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PhysicsSystem
This commit is contained in:
parent
8d4dc096a4
commit
4b846a54f1
15 changed files with 256 additions and 170 deletions
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@ -140,6 +140,7 @@ source_group(apps\\openmw\\mwsound FILES ${GAMESOUND} ${GAMESOUND_HEADER})
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set(GAMEWORLD
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mwworld/world.cpp
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mwworld/scene.cpp
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mwworld/physicssystem.cpp
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mwworld/globals.cpp
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mwworld/class.cpp
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mwworld/actionteleport.cpp
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@ -152,6 +153,7 @@ set(GAMEWORLD
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set(GAMEWORLD_HEADER
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mwworld/refdata.hpp
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mwworld/world.hpp
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mwworld/physicssystem.hpp
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mwworld/scene.hpp
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mwworld/environment.hpp
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mwworld/globals.hpp
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@ -34,8 +34,8 @@ bool ExteriorCellRender::lightOutQuadInLin = false;
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int ExteriorCellRender::uniqueID = 0;
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ExteriorCellRender::ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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MWScene &_scene)
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: mCell(_cell), mEnvironment (environment), mScene(_scene), mBase(NULL), mInsert(NULL), mAmbientMode (0)
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MWScene &_scene, MWWorld::PhysicsSystem *physics)
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: mCell(_cell), mEnvironment (environment), mScene(_scene), mBase(NULL), mInsert(NULL), mAmbientMode (0), mPhysics(physics)
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{
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uniqueID = uniqueID +1;
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sg = mScene.getMgr()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
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@ -233,13 +233,15 @@ void ExteriorCellRender::insertMesh(const std::string &mesh)
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void ExteriorCellRender::insertObjectPhysics()
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{
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if (!mInsertMesh.empty())
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mScene.addObject (mInsert->getName(), mInsertMesh, mInsert->getOrientation(),
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{
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mPhysics->addObject (mInsert->getName(), mInsertMesh, mInsert->getOrientation(),
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mInsert->getScale().x, mInsert->getPosition());
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}
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}
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void ExteriorCellRender::insertActorPhysics()
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{
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mScene.addActor (mInsert->getName(), mInsertMesh, mInsert->getPosition());
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mPhysics->addActor (mInsert->getName(), mInsertMesh, mInsert->getPosition());
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}
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// insert a light related to the most recent insertBegin call.
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@ -3,6 +3,7 @@
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "../mwworld/physicssystem.hpp"
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#include "OgreColourValue.h"
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#include <OgreMath.h>
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@ -49,6 +50,7 @@ namespace MWRender
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ESMS::CellStore<MWWorld::RefData> &mCell;
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MWWorld::Environment &mEnvironment;
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MWScene &mScene;
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MWWorld::PhysicsSystem *mPhysics;
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/// The scene node that contains all objects belonging to this
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/// cell.
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@ -101,7 +103,7 @@ namespace MWRender
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public:
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ExteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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MWScene &_scene);
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MWScene &_scene, MWWorld::PhysicsSystem *physics);
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virtual ~ExteriorCellRender() { destroy(); }
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@ -195,13 +195,15 @@ void InteriorCellRender::insertMesh(const std::string &mesh)
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void InteriorCellRender::insertObjectPhysics()
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{
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if (!mInsertMesh.empty())
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scene.addObject (insert->getName(), mInsertMesh, insert->getOrientation(),
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{
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mPhysics->addObject (insert->getName(), mInsertMesh, insert->getOrientation(),
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insert->getScale().x, insert->getPosition());
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}
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}
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void InteriorCellRender::insertActorPhysics()
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{
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scene.addActor (insert->getName(), mInsertMesh, insert->getPosition());
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mPhysics->addActor (insert->getName(), mInsertMesh, insert->getPosition());
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}
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// insert a light related to the most recent insertBegin call.
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@ -3,6 +3,7 @@
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#include "cell.hpp"
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#include "cellimp.hpp"
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#include "../mwworld/physicssystem.hpp"
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#include "OgreColourValue.h"
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#include <OgreSceneNode.h>
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@ -48,6 +49,7 @@ namespace MWRender
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ESMS::CellStore<MWWorld::RefData> &cell;
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MWWorld::Environment &mEnvironment;
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MWScene &scene;
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MWWorld::PhysicsSystem *mPhysics;
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/// The scene node that contains all objects belonging to this
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/// cell.
