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			276 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			276 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OENGINE_BULLET_PHYSIC_H
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| #define OENGINE_BULLET_PHYSIC_H
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| 
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| #include <BulletDynamics/Dynamics/btRigidBody.h>
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| #include "BulletCollision/CollisionDispatch/btGhostObject.h"
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| #include <string>
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| #include <list>
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| #include <map>
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| #include "BulletShapeLoader.h"
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| 
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| class btRigidBody;
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| class btBroadphaseInterface;
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| class btDefaultCollisionConfiguration;
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| class btSequentialImpulseConstraintSolver;
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| class btCollisionDispatcher;
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| class btDiscreteDynamicsWorld;
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| class btKinematicCharacterController;
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| 
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| namespace BtOgre
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| {
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|     class DebugDrawer;
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| }
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| 
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| namespace MWWorld
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| {
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|     class World;
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| }
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| 
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| namespace OEngine {
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| namespace Physic
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| {
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|     class CMotionState;
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|     struct PhysicEvent;
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| 
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|     /**
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|     *This is just used to be able to name objects.
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|     */
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|     class PairCachingGhostObject : public btPairCachingGhostObject
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|     {
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|     public:
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|         PairCachingGhostObject(std::string name)
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|             :btPairCachingGhostObject(),mName(name)
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|         {
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|         }
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|         virtual ~PairCachingGhostObject(){}
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| 
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|         std::string mName;
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|     };
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| 
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|     /**
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|      * A physic Actor use a modifed KinematicCharacterController taken in the bullet forum.
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|      */
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|     class PhysicActor
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|     {
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|     public:
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|         PhysicActor(std::string name);
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| 
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|         ~PhysicActor();
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| 
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|         /**
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|          * This function set the walkDirection. This is not relative to the actor orientation.
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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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|          */
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|         void setWalkDirection(const btVector3& mvt);
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| 
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|         void Rotate(const btQuaternion& quat);
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| 
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|         void setRotation(const btQuaternion& quat);
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| 
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|         void setGravity(float gravity);
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| 
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|         void setVerticalVelocity(float z);
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| 
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|         void enableCollisions(bool collision);
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| 
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|         bool getCollisionMode();
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| 
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|         btVector3 getPosition(void);
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| 
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|         btQuaternion getRotation(void);
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| 
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|         void setPosition(const btVector3& pos);
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| 
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|         btKinematicCharacterController* mCharacter;
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| 
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|         PairCachingGhostObject* internalGhostObject;
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|         btCollisionShape* internalCollisionShape;
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| 
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|         PairCachingGhostObject* externalGhostObject;
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|         btCollisionShape* externalCollisionShape;
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| 
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|         std::string mName;
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| 
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|         /**
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|         *NPC scenenode is located on there feet, and you can't simply translate a btShape, so this vector is used
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|         *each time get/setposition is called.
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|         */
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|         btVector3 mTranslation;
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|     };
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| 
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|     /**
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|      *This class is just an extension of normal btRigidBody in order to add extra info.
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|      *When bullet give back a btRigidBody, you can just do a static_cast to RigidBody,
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|      *so one never should use btRigidBody directly!
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|      */
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|     class RigidBody: public btRigidBody
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|     {
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|     public:
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|         RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name);
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|         virtual ~RigidBody();
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|         std::string mName;
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| 
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|         //is this body used for raycasting only?
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|         bool collide;
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|     };
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| 
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|     /**
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|      * The PhysicEngine class contain everything which is needed for Physic.
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|      * It's needed that Ogre Resources are set up before the PhysicEngine is created.
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|      * Note:deleting it WILL NOT delete the RigidBody!
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|      * TODO:unload unused resources?
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|      */
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|     class PhysicEngine
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|     {
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|     public:
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|         /**
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|          * Note that the shapeLoader IS destroyed by the phyic Engine!!
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|          */
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|         PhysicEngine(BulletShapeLoader* shapeLoader);
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| 
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|         /**
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|          * It DOES destroy the shape loader!
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|          */
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|         ~PhysicEngine();
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| 
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|         /**
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|          * Create a RigidBody.It does not add it to the simulation, but it does add it to the rigidBody Map,
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|          * so you can get it with the getRigidBody function.
