actor
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void remove (const MWWorld::Ptr& ptr);
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void updateScale (const MWWorld::Ptr& ptr);
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void updateRotation (const MWWorld::Ptr& ptr);
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void updatePosition (const MWWorld::Ptr& ptr);
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void addHeightField (const float* heights, int x, int y, float triSize, float sqrtVerts, float minH, float maxH, const osg::Object* holdObject);
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void removeHeightField (int x, int y);
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bool toggleCollisionMode();
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void stepSimulation(float dt);
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void debugDraw();
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std::vector<MWWorld::Ptr> getCollisions(const MWWorld::ConstPtr &ptr, int collisionGroup, int collisionMask) const; ///< get handles this object collides with
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osg::Vec3f traceDown(const MWWorld::Ptr &ptr, const osg::Vec3f& position, float maxHeight);
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std::pair<MWWorld::Ptr, osg::Vec3f> getHitContact(const MWWorld::ConstPtr& actor,
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const osg::Vec3f &origin,
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const osg::Quat &orientation,
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float queryDistance, std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>());
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/// Get distance from \a point to the collision shape of \a target. Uses a raycast to find where the
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/// target vector hits the collision shape and then calculates distance from the intersection point.
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/// This can be used to find out how much nearer we need to move to the target for a "getHitContact" to be successful.
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/// \note Only Actor targets are supported at the moment.
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float getHitDistance(const osg::Vec3f& point, const MWWorld::ConstPtr& target) const;
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struct RayResult
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{
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bool mHit;
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osg::Vec3f mHitPos;
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osg::Vec3f mHitNormal;
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MWWorld::Ptr mHitObject;
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};
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all other actors.
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RayResult castRay(const osg::Vec3f &from, const osg::Vec3f &to, const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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std::vector<MWWorld::Ptr> targets = std::vector<MWWorld::Ptr>(),
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int mask = CollisionType_World|CollisionType_HeightMap|CollisionType_Actor|CollisionType_Door, int group=0xff) const;
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RayResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius);
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/// Return true if actor1 can see actor2.
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bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const;
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bool isOnGround (const MWWorld::Ptr& actor);
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bool canMoveToWaterSurface (const MWWorld::ConstPtr &actor, const float waterlevel);
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/// Get physical half extents (scaled) of the given actor.
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osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor) const;
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/// @see MWPhysics::Actor::getRenderingHalfExtents
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osg::Vec3f getRenderingHalfExtents(const MWWorld::ConstPtr& actor) const;
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/// Get the position of the collision shape for the actor. Use together with getHalfExtents() to get the collision bounds in world space.
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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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osg::Vec3f getCollisionObjectPosition(const MWWorld::ConstPtr& actor) const;
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/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
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/// be overwritten. Valid until the next call to applyQueuedMovement.
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void queueObjectMovement(const MWWorld::Ptr &ptr, const osg::Vec3f &velocity);
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/// Apply all queued movements, then clear the list.
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const PtrVelocityList& applyQueuedMovement(float dt);
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/// Clear the queued movements list without applying.
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void clearQueuedMovement();
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/// Return true if \a actor has been standing on \a object in this frame
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/// This will trigger whenever the object is directly below the actor.
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/// It doesn't matter if the actor is stationary or moving.
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bool isActorStandingOn(const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object) const;
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/// Get the handle of all actors standing on \a object in this frame.
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void getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr>& out) const;
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/// Return true if \a actor has collided with \a object in this frame.
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/// This will detect running into objects, but will not detect climbing stairs, stepping up a small object, etc.
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bool isActorCollidingWith(const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object) const;
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/// Get the handle of all actors colliding with \a object in this frame.
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void getActorsCollidingWith(const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr>& out) const;
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bool toggleDebugRendering();
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/// Mark the given object as a 'non-solid' object. A non-solid object means that
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/// \a isOnSolidGround will return false for actors standing on that object.
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void markAsNonSolid (const MWWorld::ConstPtr& ptr);
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bool isOnSolidGround (const MWWorld::Ptr& actor) const;
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/*
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Start of tes3mp addition
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Make it possible to set the physics framerate from elsewhere
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*/
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void setPhysicsFramerate(float physFramerate);
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/*
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End of tes3mp addition
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*/
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private:
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void updateWater();
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osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
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btBroadphaseInterface* mBroadphase;
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btDefaultCollisionConfiguration* mCollisionConfiguration;
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btCollisionDispatcher* mDispatcher;
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btCollisionWorld* mCollisionWorld;
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std::unique_ptr<Resource::BulletShapeManager> mShapeManager;
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Resource::ResourceSystem* mResourceSystem;
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typedef std::map<MWWorld::ConstPtr, Object*> ObjectMap;
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ObjectMap mObjects;
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std::set<Object*> mAnimatedObjects; // stores pointers to elements in mObjects
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typedef std::map<MWWorld::ConstPtr, Actor*> ActorMap;
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ActorMap mActors;
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typedef std::map<std::pair<int, int>, HeightField*> HeightFieldMap;
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HeightFieldMap mHeightFields;
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bool mDebugDrawEnabled;
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// Tracks standing collisions happening during a single frame. <actor handle, collided handle>
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// This will detect standing on an object, but won't detect running e.g. against a wall.
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typedef std::map<MWWorld::Ptr, MWWorld::Ptr> CollisionMap;
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CollisionMap mStandingCollisions;
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// replaces all occurrences of 'old' in the map by 'updated', no matter if it's a key or value
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void updateCollisionMapPtr(CollisionMap& map, const MWWorld::Ptr &old, const MWWorld::Ptr &updated);
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PtrVelocityList mMovementQueue;
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PtrVelocityList mMovementResults;
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float mTimeAccum;
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float mWaterHeight;
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bool mWaterEnabled;
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std::unique_ptr<btCollisionObject> mWaterCollisionObject;
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std::unique_ptr<btCollisionShape> mWaterCollisionShape;
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std::unique_ptr<MWRender::DebugDrawer> mDebugDrawer;
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osg::ref_ptr<osg::Group> mParentNode;
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float mPhysicsDt;
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PhysicsSystem (const PhysicsSystem&);
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PhysicsSystem& operator= (const PhysicsSystem&);
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};
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}
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#endif
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