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@ -93,8 +95,11 @@ namespace MWRender
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public:
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InteriorCellRender(ESMS::CellStore<MWWorld::RefData> &_cell, MWWorld::Environment& environment,
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MWScene &_scene)
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: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0) {}
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MWScene &_scene, MWWorld::PhysicsSystem *physics)
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: cell(_cell), mEnvironment (environment), scene(_scene), base(NULL), insert(NULL), ambientMode (0)
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{
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mPhysics = physics;
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}
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virtual ~InteriorCellRender() { destroy(); }
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@ -76,121 +76,6 @@ std::pair<std::string, float> MWScene::getFacedHandle (MWWorld::World& world)
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return eng->rayTest(from,to);
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}
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void MWScene::doPhysics (float duration, MWWorld::World& world,
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
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// stop changes to world from being reported back to the physics system
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MWWorld::DoingPhysics scopeGuard;
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//set the DebugRenderingMode. To disable it,set it to 0
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//eng->setDebugRenderingMode(1);
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//set the walkdirection to 0 (no movement) for every actor)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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act->setWalkDirection(btVector3(0,0,0));
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}
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = eng->getCharacter(iter->first);
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = rend.getScene()->getSceneNode (iter->first);
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Ogre::Vector3 dir;
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Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
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Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
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if(mFreeFly)
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{
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Ogre::Quaternion yawQuat = yawNode->getOrientation();
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Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.07*(yawQuat*pitchQuat*dir1);
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}
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else
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{
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Ogre::Quaternion quat = yawNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.025*(quat*dir1);
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}
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//set the walk direction
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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}
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eng->stepSimulation(duration);
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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btVector3 newPos = act->getPosition();
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MWWorld::Ptr ptr = world.getPtrViaHandle (it->first);
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world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
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}
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}
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void MWScene::addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
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{
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OEngine::Physic::RigidBody* body = eng->createRigidBody(mesh,handle);
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eng->addRigidBody(body);
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btTransform tr;
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
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body->setWorldTransform(tr);
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}
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void MWScene::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position)
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{
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
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eng->addCharacter(handle);
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OEngine::Physic::PhysicActor* act = eng->getCharacter(handle);
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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void MWScene::removeObject (const std::string& handle)
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{
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//TODO:check if actor???
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eng->removeCharacter(handle);
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eng->removeRigidBody(handle);
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eng->deleteRigidBody(handle);
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}
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void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)
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{
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rend.getScene()->getSceneNode(handle)->setPosition(position);
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if(updatePhysics)//TODO: is it an actor? Done?
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{
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if (OEngine::Physic::RigidBody* body = eng->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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btTransform tr = body->getWorldTransform();
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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body->setWorldTransform(tr);
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}
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if (OEngine::Physic::PhysicActor* act = eng->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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}
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}
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void MWScene::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
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{
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}
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void MWScene::scaleObject (const std::string& handle, float scale)
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{
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}
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bool MWScene::toggleCollisionMode()
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{
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = eng->PhysicActorMap.begin(); it != eng->PhysicActorMap.end();it++)
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@ -65,30 +65,6 @@ namespace MWRender
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/// can be faced
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std::pair<std::string, float> getFacedHandle (MWWorld::World& world);
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/// Run physics simulation and modify \a world accordingly.
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void doPhysics (float duration, MWWorld::World& world,
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
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/// Add object to physics system.
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void addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
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/// Add actor to physics system.
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void addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position);
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/// Remove object from physic systems.
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void removeObject (const std::string& handle);
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/// Move object.
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void moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics);
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/// Change object's orientation.
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void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
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/// Change object's scale.
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void scaleObject (const std::string& handle, float scale);
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/// Toggle collision mode for player. If disabled player object should ignore
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/// collisions and gravity.
