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https://github.com/OpenMW/openmw.git
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Merge branch 'master' of git://github.com/zinnschlag/OpenEngine.git
This commit is contained in:
commit
122e526cba
5 changed files with 31 additions and 31 deletions
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@ -3,7 +3,7 @@
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#include <btBulletDynamicsCommon.h>
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <components\nifbullet\bullet_nif_loader.hpp>
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#include <components/nifbullet/bullet_nif_loader.hpp>
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//#include <apps\openmw\mwworld\world.hpp>
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//#include <apps\openmw\mwworld\world.hpp>
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namespace OEngine {
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namespace OEngine {
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@ -1,7 +1,7 @@
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#ifndef OENGINE_CMOTIONSTATE_H
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#ifndef OENGINE_CMOTIONSTATE_H
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#define OENGINE_CMOTIONSTATE_H
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#define OENGINE_CMOTIONSTATE_H
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#include <BulletDynamics\Dynamics\btRigidBody.h>
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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#include <string>
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#include <string>
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namespace OEngine {
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namespace OEngine {
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@ -17,9 +17,9 @@ subject to the following restrictions:
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#define KINEMATIC_CHARACTER_CONTROLLER_H
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#define KINEMATIC_CHARACTER_CONTROLLER_H
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath\btQuickprof.h"
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#include "LinearMath/btQuickprof.h"
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#include "BulletDynamics\Character\btCharacterControllerInterface.h"
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#include "BulletDynamics/Character/btCharacterControllerInterface.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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@ -1,7 +1,7 @@
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#include "physic.hpp"
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#include "physic.hpp"
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#include <btBulletDynamicsCommon.h>
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <components\nifbullet\bullet_nif_loader.hpp>
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#include <components/nifbullet/bullet_nif_loader.hpp>
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//#include <apps\openmw\mwworld\world.hpp>
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//#include <apps\openmw\mwworld\world.hpp>
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#include "CMotionState.h"
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#include "CMotionState.h"
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#include "OgreRoot.h"
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#include "OgreRoot.h"
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@ -57,7 +57,7 @@ namespace Physic
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internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
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internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
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mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 0.4 ),1,0 );
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mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 0.4 ),1,0 );
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mCharacter->setUpAxis(btKinematicCharacterController::UpAxis::Z_AXIS);
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mCharacter->setUpAxis(btKinematicCharacterController::Z_AXIS);
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}
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}
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PhysicActor::~PhysicActor()
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PhysicActor::~PhysicActor()
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@ -69,18 +69,18 @@ namespace Physic
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delete externalCollisionShape;
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delete externalCollisionShape;
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}
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}
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void PhysicActor::setWalkDirection(btVector3& mvt)
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void PhysicActor::setWalkDirection(const btVector3& mvt)
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{
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{
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mCharacter->setWalkDirection( mvt );
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mCharacter->setWalkDirection( mvt );
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}
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}
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void PhysicActor::Rotate(btQuaternion& quat)
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void PhysicActor::Rotate(const btQuaternion& quat)
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{
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{
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externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat );
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externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat );
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internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat );
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internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat );
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}
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}
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void PhysicActor::setRotation(btQuaternion& quat)
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void PhysicActor::setRotation(const btQuaternion& quat)
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{
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{
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externalGhostObject->getWorldTransform().setRotation( quat );
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externalGhostObject->getWorldTransform().setRotation( quat );
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internalGhostObject->getWorldTransform().setRotation( quat );
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internalGhostObject->getWorldTransform().setRotation( quat );
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@ -96,7 +96,7 @@ namespace Physic
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return internalGhostObject->getWorldTransform().getRotation();
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return internalGhostObject->getWorldTransform().getRotation();
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}
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}
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void PhysicActor::setPosition(btVector3& pos)
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void PhysicActor::setPosition(const btVector3& pos)
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{
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{
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internalGhostObject->getWorldTransform().setOrigin(pos);
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internalGhostObject->getWorldTransform().setOrigin(pos);
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externalGhostObject->getWorldTransform().setOrigin(pos);
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externalGhostObject->getWorldTransform().setOrigin(pos);
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@ -298,11 +298,11 @@ namespace Physic
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{
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{
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if(resultCallback.m_collisionFilterGroup == COL_WORLD)
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if(resultCallback.m_collisionFilterGroup == COL_WORLD)
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{
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{
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name = static_cast<RigidBody*>(resultCallback.m_collisionObject)->mName;
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name = dynamic_cast<RigidBody&>(*resultCallback.m_collisionObject).mName;
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}
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}
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if(resultCallback.m_collisionFilterGroup == COL_ACTOR_EXTERNAL || resultCallback.m_collisionFilterGroup == COL_ACTOR_INTERNAL)
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if(resultCallback.m_collisionFilterGroup == COL_ACTOR_EXTERNAL || resultCallback.m_collisionFilterGroup == COL_ACTOR_INTERNAL)
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{
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{
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name = static_cast<PairCachingGhostObject*>(resultCallback.m_collisionObject)->mName;
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name = dynamic_cast<PairCachingGhostObject&>(*resultCallback.m_collisionObject).mName;
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}
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}
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d = resultCallback.m_closestHitFraction;
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d = resultCallback.m_closestHitFraction;
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}
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}
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@ -1,7 +1,7 @@
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#ifndef OENGINE_BULLET_PHYSIC_H
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#ifndef OENGINE_BULLET_PHYSIC_H
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#define OENGINE_BULLET_PHYSIC_H
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#define OENGINE_BULLET_PHYSIC_H
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#include <BulletDynamics\Dynamics\btRigidBody.h>
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include <string>
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#include <string>
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#include <list>
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#include <list>
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@ -62,17 +62,17 @@ namespace Physic
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*I think it's also needed to take time into account. A typical call should look like this:
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*I think it's also needed to take time into account. A typical call should look like this:
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*setWalkDirection( mvt * orientation * dt)
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*setWalkDirection( mvt * orientation * dt)
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*/
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*/
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void setWalkDirection(btVector3& mvt);
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void setWalkDirection(const btVector3& mvt);
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void Rotate(btQuaternion& quat);
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void Rotate(const btQuaternion& quat);
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void setRotation(btQuaternion& quat);
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void setRotation(const btQuaternion& quat);
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btVector3 getPosition(void);
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btVector3 getPosition(void);
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btQuaternion getRotation(void);
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btQuaternion getRotation(void);
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void setPosition(btVector3& pos);
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void setPosition(const btVector3& pos);
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btKinematicCharacterController* mCharacter;
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btKinematicCharacterController* mCharacter;
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