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openmw/apps/opencs/view/world/physicsengine.hpp

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8.7 KiB
C++

#ifndef CSV_WORLD_PHYSICSENGINE_H
#define CSV_WORLD_PHYSICSENGINE_H
//#include <vector>
#include <map>
#include <BulletDynamics/Dynamics/btRigidBody.h>
//#include "BulletCollision/CollisionDispatch/btGhostObject.h"
//#include <string>
//#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
//#include <boost/shared_ptr.hpp>
//#include <OgreVector3.h>
//#include <OgreQuaternion.h>
//class btRigidBody;
class btBroadphaseInterface;
class btDefaultCollisionConfiguration;
class btSequentialImpulseConstraintSolver;
class btCollisionDispatcher;
class btDiscreteDynamicsWorld;
class btHeightfieldTerrainShape;
//class btCollisionObject;
namespace BtOgre
{
class DebugDrawer;
}
namespace Ogre
{
class Vector3;
class SceneNode;
class SceneManager;
class Quaternion;
}
namespace OEngine
{
namespace Physic
{
class BulletShapeLoader;
}
}
namespace CSVWorld
{
// enum btIDebugDraw::DebugDrawModes
// {
// DBG_NoDebug=0,
// DBG_DrawWireframe = 1,
// DBG_DrawAabb=2,
// DBG_DrawFeaturesText=4,
// DBG_DrawContactPoints=8,
// DBG_NoDeactivation=16,
// DBG_NoHelpText = 32,
// DBG_DrawText=64,
// DBG_ProfileTimings = 128,
// DBG_EnableSatComparison = 256,
// DBG_DisableBulletLCP = 512,
// DBG_EnableCCD = 1024,
// DBG_DrawConstraints = (1 << 11),
// DBG_DrawConstraintLimits = (1 << 12),
// DBG_FastWireframe = (1<<13),
// DBG_DrawNormals = (1<<14),
// DBG_MAX_DEBUG_DRAW_MODE
// };
//
#if 0
class CSVDebugDrawer : public BtOgre::DebugDrawer
{
BtOgre::DebugDrawer *mDebugDrawer;
Ogre::SceneManager *mSceneMgr;
Ogre::SceneNode *mSceneNode;
int mDebugMode;
public:
CSVDebugDrawer(Ogre::SceneManager *sceneMgr, btDiscreteDynamicsWorld *dynamicsWorld);
~CSVDebugDrawer();
void setDebugMode(int mode);
bool toggleDebugRendering();
};
#endif
// This class is just an extension of normal btRigidBody in order to add extra info.
// When bullet give back a btRigidBody, you can just do a static_cast to RigidBody,
// so one never should use btRigidBody directly!
class RigidBody: public btRigidBody
{
std::string mReferenceId;
public:
RigidBody(btRigidBody::btRigidBodyConstructionInfo &CI, const std::string &referenceId);
virtual ~RigidBody();
std::string getReferenceId() const { return mReferenceId; }
};
struct HeightField
{
btHeightfieldTerrainShape* mShape;
RigidBody* mBody;
};
/**
* The PhysicsEngine class contain everything which is needed for Physic.
* It's needed that Ogre Resources are set up before the PhysicsEngine is created.
* Note:deleting it WILL NOT delete the RigidBody!
* TODO:unload unused resources?
*/
class PhysicsEngine
{
//Bullet Stuff
btBroadphaseInterface *mBroadphase;
btDefaultCollisionConfiguration *mCollisionConfiguration;
btSequentialImpulseConstraintSolver *mSolver;
btCollisionDispatcher *mDispatcher;
btDiscreteDynamicsWorld *mDynamicsWorld;
//the NIF file loader.