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/// \return Resulting mode
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171
apps/openmw/mwworld/physicssystem.cpp
Normal file
171
apps/openmw/mwworld/physicssystem.cpp
Normal file
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@ -0,0 +1,171 @@
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#include "physicssystem.hpp"
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#include "../mwworld/doingphysics.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/world.hpp" // FIXME
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#include "OgreRoot.h"
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#include "OgreRenderWindow.h"
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#include "OgreSceneManager.h"
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#include "OgreViewport.h"
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#include "OgreCamera.h"
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#include "OgreTextureManager.h"
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namespace MWWorld
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{
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PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng) :
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mRender(_rend), mEngine(physEng)
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{
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}
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PhysicsSystem::~PhysicsSystem()
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{
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}
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void PhysicsSystem::doPhysics (float duration, MWWorld::World& world,
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const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
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{
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// stop changes to world from being reported back to the physics system
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MWWorld::DoingPhysics scopeGuard;
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//set the DebugRenderingMode. To disable it,set it to 0
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//eng->setDebugRenderingMode(1);
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//set the walkdirection to 0 (no movement) for every actor)
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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act->setWalkDirection(btVector3(0,0,0));
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}
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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{
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
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Ogre::Vector3 dir;
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Ogre::Node* yawNode = sceneNode->getChildIterator().getNext();
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Ogre::Node* pitchNode = yawNode->getChildIterator().getNext();
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if(mFreeFly)
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{
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Ogre::Quaternion yawQuat = yawNode->getOrientation();
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Ogre::Quaternion pitchQuat = pitchNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.07*(yawQuat*pitchQuat*dir1);
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}
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else
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{
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Ogre::Quaternion quat = yawNode->getOrientation();
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Ogre::Vector3 dir1(iter->second.x,iter->second.z,-iter->second.y);
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dir = 0.025*(quat*dir1);
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}
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//set the walk direction
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act->setWalkDirection(btVector3(dir.x,-dir.z,dir.y));
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}
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mEngine->stepSimulation(duration);
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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btVector3 newPos = act->getPosition();
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MWWorld::Ptr ptr = world.getPtrViaHandle (it->first);
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world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
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}
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}
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void PhysicsSystem::addObject (const std::string& handle, const std::string& mesh,
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const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position)
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{
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OEngine::Physic::RigidBody* body = mEngine->createRigidBody(mesh,handle);
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mEngine->addRigidBody(body);
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btTransform tr;
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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tr.setRotation(btQuaternion(rotation.x,rotation.y,rotation.z,rotation.w));
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body->setWorldTransform(tr);
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}
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void PhysicsSystem::addActor (const std::string& handle, const std::string& mesh,
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const Ogre::Vector3& position)
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{
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//TODO:optimize this. Searching the std::map isn't very efficient i think.
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mEngine->addCharacter(handle);
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle);
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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void PhysicsSystem::removeObject (const std::string& handle)
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{
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//TODO:check if actor???
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mEngine->removeCharacter(handle);
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mEngine->removeRigidBody(handle);
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mEngine->deleteRigidBody(handle);
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}
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void PhysicsSystem::moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics)
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{
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mRender.getScene()->getSceneNode(handle)->setPosition(position);
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if(updatePhysics)//TODO: is it an actor? Done?
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{
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if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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btTransform tr = body->getWorldTransform();
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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body->setWorldTransform(tr);
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}
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if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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}
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}
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void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
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{
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}
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void PhysicsSystem::scaleObject (const std::string& handle, float scale)
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{
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}
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bool PhysicsSystem::toggleCollisionMode()
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{
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for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
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{
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OEngine::Physic::PhysicActor* act = it->second;
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bool cmode = act->getCollisionMode();
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if(cmode)
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{
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act->enableCollisions(false);
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act->setGravity(0.);
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act->setVerticalVelocity(0);
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mFreeFly = true;
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return false;
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}
|
||||
else
|
||||
{
|
||||
mFreeFly = false;
|
||||
act->enableCollisions(true);
|
||||
act->setGravity(4.);
|
||||
act->setVerticalVelocity(0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false; // This should never happen, but it shall not bother us now, since
|
||||
// this part of the code needs a rewrite anyway.