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|          */
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|         RigidBody* createRigidBody(std::string mesh,std::string name,float scale);
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| 
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|         /**
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|          * Add a HeightField to the simulation
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|          */
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|         void addHeightField(float* heights,
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|                 int x, int y, float yoffset,
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|                 float triSize, float sqrtVerts);
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| 
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|         /**
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|          * Remove a HeightField from the simulation
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|          */
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|         void removeHeightField(int x, int y);
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| 
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|         /**
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|          * Add a RigidBody to the simulation
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|          */
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|         void addRigidBody(RigidBody* body);
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| 
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|         /**
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|          * Remove a RigidBody from the simulation. It does not delete it, and does not remove it from the RigidBodyMap.
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|          */
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|         void removeRigidBody(std::string name);
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| 
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|         /**
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|          * Delete a RigidBody, and remove it from RigidBodyMap.
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|          */
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|         void deleteRigidBody(std::string name);
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| 
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|         /**
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|          * Return a pointer to a given rigid body.
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|          * TODO:check if exist
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|          */
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|         RigidBody* getRigidBody(std::string name);
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| 
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|         /**
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|          * Create and add a character to the scene, and add it to the ActorMap.
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|          */
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|         void addCharacter(std::string name);
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| 
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|         /**
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|          * Remove a character from the scene. TODO:delete it! for now, a small memory leak^^ done?
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|          */
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|         void removeCharacter(std::string name);
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| 
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|         /**
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|          * Return a pointer to a character
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|          * TODO:check if the actor exist...
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|          */
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|         PhysicActor* getCharacter(std::string name);
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| 
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|         /**
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|          * This step the simulation of a given time.
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|          */
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|         void stepSimulation(double deltaT);
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| 
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|         /**
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|          * Empty events lists
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|          */
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|         void emptyEventLists(void);
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| 
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|         /**
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|          * Create a debug rendering. It is called by setDebgRenderingMode if it's not created yet.
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|          * Important Note: this will crash if the Render is not yet initialise!
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|          */
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|         void createDebugRendering();
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| 
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|         /**
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|          * Set the debug rendering mode. 0 to turn it off.
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|          * Important Note: this will crash if the Render is not yet initialise!
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|          */
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|         void setDebugRenderingMode(int mode);
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| 
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|         bool toggleDebugRendering();
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| 
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|         /**
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|          * Return the closest object hit by a ray. If there are no objects, it will return ("",-1).
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|          */
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|         std::pair<std::string,float> rayTest(btVector3& from,btVector3& to);
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| 
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|         /**
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|          * Return all objects hit by a ray.
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|          */
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|         std::vector< std::pair<float, std::string> > rayTest2(btVector3& from, btVector3& to);
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| 
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|         //event list of non player object
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|         std::list<PhysicEvent> NPEventList;
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| 
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|         //event list affecting the player
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|         std::list<PhysicEvent> PEventList;
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| 
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|         //Bullet Stuff
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|         btOverlappingPairCache* pairCache;
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|         btBroadphaseInterface* broadphase;
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|         btDefaultCollisionConfiguration* collisionConfiguration;
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|         btSequentialImpulseConstraintSolver* solver;
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|         btCollisionDispatcher* dispatcher;
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|         btDiscreteDynamicsWorld* dynamicsWorld;
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| 
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|         //the NIF file loader.
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|         BulletShapeLoader* mShapeLoader;
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| 
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|         typedef std::map<std::string,RigidBody*> RigidBodyContainer;
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|         RigidBodyContainer RigidBodyMap;
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| 
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|         typedef std::map<std::string, PhysicActor*>  PhysicActorContainer;
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|         PhysicActorContainer PhysicActorMap;
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| 
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|         //debug rendering
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|         BtOgre::DebugDrawer* mDebugDrawer;
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|         bool isDebugCreated;
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|         bool mDebugActive;
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|     };
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| 
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| 
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|     struct MyRayResultCallback : public btCollisionWorld::RayResultCallback
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|     {
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|         virtual btScalar addSingleResult( btCollisionWorld::LocalRayResult& rayResult, bool bNormalInWorldSpace)
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|         {
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|             results.push_back( std::make_pair(rayResult.m_hitFraction, rayResult.m_collisionObject) );
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|             return rayResult.m_hitFraction;
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|         }
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| 
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|         static bool cmp( const std::pair<float, std::string>& i, const std::pair<float, std::string>& j )
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|         {
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|             if( i.first > j.first ) return false;
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|             if( j.first > i.first ) return true;
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|             return false;
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|         }
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| 
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|         std::vector < std::pair<float, btCollisionObject*> > results;
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|     };
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| 
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| }}
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| 
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| #endif
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