OEngine::Physic::BulletShapeLoader *mShapeLoader;
typedef std::map<std::string, HeightField> HeightFieldContainer;
HeightFieldContainer mHeightFieldMap;
typedef std::map<std::string, RigidBody*> RigidBodyContainer;
RigidBodyContainer mCollisionObjectMap;
RigidBodyContainer mRaycastingObjectMap;
std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *> mDebugDrawers;
std::map<Ogre::SceneManager *, Ogre::SceneNode *> mDebugSceneNodes;
#if 0
// from bullet
enum CollisionFilterGroups
{
DefaultFilter = 1,
StaticFilter = 2,
KinematicFilter = 4,
DebrisFilter = 8,
SensorTrigger = 16,
CharacterFilter = 32,
AllFilter = -1 //all bits sets: DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorTrigger
};
#endif
enum CollisionType {
CollisionType_Nothing = 0, //<Collide with nothing
CollisionType_World = 1<<0, //<Collide with world objects
CollisionType_Actor = 1<<1, //<Collide sith actors
CollisionType_HeightMap = 1<<2, //<collide with heightmap
CollisionType_Raycasting = 1<<3,
CollisionType_Projectile = 1<<4,
CollisionType_Water = 1<<5
};
public:
PhysicsEngine();
~PhysicsEngine();
// Creates a RigidBody. It does not add it to the simulation.
// After created, the body is set to the correct rotation, position, and scale
RigidBody* createAndAdjustRigidBody(const std::string &mesh,
const std::string &referenceId, float scale,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
bool raycasting = false, bool placeable = false);
// Adjusts a rigid body to the right position and rotation
void adjustRigidBody(RigidBody* body,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation);
#if 0
// Mainly used to (but not limited to) adjust rigid bodies based on box shapes
// to the right position and rotation.
void boxAdjustExternal(const std::string &mesh,
RigidBody* body, float scale, const Ogre::Vector3 &position,
const Ogre::Quaternion &rotation);
#endif
// Add a HeightField to the simulation
void addHeightField(float* heights,
int x, int y, float yoffset, float triSize, float sqrtVerts);
// Remove a HeightField from the simulation
void removeHeightField(int x, int y);
// Remove a RigidBody from the simulation. It does not delete it,
// and does not remove it from the RigidBodyMap.
void removeRigidBody(const std::string &referenceId);
// Delete a RigidBody, and remove it from RigidBodyMap.
void deleteRigidBody(const std::string &referenceId);
// Return a pointer to a given rigid body.
RigidBody* getRigidBody(const std::string &referenceId, bool raycasting=false);
void stepDebug(Ogre::SceneManager *sceneMgr);
int toggleDebugRendering(Ogre::SceneManager *sceneMgr);
void createDebugDraw(Ogre::SceneManager* sceneMgr);
void removeDebugDraw(Ogre::SceneManager *sceneMgr);
// Return the closest object hit by a ray. If there are no objects,
// it will return ("",-1). If \a normal is non-NULL, the hit normal
// will be written there (if there is a hit)
std::pair<std::string,float> rayTest(const btVector3 &from,
const btVector3 &to, bool raycastingObjectOnly = true,
bool ignoreHeightMap = false, Ogre::Vector3* normal = NULL);
private:
PhysicsEngine(const PhysicsEngine&);
PhysicsEngine& operator=(const PhysicsEngine&);
// Create a debug rendering. It is called by setDebgRenderingMode if it's
// not created yet.
// Important Note: this will crash if the Render is not yet initialised!
void createDebugRendering();
// Set the debug rendering mode. 0 to turn it off.
// Important Note: this will crash if the Render is not yet initialised!
void setDebugRenderingMode(int mode);
#if 0
void getObjectAABB(const std::string &mesh,
float scale, btVector3 &min, btVector3 &max);
/**
* Return all objects hit by a ray.
*/
std::vector< std::pair<float, std::string> > rayTest2(const btVector3 &from, const btVector3 &to, int filterGroup=0xff);
std::pair<bool, float> sphereCast (float radius, btVector3 &from, btVector3 &to);
///< @return (hit, relative distance)
std::vector<std::string> getCollisions(const std::string &name, int collisionGroup, int collisionMask);
// Get the nearest object that's inside the given object, filtering out objects of the
// provided name
std::pair<const RigidBody*,btVector3> getFilteredContact(const std::string &filter,
const btVector3 &origin,
btCollisionObject *object);
#endif
};
}
#endif // CSV_WORLD_PHYSICSENGINE_H