|
||||
}
|
||||
|
||||
}
|
45
apps/openmw/mwworld/physicssystem.hpp
Normal file
45
apps/openmw/mwworld/physicssystem.hpp
Normal file
|
@ -0,0 +1,45 @@
|
|||
#ifndef GAME_MWWORLD_PHYSICSSYSTEM_H
|
||||
#define GAME_MWWORLD_PHYSICSSYSTEM_H
|
||||
|
||||
#include <vector>
|
||||
#include <openengine/ogre/renderer.hpp>
|
||||
#include <openengine/bullet/physic.hpp>
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
class PhysicsSystem
|
||||
{
|
||||
public:
|
||||
PhysicsSystem (OEngine::Render::OgreRenderer &_rend , OEngine::Physic::PhysicEngine* physEng);
|
||||
~PhysicsSystem ();
|
||||
|
||||
void doPhysics (float duration, MWWorld::World& world,
|
||||
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
|
||||
|
||||
void addObject (const std::string& handle, const std::string& mesh,
|
||||
const Ogre::Quaternion& rotation, float scale, const Ogre::Vector3& position);
|
||||
|
||||
void addActor (const std::string& handle, const std::string& mesh,
|
||||
const Ogre::Vector3& position);
|
||||
|
||||
void removeObject (const std::string& handle);
|
||||
|
||||
void moveObject (const std::string& handle, const Ogre::Vector3& position, bool updatePhysics);
|
||||
|
||||
void rotateObject (const std::string& handle, const Ogre::Quaternion& rotation);
|
||||
|
||||
void scaleObject (const std::string& handle, float scale);
|
||||
|
||||
bool toggleCollisionMode();
|
||||
|
||||
private:
|
||||
OEngine::Render::OgreRenderer &mRender;
|
||||
OEngine::Physic::PhysicEngine* mEngine;
|
||||
bool mFreeFly;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -1,7 +0,0 @@
|
|||
#include "physikssystem.hpp"
|
||||
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
#ifndef GAME_MWWORLD_PHYSIKSSYSTEM_H
|
||||
#define GAME_MWWORLD_PHYSIKSSYSTEM_H
|
||||
|
||||
#endif
|
|
@ -27,7 +27,7 @@ namespace MWWorld
|
|||
{ // silence annoying g++ warning
|
||||
for (std::vector<std::string>::const_iterator iter (functor.mHandles.begin());
|
||||
iter!=functor.mHandles.end(); ++iter)
|
||||
mScene.removeObject (*iter);
|
||||
mPhysics->removeObject (*iter);
|
||||
}
|
||||
|
||||
mWorld->removeScripts (iter->first);
|
||||
|
@ -113,7 +113,7 @@ namespace MWWorld
|
|||
mWorld->getExterior(x, y)->loadExt (x, y, mWorld->getStore(), mWorld->getEsmReader());
|
||||
Ptr::CellStore *cell = mWorld->getExterior(x, y);
|
||||
|
||||
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene));
|
||||
loadCell (cell, new MWRender::ExteriorCellRender (*cell, mEnvironment, mScene, mPhysics));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -144,9 +144,9 @@ namespace MWWorld
|
|||
mCellChanged = true;
|
||||
}
|
||||
|
||||
Scene::Scene (Environment& environment, World *world, MWRender::MWScene& scene)
|
||||
Scene::Scene (Environment& environment, World *world, MWRender::MWScene& scene, PhysicsSystem *physics)
|
||||
: mScene (scene), mCurrentCell (0),
|
||||
mCellChanged (false), mEnvironment (environment), mWorld(world)
|
||||
mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -184,7 +184,7 @@ namespace MWWorld
|
|||
mWorld->getInterior(cellName)->loadInt (cellName, mWorld->getStore(), mWorld->getEsmReader());
|
||||
Ptr::CellStore *cell = mWorld->getInterior(cellName);
|
||||
|
||||
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene));
|
||||
loadCell (cell, new MWRender::InteriorCellRender (*cell, mEnvironment, mScene, mPhysics));
|
||||
|
||||
// adjust player
|
||||
mCurrentCell = cell;
