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openmw-tes3mp/apps/openmw/mwphysics/object.hpp
fredzio d015f17a6c Make all physics object manage their own resources
Use smart pointer for heightfields and their members.
Move collision object addition inside of Object's ctor, as for Actors and HeightFields
2021-01-10 14:56:35 +01:00

62 lines
1.7 KiB
C++

#ifndef OPENMW_MWPHYSICS_OBJECT_H
#define OPENMW_MWPHYSICS_OBJECT_H
#include "ptrholder.hpp"
#include <LinearMath/btTransform.h>
#include <osg/Node>
#include <map>
#include <memory>
#include <mutex>
namespace Resource
{
class BulletShapeInstance;
}
class btCollisionObject;
class btQuaternion;
class btVector3;
namespace MWPhysics
{
class PhysicsTaskScheduler;
class Object final : public PtrHolder
{
public:
Object(const MWWorld::Ptr& ptr, osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance, int collisionType, PhysicsTaskScheduler* scheduler);
~Object() override;
const Resource::BulletShapeInstance* getShapeInstance() const;
void setScale(float scale);
void setRotation(const btQuaternion& quat);
void setOrigin(const btVector3& vec);
void commitPositionChange();
btCollisionObject* getCollisionObject();
const btCollisionObject* getCollisionObject() const;
btTransform getTransform() const;
/// Return solid flag. Not used by the object itself, true by default.
bool isSolid() const;
void setSolid(bool solid);
bool isAnimated() const;
/// @brief update object shape
/// @return true if shape changed
bool animateCollisionShapes();
private:
std::unique_ptr<btCollisionObject> mCollisionObject;
osg::ref_ptr<Resource::BulletShapeInstance> mShapeInstance;
std::map<int, osg::NodePath> mRecIndexToNodePath;
bool mSolid;
btVector3 mScale;
btTransform mLocalTransform;
bool mScaleUpdatePending;
bool mTransformUpdatePending;
mutable std::mutex mPositionMutex;
PhysicsTaskScheduler* mTaskScheduler;
};
}
#endif