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#include <components/esm_store/cell_store.hpp>
|
||||
|
||||
#include "../mwrender/mwscene.hpp"
|
||||
#include "physicssystem.hpp"
|
||||
|
||||
#include "refdata.hpp"
|
||||
#include "ptr.hpp"
|
||||
|
@ -62,13 +63,14 @@ namespace MWWorld
|
|||
bool mCellChanged;
|
||||
Environment& mEnvironment;
|
||||
World *mWorld;
|
||||
PhysicsSystem *mPhysics;
|
||||
|
||||
|
||||
void playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
|
||||
bool adjustPlayerPos = true);
|
||||
public:
|
||||
|
||||
Scene (Environment& environment, World *world, MWRender::MWScene& scene);
|
||||
Scene (Environment& environment, World *world, MWRender::MWScene& scene, PhysicsSystem *physics);
|
||||
|
||||
~Scene();
|
||||
|
||||
|
|
|
@ -284,6 +284,8 @@ namespace MWWorld
|
|||
{
|
||||
mPhysEngine = physEng;
|
||||
|
||||
mPhysics = new PhysicsSystem(renderer, physEng);
|
||||
|
||||
boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master));
|
||||
|
||||
std::cout << "Loading ESM " << masterPath.string() << "\n";
|
||||
|
@ -294,7 +296,7 @@ namespace MWWorld
|
|||
mStore.load (mEsm);
|
||||
|
||||
mPlayer = new MWWorld::Player (mScene.getPlayer(), mStore.npcs.find ("player"), *this);
|
||||
mScene.addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0));
|
||||
mPhysics->addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0));
|
||||
|
||||
// global variables
|
||||
mGlobalVariables = new Globals (mStore);
|
||||
|
@ -310,7 +312,7 @@ namespace MWWorld
|
|||
|
||||
mPhysEngine = physEng;
|
||||
|
||||
mWorldScene = new Scene(environment, this, mScene);
|
||||
mWorldScene = new Scene(environment, this, mScene, mPhysics);
|
||||
}
|
||||
|
||||
World::~World()
|
||||
|
@ -319,6 +321,7 @@ namespace MWWorld
|
|||
delete mSkyManager;
|
||||
delete mGlobalVariables;
|
||||
delete mWorldScene;
|
||||
delete mPhysics;
|
||||
}
|
||||
|
||||
const ESM::Cell *World::getExterior (const std::string& cellName) const
|
||||
|
@ -635,7 +638,7 @@ namespace MWWorld
|
|||
mEnvironment.mSoundManager->stopSound3D (ptr);
|
||||
|
||||
if (!DoingPhysics::isDoingPhysics())
|
||||
mScene.removeObject (ptr.getRefData().getHandle());
|
||||
mPhysics->removeObject (ptr.getRefData().getHandle());
|
||||
}
|
||||
|
||||
render->deleteObject (ptr.getRefData().getHandle());
|
||||
|
@ -672,7 +675,7 @@ namespace MWWorld
|
|||
}
|
||||
}
|
||||
|
||||
mScene.moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z),
|
||||
mPhysics->moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z),
|
||||
!DoingPhysics::isDoingPhysics());
|
||||
|
||||
// TODO cell change for non-player ref
|
||||
|
@ -710,7 +713,7 @@ namespace MWWorld
|
|||
void World::doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
|
||||
float duration)
|
||||
{
|
||||
mScene.doPhysics (duration, *this, actors);
|
||||
mPhysics->doPhysics (duration, *this, actors);
|
||||
}
|
||||
|
||||
bool World::toggleCollisionMode()
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "ptr.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "scene.hpp"
|
||||
#include "physicssystem.hpp"
|
||||
|
||||
#include <openengine/bullet/physic.hpp>
|
||||
|
||||
|
@ -73,6 +74,7 @@ namespace MWWorld
|
|||
ESMS::ESMStore mStore;
|
||||
ScriptList mLocalScripts;
|
||||
MWWorld::Globals *mGlobalVariables;
|
||||
MWWorld::PhysicsSystem *mPhysics;
|
||||
bool mSky;
|
||||
Environment& mEnvironment;
|
||||
int mNextDynamicRecord;
|
||||
|
|
Loading…
Reference in a new issue